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Posted

Alright I will try and start all of these. I personally don't like this match up. If you agree or Disagree with anything please voice your opinion.

When you play this match up you need to be aware of the Haku players skill level. He has a lot of different options to punish Tao. If you can tell that he knows the match up be calm and patient for you will have to bait his counters.

When you play this match up be very careful. Hakuman has 4 normal's you can crawl under on the ground. These are 5A, 2A, 5B, and 4C. In the air you can crawl under j.A, J.C, j. 214B. Whenever Hakuman goes for air dash j.2C > 2A. Block j.2C then Duck 2A for a punish or to triple jump out of the way. This is very common setup for any Hakuman. If the the Haku is smart enough to catch on he will replace 2A with an 6A so be mindful.

Next Whenever Haku is trying to zone you out with j.C or 4C. Time your dashes to crawl under these normal's for a punish. If you get caught in the corner watch for j. 214C, however if your opponent goes for J. 214B crawl under it and hit 5B for a counter hit in the air if you are fast enough. Otherwise he will be able to block.

Whenever you go for a mix up be ready to block. Haku counter, 5A, 6A and 2C await you on any of Tao's airborne mix ups. If you find yourself being read. Calm down and try a mix while already blocking to try and throw the Haku game. This can be achieved by using 2A every now and then to keep them guessing.

As for Haku block strings. A lot of it revolves around 5A and 2A. both of these can be crawled under. However pay attention. Depending on the Haku skill level he will bait the crawl and punish with any of his specials on the ground or with 3C and 6B.

Lastly if you see that the Haku is breaking by just trying to counter everything throw in a lot of grabs to really confuse him. This is not very good match up for Tao keep that in mind

Posted

In my opinion, it's pretty damn even. Hell, I think it was very similar in CS1 as well when they both had more damage.

It usually comes down to whoever has the best neutral game and reading ability. I don't think it's as bad as you say. It's a game of patience.

2D will generally beat most of his superjump options (especially j.C), and 6C will beat many of his air dash options. If he's low to the ground in the air, 6A is a fine anti-air, and his j.D doesn't even really do anything anymore. j.D when timed right can beat j.C, j.2A, and j.2C, same with j.C. And then the rest is gauging whether he'll counter or not, throwing him at the right times, and conditioning the player to do certain things at certain times.

Also, you generally don't have to crawl 5A/2A/5B/4C against Hakumen, almost none of them have vertical range. You can just play your air-to-ground game against them with j.2B and j.C if you know he's not doing a jumping attack. And if he attempts a counter in that situation, you have plenty of time to play around with the timing and spacing (use your movement to your advantage).

If a Hakumen player is just throwing counters out, charging 236C or 6C can actual provide good results since it screws up the timing quite a bit.

Posted

I play this match-up pretty often, but in my opinion is not that tough. Besides what XDest said, I'd like to add that you need to take advantage of Tao's tick throw setups to condition the Hakumen. 2B > Throw, 5A > Throw, even whiff 5A > throw, etc. 6B is really useful because it's a trap against his tech throw attempts, if you see he's switching to 5A just crawl and punish on whiff. You need to condition him mentally so that he always picks the wrong defensive option for what you are going to do. If you can't scare him like this it obviously becomes tougher to effectively open up a gap, but even then it's still an even match-up, Tao can still move around and force Hakumen on the offensive and get in on their whiffed attempt.

Posted
In my opinion, it's pretty damn even. Hell, I think it was very similar in CS1 as well when they both had more damage.

It usually comes down to whoever has the best neutral game and reading ability. I don't think it's as bad as you say. It's a game of patience.

2D will generally beat most of his superjump options (especially j.C), and 6C will beat many of his air dash options. If he's low to the ground in the air, 6A is a fine anti-air, and his j.D doesn't even really do anything anymore. j.D when timed right can beat j.C, j.2A, and j.2C, same with j.C. And then the rest is gauging whether he'll counter or not, throwing him at the right times, and conditioning the player to do certain things at certain times.

Also, you generally don't have to crawl 5A/2A/5B/4C against Hakumen, almost none of them have vertical range. You can just play your air-to-ground game against them with j.2B and j.C if you know he's not doing a jumping attack. And if he attempts a counter in that situation, you have plenty of time to play around with the timing and spacing (use your movement to your advantage).

If a Hakumen player is just throwing counters out, charging 236C or 6C can actual provide good results since it screws up the timing quite a bit.

Thank you for all the information you provided. I am very appreciative that people are starting to take more interest in these forms. I find Charging 236C or 6C information very helpful. I based a lot of what I said around if the hakuman was on point. Thank you for the conformation of j.D beating out j.C., j.2A, and j.2C.I . As for the ducking 5A/2A/5B/4C. I just wanted Tao players to be aware of these normal's. not so much a necessity to duck them due to how Mobile Tao is in general as you stated. I strive to be a better Tao so thank you for keeping me on the right path with this match up.

Posted
I play this match-up pretty often, but in my opinion is not that tough. Besides what XDest said, I'd like to add that you need to take advantage of Tao's tick throw setups to condition the Hakumen. 2B > Throw, 5A > Throw, even whiff 5A > throw, etc. 6B is really useful because it's a trap against his tech throw attempts, if you see he's switching to 5A just crawl and punish on whiff. You need to condition him mentally so that he always picks the wrong defensive option for what you are going to do. If you can't scare him like this it obviously becomes tougher to effectively open up a gap, but even then it's still an even match-up, Tao can still move around and force Hakumen on the offensive and get in on their whiffed attempt.

Thank you Ronove I appreciate your response. So I can have a clear understanding. If the Haku is smart and does not falter to the air to ground game or any mix ups. What do you suggest Tao players do in this situation?

Posted

Jump, evade and punish with j.C or j.D. He needs to take risks to properly punish Tao's jump-in attempts since she can jump cancel twice, you can also jump cancel and j.4D to get in on his whiff, crossup j.B. Once you get in you need to make him afraid/aware of your throw setups so that you can start punish any tech throw attempt with her 6B overhead or by jump-canceling. Tao doesn't have a solid enough hi/low mixup but she can setup nice mindgames to force the opponent to do the wrong thing, plus you can always play it safe everytime you reset your blockstring.

But first and foremoest it's by moving around that you get to "defend" against Hakumen's air-to-ground approaches. Also don't forget that her 2B is often a free escape everytime you see a jump-in crossup above you.

Posted

Thanks Ronove. I normally approach this match up by being patient. I appreciate this advice.

  • 2 weeks later...
Posted

Some Haku's might double jump and 2C(3C, forget which is it), to space. Along with 4C. Baiting Counters into grab or delaying an attack is good. I say even for this matchup.

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