BBCF/Taokaka/Combos

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 Taokaka


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo Theory

Taokaka Combos

Combo List

Basic Combos

This is a list of the most basic confirms you should learn to immediately start playing the character. If you're having trouble with any combo listed below I advise looking at the basic combos video for reference.

Midscreen

# Combo Condition Damage Heat Gain Works on: Difficulty Notes
1 5A > 5B > 5A > 5C > 2C > 3C > 236A(x1) > 5D~B - 1446 10 All Easy Gives full corner carry from Midscreen. Allows you do dash up or IAD to be in front of them as they recover. 2C Avoids the possibility of the last hit of 3C whiffing. Interchangeable with 5B > 5A > 5B, does the same damage.
2A > 2B > 5B > jc > J.A > J.C > J.2D~B > 5B > 6A > 2D~6 > J.5D~6 > J.2D~B > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C > d.236A~B Standing 1787 12 All Medium Exceptional corner carry. Warning, if you delay 5B to make sure you're close enough for the rest of the combo the J.2D might drop against bulkier characters (Susanoo, Tager, etc). You should be at least close to the corner for 2B > 6A but if you aren't just 3C instead and end there.
2A > 2B > (5B > 5C) > 6C > 236C~C > 2D~6 > (delay) J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C Crouching 2540 18 All Medium If you confirm from 2B directly into 6C it's better for damage, meter gain and stability. The same route works from a 5A or 5B starter as well. This route assumes you'll reach the corner before or with the help of 6C > 5D~A for the whole combo to work, but even if you don't reach it as long as you cancel 5D close to the opponent it's still your turn.
2B > (5B) > 5C > jc > J.C > J.2D~B > 22C(x6) > 2D~6 > (delay) J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C Standing 2631 18 All Medium 2B starter allows for a more damaging variation of the standing confirm. 5B is useful to get closer or to hit confirm but it lowers the damage and meter gain.
6A > (5C) > sjc > J.C > J.5D~6 > (delay) J.4D~C > J.8D~6 > J.C > J.2D~B > (2C) > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C Air hit 3085 22 All Medium Basic anti air confirm. 2C > 6C doesn't work on a few characters in the corner so you might wanna avoid 2C if you're already there.
6B > (whiff) J.236B > land > 5B > 5C > 6C > 236C~C > 2D~6 > (delay) J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C Ground hit 2979 21 All Hard Standard confirm from her dedicated overhead. J.236B is used before touching the ground to cancel 6B's landing recovery, but to get the best combo you don't want it to hit and that timing takes a bit getting used to.
J.236B(x5) > J.4D~6 > J.5D~6 > J.2D~B > 3C > d.236A~B - 3371 23 All Easy Basic Route if you catch the opponent airborne with Multi kicks. Good damage and good corner carry.
Forward Throw > d.J.5D~6 > J.4D~C > J.8D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C - 3225 23 All Medium Basic Throw Combo. Good corner carry. Works in the corner as well.
Back Throw > 2B > 6A > 2D~6 > (delay) J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C - 3117 22 All Medium Basic Back Throw Combo. Decent Corner Carry.
Air Throw > 5C > jc > J.C > J.5D~6 > (delay) J.4D~C > J.8D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C - 3235 23 All Medium Basic air Throw Combo

Astral Heat Routes

Taokaka doesn’t have surefire ways to fit two supers in a combo and make good use of 100 meter, and some weak starters or routes might not deal the last 35% in damage even if you throw all resources at the end, so knowing routes that will kill when Astral requirements are met is not a bad idea.

From weaker starters routes into Astral can be a real pain, but consistent ones exist. The reason weak starters matter is because, normally, when you land a throw or a 2B/5C/3C starter on the corner and they are under 35% life you should be able to kill anyone if you have 100 meter. Even from a 5B starter you can kill Tager with an optimized combo under these constraints.

Any combo listed below that works from a 2A starter also works from stronger starters.

