BBCF/Taokaka: Difference between revisions

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*Command throw.  
*Command throw.  
*Jumps from wherever Tao is to wherever the opponent is (Maximum range isn't quite fullscreen).
*Jumps from wherever Tao is to wherever the opponent is (Maximum range isn't quite fullscreen).
*Unblockable, but fails on crouching opponents. It can hit aerial opponents relatively well, but it is not guaranteed.
*Unblockable, but fails on crouching or superjumping opponents. It can hit aerial opponents only at normal jump height. If the opponent jumps back and does a low air attack, similar to Tao's j.C, then it's huge punish time.
*Mainly used reactively against zoners.
*Mainly used reactively against zoners.
*Can be rapid cancelled only just before Tao jumps.
*Full invinsibility in the whole move, except of the moment she lands.


Great surprise unblockable given the distance it covers and the arc Taokaka jumps in. However if you use it when your opponent is grounded and not currently performing a move, they'll just duck and score a free counterhit on you since it leaves Tao at point blank range and completely expose if it fails to hit.
Great surprise unblockable given the distance it covers and the arc Taokaka jumps in. However if you use it when your opponent is grounded and not currently performing a move, they'll just duck and score a free counterhit on you since it leaves Tao at point blank range and completely expose if it fails to hit.

Revision as of 08:17, 22 April 2019

Taokaka
BBCF Taokaka Portrait.png
Dash type: Run
Play-style
Versatile, High Mobility

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.

Drive: Dancing Edge

Taokaka's Dancing Edge involves using the drive button and a directional input to launch her in a torpedo fashion at the opponent. Each drive travels at a set distance and can all be canceled on block or on hit by inputting A/B/C, 6 or 4. The A cancel stops her from moving completely if done in the air she is unable to perform any action until she touches the ground. This cancel leaves her at an advantage on hit and -2 on block. This is mostly used to frame trap on hit and is one of the two primary cancels that can be safely done on block/instant block. B cancel makes Tao pass through the opponent, and is heavily negative on block (-5) and on hit it's neutral. If Tao uses the B cancel high enough off the ground she can still perform actions such as air normals and utilize her unused jumps. This cancel is commonly used with 2D and j.8D to create cross-up j.A, j.B, j.2B, and j.C situations. It can also be used in the air to alter her landing and control space. A high B-canceled j.D is advantageous on block due to being able to input j.A before landing making it one of her best air pokes. Finally her C cancel stops her mid air and allows the use of any remaining jumps as well as air normals. The C cancel is the second most used on block as it leaves her +2 and she can choose to go for pressure or return to neutral. Another usage it has is with j.4D since j.4D causes Tao to touch the ground, and she can C-cancel this infinitely due to her jumps being refreshed every time she touches the ground. This makes for a very good spacing tool in neutral. It's important to note that despite being +3, since Tao is mid air, she is very susceptible to anti airs. You can also cancel her drive by inputting 6 (forward) which will cause her to bounce of the enemy and go forward pass them, but due to the landing recovery this is rarely seen anymore outside of combos.

Overdrive: Almost Becoming Two

This Overdrive is great for extending pressure or increasing your damage from 4k to 8k depending on the starter. Like all Overdrives, the opponent cannot burst during it, making it a surefire way to finish off your opponent. You can do 5B > 5C > AB2 to extend your pressure in the corner and it frame traps so it is 100% mash safe. This becomes a very useful tool when your opponent has their back to the corner as this is where Tao's damage is at its highest but pressure is at its weakest, however be on the look out for reversals such as DP'S and reversal supers as you will be hit out of anything you do after AB2. The most common way Overdrive Cancel into AB2 is from 6C > 4D~B. Because of the shadow, most normals will now link together much easier (even fully charged ones). Almost everything is now jump cancelable (including j.236Bx5, and Cat Spirit Encore), allowing you to maximize minimum damage. Her new aerial Distortion Drive, Unison Nyaibu is particularly potent during Overdrive, and can combo off j.236Bx5. With 100 meter, a low j.236Bx5 can also combo into a double Hexa-edge (for up to 9k).

