Jump to content
Dustloop Forums

[CP] Taokaka Gamepyarel Discussion v:3 - Encore Edition


Recommended Posts

Posted
Her stagger isn't mash safe and doesn't yield much reward in most situations. I find creativity to be the death of her because most creative pressure strings aren't mash safe and it really boils down to how much respect the opponent has rather than variety in the pressure itself being effective. In terms of resetting her pressure at different points that is match up specific and some characters don't give a fuck whether you are in the air or on the ground (#Ragna5B), while others have to commit to something different depending on where you choose to reset (Litchi). Personally I find Matoi pressure to be ass, you can get the same result for less effort and attain more damage.

#InIsaWeTrust

You are God because you see that potentially being #4 is not bad at all. Please come to America and take all my money!

Well in terms of mash-safe stuff, it's practically only 5B -> 2C and 2C -> 6C (and in CP, stuff into 236C), since 6B isn't + on block anymore. Everything she does up close ends up being some sort of mixup regardless. I've had people mash grab out of my 5B -> 5B because it's -1 and grabs are 7, of course those players would then get blown up by 5B -> 2C or 5B -> 6B. 5B -> 5B or 2B -> 5B -> 5B or 5B -> 2A stagger pressure seems to be all about respect. And the second you go into a 2C or 5C now you have to commit to the rest if they're blocking, and you're ending off with a drive cancel (in CSEX anyways). In CP you probably have the choice to end in 236C which is 0, then continue on from there.

She doesn't have the worst pressure in the game, but it pales in comparison to characters with real lock down potential. Her neutral game is definitely her strongest quality as always.

I completely agree here.

  • Replies 238
  • Created
  • Last Reply

Top Posters In This Topic

Posted (edited)

Don't get me wrong. It's not like arguing and having a discussion is a bad thing, neither I am taking things at the heart (otherwise I would already have a heart attack at this point). If I really made myself look like that, which I think I did a little in my last post, then I'm sorry. Actually, I like discussing this kind of stuff very much (otherwise I wouldn't spend so much time writting this stuff)...however I said that I wanted to end this discussing because I felt that this discussion was going no where since...aahnnn...in my honest opnion, while I have no problem with you having your opnion, some of your arguments are very silly while you keep insisting on them and they aren't making this discussion better. Let me get some of your arguments:

-"Tao can't be top tier cause I think she isn't top 3 and tier list have only 3 chars at the top tier". -You are repeating this argument all the time, even though I already said that there's no rule at all that says that. Hell, I even gave a example of a previous version of Blazblue. What pretty much determinates the numbers of top tiers in a game is the summation of the matchup numbers and then we see the results, the characters with the most points, how many have that same ammount or pretty close, analyze the difference in points between a "group" of characters, etc etc etc. The more balanced a game is, the possibilities of having more characters in a top/high tier increases as well, which I pretty much think is the case now. The currently top 5 chars in game (Haku/Litchi/Haz/Tao/Jin - no specific order) have almost no differencet between them, if there's it's just too little, and I still think that even this top5 is not fully determinated yet cause you still have lots chars that are damn strong. The only chars that pretty much have been really underwhelming, for now, are Amane, Bullet and Izayoi. However, about Tao herself, she's pretty much one of the best chars in the game (like Ronove, I think she is at least top3, but who knows, too little difference).

-"The most famous tier whores of the whole Blazblue are picking Tao because she's anti meta, not because she's actualy top teir and part of that meta". Another of the points you insist. I still don't get this whole "Tao anti-meta". You said since CT, but the only top/high tier there that Tao didn't have problems was Nu...and the matchup was even. All other characters (Rachel/Arakune/Jin) were TERRIBLE matchups to Tao. CS1...well...we indeed had a good matchup against Bang and you could said that she is pretty much Anti-Bang in every game (no tools to deal with Tao mobility outside of D Shuriken which are limited, no AA outside of Ashura that you still need 50 meter), but she still had a pretty bad matchup against Litchi...again I can't really call this anti-meta, just Anti-bang. Then we get to CS2/CSEX/CP, we really didn't have any real problems with the top/high teir, maybe at most CS2 Jin, but still Tao had no definite advantage against the top tier at all, she just didn't have problems with them...and other characters as well. I REALLY can't see how this is anti-meta. Also, if she was so anti-meta and that's why she is picked now...why she wasn't picked this much before? CS1 Taos were in a very low ammount for most part (more than half of the players were Bang/Litchi, it was really a dark age), we had ocasional matchs (mostly from Nagoya Street Battle which doesn't exist anymore, saddly) of Tsujikawa, Matoi and Uisura (which are all great Tao players)...and Keita, but he isn't really that good. CS2/CSEX we started to see more Tao players, but still we didn't have that many. Suddenly we get LOTS of Tao now in CP, pretty much from players that are known for picking top tiers characters.

