BBCF/Taokaka/Frame Data

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< BBCF‎ | Taokaka
 Taokaka


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Taokaka 10,000 4F 22F (1~7F Inv All, 1~11 airborne) Extra air option
Dancing Edge
Crawl
  • During Overdrive, the blockstop of all of Taokaka's attacks is set to 5 frames.

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 7 2 12 -2 +6 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 300 All 6 2 12 -2 +7 B 100 80 Normal S(J)R 1 11 12 14 16 25 9 +0 +0
5C 630 Mid 11 2 20 -5 -6 B 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
2A 300 Low/Air 6 2 13 -3 +6 F 90 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 560 Low 10 7 24 -14 -14 F 90 89 Long SR 3 16 17 17 22 31 11 +0 +2
2C 700 Mid 17 2 23 -8 -15 F 100 89 Long SR 3 16 17 21 Crumple 35 11 +0 +2
6A 420×2 Mid 12 2(4)2 20 -8 -13 B 7~13 H 100 85 Long R, SJR 2 13 14 19 Launch 31 10 +0 +1
6B 700 High/Air 26 4 3+14L -4 -20 H 4~29 F 80 89 Normal SR 3 16 21 17 29 33 + GBounce 11 +0 +2
6C 910 [1300] Mid 19 [42] 3 29 -13 -24~-47 B 90 92 Long SR 4 18 23 40 + WBounce 40 Launch 58 + WBounce 40 16 [24] +0 +5
3C 300×2, 600 Low 10 1(4)2(12)5 18 -6 -25 F 90 89 Long SR 3 16 17×2, Launch 40 22×2, Launch 54 + Down 23 7×2, 11 +0 +2
j.A 300 High/Air 6 2 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 500 High/Air 9 6 15 H 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.2B 600 All 14 2 18 H 80 89 Long SJR 3 13 17 17 22 31 11 +0 +2
j.C 700 High/Air 11 3 20 H 80 89 Long SJR 3 13 17 19 22 33 11 +0 +2
Taunt 100×2 All 11 5(10)5 15 -10 B 100 20×2 Long SJR 0 9 10 30, 10 14 41, 21 8 +0 +0

Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 800 All 19 8 Until L+24 H 80 89 Normal R 4 14 Launch 35 + Slide Launch 50 + Slide 5 +0 +5
2D 800 All 13 10 9+3L H 80 89 Normal R 4 14 Launch 35 Launch 50 5 +0 +5
4D 1000 All 25 Until L 8 H 80 89 Normal R 4 14 Crumple 35 + Down 23 Crumple 50 + Down 23 5 +0 +5
j.D 900 All 11 12 Until L+20 H 80 89 Normal R 4 14 19 35 24 50 + WBounce 5 +0 +5
j.2D 850 All 15 Until L 24 H 80 82 Normal R 4 14 Launch 35 + Slide Launch 60 + Slide 5 +0 +5
j.4D 550, 800 All 8 Until L(16)10 9 H 80 89×2 Normal R 4 14 19 35 + GBounce, 35 24 50 5 +0 +5
j.8D 930 All 10 10+4L 9 H 80 89 Normal R 4 14 Launch 35 Launch 50 5 +0 +5
xD6 D > 6 18
xD4 D > 4 20
6DA Forward D > Stop 17+13L
8DA Upwards D > Stop 17+14L
2DA Downwards D > Stop 17+14L
6DB Forward D > Turn Ground: 24
Air: 21
8DB Upward D > Turn 24
2DB Ground: 30
Air: 16
xDC D > Jump 16
[2]8D Trick Edge! 950 Until Wall+3 Until L 24 H 80 89 Normal 4 18 Launch 40 Launch 55 5 +0 +5
[2]8D~2 Trick Edge! > Drop Attack 900 Until Wall+3 Until L 28 80 89 Normal 4 18 Launch 40 Launch 55 5 +0 +5

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 -6 T 100 50 Normal SR 4 Launch 60 + WBounce 40 0, 12 +0
4B+C Back Throw 0, 1500 Throw(70) 7 3 23 -6 T 100 50 Normal SR 4 Launch 60 + GBounce + Down 33 0, 12 +0
j.B+C Air Throw 0, 1500 Thtow(120) 7 3 23+3L T 100 50 Normal SR 4 60 + GBounce 0, 12 +0
6A+B Counter Assault 0 All 13 4 30 -15 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 -19 B 80 60 Normal R 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~-60 B 80 100 Long R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Cat Spirit One! 400×N All 12 2 [(9)2]×N 19 -4 -17~ B 100 89×N Long R 3 16 17 22 22 36 5 +0 +2
j.236B Cat Spirit Two! 300×4, 1000 All 9 4(3)4(3)4(3)4(3)4 15+9L H 100 85 Long R 2 13 14×4, Launch 17×4, 36 + WBounce 18×4, Launch 29×4, 47 + WBounce 5×4, 20 +0 +1
236C Cat Spirit Three! 800,800 [900,900] All [High, All] 21 [35] B 90 89,79 [92,82] Normal, Long R 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]
236AB Cat Spirit Encore! 1000 Low 11 3 20 (33) -6 F 80 89 Normal R 3 16 Crumple + Down 10 40 Crumple + Down 10 54 16 +0 +2
22C Slashy Slashy! 110×3 Mid 8 [2,2,6]×3 15 -7 B 100 85 Long R 2 13 14 25 Launch 37 1 +0 +1
63214A Kitty Litter Special! 30 Total 52 P1
Chibikaka/Apple/Fish Chibikaka/Apple/Fish 500 All 30 Until Hit P1 90 80 Short R 1 11 12 12 16 23 0/+9 +9 +9
Pillow Pillow 500×2 All 30 Until Hit P1 90 80 Short R 1 11 12 12 16 23 0/+9 +9 +9
Bomb Bomb 500×2 All 30 Until Hit(1)1 P1 90 80 Short R 1 11 Launch 30 Launch 41 0/+9 +9 +9
Hammer Hammer 500 All 30 Until Hit P1 90 80 Short R 1 11 12 12 16 23 0/+18 +18 +18
Baseball Baseball 500 All 30 Until Offscreen(120)Until Offscreen P1 90 80 Short R 1 11 12 12 16 23 0/+9 +9 +9
63214C Bowling Ball 500×2 All 56 Until Hit Total 79 P1 90 80 Short R 1 11 12 12 16 23 0/+9 +9 +9
214D Cat Jump! 37+5L
j.214D Sticky Kitty

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236D Cat Person's Secret Art: Hexa-Edge 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 80 82 Normal R 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
214214C I'mma Beat The Crap Outta You! 0, 4000
[0, 4800]
Unblockable 5+(26 Flash)+11 10 ??+50L T 1~15 All
16~25 FT
100 100, 20 Very Short 4 Launch 1000 0 +0
j.236236D Aerial Dancing Edge!! 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 80 80 Normal R 4 18 Launch 60 + Slide + Down 80 20 20, 1×12 [×33] +0

Overdrive

All normals, drives and specials that are strikes create a shadow that:

  • hit 20F after the original attack
  • have hitstop 5F
  • can be guarded All

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Kaka Clan Hospitality! 600, 440, 0, 40×18, 1200
{600, 440, 0, 60×18, 1200×3}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 26 Launch 200 + Slide 20 20, 0×2, 0/+3×18, 0/+20 +0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
[4]128D Attack Meow Pow! 0,100×5,10×5,20,21000 All Until Wall+(60 Flash)+3 Until L 54 H Flash~Landing All Long 1 12 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Taokaka 5A.pngGuardAllStartup7Recovery12Advantage-2[3*] 5A[+], 6A 5B, 6B 5C, 2C, 6C, 3C Ground Ds Jump[-], Throw, Special/Super
5BBBCF Taokaka 5B.pngGuardAllStartup6Recovery12Advantage-2[3*] 5A, 6A 6B 5C, 2C, 6C, 3C Ground Ds Jump[-], Special/Super
5CBBCF Taokaka 5C.pngGuardMidStartup11Recovery20Advantage-5[1] - - 2C, 6C, 3C Ground Ds Jump, Special/Super
5DBBCF Taokaka 5D.pngGuardAllStartup19RecoveryUntil L+24Advantage- - - - - D Followups[+]
2ABBCF Taokaka 2A.pngGuardLow/AirStartup6Recovery13Advantage-3[2] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Ground Ds Throw, Special/Super
2BBBCF Taokaka 2B.pngGuardLowStartup10Recovery24Advantage-14 6A 5B 5C, 2C, 6C Ground Ds Special/Super
2CBBCF Taokaka 2C.pngGuardMidStartup17Recovery23Advantage-8[1] - - 5C, 6C, 3C Ground Ds Special/Super
2DBBCF Taokaka 2D.pngGuardAllStartup13Recovery9+3LAdvantage- - - - - D Followups[+]
6A* - 6B 5C, 2C, 6C, 3C Ground Ds Jump, Special/Super
6BBBCF Taokaka 6B.pngGuardHigh/AirStartup26Recovery3+14LAdvantage-4 - - - Air Ds Special/Super
6CBBCF Taokaka 6C-Charged.pngGuardMidStartup19 [42]Recovery29Advantage-13 - - - Ground Ds Special/Super
4DBBCF Taokaka 4D.pngGuardAllStartup25Recovery8Advantage- - - - - D Followups[+]
3CBBCF Taokaka 3C.pngGuardLowStartup10Recovery18Advantage-6 - - - - Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Taokaka jA.pngGuardHigh/AirStartup6Recovery9Advantage- j.A j.B, j.2B j.C Air Ds Throw, Jump, Special/Super
j.BBBCF Taokaka jB.pngGuardHigh/AirStartup9Recovery15Advantage- - j.2B j.C Air Ds Jump, Special/Super
j.2BBBCF Taokaka j2B.pngGuardAllStartup14Recovery18Advantage- - j.B j.C Air Ds Jump, Special/Super
j.CBBCF Taokaka jC.pngGuardHigh/AirStartup11Recovery20Advantage- - - - Air Ds Jump, Special/Super
j.DBBCF Taokaka jD.pngGuardAllStartup11RecoveryUntil L+20Advantage- - - - - D Followups[+]
j.2DBBCF Taokaka j2D.pngGuardAllStartup15Recovery24Advantage- - - - - D Followups[+]
j.4DBBCF Taokaka j4D.pngGuardAllStartup8Recovery9Advantage- - - - - D Followups[+]
j.8DBBCF Taokaka 2D.pngGuardAllStartup10Recovery9Advantage- - - - - D Followups[+]
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal
  • 5A and 5B are tied together - they can be used a combined total of 3 times per string
  • All cancels from 6A are on the 2nd hit if it connects, or after the 2nd hit if only the 1st connects

External References


Navigation

 Taokaka


To edit frame data, edit values in BBCF/Taokaka/Data.
System Pages
Mechanics
Application & Advanced Information
Archived Information