BBCF/Taokaka

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Overview

Overview

Taokaka is an extremely mobile hit and run character that uses her movement to stay safe and capitalize on her opponent's mistakes. This mobility makes up for weak defensive options by giving Taokaka extremely flexible movement options in neutral. Taokaka's Drive amps up this movement by letting her use an air option to launch herself in various directions. Taokaka has several cancel options from this Drive that give her even more ways to move around the screen.

Taokaka's defense has notable weaknesses; she lacks a meterless reversal, and is tied with the lowest health in the game. On offense, Taokaka has some struggles as well. Many of her strings and options leave gaps that smart opponents can abuse. Used properly, however, Taokaka's offense has several frame traps and staggers she can use to open up the opponent. Depending on her starter, Taokaka can deal solid damage. However, Taokaka's optimizations require tight execution. She also has access to solid mixups, especially in the corner where she has strong crossup potential. Taokaka is a fun character for those seeking high mobility and fast paced neutral.
Playstyle
Taokaka is a fragile hit and run character with the most flexible mobility in the game.
Pros Cons
  • Extreme mobility: Tao's movement is the most versatile in the game with one extra air option and her drives which all boast three different cancels, complementing her whiff punish game.
  • Pressure: Tao's pressure can be very difficult to get away from with large gatling options, strong frametraps, plenty of lows and good pressure reset tools with cat jump and drive.
  • Strong F-Shikis: Tao has easy access to numerous F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. options, which can be difficult to deal with.
  • Corner Carry: Gets corner carry or sideswap into knockdown off most good confirms.
  • Resets: Tao boasts numerous resets to catch unsuspecting opponents and keep them on their toes.
  • Great Low Profile: Taokaka has many good low profile options, including an unique Crawl mechanic.
  • Horrible hurtboxes: Some of her normals have big hurtboxes, making it very difficult to contest some moves. This forces her to stick to a safer neutral gameplan based on whiff punishes.
  • Weak Defense: Taokaka is tied for the lowest Health in the game, on top of having access to no meterless reversal. Crawl also is very underwhelming in certain matchups.
  • Risky Mix: Her stronger mixes leave larger gaps than most characters allowing very realistic mashes/DPs from her opponents which might as well net them more damage than what she could've gotten from hitting the mix.
  • Situational Confirms: Tao requires great awareness or some commitment in order to deal good damage, as following safer, easier to confirm strings tend to lead to low damage.

Drive: Dancing Edge

Taokaka's Dancing Edge launches her like a torpedo at the opponent. Each drive can be canceled on regardless of if it hits, is blocked or simply misses by pressing A/B/C. These cancels act as a feint while still letting Tao quickly cancel into many of her other attacks. On hit/block she can control how she bounces off the opponent by holding 6 or 4. Using Dancing Edge in the air counts as using an air option.

Overdrive: Almost Becoming Two

Taokaka creates a shadow clone that mimics her actions. Almost Becoming 2 vastly improves her damage output and pressure capabilities. Taokaka gains numerous cancels that make her pressure far more open ended. Buffs to Cancels:

  • Normal moves can cancel into all other normals (Reverse beats). Tao may only use 2 normals per gatling sequence.
  • Almost all special moves are jump cancellable on block and on hit
  • All normal moves can be jump-cancelled
  • Special attacks (except for 63214X) can all be special-cancelled indefinitely on block and on whiff.
    • 63214X only cancels into normals


The shadow clone mimics all of Taokaka's actions, including attacks and movement. On top of Taokaka's additional cancels, the shadow clone assists with linking normals in new ways. The shadow comes with certain limitations, but it is a net bonus for Taokaka.