-the whole Hakumen stuff - Let me start with a quote of yours:

I never said Hakumen is flawless, but to say he has glaring weaknesses is absurd.

Please, quote me where the hell I said he had glaring weakness that suddenly made Haku so much worse. I think I made myself quite clear a lot of times (I don't even need to quote) that while Haku have weaknesses that makes difference, he's still pretty much top tier and a great character. Now about you never saying that Hakumen is flawless...

Saying Hakumen has weaknesses honestly mind fucked me.

If you really didn't intend to say that Hakumen is flawless, then you reacted and wrote that really badly. You act like the weaknesses that Haku has means little to nothing, while Tao not having Valk/Carl/Litchi level of mixup and having the lowest HP in the game, even though her mixup is good and she has the best mobility of the game, is so grave that she couldn't be top tier cause of it.

While we are at it, let me include the Arakune discussion here as well. You insist in the "Arakune just need 1 or 2 combo to kill Tao" thing too much (which is only true in CP if you get caught in a combo right at the beginning of a curse without blocking or even trying to flee), but you are just seeing a small picture here. Let me take Tager here as an example, he has the biggest HP of the game, against CP Arakune he probably can take a few curse combos and still live...however Tager mobility and options against Arakune are sooooo bad that the ammount of times Tager is getting easily cursed is damn big and this make the matchup really bad for him. Tao is completely opposite of this, we have little HP and in some cases he needs 1 curse less to kill her, but Tao options are sooooo good against Arakune, his entire zoning to get your cursed is completely useless against Tao (maybe the AA cloud if you jump too high) that the only way to get cursed it getting caught enough times to be 100% cursed (without meter)...and Arakune mobility is so weird that he can't even touch Tao unless you fly at him mindless.

Everyone always goes crazy about mobility and her strong neutral game, but fail to see that her pressure isn't that strong and is heavily dependent on how much knowledge and respect of the opponent.

I'll try say the opposite, you fail to see how her mobility is so significant and that pretty much is what made Tao at least A in every version of the game since CS1. In CT, Tao wasn't that much of a good character (not compared to the top/high tier, which were VERY powerful back then), she had big easy damage and she had more HP, but her Drive wasn't that good for her neutral and pressure, both ~A and ~B cancel were terrible (~A specially, we couldn't even use that shit on hit to pressure or combo). In CS1, however, her drive got some really BIG buffs, more hitstun for every drive (A LOT of more combo options), ~A and ~B cancel really useful and made her neutral REALLY good, most of characters can't really catch her if you start runing all the match. Every game after (CS2/CSEX/CP), her drive didn't have any really big nerf in mobility (with the exception of j.D range nerf, but that shit was so damn retarded), the only big changes they have been doing in her drive is combo-wise. In the end, we traded a 1000 HP for a really better drive that is damn great, something that I would never give up to have more HP/better pressure. If she had a better pressure in CP, there's no doubt that she would be the strongest top tier.

"the JJBS is like the netplay general, so their opnion don't really count that much" - Ronove already said everything, no need to enter in details here.

And for last:

the Carl stuff

There's something that I agree here with you here, most of the Arc Rev arguments aren't really good. It kinda left a bitter taste in my mouth for actually using them, but I felt that for this purpose it was enough for at least saying that the "Carl is not fit for CP now" is wrong. Let me explain it a little better, what you said about top Carl players lefting him because in the begining he wasn't givinig results is true, Ryuusei himself said in a interview that he changed to Jin because he, playing as Carl, couldn't do anything against Jin so changed characters. However, that was pretty much a situation that happened in the beginning of CP where Carl wasn't well figured out. Hazama is a pretty similar example, he wasn't consired this good in the begining of CP, he even looked a little weak, but then people figured him out and he skyrocket in the tiers (which actually happens in every BB lol). Carl is very similar, right now you are having a big rise from him (and Valk, acording with the Arc Rev interview of Valk players who won a gold ticket), people are winning a lot more and getting new tech all the time (unlike characters like Haku/Jin that have been a little stagnant), I think this video shows a little what I am talking about. Ryuusei himself with Jin didn't even get a silver ticket, while Carl is one character that have many of representants in Arc Rev. I think this is enough to show that he completely fits CP competitively.

Oh god, I'm tired of writting all this stuff (while I think that English is easy, it's still kinda tiresome writting this much in a language that it's not your native, sorry if I wrote something wrong or confusing). I think there's nothing else to add from me, anymore would be like saying that same stuff all over again until we both get tired of this. Again, sorry if at some point in this or another post I made myself look rude/angry/whatever, it's just kinda hard to reproduce the exactly feelings in just writting.

edit: I god, I myself already saw lots to typos. I hope it's better now. And holy shit, this is a really big wall of text.

Edited by KM Riku
Posted (edited)

Tao boards may not be crowded but man, we do produce some quality stuff here. I'm proud of you guys!

Well in terms of mash-safe stuff, it's practically only 5B -> 2C and 2C -> 6C (and in CP, stuff into 236C), since 6B isn't + on block anymore. Everything she does up close ends up being some sort of mixup regardless. I've had people mash grab out of my 5B -> 5B because it's -1 and grabs are 7, of course those players would then get blown up by 5B -> 2C or 5B -> 6B. 5B -> 5B or 2B -> 5B -> 5B or 5B -> 2A stagger pressure seems to be all about respect. And the second you go into a 2C or 5C now you have to commit to the rest if they're blocking, and you're ending off with a drive cancel (in CSEX anyways). In CP you probably have the choice to end in 236C which is 0, then continue on from there.

She doesn't have the worst pressure in the game, but it pales in comparison to characters with real lock down potential. Her neutral game is definitely her strongest quality as always.

I completely agree here.

Absolutely. But it's not like it's that "hard" to get people to respect her pressure when she has so much variety and pressure traps (no real frame traps though) to scare the shit out of a lot of characters. Of course, as Ne0 said, there are characters that just don't care and won't respect but that doesn't mean that overall her pressure game isn't pretty damn good. The fact that there are others with even better pressure game (like Rachel at the corner, Carl, Relius) don't take it away that such ability coupled with her godlike neutral and movement, make her imho among the best characters capable of winning a tournament. Top 3? Top 4? As I said, this version of the game has a lot of strong characters so maybe it's not really about ranking one numerically but more like acknowledging how viable that characters is. And likely the reason Tao got picked by a lot of players who hadn't used her before is likely because of that.

Edited by Ronove
Posted (edited)

Glad we have clear air and discussions of tiers stimulate a little life on the Tao boards.

In regards to the top 3 thing.

I say this because I want you to name a fighting game with a small amount of characters that has more than 3 top tiers. Personally I find top player opinions to be far to bias and look towards numerical match up charts that have been reached through a consensus of multiple people rather than just one person. In your head you feel that the top 5 you mention all have an "equal" chance at winning which indicates that they all have even match ups. Removing the numerical fluctuations from the top 5 you mentioned would mean that at least one of them will have an average that is far too low. Hypothetically speaking you can have a character who is close to top tier like Jin actually be in the S margin (lord knows he is A/A+ at best) just because you evened out the whole top 5. Hence why almost in every newer generation of fighting games you have about 2-3 actual S tier characters and although it isn't a rule written in stone it has become almost general knowledge.

Hakumen stuff

Please excuse my wording because at the time I couldn't word the first quote you pointed out properly. So I commend you for pointing that out as it was a good catch, but his weaknesses shy in comparison to his abundant strengths. As for my utilization of the word "glaring" I was using it sparingly and just didn't feel like quoting your explanation of his lack of mobility. His inability to run is completely useless IMO because as I said earlier he gains meter from standing still and doesn't actually have to approach. He can capitalize on his opponent’s mistakes with his average reversals and while you waste all the time in the world avoiding Hakumen hit-boxes that aren't even there he builds his magatama.

TK Tsubaki, while a very fast overhead and that does big damage, you need 5 magatamas to combo from it midscreen decently, it still makes Hakumen mixup options kinda poor. A.

It cost 3 magatama for Tsubaki and you don't need to use anymore to combo; however using more will yield more damage. Hakumen having poor mix up options is like a bad bar joke. Unless you believe you can block TK Tsubaki on "reaction" you fucking up. He has lows that go into good (being far too nice) damage and a strong arsenal of plus frames in which he can utilize to do real frame traps.

