Moy_X7 Posted January 2, 2012 Posted January 2, 2012 (edited) The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary Edited January 2, 2012 by Moy_X7
-Kid Posted May 31, 2012 Posted May 31, 2012 Hmm..after having many games with a taokaka player today at an offline blazblue session, i came across something quite peculiar. Now i'm not sure if this is character specific, as I'm yet to test it on other characters, but basically, as I was pressuring the taokaka player, I at the same time tired to go for frame traps, just to see if I'd successfully get a fatal counter, due to "UK mashing". I happened to go for 5B > 2C, and as 2C was about to come out, the taokaka used a CA, and it completely whiffed during the animation of my 2C. I was then able to punish the CA with a 5B > combo (Normal hit, not counter hit). If at anytime you have a feeling that the taokaka is going to counter assult, just use the 5B > 2C string. A large majority will CA anyway, due to bad defensive options and a lack of a DP. This is just useful to know I guess. I successfully pulled this of all times the taokaka used a CA.
Moy_X7 Posted May 31, 2012 Author Posted May 31, 2012 A lot of Taos mash 2A/2B because of their low profile properties, so don't worry about it being a "UK mashing" thing lol. Her CA is weird as hell. I've had it whiff on me when doing 2A pressure.
Yuushiro Posted May 31, 2012 Posted May 31, 2012 yea I keep forgetting not ever to use 5b oki on tao since her 2a will beat it. Use 2A always.
bbq sauce Posted June 4, 2012 Posted June 4, 2012 How can 2A beat a meaty 5B? does it really duck low enough to completely avoid it from frame 1?
Lucien Posted June 5, 2012 Posted June 5, 2012 How can 2A beat a meaty 5B? does it really duck low enough to completely avoid it from frame 1? Yeah, 5B is pretty useless even as meaty when fighting against Tao. You're better off going for the 2A
shtkn Posted June 5, 2012 Posted June 5, 2012 yeah, she like... low profiles the first hit or something, it's funky
cadacus_ater Posted June 8, 2012 Posted June 8, 2012 (edited) I was trying out [stuff > 6C > DC > JC > j.C > j.214A...] combos against Tao in training mode and you must be as close as possible before attempting one. 6C launches her at a low angle that makes j.C whiff if you are too far away. For example, even if you are right up against her, the ground combo 2C FC > 6C > DC > JC > j.C would whiff on the j.C every time, unless the corner allowed me to catch up, because 2C pushes her too far away. EDIT: There is a way to get this combo to connect, but it requires a triple dash (DC 6 or w/e the input notation is) followed by an immediate JC > j.C, which allows the j.C > j.214A to connect. Other starters for these types of combos, such as 6B CH, may not have this problem, but I haven't tested everything. It's something to be aware of. Edited June 19, 2012 by cadacus_ater
aldreat Posted July 20, 2012 Posted July 20, 2012 The matchup here is brains vs speed. Even though the distance game is ridiculous and entirely in her favor, the way you win is basically using that distance against her. Almost all her D moves will beat out every single one of your zoning tools except projectiles. That being said, try to stay close distance with her and never let her cross you up. If you are medium to medium-far, you will most certainly die to her crossups and drives. Avoid air dashes and trying to intercept her because that's just a big opening for her. I'd say to try and look for one moment to use a DP during her blockstrings and then take control and never let go. She doesn't have a DP so that's one less thing for you to worry about. Your C DP is your best (and almost only) anti-cross up so find a time when you know she's going to cross up and take it from there.
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