BBCF/Taokaka: Difference between revisions

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==Normal Moves==
==Normal Moves==
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
===<big>5A</big>===
|name=5A
<div class="attack-container">
|image=BBCS_Taokaka_5A.png |caption=Kitty paw.
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_5A.png |Kitty paw.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|5A}}
{{#lst:{{PAGENAME}}/Data|5A}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Mashable and surprisingly long ranged 5A.
*Mashable and surprisingly long ranged 5A.
*Not Taokaka's fastest move}}
*Not Taokaka's fastest move
}}
</div>
====== <span style="visibility:hidden;font-size:0">5B</span> ======
</div>
{{MoveData
 
|name=5B
===<big>5B</big>===
|image=BBCS_Taokaka_5B.png |caption=Protect your family jewels.
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_5B.png |Protect your family jewels.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|5B}}
{{#lst:{{PAGENAME}}/Data|5B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Astonishingly fast move, but with very similar statistics otherwise to 5A. Most characters would have these moves the other way around.
*Astonishingly fast move, but with very similar statistics otherwise to 5A. Most characters would have these moves the other way around.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
===<big>5C</big>===
|name=5C
<div class="attack-container">
|image=BBCS_Taokaka_5C.png |caption=Not a poke!.
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_5C.png |Not a poke!.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|5C}}
{{#lst:{{PAGENAME}}/Data|5C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Standing long ranged jab, one of Tao's best starters, specially given its speed.
*Standing long ranged jab, one of Tao's best starters, specially given its speed.
*Jump-cancelable on block
*Jump-cancelable on block
*Unblockable AA, if the opponent decides to not up the barrier in air.}}
*Unblockable AA, if the opponent decides to not up the barrier in air.
}}
</div>
</div>


====== <span style="visibility:hidden;font-size:0">2A</span> ======
===<big>2A</big>===
{{MoveData
<div class="attack-container">
|name=2A
<div class="attack-gallery">
|image=BBCS_Taokaka_2A.png |caption=Scrounging for some meatbuns
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_2A.png |Scrounging for some meatbuns
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|2A}}
{{#lst:{{PAGENAME}}/Data|2A}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Low hitting and faster than Tao's 5A, this is your go-to jab move at close range.
*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.
*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}}
*While its startup and range is solid, at -4 it's risky using it in stagger pressure
}}
</div>
====== <span style="visibility:hidden;font-size:0">2B</span> ======
</div>
{{MoveData
 
|name=2B
===<big>2B</big>===
|image=BBCS_Taokaka_2B.png |caption=Look at that catgirl go!
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_2B.png |Look at that catgirl go!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|2B}}
{{#lst:{{PAGENAME}}/Data|2B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Low-hitting slide kick move that exchanges range for fast startup
*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}}
*Very unsafe and puts Tao in the opponent's face so be sure to cancel into something else
}}
</div>
====== <span style="visibility:hidden;font-size:0">2C</span> ======
</div>
{{MoveData
 
|name=2C
===<big>2C</big>===
|image=BBCS_Taokaka_2C.png |caption=TAOKAKA used Slash!
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_2C.png |TAOKAKA used Slash!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|2C}}
{{#lst:{{PAGENAME}}/Data|2C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Tao's best starter in terms of raw damage but with worse startup and recovery than 5C.
*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}}
*High startup makes gatling into 5C, a high-reward frametrap
}}
</div>
</div>


====== <span style="visibility:hidden;font-size:0">6A</span> ======
===<big>6A</big>===
{{MoveData
<div class="attack-container">
|name=6A
<div class="attack-gallery">
|image=BBCS_Taokaka_6A.png |caption=The Kaka's take on the Wave
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_6A.png |The Kaka's take on the Wave
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|6A}}
{{#lst:{{PAGENAME}}/Data|6A}}
{{!}}-
|}
{{Description|8|text=
==== ====
*General purpose anti-air, hits twice.
*General purpose anti-air, hits twice.
*Good vertical hitbox, but poor horizontal range, making it effective against crossups.
*Good vertical hitbox, but poor horizontal range, making it effective against crossups.
*Second hit is jump-cancelable on block
*Second hit is jump-cancelable on block
*Unblockable AA, if the opponent decides to not up the barrier in air.}}
*Unblockable AA, if the opponent decides to not up the barrier in air.
}}
</div>
</div>