Tao's tier position up until now and reasons

CT:Just play Arakuen and Rachel

CS1:J.D, taunt loop damage, BEST counter-assault in the game= Real S tier

CS2:Stronger poking game, loop damage nerf, but was fairly easier to execute, everyone else around her was pretty bad and the increase in Makoto usage made her shine more= Somewhere in the A tier position.

EX:Sacrifice damage for Oki, damage buff in the corner and retained practical mid-screen combos on over 96% of the cast, increase reward for punishing mashing= A tier definitely

her mobility is a given at this point, but it isn't her only attribute. She has other things that make her strong and to an extent play a more significant role in why she is a good character. Mobility on the other hand plays more of an active role so it is the first thing players adhere to.

In regards to Carl

While that video shows his maximum potential if you get the appropriate advantageous situation it wasn't what I was talking about when I said fundamentally wrong. Competitively speaking he has the ability to win, but given the way the game is designed and his low health playing such a huge factor in getting random out, saying that development will give him a big leap is just being too optimistic.

Hazama is a pretty similar example, he wasn't consired this good in the begining of CP, he even looked a little weak, but then people figured him out and he skyrocket in the tiers (which actually happens in every BB lol)

Every first week of the game Hazama players do two things A) try combos from the latest previous version, B) Do j.C mash combos until something better come out. Not sure where you go for tiers, but from the ones I see Hazama usually starts high and ends high. Rarely do you see him make big leaps or drops because he has some of the best normals in the game and is figured out fully within the first few weeks. In CP he started A or S and now, the word "fraudulent" replaces the word “strong” when you talk about his "development" here in the states.

Brief touch on Arakune

He can do 5A into puddle super to curse you and Tao pressure isn't insanely positive so mashing is anoption. Worst case scenario he risks losing 3K health to Matoi confirms and if successful is rewarded with a dead/near dead cat.

Tier whore stuff and increase in Tao footage

Do remember that we only get portions of ranbats and there is more Tao players in JP that what we actually see. Even in NA we are ignorant about Tao players existing besides me and XDest as we are the first two generally mentioned in all things related to Taokaka. On the contrary on XBL we have more Tao's such as, Big brown bear, A.J. and players who sub her which I will not include. We are generally seeing the same Tao players that we saw before with the exception of Isa and Satoshi who are new. As well as the few new faces we see at the arcades who either recently picked up the game or changed their name to an alias/don't use their nesica card to play #Satsuno.

Isa played Makoto in CS2 and I believe Ragna in EX. It is safe to conclude he switched to Tao for the same reason Souji switched from Ragna to Arakune in CT. Got bodied by someone and asked himself "why am I not playing this character?" This combined with Tsujikawa winning Gods Garden, Testuwo showing success by making 2nd in EX at BBR, Matoi winning summit of BB with his broken team, were probably the main reason for his switch. Plus the characters he has in his arsenal were just not strong enough. Mame is an anomaly and if you check his XBL usage ratings and Nesica card he has a pocket everything and has been working on his Tao slightly since late EX on netplay. Satoshi switched because he probably got tired of losing to Tao with Bang, Ragna nerfs, and because of the success of those around him.

The currently top 5 chars in game (Haku/Litchi/Haz/Tao/Jin - no specific order)

You say there is no specific order yet you subconsciously ordered them with Tao and Jin at the last two spots. This is the power of psychology my friend.

Edited by NeoGio0o
Posted
I say this because I want you to name a fighting game with a small amount of characters that has more than 3 top tiers

I already gave a BB example, but whatever, let me say some others:

GGXX (before AC): 4 - Faust, Slayer, Millia, Eddie

GG Slash: 2 - Sol and Ky (not more than 3, but still shows that top tier doesn't always have 3)

Jojo Bizarre Adventure (counting that Petshop is banned): 4 - Kakyoin, Jotaro, Abdul, Polnareff

SSFIV AE 2012: There's not a very definite tier list of this, but you definitely have at least Cammy, Akuma, Fei Long and Seth at top tier (4 top tiers) - although SFIV have more characters, it's like BBCP's 21 characters is a low number. It's almost the same as GG (actually, I think that with Terumi and Kagura, BB has more characters now)

Persona 4 Arena: For a long time we had Yu, Chie, Mitsuru, Aigis and Kuma at the top tier (5 chars). This isn't really different now, although the general opnion is that the 3 strongest characters are Yu, Chie and Mitsuru, with Aigis and Kuma just behind with little difference...but honestly, this is almost a game between just top tiers lol.

