BBCF/Taokaka/Combos

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 Taokaka


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


External Resources :

Tao Combo Document written by Nique CCP

Combo Theory

When learning to execute Tao's combos it's helpful to understand that the Drive button needs to be canceled as it hits, and if that cancel window feels arbitrary at first it might be because each Drive input (5D, J.2D, 4D, etc) has it's own different startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.. So if timings feel a bit tight or weird I recommend focusing on each of them separately until the timing makes sense and it all becomes second nature. Another helpful piece of information is that Drive cancel in the air has different recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. depending on if it touches the ground midway or not, so a difference in height might make or break certain routes. Of course, that is already taken into account in the combos listed here, but knowing might save you a few head scratches later on when you try to improvise.

Aside from that, there's nothing else to explain that can help you internalize it all faster, so get cracking on training mode.

Others resources:

  • BBCF Taokaka Combos and More by ???; Combo doc that breaks down the structure of combos into pieces and gives general advice on how to connect them, if that works better for you. Also includes some ideas for pressure gatlings and punishes.
  • Combo Compendium by Cryo; lists combos for basically all starters along with damage values, briefly talking about where each tool is commonly applied.
  • Taokaka Combos by Capablanca/Gato; talks about CF relevant changes and what they allow, gives video examples of some applications and also lists basic combo routes.

Combo List

Basic Combos

This is a list of the most basic confirms you should learn to immediately start playing the character. If you're having trouble with any combo listed below I advise looking at the basic combos video for reference.

Midscreen

# Combo Condition Damage Heat Gain Works on: Difficulty Notes
1 5A > 5B > 5A > 5C > 2C > 3C > 236A(x1) > 5D~B - 1446 10 All [2] Easy Gives full corner carry from Midscreen. Allows you do dash up or IAD to be in front of them as they recover. 2C Avoids the possibility of the last hit of 3C whiffing. Interchangeable with 5B > 5A > 5B, does the same damage.
2A > 2B > 5B > jc > J.A > J.C > J.2D~B > 5B > 6A > 2D~6 > J.5D~6 > J.2D~B > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C > dl. 236A~B Standing 1787 12 All [3] Medium Exceptional corner carry. Warning, if you delay 5B to make sure you're close enough for the rest of the combo the J.2D might drop against bulkier characters (Susanoo, Tager, etc). You should be at least close to the corner for 2B > 6A but if you aren't just 3C instead and end there.
2A > 2B > (5B > 5C) > 6C > 236C~C > 2D~6 > (delay) J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Crouching 2540 18 All [3] Medium If you confirm from 2B directly into 6C it's better for damage, meter gain and stability. The same route works from a 5A or 5B starter as well. This route assumes you'll reach the corner before or with the help of 6C > 5D~A for the whole combo to work, but even if you don't reach it as long as you cancel 5D close to the opponent it's still your turn.
2B > (5B) > 5C > jc > J.C > J.2D~B > 22C(x6) > 2D~6 > (delay) J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Standing 2631 18 All [3] Medium 2B starter allows for a more damaging variation of the standing confirm. 5B is useful to get closer or to hit confirm but it lowers the damage and meter gain.
6A > (5C) > sjc > J.C > J.5D~6 > (delay) J.4D~C > J.8D~6 > J.C > J.2D~B > (2C) > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Air hit 3085 22 All [3] Medium Basic anti air confirm. 2C > 6C doesn't work on a few characters in the corner so you might wanna avoid 2C if you're already there.
6B > (whiff) J.236B > land > 5B > 5C > 6C > 236C~C > 2D~6 > J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Ground hit 2979 21 All [4] Hard Standard confirm from her dedicated overhead. J.236B is used before touching the ground to cancel 6B's landing recovery, but to get the best combo you don't want it to hit and that timing takes a bit getting used to.

Corner

# Combo Condition Damage Heat Gain Works on: Difficulty Notes
1 2A > 2B > 5B > 3C > 236A(x1)~5D~B > 2B > 5C > 2D~6 > J.2D~B > 6C > 236C~C > sjc > J.236[B](x5) > J.2D~B > 3C Close to corner 2357 16 All [2] Easy
(2B) > 5B > 3C > 236A(x1)~5D~6 > J.C > J.5D~B > land > 5C > 2D~6 > J.2D~B > 6C > 236C~C > sjc > J.236[B](x5) > J.2D~B > 3C Close to corner 3117 22 All [3] Medium If you are roughly 1/3 of the stage away from the corner, this can get you there. Against some characters 5D~C > J.C might be easier if you have them in the corner already.