====== <span style="visibility:hidden;font-size:0">6B</span> ======
===<big>6B</big>===
{{MoveData
<div class="attack-container">
|name=6B
<div class="attack-gallery">
|image=BBCS_Taokaka_6B.png |caption=Leg chop!
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_6B.png |Leg chop!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|6B}}
{{#lst:{{PAGENAME}}/Data|6B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Relatively slow overhead
*Relatively slow overhead
*Gatlings from 2A, 5A and 5B
*Gatlings from 2A, 5A and 5B
*Fatal counter
*Fatal counter
*Without counterhit, can combo from it using j.236B > 2A/5B, j.236B whiff cancel, D moves, overdrive, or rapid cancel
*Without counterhit, can combo from it using j.236B > 2A/5B, j.236B whiff cancel, D moves, overdrive, or rapid cancel
*110% bonus proration}}
*110% bonus proration
}}
</div>
====== <span style="visibility:hidden;font-size:0">6C</span> ======
</div>
{{MoveData
 
|name=6C
===<big>6C</big>===
|image=BBCS_Taokaka_6C.png |caption=Catmehameha!
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_6C.png |Catmehameha!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|6C}}
{{#lst:{{PAGENAME}}/Data|6C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Tao's best standing poke due to its speed, horizontal hitbox, and recovery
*Tao's best standing poke due to its speed, horizontal hitbox, and recovery
*Moves Tao slightly forward. Gains a little extra distance by holding
*Moves Tao slightly forward. Gains a little extra distance by holding
*110% bonus proration}}
*110% bonus proration
}}
</div>
====== <span style="visibility:hidden;font-size:0">3C</span> ======
</div>
{{MoveData
 
|name=3C
===<big>3C</big>===
|image=BBCS_Taokaka_3C.png |caption=Claw, claw, kick!
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_3C.png |Claw, claw, kick!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|3C}}
{{#lst:{{PAGENAME}}/Data|3C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*A strange sweep move, hits twice with Tao's claws and then follows with a sweep kick.
*A strange sweep move, hits twice with Tao's claws and then follows with a sweep kick.
*Only the third hit knocks down.
*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.
*The third hit will not reach the opponent at long ranges, making 3C very bad as a poke despite the quick startup.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
===<big>j.A</big>===
|name=j.A
<div class="attack-container">
|image=BBCS_Taokaka_jA.png |caption=Playing with her food
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_jA.png |Playing with her food
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.A}}
{{#lst:{{PAGENAME}}/Data|j.A}}
{{!}}-
|}
{{Description|8|text=
==== ====
*One of the better j.A moves due to Tao's tiny hurtbox.  
*One of the better j.A moves due to Tao's tiny hurtbox.  
*Hitbox does not extend as low as the animation suggests.
*Hitbox does not extend as low as the animation suggests.
*Tao can airdash right after that.}}
*Tao can airdash right after that.
}}
</div>
</div>


====== <span style="visibility:hidden;font-size:0">j.B</span> ======
===<big>j.B</big>===
{{MoveData
<div class="attack-container">
|name=j.B
<div class="attack-gallery">
|image=BBCF_Taokaka_jB.png |caption=Flying Tao kick!
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Taokaka_jB.png |Flying Tao kick!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.B}}
{{#lst:{{PAGENAME}}/Data|j.B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*One of the few anti air moves performed in the air
*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
*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  
*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
*Very good active frames
*Useful at stopping an opponent's excessive jumping}}
*Useful at stopping an opponent's excessive jumping
}}
</div>
====== <span style="visibility:hidden;font-size:0">j.2B</span> ======
</div>
{{MoveData
 
|name=j.2B
===<big>j.2B</big>===
|image=BBCS_Taokaka_j2B.png |caption=The inspiration for Swan Lake
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_j2B.png |The inspiration for Swan Lake
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.2B}}
{{#lst:{{PAGENAME}}/Data|j.2B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Not a high!
*Not a high!
*Longest aerial for vertical reach, but limited horizontal reach that also extends behind her
*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
*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
*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}}
*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
}}
</div>
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
</div>
{{MoveData
 
|name=j.C
===<big>j.C</big>===
|image=BBCF_Taokaka_jC.png |caption=Rake 'em in the eyes!
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Taokaka_jC.png |Rake 'em in the eyes!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.C}}
{{#lst:{{PAGENAME}}/Data|j.C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Surprisingly good hitbox, good damage and faster than most j.C moves.
*Surprisingly good hitbox, good damage and faster than most j.C moves.
*Gives good air surperiority, but questionable jump in move.
*Gives good air surperiority, but questionable jump in move.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Crawl</span> ======
 
{{MoveData
===<big>Crawl</big>===
|name=Crawl
<span class="input-badge">'''3'''</span>
|input=3
<div class="attack-container">
|image=BBCS_Taokaka_Crawl.png |caption=Low profile's everything (almost).
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_Crawl.png |Low profile's everything (almost).
</gallery>
</div>
|data=
|data=
{{Description|8|text=
{{Description|8|text=
*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.
*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.
*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.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Taunt</span> ======
 
