Overview
- Movement Options
- Double Jump, 1 Airdash, Command jump, Dash type: Run
This Overdrive is great for extending pressure or increasing your damage from 4k to 8k depending on the starter. Like all Overdrives, the opponent cannot burst during it, making it a surefire way to finish off your opponent. You can do 5B > 5C > AB2 to extend your pressure in the corner and it frame traps so it is 100% mash safe. This becomes a very useful tool when your opponent has their back to the corner as this is where Tao's damage is at its highest but pressure is at its weakest, however be on the look out for reversals such as DP'S and reversal supers as you will be hit out of anything you do after AB2. The most common way Overdrive Cancel into AB2 is from 6C > 4D~B. Because of the shadow, most normals will now link together much easier (even fully charged ones). Almost everything is now jump cancelable (including j.236Bx5, and Cat Spirit Encore), allowing you to maximize minimum damage. Her new aerial Distortion Drive, Unison Nyaibu is particularly potent during Overdrive, and can combo off j.236Bx5. With 100 meter, a low j.236Bx5 can also combo into a double Hexa-edge (for up to 9k).
Notes
- Attack power reduced to 50% for duration of AB2 (untechable time is unaffected)
- Shadow clone does everything Tao does with a 12F delay
- Any effect on hit or guard (like float) is reduced by 8F
- If Tao whiffs a move, the shadow clone's move will whiff as well
- Normal moves can cancel into themselves twice and jump-cancelled
- Drives and specials can all be special-cancelled
- Cooldown 180F
- Mobility is easily the most versatile in the game
- Has solid normals to poke with at neutral
- Good average damage output
- Above average pressure, effective frame traps
- Good crossup potential
- Gets corner carry into knockdown off most good confirms
- Extra dashes/jumps allow you to bait and punish more easily
- Almost Becoming Two combos greatly increase damage potential
- Below average mixup, only standing overhead that combos without CH/meter is 6B > j.236B(whiff) > 5B
- Lowest health in the game
- No DP without meter, few defensive options in general
- Variety of movement options, poor defensive options, and low HP combined can make for a difficult character to pick up and learn
- Midscreen damage output without a CH/crouch confirm or meter is fairly low
Health | 100 - 90% | 89 - 80% | 79 - 70% | 69 - 60% | 59 - 50% | 49 - 40% | 39 - 30% | 29 - 20% | 19 - 10% | 9 - 0% |
---|---|---|---|---|---|---|---|---|---|---|
Overdrive | 180F | 210F | 240F | 270F | 300F | 390F | 420F | 450F | 480F | 600F |
This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning) |
Normal Moves
5A
5B
5C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 550 | SO(J)RDr | HL | 10 | 3 | 24 | -10 | B | - |
Max Charge | 650 | SO(J)RDr | HL | 17 | 3 | 24 | -10 | B | - |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
2A
2B
2C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul | |
---|---|---|---|---|---|---|---|---|---|
Normal | 575 | SORDr | HL | 12 | 2 | 21 | -6 | F | - |
Max Charge | 675 | SORDr | HL | 29 | 2 | 21 | +1 | F | - |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
6A
6B
6C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 700 | SORDr | HL | 19 | 6 | 18 | -5 | B | - |
Max Charge | 800 | SORDr | HL | 42 | 6 | 18 | ±0 | B | - |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
3C
j.A
j.B
j.2B
j.C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Normal | 400 | SOJRDr | HA | 9 | 3 | 21 | - | H | - | |
Max Charge | 500 | SOJRDr | HA | 24 | 3 | 21 | - | H | - |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
Crawl
3
Taunt
Drive Moves
5D
2D
4D
j.D
j.2D
j.4D
j.8D
Forward Cancel
Back Cancel
A Cancel
B Cancel
C Cancel
Universal Mechanics
Forward Throw
Backward Throw
Air Throw
Counter Assault
Crush Trigger
Special Moves
Cat Spirit One!
236A (Repeatable)
Cat Spirit Two!
j.236B (Repeatable)
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Hits 1-4 | 380×N | RDr | all | 9 | 4(3)*N | 12+9L | - | H | - |
5th Hit | 1000 | R | all | 37 | 4 | 12+9L | - | H | - |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
Cat Spirit Three!
236C (Repeatable)
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Downswing | 660 | RDr | all | 21 | 2 | 17 | ±0 | B | - |
Downswing (Max Charge) | 660 | RDr | HA | 37 | 2 | 17 | ±0 | B | - |
Upswing | 580 | (J)RDr | all | 35 | 4 | 22 | -7 | B | - |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
Cat Spirit Encore!
236C~B
Kitty Litter Special
63214A/B/C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
A | - | R | - | 30 | - | 52T | - | - | - |
B | - | R | - | 30 | - | 52T | - | - | - |
C | - | - | - | 67 | - | 56T | - | - | - |
Apple | 150 | R | all | - | - | - | - | HBFP* | - |
Bomb | 150×2 | R | all | - | - | - | - | HBFP* | - |
Chibikaka | 300 | R | all | - | - | - | - | HBFP* | - |
Pillow | 150×2 | R | all | - | - | - | - | HBFP* | - |
Hammer | 200 | R | all | - | - | - | - | HBFP* | - |
Baseball | 200 | R | all | - | - | - | - | HBFP* | - |
Fish | 200 | R | all | - | - | - | - | HBFP* | - |
Bowling Ball | 300×2 | - | all | - | - | - | - | HBFP* | - |
- Pillow travels upwards on hit or block for 1st attack
- Baseball travels from side of screen behind Taokaka if baseball initially whiffs (disappears if Taokaka gets hit)
Cat Jump
214D
Sticky Kitty
j.214D (at edge of screen)
Trick Edge
[2]~8D
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 600 | R | all | 4 after wall contact | 10 | till L+10 | - | H | - |
Down | 600 | R | all | 4 after wall contact | till L | 25 | - | H | - |
Back | 600 | R | all | 17L | 9 | 4+25L | - | H | - |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
Slashy Slashy
22C
Distortion Drives
Hexa Edge
236236D
Imma Beat The Crap Outta You
214214C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 0, 3300 | R | UNB | 5+11 | 10 | 5+50L | - | T | 1-15 All |
Overdrive | 0, 5500 | R | UNB | 5+11 | 10 | 5+50L | - | T | 1-15 All |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
Unison Nyaibu!
j.236236D
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 500, 300×8, 500, 2000, 500×2 | R | all | 4+5 | 3 | till L | - | H | 1-32 All |
Overdrive | 500, 300×28, 500, 2000, 500×2 | R | all | 4+5 | 3 | till L | - | H | 1-32 All |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
Overdrive
Almost Becoming Two
Astral Heat
Attack Meow Pow!
[4]~128D
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
DESTROY | - | all | 2 after SF | 10 | till L+54 | - | H | SF - 11 after SF All |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
External References
- Japanese Name: タオカカ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread