BBCPE/Taokaka

From Dustloop Wiki

Overview

A young beastkin of the Kaka tribe who live in the lower class part of Kagutsuchi. Her coat is equipped with massive paw-like hands that include long, retractable claws. She wants to get back the sky above her village that was sealed off with an enormous plate by humans who came to the land and started building a big city. She left her village in search of someone called Ragna after she heard that you could gain a lot of money for defeating him. She doesn't know it, but she is a descendant of bio-weapons created from one of the six heroes, Jyuubei. Her Drive Ability is known as Dancing Edge: Reckless Kitty, which specializes at dashing at high speeds with a slash attack.
Taokaka

BBCP Taokaka Portrait.png

Health: 9,500

Combo Rate: 85%

Jump Startup: 4

Backdash Time: 18

Backdash Invincibility: 1-7

Movement Options
Double Jump, 1 Airdash, Command jump, Dash type: Run
Drive: Dancing Edge
Taokaka's Dancing Edge involves using the drive button and a directional input to launch her in a torpedo fashion at the opponent. Each drive travels at a set distance and can all be canceled on block or on hit by inputting A/B/C, 6 or 4. The A cancel stops her from moving completely if done in the air she is unable to perform any action until she touches the ground. 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. 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. Finally her C cancel stops her mid air and allows the use of any remaining jumps as well as air normals. 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 +3, since Tao is mid air, she is very susceptible to anti airs. You can also cancel her drive by inputting 6 (forward) which will cause her to bounce of the enemy and go forward pass them, but due to the landing recovery this is rarely seen anymore outside of combos.
Overdrive: Almost Becoming Two

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
Pros
Cons
  • 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


Remaining Health vs. Overdrive Duration (in Frames)
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
Ambox warning.png 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJRDr all 7 2 10 -2 B -
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5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 SOJRDr HL 6 3 9 -1 B -
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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 -
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2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSORDr LA 6 3 11 -4 F -
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2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
360 SORDr L 7 4 18 -10 F -
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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 -
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6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
320×2 SOJRDr HL 13 2(5)3 18 -7 B 8-14H
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6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
440 SORDr HA 26 3 4+13L -2 H 1-32F
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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 -
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3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
390×2, 440 -, SOR*2 HL*2, L 10 2(4)2(13)3 25 -11 F -
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j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJRDr HA 6 2 9 - H -
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j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
140×2 SOJRDr HA, all 8 2(3)2 15 - H -
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j.2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
385 SOJRDr HA 17 3 19 - H -
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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 -
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Crawl

3

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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Taunt

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
100×2 SOR HL 11 5(10)5 15 -10 B -
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Drive Moves

5D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 R all 15 9 5+25L - H -
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2D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 R all 13 10 10 - H -
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4D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 R HA 30 11 9 - H -
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j.D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 R all 11 12 till L+10 - H -
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j.2D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 R all 12 till L 25L - H -
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j.4D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200, 600 R all 6 till L(16)9 4+25L - H -
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j.8D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 R all 10 10 10 - H -
  • List what the move is used for
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Forward Cancel

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- S - - - 18 - - -
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Back Cancel

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- SR - - - 20 - - -
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A Cancel

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 18 -2 - -
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B Cancel

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 21 -5 - -
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C Cancel

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 16 - - -
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Universal Mechanics

Forward Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T (70) 7 3 18 - T -
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Backward Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, R T (70) 7 3 18 - T -
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Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, R T (70) 7 3 15+3L - T -
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Counter Assault

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 4 30 -15 B 1-20 All
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Crush Trigger

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~59 1 25 +2 B -
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Special Moves

Cat Spirit One!

236A (Repeatable)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420×N RDr all 14 2(15)*N (18, 19)*N (-6, -7)*N B -
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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 -
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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 -
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Cat Spirit Encore!

236C~B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R LA 15 3 33 -4 F -
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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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 15+2L - - -
  • List what the move is used for
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Sticky Kitty

j.214D (at edge of screen)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 10L - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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
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Slashy Slashy

22C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
80×9 RDr HL 11 (2, 2, 6)*2 15 -4 B -
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Distortion Drives

Hexa Edge

236236D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450×4, 1900 R all 4+3 2(6)2(4)2(6)2(18)2 43 -26 B 1-14 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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.

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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
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Overdrive

Almost Becoming Two

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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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.

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External References


Navigation

BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc