Overview
Taokaka is a highly mobile, high damage pixie glass cannon
- Incredible Mobility: Taokaka's triple jump, double airdashes, and Drive command dashes paired with their followups gives her great maneuverability in neutral and pressure.
- Damage Output: Tao has a combo rate above 100%, and so high damage combos are very common with her, especially with how well she can ladder with her mobility. Can rival characters like Ragna and Nu-13.
- Defense Issues: Tao has just above the lowest health in the game, the worst Guard Libra rate in the game, lacks any head invulnerable anti-airs, and also has no invincible reversals without meter.
Unique Mechanics
Normal Moves
5A
- Jump cancellable on connect
Paw swipe. It has pretty good vertical range for emergency anti-air, but it also whiffs on low crouchers such as another Tao or Ragna during some of his crouching frames (but not if they're in crouch block animation). Can be good against characters that it actually hits crouching since it is 0 on block.
- Rapid fire cancel up to five times
5B
5B is a very quick knee that's basically a third jab for Tao. Has fast startup and recovery frame data that's comparable to her A buttons, but has better proration and frame advantage on block than those two, making it a viable abare button and good for pressure resets and tick throws. With regards to pressure, the slight forward movement paired with microdashes can keep her close for so long on the opponent's block even against Barrier, and even if it gets pushed out it's difficult if not impossible to punish on whiff. On defense, it gives Tao access to the furthest reaching 6F punish in the game.
- Recovery 10F on guard
5C
- Can be held with C to increase Guard Libra damage
- Jump cancellable on connect
5C is a decent normal that can be used to gatling to any other C normal, Drive attack, or jump cancel. Has decent startup and range, but has terrible recovery on whiff like many 5Cs. On block at far ranges, it can be jump cancelled into or cancelled into 5D(hit)~A/B to start pressure. On hit is one of her best starters, especially on Counter Hit.
A fully charged 5[C] does 5x Guard Libra damage against the opponent (2400 to be exact). It can also be used for a kara-throw by inputting 5C~B
- Hold button to charge attack
- start up is 5F after button release
- guard crush value is 1800 when chared for 21~28 (start up 26~33F)
- guard crush value is 2400 when charged for 29~32 (start up 34~37F)
- Taokaka is throw counter vulnerable after button release
2A
- Renda Self-chain or self-cancelable attacks. Depending on context, renda can refer to both cancels on hit and on whiff. chains up to 8 times on connect.
Low paw jab, useful for forcing the opponent to block low in mix-ups and has good enough frame advantage for tick throws. Prorates heavily but can gatling or cancel into literally everything else from it.
- Rapid fire cancel up to eight times
2B
2B is a forward sliding kick, another fast normal that must be blocked low. Good for keeping Tao in against Barrier thanks to the forward movement. Unfortunately suffers from weak proration.
2C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- Hold button to charge the attack
- start up is 11F after button release
- guard crush value is 1600 charged for 22~31F (start up 33~42F)
- guard crush value is 2800 charged for 32~35F (start up 43~46F)
6A
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- launches on hit
- 1st hit has vacuum effect
6B
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- 12~ airborne
6C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
6C:
- Wall bounce on hit
- Hold button to charge attack
- Start up is 8F after button release
- guard crush value is 2400 when charged for 36~50F (start up 44~58F)
- guard crush value is 4800 when charged for 51~56F (start up 59~64F)
6C (MAX):
- Wall bounce effect, untechable
- 6C (MAX) when charged for 51~56F, start up is 8F after button release
3C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- knocks down on 3rd hit
- 3rd hit is untechable when hit on the ground
j.A
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
j.B
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
j.C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- Hold button to charge the attack
- start up is 4F after button release
- guard crush value is 1600 when charged for 21~28F (start up 25~32F)
- guard crush value is 2800 when charged for 29~32F (start up 33~36F)
- counter hit vulnerable 18F after button release
Drive Moves
5D
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- 4~29 airborne
- hitstop 3F
- Cancelable into followups during 15~30F and hitstop
2D
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- 4~ airborne
- hitstop 3F
- Cancelable into followups during 13~22F and hitstop
4D
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- 3~8 & 21~ Airborne
- hitstop 3F
- Cancelable into followups during 33~50F and hitstop
j.D
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- hitstop 3F
- Cancelable into followups during 11F~Landing and hitstop
j.2D
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- hitstop 3F
- Cancelable into followups during 12F~Landing and hitstop
j.4D
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- After landing 14~ airborne
- hitstop 3F
- Cancelable into followups during movement and hitstop
j.8D
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- Hitstop 3F
- Cancelable into followups during 10~19F and hitstop, uses an air option
Forward/Backward Cancel
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
D > 6:
- Frame advantage listed is based on blocked 5D
D > 4:
- Frame advantage listed is based on blocked 5D
A Cancel
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- Landing recovery during her movement is 15F
- uses an air option
- frame advantage listed is based on blocked 5D
B Cancel
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- 1~16 goes through opponent
- landing recovery during her movement is 15F
- duration is 21F when it's cancel form 5D, 4D, j.D and j.4D
- uses an air option
- frame advantage listed is based on blocked 5D
C Cancel
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- Uses an air option
- frame advantage listed is based on blocked 5D
Universal Mechanics
Ground Throw
5B+C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- Floor bounce on hit
Back Throw
4B+C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- Floor bounce on hit, untechable
Air Throw
j.B+C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- Floor bounce on hit, untechable
Counter Assault
6A+B while blocking
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- hitstop 3F
- Cancelable into followups 8~17F and hitstop (Taokaka loses invincibility when she cancels to followup)
Taunt
AP
Attack taunt, on here for the sake of completeness
Special Moves
Crouch Walk
[3]
Not really a move as such, but Tao has the unique ability to move forwards while crouching, which gives her a much lower profile compared to remaining crouching. She can low-profile some surprising moves such as Ragna's 2A and Bang's 5A which can allow you to disrespect some usually safe pressure strings. Be careful when you use it as getting hit means you will eat a crouching combo if they respond appropriately.