Throws

# Combo Condition Damage Heat Gain Works on: Difficulty Notes
Forward Throw > dl. J.5D~6 > J.4D~C > J.8D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C - 3225 23 All [3] Medium Basic Throw Combo. Good corner carry. Works in the corner as well.
Back Throw > 2B > 6A > 2D~6 > (delay) J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C - 3117 22 All [3] Medium Basic Back Throw Combo. Decent Corner Carry.
Air Throw > 5C > jc > J.C > J.5D~6 > (delay) J.4D~C > J.8D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C - 3235 23 All [3] Medium Basic air Throw Combo

Air to Air

Vital in confirming A2A attempts in full is estimating the relative height at which you will make contact, how close you will be and how many jumps you still have. If you have less than two jumps available and aren't in range for immediate J.2D when you hit them you can still get some damage in but won't hitconfirm into a clean conversion.

# Combo Damage Heat Gain Works on: Difficulty Notes
1 J.A > J.B > jc > J.C > J.2D~B > 2B > 5C > 2D~C > J.5D~C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All [3] Medium J.A > J.B allows you time to hitconfirm when you get into close quarters. At approximately same height this route will work, but if you notice you're too low after J.B try adapting into conversion #3.
2 J.C > J.5D~6 > (delay) J.4D~C > J.8D~6 > J.C > J.2D~B > 2B > 5C > 2D~C > J.5D~C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All [3] Medium Max range J.C conversion. If you notice you're too low after J.5D~6 go straight for J.2D after it.
3 J.B > J.8D~B > J.2D~B > 2B > 5C > 2D~C > J.5D~C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All [3] Medium Conversion from below with J.B. If you're in the corner and want to keep it do J.8D~6 instead.
4 J.236B(x5) > J.4D~6 > J.5D~6 > J.2D~B > 3C > dl. 236A~B 3371 23 All [2] Easy Basic Route if you catch the opponent airborne with Multi kicks. Good damage and good corner carry.

Common problems

  • How do I punish risky moves like DPs? Ideally this, but if you're unsure if there's enough time for 2C you can go 2B > 6C on counter hit.
  • J.2D misses: usually happens during 2D~6 > J.D~6 > J.C > j.2D if you're not high enough before J.2D (or if you do Drive~B Cancel too early). One way to solve being too low is trying to delay J.D a little so 2D~6 momentum will shoot you higher while the enemy gets lower. You have to be aware though that if you overdo it you'll get too close and maybe cross some characters after J.2D, which might ruin the rest of your combo.
  • J.236[B](x5) drops: against some characters (like Platinum or sometimes Rachel) if you superjump cancel after 2B > 6A into J.236[B] one of the hits might miss because of their hurtbox. You can change the timing slightly or go for a different combo entirely to solve this.
  • J.8D misses: against Kokonoe (or other slim characters if you're not precise enough) j.8D after J.4D~C might miss when midscreen. One solution is changing it to J.4D~C > j.B > j.8D~6 > j.2D~B while the rest of the combo remains the same.
  • J.C/5C won't connect in the corner when going for 5D~6 > J.C > J.D~B > 5C: some characters' sliding hurtboxes won't get hit by J.C if you're directly above them (Jin) or won't catch them when you're high enough that Drive~B cancel recovers airborne (Kokonoe, Jubei) which messes up the combo. If you value the corner carry change J.C > J.D~B to a deep J.2B > J.D~A, otherwise go for another route. If you're already in the corner, 5D~C > J.C still works on Jin.

Overdrive Combos

Basic OD Combos

Taokaka's Overdrive combos can revolve around a few simple loops and end in Distortion Drive, Exceed Accel, a reset or whatever else you want.

Important: whenever you feel the need to use 5B after activating OD remember to delay the next button a little, otherwise the clone's 5B might hit immediately after the button Taokaka herself cancelled into, overwriting a heavier hitstun with a light one which can cause the clone's next button to drop. Usually happens when the combo was already scaled by that point or from a weak starter.

# Combo Exceptions Difficulty Notes
2B > 5B > 5C > ODc > 5B > 5C > [ 6C > 6C > 6B > (whiff J.C) ]xN Bang, Kagura [2] Easy++ Just hold forward and mash C then B, repeat. This works in the corner on everyone.
2B > 5B > 5C > ODc > 5B > 5C > [ 6C > 6C > jc > J.C ]xN - [2] Easy Variation that works on all characters.
Anything > 3C > ODc > dash > [ 5C > jc > J.C > jc > J.C > J.2D~B > 3C(2) ]xN - [4] Hard Loop against airbourne opponents midscreen. As you reach the corner you can transition into the corner loop.
Anything > 3C > ODc > 3C(1) [ 6C > 6C > (whiff) 2A ]xN - [4] Hard Corner specific loop. As the combo scales with each 6C the wallsplat duration shortens and you need to speed up the loop. You need to wait for the whole 2A animation to end or you'll get a 5C instead.
Anything > 3C > ODc > 3C(1) [ 6C > 6[C] > (whiff) 2A ]xN - [4] Hard Variation of the corner loop. The difference in hitstop between 6C and 6[C] can be a little strange at first but you get used to it.

