BBCSE/Taokaka

From Dustloop Wiki

Overview

A young catgirl 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. Her Drive Ability is known as Dancing Edge: Reckless Kitty, which specializes at dashing at high speeds with a slash attack.
Drive:Dancing edge
Taokaka's Dancing Edge involves using the drive button and a directional input to launch her in a torpedo fashion at the opponent. Each drive travels at a set distance and can all be canceled on block or on hit by inputting A/B/C, 6 or 4. Each cancel has unique uses see Drive Section for more details.
Taokaka

BBCSE Taokaka Portrait.png

Health: 9,500
Guard Primers: 4
Movement Options: 3 jumps, 2 Airdashses, Command jump, Dash-type:Run

 Taokaka is Versatile and can quickly move around the stage to attack at an angle/timing the opponent least expects

Pros
Cons

Move List

See also: Taokaka Full Frame Data

Normal Moves

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
216 68 80 82 7 2 10 -2 Click!

Standard 5A gatlings into every one of her normals and is good for throws/TRM setups. Whiffs on crouching opponents if you're too close so use with caution.

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
340 140 90 86 6 3 9 -1 Click!


Gatlings/Cancels-6B,2B,2A,5C,2C,3C,6C,Drive,Special,Jump,distortion

This is your main pressure tool as it goes into all your High/low stuff, frame traps and it's 6 frames as well as air unblockable so it will occasionally catch jump outs. At point blank range it makes for a good poke out of pressure, but its lack of range makes doing this risky.

5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
550 227 90 89 10 3 24 -10 Click!


Gatlings/Cancels-5C,2C,6C,Drive,Jump,Special,Distortion

(Chargeable)-Has decent range but due to the high recovery frames it's not really a reliable poke. Works well to catch certain back dashes and with heat it can be RC to hit confirm into solid damage. It's air unblockable and works well with air blocked normals as you can jump cancel it to keep the pressure going or just return to neutral. Can be held down and be released at any time so you can use it to punish mash out's. On fully charge it breaks a primer but due to the high risk of charging in your opponent's face it should only be charged for short periods of time to act as a bootleg frame trap.

2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
216 68 70 82 6 3 11 -4 Click!


Gatlings/Cancels-2A X2,2B,5B,6B,5C,2C,6C,Special,distortion,Drive,throw

Another main pressure tool. It hits low so it does really well at punishing people that attempt to jump out of pressure. It can be canceled into itself twice and is used primarily to reset pressure as well as throw/TRM setups. Due to it being 6 frames it makes for a good poke out of your opponent's pressure and can be used as a way to approach your opponent from the ground.

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
210 86 80 84 7 4 12 -4 Click!


Gatlings/Cancels-5B,5C,2C,6C,Drive,Special,Distortion

This is one of her most important spacing tools as it pushes her forward and covers good space. It uses are primarily for tic trows, catching jump outs, and being her only other viable low besides 2A. This is also one of her best pokes out of pressure without heat becasue it shrinks her hit box so that it can low profile a lot of normals in the game. It also makes for a great way to safely punish things like Dead spike, Hazama's stance mix up, Jin's 6D, etc. You can generally toss this out any time you feel there's an awkward space between you and your opponent and if timed properly it can also go under certain jump in attempts. USE THIS POKE SON!!!

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
575 238 100 89 14 2 21 -6 Click!


Gatlings/Cancels-6C,3C,Super,Drive

For the most part this has become a combo staple. Outside of combos it serves as a fantastic punishing tool and a decent frame trap. It's actually possible to hit her out of anything into 2C but the opponent has to really be mashing to be successful. This move can also be charged and does break a primer after being fully charge but the same caution for 5C applies here as well so do so at your own risk.

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
320×2 132×2 80 70(once) 12 2(5)3 18 -4 Click!


Gatlings/Cancels-6B,6C,Drive,Super,jump,Special

This is her main anti air...nothing really special about it besides it being two hits.