{{MoveData
===<big>Taunt</big>===
|name=Taunt
<div class="attack-container">
|image=BBCS_Taokaka_Taunt.png |caption=Taunt RC mix up is OP.
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_Taunt.png |Taunt RC mix up is OP.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|Taunt}}
{{#lst:{{PAGENAME}}/Data|Taunt}}
{{!}}-
|}
{{Description|8|text=
==== ====
*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.
*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.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
====== <span style="visibility:hidden;font-size:0">5D</span> ======
===<big>5D</big>===
{{MoveData
<div class="attack-container">
|name=5D
<div class="attack-gallery">
|image=BBCS_Taokaka_5D.png |caption=Torpedo.
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_5D.png |Torpedo.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|5D}}
{{#lst:{{PAGENAME}}/Data|5D}}
{{!}}-
|}
{{Description|9|text=
==== ====
*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.
*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.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">2D</span> ======
 
{{MoveData
===<big>2D</big>===
|name=2D
<div class="attack-container">
|image=BBCS_Taokaka_2D.png |caption=Works as an anti air sometimes.
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_2D.png |Works as an anti air sometimes.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|2D}}
{{#lst:{{PAGENAME}}/Data|2D}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Launches Tao upwards, making it quicker to go active than simply jumping and attacking.
*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.
*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.
*Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">4D</span> ======
===<big>4D</big>===
{{MoveData
<div class="attack-container">
|name=4D
<div class="attack-gallery">
|image=BBCF_Taokaka_4D.png |caption=In combos now.
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Taokaka_4D.png |In combos now.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|4D}}
{{#lst:{{PAGENAME}}/Data|4D}}
{{!}}-
|}
{{Description|9|text=
==== ====
*No longer jumps back before performing the attack like in previous interations.
*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.
*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 hold 6 after 4D, Tao will leap further.
*If you B cancel 4D, Tao can airdash cancel her recovery frames.
*If you B cancel 4D, Tao can airdash cancel her recovery frames.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">j.D</span> ======
===<big>j.D</big>===
{{MoveData
<div class="attack-container">
|name=j.D
<div class="attack-gallery">
|image=BBCS_Taokaka_jD.png |caption=Amazing air poke only 2nd to j.C .
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_jD.png |Amazing air poke only 2nd to j.C .
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.D}}
{{#lst:{{PAGENAME}}/Data|j.D}}
{{!}}-
|}
{{Description|9|text=
==== ====
*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.}}
*Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo.
}}
</div>
</div>


====== <span style="visibility:hidden;font-size:0">j.2D</span> ======
===<big>j.2D</big>===
{{MoveData
<div class="attack-container">
|name=j.2D
<div class="attack-gallery">
|image=BBCS_Taokaka_j2D.png |caption=gimmicks.
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_j2D.png |gimmicks.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.2D}}
{{#lst:{{PAGENAME}}/Data|j.2D}}
{{!}}-
|}
{{Description|9|text=
==== ====
*It's a dive claw
*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.
*A quick, if somewhat reckless, jump-in move. Useful for catching anti air attacks by attacking earlier than they expect.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">j.4D</span> ======
 
{{MoveData
===<big>j.4D</big>===
|name=j.4D
<div class="attack-container">
|image=BBCF_Taokaka_j4D.png |caption=Rebound!
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Taokaka_j4D.png |Rebound!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.4D}}
{{#lst:{{PAGENAME}}/Data|j.4D}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Dives to the ground, dealing damage only to airborne opponents, and does a 2D once reaching the ground.
*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.
*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.
*Useful for picking opponents up during a hard knockdown, or to reset your jumps in combos.
*Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo.
*Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">j.8D</span> ======
===<big>j.8D</big>===
{{MoveData
<div class="attack-container">
|name=j.8D
<div class="attack-gallery">
|image=BBCS_Taokaka_2D.png |caption=No more loops!
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_2D.png |No more loops!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.8D}}
{{#lst:{{PAGENAME}}/Data|j.8D}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Like Tao's 2D, but from an airborne start, useful for chasing opponents you've knocked upwards and also as a ghetto double jump.
*Like Tao's 2D, but from an airborne start, useful for chasing opponents you've knocked upwards and also as a ghetto double jump.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Forward Cancel</span> ======
 