Situational

For now I invite you to be a visual learner and pick what looks useful to you.

Extra

Sideswitch

Combos for when you have your back against the corner and it's better to just go 180°. There are more variations but these should teach you the concept so you can extrapolate to other combos relative to combo time and possibilities. Go with what feels more comfortable for you.

# Combo Condition Damage Heat Gain Works on: Difficulty Notes
2A > 2B > 5B > jc > J.A > J.C > J.2D~B > 5B > 6A > 2D~B > J.2D~A > dash 3C > 22C(x4) > 5D~B > (dash 3C) Standing x x All [3] Medium -
2A > 2B > TrickEdge~6 > J.4D~B > J.5D~C > J.2D~B > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Your back to the wall x x All [4] Hard Can't be too far from the corner for TE unless crouching or the starter was something like 2B > 2C
2A > 2B > (5B > 5C) > 6C > 236C~C > 2D~B > J.2D~A > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Crouching x x All [3] Medium -
2B > 5B > 5C > jc > J.C > J.2D~6 > J.4D~C > J.5D~C > J.2D~B > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Standing x x All [3] Medium -
6A > (5C) > sjc > J.C > J.5D~6 > J.4D~B > jc > J.C > J.2D~B > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C Air hit x x All [3] Medium -
Air Throw > 5C > 2D~B > J.5D~C > J.2D~B > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C - x x All [3] Medium -
Back Throw > (md) 3C(2) > 22C(x6) > 2D~B > J.5D~C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C - 3008 21 All? [4] Hard -

Unconventional/Counter Hit Starters

Your go-to punishes or occasional lucky hits.

A good one to learn is this optimized corner route:

  • 5D~6 or 5D~C > J.C > J.5D~B > land > 6A > back jump > (delay) J.236[B](x5) > land > 6C > 4D~B > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C

This gives around 4000 damage meterless and works from many good starters, such as:

  • Crouching or counter hit 2B/5C > 6C > 5D~6 > ...
  • Air hit or counter hit 6A > 6C > 5D~6 > ...
  • 3C or J.C/2C/5C > 3C > 236A(1)~5D~6 > ...
  • J.236[B] Wallsplat > 6C > 5D~C > ...
  • CH 6C > 6C > 5D~6 > ...
  • 5D itself
Starter Condition Combo Damage Heat Gain Works on: Difficulty Notes
CH 2B/5C Midscreen 6C > 236C~C > sjc > J.5D~6 > J.4D~C > J.8D~6 > J.C > J.2D~B > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All [3] Medium -
CH 3C/236A~B Midscreen dash > 2B > 5C > 2D~C > J.5D~C > J.2D~B > 2C > 6C > 5D > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All [3] Medium -
CH 3C/236A~B Corner 2C > 6C > 236[C]~C > back jump > (delay) J.236[B](x5) > land > 6C > 4D~B > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C 4030/x x All [3] Medium If 236A~B starter go straight for 3C after 4D~B
CH J.5D~A/B Air hit (dash) 2D~C > J.8D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All [3] Medium -
CH 5D~A/B Midscreen (dash) superjump > J.C > J.5D~6 > J4D~C > J.8D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All [3] Medium -
Trick Edge~C Midscreen J.C > J.5D~6 > J4D~C > J.8D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All [3] Medium -
Trick Edge~2~B Midscreen (dash) 2B > 5C > 2D~C > J.5D~C > J.2D~B > 2C > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All [3] Medium -
CH 6B Air hit (whiff) J.236B > 5C > 2D~C > J.5D~C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > J.2D~B > 3C x x All [4] Hard Recognizing is the hard part

Rapid Cancel / Dumping Meter

Astral Heat Routes

Normally, when you land a throw or a 2B/5C/3C starter on the corner and they are under 35% life you should be able to kill with meter and don't really need Astral (you can kill even Tager with a 5B starter punish). But since Taokaka doesn’t fit two supers in a combo to close rounds when she has full meter and some practical confirms or routes might not break 35% life even if you throw all resources at the end, knowing routes that will kill from weaker starters when Astral requirements are met is not a bad idea.