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
440 182 70 89 26 3 4+8f of landing +2 Click!


Gatlings/Cancels-Drive*,Super,Special (6B puts Tao air borne and cancels into air D attacks)

This is a pretty slow overhead that should only be used once you have respect from your opponent, since it is very easy to poke her out of 6B. The main advantage is that 6B is +2 on block and has other uses outside of pressure. 6B has low invincibility so it goes over lows and since it leaves her air borne she can use this to avoid throws ( think of jin's 6B just 1 frame slower.) Another use this move has in combination with the throw/counter assault OS off a neutral tech, you input the OS throw break then you input 6AB right afterwards. If your opponent goes for a grab you tech due to the throw OS and if they try to delay their throw Tao will 6B which will avoid the delayed throw. As of extend this move has fatal properties.

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 289 80 82 19 6 18 -5 Click!


Gatlings/Cancels-3C,Drive,special,super

This poke has gotten an immense increase of speed in extend thus making this Tao's best standing poke. 6C can be charged and breaks a primer if fully charged, but has the same risk of 2C/5C just with the reward of being +5 on block if fully charged. This is your go to ground poke for footsies and on counter hit it wall bounces from any place on the screen leading into big damage.

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
390×2,440 161×2,182 90 88 (once) 10 2(9)2(15)3 25 -9 Click!


Gatlings/Cancels-Special,Super

Only used as a mid screen combo ender to go into bowling oki. Besides that it has no other particularly notable uses.

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
165 68 90 84 6 2 9 Click!


Gatlings/Cancels-j.A X3,j.b,j.2B,j.C,J.D,throw,Jump,super,special

Her standard anti-air jab. Doesn't have much range so avoid using it in air to air battles unless the opponent is at point blank range.

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
140×2 57 90 86 (once) 8 2(3)2 15 Click!


Gatlings/Cancels- .A,j.2B.j.C,j.D,Special,Super,Jump

Used primarily as a pressure tool and to hit confirm into solid damage on standing opponents. This can also be used in conjunction with 214D in the corner to go for either an over head (j.b) or a low (land 2A).

j.2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
385 159 90 89 13 3 19 Click!


Gatlings/Cancels-j.A,j.C,j.D,special,super,jump

Another one of her main pressure tools. Has a ton of active frames so it really shines in match ups in which the opponent heavily relies on 5A/2A for an anti air. Outside of combos this move is pretty basic.

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480 198 90 89 9 3 21 Click!


Gatlings/Cancels- j.B,j.2B,j.D,special,super,jump

This is one of your best air to air poke as it put's you at little risked when spaced properly and on counter hit can be hit confirmed into 6C if your low enough to the ground. Also makes for a very good pressure tool as you can space it out to be just out of range of your opponent's anti air. Overall this normal is very versatile and can generally be tossed out any time your in the air to control space or go fishing for counter hits. Just like all of her C moves it is also chargeable and with a little respect can be used to fake out a j.c and go for a low or a tic throw, but again due to the risk of having to charge this is not highly recommended.

Crawl

3

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- -- -- Click!

Tao's crawl can be done by inputting down forward, doing so shrinks Tao's hit box drastically and allows her to crawl most ground/air normals in the game. Unfortunately her crawl is only applicable in very few match ups and situations. The good news is that Crawl does not put her in CH state. This is an important tool used to counter your opponent's attempt at spacing and in some instances a way out of certain mix ups. Be sure to experiment with this as it is a very useful defensive option due to the fact it causes normals to whiff thus meaning your opponent can not RC the normal due to it never being blocked

Tao's Crawl is most useful in the following match ups/Situations- Valkenhayn,Tager,Ragna,Litchi (Staff),Mu (5C),Bang (5B,5A).

Taunt

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
100×2 100 20 11 5(10)5 15 -10 Click!