I don't remember more from head (there's even games that I even don't know about the tiers to talk), but with searching you can definitely find more top tiers with more than 3 chars. It's true that usually you have only 3 top tiers, but that's not a rule. It's not because most of games have 3 top tiers that every game need to.

It cost 3 magatama for Tsubaki and you don't need to use anymore to combo

Tsubaki midscreen DON'T combo with only itself, you need at least Hotaru right after Tsubaki to combo (5 magatamas). This means that if we block Tsubaki midscreen, the Haku players WILL do a Hotaru after if he was planing to combo after and he'll need to spend 5 magatamas. Even at coner it's not really easy to combo after Tsubaki alone decently.

Hakumen having poor mix up options is like a bad bar joke. Unless you believe you can block TK Tsubaki on "reaction" you fucking up. He has lows that go into good (being far too nice) damage and a strong arsenal of plus frames in which he can utilize to do real frame traps

Yes, blocking TK Tsubaki is damn hard, but not impossible. Besides, like I said before, if he wants to combo after Tsubaki, he needs to spend 5 magatamas even if we happen to block. It's not like Haku is always have 5 magatamas to use it all the time, he still needs to use them in another combos, neutral and reversal. And...after all this is the only real good mixup option of him, every other is pretty bad~decent, which overrall doesn't make his mixup really good, not compared with all the other characters in game, it's decent at best.

About the mobility, it's not like Hakumen's problems with mobility are serious, at least not in a level like Bullet/Tager, specially with his black hole stuff and he cut projectiles. It's a minor weakness, pretty much like Tao low HP, but still make some difference in some cases.

In the carl stuff

but given the way the game is designed and his low health playing such a huge factor in getting random out, saying that development will give him a big leap is just being too optimistic

I don't really get this argument. Carl have been like this in every BB game and he has always been A tier at least, it's not something CP exclusive and that it suddenly made him so much worse and some players left him, saying this is the reason because he's not so viable in CP is just silly, it's saying that he never was. It's just pretty much his design, Carl lokedown/pressure is the best of the game and some characters, once caught by Carl, can't do nothing until you burst, Carl mess up or Nirvana dies (if you are not dead first), so he have low HP to balance that. Right now we have very strong competitively Carls. He evolved very much since the beginning of the game.

You say there is no specific order yet you subconsciously ordered them with Tao and Jin at the last two spots. This is the power of psychology my friend.

Actually, I put that order on purpose. It was a silly try of a psycological effect, I put Haku at first and Tao not at top 3 so you wouldn't mind too much after reading that phrase and don't really comment on it in your next post, but in the end it had the opposite effect and I got the worst ahahaha :3

Nothing to really comment on all the rest, some part would be me repeating what I already said and the other would be me agreeing on some points.

Posted

Majority of the games you mentioned aren't even formatted properly. I looked up the games one more time to make sure and rather than get letters you get dumb tier list formatted from God>High< Mid>Low. And for the ones not structured this way you get a players opinion from an interview in which they just spout characters that either give them trouble (biased) or in no specific order. The guilty gear examples were good and I definitely agree that not all games have a top 3 hence why I said 2-3 though I'm sure if all the official tier list weren't from like 2008 we would have something more properly organized rather than just naming top 5 and saying no specific order. Tier list should be like academic letter grades in which you go from D-A+ (adding S of course) for accuracy rather than rounding to the nearest solid grade and mush together S and S- or A and A+.

For the record please don't compare Eddie with those mortals because he was double SS for the longest then they "learned" the match up and he along with Testament share the top 2 spots in AC+. GGAC is probably one of the only games with an updated properly formatted tier list and I completely respect using it in your defense. In terms of BB we haven't had a good tier list since like CS1 and so there is nothing to base an opinion on. Carl was only recognized as A in CS2 when he had the 100% guaranteed unblockable reset. CT I'm unsure and I know in CS1 he was like B tier at best with Valk and Makoto taking out his health bar in one combo.I won't get into the Carl thing pass this because I already said he is competitively fine, but the amount of work you put in and the way the game has changed mechanics wise doesn't yield the player any real benefit in playing him. There is honestly only like 2 good JP Carls doing big things as the rest are meh and go for Dio resets.