Shadow Clone Effects:

  • Base attack damage reduced to 70% for duration of AB2
  • Clone base attack Damage set to 35%, but does not scale damage.
  • Clone does not suffer from Same Move Proration on specials
  • Shadow clone mimics anything Tao does with a 12F delay
  • Any effect on hit or guard (like float) is reduced by 8F
  • If Taokaka whiffs a move, the shadow clone's move will whiff as well, however you can cancel a whiff move into another.
  • If Taokaka connects a Low/OH on block, then the clone's hit will count as a mid.
  • If Taokaka does 5D6 > j.236B, she will be in the air longer than normally, compared to her Overdrive-less version. The same is true for j.5D and a few other drives.
  • Taokaka can cancel all her specials into supers.

For more information on using Taokaka's Overdrive, see the Strategy section

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 7 2 12 -2 B

Mashable up to three times and surprisingly long ranged 5A. Surprisingly enough, this normal is slower than Taokaka's 2A. However, this move is better for stagger pressure because it hits crouchers and has much better frame advantage than 2A.

  • Slower than the average jab.
  • Hits crouchers.
  • Jump cancellable only on hit.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 2 12 -2 B

Tao's actual jab; Very similar statistics otherwise to 5A but for some reason one frame faster but with less range. Most characters would have these moves the other way around.

  • Gatlings into 5A.
  • Limit 2 uses per gatling sequence.
  • Jump cancellable only on hit.
  • Kara cancellable into throw.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
630 Mid 11 2 20 -5 B

Standing long ranged jab, one of Tao's best starters, especially given its speed. Your main jump cancellable ground normal on block making it invaluable to start Tao's very strong jump-in pressure thanks to Fuzzy overheads.

You can cancel this attack early into throw to move yourself slightly forward and extend your throw's range. If 5A/2A/2B are instant blocked, 5C is a natural frame trap. 5C's hitbox is a little odd; it doesn't extend to Tao's claws, but it has a small hitbox in the back. Useful for burst bait, if you 5C > jump barrier block.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Low/Air 6 2 14 -4 F

Low hitting and faster than Tao's 5A, this is your go-to jab move at close range.

Your main low and combo starter. The startup being a very fast 6f on top of the very good low profile cannot be overstated, as it allows Tao to downright beat most characters in frame neutral situations : 2A, will low profile most 5As and be faster than most 2As. Has very decent range on it too making it your preferred footsie tool.

  • While its startup and range is solid, at -4 it's risky using it in stagger pressure.
  • Not jump cancellable.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 90 80

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
560 Low 10 7 24 -14 F

Low-hitting slide kick move that exchanges range for fast startup.

The decent low profile, range and speed on Tao's 2B makes it a somewhat functional footsie/whiff punish tool, albeit extremely risky due to its lengthy recovery. Seriously, you will die for whiffing this, especially since she is in crouching state during the entirety of the move's recovery.

  • Very unsafe and puts Tao in the opponent's face so be sure to cancel into something else.
  • Not jump cancellable.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 Mid 17 2 23 -8 F

Tao's best starter in terms of raw damage but with worse startup and recovery than 5C.

Functionally this move is a great frame trap from just about every ground normal. Depending on the character, 2C sees use in optimized confirms. Sets up crossups with 214D and [2]92D in the corner.

  • Vacuums opponent towards Tao.
  • Not jump cancellable
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
420×2 Mid 12 2(4)2 20 -8 B 7~13 H

Solid antiair. Hits exceptionally high in the air which can catch opponents offguard. Good vertical hitbox, but poor horizontal range, making it effective against crossups.

Also Tao's other ground jump cancellable normal, but sees much less uses than 5C because of its pushback. Notice that the first hit is surprisingly not jump cancellable at all, making this move poor at dealing with guardpoint moves such as Hakumen's drives.

  • Launches on CH.
  • Good counter move against certain buttons and specials.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 100 85

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 High/Air 26 4 3+14L -4 H 4~29 F

Not exceptionally good as an overhead because of its easily recognizable and lenghty startup, but its numerous cancel options make it very interesting as a pressure tool. Instantly cancelling it into j.236Bx2 makes it +3 on block, and cancelling it into whiff j.236B makes it +1. Cancelling it into j.2D6 sets up a Fuzzy overhead mixup with j.2B>j.5B. Or you could even Rapid Cancel it for a double overhead/empty low/airdash mixup.