Notes

  • Attack power reduced to 50% for duration of AB2 (untechable time is unaffected)
  • Shadow clone does everything Tao does with a 12F delay
  • Any effect on hit or guard (like float) is reduced by 8F
  • If Tao whiffs a move, the shadow clone's move will whiff as well
  • Normal moves can cancel into themselves twice and jump-cancelled
  • Drives and specials can all be special-cancelled
  • Cooldown 180F

Strengths/Weaknesses

Strengths Weaknesses
  • 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
  • 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 apart from her mobility.
  • Difficult to pick up and learn
  • Midscreen damage output without a CH/crouch confirm or meter is fairly low
  • Joint lowest health total in the game, a single mistake can cost you the entire round.



Normal Moves

5A
5A
BBCS Taokaka 5A.png
Kitty paw.
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 7 2 12 -2 +6 B CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Taokaka 5A.png
BBCF Taokaka 5A Hitbox.png


  • Mashable and surprisingly long ranged 5A.
  • Not Taokaka's fastest move
5B
5B
BBCS Taokaka 5B.png
Protect your family jewels.
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 2 12 -2 +7 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 14 16 25 9 +0 +0
BBCF Taokaka 5B.png
BBCF Taokaka 5B Hitbox.png


  • Astonishingly fast move, but with very similar statistics otherwise to 5A. Most characters would have these moves the other way around.
5C
5C
BBCS Taokaka 5C.png
Not a poke!.
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
630 Mid 11 2 20 -5 -6 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Taokaka 5C.png
Not a poke!
BBCF Taokaka 5C Hitbox.png


  • Standing long ranged jab, one of Tao's best starters, specially given its speed.
  • Jump-cancelable on block
2A
2A
BBCS Taokaka 2A.png
Scrounging for some meatbuns
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 Low/Air 6 2 13 -3 +6 F CSR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Taokaka 2A.png
BBCF Taokaka 2A Hitbox.png


  • 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.
  • While its startup and range is solid, at -4 it's risky using it in stagger pressure
2B
2B
BBCS Taokaka 2B.png
Look at that catgirl go!
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
560 Low 10 7 24 -14 -14 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Taokaka 2B.png
BBCF Taokaka 2B Hitbox 1.pngBBCF Taokaka 2B Hitbox 2.png
Frames 10-12 • Frames 13-16


  • Low-hitting slide kick move that exchanges range for fast startup
  • Very unsafe and puts Tao in the opponent's face so be sure to cancel into something else
2C
2C
BBCS Taokaka 2C.png
TAOKAKA used Slash!
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Mid 17 2 23 -8 -15 F SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 21 Crumple 35 11 +0 +2
BBCF Taokaka 2C.png
BBCF Taokaka 2C Hitbox.png
On CH Crumple Duration 40F, Crumple Fall 60F


  • Tao's best starter in terms of raw damage but with worse startup and recovery than 5C.
  • High startup makes gatling into 5C a high-reward frametrap
6A
6A
BBCS Taokaka 6A.png
The Kaka's take on the Wave
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
420×2 Mid 12 2(4)2 20 -8 -13 B 7~13 H R, SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 19 Launch 31 10 +0 +1
BBCF Taokaka 6A.png
BBCF Taokaka 6A 1 Hitbox.pngBBCF Taokaka 6A 2 Hitbox.png
1st hit • 2nd hit


  • General purpose anti-air, hits twice.
  • Good vertical hitbox, but poor horizontal range, making it effective against crossups.
  • Second hit is jump-cancelable on block
6B
6B
BBCS Taokaka 6B.png
Leg chop!
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 High/Air 26 4 3+14L -4 -20 H 4~29 F SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 21 17 29 33 + GBounce 11 +0 +2
BBCF Taokaka 6B.png
BBCF Taokaka 6B Hitbox 1.pngBBCF Taokaka 6B Hitbox 2.png
Frames 26-28 • Frame 29
Bonus Proration 110%
Fatal Counter
Forces crouching on hit
Airborne from frame 12
Airborne recovery time can be altered by external forces
Cannot be special [or jump] cancelled after landing