{{MoveData
===<big>Forward/Back Cancel</big>===
|name=Forward/Back Cancel
<div class="attack-container">
|image=BBCS_Taokaka_6Cancel.png |caption=Combo stuff.
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_6Cancel.png |Combo stuff.
</gallery>
</div>
|image2=BBCS_Taokaka_4Cancel.png |caption2=Combo stuff.
|image2=BBCS_Taokaka_4Cancel.png |caption2=Combo stuff.
|data=
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Forward}}
{{AttackVersion|name=Forward}}
{{#lst:{{PAGENAME}}/Data|xD6}}
{{#lst:{{PAGENAME}}/Data|xD6}}
{{!}}-
|-
{{AttackVersion|name=Back}}
{{AttackVersion|name=Back}}
{{#lst:{{PAGENAME}}/Data|xD4}}
{{#lst:{{PAGENAME}}/Data|xD4}}
{{!}}-
|}
{{Description|9|text=
==== ====
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.
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.
*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
*Can be performed by pressing a back input, or simply doing nothing
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">A Cancel</span> ======
===<big>A Cancel</big>===
{{MoveData
<div class="attack-container">
|name=A Cancel
<div class="attack-gallery">
|image=BBCS_Taokaka_ACancel.png |caption=Frame traps on hit and safe on block.
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_ACancel.png |Frame traps on hit and safe on block.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Forward}}
{{AttackVersion|name=Forward}}
{{#lst:{{PAGENAME}}/Data|6DA}}
{{#lst:{{PAGENAME}}/Data|6DA}}
{{!}}-
|-
{{AttackVersion|name=Upwards}}
{{AttackVersion|name=Upwards}}
{{#lst:{{PAGENAME}}/Data|8DA}}
{{#lst:{{PAGENAME}}/Data|8DA}}
{{!}}-
|-
{{AttackVersion|name=Downwards}}
{{AttackVersion|name=Downwards}}
{{#lst:{{PAGENAME}}/Data|2DA}}
{{#lst:{{PAGENAME}}/Data|2DA}}
{{!}}-
|}
{{Description|9|text=
==== ====
*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 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).
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.
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.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">B Cancel</span> ======
===<big>B Cancel</big>===
{{MoveData
<div class="attack-container">
|name=B Cancel
<div class="attack-gallery">
|image=BBCS_Taokaka_BCancel.png |caption=J.D BFF.
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_BCancel.png |J.D BFF.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Forward}}
{{AttackVersion|name=Forward}}
{{#lst:{{PAGENAME}}/Data|6DB}}
{{#lst:{{PAGENAME}}/Data|6DB}}
{{!}}-
|-
{{AttackVersion|name=Upwards}}
{{AttackVersion|name=Upwards}}
{{#lst:{{PAGENAME}}/Data|8DB}}
{{#lst:{{PAGENAME}}/Data|8DB}}
{{!}}-
|-
{{AttackVersion|name=Downwards}}
{{AttackVersion|name=Downwards}}
{{#lst:{{PAGENAME}}/Data|2DB}}
{{#lst:{{PAGENAME}}/Data|2DB}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Similar to the A version, except Tao passes through her opponent before stopping.
*Similar to the A version, except Tao passes through her opponent before stopping.


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.
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.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">C Cancel</span> ======
===<big>C Cancel</big>===
{{MoveData
<div class="attack-container">
|name=C Cancel
<div class="attack-gallery">
|image=BBCS_Taokaka_CCancel.png |caption=+3 leaves you air borne.
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_CCancel.png |+3 leaves you air borne.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|xDC}}
{{#lst:{{PAGENAME}}/Data|xDC}}
{{!}}-
|}
{{Description|9|text=
==== ====
*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
*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


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.
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.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
====== <span style="visibility:hidden;font-size:0">Forward Throw</span> ======
 
{{MoveData
===<big>Forward Throw</big>===
|name=Forward Throw
<span class="input-badge">'''5B+C'''</span>
|image=BBCS_Taokaka_FThrow.png |caption=Normal.
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_FThrow.png |Normal.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|BC}}
{{#lst:{{PAGENAME}}/Data|BC}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Tao pushes the opponent and herself backwards, requiring D moves to begin comboing off of it.
*Tao pushes the opponent and herself backwards, requiring D moves to begin comboing off of it.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Backward Throw</span> ======
 
{{MoveData
===<big>Backward Throw</big>===
|name=Backward Throw
<span class="input-badge">'''4B+C'''</span>
|image=BBCS_Taokaka_BThrow.png |caption=Troll pose.
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_BThrow.png |Troll pose.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|4BC}}
{{#lst:{{PAGENAME}}/Data|4BC}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Tao grounds the opponent behind her. To follow up, use a fast normal that can hit grounded opponents (2A, 2B, 5B)
*Tao grounds the opponent behind her. To follow up, use a fast normal that can hit grounded opponents (2A, 2B, 5B)
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Air Throw</span> ======
 