Without a counter hit, you can combo from it using j.236B > 2A/5B, j.236B whiff cancel, air D moves, OD, or Rapid Cancel. It is a fatal counter but is terrible as a starter and as such will never see use as an actual punish tool.

  • The F invuln starts much earlier than when Tao actually jumps.
  • Gatlings from 2A, 5A, 5B, and 6A.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89
  • Bonus Proration 110%
  • Fatal Counter

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
910 [1300] Mid 19 [42] 3 29 -14 B
  • Longer startup makes it useful as a frametrap.
  • Moves Tao slightly forward. Gains a little extra distance by holding C
  • 6[C] deals more damage, wall bounces at midscreen, and wall splats in the corner. It also Fatal Counters.
  • Optimal DP punish starter, but will likely require you to make your opponent's DP whiff entirely.
  • Not jump cancellable

Great move for higher damage combos. Somewhat surprisingly, it can be special cancelled.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 92
  • Values in [] for max charge
  • Bonus Proration 110%
  • [Fatal Counter]

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×2, 600 Low 10 1(4)2(12)5 18 -6 F

Multi-hit low and a very good one at that. Useful to catch people jumping or inputting DP during your blockstrings while leading to remarkable damage in the corner.

Main combo ender in the corner which allows for creative okizeme.

  • Only the third hit knocks down.
  • The third hit will not reach the opponent at long ranges, making 3C very bad as a poke despite the quick startup.
  • 3C(x2)dl>214D is a safejump.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 6 2 9 H

One of the better j.A moves due to Tao's tiny hurtbox. Has very fast recovery, so you can practically air dash immediately afterwards.

  • Hitbox does not extend as low as the animation suggests.
  • Mashable up to three times.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500 High/Air 9 6 15 H

One of the few anti air moves performed in the air. Because it covers the area above Tao, it's useful at stopping an opponent's excessive jumping or covering certain jumps. Also useful in combos when you end up hitting your opponent above you during combos

  • Hitbox does not cover the space below Tao's leg very well so it's awkward as a jump-in unless delayed or canceled into.
  • Very good active frames.
  • Can be cancelled with j.2B. If high enough, Taokaka can j.B > j.2B > j.B.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85

j.2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 All 14 2 18 H

Longest aerial for vertical reach, but limited horizontal reach that also extends behind her. Beware that this also increases Tao's own hurtbox quite a lot.

Preferred crossup normal, still requires high precision. Fairly reliable when forward jumping point-blank or off jump cancels due to limited horizontal movement, though easily stopped by barrier. It sees use in setting up F-Shikis when canceled into low-to-the-ground j.B or j.C.

  • Can be cancelled with j.B and j.C. If high enough, Taokaka can j.B > j.2B > j.B.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 High/Air 11 3 20 H

Great air poke with surprisingly good hitbox, good damage and faster than most j.C moves.

With good movement and spacing, this move is a good punish when Taokaka is baiting antiairs. Its lower hitbox is not the greatest, but its speed still makes it the preferred jump-in over j.2B in most situations.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

Crawl

3

Not really a move as such, but Tao has the unique ability to move while crouching, which gives her a much lower profile compared to remaining stationary. Obviously, due to the input you cannot block while doing this (Although you can switch to blocking without delay), so you need to choose between crawling and blocking. Can low-profile some surprising moves such as Hazama's 2A or Bang's 5A which can allow you to disrepect some usually safe pressure strings. Be careful when you use it as getting hit means you will eat a crouching combo if they respond appropriate.

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

  • Low profile starts on Frame 1. Further lowers on Frame 4.
  • Can be buffered during gapless blockstrings
  • Otherwise 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.

Drive Moves

5D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 19 8 Until L+24 H

Standard forward launching drive, useful in ground combos to keep yourself in range and launches both Taokaka and her opponent into the air.