  • Relatively slow overhead
  • Gatlings from 2A, 5A and 5B
  • Fatal counter
  • Without counterhit, can combo from it using j.236B > 2A/5B, j.236B whiff cancel, D moves, overdrive, or rapid cancel
  • 110% bonus proration
6C
6C
BBCS Taokaka 6C.png
Catmehameha!
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
910 [1300] Mid 19 [42] 3 29 -13 -24~-47 B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 23 40 + WBounce 40 Launch 58 + WBounce 40 16 [24] +0 +5
BBCF Taokaka 6C.pngBBCF Taokaka 6C-Charged.png
Uncharged • Charged
BBCF Taokaka 6C Hitbox.png
Values in [] for max charge
Bonus Proration 110%
[Fatal Counter]


  • Tao's best standing poke due to its speed, horizontal hitbox, and recovery
  • Moves Tao slightly forward. Gains a little extra distance by holding
  • 110% bonus proration
3C
3C
BBCS Taokaka 3C.png
Claw, claw, kick!
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300×2, 600 Low 10 1(4)2(12)5 18 -6 -25 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17×2, Launch 40 22×2, Launch 54 + Down 23 7×2, 11 +0 +2
BBCF Taokaka 3C.png
BBCF Taokaka 3C 1 Hitbox.pngBBCF Taokaka 3C 2 Hitbox.pngBBCF Taokaka 3C 3 Hitbox.png
1st hit • 2nd hit • 3rd hit (distance not to scale)


  • A strange sweep move, hits twice with Tao's claws and then follows with a sweep kick.
  • 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.
j.A
j.A
BBCS Taokaka jA.png
Playing with her food
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 6 2 9 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Taokaka jA.png
BBCF Taokaka jA Hitbox.png


  • One of the better j.A moves due to Tao's tiny hurtbox.
  • Hitbox does not extend as low as the animation suggests.
j.B
j.B
BBCF Taokaka jB.png
Flying Tao kick!
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
500 High/Air 9 6 15 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 17 18 29 10 +0 +1
BBCF Taokaka jB.png
BBCF Taokaka jB Hitbox 1.pngBBCF Taokaka jB Hitbox 2.png
Frames 9-11 • Frames 12-14


  • One of the few anti air moves performed in the air
  • Also useful in combos when you end up hitting your opponent above you during combos
  • Hitbox does not cover the space below Tao's leg very well so it's awkward as a jump-in unless delayed or canceled into
  • Very good active frames
  • Useful at stopping an opponent's excessive jumping
j.2B
j.2B
BBCS Taokaka j2B.png
The inspiration for Swan Lake
Template:AttackDataHeader-BBCF
j.2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 14 2 18 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 13 17 17 22 31 11 +0 +2
BBCF Taokaka j2B.png
BBCF Taokaka j2B Hitbox.png


  • Not a high!
  • Longest aerial for vertical reach, but limited horizontal reach that also extends behind her
  • For when you just need a big hitbox to cover lots of possibilities, j.2B is the move for you
  • Beware that this also increases Tao's own hurtbox quite a lot as well
  • Only aerial that can inherently crossup, but can require high precision. Fairly reliable when forward jumping point-blank or off jump cancels due to limited horizontal movement, though easily stopped by barrier
j.C
j.C
BBCF Taokaka jC.png
Rake 'em in the eyes!
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 High/Air 11 3 20 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 13 17 19 22 33 11 +0 +2
BBCF Taokaka jC.png
BBCF Taokaka jC Hitbox.png


  • Surprisingly good hitbox, good damage and faster than most j.C moves.
  • Gives good air surperiority, but questionable jump in move.
Crawl
Crawl
3
BBCS Taokaka Crawl.png
Low profile's everything (almost).
  • 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.
Taunt
Taunt
BBCS Taokaka Taunt.png
Taunt RC mix up is OP.
Template:AttackDataHeader-BBCF
Taunt
Taunt
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
100×2 All 11 5(10)5 15 -10 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
20×2 Long 0 9 10 30, 10 14 41, 21 8 +0 +0
BBCF Taokaka Taunt.png
BBCF Taokaka Taunt 1 Hitbox.pngBBCF Taokaka Taunt 2 Hitbox.png
1st hit • 2nd hit


  • 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.


