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{{Description|7|text= | {{Description|7|text= | ||
*Quickest mashable move. Used to add damage to ground combos. | *Quickest mashable move. Used to add damage to ground combos. | ||
*Drive cancellable}} | *Drive cancellable | ||
*Does chip damage, if not barrier blocked.}} | |||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Cat Spirit Two!</font> ====== | ====== <font style="visibility:hidden" size="0">Cat Spirit Two!</font> ====== | ||
{{MoveData | {{MoveData | ||
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{{Description|7|text= | {{Description|7|text= | ||
*First hit can be held to delay for traps and timing | *First hit can be held to delay for traps and timing | ||
*Typically used in crouching confirms, followed by 2D | *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. | |||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Low hit that causes knockdown. Requires rapid cancel or counterhit to continue comboing off it | *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 | *Very long range low. Covers roughly a third of the screen | ||
*Virtually unpunishable when not done point-blank | *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}} | *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> ====== | ====== <font style="visibility:hidden" size="0">Kitty Litter Special </font> ====== | ||
{{MoveData | {{MoveData | ||
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{{Description|7|text= | {{Description|7|text= | ||
*A faster and more aggressive forward jump, for when you just need some more mobility. | *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 | *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}} | *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.}} | |||
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*Tao grabs the side of the wall with her claws and slides down... | *Tao grabs the side of the wall with her claws and slides down... | ||
*Used mainly for ambiguous corner cross-ups | *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. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
*Tao jumps to the wall behind her and then does a move from there, depending on the direction held at the time. | *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. | *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. | ||
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*Can cancel into Drive on hit or block | *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. | *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. | |||
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*Big Damage ground combo ender. | *Big Damage ground combo ender. | ||
*Can be used as an emergency reversal. | *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. | |||
}} | }} | ||
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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 | *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. | ||
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*P2 only applies once for the entire move | *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. | *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 | Air combo Distortion ender. Once the first hit lands, the rest are scripted. | ||
*If you try to rapid cancel the 1st hit, Tao will land early at the ground, BUT... The opponent will have full invinsibility frames till he recovers. That's her only glitched and untested move. | |||
*Be careful at where you hit the opponent. If you hit him with half and above huge slash, the opponent will end to the forward side. If you hit him with half and below huge slash, he'll naturally end to the other side. | |||
*Her slash has quite huge hurtboxes. | |||
}} | }} | ||
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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. | *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. | *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. | ||
*Without Overdrive she can do that only at certain moves (j.236B and [6C]) and if you setup a bowling ball with good timing with 6A > 2C > 6C. With Overdrive all previous moves, including Cat Spirit One and Slashy Slashy work. You can do that even with her Taunt move (only with Overdrive) to troll your opponents. If you want to combo and end them with her Astral, you'll need to Overdrive, otherwise her Astral will whiff, and you'll be punished huge time. | |||
}} | }} | ||
}} | }} |
Revision as of 08:29, 22 April 2019
Taokaka |
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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
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Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.2B
j.2B |
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j.C
j.C |
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Crawl
Crawl 3 |
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Taunt
Taunt |
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Drive Moves
5D
5D |
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2D
2D |
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4D
4D |
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j.D
j.D |
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j.2D
j.2D |
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j.4D
j.4D |
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j.8D
j.8D |
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Forward Cancel
Forward/Back Cancel | Template:AttackDataHeader-BBCF |
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A Cancel
A Cancel | Template:AttackDataHeader-BBCF |
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B Cancel
B Cancel | Template:AttackDataHeader-BBCF |
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C Cancel
C Cancel |
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Universal Mechanics
Forward Throw
Forward Throw | Template:AttackDataHeader-BBCF |
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Backward Throw
Backward Throw | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault | Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger | Template:AttackDataHeader-BBCF |
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Special Moves
Cat Spirit One!
Cat Spirit One! 236A (Repeatable) |
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Cat Spirit Two!
Cat Spirit Two! j.236B (Repeatable) |
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Cat Spirit Three!
Cat Spirit Three! 236C (Repeatable) |
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Cat Spirit Encore!
Cat Spirit Encore! 236A~B or 236C~B |
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Kitty Litter Special
Kitty Litter Special 63214A/B/C |
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Cat Jump
Cat Jump 214D |
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Sticky Kitty
Sticky Kitty j.214D (at edge of screen) |
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Trick Edge
Trick Edge [2]8D |
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Slashy Slashy
Slashy Slashy 22C (Can be Held) |
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Distortion Drives
Hexa Edge
Hexa Edge 236236D |
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Imma Beat The Crap Outta You
Imma Beat The Crap Outta You 214214C |
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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 |
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Air combo Distortion ender. Once the first hit lands, the rest are scripted.
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Exceed Accel
Kaka Clan Hospitality! ABCD during Overdrive |
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Overdrive
Almost Becoming Two
Almost Becoming Two |
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Astral Heat
Attack Meow Pow! [4]~128D |
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External References
- Japanese Name: タオカカ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
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- Iron Tager [★]
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- Jin Kisaragi [★]
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- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
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Misc •