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ThaMusli

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About ThaMusli

  • Birthday 01/12/1992

Other Info

  • Location
    Sweden
  • PSN
    Tha_musli
  1. Tnx alot!
  2. This is some nice stuff! Thanks alot :D Really appreciate the work you but into this. This is kinda a unrelated topic but ill ask here since the Tager forum seems dead. Know where to find good matchvids of good Tager players? Most of what i find is old and i cant find alot anyways.
  3. Im familiar with all that tech already. Thanks anyways. And the problem with curse in this matchup is not how you deal with it but that you have a much harder time avoiding GETTING cursed.
  4. Do you have any videos of you playing the matchup? I play a good Arakune regulary and i find it very hard for me to see your points on this matchup. Tager lack the movement options and tools to constantly get in arakunes face and that makes it easier for kune to set up his stuff than in other matchups. Playing to reckless will often lead to you getting hit by dumb stuff and getting alot of curse on ya. A little bit off "not giving a fuck" attitude is needed since kune will otherwise get free meter from clouds and blocked D moves but to much of it have never been effective for me. I have no idea how you find this Tagers easiest matchup but im very willing to see your opinion on the matchup cause i need all the help i can get!
  5. Thanks for the fast replies. I definetly need to use 5b>2b more since the Mu's i play love abusing their backdash. Do you guys happen to know if you can gadget whiff>360B like you can vs kune?
  6. Hello! Im a relatively new Tager player who recently went over to the power of science. Recently i've been playing Mu regularly and came here in hopes for some tips and tricks on the matchup.
  7. Keep on trying things out! Dont spend to much time in challenge mode tho. There are more rewarding combos that are not that much harder. Go through the combo tutorial video on the first page. Those combos cover pretty much every situation there are.
  8. You are simply not timing it right. Slightly delay j.9D so that you will not fly over them is needed. Be sure to use j.C as soon as the j.9D connects and JC into j.C>236BBBBB. Try to be as high up as possible when connecting the last j.C since that will make it easier to hit all of the cs2(236b). What's important in this combo (and many other Tao combos) is to achive the right height to connect all of the 236Bs. The timing and height varies from diffrent characters so this is something you will have to learn.
  9. Thanks to everyone maintaining the Tao forum since extend! I've been using the video thread and combo thread a great deal and it have helped me alot. Something i was curious to know but did not manage to find info about is on what characters 6B>5B connects on when the opponent are crouching (non counterhit). So i took the time and test it out on the cast and discovered that it does connect on more characters then i expected. It connected on Litchi, Lambda, Rachel, Mu, Taokaka, Ragna, Makoto, Arakune and Noel. The timing on Litchi, Lambda, Rachel, Mu and Taokaka was free (kinda like the timing on 5c>JC>j.b on some characters). A little stricter on Ragna and Makoto but still practical. The times i got it to connect on Noel and Arakune however seemed totally random and inconsistent. Since the opponent is crouching you can follow up the 5B with a 6A into around 2800-3000 damage. That is nice damage from a overhead! English is not my first language so dont bash me D:
  10. Second the thanks from crying void. Those advises have helped me alot.
  11. Hiya. I have trouble getting the 236CC -> 5D~A to work in the corner vs Mu. I've been trying diffrent timings for a while now and nothing workes D:
  12. Mostly 5B and 5C. 5b is fast enought to be able to block 4D (thats the move when Nirvana does not get interupted even tho you hit her, right?) and react to if carl jumps in. I use 5C for more range obviously and it keeps me at a more safe distance. Watch out for reaction Rhapsody tho.
  13. Thanks alot for the tip about crawling out of sandwich AJ. Helped me out of Carl pressure so many times, especially crawling under 6D Something i've picked up vs Carl is that focusing on hitting Nirvana often focuses Carl to engage you plus her gauge gets low. Just watch out for potential punishes from Carl if he notices you are targeting Nirvana. Even if Carl does hit punishes you for attacking Nirvana he cant capitalize that much since the gauge is low.
  14. Snakes D:< I have a hard time vs my local hazama and hazmas in general. I find it very tough to approach haza from the air aswell as the ground. Almost always gets punished with chains or stance reversal for trying to drive in. While applying pressure i try to bait reversals and antiairs as much as i can for punishes. Does anyone know when to anti air haza if he drags himself after a blocked drive? Even when i IB my 6a gets punished much more than it hits. My impression of this matchup is to block chains and incoming blockstrings most of the match, baiting ALOT and losing when i eat a random counterhit into massive herpderp damage
  15. Matchup threads for Tao, yayz. Will do my best to contribute as much as i can even though im not that skilled a player so if you find anything wrong or missleading dont be afraid to say so. Use your drive to gets past her D moves. Use Tao's drive wisely and try not to use the same pattern while approaching her since Lambda will almost always have to predict to be able to catch you with her Drive. A whiffed drive from Lambda often results in a a punish or pressure. When i do get in i try to keep the pressure on as much as i can since Lambchops lack deffensive options. If lambda gets to backdash friendly punish with 6C. Bait antiair like in any other matchup and punish. In my experince a well spaced 5C beats alot of lambdas normals and allow you to keep on pressuring. Tao out manouver Lambda hard and can keep herself outside of the range of lambdas drive and normals. When i do get hit it often results in knockdown and pressure with lambdas 236D. I have found out a slightly delayed tech can get you outside of the range of 236D, but dont delay it to long since that will lead to alot of damage D: Jump over 214D and drive to safety. if the opponent have a habbit of fully charging 214D often, punish with a unexpected drive or use Tao's leaping command throw if you have heat. I usually win this matchup if im able to stay on top of the lambda and mix up my approach and offense. Dont be afraid to counter assult since you dont rly need the meter for damage and it is rly important that you have the offensive advantage and not Lambda.
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