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XDest

[CSEX/CP] Taokaka Q&A

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so, I have a myriad of questions.

What's a tao to do when they've 6A anti aired a super jump height enemy? doesn't seem like I can get anything on them in time.

Also the wiki says we can combo off of normal hit 6B... and I'm clueless there too.

what is a good way to follow up a j.214bbbbb ender? All I know to do is go for a follow up air grab or ground 2D, but the opponent gets wise pretty quick.

are there any high damage combo routes that give better oki? or end nearer to the ground? (I'm sure there are but I need one that I can apply easily) ^__^

How do I bait DPs with Tao? My main man Relius has his 236A twirl, does Tao have any gimmiks for the job?

finally [2]~8D how does one work that in a combo? I know it can be used when tao is cornered after a 2C for massive damage, but what other uses does it have?

any other pro tips are welcome but this is all I've got for now.

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What's a tao to do when they've 6A anti aired a super jump height enemy? doesn't seem like I can get anything on them in time.

I'm assuming you mean you've anti aired them using the tip of 6A. You could do 2D~C for a hit confirm and do air to air pressure if they're blocking.

Also the wiki says we can combo off of normal hit 6B... and I'm clueless there too.

Against certain characters 6B hits them late enough crouching such that you can link 5B after. Easiest example off the top of my head is Litchi.

what is a good way to follow up a j.214bbbbb ender? All I know to do is go for a follow up air grab or ground 2D, but the opponent gets wise pretty quick.

Land, double air back dash and play your superior neutral.

are there any high damage combo routes that give better oki? or end nearer to the ground? (I'm sure there are but I need one that I can apply easily) ^__^

6C>236C>[2]8D2~B (no hit)

6C>6A>j.B>j.214BBBBB (?)

Just as a note, if you have 50 meter, always end in AB2 if you can. If you don't know the ender, learn it.

even though you won't need it in CP since #ripAB2 ;___;

How do I bait DPs with Tao? My main man Relius has his 236A twirl, does Tao have any gimmiks for the job?

Just bait it like you would with any other character...by blocking/using a safe jump setup. Vs Relius you can do something like 2B>5B mash BC after once. If they block 2B then 5B comes out, if they twirl then you grab.

finally [2]~8D how does one work that in a combo? I know it can be used when tao is cornered after a 2C for massive damage, but what other uses does it have?

You can do a cross-up with it by doing [2]8D2~B if you're at a certain distance from the corner. There's also a way to combo with it by doing 6C>236C>[2]8D2~B (hit)>5C>ender but it's not worth the 50 extra damage imo.

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Ah thanks Mash! that answers most of my questions. The one thing I neglected to mention was that the problem I was having with 6A was that it would hit when the opponent would be directly above Tao, so her 2D would just zoom behind the opponent. I've tried super-jumping backwards and using j.C but the combo just kinda deflates from there.

At that height I cant do any j.C->j.9D~A->land->2D shenanigans because the 2D won't hit on account of the A cancel happening too high up. So how does one get damage off of that?

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Accept the lowish damage and wait until CP j.B

I was afraid of that.

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Against certain characters 6B hits them late enough crouching such that you can link 5B after. Easiest example off the top of my head is Litchi.

Do we know if this will work in CP on the same chars? Seems like CP Taos' go for 6B, j.4D or 6B RC 66 j.b(1) j.c(1) --> stuff?

Just bait it like you would with any other character...by blocking/using a safe jump setup. Vs Relius you can do something like 2B>5B mash BC after once. If they block 2B then 5B comes out, if they twirl then you grab.

This is a cool option select, what other chars / situations is it good against?

I always found it hard to safejump in BB since you can delay your wakeup and it seems like many good players will. In that situation you could miss your safejump then you will either block, get out or try to continue pressure. I feel this will put you in a situation where the opponent will be able to mixup you on your oki which a safejump is supposed to prevent. It might be just me personally being uncomfortable with the situation.

Also, how many frames is the trip guard?

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6B gained 4 recovery frames in CP. It doesn't work.

I can think of an example for forcing tech on oki setup. I might record it or something idk,

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6B gained 4 recovery frames in CP. It doesn't work.

I can think of an example for forcing tech on oki setup. I might record it or something idk,

Yeah or if you just wanna write it down that's fine too ofc. Would really appreciate it :D.

I know you can just get a pickup with 5B or J.2D~B if they delay too long and is hard to react to but I guess that's not what you mean?

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So does that mean that j.a ans j.c are her only plausible overhead options without meter? 6B has to rely on counter hit and 236C doesn't overhead anymore does it? (not that 236C was very plausible ever)

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Yeah or if you just wanna write it down that's fine too ofc. Would really appreciate it :D.

I know you can just get a pickup with 5B or J.2D~B if they delay too long and is hard to react to but I guess that's not what you mean?

If you do 5B right away after 236C>[2]8D2~B it'll blue beat, and not catch backwards roll. But if you micro walk with a certain timing it'll catch all techs except neutral (which you want) and quick getup from some characters, and it'll be a new combo. So you do 5B>5C and hit confirm if the 5C comes out.

So does that mean that j.a ans j.c are her only plausible overhead options without meter? 6B has to rely on counter hit and 236C doesn't overhead anymore does it? (not that 236C was very plausible ever)

j.B(1) is an overhead, and it got a hitbox buff in CP so it should be viable against the short crouchers (basically everyone who 6B>5B worked on in EX like Litchi and Mu) so airdash mixup will actually work.

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