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Posted

Still an incredibly fun, entertaining, and exciting match!

General Matchup:

Still 5-5 matchup. Both got some damage nerfs. Tao gets good corner carry off random air hits, Litchi's neutral is overall better than CS1, but damage reward is lower. Still annoying, no matter what their skill level is.

Midscreen neutral:

-Tao 5D has been nerfed, so moving across the screen takes multiple movements (Dancing edge movement)

-Litchi jC is still effective for trading, as it'll take them to the corner.

-jA, 5A , 2A are all just as good for neutral as CS1.

-Dash 6B[m]. Reward on trade is great - definitely take them to the corner.

-Preemptive 2C[m]. Don't use it as anti air (worthless), rather, try to trade with it. On trade you can take them to the corner. This isn't that good though :/.

-Itsuu is MUCH better. Use it carefully, but it guarantees pressure if blocked.

-IB drives and jA.

-If she EVER does D~B on block, it's not safe (technically it's not safe on hit either). Just mash.

-Set the stick if they are turtling hard.

Tao's pressure:

-IB 2A is good, gives you a chance to backstep or barrier jump.

-If you see a drive, jump - be prepared to break an airthrow. Use late OS throw tech if you have to.

-Watch out for Throw Reject Miss setups.

-IB 236C > DP if they get too comfortable.

-2A jumpins.

-Try your best to hit her out of/block 6B. Litchi's crouch is lower than most characters so Tao gets a legitimate combo off it.

-Tao 5B = 6F.

-5D~A = Plus on hit.

Litchi's pressure:

-Again, nothing fancy, just get your hits in.

-After they neutral tech, keep Tao's honest by starting with a normal that will hit her out of crouch. IIRC crouch DOES go under Litchi's 2A, and it definitely goes under 5B.

-Jump in/airdash isn't recommended midscren. Tao can 2B and just peace out.

-Any gap > 2C to beat jump outs.

-Tao's CA is still really good, but at least it's baitable. It's huge and fast - most players use it as a quick get out of jail free card so just bait accordingly. Using a jump in to bait it is especially strong.

-Be aware of Tao's OS throw tech > OS CA tech. 1A+B+C > 6A+B, OS's throw tech + barrier, then OS's CA + 6B. 6B hops over lows and beats throws. Use something like 2A > j2D to bait it. They are doing a late CA, so 6B should come out.

-Normal Daisharin stuff is fine.

Notes:

-After breaking an airthrow, you regain your air options. So does Tao. So Tao has a bunch of silly airthrow setups, which are pretty rewarding for her if she gets them, while not really reducing the damage heavily. A couple of them can actually double as ghetto "air oki", as Litchi doesn't really have an air dp.

-Basic setup is whatever > aerial > purple throw. After you break the throw they will

1. 5D~A - on CH, full 8D loop.

2. 2D~B - airthrow.

3. 4D~B or C - gets away from your mashing and she'll be waiting on the ground.

4. 5D~C -anticipating your jumping away.

Posted

Dem Crossups -

LK - I got Taos that love cross up - best way I find to deal with it is jump to avoid whatever they have coming next - usually a grab, other times a 5C or 5B. downward j.5B or just get away - or most risky - try to 5B[m]?

Posted

the better tao's won't rely on stuff like 2D~B.

her 214D crossup is quick, but you can just block it.

tao's normals are too fast to recklessly poke with 5b[m]

some tao's will do 2D~B > airthrow to stop jump outs

smart DP/2A/Backstep/jump out is best

Posted

i try to use the staff recall(5D) to try and keep tao out of the air. is this a smart or dumb thing to do

also what do i do if they finish a combo and im in the corner (after 236bbbbb)

Posted
i try to use the staff recall(5D) to try and keep tao out of the air. is this a smart or dumb thing to do

also what do i do if they finish a combo and im in the corner (after 236bbbbb)

Staff recall is risky.

If I were a Tao that just cornered you, I'd be ready to grab Litchi, Drive Litchi, HexaEdge, or continue with new opening C stuff.

So - Block/Reverse/Grab. Just generally don't choke.

Posted

putting down the stick in neutral is fine

after a combo ender watch what they do - tao's have different habits

most of the tao's here will just wait under you and try to get a 2D~B ch

they can hug the wall and chase you if you try to jump away (by jumping away from the wall > airthrow)

or they will hang on the wall and airthrow you on your way down if you just drop down

another option that good ones do is they will run a bit out of the corner and try to 6a you

basically you want to just stall and be prepared to break an airthrow - use kote to stall if the stick is down, daisharin if you have the meter. all you want to do is land safely. glide throw down to the ground is generally safe, but it resets the (annoying) neutral situation

Posted

choking is somthing that i do often (not just against tao) so i panic real easily, but hopefully these tips will help me kno how to handle the battle better thnx

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