{{MoveData
===<big>Air Throw</big>===
|name=Air Throw
<span class="input-badge">'''j.B+C'''</span>
|image=BBCS_Taokaka_AThrow.png |caption=Like a ninja!
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_AThrow.png |Like a ninja!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.BC}}
{{#lst:{{PAGENAME}}/Data|j.BC}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Izuna drops the opponent behind Tao. Followup with anything relatively fast}}
*Izuna drops the opponent behind Tao. Followup with anything relatively fast
}}
</div>
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
</div>
{{MoveData
 
|name=Counter Assault
===<big>Counter Assault</big>===
|image=BBCS_Taokaka_2C.png |caption=Got a buff back up in CP.
<span class="input-badge">'''When blocking 6A+B'''</span>
|data=
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_2C.png |Got a buff back up in CP.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|6AB}}
{{#lst:{{PAGENAME}}/Data|6AB}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Long-reaching but relatively slow counter assault}}
*Long-reaching but relatively slow counter assault
}}
</div>
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
</div>
{{MoveData
 
|name=Crush Trigger
===<big>Crush Trigger</big>===
|image=BBCP_Taokaka_CrushTrigger.png |caption=
<span class="input-badge">'''5A+B (Chargeable)'''</span>
|data=
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Taokaka_CrushTrigger.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Uncharged}}
{{AttackVersion|name=Uncharged}}
{{#lst:{{PAGENAME}}/Data|5AB}}
{{#lst:{{PAGENAME}}/Data|5AB}}
{{!}}-
|-
{{AttackVersion|name=Charged}}
{{AttackVersion|name=Charged}}
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{!}}-
|}
{{Description|9|text=
==== ====
*With all of the ways Tao has to open up opponents, it's unlikely you'll need to use this.
*With all of the ways Tao has to open up opponents, it's unlikely you'll need to use this.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
====== <span style="visibility:hidden;font-size:0">Cat Spirit One!</span> ======
===<big>Cat Spirit One!</big>===
{{MoveData
<span class="input-badge">'''236A (Repeatable)'''</span>
|name=Cat Spirit One!
<div class="attack-container">
|input=236A (Repeatable)
<div class="attack-gallery">
|image=BBCS_Taokaka_Spirit1.png |caption=Safe.
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_Spirit1.png |Safe.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|236A}}
{{#lst:{{PAGENAME}}/Data|236A}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Quickest mashable move. Used to add damage to ground combos.
*Quickest mashable move. Used to add damage to ground combos.
*Drive cancellable
*Drive cancellable
*Does chip damage, if not barrier blocked.}}
*Does chip damage, if not barrier blocked.
}}
</div>
====== <span style="visibility:hidden;font-size:0">Cat Spirit Two!</span> ======
</div>
{{MoveData
 
|name=Cat Spirit Two!
===<big>Cat Spirit Two!</big>===
|input=j.236B (Repeatable)
<span class="input-badge">'''j.236B (Repeatable)'''</span>
|image=BBCS_Taokaka_Spirit2.png |caption=Combo ender.
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_Spirit2.png |Combo ender.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.236B}}
{{#lst:{{PAGENAME}}/Data|j.236B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Air combo ender, does 4 hits that deal some damage, then a big final hit.  
*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
*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.
*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.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Cat Spirit Three!</span> ======
 
{{MoveData
===<big>Cat Spirit Three!</big>===
|name=Cat Spirit Three!
<span class="input-badge">'''236C (Repeatable)'''</span>
|input=236C (Repeatable)
<div class="attack-container">
|image=BBCS_Taokaka_Spirit3.png |caption=Many usages.
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_Spirit3.png |Many usages.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|236C}}
{{#lst:{{PAGENAME}}/Data|236C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Can be delayed on first input, if fully held it becomes an overhead.
*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.
*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.
*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.  
*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.  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Cat Spirit Encore!</span> ======
 
{{MoveData
===<big>Cat Spirit Encore!</big>===
|name=Cat Spirit Encore!
<span class="input-badge">'''236A~B'''</span> <span class="input-badge">'''236C~B'''</span>
|input=236A~B or 236C~B
<div class="attack-container">
|image=BBCP_Taokaka_SpiritEncore.png |caption=Easy resets, but real men go for corner 5D~A.
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Taokaka_SpiritEncore.png |Easy resets, but real men go for corner 5D~A.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|236AB}}
{{#lst:{{PAGENAME}}/Data|236AB}}
{{!}}-
|}
{{Description|8|text=
==== ====
*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.
*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
*Very long range low. Covers roughly a third of the screen
*Virtually unpunishable when not done point-blank
*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}}
*Causes opponent to drop a character specific item that Tao eats (no matter what it was). This has no gameplay effect
}}
</div>
====== <span style="visibility:hidden;font-size:0">Kitty Litter Special </span> ======
</div>
{{MoveData
 