Gatling's- None

There are only two things you could possibly do with this; Firstly, to go for a taunt RC mix up. Taokaka's taunt animation is technically a hit that does 10 damage so you can RC it and go for a TRM setup or some trollish mix up attempt. Secondly, this makes for a really humorous anti air if you're lucky and spaced out properly. Other than the two uses above it is useless.

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 15 6 30 -17 Click!

This has been nerfed greatly in extend and will now whiff more frequently at closer distances. It will also whiff on certain normals like Litch's 6D or Tsubaki's 5CC. Overall this should be used on randomly blocked normals in neutral. Keep in mind that for every time you use a CA you lose one primer and Tao only has 4 so please you use this only for emergencies.

Drive Moves

5D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 70 92 15 9 5+25 after landing Click!


All of her drives can be canceled with either A,B,C, or 6.


5D isn't really all that good outside of combos. Its primary uses are after any random hit confirm into 5C, 5D, A cancel, which leaves Tao at frame advantage on hit, but outside of this it really has no other purpose.

2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650 269 80 92 13 10 10 Click!



This drive is a little better as it can serve as a decent anti air when your opponent is above you at super jump height. On counter hit it can be hit confirmed into j.4D and leads into big damage thus making this move one of Tao's most useful drives. Besides it being a decent anti air it makes for a good cross-up if B canceled as you can either go high (j.A,j.C),low (2A,2B) or even go for a fast empty jump throw.

4D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750 310 90 92 35 16 9f after landing Click!


Serves only as a combo tool now, due to it being so slow it has no other possible uses.

j.D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
550 227 70 92 11 12 10 after landing Click!


As of extend this move now wall bounds on counter hit, but the opponent can tech a few feet before they touch the ground. Overall this move is still the same and remains as one of Tao's best air pokes. Though not as rewarding as j.c it definitely controls more space and works as a good tool to switch sides on the screen. Off of any jump cancelable normal you can input a a low to the ground j.D and B cancel it to make for a much faster cross-up than J.2D,B cancel.

j.2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 70 92 12 Till landing 25 after landing Click!


This move doesn't really have much uses besides frame traps with C cancel and going for risky tick throws after a B cancel. If you feel someone is about to mash out you can just use J.2D as a frame trap the problem is you almost have to C cancel to stay safe due to recovery frames. after 6B you can go for j.2D, B cancel and go for a green throw as this move has barely any hit stun, but please be warned this is not safe and the opponent can mash out.

j.4D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 289 90 92 17 after landing 9 3+25 after landing Click!


This is her best drive starter by far and can be comboed into on hit with A cancel, dash 5B. As mentioned earlier when combined with C canceled this allows an infinite amount of j.4D as this moves makes Tao touch the ground mid animation. It's primary uses are for controlling space, altering landing,hit confirming counter hit 2D, and going under your opponent when he is in the air thus causing you to be on the other side of the screen. It loses out to anti air's and certain 2A's so use with moderation, but be sure to not forget about this tool as it control a lot of horizontal ground space once the actual torpedo animation has begun.

j.8D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
580 240 85 92 10 10 10 Click!


This is primarily used as a combo tool and for an occasional cross up if your looking for something faster than 2D, B Cancel. Besides that this move serves no other purpose.

Forward Cancel

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 4+18 -- Click!

This is actually more important than it would seem. You can delay this cancel to adjust combos so that the opponent doesn't fall out of the ender. A very useful skill when you're getting random things hit confirmed into a highly hit or low hit j.C in the air, but outside of adjusting combos it has no other uses.

Back Cancel

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 4+16 -- Click!

Same as her forward cancel....

A Cancel

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 18 -2 Click!

This is her most used cancel during hit confirmed block strings as on hit it leaves you at +1. Although this move is safe on block (-2) it's not really recommended as doing so will end your pressure or put you at a slight risk if your opponent is paying attention to your cancels. Overall this is a staple in match ups in which you cannot get a standing hit confirm (Makoto,Rachel,Noel,Lambda,Carl,Platinum)and can still be used in the other matchups if you feel you're too far to get a standing hit confirm. It should be noted that this cancel should be used in the air with caution as Taokaka cannot use any of her remaining jumps after an A cancel and must land before she can perform any action.

