SolarMisae Posted June 17, 2011 Posted June 17, 2011 (edited) I'll probably be fighting her soon, and I've never played against a good Tao before. Tips to know beforehand appreciated! Edited June 17, 2011 by SolarMisae
bakahyl Posted June 17, 2011 Posted June 17, 2011 (edited) I fought against some decent Tao's and i noticed these things Patiently barrier block her attacks and don't mash mindlessly or you will surely get countered by her. Lucklily most of her standing low combo's do little damage. Also Mu can't safely zone against her, because of her speed. Her crawl is still annoying, but just like makoto's slide you can hit her with 2a now. i think that Furu no tsurugi can miss her now when crawling (unlike cs1) Edited June 17, 2011 by bakahyl
C0R Posted June 17, 2011 Posted June 17, 2011 I'll probably be fighting her soon, and I've never played against a good Tao before. Tips to know beforehand appreciated! Everytime.
pochp Posted June 19, 2011 Posted June 19, 2011 Is that tao's j.D vs mu's j.A? I never looked at tao's frames, but I think I just found myself some additional homework to do to prepare for ECT
C0R Posted June 19, 2011 Posted June 19, 2011 Man... if that was her j.a she would be the most broken air footsies character in the game xP. It's her airthrow.
Zeromus_X Posted June 19, 2011 Posted June 19, 2011 (edited) That's godlike, where did you get the hitboxes? Edit: Oh lol I thought it was 2A at first, I was gonna say daaang. Edited June 19, 2011 by Zeromus_X
C0R Posted June 19, 2011 Posted June 19, 2011 Oh... uhhhh.... Secret :V (not trying to stuff you guys but it's a site project that will leave you all gainfully pleased)
FlyingVe Posted June 19, 2011 Posted June 19, 2011 If we're talking about beating it with hitboxes it's worth noting that Mu's jB hitbox is actually quite good. Still, Tao's D is fast as shit.
stinkymonz Posted June 19, 2011 Posted June 19, 2011 If this project is what I think it is, I'm thoroughly hyped.
SolarMisae Posted June 25, 2011 Posted June 25, 2011 (edited) I fought a lot with Mystic d today. Tao is a fun though very challenging matchup. Mu should always be doing something. Spam the crap out of Habaya and DP, Tao doesn't really have an answer to those. Don't let her fly all over the place. I find the matchup highly depends on getting that first command laser out. Once you get her blocking she can't do anything without meter. If you can get steins out you can tame that cat. Her pressure is fast and flashy, but it's not as scary as it looks. You can DP her 6B on reaction easily if she tries that. Just IB DP a lot and get her off you. CA is good for getting her off too. And obviously, air throw is very good. I need to use it more frequently. Anyways she's annoying but not terrible to fight against if you can get that laser wall going. Edit: Oh also, I also noticed that if she EVEN tries to start up a 236C on you during a blockstring and you see it coming, you can 2B it. In fact you should even be able to 3C it for a counter hit iirc. I tested it a few times in training mode and could seem to poke her out of it on reaction with both 2B and 3C before the first downward slash even came out. Edited July 6, 2011 by SolarMisae
Domethieus Posted July 26, 2011 Posted July 26, 2011 Tao's Cat Spirit 3 (236C) is mainly a high risk/high reward. Too slow of a startup. Spamming DP = bad...Free 6C CH or 2C CH depending on how close you are. Habaya is the golden ball of fury right? Airthrow is good but J.C beats everything Tao has....and 2Cing if you predict any D move.
Aginor Posted July 27, 2011 Author Posted July 27, 2011 j.c I would think is ok at best. 2c is really risky and any decent tao should be able to fake you out to thinking they will approach to force a 2c whiff and they'll punish you. So I wouldn't exactly recommend 2c.
FlyingVe Posted July 27, 2011 Posted July 27, 2011 AAing Tao on the whole is a bitch. jC, airthrow, that's really all you got... Try to count the number of times she's used her drive cancels and jumps so you can keep track of how many mobility options she has left. Also, remember that her drives don't go fullscreen anymore, so you can make a show of trying to stay away. Lasty, never jump in with jC ever, ever, ever, even if it's well spaced an all that. She'll go right under it.
SolarMisae Posted July 27, 2011 Posted July 27, 2011 Yep, Tao is pretty good at baiting 2C with her triple jump/cancels. j.C in the air is okay. I've been hit just as often as I've had success with it though, even with good spacing. AAing her is indeed REALLY hard, I don't try unless I know I'm not getting baited. Even then I'm wary about throwing out any of my anti-airs. It's a hard matchup...air throw all day everyday.
