NeoGio0o Posted November 6, 2013 Posted November 6, 2013 So (5B -> JC -> j.A -> j.B -> j.C)xN in the corner while a tall character is standing fuzzies. I've made it guard bonus in training mode. How useful is this actually? Depends on who you are playing against. The problem is getting people to stand up and NOT mash. Also, if you try this on someone with a 2C anti air just know that they have no reason to stand and they will ass rape your health.
Andru Posted November 9, 2013 Posted November 9, 2013 All of the items Tao runs your pockets for and proceeds to devour in front of your face in a convenient album! http://imgur.com/a/O7LD9
XDest Posted November 9, 2013 Author Posted November 9, 2013 Depends on who you are playing against. The problem is getting people to stand up and NOT mash. Also, if you try this on someone with a 2C anti air just know that they have no reason to stand and they will ass rape your health. I've run into some people just trying to mash their anti-air during my blockstrings. Most of the time they just take a 2C or 6C to the face because I'm just doing a normal gatling.
Pegs001 Posted November 17, 2013 Posted November 17, 2013 I don't know if this is really good or not since it costs 50 meter, or if it has already been done in a video but If you do stuff into 6C > 236CC > 5D~B > 6C > 236C RC > Grab, they tech right into the grab It seems like a really fast reset I also know this loses to delayed wake-up
XDest Posted November 19, 2013 Author Posted November 19, 2013 We should be testing the frame adv off 6B -> j.236B whiff on block. We don't know if it's still - or not.
Kirivon Posted November 20, 2013 Posted November 20, 2013 (edited) We should be testing the frame adv off 6B -> j.236B whiff on block. We don't know if it's still - or not. Should be +2 provided IB gives a 3F advantage and I'm interpreting it correctly. IB'ed (6B -> j.236Bw -> 5B) and got the following results: IB ->Tao 5B (6F) win IB ->Tao 2B (7F) trade IB ->Ragna 5B (8F) lose Also, as an aside, just Tao (6B -> guard) by itself can be hit by Noel 5A(5F) on IB but (6B -> j.236Bw -> guard) cannot. So... ran through some practice so far, and everything seems good. That is, until muscle memory kicks in lol. It's more of a fun question than anything else, but anyone else having this hardcore? It'll take time, but dang I'm still not getting used to 2C > 5[C] at all. Been spending most of my time since launch practicing individual Tao links (but not combos) and all of my actual matches with other characters. Tried my Tao on netplay for the first time this week and it wasn't pretty... immediately reverted to wanting to do 5C -> 2C -> 236A -> 5D~A. Finally bit the bullet and started grinding out full combos this week =x. Edited November 20, 2013 by Kirivon
XDest Posted November 20, 2013 Author Posted November 20, 2013 Thought so. So whiffed j.236B just brings back the old 6B in general (it was +2 in every other BB), but it's comboable against everyone. Good to know.
Kirivon Posted November 20, 2013 Posted November 20, 2013 Thought so. So whiffed j.236B just brings back the old 6B in general (it was +2 in every other BB), but it's comboable against everyone. Good to know. I'm liking it a whole lot better than the old 6B. I was never able to react to 6B's potential combo options (if block, do nothing / if normal hit RC then combo / if FC proceed to combo) quickly enough to capitalize on any situation on the fly. It's a lot easier to just have to adjust between (j.236Bw / j.236Bw~5B / j.236Bw~5C) based off of block/hit/FC, especially with how late the timing is on the j.236B. And accidentally autopiloting into 5B is a lot better than burning 50 heat on a RC..
XDest Posted November 20, 2013 Author Posted November 20, 2013 You used to be able to do 6B -> 5B on certain characters. Now you can do the whiffed version on everyone.
DonkeyKnifer Posted November 20, 2013 Posted November 20, 2013 Most of you probably know this already but if you get hit or counter hit by Azraels growler you can hold forward and the tech button of your choice and do j.D~B as soon as you tech, you will get a counter hit. You can do whatever combo you would normally do from j.B/C starter (see combo thread for inspiration).
Taocelot Posted December 10, 2013 Posted December 10, 2013 Hello, I'm a long time lurker of these Tao threads and I want to introduce myself! I'm not exactly good, but I'm trying to improve.