Going into Astral from weaker starters can be a pain, but consistent routes exist. Any combo listed below that works from a 2A starter also works from stronger starters if you feel inclined to go for them.

Tips: The minimal input for Astral can be [4]28D or [1]28D, going through '2' differentiates Astral from Trick Edge. When done back to back, the directional influence used to control Trick Edge's angle out of the wall helps charging Astral. Like with Trick Edge, what dictates the wall Tao goes to isn't necessarily the jump input used for the Astral command itself, but the direction on input buffer as she leaves the ground. So to make sure Tao gets to the wall in front of her it's best to hold '9' or '6' until you see her moving, as letting go of controls too soon and inputting neutral defaults to the wall on her back regardless of what came before.

Universal

# Combo Condition Heat Gain Exceptions Notes Example
1 2A > (2B) > 5B > 3C > 236A(x1)~5D6 > J.4D~C > J.8D~B > J.2D~B > Dash > 3C(2) > 22C(x6) > Trick Edge~[1]~B > Taunt(1) > AH Close to corner 15 Jubei, Izayoi, Relius The deepness of the Dash > 3C(2) needs to be just right because spacing for 22C > TE is finicky in Short Combo Time, unless you forgo 2B so the combo time allows for 3C(3) and you only need a micro dash to set up the proper spacing which makes it more consistent. It’s hard to set up in general and for special case characters (Susano, Taokaka, Tager) drive cancel timings can be stricter or slightly different so while it can work I’d advise not trying this route against them specifically. #
2 2A > 3C > 236A(x1)~5D~B > 5B > 6A > 2D~B > J.2D~B > md > 3C > 22C(x6) > Trick Edge~[1]~B > Taunt(1) > AH Close to corner 15 Susanoo, Tager 5B needs to be done already pressing the opponent against the corner to set up proper spacing and drive cancel as soon as possible to switch positions. Don't dash too long or you'll put them in the corner again.
3 Sticky Kitty > J.A > 2A > 2B > Trick Edge~6 > J.4D~B > J.5D~C > J.2D~(dl)B > Dash > 3C(2) > 22C(x5) > Trick Edge~[1]~B > Taunt(1) > AH Corner Steal 12 - This one is very consistent but even if you get the wrong spacing and Trick Edge puts you under the character, a simple walk under can make sure the Taunt hits. (Might happen more easily against Mu, Celica, Hibiki, Tager, Carl, Taokaka) #
4 Fuzzy J.A > J.C > J.2D~6 > J.4D~C J.8D~B > J.2D~B > md 3C > 22C(x5) > Trick Edge~[1]~B > Taunt > AH Corner x Jubei, Izayoi, Kokonoe, Susanoo, Tager -
5 6B > J.2D~6 > J.4D~C > J.8D~B > J.2D~B > 2B > 236A(x2) > Trick Edge~[1]~B > Taunt(1) > AH Corner x Jubei, Izayoi, Kokonoe, Susanoo, Tager - #
6 Throw > J.5D~6 > big delay J.4D~B > J.2D~B > dash > 3C(2) > 22C(6) > Trick Edge~[1]~B > Taunt(1) > AH Corner x Susanoo, Tager Versus Kokonoe you need to delay J.5D as well to get as high as possible for it to work. Try to delay the drive cancel on J.2D as much as you can to guarantee it'll cross against everyone. #

Group Specific

Works on Combo Condition Heat Gain Notes Example
Celica, Hibiki, Nine, Naoto, Susano, Ragna, Taokaka, Tager, Litchi, Hakumen, Hazama, Valk, Amane, Bullet, Azrael, Kagura, Terumi 2AA > 2B > 5B > 3C > 236A~5D~A > md 6A > (dl) 2C > 6C > 236[C]~C > TrickEdge~[4]~A > land > Taunt(1) > AH Corner 13 It might not look like it but small differences can get 236[C]~C to cross or not so don't try this with just any order of buttons or not tight in the corner. #
Makoto, Taokaka, Litchi, Hakumen, Tsubaki, Valk, Amane, Azrael, Kagura, Hibiki, Nine, Izanami, Relius, Izanami, Mu, Nu, Lambda, Susanoo, Tager 2A > 2B > 5B > 3C > 236A(x1)~5D~6 > J.4D~6 > J.2D~A > land > TrickEdge~[2]~B > Taunt(1) > TrickEdge~[1]~B > Taunt(1) > AH Close to corner 13 Against some characters (Azrael, Tager, Susanoo) you can Astral after the first Taunt #
No delay: Rachel*, Taokaka, Litchi, Tsubaki, Hazama, Amane*, Kokonoe*, Terumi, Izanami, Es, Mai, Jubei

