BBCF/Taokaka

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Taokaka
BBCF Taokaka Portrait.png

Health: 9,500
Combo Rate: 85%
Prejump:
Backdash Time 18 / Invul: 1-7


Movement Options
Double Jump, 1 Airdash, Command jump, Dash type: Run
Play-style
Versatile, High Mobility
Full Frame Data
BBCF/Taokaka/Frame Data
  

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, Jyuubei. 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


Pros/Strengths

  • 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


Cons/Weaknesses

  • Below average mixup, only standing overhead that combos without CH/meter is 6B > j.236B(whiff) > 5B
  • Lowest health in the game
  • No DP without meter, few defensive options in general
  • Variety of movement options, poor defensive options, and low HP combined can make for a difficult character to pick up and learn
  • Midscreen damage output without a CH/crouch confirm or meter is fairly low


External References