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[CP] Taokaka Q&A

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Anybody know whats the trick with the j.D~C > j.D~A > 6C .... etc combo timing? I couldn't time the 6C to confirm during landing. Do I have to delay the cancels in between or is it all button press speed?

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Anybody know whats the trick with the j.D~C > j.D~A > 6C .... etc combo timing? I couldn't time the 6C to confirm during landing. Do I have to delay the cancels in between or is it all button press speed?

hey diar

what combo specifically are you doing? most of the time though, you just wait a lot longer than you think after the j.d~c

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I'm trying to learn the 6C > 214D j.D~B > 5C > j.D~C > j.2D~A > 6C > 4D6~B > 6C > 236C~B route. The combo itself feels a lot harder than its worth though... I might ditch it and just use 214D j.2D~B into ect.... instead

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yeah, i was struggling a LOT to get that down too, just delay the j.2d~a more than you think you should and you should hit it consistently. If you're doing it on rachel it might be weird because everything is weird on her.

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Any tips on picking up this character? How do I practice her movement, or what are some good blockstrings? How does she get her oki off?

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Any tips on picking up this character? How do I practice her movement, or what are some good blockstrings? How does she get her oki off?

I'm not a Tao expert but from what i understand is that 1. Her Drive is a good way to get out of corners and to stay away. 2. Her cancels for the drive are good at mixing up the opponent. 3. Her 2 extra jumps and dashes are also good to go everywhere on the screen.

That's pretty much all i have learnt in her movement. I don't know any small details at the moment.

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How does she get her oki off?

She doesn't really have a strong okizeme. She's about getting a knockdown, possibly corner knockdown, and immediately putting pressure on the opponent as he gets up. Tao relies on pressure mixups rather than creating real hi/low/throw/crossups kind of okizeme.

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yo I'm new to this cat need help

what should I be confirming into off a 6A hit where the opponent is too high to follow up with jB(2) j2D~B 5C etcccc

I've done 6A 2D j236Bxn but I get the feeling that's pretty bunz, never noticed any different confirm in vids however

any guidance is appreciated, I'm on the verge of quitting the path of tao

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oh god i'm playing the same character as jimmy

You can't do 6A>j.BB delay j.2D>B ?

6A>sj j.C>jc j.BB delay j.2D>A>5C etc

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oh god i'm playing the same character as jimmy

quite likely that you won't be in a week, I might be too ass to play her

anyway thanks for da answer I'mma try this out now

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Hi, posting here since there's no match up forums.

Right now I'm having some troubles and getting punished, specially by Azrael (dam he hits hard). Usually when I'm gatling my combos and start cat spirit 3 slashes the first round is blockable but if I decide to do for another round to break his crouching guard with the overhead instead of doing a 6c I get punished instead. My concern is that if I follow up with 6C while he's blocking then I'm left wide open and then I'm eating his combos.

Basically, I need some help on the do and don'ts. What are our moves that can be punishable (besides 6C) and leave us wide open so I don't keep making the same mistakes?

Thanks.

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Cat Spirit 3 is not an overhead unless repeated or fully charged in BBCP. 6C is not punishable on block since you can cancel it into Cat Spirit 3 (or other specials) or Drive.

Punishable is -5 or worse unless they're instant blocking. Remember that the frame adv/disadv only matters if you finish with it. If you're still doing gatlings/cancels it doesn't really matter. Here's Taokaka's frame data: http://www.dustloop.com/wiki/index.php?title=Taokaka_Frame_Data_%28BBCP%29

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Cat Spirit 3 is not an overhead unless repeated or fully charged in BBCP. 6C is not punishable on block since you can cancel it into Cat Spirit 3 (or other specials) or Drive.

Punishable is -5 or worse unless they're instant blocking. Remember that the frame adv/disadv only matters if you finish with it. If you're still doing gatlings/cancels it doesn't really matter. Here's Taokaka's frame data: http://www.dustloop.com/wiki/index.php?title=Taokaka_Frame_Data_%28BBCP%29

Very informative, so basically what are those strings that leave me vulnerable for punishment during the gatling or at the end? Are they listed on the combo thread?

