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) > J.2D~B > 3C > dl. 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) > J.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) > J.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) > J.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) > J.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.

Corner

# Combo Condition Damage Heat Gain Works on: Difficulty Notes
1 2A > 2B > 5B > 3C > 236A(x1)~5D~B > 2B > 5C > 2D~6 > J.2D~B > 6C > 236C~C > sjc > J.236[B](x5) > J.2D~B > 3C Close to corner 2357 16 All Easy
(2B) > 5B > 3C > 236A(x1)~5D~6 > J.C > J.5D~B > land > 5C > 2D~6 > J.2D~B > 6C > 236C~C > sjc > J.236[B](x5) > J.2D~B > 3C Close to corner 3117 22 All Medium If you are roughly 1/3 of the stage away from the corner, this can get you there. Against some characters 5D~C > J.C might be easier if you have them in the corner already.

Throws

# Combo Condition Damage Heat Gain Works on: Difficulty Notes
Forward Throw > dl. J.5D~6 > J.4D~C > J.8D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.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) > J.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) > J.2D~B > 3C - 3235 23 All Medium Basic air Throw Combo

Air to Air

Vital in confirming A2A attempts in full is estimating the relative height at which you will make contact, how close you will be and how many jumps you still have. If you have less than two jumps available and aren't in range for immediate J.2D when you hit them you can still get some damage in but won't hitconfirm into a clean conversion.

# Combo Damage Heat Gain Works on: Difficulty Notes
1 J.A > J.B > jc > J.C > J.2D~B > 2B > 5C > 2D~C > J.5D~C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All Medium J.A > J.B allows you time to hitconfirm when you get into close quarters. At approximately same height this route will work, but if you notice you're too low after J.B try adapting into conversion #3.
2 J.C > J.5D~6 > (delay) J.4D~C > J.8D~6 > J.C > J.2D~B > 2B > 5C > 2D~C > J.5D~C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All Medium Max range J.C conversion. If you notice you're too low after J.5D~6 go straight for J.2D after it.
3 J.B > J.8D~B > J.2D~B > 2B > 5C > 2D~C > J.5D~C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All Medium Conversion from below with J.B. If you're in the corner and want to keep it do J.8D~6 instead.
4 J.236B(x5) > J.4D~6 > J.5D~6 > J.2D~B > 3C > dl. 236A~B 3371 23 All Easy Basic Route if you catch the opponent airborne with Multi kicks. Good damage and good corner carry.

Common problems

  • J.2D misses: usually happens during 2D~6 > J.D~6 > J.C > j.2D if you're not high enough before J.2D (or if you're drive canceling into B too early). One way to solve being too low is trying to delay J.D a little so 2D~6 momentum will shoot you higher while the enemy gets lower. You have to be aware though that if you overdo it you'll get too close and maybe cross some characters, which might ruin the rest of your combo.
  • J.236[B](x5) drops: against some characters (like Platinum or Rachel) if you superjump cancel after 6A into J.236[B] one of the hits might miss because of their hurtbox. You can change the timing slightly or go for a different combo entirely to solve this.
  • J.8D misses: against Kokonoe (or other slim characters if you're not precise enough) j.8D after J.4D~C might miss when midscreen. One solution is changing it to J.4D~C > j.B > j.8D~6 > j.2D~B while the rest of the combo remains the same.
  • 5C won't connect in the corner after 5D~6 > j.C > j.D~B: some characters have low sliding hurtboxes in the ground and J.C won't catch them with you high enough in the air so that the drive cancel recovers airborne, thus having landing recovery and messing up the combo. You might wanna take notice and change that J.C for well timed J.2B and you can keep the same combo, or go for another route otherwise.

Overdrive Combos

Basic OD Combos

Taokaka's Overdrive combos can revolve around a few simple loops and end in Distortion Drive, Exceed Accel, a reset or whatever else you want.

# Combo Exceptions Difficulty Notes
2B > 5B > 5C > ODc > 5B > 5C > [ 6C > 6C > 6B > (whiff J.C) ]xN Bang, Kagura Easy++ Just hold forward and mash C then B, repeat. This works in the corner on everyone.
2B > 5B > 5C > ODc > 5B > 5C > [ 6C > 6C > jc > J.C ]xN - Easy Variation that works on all characters.
Anything > 3C > ODc > dash > [ 5C > jc > J.C > jc > J.C > J.2D~B > 3C(2) ]xN - Hard Loop against airbourne opponents midscreen. As you reach the corner you can transition into the corner loop.
Anything > 3C > ODc > 3C(1) [ 6C > 6C > (whiff) 2A ]xN - Hard Corner specific loop. As the combo scales with each 6C the wallsplat duration shortens and you need to speed up the loop. You need to wait for the whole 2A animation to end or you'll get a 5C instead.
Anything > 3C > ODc > 3C(1) [ 6C > 6[C] > (whiff) 2A ]xN - Hard Variation of the corner loop. The difference in hitstop between 6C and 6[C] can be a little strange at first but you get used to it.

Situational

For now I invite you to be a visual learner and pick what looks useful to you.

Extra

Sideswitch

Combos for when you have your back against the corner and it's better to just go 180°. There are more variations but these should teach you the concept so you can extrapolate to other combos relative to combo time and possibilities. Go with what feels more comfortable for you.