In pressure its plentiful cancel options make it a decent, albeit risky pressure reset tool. Sets up powerful mixups with RC such as instant overhead j.A, empty lows, airdash mixups.

  • Blows opponent back and causes groundslide.
  • Wall bounces on CH.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 89
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3

2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 13 10 9+3L H
  • Launches Tao upwards, making it quicker to go active than simply jumping and attacking.
  • Effective pre-emptive anti-air, make them afraid to jump in on you. Even if they block you still have all of your normal drive followup options.
  • Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 89
  • On hit/block, has 2F recovery before transitioning to followups

4D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 25 Until L 8 H
  • No longer jumps back before performing the attack like in previous iterations.
  • Jumps forward in an arc with Tao basically being one big hitbox during the active part of the move.
  • Hold 4 or 6 to make Tao jump closer or farther, respectivelly.
  • If you B cancel 4D, Tao can airdash cancel her recovery frames.
  • Hard knockdowns airborne opponents.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 89
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
  • Fatal Counter

j.D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 11 12 Until L+20 H

A bit like 5D, but with a slight downward angle. Crucial move to Tao's gameplay. Knowing when to use this move and what cancel to choose in a given situation will make or break Tao's neutral game.

Its extremely long recovery means you will get hit if you whiff this move without cancelling it, so be sure to cancel it into one of the A, B or C follow-ups if you're not certain you are going to hit with it. Leads to very respectable conversions on hit however.

  • Only launches airborne opponents.
  • Wall bounds on CH.
  • Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.

You can get very creative with this move, but a rudimentary rundown of its uses with cancels in neutral would be:

  • A cancel is used as a fast-fall to land a jump-in on unsuspecting or respectful opponents.
  • B cancel is used to move some extra distance and create crossups.
  • C cancel is used to make your opponent's anti-air whiff and then take your turn or get a punish.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 89
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3

j.2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 All 15 Until L 24 H

A quick, if somewhat reckless, jump-in move. Useful for catching anti air attacks by attacking earlier than they expect.

The other half of Tao's combo enders if you prefer the hard-knockdown okizeme over 3C.

  • Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.
  • Hard knockdowns.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 82
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3

j.4D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550, 800 All 8 Until L(16)10 9 H
  • Dives to the ground, dealing damage only to airborne opponents, and does a 2D once reaching the ground.
  • Tao is briefly considered grounded as she lands, meaning she can be ground thrown during this time.
  • Useful for picking opponents up during a hard knockdown, or to reset your jumps in combos.
  • Can only cancel after jumping from the ground
  • Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 90 79×2
  • On hit/block of 2nd hit, has 2F recovery before transitioning to followups, landing recovery reduced to 3

j.8D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
930 All 10 10+4L 9 H

Like Tao's 2D, but from the air. Another useful neutral tool which is mainly used to move around. Very few characters can contest Tao from high jump + D height, creating strong approaches.

Useful for chasing opponents you've knocked upwards or in place for your double jump.

  • Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 89

Forward/Back Cancel

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
D > 6 18
D > 4 20

Whether Tao hits her opponents with any drive on hit or on block, will bounce back automatically, unless you hold 6 to make her bounce forward.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
xD6
xD4

xD6: xD4:

A Cancel

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6DA 17+13L
8DA 17+14L
2DA 17+14L

Stops Tao dead during a drive move. Can be used during the startup or active frames of the move, even if it doesn't hit (Allowing you to feint out attacks).

This cancel leaves her at an advantage on hit and -2 on block. This is mostly used to frame trap on hit and is one of the two primary cancels that can be safely done on block/instant block.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6DA
8DA
2DA

6DA: 8DA: 2DA:

B Cancel

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6DB Ground: 24
Air: 21
8DB 24
2DB Ground: 30
Air: 16

Similar to the A version, except Tao passes through her opponent before stopping. Always turns Taokaka around, even if she doesn't switch sides.

