Jump to content

Archived

This topic is now archived and is closed to further replies.

zeth07

[CP] Azrael vs. Taokaka Match-up Discussion

Recommended Posts

Discussion about the Taokaka match-up goes here.

First post may be edited as important information arises. If any information seems wrong please feel free to correct it, hopefully with actual proof / examples. Anyone is free to post info as long as it is constructive and helps with the discussion of the match-up.

  • Using Growler (214B) in this match is putting yourself at more of a risk than any other time you would use a DP. The reason is even on HIT (non-CH), Tao can tech and punish Azrael for upwards of 4.7k meterless + oki.

Notable Matches:

[09/22/13] Tahichi vs. Taokaka = http://youtu.be/-M3YGAF38UE?t=1h1m6s

[09/22/13] Dogura vs. Isa (TK) = http://youtu.be/jqSodBoAEyM?t=15m16s

[09/22/13] Senchou (Azrael) VS Isa (Taokaka) = http://youtu.be/aK2gwlw_mKA?t=22s

[09/02/13] Matoi (TK) vs. Yubou = http://youtu.be/9blWPUuDKUE?t=8m20s

Tamai-san (TK) vs. Dogura (AZ) *11

Share this post


Link to post
Share on other sites

Ok, not sure if this has been brought up yet (there's nothing about it on the matchup forum) but this is some serious issue.

How is Azrael supposed to punish Taokaka after a serial of successful blocking strings? I'm having serious problems punishing her gatling move. I feel like our pokes are too slow and for the most time i wind up getting counter, Counter, COUNTER!!

If i manage to to squeeze a 2a or 5a its usually out of reach since her combo strings pulls her away unless she leaps in again to keep up the pressure, resulting on getting hit again and... COUNTER!!

If i manage to to punish her Pink Slashing overhead and she decides to mix up and throw in a 6C then my 5C get punished instead and... COUNTER!!!

If i try to back dash to get away from that its very risky and usually wind up on her strings. Forward is worse.

Basically, I want to know how would you react to a situation like this without the use of the Burst move.

http://www.youtube.com/watch?v=jqSodBoAEyM#t=1015

I havent tried 6A but i know it has a slow start and it could be easily blocked or countered with a low poke.

Why is it that Az's pokes are too slow and Tao's mostly out speed him. What moves are safe for me to punish her back?

Is there another way to approach this type of situation?

m133.gif

Share this post


Link to post
Share on other sites

Now that it's been moved to the match-up thread, I can say what I want to say, though I haven't had any personal experience with the match-up myself.

"Punishing gatling moves"

First of all the general rule vs. most characters is that you should IB their C or mix-up A/B moves (like overhead 6A/6B type things) if you're going to try and mash out of blockstrings. However, Taokaka's gatlings are ridiculously free and almost all of them are special-cancellable into mix-up or drive-cancellable into mix-up. It's like if Faust had Moroha/Gold A.B.A. gatlings and could fly around like May. She's a seriously strong character on offense, and don't forget that.

To avoid that, you're going to have to zone or play neutral better, which is also kind of hard too because Taokaka has really good movement/approach options. Though I can at least say when she's moving fast, she's probably in the air. She has good things to space with on the ground, but they pale in comparison to the options she has in the air. Ultimately, it depends on how your opponent decides to move with her, which means you're going to have to play a smart, patient, some would even say funky neutral against her. 5B/2C are definitely your friends as far as just normals go. You can be kind of aggressive if she decides to jump, j.B is pretty fast and has good air-to-air capability, at least on the first part of the active frames, plus if you CH you can get a knockdown and she doesn't have a reversal without meter.

If you really want to get out of strings, Growler can work so long as they don't expect it. The knockback is pretty fast, so if they don't react/predict fast enough, you can at least reset back to neutral if you don't feel like blocking Taokaka mix-up/pressure. If they do shitty strings or if you IB some special that isn't drive-cancellable/isn't a projectile, 5A should as you're go-to normal for getting out of pressure. For what qualifies as a bad string, you're probably just going to have to ask some Tao player or just find out yourself. It's your job to find out this stuff.

6A is something I would reserve for other matchups in which characters don't have stupid air mobility + normals or stupid good zoning, i.e., people who aren't Tao, Valk, Hazama, Litchi, Carl, Mu, etc.

As for Azrael's pokes... well okay, my opinion on Azrael in general is that he is very noob-friendly at first cos he does a lot of damage and has good high-low and left-right for almost no effort, but once you actually start playing against anybody worth their salt, and this goes for all characters, you're just going to have to learn spacing. This applies to Azrael especially because he's a very street fighter character. He has solid normals and specials that are good for keeping people out of the air and dealing with projectiles, but his movement isn't spectacular or crazy like a normal anime character's movement is (aside from his jump/special-cancellable forward dash and super-fast air dashes).

I'm kinda rambling

cos I'm drunk right know

but this is probably good advice, tl;dr quit mashing during blockstrings until you KNOW something is unsafe and gear your normals towards punishing Taokaka's positioning or at the very least play it safe until she gets close enough/positions badly enough for you to be a threat with little effort.

Share this post


Link to post
Share on other sites

From watching the video (and reading Bakery's post) I'd say there were a couple of times I would've just used 2C. If you can pinpoint the attacks in Tao's combos where she must use Cs or specials to continue pressure you could use Valiant also since it can absorb one hit.

Share this post


Link to post
Share on other sites

Valiant Charger and Hornet Bunker have super armor guard point from frame 10 up until sometime after you've released the charge, just a little bit before active. This means that those moves can absorb any attacks that aren't throws, unblockables, or distortion drives, though funnily enough it will absorb crush triggers and astral heats. It also completely ignores chip damage from specials and things like Amane's drive.

Share this post


Link to post
Share on other sites

×