NekoExDeath Posted August 17, 2010 Posted August 17, 2010 I'm honestly not good at playing a very strategical Tao, nor do I do BnB combos properly, but this is the only matchup in the game that I have not yet ever lost to! The main thing I find is that Tao's 3C beats almost all of Makoto's conventional ground startup combo attacks, and usually gives you the counter hit. But it's been pretty biased so far since all of the Makoto's I've fought are very rushy people and haven't actually tried to be strategical when fighting against me. Once in a while they'll use the ariel tail while I'm on the ground, but it seems like whether or not it hits me, they'll try to do a ground combo, and me mashing 3C gets me out of it (signs of course of the Makoto player just not knowing what to do against 3C).
Ronove Posted August 17, 2010 Posted August 17, 2010 3C is super slow, any good player will dash and jab you during your startup frames. Sorry to say it but you probably haven't really played any decent Makoto if you think 3C is a good answer. 3C is terribly unsafe and you may only use it in yomi situations when you suspect the opponent is going for a 5A (and you have to preemptively throw it out). Tao can control Makoto from a bigger range and she doesn't really need to use any risky stuff at all since any punish that leads to the corner means half of Tao's lifebar gone. Play it safe, bait her parry with ~C feints, you can easily outrange her with 5C > 2C > pressure mixup, and with better mobility you have a lot of easy time playing ground footsies as well as dashing in everytime she whiffs something (and Makoto will occasionally whiff stuff, since her blockstrings sometimes end prematurely if too many A's have been spammed on block) Also don't crawl under her full screen projectile, that's exactly what a smart Makoto player wants you to do, since Tao is slow while crawling Makoto can easily run up to you and find a way to get in. You don't want to give them that chance. Just jump, drive-feint whatever. Also be aware that Makoto's air DP is air-unblockable, bait that shit, Tao can play "air footsies" with her mobility, although Makoto's j.B is really good but hasn't lot of horizontal range. airgrab > Makoto's j.2C, don't be afraid of airgrabbing a lot in this matchup. If you're cornered and you just want to avoid air-to-ground "mindgames" (heh) just drive away if you think Makoto is baiting your ground-to-air AA with a j.2C tl;dr space your stuff right, Tao shouldn't have too much trouble against Makoto as long as you're not letting yourself get trapped in the corner. Your range and mobility > her range and mobility
Cryingvoid Posted August 23, 2010 Posted August 23, 2010 NekoExDeath Tail attack is actually one of Makoto's most bothering things, since it can't be countered, and has its active state till Makoto reaches the ground. So it forces you either to block, or to dash away. They often abuse their air tails to escape Taos' mixuping and blockstringing, so well-timed air grab works fine on them. A descent Makoto player will easily 'tail' you into a damaging combo like this, so don't be fooled by funny animation: her tail is something to fear O_O . Also Makoto has an overhead in her BnB string. It never goes on the first hit, so better start blocking low, and change to high block further.
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