Max delay: Jin, Noel, Taokaka, Litchi, Tsubaki, Hazama, Valk, Platinum, Es, Azrael, Kagura, Kokonoe, Terumi, Naoto

2A > 2B > 5B > 3C > 236A(x1)~5D~B > 2B > (delay) 236A(x1)~5D6 > J.236[B](X5) > land > 22[C](x2)(x3) > TrickEdge[1]~B > Taunt(1) > AH Close to corner x If the wallstick was at the right height 22C will juggle them twice, the first will make sure they get out of the corner while the second will set them up for TE.

Special cases(*): these characters don't get hit by Trick Edge easily and it's more consistent to cancel into TE after a single hit of the second juggle = 22C(x2)(x1), then walk under towards the corner for the Taunt(1) > AH

#
Makoto, Taokaka, Rachel, Arakune, Susanoo, Tager 2A > (2B) > 5B > 3C > 236A(x1)~5D~B > 5B > jc > J.A > J.B > J.8D~B > J.2D~B > Dash > 3C(2) > (delay) 22C(x6) > TrickEdge~[1]~B > Taunt(1) > AH Close to corner 13 Another case of spacing needing to be just right, delaying 22C a bit might help. Against most characters walking away from the corner to hit the Taunt works best but against Tager it's a toss up. #
Arakune, Hakumen, Hazama, Valk, Nine, Naoto, Mai, Tager Fuzzy J.A > J.C > J2D~B > 5B > 236A(x1)~5D~6 > JC > J.5D~B > land > 22C(x1) > 5D~A > Taunt(1) > AH Corner X You want to hit J.C > J.5D as high as the character allows. Also works from 2A > 5B > 3C > 236A(x1)~5D~6. 1 2

Character Specific

This list is not meant to be extensive, just to showcase relevant possibilities. Here are a few examples of routes against characters not encompassed by previous variations or whose specific versions might have easier application.

Works on Combo Condition Heat Gain Notes Example
 Tager 2A > 2B > 5B > 3C > 236A~5D~B > 22X(x6) > 5D~6 > J.236[B](x5) > 22C(x2)(x3) > TrickEdge~[1]~B > Taunt(1) > AH Corner - The trick is to catch Tager still rising with the second 5D #
 Susano'o Anything > 5D~6 > J.C > J.5D~B > Taunt(1) > AH Reaches corner - Yes, literally anything that puts him in the corner. #
 Izayoi 2A > 5B > 3C > 236A(x1)~5D~A > 2B > 5B > 236A(x1)~5D6 > J.236[B](X5) > land > 22[C](x1)(x3) > TrickEdge[1]~B > Taunt(1) > AH Corner x #
 Bang 2B > 5B > 3C > 236A~5D~C > J.C > J.5D~B > 22C(x1)(x1) > TrickEdge[4]~4 > delay J.5D~A > Taunt(1) > AH Corner x Getting a low J.C helps with taking him out of the corner #

Using Overdrive

Good reasons to consider using Overdrive for Astral routes: combos are easier, work even midscreen and have burst lock, so if the opponent has Burst and/or you don’t have a lot of OD time to extend the combo, going for Astral might be the best idea. But excluding those, in most cases your consistent go-to damage dealer might save you mental resources and spare you of a costly and embarrassing drop.

Unless stated otherwise, all combos work with minimum OD time (at full life).

# Combo Condition Heat Gain Exceptions Notes Example
2A > 2B > 5C > ODc > 2B > 236A(x3)~B > AH Ground hit 10 - Almost impossible to drop, works from anywhere #
2A > 2B > 5B > J.A > J.C > J.2D~B > 5B > 5C > 2D~B > J.5D~C > J.2D~B > OD > land > 2B > 236A(x4)~AH Standing 11 - Works from anywhere
2A > 2B > 5B > 3C > ODc > 3C(1) > 6C > 6[C] > AH Corner 10 Ragna, Taokaka, Tsubaki, Hazama, Terumi, Valk, Platinum, Naoto, Izanami Astral might miss if the combo is already too scaled. #
6A > ODc > 6A > superjump > (double jump) > J.2D~B > 22C(x4) > AH Air hit x - Should work regardless of height. The second jump is really tight but needed if 6A hits at max height

Video Examples

BBCF Taokaka Basic Combos by Meno
BBCF Taokaka Combo Collection by EGO
Taokaka Combos from iThatGuy


External References

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