DonkeyKnifer Posted December 13, 2013 Posted December 13, 2013 Hello, I'm a long time lurker of these Tao threads and I want to introduce myself! I'm not exactly good, but I'm trying to improve. Welcome to the Tao forums and enjoy your stay ^_^. If you want to improve the video thread and combo thread are two good places to start. Feel free to ask about things you're struggling with or post your findings.
Taocelot Posted December 14, 2013 Posted December 14, 2013 Feel free to ask about things you're struggling with or post your findings. Question: Is there a better ender midscreen than catspirit encore? It seems much better to keep combos short and end with that than anything I could come up with :/
Myoro Posted December 14, 2013 Posted December 14, 2013 The other enders for midscreen standing foes is: 236A->5D~A or C cancel. A cancel puts you right smack in front of them at and essentially starts a game of, will they DP or can I do more stuff? If you've got any respect from your opponent (and I mean fear) you can go for throws/tick throws, another 2A into pressure. Of course if they DP you block and 2C for great justice. C cancel (hit or block!) put's you at advantage frame wise but at disadvantage positioning wise. You create a game of do they have an anti air/DP waiting for my decent. Normally you'd decend from the skies with a j.C or use a j.2D~B->B+C for a throw setup. If you suspect anti airs you can air backdash->j.4D for a tastly counter hit. if it's a DP, I think Barrier or another jump will work. The great thing is use of one conditions them to react the wrong way for the other, so mix it up!
Zekira Drake Posted January 12, 2014 Posted January 12, 2014 Hey guys. I'm relatively new to BB (started only during CP's release), and have been reading stuff on this forum for a while now. I've kind of hit a roadblock in improvement (and I still suck, kinda) so I decided to just go and get on here. Anyway, Mu-12 and Hazama matchup help please. I know that Tao should have an advantage over Mu but the ridiculous range of Mu's normals are making it hard for me to even recognize what the hell I should be doing. I do have a feeling that I mostly suck because I have little to no matchup experience though, lol.
Keech Posted January 25, 2014 Posted January 25, 2014 Interesting thing. 3 direction no have dash acceleration. So 663a stopped immediatly and 662a have some slide travel.
Myoro Posted February 17, 2014 Posted February 17, 2014 Hey guys. I'm relatively new to BB (started only during CP's release), and have been reading stuff on this forum for a while now. I've kind of hit a roadblock in improvement (and I still suck, kinda) so I decided to just go and get on here. Anyway, Mu-12 and Hazama matchup help please. I know that Tao should have an advantage over Mu but the ridiculous range of Mu's normals are making it hard for me to even recognize what the hell I should be doing. I do have a feeling that I mostly suck because I have little to no matchup experience though, lol. Gah! what are people doing that a scrub like me has to come to the aid of those in need? Sorry for the delay! Anyway, let me preface this by saying that you should take this discussion and questions of this nature to the \Matchup Threads/ for those who may have the same questions in the future (so other folks who've got the same questions can find their answers!) Without further ado, Mu-12's range is definitely something to be respected, but as a Tao player you have forsaken respect by default. Let's discuss the big players at work here; 5C is a huge and quick hitbox with a dirty little secret, it can be low profiled. Use prowl to make Mu look foolish for using this move and close in for a punish. It's not a bad idea to start a round out crawling, as the only moves she has that can hit you crawling are sword of decimation, her DP, Distortions, and lazorz. J.C: If she's trying to win air to air with Tao there is something seriously wrong here. I suppose the way to beat this is to get higher up, which isn't the hardest thing with Tao. After you accomplish that j.B/j.2B/j.4D/j.2D/falling j.C are all applicable. j.2C: Mu's air to ground, if you're in her face like a good kitty, then this is a non issue. It's slow as molasses but hard to anti-air. Iad j.A this for giggles, or just crawl under it if you don't feel like dealing with it. 2C: your biggest problem, The god anti air. like all others it can be baited with jumps and backdashes, always keep aware of this. Sword of Decimation: If they're using this in neutral, they may want to get a brain scan. During pressure If they get smart and charge for unblockable, you can time a backdash I believe, or just strait up CH 6C them. Steins: ever play bullet hell? no? well just dodge about and close in on Mu, if you tap her guard, the Lazers go away. If the stein is horizontally parallel with you, then you can prowl it after it fires and CH mu for a little damage as she rushes in. These things really can't keep up with you if you are bouncing across the screen like the crazed beastkin you are. That tacky electric ball: Aim for where it is not for where it will be and you'll be fine most the time. The DP: her last line of defense, bait it as you would any anti air. Then crush her dreams. OOOOOkay now for Hazammy... (Spoilers cats beat snakes) Don't let him fool you with his anti airs and his Serpent's Infernal Rapture, he is a rushdown character, who is outclassed in this fight. His tools: 2A, 5B pressure is annoying if they do it right, it's a game they win if they catch you mashing and you win if you catch them dashing. 