BBCF/Taokaka/Frame Data

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System Data[edit]

Health:10,000
Prejump:4F
Backdash:22F (1-7F Inv All)
Unique Movements:Triple Jump, 2 Air Dashes, Dancing Edge


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Taokaka 5A.png 300 All 7 2 12 -2 B - CSJR 100 80 Normal 1 11 12 12 16 23 5 +0 +0 Click!
5BBBCS Taokaka 5B.png 300 All 6 2 12 -2 B - S(J)R 100 80 Normal 1 11 12 14 16 25 5 +0 +0 Click!
5CBBCS Taokaka 5C.png 630 Mid 11 2 20 -5 B - SJR 100 89 Long 3 16 17 17 22 31 5 +0 +2 Click!
2ABBCS Taokaka 2A.png 300 Low/Air 6 2 14 -4 F - CSR 90 80 Normal 1 11 12 12 16 23 5 +0 +0 Click!
2BBBCS Taokaka 2B.png 560 Low 10 7 24 -14 F - SR 90 89 Long 3 16 17 17 22 31 5 +0 +2 Click!
2CBBCS Taokaka 2C.png 700 Mid 17 2 23 -8 F - SR 100 89 Long 3 16 17 21 Crumple 40 35 5 +0 +2 Click!
6ABBCS Taokaka 6A.png 420*2 Mid 12 2 (4) 2 20 -8 B 7~13 H R, SJR 100 85 Long 2 13 14 19 Launch 31 5 +0 +1 Click!
6BBBCS Taokaka 6B.png 700 High/Air 26 4 3+14L -4 H 4~29 F SR 80 89 Normal 3 16 21 17 29 33 + GBounce 5 +0 +2 Click!
  • Bonus Proration 110%
  • Fatal Counter
6CBBCS Taokaka 6C.png 910 [1300] Mid 19 [42] 3 29 -14 B - SR 90 92 Long 4 18 23 40 + WBounce 40 Launch 58 + WBounce 40 16 [24] +0 +5 Click!
  • Values in [] for max charge
  • Bonus Proration 110%
  • [Fatal Counter]
3CBBCS Taokaka 3C.png 300*2, 600 Low 10 1(4)2(12)5 18 -6 F - SR 90 89 Long 3 16 17*2, Launch 40 22*2, Launch 54 + Down 23 5 +0 +2 Click!
j.ABBCS Taokaka jA.png 300 High/Air 6 2 9 - H - CSJR 80 80 Normal 1 11 12 12 16 23 5 +0 +0 Click!
j.BBBCS Taokaka jB.png 500 High/Air 9 6 15 - H - SJR 80 85 Long 2 13 14 17 18 29 5 +0 +1 Click!
j.2BBBCS Taokaka j2B.png 600 All 14 2 18 - H - SJR 80 89 Long 3 13 17 17 22 31 5 +0 +2 Click!
j.CBBCS Taokaka jC.png 700 High/Air 11 3 20 - H - SJR 80 89 Long 3 13 17 19 22 33 5 +0 +2 Click!
TauntBBCS Taokaka Taunt.png 100*2 All 11 5(10)5 15 -10 B - SJR 100 20 Long 0 9 10 30, 10 14 41, 21 8 +0 +0 Click!

