BBCF/Taokaka

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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

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

5B

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

5C

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  • Standing long ranged jab, one of Tao's best starters, specially given its speed.
  • Jump-cancelable on block
  • Unblockable AA, if the opponent decides to not up the barrier in air.

2A

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  • Low hitting and faster than Tao's 5A, this is your go-to jab move at close range.
  • Fairly low profile, can go under a lot of moves.
  • While its startup and range is solid, at -4 it's risky using it in stagger pressure

2B

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  • Low-hitting slide kick move that exchanges range for fast startup
  • Very unsafe and puts Tao in the opponent's face so be sure to cancel into something else

2C

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  • Tao's best starter in terms of raw damage but with worse startup and recovery than 5C.
  • High startup makes gatling into 5C, a high-reward frametrap

6A

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  • General purpose anti-air, hits twice.
  • Good vertical hitbox, but poor horizontal range, making it effective against crossups.
  • Second hit is jump-cancelable on block
  • Unblockable AA, if the opponent decides to not up the barrier in air.

6B

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  • Relatively slow overhead
  • Gatlings from 2A, 5A and 5B
  • Fatal counter
  • Without counterhit, can combo from it using j.236B > 2A/5B, j.236B whiff cancel, D moves, overdrive, or rapid cancel
  • 110% bonus proration

6C

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  • Tao's best standing poke due to its speed, horizontal hitbox, and recovery
  • Moves Tao slightly forward. Gains a little extra distance by holding
  • 110% bonus proration

3C

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  • A strange sweep move, hits twice with Tao's claws and then follows with a sweep kick.
  • Only the third hit knocks down.
  • The third hit will not reach the opponent at long ranges, making 3C very bad as a poke despite the quick startup.

j.A

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  • One of the better j.A moves due to Tao's tiny hurtbox.
  • Hitbox does not extend as low as the animation suggests.
  • Tao can airdash right after that.

j.B

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  • One of the few anti air moves performed in the air
  • Also useful in combos when you end up hitting your opponent above you during combos
  • Hitbox does not cover the space below Tao's leg very well so it's awkward as a jump-in unless delayed or canceled into
  • Very good active frames
  • Useful at stopping an opponent's excessive jumping

j.2B

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  • Not a high!
  • Longest aerial for vertical reach, but limited horizontal reach that also extends behind her
  • For when you just need a big hitbox to cover lots of possibilities, j.2B is the move for you
  • Beware that this also increases Tao's own hurtbox quite a lot as well
  • Only aerial that can inherently crossup, but can require high precision. Fairly reliable when forward jumping point-blank or off jump cancels due to limited horizontal movement, though easily stopped by barrier

j.C

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

Crawl

3

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  • 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

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  • A faster and more aggressive forward jump, for when you just need some more mobility.
  • Jumps over the opponent when relatively close. Requires delaying aerials fairly long for them to autocorrect.
  • Opens up an easy crossup with j.2B when the opponent is mostly cornered.
  • After every long combo, if you do 3C(x2) > 214D, she might end behind the opponents at corner for a surprise 5C attack.

Sticky Kitty

j.214D (at edge of screen)

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  • Tao grabs the side of the wall with her claws and slides down...
  • Used mainly for ambiguous corner cross-ups
  • If Tao has the wall on her back, use j.214D. If Tao faces the wall across her, press and HOLD 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

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Trick Edge
Trick Edge Down
[2]8D2

  • Tao jumps to the wall behind her and then does a move from there, depending on the direction ([2]7D and [2]9D for left and right corners, respectively) held at the time.
  • If you hold 2 after [2]8D, Tao will launch at the ground, instead at the opponent, cancelling it. It's good for some setups.
  • Tao must reach the wall before launching her attack, giving it an obvious startup at midscreen but an incredibly short startup when her back is to the wall.

Slashy Slashy

22C (Can be Held)

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  • Downed move designed to force your opponent to emergency tech after a hard knockdown. Also great for just having loads of active frames and putting up a barrier of pain in front of you.
  • Can be used for sudden chip damage to end a round
  • Can cancel into Drive on hit or block
  • Unlike other "22" moves, this doesn't need opponent to be downed before using it in a combo.
  • It can absorb the incoming projectiles and prevent most rushdown moves.


Distortion Drives

Hexa Edge

236236D

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  • Big Damage ground combo ender.
  • Can be used as an emergency reversal.
  • Can be rapid cancelled on all hits, except of the 5th one. You can rapid cancel the recovery frames right after the 5th hit.

Imma Beat The Crap Outta You

214214C

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  • Command throw.
  • Jumps from wherever Tao is to wherever the opponent is (Maximum range isn't quite fullscreen).
  • Unblockable, but fails on crouching or superjumping opponents. It can hit aerial opponents only at normal jump height. If the opponent jumps back and does a low air attack, similar to Tao's j.C, then it's huge punish time.
  • Mainly used reactively against zoners.
  • Can be rapid cancelled only just before Tao jumps.
  • Full 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.