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Posted
I hate this match. I feel lost in trying to find a way to punish her attacks.

You're going to have more luckw with baiting her attacks then trying to punish anything ^^, random 6a ftw

Posted

Not sure how much help I can be but I would imagine the same tools as before would help in this matchup. 6A and 6D will help punish or keep Tao at bay respectively if you watch how she's approaching. I would imagine C Parser is another good tool to throw into the mix since it's got anti-air. From the ground I have no clue other than don't use 214D and use 5D sparingly or else she'll crawl right under it or get a free approach from the air if you whiff it.

Posted

If they keep going for j.C crossups and such 6A dat shit. Just like how in Nu v Tao 2C was your friend, now it's 6A..just need to be more tight with timing on it~

Or if they keep trying D~B dash through crossups I'm pretty sure you can gravity out of that one.

If I score a knockdown I 214D to force a zone game.

Pick your anti air swords well, and don't forget she can punish a sword on reaction with her pounce super when in range..

Posted

Alright, well, I play on XBL, and my friend might seriously be better than TaoFTW's Tao. This matchup feels fucking awful. There's no way in hell it's a 4.5-5.5 matchup

You pretty much have to be psychic to punish her with your D attacks, most of that shit is way too slow. Lambda's D attacks are a little slow on startup in comparison to Tao's drive so you can eat damage doing that too, pretty much forget trying to react to her drive movement. She can even react and punish you for 4K if you whiff a sword from midscreen. She can be zoned, but it's really unlikely. Lambda's DP is awful in this fight, way too batiable by Tao's blockstrings. Her pressure is pretty tough to get out of, that wouldn't be an issue if she was zoned, but since she can't be zoned very well it sucks being stuck in her pressure.

Up close you're outclassed bad against her, eat a 5B for 4K. 6A will only catch so many counters from her drive, plus, Tao can actually crawl underneath 6A, if you chose to dash in hoping they'll drive

Her 2A is a serious problem, it stuffs all of Lambda's j.C attacks. I think j.B possibly beats it

236C is really garbage against Tao, her drive attacks will stuff it everytime for 3K or more. 236C is only good when you delay it in sword pressure and bait a jump.

Tao can super inbetween your swords and specials

214D is so useless against her except on knockdown, so there goes Lambda's only amazing tool

Even bursting feels like a big fucking waste of time unless you just got smacked with a 6C. She seriously can drive up to pressure you before you can even react and try to zone her

This matchup honestly feels as atrocious as Bangs

Posted

I've been playing a friend of mine who uses Tao and her blockstring into cross up [the one where they D upwards and cancel into a falling j.C]...well I found that air throw is a good way to get out and force the Tao to find another way to cross up or use falling j.B since it's faster...

If you don't want to air throw, IB the overhead and 4B. Of course, it loses if she doesn't do a low, but if she pokes low, well, you got a combo. Getting hit while Lambda is doing 4B makes her airborne, so I'm not too sure how a Tao would follow up on that...I could be wrong about the airborne part, perhaps it depends when you get hit out of it.

Also, shes is positive if you block her overhead 6B, but it's start up is slow. You can CH 5A her out of it into whatever you like. If you blocked her overhead, keep blocking [be ready to break a throw attempt] and I wouldn't even worry about trying to DP her. Save it for an easy burst bait if you catch her off of a drive.

I'm not sure how reliable this is, but 5C mash her horizontal drives from like 1/4 screen away is hilarious. I even tried some shenanigans with dash 5C mash [whiff, as she will crawl under it] and cancel with 3C. Got him to stop crawling my 5Cs.

IAD back j.214D/C if you feel a drive coming. Makes them wary about driving at you, but then a again, they can just watch you whiff a j.214D and possibly drive you for it. Depending on spacing, you might be able to bait their drive and AA with 6A...

I don't even try to zone her, but I will throw out 6/2D if she gets careless. My main goal is to push into the corner, and break her primers, air throw her out of her silly cross up game, 4B the obvious lows, and such.

