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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{BBCF/CharacterLinks}}
!Taokaka
<div id="home-content" class="home-grid">
|-
{{card|width=4
||
|header=Overview
[[File:BBCF_Taokaka_Portrait.png|350x500px|center]]
|content=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 her short ranged normals by giving Taokaka extremely flexible and ambiguous 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.
|-
 
||
Tao has a few shortcomings however, low health and a lack of defensive options when on the back foot mean that matches can be lost very suddenly. On offense, many of her strings and options leave gaps that smart opponents can abuse and her moves suffer a distinct lack of disjointed hitboxes, making poking and safe approaches difficult. Tao does however have strong frame traps and staggers to deter the opponent from counterattacking. Depending on the starter, Taokaka can deal solid damage, but '''optimizations require tight execution'''. She also has access to solid mixup in the form of {{keyword|F-Shiki}}s and several crossups, especially in the corner. Taokaka is a fun character for those seeking high mobility and fast paced neutral.
{{CharData-BBCF
|health=10,000
|comboRate=85%
|jumpStartup=4
|backdashTime=18
|backdashInv=1-7
}}
}}
;Movement Options
{{BBCF/Infobox
:Triple Jump, 2 Airdashes, Command hop, Crawling
|fastestAttack= [[#5B|5B]] (6F)<br/>[[#2A|2A]] (6F)
:Dash type: Run
|reversal= [[#Hexa Edge|236236D]] (7F)<br/>[[#I'mma Beat The Crap Outta You!|214214C]] (16F)<br/>[[#Aerial Dancing Edge!!|j.236236D]] (9f)
;Play-style
|fatalStarter= [[#6B|6B]]<br/>[[#6C|6[C]]]<br/>[[#4D|4D]]
:Versatile, High Mobility
|}
{{CharNav |charMainPage=BBCF/Taokaka
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_TK.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/74-taokaka/
}}
}}
<div style="float:left; margin-right:25px;">
{{card|width=4
{{TOC limit|2}}
|header=Drive: Dancing Edge
</div>
|content=
Taokaka's Dancing Edge launches her like a torpedo at the opponent. Each drive can be canceled on regardless of if it hits, is blocked or simply misses by pressing [[#A Cancel|A]]/[[#B Cancel|B]]/[[#C Cancel|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.
|header2= Overdrive: Almost Becoming Two
|content2=
Taokaka creates a shadow clone that mimics her actions with a slight delay and gains much more flexible normal cancels at the cost of some minor debuffs to balance things. Overall it vastly improves her damage output and pressure capabilities.
'''Buffs to Cancels:'''
*Normal moves can cancel into any normal other than itself, even if it misses. Tao may only use the same normal twice in any cancelling sequence (Jumping or going neutral resets this)
*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:'''
*Tao's own base attack damage reduced to 70%.
*Clone base attack damage is halved (On top of the above, so 35% of base). But all moves have 100% P2.
*Clone does not suffer from Same Move Proration on specials.
*Shadow clone mimics anything Tao does with a 12F delay.
*All hit and block stun effects are reduced by 8F.
*The clone's attacks will only be able to hit if the move it is copying connected (hit or block).
*The clone's attacks never have all low, overhead or air-unblockable properties.
*The other player must always block based on which side the real Taokaka is, even for clone attacks.
*Taokaka can cancel all her specials into distortion drives.


<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<small>For more information on using Taokaka's Overdrive, see the [[#PAGENAME/Strategy |Strategy]] section</small>
<div style="height:225px; width:1px;">
}}
  &nbsp;
</div>
</div>
==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, Jubei. Her Drive Ability is known as Dancing Edge: Reckless Kitty, which specializes at dashing at high speeds with a slash attack.
<br/><br/>
===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.
<br/>
===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'''
==Normal Moves==
*Attack power reduced to 50% for duration of AB2 (untechable time is unaffected)
===<big>{{clr|A|5A}}</big>===
*Shadow clone does everything Tao does with a 12F delay
{{BBCF Move Card
*Any effect on hit or guard (like float) is reduced by 8F
|input=5A
*If Tao whiffs a move, the shadow clone's move will whiff as well
|description=
*Normal moves can cancel into themselves twice and jump-cancelled
Mashable up to three times and relatively long ranged {{clr|A|5A}}. Surprisingly enough, this normal is slower than Taokaka's {{clr|A|2A}}. However, this move is better for stagger pressure because it hits crouchers and has much better frame advantage than {{clr|A|2A}}.
*Drives and specials can all be special-cancelled
*Cooldown 180F


===Strengths/Weaknesses===
It is still fairly prone to getting low profiled and is slower than her other jabs, making {{clr|B|5B}} and {{clr|A|2A}} the preferred {{keyword|Abare}} tools.
{|  
*Slower than the average jab.
|-style="text-align:left;"
*Hits crouchers.
! Strengths !! Weaknesses
*Jump cancellable only on hit.
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
*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
| style="width: 50%;"|
*Despite Taokaka's overall speed, her fastest jab is 6F, 1F slower than the standard
*Below average mixup, only standing overhead that combos without CH/meter is 6B > j.236B(whiff) > 5B
*No meterless reversal, few defensive options in general
*Difficult to pick up and learn
*Midscreen damage output without a CH/crouch confirm or meter is fairly low
|-
|}
<br clear=all/>


==Normal Moves==
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
|name=5A
|image=BBCS_Taokaka_5A.png |caption=Kitty paw.
|data=
{{AttackData-BBCF
|damage=300 |cancel=CSOJRDr |starter=S|guard=all
|level=0 |attribute=B |startup=7 |active=2 |recovery=12 |frameAdv=-2 |blockstun=9 |invul=- |hitbox=taokaka/5A
|description=
*Mashable and surprisingly long ranged 5A.
*Not Taokaka's fastest move
}}
}}
===<big>{{clr|B|5B}}</big>===
{{BBCF Move Card
|input=5B
|description=
Tao's actual standing jab. Very similar statistics otherwise to {{clr|A|5A}} but for some reason one frame faster. It also moves her forward a bit giving it better range over {{clr|A|5A}}. This last bit cannot be understated as with microdash momentum, this gives Tao access to the longest range 6 framer in the game, which allows her to punish a number of things that would usually be safe due to spacing.
Multipurpose normal that sees uses as a footsie tool, a confirm stabilizer and most importantly is the cornerstone of her pressure. With a reverse gatling into {{clr|A|5A}} with up to '''3 shared uses between the two normals''' (e.g. {{clr|B|5B}}{{clr|A|5A}}{{clr|B|5B}}, {{clr|A|5A}}{{clr|A|5A}}{{clr|B|5B}}), it can be used to craft ambiguous stagger pressure which can either lead to pressure resets back to {{clr|A|2A}} or frametraps with her {{clr|C|C}} normals.
*Limit 2 uses per gatling sequence.
*Jump cancellable only on hit.
*Kara cancellable into throw.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
}}
====== <font style="visibility:hidden" size="0">5B</font> ======
 
{{MoveData
===<big>{{clr|C|5C}}</big>===
|name=5B
{{BBCF Move Card
|image=BBCS_Taokaka_5B.png |caption=Protect your family jewels.
|input=5C
|data=
|description=
{{AttackData-BBCF
Standing long ranged jab, one of Tao's best starters, especially given its speed. Your main jump cancellable ground normal on block making it invaluable to start Tao's very strong jump-in pressure thanks to Fuzzy overheads.
|damage=300 |cancel=SOJRDr |starter=S|guard=Mid
 
|level=1 |attribute=B |startup=6 |active=2 |recovery=12 |frameAdv=-2 |blockstun=10 |invul=- |hitbox=taokaka/5B
If {{clr|A|5A}}/{{clr|A|2A}}/{{clr|B|2B}} are instant blocked, {{clr|C|5C}} is a natural frame trap.
|description=
 
*Astonishingly fast move, but with very similar statistics otherwise to 5A. Most characters would have these moves the other way around.
{{clr|C|5C}}'s hitbox is a little odd; it doesn't extend to Tao's claws, but it has a small hitbox in the back. Her hurtbox extends fully before the move becomes active making it excessively weak as a poke.
*Main Kara cancel throw normal.
*Jump cancellable on both block and hit.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
}}
===<big>{{clr|A|2A}}</big>===
{{BBCF Move Card
|input=2A
|description=
Low hitting and faster than Tao's {{clr|A|5A}}, this is your go-to jab move at close range. One of the fastest low hits in the game and has surprising reach too, (Although not quite as far as it looks).
Your main low and combo starter. The startup being a very fast 6f on top of the very good low profile cannot be overstated, as it allows Tao to downright beat most characters in frame neutral situations : {{clr|A|2A}}, will low profile most {{clr|A|5A}}s and be faster than most {{clr|A|2A}}s. Has very decent range on it too making it your preferred footsie tool.
*While its startup and range is solid, at -3 it's risky using it in stagger pressure.
*Not jump cancellable.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|B|2B}}</big>===
{{MoveData
{{BBCF Move Card
|name=5C
|input=2B
|image=BBCS_Taokaka_5C.png |caption=Not a poke!.
|description=
|data=
Low-hitting slide kick move that moves Tao forward.
{{AttackData-BBCF
 
|damage=630 |cancel=SO(J)RDr |starter=N|guard=Mid
The decent low profile, range and speed on Tao's {{clr|B|2B}} makes it a somewhat functional footsie/whiff punish tool, albeit extremely risky due to its lengthy recovery. Seriously, you will die for whiffing this, especially since she is in crouching state during the entirety of the move's recovery.
|level=3 |attribute=B |startup=11 |active=2 |recovery=20 |frameAdv=-5 |blockstun=16 |invul=- |hitbox=taokaka/5C
 
|description=
Becomes notably better during Overdrive since Tao is able to whiff cancel it, making it much less riskier and giving it uses as a low profile forward moving option.
*Standing long ranged jab, one of Tao's best starters, specially given its speed.
*Very unsafe and puts Tao in the opponent's face so be sure to cancel into something else.
*Jump-cancelable on block
*Not jump cancellable.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
}}
===<big>{{clr|C|2C}}</big>===
{{BBCF Move Card
|input=2C
|description=
Functionally this move is a great frame trap from just about every ground normal. On CH, it leads into {{clr|C|6[C]}}, making it her preferred DP punish move and allowing for big conversions anywhere on the screen on a successful frametrap, albeit locked behind a pretty bad gatling to use in pressure.
It also has a vacuum effect that can be used to set up crossups in the corner, notably with {{clr|D|214D}} and {{clr|D|[2]9D2}}. Midscreen, the vacuum effect uniquely allows Tao to convert an uncharged CT guardcrush.
*Vacuums opponent towards Tao.
*In Overdrive the clone will vacuum the opponent too.
*Not jump cancellable
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|A|6A}}</big>===
{{MoveData
{{BBCF Move Card
|name=2A
|input=6A
|image=BBCS_Taokaka_2A.png |caption=OMG Why is Tao's 2A so broken.
|description=
|data=
Solid antiair. Hits exceptionally high in the air which can catch opponents offguard. Good vertical hitbox, but poor horizontal range, making it effective against crossups. Its only notable downside is the fact that the relatively late head invuln coupled with the fact that she does not lower her profile during the startup makes it a pretty bad reactionary anti-air against deeper jump-ins.
{{AttackData-BBCF
 
|damage=300 |cancel=CSORDr |starter=S|guard=Low/Air
Tao's other ground jump cancellable normal, but sees much less uses than {{clr|C|5C}} because of its pushback. The first hit is not jump cancellable, making this move poor at dealing with guardpoint moves such as Hakumen's drives.
|level=1 |attribute=F |startup=6 |active=2 |recovery=14 |frameAdv=-4 |blockstun=11 |invul=- |hitbox=taokaka/2A
*Launches on CH.
|description=
*Good counter move against certain buttons and specials.
*Low hitting and faster than Tao's 5A, this is your go-to jab move at close range.
 
*Fairly low profile, can go under a lot of moves.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
}}
===<big>{{clr|B|6B}}</big>===
{{BBCF Move Card
|input=6B
|description=
Not exceptionally good as an overhead because of its easily recognizable and lenghty startup, but its numerous cancel options make it very interesting as a pressure tool. Instantly cancelling it into {{color|B|j.236B}}x2 makes it +3 on block, and cancelling it into whiff {{color|B|j.236B}} makes it +1. Cancelling it into {{clr|D|j.2D6}} sets up a Fuzzy overhead mixup with {{clr|B|j.2B}}>{{clr|B|j.5B}}. Or you could even Rapid Cancel it for a double overhead/empty low/airdash mixup.
Without a counter hit, you can combo from it using {{clr|B|j.236B}} > {{clr|A|2A}}/{{clr|B|5B}}, {{clr|B|j.236B}} whiff cancel, air D moves, OD, or Rapid Cancel. It is a fatal counter but is terrible as a starter and as such will never see use as an actual punish tool.
*The F invuln starts much earlier than when Tao actually jumps.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.4D}}, {{clr|D|j.8D}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|C|6C}}</big>===
{{MoveData
{{InputBadge|(Hold OK)}}
|name=2B
{{BBCF Move Card
|image=BBCS_Taokaka_2B.png |caption=Important space controlling tool that is heavily underestimated.
|input=6C
|data=
|description=
{{AttackData-BBCF
 
|damage=560 |cancel=SORDr |starter=S|guard=Low
Cornerstone of Tao's combo game. Sends them far away for a ton of corner carry, OTGs after {{clr|D|j.2D}}{{clr|B|B}} for easy extensions, and wallsplats in the corner, this move does it all and adds great damage by itself.
|level=3 |attribute=F |startup=10 |active=7 |recovery=24 |frameAdv=-14 |blockstun=11 |invul=- |hitbox=taokaka/2B
 
|description=
Due to how proration works during her Overdrive, looping this move is how she accesses her best damage which can get extremely high.
*Slide kick move that doesn't go as far as others, but still has a deceptive range for its speed
 
*Very unsafe so be sure to cancel into something else
Despite the great hitbox its slow startup, high recovery, and difficulty to actually confirm make it a button you won't actually use in neutral.
}}
 
*Longer startup makes it useful as a frametrap.
*Moves Tao slightly forward. Gains a little extra distance by holding C
*{{clr|C|6[C]}} deals more damage, wall bounces at midscreen, and wall splats in the corner. It also Fatal Counters.
*Optimal DP punish starter, but will likely require you to make your opponent's DP whiff entirely.
*Not jump cancellable
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|C|3C}}</big>===
{{MoveData
{{BBCF Move Card
|name=2C
|input=3C
|image=BBCS_Taokaka_2C.png |caption=TAOKAKA used Slash!
|description=
|data=
Multi-hit low and a very good one at that. Useful to catch people jumping or inputting DP during your blockstrings while leading to remarkable damage in the corner.  
{{AttackData-BBCF
 
|damage=700 |cancel=SORDr |starter=N|guard=Mid
Main combo ender in the corner which allows for creative okizeme.
|level=3 |attribute=F |startup=17 |active=2 |recovery=23 |frameAdv=-8 |blockstun=16 |invul=- |hitbox=taokaka/2C
 
|description=
Very good low-profile move which will beat a lot of pokes such as Relius' {{clr|B|5B}}, and even a couple of Counter Assaults such as Mai's. On top of that it is easily confirmable on counter-hit and leads to sizeable damage. You will however die on whiff.
*Tao's best starter in terms of raw damage but a lot slower than 5C but much more unsafe on recovery.
 
*High startup makes gatling into 5C a high-reward frametrap
It is not too rare for the third hit to whiff entirely, having lower range than the first two. If you see this about to happen, cancel into Encore instead to secure the knockdown.
}}
*Only the third hit knocks down.
}}
*The third hit will not reach the opponent at long ranges, making {{clr|C|3C}} very bad as a poke despite the quick startup.
*OTG {{clr|C|3C(x2)}}>dl {{clr|D|214D}} is a safejump on emergency tech.


====== <font style="visibility:hidden" size="0">6A</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
{{MoveData
|name=6A
|image=BBCS_Taokaka_6A.png |caption= Anti air. Second hit is jump cancable, making this a good ground to air combo starter.
|data=
{{AttackData-BBCF
|damage=320*2 |cancel=SOJRDr |starter=N|guard=Mid
|level=2 |attribute=B |startup=12 |active=2(4)2 |recovery=20 |frameAdv=-8 |blockstun=13 |invul=8-14H |hitbox=taokaka/6A
|description=
*General purpose anti-air, hits twice.
*Good vertical hitbox, but poor horizontal range, making it effective against crossups.
*Jump-cancelable on block
}}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
===<big>{{clr|A|j.A}}</big>===
{{MoveData
{{BBCF Move Card
|name=6B
|input=j.A
|image=BBCS_Taokaka_6B.png |caption=Slow overhead, safe on block
|description=
|data=
One of the better {{clr|A|j.A}} moves due to shrinking Tao's hurtbox. Has very fast recovery.
{{AttackData-BBCF
|damage=700 |cancel=SORDr |starter=N|guard=High/Air
|level=3 |attribute=H |startup=26 |active=4 |recovery=3+14L |frameAdv=-2 |blockstun=16 |invul=1-32F |hitbox=taokaka/6B
|description=
*One of the many tools in Tao's mixup-heavy arsenal.
*Fatal counter
*110% bonus proration
}}
}}


====== <font style="visibility:hidden" size="0">6C</font> ======
Tao gets extremely good conversions from {{clr|A|j.A}} if she has two air actions left, getting way above average damage and corner carry.
{{MoveData
|name=6C
|image=BBCS_Taokaka_6C.png |caption=Tao's best standing poke now due to the increase in speed.
|data=
{{AttackData-BBCF
|version=Normal |damage=910 |cancel=SORDr |starter=N|guard=Mid
|level=4 |attribute=B |startup=19 |active=6 |recovery=18 |frameAdv=-5 |blockstun=18 |invul=- |hitbox=taokaka/6C
|description=
}}
{{AttackData-BBCF
|header=no
|version=Max Charge |damage=1300 |cancel=SORDr |starter=N|guard=Mid
|level=4 |attribute=B |startup=42 |active=6 |recovery=18 |frameAdv=±0 |blockstun=18 |invul=- |hitbox=taokaka/6C
|description=
*Moves Tao forwards somewhat
*110% bonus proration
}}
}}
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
|name=3C
|image=BBCS_Taokaka_3C.png |caption=Pointless outside combos.
|data=
{{AttackData-BBCF
|damage=300*2, 600 |cancel=-, SOR*2 |starter=N |guard=Mid*2, Low
|level=3 |attribute=F |startup=10 |active=2(4)2(13)3 |recovery=25 |frameAdv=-11 |blockstun=16 |invul=- |hitbox=taokaka/3C
|description=
*A strange sweep move, hits twice with Tao's claws and then follows with a sweep kick, only the kick needs to be blocked low, making it a poor mixup tool, but a decent combo tool.
}}
}}
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|name=j.A
|image=BBCS_Taokaka_jA.png |caption=.
|data=
{{AttackData-BBCF
|damage=300 |cancel=CSOJRDr |starter=S|guard=High/Air
|level=1 |attribute=H |startup=6 |active=2 |recovery=9 |frameAdv=- |blockstun=11 |invul=- |hitbox=taokaka/j.A
|description=
*One of the better j.A moves due to Tao's tiny hurtbox.  
*Hitbox does not extend as low as the animation suggests.
*Hitbox does not extend as low as the animation suggests.
*Mashable up to three times.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|B|j.2B}}, {{clr|C|j.C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.4D}}, {{clr|D|j.8D}}
}}
}}
===<big>{{clr|B|j.B}}</big>===
{{BBCF Move Card
|input=j.B
|description=
One of the few anti air moves performed in the air. Because it covers the area above Tao, it's useful at stopping an opponent's excessive jumping or covering certain jumps. Also useful in combos when you end up hitting your opponent above you during combos.
Its one drawback is how hard it is to convert. Without counterhit, you are going to need two air actions to either go into {{clr|D|j.8D}}({{clr|C|C}}/{{clr|B|B}}/6)>{{clr|D|j.2D}}{{clr|B|B}} or {{clr|D|j.D}}6>{{clr|D|j.2D}}{{clr|B|B}}, and even then depending on the angles you might not be able to convert.
Main normal you will use to go into fuzzies, alongside {{clr|C|j.C}}.
*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.
*Reverse beats with {{clr|B|j.2B}}, if high enough.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.2B}}, {{clr|C|j.C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.4D}}, {{clr|D|j.8D}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|B|j.2B}}</big>===
{{MoveData
{{BBCF Move Card
|name=j.B
|input=j.2B
|image=BBCF_Taokaka_jB.png |caption=Standing hit confirm into stuff.
|description=
|data=
Longest aerial for vertical reach, but limited horizontal reach that also extends behind her. Beware that this also increases Tao's own hurtbox quite a lot.
{{AttackData-BBCF
|damage=500 |cancel= |starter=|guard=High/Air
|level= |attribute=H |startup=9 |active=6 |recovery=15 |frameAdv= |blockstun= |invul=- |description=
*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.


Preferred crossup normal, still requires high precision. Fairly reliable when forward jumping point-blank or off jump cancels due to limited horizontal movement, though easily stopped by barrier. It sees use in setting up F-Shikis when canceled into low-to-the-ground {{clr|B|j.B}} or {{clr|C|j.C}}.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.4D}}, {{clr|D|j.8D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2B</font> ======
===<big>{{clr|C|j.C}}</big>===
{{MoveData
{{BBCF Move Card
|name=j.2B
|input=j.C
|image=BBCS_Taokaka_j2B.png |caption=Hitbox as big as you like
|description=
|data=
Great air poke with surprisingly good hitbox, good damage and faster than most {{clr|C|j.C}} moves.
{{AttackData-BBCF
 
|damage=600 |cancel=SOJRDr |starter=N|guard=High/Air
With good movement and spacing, this move is a good punish when Taokaka is baiting antiairs. Its lower hitbox is not the greatest, but its speed still makes it the preferred jump-in over {{clr|B|j.2B}} in most situations.
|level=3 |attribute=H |startup=17 |active=3 |recovery=19 |frameAdv=- |blockstun=16 |invul=- |hitbox=taokaka/j.2B
 
|description=
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.4D}}, {{clr|D|j.8D}}
*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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>Crawl</big>===
{{MoveData
{{InputBadge|3}}
|name=j.C
<div class="attack-container">
|image=BBCF_Taokaka_jC.png |caption=Her most rewarding air poke if hit confirmed properly.
<div class="attack-gallery">
|data=
<tabber>
{{AttackData-BBCF
Images =  
|damage=700 |cancel= |starter=|guard=High/Air
<gallery widths="210px" heights="210px" mode="nolines">
|level= |attribute=H |startup=11 |active=3 |recovery=20 |frameAdv= |invul= |description=
BBCF_Taokaka_3.png|Low profile's everything (almost)
*Surprisingly good hitbox, good damage and faster than most j.C moves.
</gallery>
*Gives good air surperiority, but questionable jump in move.
|-|
}}
Hitboxes =  
}}
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Taokaka_3_1_Hitbox.png|Frames 1-3
BBCF_Taokaka_3_2_Hitbox.png|Stays this low afterwards
</gallery>
</tabber>
</div>
<div class="attack-info">
Not really a move as such, but Tao has the unique ability to move forwards while crouching, which gives her a much lower profile compared to remaining crouching. Can low-profile some surprising moves such as Hazama's {{clr|A|2A}} or Bang's {{clr|A|5A}} which can allow you to disrespect some usually safe pressure strings. Be careful when you use it as getting hit means you will eat a crouching combo if they respond appropriately.


====== <font style="visibility:hidden" size="0">Crawl</font> ======
When you choose to crawl can be extremely matchup specific, having foreknowledge about what you can get away with is a must; for more information on attacks Taokaka can low profile with crawl, check the resources in the [[/Strategy|Strategy]] section
{{MoveData
|name=Crawl
|input=3
|image=BBCS_Taokaka_Crawl.png |caption=Low profile's everything (almost).
|data=
{{AttackData-BBCF
|damage=- |cancel=- |starter=-|guard=-
|level=- |attribute=- |startup=- |active=- |recovery=- |frameAdv=- |blockstun=- |invul=- |hitbox=taokaka/crawl
|description=
*Not really a move as such, but Tao has the unique ability to move while while crouching, and it 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 with no delay) so you need to choose between trying to low profile and trying to block.
}}
}}


====== <font style="visibility:hidden" size="0">Taunt</font> ======
Obviously, due to the input, Taokaka cannot block while crawling, although you can switch to blocking without delay, so you need to choose between crawling or blocking. Tao also cannot switch to crawling if she is currently running. If you want to crawl fast out of a dash, you need to Barrier Brake it first. This leads to microdash-barrier brake-crawl being an excessively hard but powerful defensive option out of blockstun, which can cover many options in a number of scenarios.
{{MoveData
*Low profile starts on Frame 1. Further lowers on Frame 4.
|name=Taunt
*Can be buffered during gapless blockstrings
|image=BBCS_Taokaka_Taunt.png |caption=Taunt RC mix up is OP.
*Acts like a normal walk, Tao can cancel into anything at any time.
|data=
*No actual invulnerabilities, anything it avoids is purely a matter of hitboxes.
{{AttackData-BBCF
{{CloseCard}}
|damage=100*2 |cancel=SOR |starter=S|guard=Mid
|level=0 |attribute=B |startup=11 |active=5(10)5 |recovery=15 |frameAdv=-10 |blockstun=9 |invul=- |hitbox=taokaka/taunt
|description=
*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.
}}
}}
<br clear=all/>


==Drive Moves==
==Drive Moves==
====== <font style="visibility:hidden" size="0">5D</font> ======
===<big>{{clr|D|5D}}</big>===
{{MoveData
{{BBCF Move Card
|name=5D
|input=5D
|image=BBCS_Taokaka_5D.png |caption=Torpedo.
|description=
|data=
Standard forward launching drive, useful in ground combos to keep yourself in range and launches both Taokaka and her opponent into the air.
{{AttackData-BBCF
 
|damage=800 |cancel=R |starter=N|guard=all
In pressure its plentiful cancel options make it a decent, albeit risky pressure reset tool. Sets up powerful mixups with RC such as instant overhead j.A, empty lows, airdash mixups.
|level=4 |attribute=H |startup=15 |active=9 |recovery=5+25L |frameAdv=- |blockstun=18 |invul=- |hitbox=taokaka/5D
*Blows opponent back and causes groundslide.
|description=
*Wall bounces on CH.
*Standard forward launching drive, useful in ground combos to keep yourself in range and launchs both of you into the airbone state for the followups.
}}
}}
===<big>{{clr|D|2D}}</big>===
{{BBCF Move Card
|input=2D
|description=
Launches Tao upwards with a hitbox on her paw. {{clr|D|2D}} is a key piece in many Tao combos as it allows her to choose between sideswap or same-side, depending on the picked cancel option between {{clr|B|B}} and {{clr|C|C}} cancel.
*Can sometimes work as a preemptive anti-air, it will however lose to any move that's already active.
*Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.
}}
}}
====== <font style="visibility:hidden" size="0">2D</font> ======
 
{{MoveData
===<big>{{clr|D|4D}}</big>===
|name=2D
{{BBCF Move Card
|image=BBCS_Taokaka_2D.png |caption=Works as an anti air sometimes.
|input=4D
|data=
|description=
{{AttackData-BBCF
Jumps forward in an arc with Tao Being able to hit until she lands. Still has all of the normal cancel options for a drive despite looking quite different.
|damage=800 |cancel=R |starter=N|guard=all
 
|level=4 |attribute=H |startup=13 |active=10 |recovery=10 |frameAdv=- |blockstun=13 |invul=- |hitbox=taokaka/2D
Fatal Starter but with terrible initial proration, 2C is always a better choice for punishes. Sees no particular use other than combos and resets.
|description=
*Hold 4 or 6 to make Tao jump closer or farther, respectively.
*Launches Tao upwards, making it quicker to go active than simply jumping and attacking.
*If you B cancel {{clr|D|4D}}, Tao can airdash cancel her recovery frames.
*Effective pre-emptive anti-air, make them afraid to jump in on you. Even if they block you still have all of your normal drive followup options.
*Hard knockdowns airborne opponents.
*Deceptively small hitbox.
}}
}}
===<big>{{clr|D|j.D}}</big>===
{{BBCF Move Card
|input=j.D
|description=
A bit like {{clr|D|5D}}, but with a slight downward angle. Crucial move to Tao's gameplay. Knowing when to use this move and what cancel to choose in a given situation will make or break Tao's neutral game.
Its extremely long recovery means you will get hit if you whiff this move without cancelling it, so be sure to cancel it into one of the {{clr|A|A}}, {{clr|B|B}} or {{clr|C|C}} follow-ups if you're not certain you are going to hit with it. Leads to very respectable conversions on hit however.
*Only launches airborne opponents.
*Wall bounds on CH.
*Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.
You can get very creative with this move, but a rudimentary rundown of its uses with cancels in neutral would be:
*{{clr|A|A}} cancel is used as a fast-fall to land a jump-in on unsuspecting or respectful opponents.
*{{clr|B|B}} cancel is used to move some extra distance and create crossups.
*{{clr|C|C}} cancel is used to make your opponent's anti-air whiff and then take your turn or get a punish.
}}
}}
====== <font style="visibility:hidden" size="0">4D</font> ======
 
{{MoveData
===<big>{{clr|D|j.2D}}</big>===
|name=4D
{{BBCF Move Card
|image=BBCF_Taokaka_4D.png |caption=In combos now.
|input=j.2D
|data=
|description=
{{AttackData-BBCF
A quick, if somewhat reckless, jump-in move. Can be used as a pseudo-divekick convertible with the {{clr|B|B}} follow-up, but being punishable on block with this follow-up makes its neutral uses limited. It however is key to extend Tao's air combos with its hard-knockdown, and to confirm certain hits like air to airs or airdash buttons.
|damage=1000 |cancel=R |starter=N|guard=High/Air
 
|level=4 |attribute=H |startup=30 |active=11 |recovery=9 |frameAdv=- |blockstun=15 |invul=- |hitbox=taokaka/4D
It sees niche uses in pressure where forward bounce can be a confusing option to mash on, allowing her to go for cheeky pressure resets with air normals after the bounce.
|description=
 
*No longer jumps back before performing the attack like in previous interations.
The other half of Tao's combo enders if you prefer the hard-knockdown okizeme over {{clr|C|3C}}.
*Jumps forward with Tao basically being one big hitbox during the active part of the move.
*Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.
}}
*Hard knockdowns.
}}
}}


====== <font style="visibility:hidden" size="0">j.D</font> ======
===<big>{{clr|D|j.4D}}</big>===
{{MoveData
{{BBCF Move Card
|name=j.D
|input=j.4D
|image=BBCS_Taokaka_jD.png |caption=Amazing air poke only 2nd to j.C .
|description=
|data=
*Dives to the ground, dealing damage only to airborne opponents, and does a {{clr|D|2D}} once reaching the ground.
{{AttackData-BBCF
|damage=900 |cancel=R |starter=N|guard=all
|level=4 |attribute=H |startup=11 |active=12 |recovery=till L+10 |frameAdv=- |blockstun=18 |invul=- |hitbox=taokaka/j.D
|description=
*A bit like 5D, but with a slight downward angle
}}
}}
====== <font style="visibility:hidden" size="0">j.2D</font> ======
{{MoveData
|name=j.2D
|image=BBCS_Taokaka_j2D.png |caption=gimmicks.
|data=
{{AttackData-BBCF
|damage=850 |cancel=R |starter=N|guard=all
|level=4 |attribute=H |startup=12 |active=till L |recovery=25L |frameAdv=- |blockstun=17 |invul=- |hitbox=taokaka/j.2D
|description=
*It's a dive claw
*A quick, if somewhat reckless, jump-in move. Useful for catching anti air attacks by attacking earlier than they expect.
}}
}}
====== <font style="visibility:hidden" size="0">j.4D</font> ======
{{MoveData
|name=j.4D
|image=BBCS_Taokaka_j4D.png |caption=Alters landing.
|data=
{{AttackData-BBCF
|damage=550, 800 |cancel=R |starter=N|guard=all
|level=4 |attribute=H |startup=6 |active=till L(16)9 |recovery=4+25L |frameAdv=- |blockstun=13, 17 |invul=- |hitbox=taokaka/j.4D
|description=
*Basically the same as standing 5D, with the exception that Tao dives straight down to the floor first.
*Useful for baiting out anti-airs due to the speed Tao grounds herself
*Tao is briefly considered grounded as she lands, meaning she can be ground thrown during this time.
*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.
}}
}}
===<big>{{clr|D|j.8D}}</big>===
{{BBCF Move Card
|input=j.8D
|description=
Like Tao's {{clr|D|2D}}, but from the air. Another useful neutral tool which is mainly used to move around. Very few characters can contest Tao from high jump + {{clr||D||j.8D}} height, creating strong approaches.
Useful for chasing opponents you've knocked upwards or in place for your double jump.
*Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.
}}
}}
====== <font style="visibility:hidden" size="0">j.8D</font> ======
 
{{MoveData
===<big>Forward/Back Cancel</big>===
|name=j.8D
{{BBCF Move Card
|image=BBCS_Taokaka_2D.png |caption=No more loops!
|input=xD6,xD4|versioned=name
|data=
|description=
{{AttackData-BBCF
Whether Tao hits her opponents with any drive on hit or on block, will bounce back automatically, unless you hold 6 to make her bounce forward.
|damage=930 |cancel=R |starter=N|guard=all
|level=4 |attribute=H |startup=10 |active=10 |recovery=10 |frameAdv=- |blockstun=13 |invul=- |hitbox=taokaka/j.8D
|description=
*Like Tao's 2D, but from an airborne start, useful for chasing opponents you've knocked upwards and also as a ghetto double jump.
}}
}}
===<big>{{clr|A|A}} Cancel</big>===
{{BBCF Move Card
|input=6DA,8DA,2DA|versioned=input
|description=
Stops Tao dead during a drive move. Can be used in neutral as a fastfall which if done high enough recovers in the air so you can fall with an aerial or use movement options left to mix up your opponents anti-air timing.
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.
}}
}}
====== <font style="visibility:hidden" size="0">Forward Cancel</font> ======
 
{{MoveData
===<big>{{clr|B|B}} Cancel</big>===
|name=Forward Cancel
{{BBCF Move Card
|image=BBCS_Taokaka_6Cancel.png |caption=Combo stuff.
|input=6DB,8DB,2DB|versioned=input
|data=
|description=
{{AttackData-BBCF
Tao dashes an extra distance in the direction she was already going (eg. up if she was doing {{clr|D|j.8D}}), passing through her opponent if they're near enough. Always turns Taokaka around, even if she doesn't switch sides.
|damage=- |cancel=S |starter=-|guard=-
 
|level=- |attribute=- |startup=- |active=- |recovery=18 |frameAdv=- |blockstun=- |invul=- |hitbox=taokaka/forwardJump
B cancel makes Tao pass through the opponent, and leaves her at close range and heavily negative on block, as such it should not be used in blockstrings. If Tao uses the B cancel high enough off the ground, she can recover in the air and perform actions such as air normals and jumping if she has air actions left.
|description=
 
*After hitting or being blocked by a drive move, holding 6 will cause tao to cancel the recovery into a low forward jump of sorts. Useful for chasing down opponents knocked away by drive moves.
This cancel is commonly used in combos after {{clr|D|j.2D}} to get a grounded extension, and after {{clr|D|2D}} and {{clr|D|j.8D}} to sideswap. In neutral it is mainly used in the air to alter her landing and travel extra distance. It sees uses in air-to-air situations since it is plus on air block, allowing you to start pressure using {{clr|A|j.A}} afterwards.
}}
}}
===<big>{{clr|C|C}} Cancel</big>===
{{BBCF Move Card
|input=xDC
|description=
Stops Tao dead and pops her upwards a little bit. Sees uses in neutral as a way to air stall, space yourself and bait anti-airs.
It also is frequently used in combos to stabilize your spacing relative to your opponent, making many combos a lot more stable.
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. It's important to note that being mid-air, she is very susceptible to anti-airs in that scenario.
}}
}}
====== <font style="visibility:hidden" size="0">Back Cancel</font> ======
{{MoveData
|name=Back Cancel
|image=BBCS_Taokaka_4Cancel.png |caption=Combo stuff.
|data=
{{AttackData-BBCF
|damage=- |cancel=SR |starter=-|guard=-
|level=- |attribute=- |startup=- |active=- |recovery=20 |frameAdv=- |blockstun=- |invul=- |hitbox=taokaka/backJump
|description=
*Similar to the forward cancel, except it goes backwards, typically used on block to bounce back to safety.
}}
}}
====== <font style="visibility:hidden" size="0">A Cancel</font> ======
{{MoveData
|name=A Cancel
|image=BBCS_Taokaka_ACancel.png |caption=Frame traps on hit and safe on block.
|data=
{{AttackData-BBCF
|damage=- |cancel=- |starter=-|guard=-
|level=- |attribute=- |startup=- |active=- |recovery=18 |frameAdv=-2 |blockstun=18T |invul=- |hitbox=taokaka/Acancel
|description=
*Stops Tao dead during a drive move. Can be used during the recovery or active frames of the move, even if it doesn't hit (Allowing you to feint out attacks).
}}
}}
====== <font style="visibility:hidden" size="0">B Cancel</font> ======
{{MoveData
|name=B Cancel
|image=BBCS_Taokaka_BCancel.png |caption=J.D BFF.
|data=
{{AttackData-BBCF
|damage=- |cancel=- |starter=-|guard=-
|level=- |attribute=- |startup=- |active=- |recovery=21 |frameAdv=-5 |blockstun=- |invul=- |hitbox=taokaka/Bcancel
|description=
*Similar to the A version, except Tao passes through her opponent before stopping.
}}
}}
====== <font style="visibility:hidden" size="0">C Cancel</font> ======
{{MoveData
|name=C Cancel
|image=BBCS_Taokaka_CCancel.png |caption=+3 leaves you air borne.
|data=
{{AttackData-BBCF
|damage=- |cancel=- |starter=-|guard=-
|level=- |attribute=- |startup=- |active=- |recovery=16 |frameAdv=- |blockstun=16T |invul=- |hitbox=taokaka/Ccancel
|description=
*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
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
===<big>Forward Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
|name=Forward Throw
{{BBCF Move Card
|image=BBCS_Taokaka_FThrow.png |caption=Normal.
|input=B+C
|data=
|description=
{{AttackData-BBCF
Tao's throw leads to above-than-average damage which is very nice considering she usually is on the lower side of the cast in terms of damage. Most combos involving forward throw cancel immediately into a drive attack. In a close to the corner position, she can cancel it into {{clr|D|j.2D}}{{clr|B|B}} to land faster then link a {{clr|C|6C}} thanks to the wallsplat. She can also OD cancel it and link with a {{clr|C|6C}} in the corner for damaging burst-safe combos.
|damage=0, 1400 |cancel=-, SOR |starter=S|guard=Throw(70)
 
|level=0, 4 |attribute=T |startup=7 |active=3 |recovery=18 |frameAdv=- |blockstun=- |invul=- |hitbox=taokaka/groundThrow
The fact that she has access to sideswap combos from it that deal more damage than her Backward Throw makes it entirely preferred over Back Throw.
|description=
 
*List what the move is used for
Her kara throw using {{clr|C|5C}} is very strong and allows her to throw at surprisingly long distances, such as after a blocked {{clr|A|2A2A}} or {{clr|B|6B}}>{{clr|B|j.236B}} whiff.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Wallbounces in the corner.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
===<big>Backward Throw</big>===
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=4B+C
|description=
Tao grounds the opponent behind her. Follow it up with {{clr|B|2B}}.
*Can't special cancel.
}}
}}
====== <font style="visibility:hidden" size="0">Backward Throw</font> ======
 
{{MoveData
===<big>Air Throw</big>===
|name=Backward Throw
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
|image=BBCS_Taokaka_BThrow.png |caption=Troll pose.
{{BBCF Move Card
|data=
|input=j.B+C
{{AttackData-BBCF
|description=
|damage=0, 1400 |cancel=-, R |starter=S|guard=Throw(70)
 
|level=0, 4 |attribute=T |startup=7 |active=3 |recovery=18 |frameAdv=- |blockstun=- |invul=- |hitbox=taokaka/groundThrow
Tao grabs the opponent and performs an inverted piledriver, meaning all followups start from ground level and do not vary based on starting height
|description=
 
*List what the move is used for
You can follow-up Air Throw with {{clr|C|5C}} into either {{clr|D|2D}}{{clr|B|B}} if you want to sideswap or {{clr|D|2D}}{{clr|C|C}} if you want the same side.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
Follow the [[Help:Writing_Character_Pages]] guidelines
Tao's hurtboxes on her normals hold her back very hard in a number of situations but thankfully Air Throw is there to remediate to a couple of them. One of the more committal options you can throw out in the air but with Tao's movement you should be able to position yourself in nice spots to land Air Throw.
 
Her post-tech situation is also amazing with {{clr|D|j.D}}, only outclassed by characters with long reaching disjoints such as Jin's {{clr|C|j.C}}.
}}
}}
===<big>Counter Assault</big>===
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
{{BBCF Move Card
|input=6A+B
|description=
Long-reaching Counter Assault with the benefit it cannot be low-profiled. Uses her {{clr|C|2C}} animation, so its vertical hitbox is rather lacking.
}}
}}
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
 
{{MoveData
===<big>Crush Trigger</big>===
|name=Air Throw
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Hold OK)}}
|image=BBCS_Taokaka_AThrow.png |caption=Solid damage.
{{BBCF Move Card
|data=
|input=5A+B,5[A+B]|versioned=input
{{AttackData-BBCF
|description=
|damage=0, 1400 |cancel=-, R |starter=S|guard=Throw(70)
You can combo from uncharged crush trigger guard-crush using {{clr|B|5B}} or throw in the corner, or {{clr|C|6C}} for charged guard crush. Midscreen, Tao is able to convert a close-range uncharged crush trigger with a microdash {{clr|B|5B}}. Being the only(?) character that can convert uncharged crush trigger midscreen without any kind of setup, this can catch quite a lot of people thinking they are not at risk.
|level=0, 4 |attribute=T |startup=7 |active=3 |recovery=15+3L |frameAdv=- |blockstun=- |invul=- |hitbox=taokaka/airThrow
 
|description=
Sees uses in more damaging combos after high wallsplat {{clr|C|6C}}.
*List what the move is used for
*Causes hard knockdown on air hit.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
|name=Counter Assault
|image=BBCS_Taokaka_2C.png |caption=Got a buff back up in CP.
|data=
{{AttackData-BBCF
|damage=0 |cancel=R |starter=VS|guard=all
|level=4 |attribute=B |startup=13 |active=4 |recovery=30 |frameAdv=-15 |blockstun=18 |invul=1-20 All |hitbox=taokaka/counterAssault
|description=
*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
}}
}}
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
|name=Crush Trigger
|image=BBCP_Taokaka_CrushTrigger.png |caption=
|data=
{{AttackData-BBCF
|version=Uncharged |damage=1000 |guard=Barrier |attribute=B  
|startup=20 |active=1 |recovery=25 |frameAdv=0 }}
{{AttackData-BBCF
|header=no
|version=Charged |damage=1000 |guard=Barrier |attribute=B
|startup=30~61 |active=1 |recovery=25 |frameAdv=0
|description=
*With all of the ways Tao has to open up opponents, it's unlikely you'll need to use this.
}}
}}
===<big>Taunt</big>===
{{InputBadge|{{clr|8|AP}}}}
{{BBCF Move Card
|input=Taunt
|description=
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. Mostly.
*Surprising amount of untechable time on the first hit
*It can be cancelled into specials, supers, Overdrive, RC, CT, and EA. It cannot be cancelled into drives and any normals. Scales so badly that the only thing worth comboing into is her Astral which, funnily enough, it is her main move to combo into Astral without using OD.
*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.
*Triggers automatically and randomly if Tao stands idle for enough time.
}}
}}
<br clear=all/>


==Special Moves==
==Special Moves==
====== <font style="visibility:hidden" size="0">Cat Spirit One!</font> ======
===<big>Cat Spirit One!</big>===
{{MoveData
{{InputBadge|{{clr|A|236A}} (Repeatable)}}
|name=Cat Spirit One!
{{BBCF Move Card
|input=236A (Repeatable)
|input=236A
|image=BBCS_Taokaka_Spirit1.png |caption=Safe.
|description=
|data=
Safe pressure ender at -4, with the option of cancelling into Encore or drives to frametrap. If your opponent respects those, you can attempt to reset pressure.
{{AttackData-BBCF
 
|damage=420*N |cancel=RDr |starter=N|guard=all
Used in combos after {{clr|C|3C}} to go into {{clr|D|5D}}, or to salvage far-range hits with {{clr|A|236A}}xN>Encore.
|level=2 |attribute=B |startup=14 |active=2(15)*N |recovery=(18, 19)*N |frameAdv=(-6, -7)*N |blockstun=13 |invul=- |hitbox=taokaka/236A
 
|description=
Can sometimes function as a very awkward anti-air that reaches far horizontally. It will lose to nearly any active button due to its total lack of disjoint whatsoever.
*Quickest mashable move. Used to add damage to ground combos.
*Mash or hold A to slash the opponent up to 10 times total.
*Drive cancellable
*Cancellable into Drive moves.
*Cancellable into Encore on hit, block or whiff.
}}
}}
===<big>Cat Spirit Two!</big>===
{{InputBadge|{{clr|B|j.236B}} (Repeatable)}}
{{BBCF Move Card
|input=j.236B
|description=
High-risk high-reward move in neutral, its landing recovery makes it easily whiff-punishable but landing the last hit will lead to highly damaging conversions. It also stalls Tao in the air a little, making it useful to bait anti-airs.
Making them block the last hit makes Tao plus by a sizeable amount, allowing you to start your offense, reset pressure, go for a mixup etc.
Preferred combo ender {{keyword|Tiger Knee}}'d. Unlike the last hit, the first 4 have low hitstun.
*Hold B for up to 5 kicks total.
*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.
*Cancellable into Drive moves.
}}
}}
====== <font style="visibility:hidden" size="0">Cat Spirit Two!</font> ======
 
{{MoveData
===<big>Cat Spirit Three!</big>===
|name=Cat Spirit Two!
{{InputBadge|{{clr|C|236C}} (Repeatable)}}
|input=j.236B (Repeatable)
{{BBCF Move Card
|image=BBCS_Taokaka_Spirit2.png |caption=Combo ender.
|input=236C
|data=
|description=
{{AttackData-BBCF
 
|damage=300*4, 1000 |guard=all |attribute=H
Tao performs a chargable downward swipe, and if {{clr|C|C}} is pressed again or just held, performs an upwards swipe, continuing to hold {{clr|C|C}} will loop the move, although charging it is not possible.
|startup=9 |active=4 (3) 4 (3) 4 (3) 4 (3) 4 |recovery=15+9L |frameAdv=
 
|description=
Typically used as a launcher in crouching confirms, followed by {{clr|D|2D}} or jump cancel>{{clr|D|j.D}}. It is also used in many damaging combos since {{clr|C|236[C]}} boasts one of the better proration among all of Tao's moves.
*Air combo ender, does 4 hits that deal some damage, then a big final hit.  
 
*Tricky to get all hits to land due to it not being a scripted combo, part of the trick to learning Taokaka is to learn which combos allow you to land this move fully.
Sets up a mixup with Encore, as {{clr|C|236[C]}} is an overhead but you can cancel the charge into Encore for a low. Alternatively, a blocked {{clr|C|236[C]}} can be RC'd for a fuzzy overhead {{clr|C|j.C}}.
 
Jump cancelling the move then cancelling the jump startup back into {{clr|C|236C}} makes it loopable for up to 16 hits.
*Can be delayed on first input, if fully held it becomes an overhead and boosts the damage and attack level of that hit and the upward swing immediately following it. Holding to loop the move always performs the uncharged version.
*Jump cancellable on hit.
*Cancellable into Drive moves.
*Cancellable into Encore on hit, block or whiff.
}}
}}
===<big>Cat Spirit Encore!</big>===
{{InputBadge|{{clr|A|236A}}~{{clr|B|B}}\{{clr|C|236C}}~{{clr|B|B}}}}
{{BBCF Move Card
|input=236AB
|description=
A long-range low-hitting option from {{clr|A|236A}} or {{clr|C|236C}}. Encore is highly rewarding on counterhit. It can be followed up with {{clr|B|2B}} midscreen or {{clr|C|2C}} in the corner on counterhit or by Rapid Canceling the move. Only -6 on block, so if spaced it's relatively safe.
*Fastest {{clr|A|236A}}/{{clr|C|C}}~{{clr|B|B}} is 14f startup
*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
}}
}}


====== <font style="visibility:hidden" size="0">Cat Spirit Three!</font> ======
===<big>Slashy Slashy!</big>===
{{MoveData
{{InputBadge|{{clr|C|22C}} (Hold OK)}}
|name=Cat Spirit Three!
{{BBCF Move Card
|input=236C (Repeatable)
|input=22C
|image=BBCS_Taokaka_Spirit3.png |caption=No longer an overhead.
|description=
|data=
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.
{{AttackData-BBCF
 
|version=Downswing |damage=800 |cancel=RDr |starter=N|guard=all
This move becomes downright obscene in overdrive, albeit a little specific. Because of its proration it becomes an extremely good starter allowing you to get very damaging punishes from OD Guard Cancel, and it also allows extremely long tight blockstring which can deal in the thousands of chip damage. Combined with her ability to tightly incorporate Crush Trigger in her OD blockstrings, this can lead to very silly situations.
|level=4 |attribute=B |startup=21 |active=2 |recovery=17 |frameAdv=±0 |blockstun=18 |invul=- |hitbox=taokaka/236C
*Can be used for sudden chip damage to end a round.
}}
*Can cancel into Drive on hit or block.
{{AttackData-BBCF
*Unlike other "22" moves, this doesn't need opponent to be downed before using it in a combo.
|header=no
*The claws can absorb projectile moves, though it's not entirely reliable.
|version=Downswing (Max Charge) |damage=800 |cancel=RDr |starter=N|guard=High/Air
|level=4 |attribute=B |startup=37 |active=2 |recovery=17 |frameAdv=±0 |blockstun=18 |invul=- |hitbox=taokaka/236C
}}
{{AttackData-BBCF
|header=no
|version=Upswing |damage=800 |cancel=(J)RDr |starter=N|guard=all
|level=4 |attribute=B |startup=35 |active=4 |recovery=22 |frameAdv=-7 |blockstun=18 |invul=- |hitbox=taokaka/236C
|description=
*First hit can be held to delay for traps and timing
*Mash to repeat the move
*Doesn't combo more than two hits at a time.
}}
}}
====== <font style="visibility:hidden" size="0">Cat Spirit Encore!</font> ======
{{MoveData
|name=Cat Spirit Encore!
|input=236A~B or 236C~B
|image=BBCP_Taokaka_SpiritEncore.png |caption=Easy resets, but real men go for corner 5D~A.
|data=
{{AttackData-BBCF
|damage=800 |cancel=R |starter=N|guard=Low/Air
|level=4 |attribute=F |startup=15 |active=3 |recovery=20 |frameAdv=-6 |blockstun=18 |invul=- |hitbox=taokaka/236A~B
|description=
*Low hit that causes knockdown.
*Causes opponent to drop a character specific item that Tao eats (no matter what it was). This has no gameplay effect.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Kitty Litter Special </font> ======
===<big>Kitty Litter Special!</big>===
{{MoveData
{{InputBadge|{{clr|A|63214A}}/{{clr|B|B}}/{{clr|C|C}}}}
|name=Kitty Litter Special
{{BBCF Move Card
|input=63214A/B/C
|input=63214A,Chibikaka/Apple/Fish,Pillow,Bomb,Hammer,Baseball,63214C|versioned=name
|image=BBCS_Taokaka_Litter.png |caption= Tao throws out some random shit. A and B are not options.
|description=
|image2=BBCS_Taokaka_Items.png |caption2=Bowling ball xN.
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.
|data=
 
{{AttackData-BBCF
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.
|version=A |damage=- |cancel=R |starter=-|guard=-
 
|level=- |attribute=- |startup=30 |active=- |recovery=52T |frameAdv=- |blockstun=- |invul=- |hitbox=taokaka/214A
Long total animation and Tao sticking out her hurtbox excessively far forward makes it a pretty subpar option.
}}
*A and B versions have a set of items Taokaka chooses at random
{{AttackData-BBCF
**A Version items: Doll, Pillow, Bomb, Apple
|header=no
**B Version items: Fish, Hammer, Baseball
|version=B |damage=- |cancel=R |starter=-|guard=-
*Pillow bounces for a second hit on block and on hit.
|level=- |attribute=- |startup=30 |active=- |recovery=52T |frameAdv=- |blockstun=- |invul=- |hitbox=taokaka/214A
*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
{{AttackData-BBCF
*C Version always throws bowling ball. If Tao is hit while the bowling ball is rolling, it will fall off the screen.
|header=no
*C version can be charged to make bowling ball hit 3 times instead of 2.
|version=C |damage=- |cancel=- |starter=-|guard=-
|level=- |attribute=- |startup=67 |active=- |recovery=56T |frameAdv=- |blockstun=- |invul=- |hitbox=taokaka/214A
}}
{{AttackData-BBCF
|version=Apple |damage=150 |cancel=R |starter=N|guard=all
|level=1 |attribute=P1* |startup=- |active=- |recovery=- |frameAdv=- |blockstun=11 |invul=- |hitbox=taokaka/214A
}}
{{AttackData-BBCF
|header=no
|version=Bomb |damage=150*2 |cancel=R |starter=N|guard=all
|level=1 |attribute=P1* |startup=- |active=- |recovery=- |frameAdv=- |blockstun=11 |invul=- |hitbox=taokaka/214A
}}
{{AttackData-BBCF
|header=no
|version=Chibikaka |damage=300 |cancel=R |starter=N|guard=all
|level=1 |attribute=P1* |startup=- |active=- |recovery=- |frameAdv=- |blockstun=11 |invul=- |hitbox=taokaka/214A
}}
{{AttackData-BBCF
|header=no
|version=Pillow |damage=150*2 |cancel=R |starter=N|guard=all
|level=1 |attribute=P1* |startup=- |active=- |recovery=- |frameAdv=- |blockstun=11 |invul=- |hitbox=taokaka/214A
|description=
*Pillow travels upwards on hit or block for 1st attack
}}
{{AttackData-BBCF
|header=no
|version=Hammer |damage=200 |cancel=R |starter=N|guard=all
|level=3 |attribute=P1* |startup=- |active=- |recovery=- |frameAdv=- |blockstun=16 |invul=- |hitbox=taokaka/214A
}}
{{AttackData-BBCF
|header=no
|version=Baseball |damage=200 |cancel=R |starter=N|guard=all
|level=2 |attribute=P1* |startup=- |active=- |recovery=- |frameAdv=- |blockstun=13 |invul=- |hitbox=taokaka/214A
|description=
*Travels from side of screen behind Taokaka if baseball initially whiffs (disappears if Taokaka gets hit)
}}
{{AttackData-BBCF
|header=no
|version=Fish |damage=200 |cancel=R |starter=N|guard=all
|level=1 |attribute=P1* |startup=- |active=- |recovery=- |frameAdv=- |blockstun=11 |invul=- |hitbox=taokaka/214A
}}
{{AttackData-BBCF
|header=no
|version=Bowling Ball |damage=300*2 |cancel=- |starter=N|guard=all
|level=3 |attribute=P1* |startup=- |active=- |recovery=- |frameAdv=- |blockstun=16 |invul=- |hitbox=taokaka/214A
|description=
*Something to do while at max range, the bowling ball is of particular note since it has a lot of active time and can force your opponent to block while you do other things.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Cat Jump </font> ======
===<big>Cat Jump!</big>===
{{MoveData
{{InputBadge|{{clr|D|214D}}}}
|name=Cat Jump
{{BBCF Move Card
|input=214D
|input=214D
|image=BBCS_Taokaka_CatJump.png |caption=broken.
|description=
|data=
A command hop special in a low arc. Strong pressure tool as you can special cancel grounded normals into it for a quick jump-in move such as {{clr|C|j.C}} for overhead mixups or pressure resets.
{{AttackData-BBCF
 
|damage=- |cancel=- |starter=-|guard=-
Note that it does however carry significant risk, as this will always be anti-airable by your opponent, and as doing the aerial move on the first actionable frames will leave you minus on landing due to the 5 frames of landing recovery. This means you have to strike a balance between making it harder to react, and therefore anti-air, and making it safer on block.
|level=- |attribute=- |startup=- |active=- |recovery=15+2L |frameAdv=- |blockstun=- |invul=- |hitbox=taokaka/214D
 
|description=
Opens up an easy crossup with {{clr|B|j.2B}} when the opponent is just out of the corner, for example after they blocked {{clr|C|2C}}. As a combo ender, with proper timing {{clr|C|3C(2)}} > {{clr|D|214D}} > {{clr|C|5C}} hits crossup on the opponent's wakeup. Depending on the opponent character, a blocked {{clr|C|j.C}} from {{clr|D|214D}} can lead to a {{keyword|F-Shiki}}.
*A faster and more agressive forward jump, for when you just need some more mobility.
*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.
}}
}}
===<big>Sticky Kitty</big>===
{{InputBadge|{{clr|D|j.214[D]}} or {{clr|D|[D]}} after various moves at the edge of screen}}
{{BBCF Move Card
|input=j.214D
|description=
Tao grabs the side of the wall with her claws and slides down. If Taokaka is in the corner, this move is a good option to reach a space that's hard to contest. Funnily enough this move can be cancelled into itself leading to some very annoying air stall. If she keeps on holding the corner while the opponent move towards her, the entire screen will shift towards Tao until she reaches the actual corner.
She can cancel the move either by releasing {{clr|D|D}} which will make her fall straight to the ground, or by pressing 6 which will make her do an air command hop not unlike {{clr|D|214D}} which '''does not take up an air action'''. This last bit cannot be overstated as it allows Tao to do gimmicky movement such as Sticky Kitty > Hop > air backdash > Sticky Kitty > Hop.
It also sees uses in left/right mixups, for example after a blocked Airdash {{clr|B|j.2B}}.
As well as being manually activated, it can also be performed by holding {{clr|D|D}} when any normal drive move, its B followup or {{clr|D|214D}} touches the wall.
*Minimum Duration of 9F
*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 for ambiguous corner cross-ups.
*Must be over 240,000 units above the floor, approximately the height of Ragna.
*Accelerates downwards at 1/10th of her normal falling speed while clinging.
}}
}}


====== <font style="visibility:hidden" size="0">Sticky Kitty</font> ======
===<big>Trick Edge!</big>===
{{MoveData
{{InputBadge|{{clr|D|[2]8D}}}}
|name=Sticky Kitty
{{BBCF Move Card
|input=j.214D (at edge of screen)
|input=[2]8D,[2]8D~2|versioned=input
|image=BBCS_Taokaka_Sticky.png |caption=Ambigious.
|description=
|data=
*20F charge time, 11F input leniency after releasing 2.
{{AttackData-BBCF
Tao leaps to one of the walls and leaps off of it with a drive attack. The wall she jumps to is the one behind her unless you input {{clr|D|[2]9D}}, which will make her jump to the one in front of her instead.  
|damage=- |cancel=- |starter=-|guard=-
 
|level=- |attribute=- |startup=- |active=- |recovery=10L |frameAdv=- |blockstun=- |invul=- |hitbox=taokaka/j.214D
The angle she attacks afterwards is based on holding 2 or not when she reaches the wall, with holding nothing resembling {{clr|D|j.5D}} and holding 2 resembling {{clr|D|j.2D}}.
|description=
 
*Tao grabs the side of the wall with her claws and slides down...
Decently strong option for neutral, allowing Tao to get some rewarding whiff punishes on opponents swinging from fullscreen or baiting them to whiff a move using the Drive followups. Due to its ability to be aimed to the opposite corner, you can use this move for crossups if the opponent is near-cornered. It can also be used to bait Counter Assaults from moves that do not usually allow it, such as {{clr|B|2B}} or {{clr|C|2C}}.
*Useful for air stalling?
 
}}
All normal drive followup options are possible. Due to needing to reach the wall, the startup of this move can vary significantly based on the distance she needs to cover, and in rare cases she might fail to reach the wall at all and just land with a 10F landing animation and return to neutral.
}}
 
====== <font style="visibility:hidden" size="0">Trick Edge</font> ======
Note that while it looks similar to the corresponding Drive moves, it counts as a separate move SMP-wise, making it one of her better combo filler/extenders.
{{MoveData
 
|name=Trick Edge
Due to the input buffer, it is possible to perform a standing normal and cancel into this move, but it depends on which move you use. For {{clr|A|5A}}, {{clr|B|5B}} and {{clr|C|5C}}, it is possible to charge hold downwards, release, perform the move and then press {{clr|D|8/9D}} when the move connects and this will cancel intro Trick Edge. For {{clr|A|6A}} and {{clr|C|6C}}, these moves are slow enough that it's possible to just perform these moves as normal and charge [2]8D during the move.
|input=[2]~8D
|image=BBCS_Taokaka_Trick.png |caption=Testu Special.
|data=
{{AttackData-BBCF
|version=Normal |damage=600 |cancel=R |starter=N|guard=all
|level=4 |attribute=H |startup=4 after wall contact |active=10 |recovery=till L+10 |frameAdv=- |blockstun=20 |invul=- |hitbox=taokaka/28D_1
|description=
}}
{{AttackData-BBCF
|header=no
|version=Down |damage=600 |cancel=R |starter=n|guard=all
  |level=4 |attribute=H |startup=4 after wall contact |active=till L |recovery=25 |frameAdv=- |blockstun=20 |invul=- |hitbox=taokaka/28D_2
|description=
}}
{{AttackData-BBCF
|header=no
|version=Back |damage=600 |cancel=R |starter=N|guard=all
|level=4 |attribute=H |startup=17L |active=9 |recovery=4+25L |frameAdv=- |blockstun=17 |invul=- |hitbox=taokaka/28D_3
|description=
*Tao jumps to the wall behind her and then does a move from there, depending on the direction held at the time.
}}
}}
====== <font style="visibility:hidden" size="0">Slashy Slashy</font> ======
{{MoveData
|name=Slashy Slashy
|input=22C (Mashable)
|image=BBCS_Taokaka_Slashy.png |caption=Great P2.
|data=
{{AttackData-BBCF
|damage=80*9 |cancel=RDr |starter=N|guard=Mid
|level=3 |attribute=B |startup=11 |active=(2, 2, 6)*2 |recovery=15 |frameAdv=-4 |blockstun=16 |invul=- |hitbox=taokaka/22C
|description=
*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.
*Really terrible damage.
}}
}}
}}
<br clear=all/>


==Distortion Drives==
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Hexa Edge </font> ======
===<big>Cat Person's Secret Art: Hexa-Edge</big>===
{{MoveData
{{InputBadge|{{clr|D|236236D}}}}
|name=Hexa Edge
{{BBCF Move Card
|input=236236D
|input=236236D
|image=BBCS_Taokaka_Hexa.png |caption=No more wall bounce =[.
|description=
|data=
At a quick 7F startup with large hitboxes, this super makes for a strong reversal. Be careful however, as like most invincible reversals, getting this blocked or whiffing it will result in a heavy punish, which is particularly devastating with Tao's low health.  
{{AttackData-BBCF
 
|damage=Normal: 720*4, 2160
Its high minimum damage also makes it great to close out rounds, especially with Tao's ability to end nearly any combo with it.
OD: 720*4, 100*16, 2160|cancel=R |starter=N |guard=all
 
|level=4 |attribute=B |startup=4+3 |active=2(6)2(4)2(6)2(18)2 |recovery=43 |frameAdv=-26 |blockstun=18 |invul=1-14 All |hitbox=taokaka\23236D
Unfortunately, this move has a tendency of dropping on airborne opponents, in which case you can RC to get a full conversion if you have the meter to spare.
|description=
 
*Big Damage ground combo ender.
*Slight Low-profile on f49-81.
*Can be used as an emergency reversal.
*Can be rapid cancelled on all hits.
}}
}}
}}
====== <font style="visibility:hidden" size="0">Imma Beat The Crap Outta You </font> ======
 
{{MoveData
===<big>I'mma Beat The Crap Outta You!</big>===
|name=Imma Beat The Crap Outta You
{{InputBadge|{{clr|C|214214C}}}}
{{BBCF Move Card
|input=214214C
|input=214214C
|image=BBCS_Taokaka_Tuna.png |caption=Hold Dat L.
|description=
|data=
Tao pounces a huge distance, if she collides with her opponent and they are not crouching, she initiates a high damage attack.
{{AttackData-BBCF
 
|version=Normal |damage=0, 4000 |cancel=R |starter=VS |guard=Unblockable
A great anti-zoning super to discourage the opponent from throwing projectiles or moves with lengthy recovery in neutral— It can also function as a reversal against such moves. However, if the opponent recovers in time, they can simply crouch to force {{clr|C|214214C}} to whiff, so Hexa-Edge is better for close-range situations. Note that the invulnerability does not last through the actives meaning moves with long active frames will beat this super.
|level=0*39, 4 |attribute=T |startup=5+11 |active=10 |recovery=5+50L |frameAdv=- |blockstun=- |invul=1-15 All |hitbox=taokaka\214214C
 
|description=
Overall, the move's unreliability due to its poor tracking restricts almost entirely its uses to punishing projectiles thrown by an opponent that is grounded or low in the air.
}}
 
{{AttackData-BBCF
*Jumps from Tao's position to her opponent (Maximum range isn't quite fullscreen).  
|header=no
*Unblockable, but fails on crouching opponents. It can hit aerial opponents only at normal jump height. There are no normal throw range checks, meaning only the hitboxes matter otherwise.
|version=Overdrive |damage=0, 4800 |cancel=R |starter=VS |guard=Unblockable
*Can only rapid cancel the last hit.
|level=0*99, 4 |attribute=T |startup=5+11 |active=10 |recovery=5+50L |frameAdv=- |blockstun=- |invul=1-15 All |hitbox=taokaka\214214C
|description=
*Command throw.  
*Unblockable, but fails on crouching and airborne opponents
}}
}}
}}


====== <font style="visibility:hidden" size="0">Unison Nyaibu!</font> ======
===<big>Aerial Dancing Edge!!</big>===
{{MoveData
{{InputBadge|{{clr|D|j.236236D}}}}
|name=Unison Nyaibu!
{{BBCF Move Card
|input=j.236236D
|input=j.236236D
|image=BBCP_Taokaka_Unison_Nyaibu.png |caption=Damage and knockdown.
|description=
|data=
This is mainly used to finish a round while sealing the opponent's burst, as it generally requires you to cut combos short while also dealing less damage than its ground counterpart, and granting no oki.
{{AttackData-BBCF
It has frame 1 invul that lasts until its actives, so it be used to beat air-to-airs and even anti-airs, allowing you to be more aggressive with your approaches if you manage to make them respect this move.
|version=Normal |damage= 800, 100*8, 800*4 |cancel=R |starter=N |guard=all
*P2 only applies once for the entire move.
|level=4 |attribute=H |startup=4+5 |active=3 |recovery=till L |frameAdv=- |blockstun=18 |invul=1-32 All |hitbox=taokaka\j.236236D
*Switches sides, except if Taokaka's big slash hits the opponent above her.
|description=
*While the dirst hit can be Rapid Cancelled, don't do this, the opponent will be invulnerable to everything until they recover.
}}
{{AttackData-BBCF
|header=no
|version=Overdrive |damage=800, 100*28, 800*5 |cancel=R |starter=N |guard=all
|level=4 |attribute=H |startup=4+5 |active=3 |recovery=till L |frameAdv=- |blockstun=18 |invul=1-32 All |hitbox=taokaka\j.236236D
|description=
*P2 only applies once for the entire move
Air combo Distortion ender. Once the first hit lands, the rest are scripted
}}
}}
}}
<br clear=all/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Kaka Clan Hospitality!</big>===
|name=Kaka Clan Hospitality!
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|input=ABCD during Overdrive
{{BBCF Move Card
|image=BBCF_Taokaka_ExceedAccel.png |caption=
|input=A+B+C+D
|data=
|description=
{{AttackData-BBCF
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
|version=Normal |damage=600, 440, 0, 40*18, 1200|cancel= |starter= |guard=
*Switches sides if Taokaka's back is close to the corner.
|level= |attribute=B |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 |invul= |hitbox=platinum/ABCD
|description=
}}
{{AttackData-BBCF
|header=no
|version=Active Flow |damage=600, 440, 0, 60*18, 1200*3 |cancel= |starter= |guard=
|level= |attribute=B |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 |invul= |hitbox=platinum/ABCD
|description=
*Does not cost Heat, but inmediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
}}
}}
<br clear=all/>


==Overdrive==
Tao's only meterless reversal. Tao slides forward a fair amount during the shove, so it has reasonable range, but it 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. She gets serviceable oki from it, as dash up {{clr|B|5B}} will allow you to cover all tech options depending on their wakeup timing.
====== <font style="visibility:hidden" size="0">Almost Becoming Two</font> ======
{{MoveData
|name=Almost Becoming Two
|image=BBCS_Taokaka_AB2.png |caption= SHADOW CLONE JUTSU!
|data=
{{AttackData-BBCF
|damage= |heatgain=
|startup= |active= |recovery= |frameAdv= |hitbox=taokaka/236236B
|description=
*A former distortion drive turned Overdrive. Tao's overdrive leaves an afterimage that does everything she does with a 20F delay.
*All moves performed by the duplicate are blockable with any guard, regardless of what the copied move was.
}}
}}
}}


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Attack Meow Pow!</big>===
|name=Attack Meow Pow!
{{InputBadge|{{clr|D|[4]128D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|input=[4]~128D
{{BBCF Move Card
|image=BBCS_Taokaka_NyamberOne.png |caption=GG.
|input=[4]128D
|data=
|description=
{{AttackData-BBCF
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 ({{clr|B|j.236B}}, 5DA and [{{clr|C|6C}}]). You can also combo into it if you set up a bowling ball with good timing with {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|6C}}.
|damage=DESTROY |guard=all
 
|attribute=H |startup=2 after SF |active=10 |recovery=till L+54 |frameAdv=-
It, also, can be meterlessly and fully comboed without OD, if Taokaka does {{clr|C|22C}} > {{clr|D|[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.
|description=
 
*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.
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.
*Somewhat awkward input and attack execution makes this very awkward to combo into, making its use more akin to trick edge, baiting out your opponent's jump in moves.
*Can bait out jump in attacks, like Trick edge.
}}
}}
}}
<br clear=all/>


==External References==
==Colors==
*Japanese Name: タオカカ
{{BBCFColors|Size=120|Character=Taokaka}}
*[http://www27.atwiki.jp/taokakawiki/ Japanese Wiki]
 
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364546496/l50 Japanese BBS]
==Navigation==
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=tk&pref=0 Arcade Profile Dan Rankings]
<center>{{Character Label|BBCF|Taokaka|size=42px}}</center>
<br clear=all/>
{{BBCF/CharacterLinks}}
----
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{CharLinks
 
|charMainPage=BBCF/Taokaka
{{BBCF/Navigation}}
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_TK.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/74-taokaka/
}}
{{Navbar-BBCF}}
[[Category:BlazBlue: Central Fiction]]
[[Category:Taokaka]]

Latest revision as of 08:23, 19 February 2024

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 her short ranged normals by giving Taokaka extremely flexible and ambiguous 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.

Tao has a few shortcomings however, low health and a lack of defensive options when on the back foot mean that matches can be lost very suddenly. On offense, many of her strings and options leave gaps that smart opponents can abuse and her moves suffer a distinct lack of disjointed hitboxes, making poking and safe approaches difficult. Tao does however have strong frame traps and staggers to deter the opponent from counterattacking. Depending on the starter, Taokaka can deal solid damage, but optimizations require tight execution. She also has access to solid mixup in the form of F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s and several crossups, especially in the corner. Taokaka is a fun character for those seeking high mobility and fast paced neutral.
BBCF Taokaka Nameplate.png
BBCF Taokaka Portrait.png
Health
10,000
Prejump
4F
Backdash
22F (1~7F Inv All, 1~11 airborne)
Unique Movement Options
Extra air option
Dancing Edge
Crawl
Fastest Attack
5B (6F)
2A (6F)
Reversals
236236D (7F)
214214C (16F)
j.236236D (9f)
Fatal Starters
6B
6[C]
4D
Drive: Dancing Edge
Taokaka's Dancing Edge launches her like a torpedo at the opponent. Each drive can be canceled on regardless of if it hits, is blocked or simply misses 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 with a slight delay and gains much more flexible normal cancels at the cost of some minor debuffs to balance things. Overall it vastly improves her damage output and pressure capabilities. Buffs to Cancels:

  • Normal moves can cancel into any normal other than itself, even if it misses. Tao may only use the same normal twice in any cancelling sequence (Jumping or going neutral resets this)
  • 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:

  • Tao's own base attack damage reduced to 70%.
  • Clone base attack damage is halved (On top of the above, so 35% of base). But all moves have 100% P2.
  • Clone does not suffer from Same Move Proration on specials.
  • Shadow clone mimics anything Tao does with a 12F delay.
  • All hit and block stun effects are reduced by 8F.
  • The clone's attacks will only be able to hit if the move it is copying connected (hit or block).
  • The clone's attacks never have all low, overhead or air-unblockable properties.
  • The other player must always block based on which side the real Taokaka is, even for clone attacks.
  • Taokaka can cancel all her specials into distortion drives.
For more information on using Taokaka's Overdrive, see the Strategy section

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 2 12 -2 +6 B

Mashable up to three times and relatively long ranged 5A. Surprisingly enough, this normal is slower than Taokaka's 2A. However, this move is better for stagger pressure because it hits crouchers and has much better frame advantage than 2A.

It is still fairly prone to getting low profiled and is slower than her other jabs, making 5B and 2A the preferred Abare An attack during the opponent's pressure, intended to interrupt it. tools.

  • Slower than the average jab.
  • Hits crouchers.
  • Jump cancellable only on hit.

Gatling options: 5A, 6A, 5B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 4D

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 2 12 -2 +7 B

Tao's actual standing jab. Very similar statistics otherwise to 5A but for some reason one frame faster. It also moves her forward a bit giving it better range over 5A. This last bit cannot be understated as with microdash momentum, this gives Tao access to the longest range 6 framer in the game, which allows her to punish a number of things that would usually be safe due to spacing.

Multipurpose normal that sees uses as a footsie tool, a confirm stabilizer and most importantly is the cornerstone of her pressure. With a reverse gatling into 5A with up to 3 shared uses between the two normals (e.g. 5B5A5B, 5A5A5B), it can be used to craft ambiguous stagger pressure which can either lead to pressure resets back to 2A or frametraps with her C normals.

  • Limit 2 uses per gatling sequence.
  • Jump cancellable only on hit.
  • Kara cancellable into throw.

Gatling options: 5A, 6A, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 4D

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
630 Mid 11 2 20 -5 -6 B

Standing long ranged jab, one of Tao's best starters, especially given its speed. Your main jump cancellable ground normal on block making it invaluable to start Tao's very strong jump-in pressure thanks to Fuzzy overheads.

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. Her hurtbox extends fully before the move becomes active making it excessively weak as a poke.

  • Main Kara cancel throw normal.
  • Jump cancellable on both block and hit.

Gatling options: 2C, 6C, 3C, 5D, 2D, 4D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 Low/Air 6 2 13 -3 +6 F

Low hitting and faster than Tao's 5A, this is your go-to jab move at close range. One of the fastest low hits in the game and has surprising reach too, (Although not quite as far as it looks).

Your main low and combo starter. The startup being a very fast 6f on top of the very good low profile cannot be overstated, as it allows Tao to downright beat most characters in frame neutral situations : 2A, will low profile most 5As and be faster than most 2As. Has very decent range on it too making it your preferred footsie tool.

  • While its startup and range is solid, at -3 it's risky using it in stagger pressure.
  • Not jump cancellable.

Gatling options: 5A, 2A, 6A, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 4D

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
560 Low 10 7 24 -14 -14 F

Low-hitting slide kick move that moves Tao forward.

The decent low profile, range and speed on Tao's 2B makes it a somewhat functional footsie/whiff punish tool, albeit extremely risky due to its lengthy recovery. Seriously, you will die for whiffing this, especially since she is in crouching state during the entirety of the move's recovery.

Becomes notably better during Overdrive since Tao is able to whiff cancel it, making it much less riskier and giving it uses as a low profile forward moving option.

  • Very unsafe and puts Tao in the opponent's face so be sure to cancel into something else.
  • Not jump cancellable.

Gatling options: 6A, 5B, 5C, 2C, 6C, 5D, 2D, 4D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Mid 17 2 23 -8 -15 F

Functionally this move is a great frame trap from just about every ground normal. On CH, it leads into 6[C], making it her preferred DP punish move and allowing for big conversions anywhere on the screen on a successful frametrap, albeit locked behind a pretty bad gatling to use in pressure.

It also has a vacuum effect that can be used to set up crossups in the corner, notably with 214D and [2]9D2. Midscreen, the vacuum effect uniquely allows Tao to convert an uncharged CT guardcrush.

  • Vacuums opponent towards Tao.
  • In Overdrive the clone will vacuum the opponent too.
  • Not jump cancellable

Gatling options: 5C, 6C, 3C, 5D, 2D, 4D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
420×2 Mid 12 2(4)2 20 -8 -13 B 7~13 H

Solid antiair. Hits exceptionally high in the air which can catch opponents offguard. Good vertical hitbox, but poor horizontal range, making it effective against crossups. Its only notable downside is the fact that the relatively late head invuln coupled with the fact that she does not lower her profile during the startup makes it a pretty bad reactionary anti-air against deeper jump-ins.

Tao's other ground jump cancellable normal, but sees much less uses than 5C because of its pushback. The first hit is not jump cancellable, making this move poor at dealing with guardpoint moves such as Hakumen's drives.

  • Launches on CH.
  • Good counter move against certain buttons and specials.

Gatling options: 6B, 5C, 2C, 6C, 3C, 5D, 2D, 4D

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 High/Air 26 4 3+14L -4 -20 H 4~29 F

Not exceptionally good as an overhead because of its easily recognizable and lenghty startup, but its numerous cancel options make it very interesting as a pressure tool. Instantly cancelling it into j.236Bx2 makes it +3 on block, and cancelling it into whiff j.236B makes it +1. Cancelling it into j.2D6 sets up a Fuzzy overhead mixup with j.2B>j.5B. Or you could even Rapid Cancel it for a double overhead/empty low/airdash mixup.

Without a counter hit, you can combo from it using j.236B > 2A/5B, j.236B whiff cancel, air D moves, OD, or Rapid Cancel. It is a fatal counter but is terrible as a starter and as such will never see use as an actual punish tool.

  • The F invuln starts much earlier than when Tao actually jumps.

Gatling options: j.D, j.2D, j.4D, j.8D

6C

(Hold OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
910 [1300] Mid 19 [42] 3 29 -13 -24~-47 B

Cornerstone of Tao's combo game. Sends them far away for a ton of corner carry, OTGs after j.2DB for easy extensions, and wallsplats in the corner, this move does it all and adds great damage by itself.

Due to how proration works during her Overdrive, looping this move is how she accesses her best damage which can get extremely high.

Despite the great hitbox its slow startup, high recovery, and difficulty to actually confirm make it a button you won't actually use in neutral.

  • Longer startup makes it useful as a frametrap.
  • 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.
  • Optimal DP punish starter, but will likely require you to make your opponent's DP whiff entirely.
  • Not jump cancellable

Gatling options: 5D, 2D, 4D

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300×2, 600 Low 10 1(4)2(12)5 18 -6 -25 F

Multi-hit low and a very good one at that. Useful to catch people jumping or inputting DP during your blockstrings while leading to remarkable damage in the corner.

Main combo ender in the corner which allows for creative okizeme.

Very good low-profile move which will beat a lot of pokes such as Relius' 5B, and even a couple of Counter Assaults such as Mai's. On top of that it is easily confirmable on counter-hit and leads to sizeable damage. You will however die on whiff.

It is not too rare for the third hit to whiff entirely, having lower range than the first two. If you see this about to happen, cancel into Encore instead to secure the knockdown.

  • Only the third hit knocks down.
  • The third hit will not reach the opponent at long ranges, making 3C very bad as a poke despite the quick startup.
  • OTG 3C(x2)>dl 214D is a safejump on emergency tech.

Gatling options: None

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 6 2 9 H

One of the better j.A moves due to shrinking Tao's hurtbox. Has very fast recovery.

Tao gets extremely good conversions from j.A if she has two air actions left, getting way above average damage and corner carry.

  • Hitbox does not extend as low as the animation suggests.
  • Mashable up to three times.

Gatling options: j.A, j.B, j.2B, j.C, j.D, j.2D, j.4D, j.8D

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500 High/Air 9 6 15 H

One of the few anti air moves performed in the air. Because it covers the area above Tao, it's useful at stopping an opponent's excessive jumping or covering certain jumps. Also useful in combos when you end up hitting your opponent above you during combos.

Its one drawback is how hard it is to convert. Without counterhit, you are going to need two air actions to either go into j.8D(C/B/6)>j.2DB or j.D6>j.2DB, and even then depending on the angles you might not be able to convert.

Main normal you will use to go into fuzzies, alongside j.C.

  • 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.
  • Reverse beats with j.2B, if high enough.

Gatling options: j.2B, j.C, j.D, j.2D, j.4D, j.8D

j.2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 All 14 2 18 H

Longest aerial for vertical reach, but limited horizontal reach that also extends behind her. Beware that this also increases Tao's own hurtbox quite a lot.

Preferred crossup normal, still requires high precision. Fairly reliable when forward jumping point-blank or off jump cancels due to limited horizontal movement, though easily stopped by barrier. It sees use in setting up F-Shikis when canceled into low-to-the-ground j.B or j.C.

Gatling options: j.B, j.C, j.D, j.2D, j.4D, j.8D

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 High/Air 11 3 20 H

Great air poke with surprisingly good hitbox, good damage and faster than most j.C moves.

With good movement and spacing, this move is a good punish when Taokaka is baiting antiairs. Its lower hitbox is not the greatest, but its speed still makes it the preferred jump-in over j.2B in most situations.

Gatling options: j.D, j.2D, j.4D, j.8D

Crawl

3

Not really a move as such, but Tao has the unique ability to move forwards while crouching, which gives her a much lower profile compared to remaining crouching. Can low-profile some surprising moves such as Hazama's 2A or Bang's 5A which can allow you to disrespect some usually safe pressure strings. Be careful when you use it as getting hit means you will eat a crouching combo if they respond appropriately.

When you choose to crawl can be extremely matchup specific, having foreknowledge about what you can get away with is a must; for more information on attacks Taokaka can low profile with crawl, check the resources in the Strategy section

Obviously, due to the input, Taokaka cannot block while crawling, although you can switch to blocking without delay, so you need to choose between crawling or blocking. Tao also cannot switch to crawling if she is currently running. If you want to crawl fast out of a dash, you need to Barrier Brake it first. This leads to microdash-barrier brake-crawl being an excessively hard but powerful defensive option out of blockstun, which can cover many options in a number of scenarios.

  • Low profile starts on Frame 1. Further lowers on Frame 4.
  • Can be buffered during gapless blockstrings
  • Acts like a normal walk, Tao can cancel into anything at any time.
  • No actual invulnerabilities, anything it avoids is purely a matter of hitboxes.

Drive Moves

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 19 8 Until L+24 H

Standard forward launching drive, useful in ground combos to keep yourself in range and launches both Taokaka and her opponent into the air.

In pressure its plentiful cancel options make it a decent, albeit risky pressure reset tool. Sets up powerful mixups with RC such as instant overhead j.A, empty lows, airdash mixups.

  • Blows opponent back and causes groundslide.
  • Wall bounces on CH.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 13 10 9+3L H

Launches Tao upwards with a hitbox on her paw. 2D is a key piece in many Tao combos as it allows her to choose between sideswap or same-side, depending on the picked cancel option between B and C cancel.

  • Can sometimes work as a preemptive anti-air, it will however lose to any move that's already active.
  • Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.

4D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 25 Until L 8 H

Jumps forward in an arc with Tao Being able to hit until she lands. Still has all of the normal cancel options for a drive despite looking quite different.

Fatal Starter but with terrible initial proration, 2C is always a better choice for punishes. Sees no particular use other than combos and resets.

  • Hold 4 or 6 to make Tao jump closer or farther, respectively.
  • If you B cancel 4D, Tao can airdash cancel her recovery frames.
  • Hard knockdowns airborne opponents.
  • Deceptively small hitbox.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 11 12 Until L+20 H

A bit like 5D, but with a slight downward angle. Crucial move to Tao's gameplay. Knowing when to use this move and what cancel to choose in a given situation will make or break Tao's neutral game.

Its extremely long recovery means you will get hit if you whiff this move without cancelling it, so be sure to cancel it into one of the A, B or C follow-ups if you're not certain you are going to hit with it. Leads to very respectable conversions on hit however.

  • Only launches airborne opponents.
  • Wall bounds on CH.
  • Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.

You can get very creative with this move, but a rudimentary rundown of its uses with cancels in neutral would be:

  • A cancel is used as a fast-fall to land a jump-in on unsuspecting or respectful opponents.
  • B cancel is used to move some extra distance and create crossups.
  • C cancel is used to make your opponent's anti-air whiff and then take your turn or get a punish.

j.2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 All 15 Until L 24 H

A quick, if somewhat reckless, jump-in move. Can be used as a pseudo-divekick convertible with the B follow-up, but being punishable on block with this follow-up makes its neutral uses limited. It however is key to extend Tao's air combos with its hard-knockdown, and to confirm certain hits like air to airs or airdash buttons.

It sees niche uses in pressure where forward bounce can be a confusing option to mash on, allowing her to go for cheeky pressure resets with air normals after the bounce.

The other half of Tao's combo enders if you prefer the hard-knockdown okizeme over 3C.

  • Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.
  • Hard knockdowns.

j.4D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
930 All 10 10+4L 9 H

Like Tao's 2D, but from the air. Another useful neutral tool which is mainly used to move around. Very few characters can contest Tao from high jump + D height, creating strong approaches.

Useful for chasing opponents you've knocked upwards or in place for your double jump.

  • Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings.

Forward/Back Cancel

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
D > 6 18
D > 4 20

A Cancel

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6DA 17+13L
8DA 17+14L
2DA 17+14L

Stops Tao dead during a drive move. Can be used in neutral as a fastfall which if done high enough recovers in the air so you can fall with an aerial or use movement options left to mix up your opponents anti-air timing.

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. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6DB Ground: 24
Air: 21
8DB 24
2DB Ground: 30
Air: 16

Tao dashes an extra distance in the direction she was already going (eg. up if she was doing j.8D), passing through her opponent if they're near enough. Always turns Taokaka around, even if she doesn't switch sides.

B cancel makes Tao pass through the opponent, and leaves her at close range and heavily negative on block, as such it should not be used in blockstrings. If Tao uses the B cancel high enough off the ground, she can recover in the air and perform actions such as air normals and jumping if she has air actions left.

This cancel is commonly used in combos after j.2D to get a grounded extension, and after 2D and j.8D to sideswap. In neutral it is mainly used in the air to alter her landing and travel extra distance. It sees uses in air-to-air situations since it is plus on air block, allowing you to start pressure using j.A afterwards.