SolarMisae Posted August 13, 2011 Posted August 13, 2011 (edited) Yo double post, but I got a question. How many actions can Taokaka preform once she's in the air before she has to come back down? I know that if she single jumps, she can air dash twice, double jump, air dash once, and triple no dash at all. What about her drives? What are the limit to those in neutral/when pressuring her opponents? I keep trying to keep an eye on her and count how many times she's jumped and how many actions she has left before attempting anything, but the Tao I play spaces himself pretty well and uses lots of drives/crossup stuff in his pressure game. I don't know the extent of her moves so I'm never sure where to get out of it or what I should be watching for. Mostly, is there a good place to poke her out of her pressure safely, assuming the Tao spaces well? Or am I better off just blocking/barrier to try and get her out of range? Tao's pressure feels endless sometimes if I don't CA her off or barrier block... Also...I'm guessing this matchup isn't in Mu's favor buuuut, I'm curious as to estimates of what the actual matchup between them is. Edited August 13, 2011 by SolarMisae
C0R Posted August 13, 2011 Posted August 13, 2011 Matchup is out of our favor, but Mu has a lot of strong tools that can really shut down Tao's approaches, even if her overall character design does beat ours. I'd say 6/4 at worse. Mu's reward is a too high off situations that come up too much, same reason I'm starting to thing the Bang matchup is 5/5, he just can't do nearly enough damage. As for Tao's approach... It's a bit like the valkenhayn matchup, he can do whatever he wants (read: has pragmatically endless air options, to answer your earlier question), so long as you let him do what he wants. I consider it worth it to CA out almost every time, it's a great use of meter in this matchup, but if you're stuck without meter, just know that her overhead is really slow, and that she can't even usually combo off it unless she gets a hit at far range (like Platinum's I'm pretty sure), in which case it's even slower. Plus side on the downback, is you're already holding down, so when she jumps... lolololol2cmashto5.5k No really I'm under the impression that 6a is the more viable antiair for this matchup.
SolarMisae Posted August 13, 2011 Posted August 13, 2011 Thanks greatly for the detailed post C0R, good stuff and very useful. And yeah CA and to an extent DP has been useful for getting the darn cat away. Hopefully I can get some vids of the matches I've had with Mystic up for critique sometime. And yeah, 2C feels sorta useless in this matchup unless you read Tao pretty darn well. I had 2C baited frequently when I first started fighting him and quickly found out you can get punished pretty hard for timing it badly. I still need to get the hang of using my 6A anti-air actually. Since I fight Tsubaki more than anyone I actually don't use AAs too much cause she's not dumb enough to jump at me. :3 (smart girl you are Lunar...) Also it's been said but air throwing a lot in this matchup is relatively hilarious....although I still lose 9/10, but at the very least I don't get totally bodied and can usually at least take a round. Anyways I think tao CAN combo off of 6B even point blank on Mu at least, it might be character specific(?) I'm not sure but iirc I've been hit point blank and it comboed but I don't fully remember it. Either way it's real damn slow and it's actually really easy to DP her 6B on reaction. It's just her pressure that annoys me more than anything. Damn cat. xD Thanks again man.
YukiBlue Posted August 13, 2011 Posted August 13, 2011 Tao can Combo from 6B at Point blank. I'm not sure if it's limited to xA but she deinfately can close up.
BloodyRootBeers Posted August 13, 2011 Posted August 13, 2011 she has 3 jumps and 3 drive actions, and air throwing her out of 6B is hilarious.
SolarMisae Posted August 13, 2011 Posted August 13, 2011 ...you can air throw her out of that? I must try this.
C0R Posted August 14, 2011 Posted August 14, 2011 Where you playing Mystic over netplay Solar? I'll be going down to NCI next month, so I could beat him up for you again like I did in CS1. jk, Mystic, stay cool. In other news, aerial Tsunugui is going to be very good against Tao, hmmm.
LunarSelenia Posted August 14, 2011 Posted August 14, 2011 (edited) Where you playing Mystic over netplay Solar? I'll be going down to NCI next month, so I could beat him up for you again like I did in CS1. jk, Mystic, stay cool. In other news, aerial Tsunugui is going to be very good against Tao, hmmm. Mystic is in Hawaii atm, and he got a job here, so I think he's not returning to the mainland (he was here for summer)...he had a note about it on his FB. Solar's talking about our local casuals thaaaaat only have the three of us, plus one Bang player, and we get random people off and on to play. I don't know if he's going to NCI, that's something you would have to ask him. Edited August 14, 2011 by LunarSelenia
SolarMisae Posted August 14, 2011 Posted August 14, 2011 Yeah, he said you two met. He also was shocked to find out you came from Kaneohe too. HO BRAH he nevah know dakine eh. So if you wanna beat him up you should come visit us. ....and yeees...air tsunugui will be a godsend versus Tao. :D
Mystic d Posted August 14, 2011 Posted August 14, 2011 To answer the question about Tao's jumps/actions in the air: 1) All her drive cancels (A,B,C) consume a jump (3 jumps total), 2) after performing two air-dashes, tao can no longer jump, 3) if tao IBs in the air, she gets another jump, 4) tao cannot do a j.8D after using all three jumps, and 5) tao's j.4D resets her jumps (because she touches the ground). she can jump twice, then air-dash twice and can do an unlimited amount of drives in the air as long as she doesn't use up the jumps(j.2D x N is possible). Personally, i would say this matchup is a 55/45 in Tao's favor due to her high mobility and somewhat safe pressure strings. Mu takes bigger risks in the matchup, but the damage is also more rewarding. I don't know what kind of damage Mu can get off of her 6A, but I would definitely say it's a much better option than 2C (which is why i say use it more Solar :P) And yes, you can air throw her out of her 6B. Technically, she's not off the ground until frame 12, so you can regular throw her out of it as well And Cor, I'm trying to see if I can get to NCI, but i currently has no monies /povertystatus
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