*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.
*Without Overdrive she can do that only at certain moves (j.236B, 5DA 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.
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Revision as of 17:45, 22 March 2020
Taokaka
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.
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
Surprisingly good hitbox, good damage and faster than most j.C moves.
Gives good air surperiority, but questionable jump in move.
Crawl
Crawl 3
Low profile's everything (almost).
Not really a move as such, but Tao has the unique ability to move while crouching, which 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 without delay), so you need to choose between crawling and blocking.
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.
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
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).
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
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.
Can be delayed on first input, if fully held it becomes an overhead.
Typically used in crouching confirms, followed by 2D and 5D. Only 4D whiffs.
If timed well with 2369C right when the 2nd hit connects, it becomes a repeating 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.
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
Tao throws out some random shit. A and B are not options.
Pillow travels upwards on hit or block for 1st attack
Bomb
Baseball
Travels from side of screen behind Taokaka if baseball initially whiffs (disappears if Taokaka gets hit)
Bowling Ball
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.
Can be held down to make it hit 3 times instead of 2.
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.
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.
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.
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.
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.
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.
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.
Without Overdrive she can do that only at certain moves (j.236B, 5DA 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.
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.