Taki Guard Impact

FrazierBoi

[08] Mercenary
Is guard impacting important for Taki's style?
From the looks of things when I was practicing.
If a Taki player master guard impacting that player will be formidable.
 
impacts are no more important to taki than any other char, if you playing online even less so.
GI's are good to learn but all char's get equal benefits fom them.
 
I somewhat agree. The most beneficial characters for GI are the characters with slower but more powerful attacks. By saying this, Taki will have less advantage in GI, say compared to, Asta or Nighty. But then Taki will have speed to mix-u-attacks back immediately after GI. So about equal across the board.
 
The information Tidaleaf, Pineapple and Kikooshoo are giving is good but would only work ONLINE. Bombs are good for Tech Traps and whiff punishment. Her best post GI is A6jf and GI's really arn't good for Taki because she does not have a solid Mid/Low mixup. she has NO safe Mid launchers and mid/low mixups involving bombs are gimmiky because they can easily be twitch ducked. Gi's are good for Setsuka because she has a 123/Silver Moon mixup. Basicaly Gi'ing with Taki dosnt leave her at enough for it to be crucial at all. infact she probly is one of the chars u should NOT be GI'ing with at all

I don't understand your reasoning. Why is a lack of a mid/low mixup that important in the GI game? She really just needs to mix-up speeds rather than mid/low. 22B or something is fast enough to land on GI, or if they go for the re-GI, the bombs will land. Your example of why Setsuka is better for GIing doesn't really even make sense. Those two moves you listed are both around the same speed, so they will both be beaten by a low GI.... not to mention both of those moves are too slow to even force the opponent to re-GI at all.
 
Speed mix up:
I'd go for A:6 or 33B, both go in the unblockable window, which is good because 33B is unsafe.

High/Low mix up(also varying in speed):
Ok first: If they reGI with the right timing but in the wrong zone(high/low) they get Counter Hit!
That's the only thing that makes Post GI High/Low mix up half useful.

I'd use:
2KK, it's no Natural combo but the second attack is quite safe -9 or something. It's also a Natural Counter Combo.
Gives no advantage though. You can also use 1K but the damage is minimal and it only gives advantage on CH.

22K, it gives nice Tech Traps on CH (WR B catches all tech i think)and is Counter Hit Checkable.
KK(NC) and KKK(NCC) both give advantage and KKK is safe here, when the first two Ks hit the third can't be crouched.
4K gives huge advantage.
33A, it is Taki's fastest PO shift. It opens up nice mix ups. 33ABBB is also a NCC.

All of the above goes in the unblockable post GI window so they have to GI that when you do it fast enough.

Whiff GI punishment:
Bomb is IMO better than 22B because bomb punishes whiff GI too, yields more damage and is safe.

General thoughts:
The problem with taki is the damage. Because of how little damage she does you generally can't take as much risk as with other chars like Asty because one ill-timed GI can cost you so much health, you may have to poke your opponent 20 times to make up for it.

I'd use GI very sparely. Punishment is IMO way more important with Taki and her biggest strength.

Anyway, noone mentioned throws as post GI. It's usually not such a good option but because Taki's throws are relatively strong, compared to her normal attacks, i think that makes them also quite valuable as post GI.

And one last thing some people may not know:
Post GI throws can't be crouched! That kinda sh** only happens online!
 
Takis 22B as a post GI? lol wow, you do play online dont you? What im sayin is its better to do lows after a Gi so later you can mix them up with a mid, how is that hard to understand? Her 22B in that range is punishable, by anyone with a fast AA lol. if she had a safe mid launcher like i was saying her post GI mixup would be simply much better. im sure most people would take a post mid/low mixup rather than just an unsafe mid. Her speeds are good to mixup if you know there gonna try and re-GI. im talking about Post Gi's in general. And when it coms to re-GI's, yes a good mixup between speed would be 22B and A6

i don't really understand what you are saying. You do realize that the opponent can't block for 20 frames after a GI right? (if you didn't, maybe YOU play online a bit too much). Unless the frame data is wrong (i dont play taki, so i'm don't really know), then 22B is inside of the 20 frame window and thus it cannot be blocked and therefore cannot be punished. And you still don't seem to realize that a low/mid mix-up is not even a good mix-up inside of the 20 frame window, because they are both beaten by the same re-GI guess. You want high/low for that.
 
I was talkin about somethin COMPLETELY diff, never mind, When you said 22B, I thought you were refering to a regular GI, Not a JGI

I was talking about regular GI. On a JI (aka warble), you have even more free attack frames (like 30 or something) and I believe it comes out on counter. But on regular, you still get 20 free frames where they cannot block, they can only re-GI.
 
As far as i know 22B is i22, according to this framedata: http://www.8wayrun.com/f41/new-frames-new-thread-t2954/
So it is blockable. I just rechecked it and it is. So it is at least i21. The frame data in the Wiki for this move really seems to be wrong.

My method of testing:

Program Dummy to do predictable sequence, like for example Taki's AB PO B, then hold block.

Now let the dummy execute the command, GI the PO B and try to do 22B before the dummy can block.

Doesn't work, sorry.

So, 22B really only works as whiff GI punishment, but here A+B and 4A+BB are better for the reasons mentioned above. Plus the bombs with Air Grab/A6 can RO better than 22B.
 
I use A:6 after GI. If you hit just frame, you may be able to do more combos. Otherwise follow up with WR B. Those 22B or 33A or whatever was fast enough for me to do since I'm on the jostick, so it is also harder for me to do.

And I watched for the enemy's response; if the response is to GI back after I GI them then I usually go for the PO unblockable or PO hover. It's fun.

Bottom line is, you can do whatever after observing the enemy's response. And do a lot of GIs!! That just put the enemy into frustration.
 
I find the best strategy is to parry your oppenent into rage attacks and punish their ass as they do, it's no more important than any other style, but it just works with her rhythm I find.
 
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