Notes

-18f of recovery

-Additional 13F landing recovery if landing during the move's recovery

-Consumes 1 jump/air dash

-Frame advantage off 5D hit

B Cancel

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- -- -5 Click!

This cancel is -5 on block and is roughly neutral on hit. In almost all known counter hit situations you are forced to use your fastest move in order to prevent your opponent from escaping your pressure.

C Cancel

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 16 -- Click!

This cancel is really good for safely controlling space in neutral as you can use all your remaining jumps even on whiff. When combined with A cancel it becomes hard for an opponent to mash out of Tao's pressure due to the minimal frame disadvantage and overall lack of universal options the opposing character might have. Most characters cannot safely throw out a normal that will beat out both her A cancel and c cancel.

Throws

Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1000 0,414 90 100,55 7 3 18 -- Click!

Her throw range is the worst in the game so always be at point blank range before attempting throw setups!!!


In the corner the opponent will bounce this allows you to go for j.2D,22C(1),5D,jD-A,6C,etc,etc.

As of Extend you can now combo mid screen by simply doing j.D-B,5C,J8D-A,air ender

Backward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1000 0,414 90 100,55 7 3 18 -- Click!


Can combo into 22C91),5D-6,*j2D,j.C,JD-A, 6C, etc. (This will corner carry from anywhere on the screen)

Notes

- You only need to input J.2D, j.C if you're coming from a really far distance. It is a must if you are going from one corner to another as without this input 6C will not wall bounce.

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1400 0,579 100 100,55 7 3 15 -- Click!


Can go into 6A(1), 5D-6, etc for corner carry 6C stuff or 5D-B, 5C j8D-A, air ender for something simple.

Notes

- you do not need the 6A(1) you can actually skip it and go straight to 5D-6, JD-A, but it helps with the timing.

Special Moves

Cat Spirit 1

236A (Repeatable)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
280×N 115 80 80 14 2 18* -6* Click!


Can be done repeatedly, but can be easily DP interrupted so only do it once as it allows you to restart pressure. This is your go to move to make yourself safe. Very useful when you try to frame trap with 2C and fail as 2C is -6, but ends your pressure. 236A(1,dash 2A is pretty tight and if you eliminate the dash it will frame trap so make use of this when pressuring your opponent.

Notes

-1st and 2nd attack have 18F hitstun, 3rd attack has 22F histun

-Counter carries

-Can continue attack by repeatedly pressing the button; each successive attack has startup 16F

-Even numbered attacks (2nd, 4th, 6th, etc) have 19F recovery with a frame advantage of -7F

Cat Spirit 2

j.236B (Repeatable)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Hits 1-4 380 157 100 80 9 4 12 -- Click!
5th Hit 800 331 90 80 (33+)4[26] 4 12 -- Click!

Cat Spirit 2

Cat Spirit 2 (5th Hit)

This move is really mostly just used in combos as it isn't great for pressure at all. Can be used to slightly change where you land, but besides that serves no other purpose.


Notes for j.236B

-Counter carries

-5th hit has attack Level 4

-Can continue attack by repeatedly pressing the button; each successive attack has a startup of 4F


Notes for 5th hit of j.236B

-Blows the opponent away

-Wallbounce in the corner

-Counter carries

-62% minimum damage

Cat Spirit 3

236C (Repeatable)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Downswing 680[580] 273[240] 70 92* 30 2 17 0 Click!
Downswing (max charge) 820 339 70 92* 61 2 17 0 Click!
Upswing 580 240 70 92* (31+)13 4 22 -7 Click!

This is more or less a terrible overhead option and should only be used as a combo tool. It's slow, easily can be mashed out of, unsafe and overall the risk does not match the reward.