C Cancel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
16

Stops Tao dead and pops her upwards a little bit. Sees uses in neutral as a way to air stall, space yourself and bait anti-airs.

It also is frequently used in combos to stabilize your spacing relative to your opponent, making many combos a lot more stable.

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. It's important to note that being mid-air, she is very susceptible to anti-airs in that scenario.

Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 -6 T

Tao's throw leads to above-than-average damage which is very nice considering she usually is on the lower side of the cast in terms of damage. Most combos involving forward throw cancel immediately into a drive attack. In a close to the corner position, she can cancel it into j.2DB to land faster then link a 6C thanks to the wallsplat. She can also OD cancel it and link with a 6C in the corner for damaging burst-safe combos.

The fact that she has access to sideswap combos from it that deal more damage than her Backward Throw makes it entirely preferred over Back Throw.

Her kara throw using 5C is very strong and allows her to throw at surprisingly long distances, such as after a blocked 2A2A or 6B>j.236B whiff.

  • Wallbounces in the corner.

Backward Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 -6 T

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Thtow(120) 7 3 23+3L T

Tao grabs the opponent and performs an inverted piledriver, meaning all followups start from ground level and do not vary based on starting height

You can follow-up Air Throw with 5C into either 2DB if you want to sideswap or 2DC if you want the same side.

Tao's hurtboxes on her normals hold her back very hard in a number of situations but thankfully Air Throw is there to remediate to a couple of them. One of the more committal options you can throw out in the air but with Tao's movement you should be able to position yourself in nice spots to land Air Throw.

Her post-tech situation is also amazing with j.D, only outclassed by characters with long reaching disjoints such as Jin's j.C.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 4 30 -15 B 1~20 All

Crush Trigger

5A+B (Hold OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~-60 B

You can combo from uncharged crush trigger guard-crush using 5B or throw in the corner, or 6C for charged guard crush. Midscreen, Tao is able to convert a close-range uncharged crush trigger with a microdash 5B. Being the only(?) character that can convert uncharged crush trigger midscreen without any kind of setup, this can catch quite a lot of people thinking they are not at risk.

Sees uses in more damaging combos after high wallsplat 6C.

  • Causes hard knockdown on air hit.

Taunt

AP

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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. Mostly.

  • Surprising amount of untechable time on the first hit
  • It can be cancelled into specials, supers, Overdrive, RC, CT, and EA. It cannot be cancelled into drives and any normals. Scales so badly that the only thing worth comboing into is her Astral which, funnily enough, it is her main move to combo into Astral without using OD.
  • 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.
  • Triggers automatically and randomly if Tao stands idle for enough time.

Special Moves

Cat Spirit One!

236A (Repeatable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400×N All 12 2 [(9)2]×N 19 -4 -17~ B

Safe pressure ender at -4, with the option of cancelling into Encore or drives to frametrap. If your opponent respects those, you can attempt to reset pressure.

Used in combos after 3C to go into 5D, or to salvage far-range hits with 236AxN>Encore.

Can sometimes function as a very awkward anti-air that reaches far horizontally. It will lose to nearly any active button due to its total lack of disjoint whatsoever.

  • Mash or hold A to slash the opponent up to 10 times total.
  • Cancellable into Drive moves.
  • Cancellable into Encore on hit, block or whiff.

Cat Spirit Two!

j.236B (Repeatable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300×4, 1000 All 9 4(3)4(3)4(3)4(3)4 15+9L H

High-risk high-reward move in neutral, its landing recovery makes it easily whiff-punishable but landing the last hit will lead to highly damaging conversions. It also stalls Tao in the air a little, making it useful to bait anti-airs.

Making them block the last hit makes Tao plus by a sizeable amount, allowing you to start your offense, reset pressure, go for a mixup etc.

Preferred combo ender Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.'d. Unlike the last hit, the first 4 have low hitstun.

  • Hold B for up to 5 kicks total.
  • 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.
  • Cancellable into Drive moves.

Cat Spirit Three!

236C (Repeatable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800,800 [900,900] All [High, All] 21 [35] B

Tao performs a chargable downward swipe, and if C is pressed again or just held, performs an upwards swipe, continuing to hold C will loop the move, although charging it is not possible.

Typically used as a launcher in crouching confirms, followed by 2D or jump cancel>j.D. It is also used in many damaging combos since 236[C] boasts one of the better proration among all of Tao's moves.

Sets up a mixup with Encore, as 236[C] is an overhead but you can cancel the charge into Encore for a low. Alternatively, a blocked 236[C] can be RC'd for a fuzzy overhead j.C.

Jump cancelling the move then cancelling the jump startup back into 236C makes it loopable for up to 16 hits.

  • Can be delayed on first input, if fully held it becomes an overhead and boosts the damage and attack level of that hit and the upward swing immediately following it. Holding to loop the move always performs the uncharged version.
  • Jump cancellable on hit.
  • Cancellable into Drive moves.
  • Cancellable into Encore on hit, block or whiff.

Cat Spirit Encore!

236A~B or 236C~B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 Low 11 3 20 (33) -6 F

A long-range low-hitting option from 236A or 236C. Encore is highly rewarding on counterhit. It can be followed up with 2B midscreen or 2C in the corner on counterhit or by Rapid Canceling the move. Only -6 on block, so if spaced it's relatively safe.

  • Fastest 236A/C~B is 14f startup
  • 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

Slashy Slashy!

22C (Hold OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
110×3 Mid 8 [2,2,6]×3 15 -7 B

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.

This move becomes downright obscene in overdrive, albeit a little specific. Because of its proration it becomes an extremely good starter allowing you to get very damaging punishes from OD Guard Cancel, and it also allows extremely long tight blockstring which can deal in the thousands of chip damage. Combined with her ability to tightly incorporate Crush Trigger in her OD blockstrings, this can lead to very silly situations.

  • 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.

Kitty Litter Special!

63214A/B/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Kitty Litter Special! 30 Total 52 P1
Chibikaka/Apple/Fish 500 All 30 Until Hit P1
Pillow 500×2 All 30 Until Hit P1
Bomb 500×2 All 30 Until Hit(1)1 P1
Hammer 500 All 30 Until Hit P1
Baseball 500 All 30 Until Offscreen(120)Until Offscreen P1
Bowling Ball 500×2 All 56 Until Hit Total 79 P1

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.

Long total animation and Tao sticking out her hurtbox excessively far forward makes it a pretty subpar option.

  • 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.

Cat Jump!

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
37+5L

A command hop special in a low arc. Strong pressure tool as you can special cancel grounded normals into it for a quick jump-in move such as j.C for overhead mixups or pressure resets.

Note that it does however carry significant risk, as this will always be anti-airable by your opponent, and as doing the aerial move on the first actionable frames will leave you minus on landing due to the 5 frames of landing recovery. This means you have to strike a balance between making it harder to react, and therefore anti-air, and making it safer on block.

Opens up an easy crossup with j.2B when the opponent is just out of the corner, for example after they blocked 2C. As a combo ender, with proper timing 3C(2) > 214D > 5C hits crossup on the opponent's wakeup. Depending on the opponent character, a blocked j.C from 214D can lead to a F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters..

  • 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.

Sticky Kitty

j.214[D] or [D] after various moves at the edge of screen

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Tao grabs the side of the wall with her claws and slides down. If Taokaka is in the corner, this move is a good option to reach a space that's hard to contest. Funnily enough this move can be cancelled into itself leading to some very annoying air stall. If she keeps on holding the corner while the opponent move towards her, the entire screen will shift towards Tao until she reaches the actual corner.

She can cancel the move either by releasing D which will make her fall straight to the ground, or by pressing 6 which will make her do an air command hop not unlike 214D which does not take up an air action. This last bit cannot be overstated as it allows Tao to do gimmicky movement such as Sticky Kitty > Hop > air backdash > Sticky Kitty > Hop.

It also sees uses in left/right mixups, for example after a blocked Airdash j.2B.

As well as being manually activated, it can also be performed by holding D when any normal drive move, its B followup or 214D touches the wall.

  • Minimum Duration of 9F
  • 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 for ambiguous corner cross-ups.
  • Must be over 240,000 units above the floor, approximately the height of Ragna.
  • Accelerates downwards at 1/10th of her normal falling speed while clinging.

Trick Edge!

[2]8D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
[2]8D 950 Until Wall+3 Until L 24 H
[2]8D~2 900 Until Wall+3 Until L 28
  • 20F charge time, 11F input leniency after releasing 2.

Tao leaps to one of the walls and leaps off of it with a drive attack. The wall she jumps to is the one behind her unless you input [2]9D, which will make her jump to the one in front of her instead.

The angle she attacks afterwards is based on holding 2 or not when she reaches the wall, with holding nothing resembling j.5D and holding 2 resembling j.2D.

Decently strong option for neutral, allowing Tao to get some rewarding whiff punishes on opponents swinging from fullscreen or baiting them to whiff a move using the Drive followups. Due to its ability to be aimed to the opposite corner, you can use this move for crossups if the opponent is near-cornered. It can also be used to bait Counter Assaults from moves that do not usually allow it, such as 2B or 2C.

All normal drive followup options are possible. Due to needing to reach the wall, the startup of this move can vary significantly based on the distance she needs to cover, and in rare cases she might fail to reach the wall at all and just land with a 10F landing animation and return to neutral.

Note that while it looks similar to the corresponding Drive moves, it counts as a separate move SMP-wise, making it one of her better combo filler/extenders.

Due to the input buffer, it is possible to perform a standing normal and cancel into this move, but it depends on which move you use. For 5A, 5B and 5C, it is possible to charge hold downwards, release, perform the move and then press 8/9D when the move connects and this will cancel intro Trick Edge. For 6A and 6C, these moves are slow enough that it's possible to just perform these moves as normal and charge [2]8D during the move.

Distortion Drives

Cat Person's Secret Art: Hexa-Edge

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
720×4, 2160
[720×4, 100×16, 2160]
All 4+(28 Flash)+3 2(6)2(4)2(6)2(18)2 43 -26 B 1~14 All

At a quick 7F startup with large hitboxes, this super makes for a strong reversal. Be careful however, as like most invincible reversals, getting this blocked or whiffing it will result in a heavy punish, which is particularly devastating with Tao's low health.

Its high minimum damage also makes it great to close out rounds, especially with Tao's ability to end nearly any combo with it.

Unfortunately, this move has a tendency of dropping on airborne opponents, in which case you can RC to get a full conversion if you have the meter to spare.

  • Slight Low-profile on f49-81.
  • Can be rapid cancelled on all hits.

I'mma Beat The Crap Outta You!

214214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 4000
[0, 4800]
Unblockable 5+(26 Flash)+11 10  ??+50L T 1~15 All
16~25 FT

Tao pounces a huge distance, if she collides with her opponent and they are not crouching, she initiates a high damage attack.

A great anti-zoning super to discourage the opponent from throwing projectiles or moves with lengthy recovery in neutral— It can also function as a reversal against such moves. However, if the opponent recovers in time, they can simply crouch to force 214214C to whiff, so Hexa-Edge is better for close-range situations. Note that the invulnerability does not last through the actives meaning moves with long active frames will beat this super.

Overall, the move's unreliability due to its poor tracking restricts almost entirely its uses to punishing projectiles thrown by an opponent that is grounded or low in the air.

  • Jumps from Tao's position to her opponent (Maximum range isn't quite fullscreen).
  • Unblockable, but fails on crouching opponents. It can hit aerial opponents only at normal jump height. There are no normal throw range checks, meaning only the hitboxes matter otherwise.
  • Can only rapid cancel the last hit.

Aerial Dancing Edge!!

j.236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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

This is mainly used to finish a round while sealing the opponent's burst, as it generally requires you to cut combos short while also dealing less damage than its ground counterpart, and granting no oki. It has frame 1 invul that lasts until its actives, so it be used to beat air-to-airs and even anti-airs, allowing you to be more aggressive with your approaches if you manage to make them respect this move.

  • P2 only applies once for the entire move.
  • Switches sides, except if Taokaka's big slash hits the opponent above her.
  • While the dirst hit can be Rapid Cancelled, don't do this, the opponent will be invulnerable to everything until they recover.

Exceed Accel

Kaka Clan Hospitality!

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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]

Tao's only meterless reversal. Tao slides forward a fair amount during the shove, so it has reasonable range, but it 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. She gets serviceable oki from it, as dash up 5B will allow you to cover all tech options depending on their wakeup timing.

Astral Heat

Attack Meow Pow!

[4]128D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0,100×5,10×5,20,21000 All Until Wall+(60 Flash)+3 Until L 54 H Flash~Landing All

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.

  • Can bait out jump in attacks, like Trick edge.

Colors

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Color 19
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