I haven't seen a Hakumen not mash Tsubaki into Hotaru so in CP I can't say much for that particular version of the game. Though I'm sure you can combo meterless since I haven't read any reason why not. Since Tsubaki into hotaru leads to like 7-8K without overdrive I can't complain if I don't see meterless combos because I would just mash it as well. When you build 1 magatama every 5 seconds it is kinda hard to just have 3 for Tsubaki as on average you care going to have more than 5 if you block like 2 normals.

The last quote was more of a tease than anything as I was curious on whether you did it on purpose or actually did it subconsciously. Hence why I only gave that segment one sentence and left it for the end because there was nothing to back up my assumptions on.

Posted

I was looking more towards the why because it just says it is only comboable with hotaru without any detail on the changes in property.

Posted

I'm actually interested in Tao now thanks to Matoi. When his Tao proved to be far superior to Tsujikawa, I knew I had to play the character. His skills in hit confirms and combos as well as his calculating pressure just drew me in.

My question: What do Tao's usually start learning first? Her neutral, pressure, or combos?

Posted

All of the above? She has low health so you have to be on point on everything. However, learning her neutral and movement first will put you on the right track, especially considering you're learning her in preparation of CP. Learning her CSEX combos is still useful because you'll learn the timing for a lot of basic stuff. Pressure is also pretty damn important, but keep in mind some of the CSEX frametraps will be gone in CP.

Learn neutral, learn to hitconfirm off it (drives, j.C, j.B, 6C, 2A/2B), and maybe rather than going for damage combos go for corner carry ones that will allow you to set up corner oki (which in CSEX is pretty limited). Apply pressure on oki. That's likely the most suitable way to get in the proper mindset for learning her properly in general, besides just playing the character of course.

Posted
Pressure is also pretty damn important, but keep in mind some of the CSEX frametraps will be gone in CP.

I know I posted most of this before, but why not. Technically the only frame trap that's gone is 6B -> stuff. Everything else seems to be the same.

She can still 5B -> 2C, 2C -> 6C, and she gains 2C/5C/6C -> 236C in CP because of 236C's speed upgrade (not to mention 236C itself is 0 on block). A cancel on hit into 5B/2B is still there. Encore on hit into anything is new. 5B on block is the same as it has always been, and 2B itself was never a frame trap (since it was -4 before). Since 2B gatlings into 5B that isn't a big deal anyways.

She seems about the same up close except for confirming into 2C -> 5[C] -> 6C now.

I'm also wondering if C cancel -> j.B is now a frame trap in CP vs. tall characters. j.B's hitbox is definitely bigger, so you might be able to do it right after C cancel without having to wait. 8-2=6, which should mean only 5 frame 5As (with a high enough hitbox), early head invincibility anti-airs, and DPs would beat it outright.

Posted

I was counting 2B's nerf as well. Even though it's not technically a real frametrap it did use to be part of her pressure mixup tools. It's not like it hurts Tao anyway, I was simply mentioning to pay attention not to practice stuff that might have been gone in CP and focus on what's remained the same. :3

Posted
I was counting 2B's nerf as well. Even though it's not technically a real frametrap it did use to be part of her pressure mixup tools. It's not like it hurts Tao anyway, I was simply mentioning to pay attention not to practice stuff that might have been gone in CP and focus on what's remained the same. :3

Yeah, that makes sense. 2B's nerf isn't huge on block, it just means you're forced to 5B after it.

2B generally recovered too fast on whiff for the type of move it was. Upping the recovery a bit (to 18) makes sense for a move that good.

  • 2 months later...
  • 2 months later...
Posted

I don't think she really has any real bad matchup... against the other top tier character it seems to be mostly even.

Rachel maybe? The way she is in CP can make things pretty frustrating even for Tao.

Posted

I don't think Rachel is much of a problem for Tao, she just cant keep her away for ever and has limited options as soon as the cat get in. Jin on the other hand has both the great normals that will ensure Tao has a hard time to come close, and the damaging reversals that make pressuring him close to 50/50 in term of reward. Plus he's overall a very strong character able to deal solid damage from almost every situation.

Posted

Asked a friend if there was anything in the Tao jbbs about that, but nothing at all. They are talking about it in the Carl forum though lol.

Btw, 6B->Cat2 (whiff)->5B does combo and it's even a challenge combo.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...