BBCF/Taokaka: Difference between revisions

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{{Description|9|text=
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*A bit like 5D, but with a slight downward angle}}
*A bit like 5D, but with a slight downward angle.
*Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo.}}
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====== <span style="visibility:hidden;font-size:0">j.2D</span> ======
====== <span style="visibility:hidden;font-size:0">j.2D</span> ======
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Revision as of 20:47, 1 June 2020

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



Normal Moves

5A
5A
BBCS Taokaka 5A.png
Kitty paw.
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  • Mashable and surprisingly long ranged 5A.
  • Not Taokaka's fastest move

5B
5B
BBCS Taokaka 5B.png
Protect your family jewels.
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  • 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!.
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  • Standing long ranged jab, one of Tao's best starters, specially given its speed.
  • Jump-cancelable on block
  • Unblockable AA, if the opponent decides to not up the barrier in air.

2A
2A
BBCS Taokaka 2A.png
Scrounging for some meatbuns
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  • 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!
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  • 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!
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  • 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
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  • 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
  • Unblockable AA, if the opponent decides to not up the barrier in air.

6B
6B
BBCS Taokaka 6B.png
Leg chop!
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  • 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!
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  • 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!
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  • 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
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  • One of the better j.A moves due to Tao's tiny hurtbox.
  • Hitbox does not extend as low as the animation suggests.
  • Tao can airdash right after that.

j.B
j.B
BBCF Taokaka jB.png
Flying Tao kick!
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  • 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
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  • 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!
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  • 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 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.

Taunt
Taunt
BBCS Taokaka Taunt.png
Taunt RC mix up is OP.
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  • 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.
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  • 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.
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  • 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.
  • Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo.

4D
4D
BBCF Taokaka 4D.png
In combos now.
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  • 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.
  • If you hold 6 after 4D, Tao will leap further.
  • If you B cancel 4D, Tao can airdash cancel her recovery frames.

j.D
j.D
BBCS Taokaka jD.png
Amazing air poke only 2nd to j.C .
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  • A bit like 5D, but with a slight downward angle.
  • Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo.

j.2D
j.2D
BBCS Taokaka j2D.png
gimmicks.
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  • 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
BBCF Taokaka j4D.png
Rebound!
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  • 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.

j.8D
j.8D
BBCS Taokaka 2D.png
No more loops!
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  • 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.
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Forward
Back
  • 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.
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Forward
Upwards
Downwards
  • 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.
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Forward
Upwards
Downwards
  • 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.
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  • 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.
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  • 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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  • 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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  • 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
Many usages.
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  • 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.

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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  • 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
Apple
Chibikaka
Fish
Hammer
Pillow
  • 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.

Cat Jump
Cat Jump
214D
BBCS Taokaka CatJump.png
broken.
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  • 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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  • 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
Trick Edge Down
[2]8D2
  • 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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  • 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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  • 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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  • 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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  • 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.

  • If you try to rapid cancel the 1st hit, Tao will land early at the ground, BUT... The opponent will have full Invincibility 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.


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.
  • Tao can cancel her C normals, which previously couldn't. You can link 6C > 6C, 3C > 6C, and the likes.

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.
  • 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.


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.