BBCF/Taokaka/Frame Data

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System Data

name health prejump backdash forwarddash Unique Movement Options
Taokaka 10,000 4F 22F (1~7F Inv All, 1~11 airborne) Extra air option
Dancing Edge
Crawl


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 7 2 12 -2 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 300 All 6 2 12 -2 100 80 Normal S(J)R 1 11 12 14 16 25 9 +0 +0
5C 630 Mid 11 2 20 -5 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
2A 300 Low/Air 6 2 13 -3 90 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 560 Low 10 7 24 -14 90 89 Long SR 3 16 17 17 22 31 11 +0 +2
2C 700 Mid 17 2 23 -8 100 89 Long SR 3 16 17 21 Crumple 35 11 +0 +2
6A 420×2 Mid 12 2(4)2 20 -8 7~13 H 100 85 Long R, SJR 2 13 14 19 Launch 31 10 +0 +1
6B 700 High/Air 26 4 3+14L -4 4~29 F 80 89 Normal SR 3 16 21 17 29 33 + GBounce 11 +0 +2
6C 910 [1300] Mid 19 [42] 3 29 -13 90 92 Long SR 4 18 23 40 + WBounce 40 Launch 58 + WBounce 40 16 [24] +0 +5
3C 300×2, 600 Low 10 1(4)2(12)5 18 -6 90 89 Long SR 3 16 17×2, Launch 40 22×2, Launch 54 + Down 23 7×2, 11 +0 +2
j.A 300 High/Air 6 2 9 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 500 High/Air 9 6 15 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.2B 600 All 14 2 18 80 89 Long SJR 3 13 17 17 22 31 11 +0 +2
j.C 700 High/Air 11 3 20 80 89 Long SJR 3 13 17 19 22 33 11 +0 +2
Taunt 100×2 All 11 5(10)5 15 -10 100 20×2 Long SJR 0 9 10 30, 10 14 41, 21 8 +0 +0

Drive Moves

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 800 All 19 8 Until L+24 80 89 Normal R 4 14 Launch 35 + Slide Launch 50 + Slide 5 +0 +5
2D 800 All 13 10 9+3L 80 89 Normal R 4 14 Launch 35 Launch 50 5 +0 +5
4D 1000 All 25 Until L 8 80 89 Normal R 4 14 Crumple 35 + Down 23 Crumple 50 + Down 23 5 +0 +5
j.D 900 All 11 12 Until L+20 80 89 Normal R 4 14 19 35 24 50 + WBounce 5 +0 +5
j.2D 850 All 15 Until L 24 80 82 Normal R 4 14 Launch 35 + Slide Launch 60 + Slide 5 +0 +5
j.4D 550, 800 All 8 Until L(16)10 9 80 89×2 Normal R 4 14 19 35 + GBounce, 35 24 50 5 +0 +5
j.8D 930 All 10 10+4L 9 80 89 Normal R 4 14 Launch 35 Launch 50 5 +0 +5
xD6 D > 6 18
xD4 D > 4 20
6DA Forward D > Stop 17+13L
8DA Upwards D > Stop 17+14L
2DA Downwards D > Stop 17+14L
6DB Forward D > Turn Ground: 24
Air: 21
8DB Upward D > Turn 24
2DB Ground: 30
Air: 16
xDC D > Jump 16
[2]8D Trick Edge! 950 Until Wall+3 Until L 24 80 89 Normal 4 18 Launch 40 Launch 55 5 +0 +5
[2]8D~2 Trick Edge! > Drop Attack 900 Until Wall+3 Until L 28 80 89 Normal 4 18 Launch 40 Launch 55 5 +0 +5

Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 100 50 Normal SR 4 Launch 60 + WBounce 40 0, 12 +0
4B+C Back Throw 0, 1500 Throw(70) 7 3 23 100 50 Normal SR 4 Launch 60 + GBounce + Down 33 0, 12 +0
j.B+C Air Throw 0, 1500 Thtow(120) 7 3 23+3L 100 50 Normal SR 4 60 + GBounce 0, 12 +0
6A+B Counter Assault 0 All 13 4 30 -15 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 80 60 Normal R 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2

Specials

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Cat Spirit One! 400×N All 12 2 [(9)2]×N 19 -4 100 89×N Long R 3 16 17 22 22 36 5 +0 +2
j.236B Cat Spirit Two! 300×4, 1000 All 9 4(3)4(3)4(3)4(3)4 15+9L 100 85 Long R 2 13 14×4, Launch 17×4, 36 + WBounce 18×4, Launch 29×4, 47 + WBounce 5×4, 20 +0 +1
236C Cat Spirit Three! 800,800 [900,900] All [High, All] 21 [35] 90 89,79 [92,82] Normal, Long R 3 [4] 16 [18] 17, Launch [19, Launch] 22 + GBounce, 26 22, Launch [24, Launch] 36 + GBounce, 40 [41 + Gbounce, 41] 11 [12] +0 +2 [+5]
236AB Cat Spirit Encore! 1000 Low 11 3 20 (33) -6 80 89 Normal R 3 16 Crumple + Down 10 40 Crumple + Down 10 54 16 +0 +2
22C Slashy Slashy! 110×3 Mid 8 [2,2,6]×3 15 -7 100 85 Long R 2 13 14 25 Launch 37 1 +0 +1
63214A Kitty Litter Special! 30 Total 52
Chibikaka/Apple/Fish Chibikaka/Apple/Fish 500 All 30 Until Hit 90 80 Short R 1 11 12 12 16 23 0/+9 +9 +9
Pillow Pillow 500×2 All 30 Until Hit 90 80 Short R 1 11 12 12 16 23 0/+9 +9 +9
Bomb Bomb 500×2 All 30 Until Hit(1)1 90 80 Short R 1 11 Launch 30 Launch 41 0/+9 +9 +9
Hammer Hammer 500 All 30 Until Hit 90 80 Short R 1 11 12 12 16 23 0/+18 +18 +18
Baseball Baseball 500 All 30 Until Offscreen(120)Until Offscreen 90 80 Short R 1 11 12 12 16 23 0/+9 +9 +9
63214C Bowling Ball 500×2 All 56 Until Hit Total 79 90 80 Short R 1 11 12 12 16 23 0/+9 +9 +9
214D Cat Jump! 37+5L
j.214D Sticky Kitty

