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TaoFTW

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  1. Thread updated for minor justice. There's still some matches that haven't been inputted.
  2. Wow, direct feed vids make all the difference in the world without the ambient noise. Thanks Fred.
  3. You should look at the Taokaka beginners thread. I poured out my heart and soul on that.

  4. I'm just creating the generic structure, so there will be lots of stuff I'm leaving out. I'm going to sift through all the locked threads and apply it accordingly. There were too many random threads dealing with similar issues so I wanted to have all the traffic redirected. But yeah, LOTS more to come.
  5. I expect a Tao to win this tournament. Have fun everybody. :3
  6. Level 1 yomi: Hakumen - uses j.c Level 2 ": (Tao) IB -> JC Level 3 ": (H) Hotaru Level 4 ": (T) IB -> JC -> whatever punish. Level 5 ": (H) JC -> j.d Level 6 ": (T) If j.d, then grab. Veteru says, "Just about everything becomes unsafe on IB."
  7. :3
  8. Despite the small turnout, the ranbat was fun. Thanks to all that showed up. GGs...and don't rage too hard Ginseng. :< Everybody has bad days.
  9. nor cal ranbat happening tomorrow (10/30) see you there at 6.
  10. Great idea! Keep up the good work.
  11. Space Reserved
  12. Taokaka Strategy Guide Written and Edited by: TaoFTW and the Dustloop community If you want to improve your Taokaka; if you’re a random newcomer who wants to try winning with the ultimate furry; then this thread is for you. Enclosed within this guide is the following: Fundamental Strategies (Complete) Closing the Gap Tactics (Complete) Mixup Tricks and Gimmicks (Complete) Tech Traps and Throw Setups (Complete) Ground and Air Tactics (In Progress) Preemptive Defensive Strategies Combo Troubleshooting Fundamental Strategies Taokaka’s greatest strength is her close range high-pressure game. None of her normals have a lasting block stun on her opponents, but she compensates for that with quick mixups and crossups. For example, she can force her opponents to block low with 2a, but suddenly break into a throw or 2d~b crossup. Here’s a few examples of her pressure game: 1) [On block confirmation] 2a (block low only)-> 2a -> 5b -> 66 -> 2a -> 2a -> b+c 2) [On block confirmation] 5d~c -> 2d~b -> 2a -> 5b -> 6b (block high only) 3) [On block confirmation] 5b -> 2a -> 2a -> 66 -> 2a -> 5b -> 236cc (block high only) 4) [On *okizeme] 2d~b -> 2a or j.c (block high only) 5) [On block confirmation] 2a -> 2a -> 2d~b -> j.c *okizeme – term used to describe how you’ll exploit your opponent’s wake up phase after a knockdown. Tao has many opportunities to land 50/50 mixups and throw setups. Each of those combos vary in damage, but the reward for the risk is very reasonable + knockdown (2.4k – 4k). Taokaka’s greatest weakness is her lack of defense. The last place you want to be is in the corner blocking your opponent’s pressure string. If you are in that position, then your only safe guard options are to: (1) burst, (2) reversal super or (3) dead angle. You only get one burst and supers/dead angles require 50% meter. If you don’t have a burst, then Just Defend everything. Once you’ve built enough meter, then use it to your advantage and reversal your way out. The best solution to her poor defense is to stay on the offense. This does not necessarily mean you have to keep on attacking, but to apply enough pressure to force your high pressure game. So your first, and foremost, goal – in any match – is to learn how to get close to your opponents. Closing the Gap Tactics Tactic #1: Triple Jumps - One of Tao’s best tools in her arsenal is her high mobility. She can jump, not once or twice, three times! Use that to your advantage to close the gap. Tactic #2: Triple Drives - Tao’s dancing edge adds to her mobility in ways that are more ambiguous than a cross dresser. Not only can she use her drives to close the gap, but she can drive cancel to confuse her opponents. Just as how you can jump in the air three times, you can drive cancel thrice. Use it, exploit it, and drive your opponent insane. o A cancel: Allows Taokaka to stop in midair. o B cancel: Travels through opponents. o C cancel: Let’s her jump in midair. Tactic #3: Double Air Dashing - Tao’s triple jump allows you to air dash twice in the air. You can air dash forward, backward, or both! Tactic #4: Crawl - Tao’s crawl makes her hit box lower than a banana slug. Many specials, normals and ranged attacks wiff. XDest is currently compiling a thread with all the moves that will wiff against her. Use it to your advantage whenever necessary. Tactic #5: Just Defending the Air (aka Instant Blocking – IB) - Every character has this ability, but it’s more important to Taokaka than most other characters for two important reasons: o 1) IB in the air gives her a +10 recovery. This gives her enough time to use her unused jumps. o 2) Some characters have air normals that shuts off Tao’s air game pretty hard (Ragna’s DP, Arakune’s 6a, and Nu’s swords). It’s imperative you learn how to block those to apply more close range pressure. Mixup Tricks and Gimmicks When you manage to close the gaps, you have a plethora of ways to play with your opponent's head. Here's the following normals you should greatly consider using when you pin your opponent: - 2a (block low only) [low risk/low reward] - 3b (block low only) [low risk/low reward] - 5b [low-moderate risk/good reward] - b+c (kara throw) [moderate risk/moderate reward] - 2d~b -> j.c (block high only) [moderate risk/low reward] - 6b (block high only) [moderate risk/low-moderate reward] - 236cc (block high only) [high risk/high reward] An easy way of understanding risks is the following, "If a normal is slower, then the reward is greater." That doesn't necessarily mean you can't use it to your advantage. For example, 6b has a relatively moderate risk, but throw it early on your opponent's wakeup so it will wiff. When you do that, you can force your opponent think that you're going for a high mixup, but you follow up with a 2a instead. What was, originally, a relatively risky move became safe. I'm not going to tell you EVERY single gimmick or mixup trick out there known to mankind, but Tao is a very versatile character. Be creative with your mixups and setups. Other gimmicks include with 3b into a kara throw. If you hit confirm 3b, then you can follow up with a low/high mixup...OR you can take a chance with a throw. Throws gives you four HUGE advantages when your opponent is unable to break them: - Guaranteed damage - Okizeme - Burst bait setups - Tech traps Here's a few ways to get your throws in efficiently... Tech Traps and Throw Setups Effective throwing requires two conditions: (1) Create a situation where you can get an ambiguous throw mix up and (2) forcing your opponent in either a tech trap or a reset. #1: Ground pressure mixups - This will be one of the most common ways to get your throws. Forcing your opponent to guess your high/low mixups gives them one more thing to think about when you input throws. For example, 2a -> 6b -> 3b -> 5b+c #2: Air tech traps/resets - Air throws may prorate more than other moves, but the reward is better than trying to gain a low poke mixup. So if you have crummy execution, then you will need to find alternative ways to score some meaty damage. One way is to constantly create tech traps to catch your opponent off guard. Here's an examples, While executing a combo 3c -> 5d~6 -> j.c -> j.d~6 -> j.c -> j.d~6 -> Dropped your j.c input You may have dropped your j.c combo, but what if your opponent does a forward air tech? Your counter to their tech would be the following, 3c -> 5d~6 -> j.c -> j.d~6 -> j.c -> j.d~6 -> Dropped your j.c input -> 66 -> (your opponent forward techs) -> j.b+c Granted they can break out of your reset, but they have 7 frames to break out of a green throw. If they don't, then you get a free 3k combo and you can do another oki setup. Commit to your tech traps and you'll get some throw resets. Even JP players fall victim to it. Why do you want to aim for the reset? If you try to throw during a combo string, then you'll get a purple throw mark. Your opponent will have 27 frames to break out of it. #3: Roll Tech Traps If your opponent doesn't neutral tech on their wake up, then they will either roll or do a hastened wakeup. Both are punishable with 5b or 2a. Use it to gatling to another combo. You can always use a kara throw, to your advantage, to grab them in their recovery. To do that, simply press C and B, one after the other, in rapid succession. Remember that Tao has the second largest throw range in the game next to Tager. Some of you might be saying, "I've been doing all this combos n' stuff, throw tactics and high pressure mixups, but I'm still losing!" There are many variables that can make you lose a game, but you're likely losing cause: (1) you're a beginner, (2) you're playing against top notch opponents, (3) execution is poor or (4) not using Tao's mobility to the fullest extent. So in order to win matches, you need effectively read your opponents while exploiting your mobility. That includes knowing what you can, and can't, do in the air/ground. Ground and Air Tactics The first, and foremost, rule of any matchup - or competitive sport - is to know your opponent. Pacquiao beasts on his opponent with his swift jabs and hooks, but he doesn't charge in like a raging bull. Likewise, the best Tao players have good execution and mixups, but they don't mash one strategy. Even though we've discussed the basic mixup strats, there are some key proponents that are important in your ground and air game. Therefore, this section will discuss the basic ground and air tactics to catch your opponent off guard. Tao's Yomi Tactics There are, generically, two types of players that wins high-level tournaments. The quick-wit reaction speed of Ricky Ortiz's Ragna and the high-level yomi player - Daigo. According to Urban Dictionary,
  13. OKAY my good sir, you asked for it! >:3 Tao's matchup against Hakumen is not bad at all. The only edge he has against you is damage and zoning, but both are easy to handle. First rule of thumb: 1) Hakumen is NOT intimidating without stars. The most he can do to scare you is 6a your air mixups for little damage, shield counter your pressure mixups, and throw. He may use air dash j.c to close the gap, but you can jump, jump and jump till time runs out. Jump to make the 6a wiff, THROW whenever he uses shield counters, and break throw mixups...or jump to make it wiff. FYI, everything hakumen throws out - except 5a - is unsafe on block without stars. Dominate Hakumen early in the game. 2) If he has stars, then you better reconsider your approach. Hakumen has otaru(?), whatever it's called, which is his air kick DP. I've tried to IB and air grab him while he was still in the DP animation, but it wiffed. I don't recommend you try to out zone him air-to-air. I do recommend you make full use of your jumps. Hakumen is only intimidating when he's on top of you...with stars. He can do his hi/lo mixup, cancel EVERY combo into a super while scoring a knockdown, and do his air spinning sword hi mixup. 3) Using random drive attacks for pressure is suicide. 6a, 5c, and 6c will all DESTROY you from afar. MacBlunts summarizes this pretty well, 4) Use high pressure close range mixups. Hakumen has no - no masu - reversal, dp or normals that'll beat Tao up close (except 5a and 6a, but IB that). The best he can do is throw random counters and pray for a hit. So don't be afraid to stay close and pressure him. They wait cause they're gaining meter. Making a Hakumen wait is only asking for trouble. You have three jumps! Use them to your advantage and bait some hard slashies. "Rush that shit down!" (CopperDabbit). Being cautious isn't bad, but being overly cautious isn't any better. Force your Hakumen opponents to feel pressured enough to throw counter shields. After that, punish for great justice. Against the computer, just run away to the opposite side of the screen and do kitty litter. Do that against Hakumen, Tager and Jin. Jump, IB, Beserker Barrage, jump IB, super jump, and jump some more. Everything Hakumen uses, that's remotely zoning, is unsafe on Just Defending. IB and dash in for a 5b punish. If they have stars, then use a reversal for hit confirmation.
  14. Well, it's no longer necessary. We already hired 5 new programming interns. :