Universal

# Combo Condition Heat Gain Exceptions Notes Example
1 2A > (2B) > 5B > 3C > 236A(x1)~5D6 > J.4D~C > J.8D~B > J.2D~B > Dash > 3C(2) > 22C(x6) > Trick Edge~[1]~B > Taunt(1) > AH Close to corner 15 Jubei, Izayoi, Relius The deepness of the Dash > 3C(2) needs to be just right because spacing for 22C > TE is finicky in Short Combo Time, unless you forgo 2B so the combo time allows for 3C(3) and you only need a micro dash to set up the proper spacing which makes it more consistent. It’s hard to set up in general and for special case characters (Susano, Taokaka, Tager) drive cancel timings can be stricter or slightly different so while it can work I’d advise not trying this route against them specifically. #
2 2A > 3C > 236A(x1)~5D~B > 5B > 6A > 2D~B > J.2D~B > md > 3C > 22C(x6) > Trick Edge~[1]~B > Taunt(1) > AH Close to corner 15 Susanoo, Tager 5B needs to be done already pressing the opponent against the corner to set up proper spacing and drive cancel as soon as possible to switch positions. Don't dash too long or you'll put them in the corner again.
3 Sticky Kitty > J.A > 2A > 2B > Trick Edge~6 > J.4D~B > J.5D~C > J.2D~(dl)B > Dash > 3C(2) > 22C(x5) > Trick Edge~[1]~B > Taunt(1) > AH Corner Steal 12 - This one is very consistent but even if you get the wrong spacing and Trick Edge puts you under the character, a simple walk under can make sure the Taunt hits. (Might happen more easily against Mu, Celica, Hibiki, Tager, Carl, Taokaka) #
4 Fuzzy J.A > J.C > J.2D~6 > J.4D~C J.8D~B > J.2D~B > md 3C > 22C(x5) > Trick Edge~[1]~B > Taunt > AH Corner x Jubei, Izayoi, Kokonoe, Susanoo, Tager -
5 6B > J.2D~6 J.4D~C > J.8D~B J.2D~B > 2B > 236A(x2) > Trick Edge~[1]~B > Taunt(1) > AH Corner x Jubei, Izayoi, Kokonoe, Susanoo, Tager - #

Group Specific

Works on Combo Condition Heat Gain Notes Example
Celica, Hibiki, Nine, Naoto, Susano, Ragna, Taokaka, Tager, Litchi, Hakumen, Hazama, Valk, Amane, Bullet, Azrael, Kagura, Terumi 2AA > 2B > 5B > 3C > 236A~5D~A > md 6A > (dl) 2C > 6C > 236[C]~C > TrickEdge~[4]~A > land > Taunt(1) > AH Corner 13 It might not look like it but small differences can get 236[C]~C to cross or not so don't try this with just any order of buttons or not tight in the corner. #
Makoto, Taokaka, Litchi, Hakumen, Tsubaki, Valk, Amane, Azrael, Kagura, Hibiki, Nine, Izanami, Relius, Izanami, Mu, Nu, Lambda, Susanoo 2A > 2B > 5B > 3C > 236A(x1)~5D~6 > J.4D~6 > J.2D~A > land > TrickEdge~[2]B > Taunt(1) > TrickEdge~[1]~B > Taunt(1) > AH Close to corner 13 This is what it means to taunt loops #
No delay: Rachel*, Taokaka, Litchi, Tsubaki, Hazama, Amane*, Kokonoe*, Terumi, Izanami, Es, Mai, Jubei

Max delay: Jin, Noel, Taokaka, Litchi, Tsubaki, Hazama, Valk, Platinum, Es, Azrael, Kagura, Kokonoe, Terumi, Naoto

2A > 2B > 5B > 3C > 236A(x1)~5D~B > 2B > (delay) 236A(x1)~5D6 > J.236[B](X5) > land > 22[C](x2)(x3) > TrickEdge[1]~B > Taunt(1) > AH Close to corner x If the wallstick was at the right height 22C will juggle them twice, the first will make sure they get out of the corner while the second will set them up for TE.

Special cases(*): these characters don't get hit by Trick Edge easily and it's more consistent to cancel into TE after a single hit of the second juggle = 22C(x2)(x1), then walk under towards the corner for the Taunt(1) > AH

#

Character Specific

-

Using Overdrive

Using OD it's pretty easy to combo into Astral and if the opponent still has Burst available and/or you don’t have a lot of OD time, setting yourself up for Astral during OD's Burst lock might be the best idea. But outside of those cases your consistent go-to damage dealer might be best, even if the combos using OD are easy to land.

Video Examples

BBCF Taokaka Basic Combos by Meno
BBFC Taokaka Combo Collection by EGO


Navigation

 Taokaka


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