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236D Cat Person's Secret Art: Hexa-Edge 720×4, 2160
[720×4, 100×16, 2160]
All 4+(28 Flash)+3 2(6)2(4)2(6)2(18)2 43 -26 1~14 All 80 82 Normal R 4 18 23×4 [×20], Launch 60×4, 55 28×4 [×20], Launch 75×4 [×20], 70 6×4, 12
[6×4, 1×16, 12]
+0 +5
214214C I'mma Beat The Crap Outta You! 0, 4000
[0, 4800]
Unblockable 5+(26 Flash)+11 10 ??+50L 1~15 All
16~25 FT
100 100, 20 Very Short 4 Launch 1000 0 +0
j.236236D Aerial Dancing Edge!! 800, 160×8, 800×4
[800, 100×12, 80×12, 100×4, 800×3, 0, 800]
All 4+(68 Flash)+5 3 Until L 1~11 All 80 80 Normal R 4 18 Launch 60 + Slide + Down 80 20 20, 1×12 [×33] +0

Overdrive

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

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

Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Kaka Clan Hospitality! 600, 440, 0, 40×18, 1200
{600, 440, 0, 60×18, 1200×3}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
125 80 Long 26 Launch 200 + Slide 20 20, 0×2, 0/+3×18, 0/+20 +0

Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
[4]128D Attack Meow Pow! 0,100×5,10×5,20,21000 All Until Wall+(60 Flash)+3 Until L 54 Flash~Landing All Long 1 12 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Taokaka 5A.pngGuardAllStartup7Recovery12Advantage-2[3] 5A[+], 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Jump[-], Throw, Special
5BBBCF Taokaka 5B.pngGuardAllStartup6Recovery12Advantage-2 5A, 6A 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Jump[-], Special
5CBBCF Taokaka 5C.pngGuardMidStartup11Recovery20Advantage-5[1] - - 2C, 6C, 3C 5D, 2D, 4D Jump, Special
5DBBCF Taokaka 5D.pngGuardAllStartup19RecoveryUntil L+24Advantage- - - - - D Followups[+]
2ABBCF Taokaka 2A.pngGuardLow/AirStartup6Recovery13Advantage-3[2] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Special
2BBBCF Taokaka 2B.pngGuardLowStartup10Recovery24Advantage-14 6A 5B 5C, 2C, 6C 5D, 2D, 4D Special
2CBBCF Taokaka 2C.pngGuardMidStartup17Recovery23Advantage-8[1] - - 5C, 6C, 3C 5D, 2D, 4D Special
2DBBCF Taokaka 2D.pngGuardAllStartup13Recovery9+3LAdvantage- - - - - D Followups[+]
6ABBCF Taokaka 6A.pngGuardMidStartup12Recovery20Advantage-8 - 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump
6BBBCF Taokaka 6B.pngGuardHigh/AirStartup26Recovery3+14LAdvantage-4 - - - j.D, j.2D, j.4D, j.8D Special
6CBBCF Taokaka 6C-Charged.pngGuardMidStartup19 [42]Recovery29Advantage-13 - - - 5D, 2D, 4D Special
4DBBCF Taokaka 4D.pngGuardAllStartup25Recovery8Advantage- - - - - D Followups[+]
3CBBCF Taokaka 3C.pngGuardLowStartup10Recovery18Advantage-6 - - - - Special
Air Revolver Action Table
A B C D Cancels
j.ABBCF Taokaka jA.pngGuardHigh/AirStartup6Recovery9Advantage- j.A j.B, j.2B j.C j.D, j.2D, j.4D, j.8D Throw, Jump, Special
j.BBBCF Taokaka jB.pngGuardHigh/AirStartup9Recovery15Advantage- - j.2B j.C j.D, j.2D, j.4D, j.8D Jump, Special
j.2BBBCF Taokaka j2B.pngGuardAllStartup14Recovery18Advantage- - j.B j.C j.D, j.2D, j.4D, j.8D Jump, Special
j.CBBCF Taokaka jC.pngGuardHigh/AirStartup11Recovery20Advantage- - - - j.D, j.2D, j.4D, j.8D Jump, Special
j.DBBCF Taokaka jD.pngGuardAllStartup11RecoveryUntil L+20Advantage- - - - - D Followups[+]
j.2DBBCF Taokaka j2D.pngGuardAllStartup15Recovery24Advantage- - - - - D Followups[+]
j.4DBBCF Taokaka j4D.pngGuardAllStartup8Recovery9Advantage- - - - - D Followups[+]
j.8DBBCF Taokaka 2D.pngGuardAllStartup10Recovery9Advantage- - - - - 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

External References


Navigation

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