Drive Moves

5D
5D
BBCS Taokaka 5D.png
Torpedo.
Template:AttackDataHeader-BBCF
5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 19 8 Until L+24 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 4 14 Launch 35 + Slide Launch 50 + Slide 5 +0 +5
BBCF Taokaka 5D.png
BBCF Taokaka 5D Hitbox.png
On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
Maximum Slide duration 15F


  • 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.
2D
2D
BBCS Taokaka 2D.png
Works as an anti air sometimes.
Template:AttackDataHeader-BBCF
2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 13 10 9+3L H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 4 14 Launch 35 Launch 50 5 +0 +5
BBCF Taokaka 2D.png
Works as an anti-air sometimes
BBCF Taokaka 2D Hitbox.png
On hit/block, has 2F recovery before transitioning to followups


  • Launches Tao upwards, making it quicker to go active than simply jumping and attacking.
  • 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.
4D
4D
BBCF Taokaka 4D.png
In combos now.
Template:AttackDataHeader-BBCF
4D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 25 Until L 8 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 4 14 Crumple 35 + Down 23 Crumple 50 + Down 23 5 +0 +5
BBCF Taokaka 4D.png
BBCF Taokaka 4D Hitbox.png
On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
Fatal Counter
Crumple Duration 34F, Crumple Fall 67F
On CH Crumple Duration 71F, Crumple Fall 88F


  • No longer jumps back before performing the attack like in previous interations.
  • Jumps forward in an arc with Tao basically being one big hitbox during the active part of the move.
j.D
j.D
BBCS Taokaka jD.png
Amazing air poke only 2nd to j.C .
Template:AttackDataHeader-BBCF
j.D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 All 11 12 Until L+20 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 4 14 19 35 24 50 + WBounce 5 +0 +5
BBCF Taokaka jD.png
BBCF Taokaka jD Hitbox.png
On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3


  • A bit like 5D, but with a slight downward angle
j.2D
j.2D
BBCS Taokaka j2D.png
gimmicks.
Template:AttackDataHeader-BBCF
j.2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 All 15 Until L 24 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 14 Launch 35 + Slide Launch 60 + Slide 5 +0 +5
BBCF Taokaka j2D.png
BBCF Taokaka j2D Hitbox.png
On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
Maximum Slide duration 10F


  • 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.
j.4D
j.4D
BBCS Taokaka j4D.png
Alters landing.
Template:AttackDataHeader-BBCF
j.4D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550, 800 All 8 Until L(16)10 9 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89×2 Normal 4 14 19 35 + GBounce, 35 24 50 5 +0 +5
BBCF Taokaka j4D.png
BBCF Taokaka j4D 1 Hitbox.pngBBCF Taokaka 2D Hitbox.png
• Second hit is identical to 2D
On hit/block of 2nd hit, has 2F recovery before transitioning to followups, landing recovery reduced to 3


  • 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.
j.8D
j.8D
BBCS Taokaka 2D.png
No more loops!
Template:AttackDataHeader-BBCF
j.8D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
930 All 10 10+4L 9 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 4 14 Launch 35 Launch 50 5 +0 +5
BBCF Taokaka 2D.png
BBCF Taokaka 2D Hitbox.png


