Kuuhaku Posted May 12, 2011 Posted May 12, 2011 (edited) Overview Tips/Misc Getting hit by Taokaka leads into drive loop which will carry you to the corner.6A is your friend, but don't get baited (keep in mind that Taokaka has three jumps).Taokaka's counter assault has changed (it's now her 6C), so keep that in mind.j.C is good for smacking her out of the air.B cannon can also be useful for knocking her out of the air.Keep rods/pumpkin out to limit her mobility options.Taokaka's mix up is not very strong. Keep blocking until she gets scared and backs away. Character Specific Combos JPN Match Up Videos Here Edited August 4, 2011 by Bohemian Polka
Son of a Gun Posted June 23, 2011 Posted June 23, 2011 I have quite some troube with fighting Taos these days. My biggest problem is where to counter her I guess. It's hard to take the initiative (for me at least) 'cause she's all over the place. Where to counter, how to counter or how to take initiative. For example I start with George or Pumpkin or Lobelia but with her triple jump she hardly touches the ground sometimes.
gli Posted June 23, 2011 Posted June 23, 2011 In this match-up I find it really effective to keep the lightning rods out. Just having them out there can make Taokaka hesitant on approaching.
Kashell Posted July 28, 2011 Posted July 28, 2011 To add to the above post, doing the cannon attacks works wonders on the Tao players who are air happy. It may not be an exciting battle, but it should allow you to continue to counter her lunges until the player gets the hint.
gli Posted September 11, 2011 Posted September 11, 2011 Offline Taokaka is infinitely easier than online I found last night (blocking OVERHEADS and CROSS-UPS!). Played a Taokaka last night in casuals for about 15+ matches (this guy took me out of a CS1 tourney a long time ago lol). Don't have to rush anything in this match. If you play patient, blocking all of Taokaka's pressure, you can spot an opening sooner or later. Her 6B overhead I could 2C on reaction but the way I won with it was to make him think it was safe to throw out 6B by blocking it a few times first. 6A is definitely the go to normal to use if you don't have rods to scare off drive approaches. My plan against him was basically: - you do enough damage to win off of 2 or more good reads so you can afford to play patiently.
kirbster Posted September 29, 2011 Posted September 29, 2011 K, Tao builds meter really freakin fast. When you finally manage to get in on her, she's definitely gonna have to use her Counter Assault. It's super important that you punish it right. It's one of the hardest CA's to punish because it's -3 on block... so you either have to bait it by making her block one or two 2a's and then IBing it just at the right time so she's at -6... you can then punish with 5a into combo. Her CA motion moves her forward a lot so you should always be in range for the 5a. Another way is to do a string ending in a jump cancellable move like 5a or 5b, jump right over her, and punish with j.2c. You don't even need wind because you should CH her, which gives you a lot of time to land and confirm into 6b > 5d > 3c into wtv.
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