When you choose to crawl can be extremely matchup specific, having foreknowledge about what you can get away with is a must; for more information on attacks Taokaka can low profile with crawl, check the resources in the Strategy section
Obviously, due to the input, Taokaka cannot block while crawling, although you can switch to blocking without delay, so you need to choose between crawling or blocking. Tao also cannot switch to crawling if she is currently running. If you want to crawl fast out of a dash, you need to Barrier Brake it first. This leads to microdash-barrier brake-crawl being an excessively hard but powerful defensive option out of blockstun, which can cover many options in a number of scenarios.
- Low profile starts on Frame 1. Further lowers on later frames.
- Can be buffered during gapless blockstrings
- Acts like a normal walk, Tao can cancel into anything at any time.
- No actual invulnerabilities, anything it avoids is purely a matter of hitboxes.
Cat Spirit One!
236A
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- Tap button repeatedly for more attacks
- recovery and frame advantage depends whether you stop after an even or odd number of hits
- odd: recovery 16, frame advantage -14
- even: recovery 17, frame advantage -5
Cat Spirit Two!
j.236B
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- Tap repeatedly for more attacks
- landing recovery during attacking is 10F
Cat Spirit Three!
236C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
236C:
- Tap repeatedly for more attacks
- recovery and frame advantage depends whether Taokaka stops after an even or odd number of hits
- odd: recovery 17, frame advantage -2
- even: recovery 22, frame advantage -9
- Hold button to charge attack, startup is 14F after button release
236[C]:
- Tap repeatedly for more attacks
- recovery and frame advantage depends whether Taokaka stops after an even or odd number of hits
- odd: recovery 17, frame advantage -2
- even: recovery 22, frame advantage -9
Kitty Litter Special!
214A/B/C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
214A:
- Randomly throws out Apple, Pillow, Bomb, Chibikaka
214B:
- Randomly throws out Fish Bone, Baseball, or Hammer
214C:
- Hold button to charge attack
- startup is 23F after button release
- the maximum charge start up is 84F
Cat Jump!
214D
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- 8~ Airborne
Sticky Kitty
j.214D while at a wall
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- 9~ input any forward direction to jump forward (duration 16F, counter hit vulnerable entire time)
- takes 10F to recover after button release
Slashy Slashy
22C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- Hold the button for more attacks (up to five times)
Trick Edge!
[2]8D (then 2 or 4)
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
[2]8D:
- 7~ Airborne
- hitstop 3F
- Cancelable into followups after wall jump 4~landing and hitstop
- charge time 30F
[2]8D > 2:
- 7~ Airborne
- hitstop 3F
- Cancelable into followups after wall jump 4~landing and hitstop
- charge time 30F
[2]8D > 4:
- 7~ Airborne
- hitstop 3F
- Cancelable into followups after wall jump 4~landing and hitstop
- charge time 30F
Distortion Drives
Cat Person's Secret Art: Hexa Edge
236236D
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
236236D:
- 5th attack wall bounce
- 1st~4th hit histop 6F
I'mma Beat The Crap Outta You!
214214C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
214214C:
- Launches on hit
- homing attack
- doesn't hit crouching opponent
- not affected by hit count proration
- total 41 hit
Almost Becoming Two!
236236B
OH GOD THERES 2 OF THEM NOW
236236B:
- Taokaka creates an afterimage that copies all of Taokaka's moves with a 17F delay
- Afterimage duration is 425F after recovery
- All of afterimage's attacks can be blocked ALL
- All of Taokaka's attacks can be cancel into any attack or jump, other than throw, distortion drive and projectile
- Attack damage is halved, proration is fixed 90%
Astral Heat
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Mechanics •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State