Your web-browser is very outdated, and as such, this website may not display properly. Please consider upgrading to a modern, faster and more secure browser. Click here to do so.
By the end of this week I’ll know for sure if I’ll be at EVO. I already registered back in April and hotel/housing probably won’t be an issue. Can’t wait to get crazy before/after the tournament.
On that note, I’ll probably only be able to do two or three real strategy posts before then… got to practice, and there’s a tourney in New York the weekend before. And of course my birthday is coming up so that is mandatory party day. But, I’ll definitely take requests for strategy posts, as long as it isn’t “tell me all your Litchi tricks!” or something. Gotta save that shit for nationals, lol.
I’ll try to cover what goes on at the tourney on twitter, so if you don’t already, follow me on twitter at twitter.com/LordKnightBB.
Today I’m going to cover some Tao mixups.
Tao’s basic high/low game is rather weak. Where she excels, however, is extremely varied pressure. To start, get used to using partly charged (very slight charge) 5C. You’ll get a good amount of counter hits using it after a dash 5B.
Tao is best at using throw reject miss. The basic premise of this is to make it appear as if you were going to throw, then doing something to either keep them in blockstun, or make the throw whiff.
The basic setup would be to dash up > 2D > jC. As long as they don’t OS tech, their throw whill whiff. Pick up the CH and go for it. Alternatively doing dash 2aa > purple throw will also work. Vary it by throwing in some green throws to keep them on their toes.
Next, some airthrow setups.
Tao gets her air options back after an airthrow is broken. There’s a bunch of ways to keep the opponent down.
This time, combo theory!
There are a couple of main combo routes:
8D loop ender:
Non 8D loop route:
The most important thing you need a strong neutral game to be successful. Without understanding her neutral game, you’ll be flailing around the screen and taking unneeded damage. Tao is tied for the lowest health in the game (9500 HP) - so you have to be cautious.
Biggest change in CS2 is her j5D. It is much shorter than in CS1. Your horizontal mobility using just j5D is much more limited than before - thus you have to compensate with other forms of movement.
The second biggest change from CS1 to CS2 is how much hitstop her drives have. This is very good or her - it means that it’s much easier to time drive cancels, which you’ll need for neutral. It also makes combos waaaaay easier than before.
Now, Taokaka is a movement based character, so in the end you must understand her movement.
So, everyones movement will probably be varied somewhat. Go to options would be:
Next time I’ll cover combo theory and mixup. If you have any questions, just ask!