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Posted
Too cute to ban. Those avatars work as a psychological weapon.

I try.

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Posted (edited)
Ah so basically go into her loop off of some crazy shit?

Makes sense, I suppose loopless I'm pretty much capped at 4.7 lol

Also I remember trying to link dash 5B off of CH 5C last night and it wasn't working, guess I need to try harder.

I wouldn't bother with CH 5C unless I'm near the corner. Then 5C->6C->Loop is very possible.

Oh and for the extra jump problem after 2D~C, I figured that one out when CS2 came out. Just mash 8D after you press C. It'll prevent that problem pretty much completely.

The only problem is that against a few characters you need to delay between the two to get a correct height for the 6D~6 afterwards if they're too high up already, but that's only like Rachel, Tsubaki, Hazama, etc...

Edited by XDest
Posted
I wouldn't bother with CH 5C unless I'm near the corner. Then 5C->6C->Loop is very possible.

ah, so basically just use CH 5C > 6C for extra corner carry when midscreen?

Posted

5C generally hasn't been used by Tao players at all since CT outside of gatlings. Way too much recovery on whiff or block, not that many mixup options. etc...

It was generally only useful for an easy fast 4k from anywhere in CT. Once that was gone, its relevance pretty much vanished.

Posted
5C generally hasn't been used by Tao players at all since CT outside of gatlings. Way too much recovery on whiff or block, not that many mixup options. etc...

It was generally only useful for an easy fast 4k from anywhere in CT. Once that was gone, its relevance pretty much vanished.

Ah ok, I kinda noticed that it's hitbox suffers from Noel's 5C syndrome too. So much blue, not enough red.

Getting used to Drive neutral is a little weird but it's coming along, I'm still getting punished for bad cancels and getting rocked by landing recovery. Also she doesn't get all that much from Drive CH confirms, at least from the combos I'm doing, I get like 2.7 off of CH j.D if I remember correctly.

Posted (edited)

You can get a lot of loops off of CH j.D~B air-to-air. I think like 5 loops for ~3.5k. Most other drives will actually get closer to 4k.

Bad cancels on hit/block are the bane of every Tao player. As such, playing Taokaka in input delay is pretty much impossible to do properly. If I get one of those connections, you're damn right I'm bailing right after the first time I see my jump come out a second after I press the button.

Edited by XDest
Posted
You can get a lot of loops off of CH j.D~B air-to-air. I think like 5 loops for ~3.5k. Most other drives will actually get closer to 4k.

Bad cancels on hit/block are the bane of every Tao player. As such, playing Taokaka in input delay is pretty much impossible to do properly. If I get one of those connections, you're damn right I'm bailing right after the first time I see my jump come out a second after I press the button.

That must mean our connection is good enough for Tao then since you've never bailed on me, or was my CS1 Noel free enough to rape in lag? :kitty:

So the 8D loop is pretty much required then? Did they get rid of it in CSX?

Posted

You're pretty much allowed one 8D~A in CSEX. 2 max I think. Safe to say it's not coming back. Although really interesting combos with corner 6C are being found because of 6C's speed buff.

The loop is pretty much only required in CS2 for attacks that have a high amounts of reps. It's a lot less significant for starters that already have 3 or less (I think it's like 3.6k vs 3.9k for 5B->3C).

So CH drives, 3C, and 6C are hurt the most if you can't loop. Most BnB opportunities actually aren't a lot of reps at all. You can get away with not doing the dash version and doing one or two less reps most of the time without much penalty either. And of course if you're in the corner, you don't even need the dash.

Posted

Got it, alright then, looks like I've got more stuff to practice.

Loop isn't too hard, I just don't really like it :P same reason why I don't use the haida on everyone.

Posted

Yeah, only the dash version is somewhat challenging.

The regular version involves holding or pressing 9 and alternating D and A in a forgiving window, very similar to the boring horizontal drive loops in CT (which was of course (6D~6->j.C)xN ). Of course CT offered so many other options that did the same damage, whereas we're pretty much forced into this in CS2. Thank god we seem to be getting some variety back, although at the cost of midscreen ground combos.

But yeah, your reasoning is the same way I tried to find good alternatives to the taunt loop back in CS1. Haven't had much luck in CS2 because of every goddamn drive except for 8D having same move proration.

Posted (edited)
(midscreen) GC -> [2C] FC -> [6C] -> 5d~b (hit) > 5c > 9d loop > ender

(corner/near corner) GC -> [2C] FC -> [6C] -> 6C -> 236CC -> 5D~A -> j.8D~A (!!!9 reps!!!) loop > ender

GC->6[C]->2[C] is what you should do midscreen because the starter of GC combos takes in count the P2 and 6[C] P2 is better than 2[C]'s. However, in coner you have to do 2[C] first anyway...but there's a better combo:

2[C]->6[C]->236[C]->22C->5D~A->loop (dunno how mane reps).

A week ago Tsujikawa did a 8k Tao CS2 combo after a guard crush, but I don't know what combo it is.

Edited by KM Riku
Posted

Sp yeah, I'm still getting bodied by netplay Tagers with Tao, which is especially bad considering I can beat them with my Noel, so you know they gotta be bad Tagers :kitty:

Anyway, what exactly should I be doing? He seems to CH me out of drive all day.

