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 and lackluster pressure 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.


Lore: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, Jubei.
Playstyle
BBCF Taokaka Icon.png Taokaka is a fragile hit and run character with the most flexible mobility in the game.
Pros Cons
  • Has the most versatile Mobility in the game
  • Above average pressure, effective frame traps, and lows to punish reversal attempts
  • Good pressure reset tools with cat jump and drive
  • Gets corner carry into knockdown off most good confirms
  • Extra dashes/jumps allow you to bait and punish more easily
  • Some of her normals have big hurtboxes, forcing her to stick to a safer neutral gameplan based on whiff punishes.
  • Difficult to pick up and learn
  • Joint lowest health total in the game.
Drive: Dancing Edge
Taokaka's Dancing Edge launches her like a torpedo at the opponent. Each drive can be canceled on hit/block, and on whiff 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

5B

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
630 Mid 11 2 20 -5 B -

  • Standing long ranged jab, one of Tao's best starters, specially given its speed.
  • Jump cancelable both on hit and on block.
  • Air unblockable
  • Kara cancellable into throw

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.

2A

2B

2C

6A

6B

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
910 [1300] Mid 19 [42] 3 29 -14 B -

  • Tao's best standing poke due to its speed, horizontal hitbox, and recovery
  • 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.
  • 110% bonus proration
  • Not jump cancellable
  • Air unblockable

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

3C

j.A

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
500 High/Air 9 6 15 - H -

  • One of the few anti air moves performed in the air
  • 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.


Because it covers the area above Tao, it's useful at stopping an opponent's excessive jumping or covering certain jumps.

j.2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600 All 14 2 18 - H -

  • Not a high!
  • Longest aerial for vertical reach, but limited horizontal reach that also extends behind her
  • For when you just need a big hitbox to cover lots of possibilities, j.2B is the move for you
  • Beware that this also increases Tao's own hurtbox quite a lot as well
  • Can be cancelled with j.B and j.C. If high enough, Taokaka can j.B > j.2B > j.B.

Only aerial that can inherently crossup, but can require high precision. Fairly reliable when forward jumping point-blank or off jump cancels due to limited horizontal movement, though easily stopped by barrier

j.C

Crawl

3

  • Low profile starts on Frame 1
  • Can be buffered during gapless blockstrings

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. Thankfully, because of the buffer you can use this as an OS.

Be careful when you use it. Crawl can avoid certain projectiles and normals. It cannot avoid low attacks and projectiles, as well as skydropping projectiles.

For more information on attacks Taokaka can low profile with crawl, check the resources in the Strategy section

Taunt

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
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.
  • It can be cancelled into specials, supers, Overdrive, RC, CT, and EA. It cannot be cancelled into drives and any normals.
  • 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.


Drive Moves

5D

2D

4D

j.D

j.2D

j.4D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
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.


j.8D

Forward/Back Cancel

A Cancel

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Forward - - - - 17+13L - - -
Upwards - - - - 17+14L - - -
Downwards - - - - 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.

B Cancel

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Forward - - - - Ground: 24
Air: 21
- - -
Upwards - - - - 24 - - -
Downwards - - - - Ground: 30
Air: 16
- - -

  • Similar to the A version, except Tao passes through her opponent before stopping.

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.

C Cancel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 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 +3, since Tao is mid air, she is very susceptible to anti airs.


Universal Mechanics

Forward Throw

5B+C

Backward Throw

4B+C

Air Throw

j.B+C

Counter Assault

When blocking 6A+B

Crush Trigger

5A+B (Chargeable)


Special Moves

Cat Spirit One!

236A (Repeatable)

Cat Spirit Two!

j.236B (Repeatable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300×4, 1000 All 9 4(3)4(3)4(3)4(3)4 15+9L - H -

  • Hold B for up to 5 kicks total.
  • Air combo ender
  • 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

Not so a great move in neutral, as it can be easily punished by most 2A, like Tager's. 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 hits give low hitstun to the opponent, thus making them wakeup faster than normally.

Cat Spirit Three!