B cancel makes Tao pass through the opponent, and is heavily negative on block (-5) and on hit it's neutral. If Tao uses the B cancel high enough off the ground she can still perform actions such as air normals and utilize her unused jumps. This cancel is commonly used with 2D and j.8D to create cross-up j.A, j.B, j.2B, and j.C situations. It can also be used in the air to alter her landing and control space. A high B-canceled j.D is advantageous on block due to being able to input j.A before landing making it one of her best air pokes.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6DB
8DB
2DB

6DB:

  • Can pass through oppoonent 2-16

8DB:

  • Can pass through oppoonent 2-16

2DB:

  • Can pass through oppoonent 2-14

C Cancel

Damage Guard Startup Active Recovery On-Block Attribute Invuln
16

Stops Tao dead after landing a drive move, and pops her upwards a little bit, can be used to cancel the active frames of her drive moves to perform a feint.

The C cancel is the second most used on block as it leaves her -2 and she can choose to go for pressure or return to neutral. Another usage it has is with j.4D since j.4D causes Tao to touch the ground, and she can C-cancel this infinitely due to her jumps being refreshed every time she touches the ground. This makes for a very good spacing tool in neutral. It's important to note that despite being -2, since Tao is mid air, she is very susceptible to anti airs.

Starter Rating Level P1 P2 On-ODR Cancel Timing

Universal Mechanics

Forward Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Nets her very nice damage compared to the rest of her moves. Most combos involve forward throw cancel immediately into a drive attack.

  • Wallbounces in the corner.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 100 50
  • Minimum Damage 100%: 1500

Backward Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Tao grounds the opponent behind her. To follow up, use a fast normal that can hit grounded opponents (2A, 2B, 5B)

  • Can't special cancel.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 100 50
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Thtow(120) 7 3 23+3L T

Can followup with anything relatively fast. Followups are very consistent because Tao and her opponent's always have the same relative positions.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 4 30 B 1~20 All

Long-reaching but relatively slow Counter Assault. Uses her 2C animation, so its vertical hitbox is rather lacking.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

You can combo from uncharged crush trigger guard-crush using 5B or throw in the corner, or 6C for charged guard crush. Sees uses in more damaging combos.

  • Causes hard knockdown on air hit.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 60
5[A+B] Long 80 100

5A+B: 5[A+B]:

Taunt

AP

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×2 All 11 5(10)5 15 -10 B
  • For reasons known only to Tao, her taunt actually has some active frames and deals some damage. However unlike in previous games where it could actually be used in some combos, this is basically just for... well... taunting your opponent. Mostly.
  • Surprising amount of untechable time on the first hit
  • It can be cancelled into specials, supers, Overdrive, RC, CT, and EA. It cannot be cancelled into drives and any normals. Scales so badly that the only thing worth comboing into is her Astral which, funnily enough, it is her main move to combo into Astral without using OD.
  • There's a gap between these two hits, so it's best to cancel only the first hit into anything listed above. In very rare cases, like in some certain combos or OD, Tao can link both of the hits.
  • Oddly enough, the first hit can clash certain attacks, like Litchi's Astral Heat, if hard read timely.
  • Triggers automatically and randomly if Tao stands idle for enough time.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 0 100 20×2

Special Moves

Cat Spirit One!

236A (Repeatable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400×N All 12 2 [(9)2]×N 19 -4 B

Used to add damage to ground combos or tack on damage when the opponent decides to use a delayed tech option.

You can reset pressure afterward if your opponent respects Encore or drive cancels.

  • Mash or hold A to slash the opponent up to 10 times total.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89×N
  • Press button for more hits (max 9)
  • Followup hits will have startup 9 and 2 active frames
  • Can cancel in Drives on hit/block
  • Can cancel into Cat Sprit Encore! on hit/block/whiff

Cat Spirit Two!

j.236B (Repeatable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×4, 1000 All 9 4(3)4(3)4(3)4(3)4 15+9L H

High-risk high-reward move in neutral, its landing recovery makes it easily whiff-punishable but landing the last hit will lead to highly damaging conversions. It also stalls Tao in the air a little, making it useful to bait anti-airs.

In combos, however, it's tricky to get all hits to land because the first 4 hits don't vacuum the opponent in. Part of the trick to learning Taokaka is to learn which combos allow you to land this move in full. Unlike the last hit, the first 4 have low hitstun.

  • Hold B for up to 5 kicks total.
  • Can be used as an air poke, as it has longer horizontal reach than Tao's aerials outside of drives.
  • Retains some of Taokaka's aerial movement on the way down, if you DON'T connect the last hit.
  • Last hit wallbounces at midscreen and wallsplats in corner.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 100 85
  • Release button to stop attack and go into recovery
  • Can cancel into Drive on hit/block

Cat Spirit Three!

236C (Repeatable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800,800 [900,900] All [High, All] 21 [35] B
  • Can be delayed on first input, if fully held it becomes an overhead.
  • Drive cancellable.
  • Jump cancellable on hit.
  • Typically used in crouching confirms, followed by 2D or jump cancel>j.D.
  • Sets up a mixup with Encore, as charged 236C is an overhead but you can cancel the charge into Encore for a low.
  • If timed well with 2369C right when the 2nd hit connects, it becomes a repeating rekka. Does up to 16 hits. It can be connected with Cat Spirit One, too, if timed well.
  • In certain combos the opponent will land behind Taokaka. If this happens, use [2]8D to bring her back to her original position and continue the combo.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal, Long 3 [4] 90 89,79 [92,82]

Cat Spirit Encore!

236A~B or 236C~B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 11 3 33 -19 F
  • Low hit that causes knockdown. Requires rapid cancel or counterhit to continue comboing off it. On CH or RC, you can use 2B to combo off it.
  • Very rewarding on CH.
  • Very long range low. Covers roughly a third of the screen
  • Virtually unpunishable when not done point-blank
  • Causes opponent to drop a character specific item that Tao eats (no matter what it was). This has no gameplay effect
  • Unlike her Cat Spirit Three, Taokaka can delay the Cat Spirit Encore only from Cat Spirit One.
  • Cannot be cancelled by anything else than the Rapid Cancel.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89

Slashy Slashy

22C (Hold OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
110×3 Mid 8 [2,2,6]×3 15 B

Downed move designed to force your opponent to emergency tech after a hard knockdown. Also great for just having loads of active frames and putting up a barrier of pain in front of you. It's also convenient for preventing certain rushdown moves.

This move becomes downright obscene in overdrive, albeit a little specific. Because of its proration it becomes an extremely good starter allowing you to get very damaging punishes from OD Guard Cancel, and it also allows extremely long tight blockstring which can deal in the thousands of chip damage. Combined with her ability to tightly incorporate Crush Trigger in her OD blockstrings, this can lead to very silly situations.

  • Can be used for sudden chip damage to end a round.
  • Can cancel into Drive on hit or block.
  • Unlike other "22" moves, this doesn't need opponent to be downed before using it in a combo.
  • The claws can absorb projectile moves, though it's not entirely reliable.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 100 85
  • Press button for more hits

Kitty Litter Special

63214A/B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Kitty Litter Special 30 Total 52 P1
Chibikaka/Apple/Fish 500 All 30 Until Hit P1
Pillow 500×2 All 30 Until Hit P1
Bomb 500×2 All 30 Until Hit(1)1 P1
Hammer 500 All 30 Until Hit P1
Baseball 500 All 30 Until Offscreen(120)Until Offscreen P1
Bowling Ball 500×2 All 56 Until Hit Total 79 P1

Tao throws out an item of choice. The A and B versions have random items of varying use. The A version always throw an item at an upwards arc, while the B version always throw an item in a straight line.

