Dayman Report post Posted January 1, 2014 So, they changed the sound Tao makes when she does the B button followup off of Cat Spirit one? This makes me exceedingly sad. Share this post Link to post Share on other sites
jimmy Report post Posted January 30, 2014 random question, don't know if it's significant or not: Yuuto (TK) vs Hikaru (HK) this tao uses 236CC 5D~A ender like three times in this match, after each, he whiffs 5A, and then does some random thing (214D, empty jump grab, and a 2C, not necessarily in that order) I feel like I've seen this before from other players but don't quite remember, not sure if it's just this guy's idiosyncrasy but I'm curious if there's a setup I'm not seeing Share this post Link to post Share on other sites
Kirivon Report post Posted February 11, 2014 random question, don't know if it's significant or not: Yuuto (TK) vs Hikaru (HK) this tao uses 236CC 5D~A ender like three times in this match, after each, he whiffs 5A, and then does some random thing (214D, empty jump grab, and a 2C, not necessarily in that order) I feel like I've seen this before from other players but don't quite remember, not sure if it's just this guy's idiosyncrasy but I'm curious if there's a setup I'm not seeing There's no setup, it's just basic Tao oki. The whiff 5A itself doesn't do anything, it's just a placeholder to make timing meaty attacks easier. A whiff 5A -> 2C after 5D~A oki will punish roll techs, but will whiff neutral techs. Eating a corner 2C is a pretty heavy price to pay for tech rolling and since you can't punish it off of a neutral tech the risk:reward is good. Doing empty jumps is generally a good idea against Hakumen due to the possibility of wake up counters. Also, you can empty jump most Hakumens without giving up your pressure. So empty cat jump, cat jump -> grab, 5A -> 2C are all just safe things you can autopilot off of oki. Share this post Link to post Share on other sites
Errol Report post Posted February 11, 2014 Now actually learning the character is a different story altogether. hmm really old post but anyway. is it hard, or is it a matter of having to put in a lot of time? I guess what is called the learning curve. like ragna: learning curve: short combos: easy confirms: easy tsubaki: learning curve: short combos: hard confirms: medium/medium-hard rachel: learning curve: long combos: hard confirms: hard I don't feel that the 'learning how to move, etc' part of rachel is 'hard' so much as it is just... takes a long time to get used to and everything. what is tao like. Share this post Link to post Share on other sites
9:02 PM Report post Posted February 20, 2014 Is midscreen 3C the only good setup for the bowling ball? I very rarely see anyone use the bowling ball for oki anymore, but it seems like you're taking a pretty big risk by just eyeballing the meaty timing on a cat jump and diving in. The risk reward in the corner is still way in her favor against pretty much anyone's reversal options, but someone help me understand why no one does any real oki with this character. Share this post Link to post Share on other sites
XDest Report post Posted February 21, 2014 I don't feel that the 'learning how to move, etc' part of rachel is 'hard' so much as it is just... takes a long time to get used to and everything. what is tao like. Taokaka: Learning curve: Long Combos: Average Confirms: Average Is midscreen 3C the only good setup for the bowling ball? I very rarely see anyone use the bowling ball for oki anymore, but it seems like you're taking a pretty big risk by just eyeballing the meaty timing on a cat jump and diving in. The risk reward in the corner is still way in her favor against pretty much anyone's reversal options, but someone help me understand why no one does any real oki with this character. Bowling ball oki is a bit too slow in general, nobody uses it. It's better to just use 5D~A or 236C~B in most situations. At midscreen, 6C into 214D or 5D~B or late 5D~B is an option. 3C is basically only for midscreen 3C -> 22C -> 5D~B right now. Share this post Link to post Share on other sites
Dollar Report post Posted April 26, 2014 how do you do challenge 30? i know it involves the bowling ball but i can never set it up for the ball to hit after the 214214c super Share this post Link to post Share on other sites
Stellarcircle5 Report post Posted June 25, 2014 Hey guys, I've decided to start learning the cat as a sub, mainly because I want to learn a frametrap/pressure character to improve my understanding of the game. With Valkenhayn its just like "LOL Im forcing a 50/50 on you" and I'd like to try something different. My question falls in line with this. What are my main pressure strings with Tao, where are my frame traps, how do I get in and assert my offense on the opponent? Any info would be appreciated and help me work towards being less braindead of a player. Share this post Link to post Share on other sites
Myoro Report post Posted June 25, 2014 how do you do challenge 30? i know it involves the bowling ball but i can never set it up for the ball to hit after the 214214c super It's basically Start yourself in one corner of the stage and they opponent on the complete opposite side of the screen. Go overdrive. Throw ball, Dash>[6C>5D~B>]xN until you reach other corner of stage. use 214214C>ball hits>214214C>profit. It's tight but that's what you do. Hey guys, I've decided to start learning the cat as a sub, mainly because I want to learn a frametrap/pressure character to improve my understanding of the game. With Valkenhayn its just like "LOL Im forcing a 50/50 on you" and I'd like to try something different. My question falls in line with this. What are my main pressure strings with Tao, where are my frame traps, how do I get in and assert my offense on the opponent? Any info would be appreciated and help me work towards being less braindead of a player. Le'mmie impart my limited Tao knowledge. Lesse. pressure strings. There's whatever into 2D~B>falling j.B/j.C for a crossup. If that's blocked you can land>2A/2B, jump>j.2B, 8D~B>falling j.B/j.C. 5D~C is plus on block and is used a lot to recycle pressure with a follow-up falling air normal, but if you expect an anti-air you can 8D~B, bait with a jump, backdash j.4D, or use 236236D' invuln if their head invuln is short enough to be bypassed. You can cancel pretty much any non drive normal into 214D to cross an opponent up, do a quick overhead, or make your stuff safe. 5D~A is -2 on block but a lot of characters will have to respect you anyway while you continue into 665B or 2A. 236A makes your stuff safe too, and can also go into 5D~A/C if you so feel. If your back is to the corner you can [2]8D~B safely in a blockstring after 2C to cross them up in pressure. Getting in with Tao is as easy as exploiting her high movement potential to dart through dead zones in your opponent's areas of attack. If you know there's a spot in their airspace where they can't safely mount an assault on you, be there at all times. Take for instance the area between Nu's 6D and 2D or the area between Hazama's 4D and 6D. those are good points of entry. Get used to stuff like IADing then jumping over an anti air because that's another way exclusive to Tao. Things like her wall cling and her j.4D can keep the opponent guessing where you are gonna be, which is good. As Tao, if you're predictable, you're predicta-dead. Once you're in you have way more ways to bait the ways your opponent can end your pressure, than your opponent has ways to end your pressure. It's kinda like a game of chicken where the odds are stacked in your favor, but if you lose you'll take the loss harder than they will. Your frame traps are 5B>2C, 2B>2C, 236A/C~B and others I'm sure. Share this post Link to post Share on other sites