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If you finish a string with 2B, 5C, 2C, 6C, 3C, 6A, 5D~B, 236A on block you're doing it wrong, pretty much.

But you have no reason to end a string in any of those in the first place.

2B goes into 5B.

5B is -1, 6 frames startup and jump cancelable and gatlings into most of her moveset

5C and 2C can go into 6C or 236C or drive or 214D

6C can go into 236C or drive or 214D

236C is 0 on block

236CC can cancel into drive

drive cancel C is +2 on block but leaves you in the air

drive cancel A is -2 on block and puts you on the ground next to your opponent

drive cancel B doesn't really have to be used in blockstrings at all

6A can go into 6C, 236C, or drive, it can be jump canceled too

236A goes into drive

You have a good amount of options to keep things going up close with Tao.

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#30 Do a 200 hit combo!: (Demo recommended, you can make up your own) OD -> bowling ball from one corner -> push opponent into other corner into 6C range -> 6C -> 214214C -> bowling ball hits once -> 214214C [202 hits, 4841]

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Hi, I was wondering if I could have a little help with the first combo done here http://youtu.be/XVB3_D_o7ME?t=3m51s

I'm having trouble getting j.d~a (Correct me if I'm wrong) to even register after 5c j.236b (2) j.d~a (Again, if I'm wrong)

Combo is:

j.B(2nd hit whiff) -> j.8D~B -> JC -> j.B(2) -> j.2D~A -> 5C -> TK j.236B -> j.D~A -> j.4D~A -> 66 -> 5C -> j.B (2) -> j.D~A -> 5D~A -> 6C -> 5D~A

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Combo is:

j.B(2nd hit whiff) -> j.8D~B -> JC -> j.B(2) -> j.2D~A -> 5C -> TK j.236B -> j.D~A -> j.4D~A -> 66 -> 5C -> j.B (2) -> j.D~A -> 5D~A -> 6C -> 5D~A

Thank you so much for the help! I never would've known that what I thought was j.d~a was actually j.4d~a

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I'm thinking of playing Tao myself, but getting used to her is kind of tricky. Any tips for this?

Try to figure out all the movement tools at your disposal at any given time. Count your jumps/dashes/drive cancels. If you're not thinking about this, then you aren't really playing Tao yet. Think about where certain drive cancels would be useful, and which drives would be useful for which situation. 5D, 2D, j.D, and j.4D will probably be your most used drives, with 4D and j.2D mostly being combo parts, and trick edge mostly having specific uses (like back to corner combos). 214D, j.B, j.C, and 6C will also be used a good bit in neutral.

Simply figuring out all your mobility options, and where to use them effectively in each matchup is probably going to be the hardest thing to get used to for a new player. Sit down in training mode, and figure out each of your options, then try remember them.

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I completely agree that figuring out how to use mobility properly in matchups is the hardest thing about playing her. People go on about her combos, but combos are easy period. I'm starting to get a feel for dealing with a few characters, but a lot of them are still really annoying for me.

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The people who say Tao combos are hard probably don't play Tao. No microdashes necessary, few TKs, no IADs, no complex inputs at all. Any actual difficulty in combos would come from different delays and confirms, including drive cancels on hit. Compared to some characters, that's definitely not hard to do. Although 6B -> j.236B whiff -> 5B is definitely something to get used to in terms of timing.

Now actually learning the character is a different story altogether.

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Try to figure out all the movement tools at your disposal at any given time. Count your jumps/dashes/drive cancels. If you're not thinking about this, then you aren't really playing Tao yet. Think about where certain drive cancels would be useful, and which drives would be useful for which situation. 5D, 2D, j.D, and j.4D will probably be your most used drives, with 4D and j.2D mostly being combo parts, and trick edge mostly having specific uses (like back to corner combos). 214D, j.B, j.C, and 6C will also be used a good bit in neutral.

Simply figuring out all your mobility options, and where to use them effectively in each matchup is probably going to be the hardest thing to get used to for a new player. Sit down in training mode, and figure out each of your options, then try remember them.

sj j.8D is also good

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