Good to throw out at fullscreen to annoy your opponent, or cover an approach in the case of the pillow and bowling ball. The pillow bounces after making contact and then falls to hit the opponent again, so it can keep people trapped better than the other items.

  • A and B versions have a set of items Taokaka chooses at random
    • A Version items: Doll, Pillow, Bomb, Apple
    • B Version items: Fish, Hammer, Baseball
  • Pillow bounces for a second hit on block and on hit.
  • If the baseball whiffs, it will reappear from the side Taokaka threw it after a short period. The rebound disappears if Taokaka is hit.
  • The hammer staggers the opponent on CH
  • C Version always throws bowling ball. If Tao is hit while the bowling ball is rolling, it will fall off the screen.
  • C version can be charged to make bowling ball hit 3 times instead of 2.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
63214A
Chibikaka/Apple/Fish Short 1 90 80
Pillow Short 1 90 80
Bomb Short 1 90 80
Hammer Short 1 90 80
Baseball Short 1 90 80
63214C Short 1 90 80

63214A: Chibikaka/Apple/Fish: Pillow: Bomb: Hammer: Baseball: 63214C:

Cat Jump

214D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
37+5L

A faster and more aggressive forward jump, for when you just need some more mobility. Opens up an easy crossup with j.2B when the opponent is just out of the corner, for example after they blocked 2C. As a combo ender, with proper timing 3C(2) > 214D > 5C hits crossup on the opponent's wakeup.

  • Jumps over the opponent when relatively close. Requires delaying aerials fairly long for them to autocorrect.
  • Quickly becomes actionable once she's in the air.
Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Can cancel into actions on 19F

Sticky Kitty

j.214D at the edge of screen

Damage Guard Startup Active Recovery On-Block Attribute Invuln

Tao grabs the side of the wall with her claws and slides down. If Taokaka is in the corner, this move is a good option to reach a space that's hard to contest. Funnily enough this move can be cancelled into itself leading to some very annoying air stall.

If Tao is near the wall facing her, holding the D button after a Drive move (except for 5D and 4D) will automatically start Sticky Kitty on that side, as long as you do them raw. If used this way, it will not activate, if the opponent is in blockstun or hitstun.

  • Release the D button to stop clinging to the wall.
  • Press 6 to leap away from the wall. This does not count as an air option.
  • Used mainly for ambiguous corner cross-ups.
Starter Rating Level P1 P2 On-ODR Cancel Timing

Trick Edge

[2]8D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
[2]8D 950 Until Wall+3 Until L 24 H
[2]8D~2 900 Until Wall+3 Until L 28

Decently strong option for neutral, allowing Tao to get some rewarding whiff punishes on opponents swinging from fullscreen. Paired with 214D, you can use this move and it's cancels for crossups, especially when you jump towards your opponent when they're in the corner.

  • Treated as a Drive attack, and therefore has all of her Drive move's cancels
  • Depending on the jump input's direction ([2]7D and [2]9D for left and right corners, respectively), you can jump to different sides.
  • If you hold 2 after [2]8D, Tao will launch to the ground, instead at the opponent, cancelling it. It's good for some setups.
  • Tao must reach the wall before launching her attack, giving it an obvious startup at midscreen but an incredibly short startup when her back is to the wall.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
[2]8D Normal 4 80 89
[2]8D~2 Normal 4 80 89

[2]8D:

  • On hit/block, has 2F recovery before transitioning to followups

[2]8D~2:

  • On hit/block, has 2F recovery before transitioning to followups

Distortion Drives

Hexa Edge

236236D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
720×4, 2160
[720×4, 100×16, 2160]
All 4+(28 Flash)+3 2(6)2(4)2(6)2(18)2 43 -26 B 1~14 All

At a quick 7F startup and large hitboxs, this super is nothing to laugh at as a reversal and also works great at the end of combos to close out a round due to its generous minimum damage. However getting this blocked or whiffing is nothing short of a death sentence, especially with Tao's low health.