Notes (Downswing)

-1st and 3rd hit knocks down opponent

-Cannot emergency tech

-70% repeat proration

-1st hit can be delayed by holding the button, startup is 14F after button is released (max is 47F)

-Can continue into CS3 (upswing) by pressing button again

-Values in [ ] are for 3rd attack (followup after every up slash)

Notes (Downswing Max Charge)

-Knockdown airborne opponent

-Cannot emergency tech

-Removes 1 guard primer

Notes (Upswing)

-Floats opponent on hit

-70% repeat proration

-Can continue into CS3 (downswing) by pressing button again

-Removes 1 guard primer only after Cat Spirit 3! (downswing max charge). If 1st attack was blocked, this attack will not break a primer

Slashy Slashy

22C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
80×60 33×6 100 99 9 2,2,6,2,2,6 15 -4 Click!


This move has some uses outside combos, for one when combined with AB2 Tao is able to do massive amounts of chip damage. Another use it has is that it breaks a primer on the 4th hit, which is often overlooked so be sure to take advantage of it on a non attentive opponent. This move has three major flaws: Tao can only cancel 22C with her drive, for the most part ends her pressure, and this move is very easy to IB so it actually gives free meter to the opponent. On a knowledgeable opponent, when in the corner or against a DP character this move should not be used.

Notes

-Counter carries

-Can lengthen attack by holding down the button (max 10 hits)|

-Removes 1 guard primer on block on 4th hit

-8% chip damage

Sticky Kitty

j.214D (at edge of screen)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
17~total Click!


This move causes Tao to stick on the wall and greatly delay her landing on the ground consuming one jump in the process; It can be done repeatedly to further increase the time it takes to touch the ground. By inputting 6 Tao leaps off the wall in a straight direction and is able to use any of her remaining jumps or barrier block till she lands. Despite the heavy nerf on the follow up this move received in Extend it is still a useful tool for gaining some space and when combined with j.4D makes it very hard for your opponent to determine where Tao is going to land.

Trick Edge

[2]~8D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Normal 600 248 90 92 4f after wall stick 10 25f after landing Click!
Down 600 248 90 92 4f after wall stick 10 25f after landing Click!
Back 700 289 90 92* 17f after landing 10 3+25f after landing -4 Click!

This has one applicable purpose outside of combos and that is to cancel the first hit of 236C into trick edge and get oki. By doing so you get oki, but lose out on some damage. This is insanely useful in match ups in which the opposing character has air options that reduce or alter their landing on the ground such as Mu, Rachel, Platinum, Jin, Hakuman, Arakune, etc.

Notes (Trick Edge)

-airborne from 7F~

-30F hitstun

-20F blockstun

-input charge time 30F

-can cancel into Dancing Edge's drive cancels during active frames or hitstop

Notes (Down)

-airborne from 7F~

-30F hitstun

-20F blockstun

-input charge time 30F

-can cancel into Dancing Edge's drive cancels during active frames or hitstop

Notes (Back)

-airborne from 7F~

-24F hitstun

-17F blockstun

-80% repeat proration

-input charge time 30F

-can cancel into Dancing Edge's drive cancels 17F after landing or hitstop

Cat Jump

214D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 38T -- Click!


This move is used primarily for setting up cross-ups and to hit confirm crouching hits for more damage. So long as you are not in the corner and are relatively close to the opponent Tao's 214D will always auto correct Tao mid air which allows for a cross up j.c to occur. This is really useful for pressure and with a little practice becomes a good way to bait things like random gold bursts and DP's; due to being able to barrier block throughout the entire animation. You can also go for empty 214D 2B for a low or just do dash up throw once you have conditioned your opponent to respect your pressure. On a crouching opponent close to the corner you can do anything into 6C, 214D, j.4D-B,22C.... this is extremely useful as it allows you to see the opponent wall bounce and simply confirm with j.4D and if they do not wall bounce you can restart your pressure with a meaty 5B or j.2B.

