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Moy_X7

[CP] Platinum vs Taokaka

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Match Start



Neutral

Full Screen
Long-Mid Range
Point Blank


Offense and Defense

Your Offense vs Her Defense
Her Offense vs Your Defense


Gimmicks and Miscellaneous Info

Gimmicks
Misc. Info


Frame Advantage, Disadvantage, and Punishes

Frame Advantage
Frame Disadvantage
Punishes


Summary

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[General]

This is a tricky match-up, mainly because many of our common tools are far less useful against her than majority of the cast and her attacks will tell you the harsh truth about Platinums poor backdash. For example, since Taokaka spends much of her time in the air, 2B and 3C don't get as much use as they usually do. 5A Whiffs against her 2A and Crawl which makes stagger pressure far riskier than usual. A very common reason for loss is her 6C which leads to world of hurt if you attempt to backdash or item equip too close to her. It's Negative on block however unless fully charged and even then it isn't a frame trap. It's fairly common to see it used on landing opponents, so unless you are landing on her face with j.b or j.2C.. block..

Probably key point in this match-up is to play "funky" neutral, which for me means moving and attacking as unpredictably as possible while keeping fairly safe distance (5B poke range or more). Taokakas pressure especially in the corner is insane, some might even say broken. There are barely any gaps anywhere and it's full of frame-traps, her game seems to be mainly about fishing nasty counters from these as her mix-ups are not as good, still her corner is frightening and failing to escape from there leads to a quick defeat so try to avoid this.

She has lowest hp in the game, which means 3k combos hurt her a lot, and her defensive game is worse than ours so i'd recommend going the OKI route when ever possible and when you have her at the corner keep her there.

[Moves]

Funny thing tough is that, Platinum's 6A is ridiculously good in this match-up it's answer to pretty much all of her overheads and drive. Not to mention the fact that you can jump cancel it on block and do all kinds of shit. Sure it can be baited but it's still really fast anti-air that recovers really quickly so it can be difficult to punish even on whiff. Oh did I mention that the Hitbox on the thing is so good that it can't be low-profiled even by crawling Taokaka?

It Even catches many jump-outs and can anti-air her from her drives (pretty difficult). I'd be surprised if getting hit by 6A wasn't the most common reason for Taos loss in this matchup (that and getting eaten by mix-up hell followed afterwards).

Learn to use this and you'll demolish Taokakas who don't know what they are doing, and greatly increase your chance against those who do.

J.c is great poke, but has some landing recovery in BBCP making it a bit dangerous move to whiff, so use it in moderation. Probably best air-to-air tool against Taokaka is J.d with frying pan or Bat. Bat can lead to some nice counter hit combo and frying pan has excellent hit-box. J.2C is is a great way to extend your air pressure all the way bag down, it's also fairly safe to pull off as it can be difficult to anti-air even from Jump cancels. j.a and j.b are both really fast, and j.a gatlings nicely to itself making it relatively safe bet in close distance air-to-air fights. Overall Taokaka has advantage on the air but Platinum can hold her ground really well there as well due to her unpredictable moves that stop her from falling, or allow her to float for extended period of time (swallow moon, air-dash)

But still, Air-to-air with Taokaka is generally a bad idea especially since Platinum is pretty much a living AA-weapon ( Ask any Arakune player).

6C is risky but rewarding move you can use against players who rely too much on low profiling stuff, with correct timing it will make her lows whiff and lead to a fairly damaging fatal counter combo if you can pull it off. To increase your odds do this when you have a bat, as they'll likely want to low profile it with their 2A/2B for nasty counter hit combo. 2C is very similar anti-air option that catches some of her cross up and Ambiguous cross up attempts, but a lot harder and riskier than 6A imo.

[items etc]

Bombs are arguably the most useful item you can get while on neutral, the trajectory covers air pretty well and you can alter it with 4D, 5D or 6D based on opponents distance and movement. Running towards you? 4D hesitating on full screen 9 > 6D, somewhere between? 5D. If she get's hit by one of these, it often means a free anti-air combo for you, on block you might get a chance to pressure her with ordinary means or throw a bubble on the field to further screw up her air game (or at least slow her down a bit). Missiles are good as well, as they give you plenty of breathing room with 214D but work pretty well when fired at random either from air or ground, as they are pretty slow. C-Bubbles are great, they limit her air options quite a bit until popped, just do so when safe and you have decent item equipped.

214D Item unequip is pretty useful, as the thrown item has pretty good hit-box and the trajectory cuts through the air quite nicely thus making it a nice long range "anti-air" option that just might cut her airdash, drive or just hit her unsuspecting Tao from the air. C-Bubble is amazing against her, sure it can be popped but to do so she opens herself up for attacks and ignoring it can bite her in the ass sooner or later by forcing her to succumb to your pressure or just randomly capturing her. Sometimes she gets even captured due to her drives start-up. Never the less, when it's out it's not your problem but hers so no harm using it when given the chance.

Presents have very little use in this matchup unless you have bubble out, if you do just discard them somewhere near the bubble. Present might hit her if she tries to pop the bubble above one.

Taokaka has few ways to bait and punish the bat, so try not to be too obvious with it, same goes with Happy Magicka. Happy Magicka is pretty good tough as it can be rapid canceled in the corner, making it sometimes more rewarding than counter assault as it can be combo'd on hit for 2-3k damage which is quite a lot if you consider Taokaka has only 9,5k Health. Her fast normals make CDT a bit risky move to use, and if she blocks it and you are unable to rabid it she'll likely just corner carry you back to the corner. RC'ing it to things like bat, j.d (cat hammer or frying pan) is always an option tough.

[Corner]

Taokakas pressure is pretty much endless when it comes to corner and it's full of nasty resets, baits and all sorts of fast stuff. One of the things that annoys me the most is the fact that your 2A is completely useless against her in this situation since it's slow and has poor range. There are few ways to get away though, most of them are either risky or tricky. So aside from CDT and bat there are few things you can try.

1. Spot her 6C and react to it with Happy magicka. One of her blockstrings ends to her chargeable 6C, the move has plenty of recovery and pretty distinct animation so it's fairly easy to catch with it.

Be careful though, as it's one of her best combo starters as well..

2. React to any of her jumping attacks with our 2C, while it's slower than 6A it has few advantages in this situation a) Platinum ducks lowering her hurtbox b) Has a great hitbox c) Better combo starter.

On block just remember to cancel it to something.

3. Wait for an opportunity to jump and barrier block, sometimes this will make Tao's 2A or 2B whiff allowing you to quickly smash her with flurry of j.a's, j.2c or j.b if you happen to have frying pan just j.d her face.

4. guess her low and use 6C, may avoid her low and give you a nice fatal counter.

5. Randomly use barrier against her hits, if she's careless she'll whiff one of her moves and you'll get opportunity to start pressuring her and escape.

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Be very careful with happy magicka in the corner. If Tao reads your attempt, she can do a 2[C] max charge fatal counter punish that is almost guaranteed to finish the round if you don't have burst. Doing it like this won't even give you the opportunity to rapid the happy magicka trigger for safety.

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