  15. I find the match 3/7 in Arakune's favor. But, according to the Japanese, it's 2.5/7.5 favor for many reasons: Reason #1 - Guard libra. Arakune just needs one full pressure string to guard break Tao. Curse -> guard break -> recurse -> guard break -> rinse and repeat. Reason #2 - Arakune is strongest in air-to-ground and air-to-air while his ground mix-ups have a pretty good reward. Tao is strongest in ground mixups and air-to-ground. She is only effective in air-to-air if she's point blank. This is assuming that Tao isn't cursed. Arakune beats Taokaka, in every area, when he has curse activated. Reason #3 - Taokaka lacks the reversals to capitalize on her defense. Arakune works the same way, but he has tools to prevent Tao from doing her usual rushdown (curse rings, curse cloud, spit bug, flower, and 6a). The only reason why a Tao player would win this match is either (a) their opponent is a complete scrub or (b) they know the matchup better. The first, and foremost, rule of thumbs when playing against squiggly is, "RUSH THAT SHIT DOWN LIKE THERE'S NO TOMORROW!"
  16. I completely forgot about that. I'll relay the message next time I see him. :3

  17. so coopa, come back down to the bay area...AFTER tager gets the buffs

  18. :3 :3 :3 :3~~~ ^3^ Hi...

  19. Keep in mind that I'm managing two jobs and grad school. I can't go online whenever I want to :

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