Kitty Litter Special

214A/B/C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A -- -- -- -- 30 -- 52T -- Click!
B -- -- -- -- 30 -- 52T -- Click!
C -- -- -- -- 33 -- 56T -- Click!
Apple 150 62 100 84 -- -- -- -- Click!
Bomb 150×2 62×2 100 84 -- -- -- -- Click!
Chibikaka 216 447 100 84 -- -- -- -- Click!
Pillow 150×2 62×2 100 84 -- -- -- -- Click!
Hammer 200 82 100 89 -- -- -- -- Click!
Baseball 200 82 100 86 -- -- -- -- Click!
Fish 200 82 100 84 -- -- -- -- Click!
Bowling Ball 300 124 100 89 -- -- -- -- Click!

The only really notable items here should be the baseball which will come back around if it passes to the other side of the screen on whiff and the bowling ball which breaks a primer. After anything into 3C you can safely throw out a bowling ball to cover some space. A lot of the time your opponent will do his best to avoid the bowling ball through jumping in order to not lose a primer. When used correctly with air throws,6C,j.A, and 6A you can get some control on your opponent and punish their attempt to avoid the bowling ball.

Distortion Drives

Hexa Edge

236236D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450×4, 1900 0 90 92×5 4+3 2(6)2(4)2(6)2(18)2 43 -26 Click!


Typical reversal super nothing all that special, with 100 heat in the corner you can RC the last hit of and confirm into 6C, 4D-A, etc. so long as the proration isn't too bad.

Notes

-Invincible from 1F until 10F after super freeze

-Hits 1-4 have 23F hitstop

-5th hit wallbounces opponent, breaks 2 guard primers

-Counter carries

-20% miminum damage from hit 1-4, 30% on 5th hit

-180F Heat gain cooldown

Imma Beat The Crap Outta You

214214C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 3300 0 100 100, 20 5+11 10 5+50L -- Click!


Covers some decent distance and can occasionally be useful against zoners, but other than that it has no really notable uses. If you have 100 heat you can combo pounce super into hexa edge for 3K unburstable damage.


Notes

-Invincible from 1F until 10F after superflash

-Airborne from 1F after superflash

-2nd hit floats opponent

-Homes in on opponent's location

-Can hit opponent in any state except crouching

-25% minimum damage

Almost Becoming Two

236236B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- 1 -- 9 -- Click!


This super is great for extending pressure or increasing your damage from 4k to 6K depending on the starter. You 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, however be on the look out for reversals such as DP'S and reversal supers as you will be hit out of anything you do after AB2.

Notes

-Invincible from 1F through superflash

-Attack power reduced to 50% for duration of AB2 (untechable time is unaffected)

-Cannot remove guard primer during 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

-Effect ends after 540F (485F after recovery)

-Cooldown 180F

Astral Heat

Definitely Nyaa-mber One

[4]~128D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death 0 -- -- 1F after wallstick 10 55L -- Click!


Good Games

Notes

-Invincible from 1F after wall cling to 11F after super freeze

-Airborne from 7F~

-Input charge time 30F

-Command can be done with: charge [1], then 2, 8+D (as opposed to just charging 4)


Strategy

The first thing to know when playing Taokaka is that she is a heavily movement-based character and against most characters, she excels at the mid-range neutral game. Through the use of things like sticky kitty in the corner,214D/2D-B/j.8D-B cross-ups and above average TRM setup potential, Tao is able to get some pressure started and although the lack of a solid meter-less comboable overhead hurts her slightly it doesn't take away from the fact that her pressure is definitely solid. In most instances a lot of your damage will be coming directly from random hits in neutral and corner carrying your opponent in order to combo into AB2 for big damage.

Offense

Up Close/Pressure Game

Taokaka got much safer with each version of the game especially in terms of drive canceling. For reference, C cancel is +2 on block (advantage!), A cancel is -2 on block, and B cancel is -5 variable on block (the later it is canceled, the less recovery it might have. You can assume that up close, it will ALWAYS be -5, and therefore not suitable for regular pressure. Therefore, be cautious of using B cancels on block! I cannot stress this enough. You may fall into habits regarding B cancels against bad players that cannot block cross-ups, or because of online, or because of players with poorer reaction times. Do not convince yourself that it is a safe thing to do. B cancels will also be slightly safer from different drive variants. Most numbers are based on 5D, which seems to be the worst case scenario.