|name=Kitty Litter Special
===<big>Kitty Litter Special </big>===
|input=63214A/B/C
<span class="input-badge">'''63214A/B/C'''</span>
|image=BBCS_Taokaka_Litter.png |caption= Tao throws out some random shit. A and B are not options.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_Litter.png | Tao throws out some random shit. A and B are not options.
</gallery>
</div>
|image2=BBCS_Taokaka_Items.png |caption2=Bowling ball xN.
|image2=BBCS_Taokaka_Items.png |caption2=Bowling ball xN.
|data=
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Throw|subtitle=63214A/B}}
{{AttackVersion|name=Throw|subtitle=63214A/B}}
{{#lst:{{PAGENAME}}/Data|63214A}}
{{#lst:{{PAGENAME}}/Data|63214A}}
{{!}}-
|-
{{AttackVersion|name=Apple|subtitle=}}
{{AttackVersion|name=Apple|subtitle=}}
{{#lst:{{PAGENAME}}/Data|Apple}}
{{#lst:{{PAGENAME}}/Data|Apple}}
{{!}}-
|-
{{AttackVersion|name=Chibikaka|subtitle=}}
{{AttackVersion|name=Chibikaka|subtitle=}}
{{#lst:{{PAGENAME}}/Data|Chibikaka}}
{{#lst:{{PAGENAME}}/Data|Chibikaka}}
{{!}}-
|-
{{AttackVersion|name=Fish|subtitle=}}
{{AttackVersion|name=Fish|subtitle=}}
{{#lst:{{PAGENAME}}/Data|Fish}}
{{#lst:{{PAGENAME}}/Data|Fish}}
{{!}}-
|-
{{AttackVersion|name=Hammer|subtitle=}}
{{AttackVersion|name=Hammer|subtitle=}}
{{#lst:{{PAGENAME}}/Data|Hammer}}
{{#lst:{{PAGENAME}}/Data|Hammer}}
{{!}}-
|-
{{AttackVersion|name=Pillow|subtitle=}}
{{AttackVersion|name=Pillow|subtitle=}}
{{#lst:{{PAGENAME}}/Data|Pillow}}
{{#lst:{{PAGENAME}}/Data|Pillow}}
{{!}}-
|-
{{Description|9|text=
*Pillow travels upwards on hit or block for 1st attack}}
{{!}}-
{{AttackVersion|name=Bomb|subtitle=}}
{{AttackVersion|name=Bomb|subtitle=}}
{{#lst:{{PAGENAME}}/Data|Bomb}}
{{#lst:{{PAGENAME}}/Data|Bomb}}
{{!}}-
|-
{{AttackVersion|name=Baseball|subtitle=}}
{{AttackVersion|name=Baseball|subtitle=}}
{{#lst:{{PAGENAME}}/Data|Baseball}}
{{#lst:{{PAGENAME}}/Data|Baseball}}
{{!}}-
|-
{{Description|9|text=
*Travels from side of screen behind Taokaka if baseball initially whiffs (disappears if Taokaka gets hit)}}
{{!}}-
{{AttackVersion|name=Bowling Ball|subtitle=}}
{{AttackVersion|name=Bowling Ball|subtitle=}}
{{#lst:{{PAGENAME}}/Data|63214C}}
{{#lst:{{PAGENAME}}/Data|63214C}}
{{!}}-
|}
{{Description|9|text=
==== ====
*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.
*Pillow travels upwards on hit or block for 1st attack}}
*Can be held down to make it hit 3 times instead of 2.
*Baseball travels from side of screen behind Taokaka if baseball initially whiffs (disappears if Taokaka gets hit)}}
}}
*Bowling Ball is something to do while at max range. 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.
====== <span style="visibility:hidden;font-size:0">Cat Jump </span> ======
</div>
{{MoveData
</div>
|name=Cat Jump
 
|input=214D
===<big>Cat Jump</big>===
|image=BBCS_Taokaka_CatJump.png |caption=broken.
<span class="input-badge">'''214D'''</span>
|data=
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_CatJump.png |broken.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|214D}}
{{#lst:{{PAGENAME}}/Data|214D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*A faster and more aggressive forward jump, for when you just need some more mobility.
*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.
*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.
*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.}}
*After every long combo, if you do 3C(x2) > 214D, she might end behind the opponents at corner for a surprise 5C attack.
}}
</div>
====== <span style="visibility:hidden;font-size:0">Sticky Kitty</span> ======
</div>
{{MoveData
 