# Combo Condition Damage Heat Gain Works on: Difficulty Notes
2A > 2B > 5B > jc > J.A > J.C > J.2D~B > 5B > 6A > 2D~B > J.2D~A > dash 3C > 22C(x4) > 5D~B > (dash 3C) Standing x x All Medium -
2A > 2B > TrickEdge~6 > J.4D~B > J.5D~C > J.2D~B > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Your back to the wall x x All Hard Can't be too far from the corner for TE unless crouching or the starter was something like 2B > 2C
2A > 2B > (5B > 5C) > 6C > 236C~C > 2D~B > J.2D~A > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Crouching x x All Medium -
2B > 5B > 5C > jc > J.C > J.2D~6 > J.4D~C > J.5D~C > J.2D~B > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Standing x x All Medium -
6A > (5C) > sjc > J.C > J.5D~6 > J.4D~B > jc > J.C > J.2D~B > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Air hit x x All Medium -
Air Throw > 5C > 2D~B > J.5D~C > J.2D~B > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C - x x All Medium -
Back Throw > (md) 3C(2) > 22C(x6) > 2D~B > J.5D~C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C - 3008 21 All? Hard -

Uncommon starters

Counter hits

Dumping Meter

Astral Heat Routes

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 with meter and don't really need Astral (you can kill even Tager with a 5B starter punish). But since Taokaka doesn’t fit two supers in a combo to close rounds when she has full meter and some practical confirms or routes might not break 35% life even if you throw all resources at the end, knowing routes that will kill from weaker starters when Astral requirements are met is not a bad idea.

Going into Astral from weaker starters can be a pain, but consistent routes exist. Any combo listed below that works from a 2A starter also works from stronger starters if you feel inclined to go for them.

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, Tager 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 Against some characters (Azrael, Tager, Susanoo) you can Astral after the first Taunt #
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

#
Makoto, Taokaka, Rachel, Arakune, Susanoo, Tager 2A > (2B) > 5B > 3C > 236A(x1)~5D~B > 5B > jc > J.A > J.B > J.8D~B > J.2D~B > Dash > 3C(2) > (delay) 22C(x6) > TrickEdge~[1]~B > Taunt(1) > AH Close to corner 13 Another case of spacing needing to be just right, delaying 22C a bit might help. Against most characters walking away from the corner to hit the Taunt works best but against Tager it's a toss up. #
Arakune, Hakumen, Hazama, Valk, Nine, Naoto, Mai, Tager Fuzzy J.A > J.C > J2D~B > 5B > 236A(x1)~5D~6 > JC > J.5D~B > land > 22C(x1) > 5D~A > Taunt(1) > AH Corner X You want to hit J.C > J.5D as high as the character allows. Also works from 2B > 5B > 3C > 236A(x1)~5D~6. 1 2

Character Specific

This list is not meant to be extensive, just to showcase relevant possibilities. Here are a few examples of routes against characters not encompassed by previous variations or whose specific versions might have easier application.

Works on Combo Condition Heat Gain Notes Example
Tager 2A > 2B > 5B > 3C > 236A~5D~B > 22X(x6) > 5D~6 > J.236[B](x5) > 22C(x2)(x3) > TrickEdge~[1]~B > Taunt(1) > AH Corner - The trick is to catch Tager still rising with the second 5D #
Susano'o Anything > 5D~6 > J.C > J.5D~B > Taunt(1) > AH Reaches corner - Yes, literally anything that puts him in the corner. #
Izayoi 2A > 5B > 3C > 236A(x1)~5D~A > 2B > 5B > 236A(x1)~5D6 > J.236[B](X5) > land > 22[C](x1)(x3) > TrickEdge[1]~B > Taunt(1) > AH Corner x #
Bang 2B > 5B > 3C > 236A~5D~C > J.C > J.5D~B > 22C(x1)(x1) > TrickEdge[4]~4 > delay J.5D~A > Taunt(1) > AH Corner x Getting a low J.C helps with taking him out of the corner #

Using Overdrive

Good reasons to consider using Overdrive for Astral routes: combos are easier, work even midscreen and have burst lock, so if the opponent has Burst and/or you don’t have a lot of OD time to extend the combo, going for Astral might be the best idea. But excluding those, in most cases your consistent go-to damage dealer might save you mental resources and spare you of a costly and embarrassing drop.

Unless stated otherwise, all combos work with minimum OD time (at full life).

# Combo Condition Heat Gain Exceptions Notes Example
2A > 2B > 5C > ODc > 2B > 236A(x3)~B > AH Ground hit 10 - Almost impossible to drop, works from anywhere #
2A > 2B > 5B > J.A > J.C > J.2D~B > 5B > 5C > 2D~B > J.5D~C > J.2D~B > OD > land > 2B > 236A(x4)~AH Standing 11 - Works from anywhere
2A > 2B > 5B > 3C > ODc > 3C(1) > 6C > 6[C] > AH Corner 10 Ragna, Taokaka, Tsubaki, Hazama, Terumi, Valk, Platinum, Naoto, Izanami Astral might miss if the combo is already too scaled. #
6A > ODc > 236(x1) > 236[C]~B > AH Air hit 9 - Doesn't work if 6A hits way up high or too low. Not yet tested to work on everyone, everywhere

Video Examples

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


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Taokaka


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