Unfortunately this move has a tendency of dropping on airborne opponents, in which case you can RC to get a full conversion if you have the meter to spare.

  • Can be rapid cancelled on all hits.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 82
  • Values in [] are during OD
  • Minimum Damage 20%: 1008 [1328]
  • reversal

Imma Beat The Crap Outta You!

214214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 4000
[0, 4800]
Unblockable 5+(26 Flash)+11 10 ??+50L T 1~15 All
16~25 FT

Great surprise unblockable given the distance it covers and the arc Taokaka jumps in. However if you use it when your opponent is grounded and not currently performing a move, they'll just duck and score a free counterhit on you since it leaves Tao at point blank range and completely exposed if it fails to hit.

If the opponent super jumps back and does a low air attack, it's punish party time for Tao.

  • Jumps from Tao's position to her opponent (Maximum range isn't quite fullscreen).
  • Unblockable, but fails on crouching or superjumping opponents. It can hit aerial opponents only at normal jump height.
  • Mainly used reactively against zoners.
  • Can only rapid cancel the last hit.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 100 100, 20
  • Values in [] are during OD
  • Misses vs crouching opponents
  • Minimum Damage 25%: 1000 [1200]

Unison Nyaibu!

j.236236D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800, 160×8, 800×4
[800, 100×12, 80×12, 100×4, 800×3, 0, 800]
All 4+(68 Flash)+5 3 Until L H 1~11 All

Only ever useful to finish a round while sealing the opponent's burst, as it requires you to cut the combo short while also dealing less damage than its ground counterpart. If you are feeling extra cheeky this can be used to invuln through an opponent's anti-air and score a counterhit with the super.

  • P2 only applies once for the entire move.
  • Switches sides, except if Taokaka's big slash hits the opponent above her.
  • First hit can be Rapid Cancelled but don't do this, the opponent will be invulnerable to everything until they recover.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 80
  • Values in [] are during OD
  • Minimum Damage: 720 [1020]

Exceed Accel

Kaka Clan Hospitality!

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 440, 0, 40×18, 1200
{600, 440, 0, 60×18, 1200×3}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Tao's only meterless reversal. Tao slides forward a fair amount during the shove, so it has reasonable range, but it lacks strong pushback, so some characters can punish this even on Barrier block. The side switch will trigger when Taokaka's back is up to about a half screen away from the corner, so you can use it to get much better positioning. She gets serviceable oki from it, as dash up 5B will allow you to cover all tech options depending on their wakeup timing.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 296 {572+46}

Astral Heat

Attack Meow Pow!

[4]128D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0,100×5,10×5,20,21000 All Until Wall+(60 Flash)+3 Until L 54 H Flash~Landing All

Somewhat wonky Astral given its input and animation. Its input is very close to Trick Edge, so it's not uncommon to accidentally get that attack instead of your Astral. Without Overdrive, she can only combo into it from certain moves (j.236B, 5DA and [6C]). You can also combo into it if you set up a bowling ball with good timing with 6A > 2C > 6C.

It, also, can be meterlessly and fully comboed without OD, if Taokaka does 22C > [2]8D > Taunt > Astral, but it's a highly difficult combo. Oddly enough, unlike the other attacks, only her Taunt gives enough hitstun to Astral them.

With Overdrive all previous moves, including Cat Spirit One and Slashy-Slashy work. You can even combo into it from her Taunt to troll your opponents. If you want to combo and end with her Astral, you'll usually need to Overdrive. Otherwise, it's likely her Astral will whiff and you'll be punished big time.

  • Can bait out jump in attacks, like Trick edge.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 1

Colors

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Color 1
Color 2
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Color 5
Color 6
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BBCF Taokaka color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Taokaka color 13.png
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Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Taokaka color 19.png
BBCF Taokaka color 20.png
BBCF Taokaka color 21.png
BBCF Taokaka color 22.png
BBCF Taokaka color 23.png
BBCF Taokaka color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

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