Also I heard something about a buffed Bowling Ball, what's that about?

Posted

Tager? You don't even have to play your normal game. Stay at the other side of the screen throwing bowling balls until he screws up. If he's fullscreen, he can't exactly sledge you, and if he tries sledging when the bowling ball is near him and you aren't, you have all the time in the world to punish it with whatever, just watch out for hammer of course. If he super jumps, 2D. If he tries to 2C anti-air, extra jump j.2B or 44->j.4D~any. If you're wary of using drives, cancel all blocked ones into C cancel 44 and he can't do much. Take advantage of j.ABA->2A fuzzies. Throw out random midscreen 6Cs to see if he runs into it or does something really slow at a range. Use 214D into j.A/B/C depending on where you are to gain a lot of ground fast. 6B is a viable overhead vs Tager (it will always combo, unlike other characters, and easily sets up for a crouch loop combo for resets).

Oh yeah, and if he tries to 5D you while you're magnetized, crawl and 3C the bitch. A little riskier for 6A attempts, but still possible if you know when they'll be finished charging. Crawling under 4D and j.D still works. Watch out for 2D and 360/720 when crawling.

As long as you're not blindly driving into his j.B or j.2C, and as long as you're not falling for 360 gimmicks, you're pretty much fine.

The bowling ball? It was in the list of the loketest changes, which seemed to all stay. Apparently it's now faster and takes off a primer. We still need to confirm this though.

Also Luna, play some braybrue with me~

Posted
GC->6[C]->2[C] is what you should do midscreen because the starter of GC combos takes in count the P2 and 6[C] P2 is better than 2[C]'s. However, in coner you have to do 2[C] first anyway...but there's a better combo:

2[C]->6[C]->236[C]->22C->5D~A->loop (dunno how mane reps).

A week ago Tsujikawa did a 8k Tao CS2 combo after a guard crush, but I don't know what combo it is.

Nice stuff. Pity, that playing her CS2-wize no longer makes sense. Also a pity, she's likely to become a non midscreen damage, nor corner carry piece of crap.

Luna-chan, why even bother with CS2 Tao now? I'll tell you, what they did to her in CSEX is even MORE vicious, then making Panda-san into a shield! post-13184-139515163474_thumb.gif post-13184-139515163474_thumb.gif post-13184-139515163474_thumb.gif

Posted
Sp yeah, I'm still getting bodied by netplay Tagers with Tao, which is especially bad considering I can beat them with my Noel, so you know they gotta be bad Tagers :kitty:

Anyway, what exactly should I be doing? He seems to CH me out of drive all day.

Also I heard something about a buffed Bowling Ball, what's that about?

LOL a matchup I actually did an analysis on. Check the match up forum as there should be a wall of text on your options.

Posted
Nice stuff. Pity, that playing her CS2-wize no longer makes sense. Also a pity, she's likely to become a non midscreen damage, nor corner carry piece of crap.

Luna-chan, why even bother with CS2 Tao now? I'll tell you, what they did to her in CSEX is even MORE vicious, then making Panda-san into a shield! [ATTACH=CONFIG]829[/ATTACH] [ATTACH=CONFIG]829[/ATTACH] [ATTACH=CONFIG]829[/ATTACH]

She's just fun to mess around with. Also isn't she top tier right now? Obviously subject to change, but I remember someone telling me she's week one top tier.

Posted
She's just fun to mess around with. Also isn't she top tier right now? Obviously subject to change, but I remember someone telling me she's week one top tier.

It must be from that fake tier list that Circ posted. Right now, Tao is looking pretty weak, not even the jbbs impressions are good.

Posted

Finished all of Tao's challenges.

When do I get to be co-mod? >:3

jk, fuck AB2 combos lol

  • 2 weeks later...
Posted

Ok so I thought I understood Tao's jumps/dashes in the air, but I really didn't. I figured I would share this information just in case people don't know about it.

Tao has 3 jumps + 2 air dashes in the air. Any drive cancels consume one jump. j.8D consumes one jump. That's very basic information.

However, it seems that air dashes also consume jumps. For example, if you jump, air dash, jump, that's all you can do (besides drive with no cancel of course).

There is also an exception to this rule. Sorry in advance because I can't think of a proper way to phrase this. If you use drive cancels, it still consumes a jump, but it does not affect the amount of air dashes you can do. For example, if you jump, j.D~C, j.D~C you have used up all three of your jumps already. However, you still have both of your air dashes available to you despite having no jumps left.

My apologies if this was ever described in the past, but I didn't see it anywhere when I first started to learn how to play Tao and honestly I didn't understand this exception to Tao's jumps until now. All I ever knew was those basic three rules I listed at the beginning. I really think this is very helpful information to truly understand Tao's air options and would like to see this posted in the Taokaka strategy guide for the newer players.

  • 2 weeks later...
Posted

Tao is a very situational character who strongly excels with solid pressure, good hit confirms, and the ability to utilize all of her movement options. Because of this, I don't feel that there is a "right" way to play Taokaka, so there isn't really a way to make a tutorial video. The key to excelling at Tao is to become good at the three things I mentioned. If you have any questions, I'd be happy to answer them from my experience with Tao, or if you'd like to post a video of your own gameplay, I or one of the other Tao players will certainly critique your own play if you ask for it.

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