I have no real good Bang experience, and I haven't been to any tournaments yet, so I can't compare the two, but so far, this matchup feels even if anything...

~L1F3

Posted
The 5A on her 6B is good to know. I don't recommend doing 4B, a good Tao player will bait it out a lot.

You can 6A if she crosses up, right?

thats iffy like sometimes it works and sometimes it doesn since the range on 6a isn't super but it will beat out air attack but during cross over your 6a might become 5a if you time it wrong. 4b is fine because you're baiting tao doing low normal... you don't use 4b because people bait it you use it to beat spammy 2a tao which most of them uses. if they start baiting than yes stop using it as logic will tell you but if you know and read a low 2a pressure use it because it works and in the corner you can switch position and put them in the corner for tk loops.

Posted

This matchup isn't as scary as vs Bang. Tao is fast, but she is also susceptible to Gravity Seeds which is good against the spam and tames her a bit.

j.C should knock out most of her point blank approaches (especially 2DB>j.C)- since it hits both sides. 6A/j.214D is very useful if she's try to approach from afar- use the one which you feel she'll be in range for at that time.

Blocking Tao low is her main weakness since the only high attacks she can use are predictable enough for a Gravity Seed to hit with (6B/j.B). It's also much harder for the 2DB>j.C to hit with.

Tao is about momentum and fair prediction. She's fast, but exert your patience, because everyone else has to against her- except Litchi.

  • 3 weeks later...
Posted

Moving it here

...I...derp, wow that Tao is amazing...

That's better then almost all of the Japanese people that play her.

If Tao is going to 2A, CH 4B her. If Tao is approaching from the air then 6A/2C depending on timing and spacing. Be on the move as much as you can. Time Gravity Seeds when you feel like she's going to go in real close.

Other than that, you didn't make bad decisions to counter her- you just have to react faster and predict her. Remember, in CT, this was Nu's worst matchup- zoning is not a great option against someone of that skill. And don't feel bad, I doubt most of us here (except severin/Xie/etc) could do a lot about that.

Dear god... we'll figure this out in the vs Tao thread.

Exaggeration much?

No offense but how crappy are the Taos you play that this one made your jaw drop?

All I saw was standard and very solid Tao play, he's a good player and he certainly knows the Lambda matchup that will always be in his favor, which brings me to-

Shakugan,

Work on your combos ASAP, the outcome of those matches could have been very different if you had managed to optimize your damage, you do know Tao has an hilariously small health bar right?

In the second match for example, I saw a throw combo and a 214D (in the corner nonetheless) combo, the former should do just short of 4K while the latter is an easy 6K, and that's already more than her hit points (9500).

As for pressure, it's indeed a bit hard to deal with Tao, as always you should try to IB everything and gain decent meter from blockstrings, counter-assaults and IB > DP are very recommended here. Her mix-up game isn't that good either.

6A and 2D her air approach and throw some 214D's to fuck her real hard if she's reckless.

NEVER do 236D it sucks hard especially against Tao.

By the way, why are you vids on speed?

I thought it was just me but after comparing to regular ones I see that your video is running too fast.

Posted

I can see how 214D can really screw up Tao's momentum.

Is it more suggested to 214D after a 3C or 236B? Obviously 236B when a corner loop is possible, but what's better in the long run- damage or okie?

Posted

I prefer to 214D. She has low primers, and having the threat of a guard break can help a lot at times, especially since it adds another level to your potential "mixup", should you choose to go on the offensive (high/low/throw/guardbreak), and the threat of the guardbreak can keep them off of you (gravity field breaks a primer).

Posted

I agree with severin.

I just got back from Furok's house for some casuals [he mains Tao] and doing a ground combo into 3c > 214D really helps. if Tao happens to be in the corner when youre doing this its possible to guard crush her VERY quickly, even if she super jumps [just 2dd or sj.dd] end you block string with a well spaced j.214d...just dont be greedy with it lol

if she has meter she can CA to get out and possibly turn the tables on you, so just keep an eyes on her meter.

also, breaking someones guard with gravity seed is hilarious XD

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