Drive Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCS Taokaka 5D.png 800 All 19 8 Until L+24 - H - R 80 89 Normal 4 14 Launch 35 + Slide 15 Launch 50 + Slide 15 5 - +5 Click!
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
2DBBCS Taokaka 2D.png 800 All 13 10 9+3L - H - R 80 89 Normal 4 14 Launch 35 Launch 50 5 +0 +5 Click!
  • On hit/block, has 2F recovery before transitioning to followups
4DBBCS Taokaka 4D.png 1000 All 25 Until L 8 - H - R 80 89 Normal 4 14 Crumple 34 35 + Down 23 Crumple 78 50 + Down 23 5 +0 +5 Click!
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
  • Fatal Counter
j.DBBCS Taokaka jD.png 900 All 11 12 Until L+20 - H - R 80 89 Normal 4 14 19 35 24 50 + WBounce 5 +0 +5 Click!
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
j.2DBBCS Taokaka j2D.png 850 All 15 Until L 24 - H - R 80 82 Normal 4 14 Launch 35 + Slide 10 Launch 60 + Slide 10 5 +0 +5 Click!
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
j.4DBBCS Taokaka j4D.png 550, 800 All Until L +15 10 9 - H - R 90 79 Normal 4 14 19 35 24 50 5 +0 +5 Click!
  • On hit/block of 2nd hit, has 2F recovery before transitioning to followups, landing recovery reduced to 3
j.8D200x200px 930 All 10 10+4L 9 - H - R 80 89 Normal 4 14 Launch 35 Launch 50 5 +0 +5 Click!
Triangle Jump AttackBBCS Taokaka Trick.png
[2]8D
950 - Until Wall+3 Until L 24 - H - - 80 89 Normal 4 18 Launch 40 Launch 55 5 +0 +5 Click!
  • On hit/block, has 2F recovery before transitioning to followups
Triangle Jump > Drop Attack
[2]8D~2
900 - Until Wall+3 Until L 28 - - - - 80 89 Normal 4 18 Launch 40 Launch 55 5 +0 +5 Click!
  • On hit/block, has 2F recovery before transitioning to followups
Forward D > StopBBCS Taokaka ACancel.png
xD > A
- - - - 17+13L - - - - - - - - - - - - - - - - Click!
Upwards D > StopBBCS Taokaka ACancel.png
xD > A
- - - - 17+14L - - - - - - - - - - - - - - - - Click!
Downwards D > StopBBCS Taokaka ACancel.png
xD > A
- - - - 17+14L - - - - - - - - - - - - - - - - Click!
Forward D > TurnBBCS Taokaka BCancel.png
xD > B
- - - - Ground: 24
Air: 21
- - - - - - - - - - - - - - - - Click!
  • Can pass through oppoonent 2-16
Upward D > TurnBBCS Taokaka BCancel.png
xD > B
- - - - 24 - - - - - - - - - - - - - - - - Click!
  • Can pass through oppoonent 2-16
Downards D > TurnBBCS Taokaka BCancel.png
xD > B
- - - - Ground: 30
Air: 16
- - - - - - - - - - - - - - - - Click!
  • Can pass through oppoonent 2-14
D > JumpBBCS Taokaka CCancel.png
xD > C
- - - - 16 - - - - - - - - - - - - - - - - Click!
D > 6BBCS Taokaka 6Cancel.png - - - - 18 - - - - - - - - - - - - - - - - Click!
D > 4BBCS Taokaka 4Cancel.png - - - - 20 - - - - - - - - - - - - - - - - Click!

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCS Taokaka FThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 4 - Launch 60 + WBounce 40 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCS Taokaka BThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 4 - Launch 60 + GBounce + Down 33 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCS Taokaka AThrow.png 0, 1500 Thtow(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 4 - Launch 60 + GBounce - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCS Taokaka 2C.png 0 All 13 4 30 - B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Taokaka CrushTrigger.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Kitty Litter SpecialBBCS Taokaka Litter.png
63214A/B
- - 30 - Total 52 - P1 - - - - - - - - - - - - - - Click!
ChibikakaBBCS Taokaka Items.png 500 All 30 Until Hit - - P1 - R 90 80 Short 1 11 12 12 16 23 0/+9 +9 +9 Click!
FishBBCS Taokaka Items.png 500 All 30 Until Hit - - P1 - R 90 80 Short 1 11 12 12 16 23 0/+9 +9 +9 Click!
AppleBBCS Taokaka Items.png 500 All 30 Until Hit - - P1 - R 90 80 Short 1 11 12 12 16 23 0/+9 +9 +9 Click!
HammerBBCS Taokaka Items.png 500 All 30 Until Hit - - P1 - R 90 80 Short 1 11 12 12 16 23 0/+18 +18 +18 Click!
BaseballBBCS Taokaka Items.png 500 All 30 Until Offscreen (120) Until Offscreen - - P1 - R 90 80 Short 1 11 12 12 16 23 0/+9 +9 +9 Click!
BombBBCS Taokaka Items.png 500*2 All 30 Until Hit(1)1 - - P1 - R 90 80 Short 1 11 Launch 30 Launch 41 0/+9 +9 +9 Click!
PillowBBCS Taokaka Items.png 500*2 All 30 Until Hit - - P1 - R 90 80 Short 1 11 12 12 16 23 0/+9 +9 +9 Click!
Bowling BallBBCS Taokaka Items.png
63214C
500*2 All 56 Until Hit Total 79 - P1 - R 90 80 Short 1 11 12 12 16 23 0/+9 +9 +9 Click!
Cat JumpBBCS Taokaka CatJump.png
214D
- - - - 37+5L - - - - - - - - - - - - - - - - Click!
  • Can cancel into actions on 19
Cat Spirit One!BBCS Taokaka Spirit1.png
236A
400*N All 12 2 [(9)2]*N 19 -4 B - R 100 89 Long 3 16 17 22 22 36 5 +0 +2 Click!
  • Press button for more hits (max 9).
  • Followup hits will have startup 9 and 2 active frames.
  • Can cancel in Drives on hit/block.
  • Can cancel into Cat Sprit Encore! on hit/block/whiff
Slashy SlashyBBCS Taokaka Slashy.png
22C
110*3 Mid 8 [2,2,6]*3 15 - B - R 100 85 Long 2 13 14 25 Launch 37 5 +0 +1 Click!
  • Press button for more hits
Cat Spirit Two!BBCS Taokaka Spirit2.png
j.236B
300*4, 1000 All 9 4(3)4(3)4(3)4(3)4 15+9L - H - R 100 85 Long 2 13 14*4, Launch 17*4, 36 + WBounce 18*4, Launch 29*4, 47 + WBounce 5*4, 20 +0 +1 Click!
  • Release button to stop attack and go into recovery.
  • Can cancel into Drive on hit/block
Cat Spirit Three!BBCS Taokaka Spirit3.png
236C
800,800 [900,900] All [High, All] 21 [35] - - - B - R 90 89,79 [92,82] Normal, Long 3 [4] 16 [18] 17, Launch [19, Launch] 22 + GBounce, 26 22, Launch [24, Launch] 36 + GBounce, 40 [41 + Gbounce, 41] 11 [12] +0 +2 [+5] Click!
Cat Spirit Encore!200x200px
236A/C~B
1000 Low 11 3 33 -19 F - R 80 89 Normal 3 16 Crumple 47 40 Crumple 58 54 5 +0 +2 -
Sticky KittyBBCS Taokaka Sticky.png
j.214D
- - - - - - - - - - - - - - - - - - - - - Click!