|name=Sticky Kitty
===<big>Sticky Kitty</big>===
|input=j.214D (at edge of screen)
<span class="input-badge">'''j.214D (at edge of screen)'''</span>
|image=BBCS_Taokaka_Sticky.png |caption=Ambigious.
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_Sticky.png |Ambigious.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.214D}}
{{#lst:{{PAGENAME}}/Data|j.214D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Tao grabs the side of the wall with her claws and slides down...
*Tao grabs the side of the wall with her claws and slides down...
*Used mainly for ambiguous corner cross-ups
*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 any D button (except of 5D and 4D), and Tao should automatically be at that position. Note that Auto-Sticky Kitty does NOT work during combo and blockstrings.
*If Tao has the wall on her back, use j.214D. If Tao faces the wall across her, press and HOLD any D button (except of 5D and 4D), and Tao should automatically be at that position. Note that Auto-Sticky Kitty does NOT work during combo and blockstrings.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Trick Edge</span> ======
===<big>Trick Edge</big>===
{{MoveData
<span class="input-badge">'''[2]8D'''</span>
|name=Trick Edge
<div class="attack-container">
|input=[2]8D
<div class="attack-gallery">
|image=BBCS_Taokaka_Trick.png |caption=Tetsu Special.
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Taokaka_Trick.png |Tetsu Special.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Trick Edge}}
{{AttackVersion|name=Trick Edge}}
{{#lst:{{PAGENAME}}/Data|[2]8D}}
{{#lst:{{PAGENAME}}/Data|[2]8D}}
{{!}}-
|-
{{AttackVersion|name=Trick Edge Down|subtitle=[2]8D2}}
{{AttackVersion|name=Trick Edge Down|subtitle=[2]8D2}}
{{#lst:{{PAGENAME}}/Data|[2]8D~2}}
{{#lst:{{PAGENAME}}/Data|[2]8D~2}}
{{!}}-
|}
{{Description|9|text=
==== ====
*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.
*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.
*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.
*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.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Slashy Slashy</span> ======
 
{{MoveData
===<big>Slashy Slashy</big>===
|name=Slashy Slashy
<span class="input-badge">'''22C (Can be Held)'''</span>
|input=22C (Can be Held)
<div class="attack-container">
|image=BBCS_Taokaka_Slashy.png |caption=Great P2.
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_Slashy.png |Great P2.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|22C}}
{{#lst:{{PAGENAME}}/Data|22C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*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.
*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 be used for sudden chip damage to end a round
Line 742: Line 950:
*Unlike other "22" moves, this doesn't need opponent to be downed before using it in a combo.
*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.
*It can absorb the incoming projectiles and prevent most rushdown moves.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Drives==
==Distortion Drives==
====== <span style="visibility:hidden;font-size:0">Hexa Edge </span> ======
 
{{MoveData
===<big>Hexa Edge </big>===
|name=Hexa Edge
<span class="input-badge">'''236236D'''</span>
|input=236236D
<div class="attack-container">
|image=BBCS_Taokaka_Hexa.png |caption=No more wall bounce =[.
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_Hexa.png |No more wall bounce =[.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|236236D}}
{{#lst:{{PAGENAME}}/Data|236236D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Big Damage ground combo ender.
*Big Damage ground combo ender.
*Can be used as an emergency reversal.
*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.
*Can be rapid cancelled on all hits, except of the 5th one. You can rapid cancel the recovery frames right after the 5th hit.
  }}
  </div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Imma Beat The Crap Outta You </span> ======
 
{{MoveData
===<big>Imma Beat The Crap Outta You </big>===
|name=Imma Beat The Crap Outta You
<span class="input-badge">'''214214C'''</span>
|input=214214C
<div class="attack-container">
|image=BBCS_Taokaka_Tuna.png |caption=Hold Dat L.
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_Tuna.png |Hold Dat L.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|214214C}}
{{#lst:{{PAGENAME}}/Data|214214C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Command throw.  
*Command throw.  
*Jumps from wherever Tao is to wherever the opponent is (Maximum range isn't quite fullscreen).
*Jumps from wherever Tao is to wherever the opponent is (Maximum range isn't quite fullscreen).
Line 782: Line 1,000:


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 exposed if it fails to hit.
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 exposed if it fails to hit.
  }}
  </div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Unison Nyaibu!</span> ======
===<big>Unison Nyaibu!</big>===
{{MoveData
<span class="input-badge">'''j.236236D'''</span>
|name=Unison Nyaibu!
<div class="attack-container">
|input=j.236236D
<div class="attack-gallery">
|image=BBCP_Taokaka_Unison_Nyaibu.png |caption=Damage and knockdown.
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Taokaka_Unison_Nyaibu.png |Damage and knockdown.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.236236D}}
{{#lst:{{PAGENAME}}/Data|j.236236D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*P2 only applies once for the entire move
*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.
*Tao will always turn around during this move. This is important to keep in mind when trying to keep the enemy in the corner.
Line 802: Line 1,024:
*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.
*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.
*Her slash has quite huge hurtboxes.
  }}
  </div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
 
|name=Kaka Clan Hospitality!
===<big>Kaka Clan Hospitality!</big>===
|input=ABCD during Overdrive
<span class="input-badge">'''ABCD during Overdrive'''</span>
|image=BBCF_Taokaka_ExceedAccel.png |caption=
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Taokaka_ExceedAccel.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|ABCD}}
{{#lst:{{PAGENAME}}/Data|ABCD}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Does not cost Heat, but inmediately ends Overdrive if used.
*Does not cost Heat, but inmediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
*Becomes stronger and flashier with Active Flow.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Overdrive==
==Overdrive==
====== <span style="visibility:hidden;font-size:0">Almost Becoming Two</span> ======
 
{{MoveData
===<big>Almost Becoming Two</big>===
|name=Almost Becoming Two
<div class="attack-container">
|image=BBCS_Taokaka_AB2.png |caption= SHADOW CLONE JUTSU!
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{Description|9|text=
BBCS_Taokaka_AB2.png | SHADOW CLONE JUTSU!
</gallery>
</div>
<div class="attack-info">
*A former distortion drive turned Overdrive. Tao's overdrive leaves an afterimage that does everything she does with a 20F delay.
*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.
*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.
*Tao can cancel her C normals, which previously couldn't. You can link 6C > 6C, 3C > 6C, and the likes.
}}
</div>
}}
</div>


==Astral Heat==
==Astral Heat==
{{MoveData
 
|name=Attack Meow Pow!
===<big>Attack Meow Pow!</big>===
|input=[4]~128D
<span class="input-badge">'''[4]~128D'''</span>
|image=BBCS_Taokaka_NyamberOne.png |caption=GG.
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Taokaka_NyamberOne.png |GG.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|Astral}}
{{#lst:{{PAGENAME}}/Data|Astral}}
{{!}}-
|}
{{Description|8|text=
==== ====
*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, 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.
*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.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>



Revision as of 02:46, 15 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
Overview
Overview
Lore: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.


Taokaka
BBCF Taokaka Portrait.png


Drive: Dancing Edge
Taokaka's Dancing Edge launches her like a torpedo at the opponent. Each drive can be caneled on hit/block or even during startup by pressing A/B/C. These cancels act as a feint while still letting Tao quickly cancel into many of her other attacks. On hit/block she can control how she bounces off the opponent by holding 6 or 4.

Almost Becoming Two (AB2) is great for extending pressure or increasing your damage from 4k to 8k depending on the starter. 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. Beware 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 to the ground j.236Bx5 can also combo into a double Hexa-Edge (for up to 9k).

Notes

  • Attack damage reduced to 50% for duration of AB2
  • 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


Normal Moves

5A

Template:AttackDataHeader-BBCF

  • Mashable and surprisingly long ranged 5A.
  • Not Taokaka's fastest move

5B

Template:AttackDataHeader-BBCF

  • Astonishingly fast move, but with very similar statistics otherwise to 5A. Most characters would have these moves the other way around.

5C

Template:AttackDataHeader-BBCF

  • 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

Template:AttackDataHeader-BBCF

  • 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

Template:AttackDataHeader-BBCF

  • 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

Template:AttackDataHeader-BBCF

  • 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

Template:AttackDataHeader-BBCF

  • 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

Template:AttackDataHeader-BBCF

  • 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

Template:AttackDataHeader-BBCF

  • 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

Template:AttackDataHeader-BBCF

  • 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

Template:AttackDataHeader-BBCF

  • 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

Template:AttackDataHeader-BBCF

  • 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

Template:AttackDataHeader-BBCF

  • 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

Template:AttackDataHeader-BBCF

  • Surprisingly good hitbox, good damage and faster than most j.C moves.
  • Gives good air surperiority, but questionable jump in move.

Crawl

3

|data= |colspan=8 style="text-align: left; vertical-align:top; border: none;" |

  • 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

{

|-

  • Baseball travels from side of screen behind Taokaka if baseball initially whiffs (disappears if Taokaka gets hit)}}
  • Bowling Ball is something to do while at max range. 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

214D

Template:AttackDataHeader-BBCF

  • 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

j.214D (at edge of screen)

Template:AttackDataHeader-BBCF

  • 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 any D button (except of 5D and 4D), and Tao should automatically be at that position. Note that Auto-Sticky Kitty does NOT work during combo and blockstrings.

Trick Edge

[2]8D

Template:AttackDataHeader-BBCF
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

22C (Can be Held)

Template:AttackDataHeader-BBCF

  • 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

236236D

Template:AttackDataHeader-BBCF

  • 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

214214C

Template:AttackDataHeader-BBCF

  • 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 invincibility 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 exposed if it fails to hit.

Unison Nyaibu!

j.236236D

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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

  • 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

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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.