236C (Repeatable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800,800 [900,900] All [High, All] 21 [35] - - - B -

  • Can be delayed on first input, if fully held it becomes an overhead.
  • Typically used in crouching confirms, followed by 2D and 5D. 4D whiffs later in the combo, unless you do Cat Spirit 3 (x2) way early in the combo after the C buttons, like 2C > 5C > 6C > Cat Spirit 3 (x2) > 4D.
  • 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.
  • At the end of certain combos if you delay this a bit, the opponent will land behind Taokaka. If this happens, use [2]8D (Tricky Edge) to bring her back to her original position to get out of corner. This surely works, if you start the combo with any ground A button, except of 6A.

Cat Spirit Encore!

236A~B 236C~B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
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 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.


Kitty Litter Special

63214A/B/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Throw
63214A/B
- - 30 - Total 52 - P1 -
Apple 500 All 30 Until Hit - - P1 -
Chibikaka 500 All 30 Until Hit - - P1 -
Fish 500 All 30 Until Hit - - P1 -
Hammer 500 All 30 Until Hit - - P1 -
Pillow 500×2 All 30 Until Hit - - P1 -
Bomb 500×2 All 30 Until Hit(1)1 - - P1 -
Baseball 500 All 30 Until Offscreen (120) Until Offscreen - - P1 -
Bowling Ball 500×2 All 56 Until Hit Total 79 - P1 -

  • 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.

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.

Unlike all of her trash projectiles, only the Bowling ball has low attack property, so if you time your air attack with it, it becomes an unblockable setup. During combos, the bowling ball rejuggles the opponent.

Cat Jump

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 37+5L - - -

  • 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.

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 mostly cornered. After most long combos in the corner, if you do 3C(2) > 214D, she may end behind the opponents for a surprise crossup.

Sticky Kitty

j.214D (at edge of screen)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - - - - -

  • Tao grabs the side of the wall with her claws and slides down.
  • 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

If Taokaka is in the corner, this move is a good option. It's a good way to reach a space that's hard to contest. 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.

Trick Edge

[2]8D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Trick Edge 950 - Until Wall+3 Until L 24 - H -
Trick Edge Down
[2]8D2
900 - Until Wall+3 Until L 28 - - -

  • Tao jumps to the wall behind her and then leaps at her opponent.
  • 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.
    • This is also treated as a Drive attack.
  • 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.

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.

Slashy Slashy

22C (Can be Held)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
110×3 Mid 8 [2,2,6]×3 15 - B -

  • 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.

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.


Distortion Drives

Hexa Edge

236236D

Imma Beat The Crap Outta You!

214214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 4000
[0, 4800]
Unblockable 5+11 10 ??+50L - T 1~15 All
16~25 FT

  • Command throw.
  • 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
  • Full invincibility until she lands.

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.

Unison Nyaibu!

j.236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
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

  • P2 only applies once for the entire move
  • If you rapid cancel the 1st hit, Tao will land on the ground, but her opponent will have full Invincibility frames until they recover.
  • Switches sides, except if Taokaka's big slash hits the opponent above of her.
  • Distortion ender

Good combo ender, but absolutely terrible, if whiffed. The end of the combo switches sides, so you have to be mindful of your positioning afterwards.


Exceed Accel

Kaka Clan Hospitality!

ABCD during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
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]

  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • Behaves like all other Exceed Accels.
  • Easy to punish on block
  • Switches sides if Taokaka's back is close to the corner

One of Tao's only meterless reversals. It has short range and 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.


Astral Heat

Attack Meow Pow!

[4]128D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0,100×5,10×5,20,21000 All Until Wall+(60 Flash)+3 Until L 54 - H Flash-Landing All

  • Tao jumps to the middle of the wall behind her, activates the Astral super pause, and then dives to the floor, covering about 3/4 of the screen. If the dive hits, the Astral will play out.
  • Somewhat awkward input and attack execution makes this very awkward to combo into.
  • Can bait out jump in attacks, like Trick edge

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.


External References


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Ambox notice.png To edit frame data, edit values in BBCF/Taokaka/Data.