  • Like Tao's 2D, but from an airborne start, useful for chasing opponents you've knocked upwards and also as a ghetto double jump.
Forward Cancel
Forward/Back Cancel
BBCS Taokaka 6Cancel.png
Combo stuff.
BBCS Taokaka 4Cancel.png
Combo stuff.
Template:AttackDataHeader-BBCF
Forward


xD6
D > 6
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
18
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka D~4-6.png
Back


xD4
D > 4
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
20
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka D~4-6.png
  • After hitting or being blocked when using 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.
  • Back Cancel goes backwards, typically used on block to bounce back to safety.
  • Can be performed by pressing a back input, or simply doing nothing
A Cancel
A Cancel
BBCS Taokaka ACancel.png
Frame traps on hit and safe on block.
Template:AttackDataHeader-BBCF
Forward


6DA
Forward D > Stop
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
17+13L
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka D~A.png
Upwards


8DA
Upwards D > Stop
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
17+14L
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka D~A.png
Downwards


2DA
Downwards D > Stop
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
17+14L
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka D~A.png
  • Stops Tao dead during a drive move. Can be used during the startup or active frames of the move, even if it doesn't hit (Allowing you to feint out attacks).
B Cancel
B Cancel
BBCS Taokaka BCancel.png
J.D BFF.
Template:AttackDataHeader-BBCF
Forward


6DB
Forward D > Turn
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Ground: 24
Air: 21
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka D~B.png
Continues in whatever direction she was going. Crosses up near opponent
Can pass through oppoonent 2-16
Upwards


8DB
Upward D > Turn
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
24
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka D~B.png
Continues in whatever direction she was going. Crosses up near opponent
Can pass through oppoonent 2-16
Downwards


2DB
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Ground: 30
Air: 16
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka D~B.png
Continues in whatever direction she was going. Crosses up near opponent
Can pass through oppoonent 2-14
  • Similar to the A version, except Tao passes through her opponent before stopping.
C Cancel
C Cancel
BBCS Taokaka CCancel.png
+3 leaves you air borne.
Template:AttackDataHeader-BBCF
xDC
D > Jump
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
16
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka D~C.png


  • 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


Universal Mechanics

Forward Throw
Forward Throw
BBCS Taokaka FThrow.png
Normal.
Template:AttackDataHeader-BBCF
  • Tao pushes the opponent and herself backwards, requiring D moves to begin comboing off of it.
Backward Throw
Backward Throw
BBCS Taokaka BThrow.png
Troll pose.
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  • Tao grounds the opponent behind her. To follow up, use a fast normal that can hit grounded opponents (2A, 2B, 5B)
Air Throw
Air Throw
BBCS Taokaka AThrow.png
Like a ninja!
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  • Izuna drops the opponent behind Tao. Followup with anything relatively fast
Counter Assault
Counter Assault
BBCS Taokaka 2C.png
Got a buff back up in CP.
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  • Long-reaching but relatively slow counter assault
Crush Trigger
Crush Trigger
BBCP Taokaka CrushTrigger.png
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Uncharged
Charged
  • With all of the ways Tao has to open up opponents, it's unlikely you'll need to use this.


Special Moves

Cat Spirit One!
Cat Spirit One!
236A (Repeatable)
BBCS Taokaka Spirit1.png
Safe.
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236A
Cat Spirit One!
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400×N All 12 2 [(9)2]×N 19 -4 -17~ B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89×N Long 3 16 17 22 22 36 5 +0 +2
BBCF Taokaka 236A 1.pngBBCF Taokaka 236A 2.png
• Safe on block
BBCF Taokaka 236A 1 Hitbox.pngBBCF Taokaka 236A 2 Hitbox.png
Every odd hit • Every even hit
Press button for more hits (max 9)
Followup hits will have startup 9 and 2 active frames
Can cancel in Drives on hit/block
Can cancel into Cat Sprit Encore! from frame 4 until last 15 frames of recovery