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Hexa EdgeBBCS Taokaka Hexa.png
236236D
720*4, 2160
[720*4, 100*16, 2160]
All 4+(28 Flash)+3 2(6)2(4)2(6)2(18)2 43 -26 B 1~14 All R 80 82 Normal 4 18 23*4 [*20], Launch 60*4, 55 28*4 [*20], Launch 75*4 [*20], 70 6*4, 12
[6*4, 1*16, 12]
+0 +5 Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 1008 [1328]
Imma Beat The Crap Outta YouBBCS Taokaka Tuna.png
214214C
0, 4000
[0, 4800]
Unblockable 5+11 10 ??+50L - T 1~15 All
16~25 FT
- 100 100, 20 Very Short 4 - Launch 1000 - - - 0 +0 Click!
  • Values in [] are during OD
  • Misses vs crouching opponents.
  • Minimum Damage 25%: 1000 [1200]
Unison NyaibuBBCP Taokaka Unison Nyaibu.png
j.236236D
800, 100*8, 800*4
[800, 100*28, 800*5]
All 4+(68 Flash)+5 3 Until L - H 1~11 All R 80 80 Normal 4 18 Launch 60 + Slide 49 + Down 94 - - 20 20, 1*12 [*33] +0 Click!
  • Values in [] are during OD
  • Minimum Damage 15%: 720 [1140]

Overdrive[edit]

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

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

Exceed Accel[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Kaka Clan Hospitality!BBCF Taokaka ExceedAccel.png
ABCD
600, 440, 0, 40*18, 1200
{600, 440, 0, 60*18, 1200*3}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 200 + Slide 40 - - 20 20, 0*2, 0/+3*18, 0/+20 +0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 296 {572+46}

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Attack Meow Pow!BBCS Taokaka NyamberOne.png
[4]128D
0,100*5,10*5,20,21000 All Until Wall+(60 Flash)+3 Until L 54 - H Flash-Landing All - - - Long 1 12 - - - - 0 - - Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Jump, Special
5B 5A, 6A 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Jump[-], Special
5C[1] - - 2C, 6C, 3C 5D, 2D, 4D Jump, Special
5D - - - - D Followups[+]
2A[2] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Special
2B 6A 5B 5C, 2C, 6C 5D, 2D, 4D Special
2C[1] - - 5C, 6C, 3C 5D, 2D, 4D Special
2D - - - - D Followups[+]
6A - 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump
6B - - - j.D, j.2D, j.4D, j.8D Special
6C - - - 5D, 2D, 4D Special
6D - - - - D Followups[+]
4D - - - - D Followups[+]
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B, j.2B j.C j.D, j.2D, j.4D, j.8D Throw, Jump, Special
j.B - j.2B j.C j.D, j.2D, j.4D, j.8D Jump, Special
j.2B - j.B j.C j.D, j.2D, j.4D, j.8D Jump, Special
j.C - - - j.D, j.2D, j.4D, j.8D Jump, Special
j.D - - - - D Followups[+]
j.2D - - - - D Followups[+]
j.4D - - - - D Followups[+]
j.8D - - - - D Followups[+]
  • All cancels from 6A are on the 2nd hit
  • All cancels from 3C are on the 2nd or 3rd hit
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]

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