2C: scary scary, this anti air is really good, but is extremely punishable, analyse his patterns bait and destroy. 214D~A: this move is + on block, so don't mash after it, 5A will beat it I believe, but you can IB the previous move for a better punish. 214D~B: this is neigh unpunishable if you block it in the air, and boy do they know it, use ground approaches to get around it or make it whiff. Ouroburos: Most characters have problems with these, but we're talking Tao so we don't give a flying cat. Learn the dead angles of his attacks and dart between them. I don't know if prowl->6A still works on his 5D, but if it does make use of it for a nice air unblockable counter. IB chains to make 6A work better. Serpent's Infernal Rapping (err... Rapture): Does he have 50 gauge? Did you just knock him down? Cat jump->4A+B for a bait that doesn't get soggy even in milk. Bloody Fangs: his command grab (ugh.) you'll be in the air 90% of the time so this'll be when he has pressure on you, just chicken barrier and watch out for airgrab attempts. AAAAAAAAAAANNNND that sums up my knowledge as of right now. For general Tao tips consult someone else here, (Because I haven't really dove in since CSE.) Best of luck to ya!
jimmy Posted February 17, 2014 Posted February 17, 2014 5C is a huge and quick hitbox with a dirty little secret, it can be low profiled. Use prowl to make Mu look foolish for using this move and close in for a punish. It's not a bad idea to start a round out crawling, as the only moves she has that can hit you crawling are sword of decimation, her DP, Distortions, and lazorz. just off the top of my head I know that both Mu 2B and 3C hit catcrawl as well. crawling under 5C is a really great option to have but not the be-all-end-all, Mu's dash 2B is a good option in neutral and could be used in a lot of situations where she might 5C you. Haven't played the matchup in a while but I remember getting hit by this when I mashed crawl against Mu and when I played as Mu in eons past I remember mashing the hell out of dash 2B
Myoro Posted February 17, 2014 Posted February 17, 2014 just off the top of my head I know that both Mu 2B and 3C hit catcrawl as well. crawling under 5C is a really great option to have but not the be-all-end-all, Mu's dash 2B is a good option in neutral and could be used in a lot of situations where she might 5C you. Haven't played the matchup in a while but I remember getting hit by this when I mashed crawl against Mu and when I played as Mu in eons past I remember mashing the hell out of dash 2B Herp Derp, I meant to say the only moves that don't tip you off by having her crouch. It's the indicator I use to stop prowling.
bakahyl Posted February 17, 2014 Posted February 17, 2014 (edited) Gah! what are people doing that a scrub like me has to come to the aid of those in need? Sorry for the delay! Anyway, let me preface this by saying that you should take this discussion and questions of this nature to the \Matchup Threads/ for those who may have the same questions in the future (so other folks who've got the same questions can find their answers!) Without further ado, Mu-12's range is definitely something to be respected, but as a Tao player you have forsaken respect by default. Let's discuss the big players at work here; 5C is a huge and quick hitbox with a dirty little secret, it can be low profiled. Use prowl to make Mu look foolish for using this move and close in for a punish. It's not a bad idea to start a round out crawling, as the only moves she has that can hit you crawling are sword of decimation, her DP, Distortions, and lazorz. Good Mu players should not be throwing out too many random 5c's depending on how good the taokaka is. At close range 5c is already a move that should be avoided because of her air mobility and 2b. J.C: If she's trying to win air to air with Tao there is something seriously wrong here. I suppose the way to beat this is to get higher up, which isn't the hardest thing with Tao. After you accomplish that j.B/j.2B/j.4D/j.2D/falling j.C are all applicable. j.c is probably more used as a spacing tool when she jumps backwards as a way to prevent you from blindly airdashing or using drives in the air. j.2C: Mu's air to ground, if you're in her face like a good kitty, then this is a non issue. It's slow as molasses but hard to anti-air. Iad j.A this for giggles, or just crawl under it if you don't feel like dealing with it. i use occasionally j.2c to prevent tao from mashing 2a or 2b when i am too close, as it will hit tao regardless if she is crawling or not 2C: your biggest problem, The god anti air. like all others it can