Please stop doing pounce super at full screen. Its really easily dodgeable there, and frankly its easy to see coming.
At full screen, even a normal regular jump (if its started before they initiate anyway, has to be neutral) will dodge the pounce, in addition to giving them all day to duck it.
I’d actually be interested in seeing a list of what it can punish. I’ve been using it this way for awhile and its honestly a really, really good punish.
IIRC you can’t truly combo after her pounce distortion, since they can tech out at the end. However, I personally like 236aaaa for pressure. For some reason, they like forgetting to block after teching.
I think 5c->236aa (till they’re too high or getting too far out) into a horizontal drive loop MIGHT work. I doubt it would work on the smaller characters, as they’d probably be too high for the 236a to hit
You might be able to just do 5c into drive loop though. Don’t quote me on that however
Also, if for some reason we still want to change the title, I vote for CatPunch! ( ‘@’)=@
I’m almost 100% sure that would be techable, although… I believe (like all the chargeable moves) 5c gives more hitstun on charge… so if you could time it correctly that might work.
Alright this character is getting so fucking old to me, would a taokaka please add me on XBL and kick my ass until I figure out a way out of the D-Spam and the Block strings into the aerial D-Spam.
And I’m not disrespecting the character its just that what it looks like to me when I’m coasting in the air being rammed into the wall with the drive attack.
Is it me, or is Ragna an essential counterpick,
It seems that he has an answer for about every trick that you can throw at him.
Also, I have an issue with getting in (I remind you I’m not playing scrub Ragnas), I believe Ragna is a char who’s defense is hard to crack with Tao.
So now I’m left to baiting stuff, which is also hard considering the Ragnas I play use the “React and punish” style.
How would you approach this matchup with those issues?
There’s only a couple good ways to get into the “d-spam” that you mention. And Tao can’t guard break you, because the only really good block strings that she has don’t do that much to your libra gauge.
She also has no good reversal without 50% meter, so once you have her in a blockstring there’s not a lot she can do about it except try to dash or d away.
Most Tao’s you fight online will be mashing a and jumping around like a retard spamming d. Its pretty easy to prevent. They will almost always try to go low, since 2a is a really fast low move.
Once you’re in the aerial “d-spam” the only options you have are to take it like a man or burst out, as it is a combo and its not that long. What you really need to be worried about are the people who don’t spam d on the ground.
I’d be happy to play you tonight and show you some tricks. But honestly, until you try and do it I wouldn’t call it D-spam, its quite a bit more difficult than that.
A few notes I picked up last night btw, when you 3c, drive loop them into the corner, for some reason lots of people won’t tech out until they hit the ground (or if you do it low enough to the ground they can’t tech out till they hit the ground anyway). You can follow that with 22cccccc if you want, but there’s a really good tech trap there because of Tao’s speed.
If we look at the frame data, we can learn two things, firstly they’re either going to tech roll forward to pass through you and try and press you to the corner, or they’re going to neutral tech and throw off any attacks you may throw out. The important thing is the difference between these two techs.
Neutral tech has 33 frames of attack invinibility. However, it has like 2 of throw invincibility. While some people can read your throws and tech out of them, most people seem to forget that they can be grabbed our of the neutral tech. In the corner this is the perfect place to do it. Just 4b+c right back into the loop.
Secondly, the forward roll has a fair amount of throw invincibility (I think its 14 frames?). But it has like 3 frames of attack invincibility. And your dash is as fast or faster. Plus 3c has pretty good range where it will still knock down. And you can still play the throw-high-low game on them, as you can lead into a throw with a 2b (although that will get you a throw combo escape, so don’t abuse it!).
You have enough time on the tech to see where they’re going, if they bounce up simply grab, if they move through you dash towards and go into a combo. It was incredibly effective for me last night, and it gives you a good wake up pressure in that situation. Obviously mid screen its slightly less effective (especially since back roll becomes a better option, which has average throw and average attack invincibility).