BBCF/Taokaka/Frame Data

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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.


System Data

name health prejump backdash forwarddash Unique Movement Options
Taokaka 10,000 4F 22F (1-7F Inv All) Triple Jump
2 Air Dashes
Dancing Edge

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 B 100 80 Normal CSJR 1 11 12 12 16 23 5 +0 +0
5B 300 All 6 2 12 -2 B 100 80 Normal S(J)R 1 11 12 14 16 25 5 +0 +0
5C 630 Mid 11 2 20 -5 B 100 89 Long SJR 3 16 17 17 22 31 5 +0 +2
2A 300 Low/Air 6 2 14 -4 F 90 80 Normal CSR 1 11 12 12 16 23 5 +0 +0
2B 560 Low 10 7 24 -14 F 90 89 Long SR 3 16 17 17 22 31 5 +0 +2
2C 700 Mid 17 2 23 -8 F 100 89 Long SR 3 16 17 21 Crumple 40 35 5 +0 +2
6A 420×2 Mid 12 2(4)2 20 -8 B 7~13 H 100 85 Long R, SJR 2 13 14 19 Launch 31 5 +0 +1
6B 700 High/Air 26 4 3+14L -4 H 4~29 F 80 89 Normal SR 3 16 21 17 29 33 + GBounce 5 +0 +2
6C 910 [1300] Mid 19 [42] 3 29 -14 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 F 90 89 Long SR 3 16 17×2, Launch 40 22×2, Launch 54 + Down 23 5 +0 +2
j.A 300 High/Air 6 2 9 H 80 80 Normal CSJR 1 11 12 12 16 23 5 +0 +0
j.B 500 High/Air 9 6 15 H 80 85 Long SJR 2 13 14 17 18 29 5 +0 +1
j.2B 600 All 14 2 18 H 80 89 Long SJR 3 13 17 17 22 31 5 +0 +2
j.C 700 High/Air 11 3 20 H 80 89 Long SJR 3 13 17 19 22 33 5 +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 15 Launch 50 + Slide 15 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 34 35 + Down 23 Crumple 78 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 10 Launch 60 + Slide 10 5 +0 +5
j.4D 550, 800 All 8 Until L(16)10 9 H 90 79×2 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 T 100 50 Normal SR 4 Launch 60 + WBounce 40 0, 12 +0
4B+C Back Throw 0, 1500 Throw(70) 7 3 23 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 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 B 80 60 Normal R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 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 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 33 -19 F 80 89 Normal R 3 16 Crumple 47 40 Crumple 58 54 5 +0 +2
22C Slashy Slashy 110×3 Mid 8 [2,2,6]×3 15 B 100 85 Long R 2 13 14 25 Launch 37 5 +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 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 Imma 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 Unison Nyaibu 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 49 + Down 94 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]
100 100 Long 26 Launch 200 + Slide 40 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
5ABBCS Taokaka 5A.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-2
[3*]
5A[+], 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Jump[-], Throw, Special, Super
5BBBCS Taokaka 5B.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-2
[3*]
5A, 6A 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Jump[-], Special, Super
5CBBCS Taokaka 5C.pngGuard:
Mid
Startup:
11
Recovery:
20
Advantage:
-5
[1]
- - 2C, 6C, 3C 5D, 2D, 4D Jump, Special, Super
5DBBCS Taokaka 5D.pngGuard:
All
Startup:
19
Recovery:
Until L+24
Advantage:
-
- - - - D Followups[+]
2ABBCS Taokaka 2A.pngGuard:
Low/Air
Startup:
6
Recovery:
14
Advantage:
-4
[2]
5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Special, Super
2BBBCS Taokaka 2B.pngGuard:
Low
Startup:
10
Recovery:
24
Advantage:
-14
6A 5B 5C, 2C, 6C 5D, 2D, 4D Special, Super
2CBBCS Taokaka 2C.pngGuard:
Mid
Startup:
17
Recovery:
23
Advantage:
-8
[1]
- - 5C, 6C, 3C 5D, 2D, 4D Special, Super
2DBBCS Taokaka 2D.pngGuard:
All
Startup:
13
Recovery:
9+3L
Advantage:
-
- - - - D Followups[+]
6ABBCS Taokaka 6A.pngGuard:
Mid
Startup:
12
Recovery:
20
Advantage:
-8
- 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Jump
6BBBCS Taokaka 6B.pngGuard:
High/Air
Startup:
26
Recovery:
3+14L
Advantage:
-4
- - - j.D, j.2D, j.4D, j.8D Special, Super
6CBBCS Taokaka 6C.pngGuard:
Mid
Startup:
19 [42]
Recovery:
29
Advantage:
-14
- - - 5D, 2D, 4D Special, Super
4DBBCF Taokaka 4D.pngGuard:
All
Startup:
25
Recovery:
8
Advantage:
-
- - - - D Followups[+]
3CBBCS Taokaka 3C.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-6
- - - - Special, Super
Air Revolver Action Table
A B C D Cancels
j.ABBCS Taokaka jA.pngGuard:
High/Air
Startup:
6
Recovery:
9
Advantage:
-
j.A j.B, j.2B j.C j.D, j.2D, j.4D, j.8D Throw, Jump, Special, Super
j.BBBCF Taokaka jB.pngGuard:
High/Air
Startup:
9
Recovery:
15
Advantage:
-
- j.2B j.C j.D, j.2D, j.4D, j.8D Jump, Special, Super
j.2BBBCS Taokaka j2B.pngGuard:
All
Startup:
14
Recovery:
18
Advantage:
-
- j.B j.C j.D, j.2D, j.4D, j.8D Jump, Special, Super
j.CBBCF Taokaka jC.pngGuard:
High/Air
Startup:
11
Recovery:
20
Advantage:
-
- - - j.D, j.2D, j.4D, j.8D Jump, Special, Super
j.DBBCS Taokaka jD.pngGuard:
All
Startup:
11
Recovery:
Until L+20
Advantage:
-
- - - - D Followups[+]
j.2DBBCS Taokaka j2D.pngGuard:
All
Startup:
15
Recovery:
24
Advantage:
-
- - - - D Followups[+]
j.4DBBCF Taokaka j4D.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-
- - - - D Followups[+]
j.8DBBCS Taokaka 2D.pngGuard:
All
Startup:
10
Recovery:
9
Advantage:
-
- - - - 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
  • 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

External References


Navigation

Taokaka
Ambox notice.png To edit frame data, edit values in BBCF/Taokaka/Data.

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