be baited with jumps and backdashes, always keep aware of this. False, because it's head invulnerabilies has been nerfed since CSE. It has a decent hitbox, but a late head invul. and easily baited with a double jump or whatever tao does in the air. Sword of Decimation: If they're using this in neutral, they may want to get a brain scan. During pressure If they get smart and charge for unblockable, you can time a backdash I believe, or just strait up CH 6C them. Only used as a frametrap tool or as blockstring ender Steins: ever play bullet hell? no? well just dodge about and close in on Mu, if you tap her guard, the Lazers go away. If the stein is horizontally parallel with you, then you can prowl it after it fires and CH mu for a little damage as she rushes in. These things really can't keep up with you if you are bouncing across the screen like the crazed beastkin you are. It's more meant as a setup tool for totsuka or habakiri. And sometimes to delay Taokaka's approach That tacky electric ball: Aim for where it is not for where it will be and you'll be fine most the time. A somewhat weak move (compared to CSE) that can still be usefull to delay Tao. The DP: her last line of defense, bait it as you would any anti air. Then crush her dreams. Or she can use it to dp you out of some of Tao's riskier blockstrings Edited February 17, 2014 by bakahyl
Nemesis Posted February 17, 2014 Posted February 17, 2014 The DP: her last line of defense, bait it as you would any anti air. Then crush her dreams. Last line of defense? rofl -- have we not had games? maybe we should fight so you can write a better guide
Myoro Posted February 17, 2014 Posted February 17, 2014 Last line of defense? rofl -- have we not had games? maybe we should fight so you can write a better guide Urp, you may have missed something. Gah! what are people doing that a scrub like me has to come to the aid of those in need? Sorry for the delay! That said, I've just detailed my experience in this matchup to give the guy a general gist of what to do, my statements are by no means the final word in all of this. I've been brushin' up on main man Relius, and have neglected my subs as of late... ( eheheh...) But seriously, if someone who was actually competent could get down here and help, we wouldn't have problems. I think.
Nemesis Posted February 17, 2014 Posted February 17, 2014 doesnt mean we cant still have those games and you cant, due to more recent experience, enrich the "facts" of your guide lol
C0R Posted February 18, 2014 Posted February 18, 2014 To consolidate everything... You're going to beat µ by landing air counterpokes via drive, everything else is a risky bet.
DonkeyKnifer Posted February 18, 2014 Posted February 18, 2014 Last line of defense? rofl -- have we not had games? maybe we should fight so you can write a better guide I can't see how this is constructive or correcting any errors s/he made in the post. If you have any advice about the matchup it would be appreciated. Thanks to bakahyl for posting a bit more! --- Anyway my thoughts on the Mu matchup as a Tao player I think j.D is really strong but Mu can outpoke it both on ground and in air so you will have to use it wisely. Getting through stein spam can be a real problem if you let her set up full screen so you want to stay close but if you overextend you're gonna eat her SRK and then you're in trouble. If you get SRKd often when you have pressure you are not playing correctly or the Mu is reading you, do something crazy or something you have never done before - try to reset the mind game. If you manage to punish her SRK just once that may be enough to put you in a good enough position to win the match so good Mu players won't overuse it unless you let them. Electric ball can actually be whiff punished if you manage to superjump over it. I would not recommend trying to crawl her normals unless the Mu player is getting obvious in his / her blockstring. The risk reward for crawl is often bad. Tao's J.C j.B j.D are all good tools in this matchup and there are some angles on top of her where she has really limited options. Whiffed Mu 2C gives you ~3.5k + new oki. Against Hazama just avoid chains and slowly work your way in. Chains will kill you if you get hit. Hazamas' anti airs aren't that strong but you still don't want to mess with them. Haz 5A gives above 3K when used as an anti air I think. If you react to his stance you can 2B *all* his options if used immediately. He can bait this by doing stance backdash scoop (only some ranges) or YOLO delay SRK. Many mid level Hazamas will want to fly around and try to air grab you. This hurts a lot so what you want to do if you see it coming is depending on spacing 6A, 2D or j.D or get a better position. Both 2D and j.D can get thrown if used incorrectly. If he approaches you using his chain you can drive him while he is flying assuming you did not get hit by the chain. Both Mu & Hazama can be outblocked so don't get too eager when you are being pressured. Both of these matchups feels pretty even to me. Watch more match vids!
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