  • Quickest mashable move. Used to add damage to ground combos.
  • Drive cancellable
  • Does chip damage, if not barrier blocked.
Cat Spirit Two!
Cat Spirit Two!
j.236B (Repeatable)
BBCS Taokaka Spirit2.png
Combo ender.
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j.236B
Cat Spirit Two!
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300×4, 1000 All 9 4(3)4(3)4(3)4(3)4 15+9L H R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14×4, Launch 17×4, 36 + WBounce 18×4, Launch 29×4, 47 + WBounce 5×4, 20 +0 +1
BBCF Taokaka j236B.png
Combo ender
BBCF Taokaka j236B Hitbox 1.pngBBCF Taokaka j236B Hitbox 2.png
Frames 9-10 • Frames 11-12
Release button to stop attack and go into recovery
Can cancel into Drive on hit/block


  • Air combo ender, does 4 hits that deal some damage, then a big final hit.
  • Can be used as an air poke, as it has longer horizontal reach than Tao's aerials outside of drives
  • 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.
Cat Spirit Three!
Cat Spirit Three!
236C (Repeatable)
BBCS Taokaka Spirit3.png
No longer an overhead.
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236C
Cat Spirit Three!
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800,800 [900,900] All [High, All] 21 [35] B R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89,79 [92,82] Normal, Long 3 [4] 16 [18] 17, Launch [19, Launch] 22 + GBounce, 26 22, Launch [24, Launch] 36 + GBounce, 40 [41 + Gbounce, 41] 11 [12] +0 +2 [+5]
BBCF Taokaka 236C 1.pngBBCF Taokaka 236C 2.png
Many usages • Can be held for a launcher followup
BBCF Taokaka 236C 1 Hitbox.pngBBCF Taokaka 236C 2 Hitbox.png
1st hit • 2nd hit


  • First hit can be held to delay for traps and timing
  • Typically used in crouching confirms, followed by 2D and 5D. Only 4D whiffs.
  • If you mash the move, it doesn't connect anymore, resulting the 3rd hit whiffing.
  • If timed well with 2369C right when the 2nd hit connects, it becomes a rekka. Does up to 16 hits. It can be connected with Cat Spirit One, too, if timed well.
  • At the end of certain combos if you delay this a bit, it'll land the opponent behind Taokaka. If this happens and you're well aware of that, use [2]8D (Tricky Edge) to bring her back to her original position to get out of corner.
Cat Spirit Encore!
Cat Spirit Encore!
236A~B or 236C~B
BBCP Taokaka SpiritEncore.png
Easy resets, but real men go for corner 5D~A.
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236AB
Cat Spirit Encore!
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Low 11 3 20 (33) -6 F R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Crumple + Down 10 40 Crumple + Down 10 54 16 +0 +2
BBCF Taokaka 236A~B.png
Easy resets, but real men go for corner 5D~A
BBCF Taokaka 236A~B Hitbox.png
Has extended recovery animation (33) on hit only
Crumple Duration 27F, Crumple Fall 24F
On CH Crumple Duration 54F, Crumple Fall 54F


  • Low hit that causes knockdown. Requires rapid cancel or counterhit to continue comboing off it. If Taokaka is very close to the opponent and the hit confirms, you can use 2B to combo off it.
  • Very long range low. Covers roughly a third of the screen
  • Virtually unpunishable when not done point-blank
  • Causes opponent to drop a character specific item that Tao eats (no matter what it was). This has no gameplay effect
Kitty Litter Special
Kitty Litter Special
63214A/B/C
BBCS Taokaka Litter.png
Tao throws out some random shit. A and B are not options.
BBCS Taokaka Items.png
Bowling ball xN.
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Throw
63214A/B


63214A
Kitty Litter Special!
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
30 Total 52 P1
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka 63214X.png
Apple
Chibikaka
Fish
Hammer


Hammer
Hammer
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
500 All 30 Until Hit P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Short 1 11 12 12 16 23 0/+18 +18 +18
BBCF Taokaka 63214X Items.png
Pillow


Pillow
Pillow
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
500×2 All 30 Until Hit P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Short 1 11 12 12 16 23 0/+9 +9 +9
BBCF Taokaka 63214X Items.png
  • Pillow travels upwards on hit or block for 1st attack
Bomb


Bomb
Bomb
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
500×2 All 30 Until Hit(1)1 P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Short 1 11 Launch 30 Launch 41 0/+9 +9 +9
BBCF Taokaka 63214X Items.png
Baseball


Baseball
Baseball
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
500 All 30 Until Offscreen(120)Until Offscreen P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Short 1 11 12 12 16 23 0/+9 +9 +9
BBCF Taokaka 63214X Items.png
  • Travels from side of screen behind Taokaka if baseball initially whiffs (disappears if Taokaka gets hit)
Bowling Ball


63214C
Bowling Ball
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
500×2 All 56 Until Hit Total 79 P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Short 1 11 12 12 16 23 0/+9 +9 +9
BBCF Taokaka 63214X.png
  • 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.
Cat Jump
Cat Jump
214D
BBCS Taokaka CatJump.png
broken.
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214D
Cat Jump!
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
37+5L
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka 214D.png
Can cancel into actions on 19F


  • A faster and more aggressive 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.
  • Opens up an easy crossup with j.2B when the opponent is mostly cornered.
  • After every long combo, if you do 3C(x2) > 214D, she might end behind the opponents at corner for a surprise 5C attack.
Sticky Kitty
Sticky Kitty
j.214D (at edge of screen)
BBCS Taokaka Sticky.png
Ambigious.
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j.214D
Sticky Kitty
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Taokaka j214D.png


  • Tao grabs the side of the wall with her claws and slides down...
  • Used mainly for ambiguous corner cross-ups
  • If Tao has the wall on her back, use j.214D. If Tao faces the wall across her, press and HOLD j.5D and 2D, and Tao should automatically be at that position.
Trick Edge
Trick Edge
[2]8D
BBCS Taokaka Trick.png
Tetsu Special.
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Trick Edge


[2]8D
Trick Edge!
Drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
950 Until Wall+3 Until L 24 H 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 4 18 Launch 40 Launch 55 5 +0 +5
BBCF Taokaka 28D.png
Jumps to back wall by default. [2]9D jumps to front wall
BBCF Taokaka jD Hitbox.png
Neutral-angled, same hitbox as j.D
On hit/block, has 2F recovery before transitioning to followups
Trick Edge Down
[2]8D2


[2]8D~2
Trick Edge! > Drop Attack
Drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Until Wall+3 Until L 28 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 4 18 Launch 40 Launch 55 5 +0 +5
BBCF Taokaka 28D.png
Jumps to back wall by default. [2]9D jumps to front wall
BBCF Taokaka j2D Hitbox.png
Down-angled, same hitbox as j.2D
On hit/block, has 2F recovery before transitioning to followups
  • Tao jumps to the wall behind her and then does a move from there, depending on the direction ([2]7D and [2]9D for left and right corners, respectively) held at the time.
  • If you hold 2 after [2]8D, Tao will launch at the ground, instead at the opponent, cancelling it. It's good for some setups.
  • Tao must reach the wall before launching her attack, giving it an obvious startup at midscreen but an incredibly short startup when her back is to the wall.
Slashy Slashy
Slashy Slashy
22C (Can be Held)
BBCS Taokaka Slashy.png
Great P2.
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22C
Slashy Slashy!
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
110×3 Mid 8 [2,2,6]×3 15 -7 B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 25 Launch 37 1 +0 +1
BBCF Taokaka 22C.png
BBCF Taokaka 22C 1 Hitbox.pngBBCF Taokaka 22C 2 Hitbox.pngBBCF Taokaka 22C 3 Hitbox 1.pngBBCF Taokaka 22C 3 Hitbox 2.pngBBCF Taokaka 22C 3 Hitbox 3.png
1st hit (Frames 8-9) • 2nd hit (Frames 10-11) • 3rd hit (Frames 12-13) • 3rd hit (Frames 14-15) • 3rd hit (Frames 16-17)
Press button for more hits
Cancellable into Drive normals and Trick Edge! ([2]8D) on hit/block


  • 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.
  • 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.
  • It can absorb the incoming projectiles and prevent most rushdown moves.


Distortion Drives

Hexa Edge
Hexa Edge
236236D
BBCS Taokaka Hexa.png
No more wall bounce =[.
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236236D
Cat Person's Secret Art: Hexa-Edge
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
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 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 23×4 [×20], Launch 60×4, 55 28×4 [×20], Launch 75×4 [×20], 70 6×4, 12
[6×4, 1×16, 12]
+0 +5
BBCF Taokaka 236236D 1.pngBBCF Taokaka 236236D 2.png
BBCF Taokaka 236236D 1 Hitbox.pngBBCF Taokaka 236236D 2 Hitbox.pngBBCF Taokaka 236236D 3 Hitbox.pngBBCF Taokaka 236236D 4 Hitbox.pngBBCF Taokaka 236236D 5 Hitbox.png
Values in [] are during OD
Minimum Damage 20%: 1008 [1328]
reversal


  • Big Damage ground combo ender.
  • Can be used as an emergency reversal.
  • Can be rapid cancelled on all hits, except of the 5th one. You can rapid cancel the recovery frames right after the 5th hit.
Imma Beat The Crap Outta You
Imma Beat The Crap Outta You
214214C
BBCS Taokaka Tuna.png
Hold Dat L.
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214214C
I'mma Beat The Crap Outta You!
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 4000
[0, 4800]
Unblockable 5+(26 Flash)+11 10 ??+50L T 1~15 All
16~25 FT
100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100, 20 Very Short 4 Launch 1000 0 +0
BBCF Taokaka 214214C 1.pngBBCF Taokaka 214214C 2.png
Values in [] are during OD
Misses vs crouching opponents
Minimum Damage 25%: 1000 [1200]


  • Command throw.
  • Jumps from wherever Tao is to wherever the opponent is (Maximum range isn't quite fullscreen).
  • Unblockable, but fails on crouching or superjumping opponents. It can hit aerial opponents only at normal jump height. If the opponent jumps back and does a low air attack, similar to Tao's j.C, then it's huge punish time.
  • Mainly used reactively against zoners.
  • Can be rapid cancelled only just before Tao jumps.
  • Full invinsibility in the whole move, except of the moment she lands.

Great surprise unblockable given the distance it covers and the arc Taokaka jumps in. However if you use it when your opponent is grounded and not currently performing a move, they'll just duck and score a free counterhit on you since it leaves Tao at point blank range and completely expose if it fails to hit.

Unison Nyaibu!
Unison Nyaibu!
j.236236D
BBCP Taokaka Unison Nyaibu.png
Damage and knockdown.
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j.236236D
Aerial Dancing Edge

super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
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 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 4 18 Launch 60 + Slide + Down 80 20 20, 1×12 [×33] +0
BBCF Taokaka j236236D 1.pngBBCF Taokaka j236236D 2.png
BBCF Taokaka j236236D Hitbox.png
Values in [] are during OD
Minimum Damage: 720 [1020]
Maximum Slide duration 30F


  • P2 only applies once for the entire move
  • Tao will always turn around during this move. This is important to keep in mind when trying to keep the enemy in the corner.

Air combo Distortion ender. Once the first hit lands, the rest are scripted


Exceed Accel

Kaka Clan Hospitality!
ABCD during Overdrive
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  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.


Overdrive

Almost Becoming Two
Almost Becoming Two
BBCS Taokaka AB2.png
SHADOW CLONE JUTSU!
  • 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

Attack Meow Pow!
[4]~128D
BBCS Taokaka NyamberOne.png
GG.
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  • Tao jumps to the middle of the wall behind her, activates the Astral super pause, and then dives to the floor, covering about 3/4 of the screen. If the dive hits, the Astral will play out.
  • Somewhat awkward input and attack execution makes this very awkward to combo into, making its use more akin to trick edge, baiting out your opponent's jump in moves.


External References


Navigation


To edit frame data, edit values in BBCF/Taokaka/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.