As well, note than on normal hit, and at the end of combos, these will be safer. Ending off a small gatling combo with D~A and then doing a 5B/2B will beat out anybody mashing anything that isn't a reversal.

In terms of blockstrings, you will usually start off with D~A, D~C, j.C, j.B, 5B, 2B, or a 2A. From there:

- Drive cancels do not link into anything directly, but leave you at the aforementioned adv/disadvantage - A cancels can pretty much be considered neutral, but you're still at a slight (-2) disadvantage Therefore using your fastest moves is a requirement.

This pretty much means you're limited to 5B/2B/block if they don't respect your pressure yet. Of course if they do respect your pressure, you can do a lot of things and get away with it. After D~A is also a place you can safely block DPs.

- Normally, C cancels have a lot of paths you can take, because you're at an advantage regardless of block/hit. The problem is you're in the air, and almost every direct attack path will be anti-aired. The objective is to make them afraid to anti-air.

From any D~C

- vs. Anti-Air: JC9->j.B, 44->66->j.A->j.B->j.A, 44->j.4D~any, possibly j.D~B->66->j.A->j.B->j.A (a little risky, j.A->j.2B->j.A is generally ambiguous since if you're low enough, the final j.A won't come out and instead you'll get a grounded move, and can possibly do 2A instead (the same input will do both). It's also nice, since j.Ax3 has more landing recovery for some reason.)

- vs. Jump Back->Barrier: 66->j.B+C, 66->j.AxN->6A(2).

- vs. Mashing/Blocking: j.2D~B, j.C, 66->j.A->j.B->j.A

- j.C/j.B can link to a dash cancel, a jump cancel, 5B, 2A, or 2B. After the dash cancel, these three options (or a green grab), will probably be your best options, since they're your fastest grounded attacks.

- 5B can link into 2B, 5C, and both 2B and 5B link into 6A on crouching. It can also be jump canceled/super jump canceled/special canceled/dash canceled. If canceled into super jump or 214D, can dodge DPs. If a hit is confirmed you go into the standing hit confirm (5B -> 5C -> JC -> j.B -> j.2B -> j.C), and on crouching you can either confirm into 6A or into 5C, 2C, 6C and use 214D, dash 5B, 2B, for oki.

- 5C can generally only link into special attacks or drives and 6C on crouching only. It can also be jump canceled/super jump canceled.

- If you do 6C after 5B/5C, you do create a small opening, but if they respect your pressure and not mash immediately then it will trade in your favor.

- 2B can link into 6A (Crouching only), 5B (If you haven't done so already, only once per block string) or 5C. It also low profiles things like Makoto's DP so it makes for a good pressure tool in some match ups.

- 6A is usually jump/super jump canceled. The first hit can be canceled into 6B, but it you can be poked out so used this only on an opponent who has been conditioned to block. If you can't confirm it, do JC9->j.B->j.C, or JC9->j.A->j.B->j.A. The former can easily go into a combo, even if they jumped beforehand. If it's highly prorated and you confirmed it, you can always do some tech gimmicks like JC IAD->..->j.B+C. Or JC IAD->Land->6A. Or something of that nature for a reset.

- 236A in blockstrings should be kept to a minimum of one hit. If somebody knows how to IB, they can simply 5A out of it. Since 236A cannot be delayed after it has started, they can go on a rhythm and IB every single one. They don't need to IB to DP in the middle of it, remember this. 236AxN at the end of prorated gatlings is fine! And can combo into 5D~A(hit) or 5D~C(hit) for keeping advantage.

- any D~RC->2A/5B will usually beat out anything except for DP. If they're low on health and you need some easy damage, this might be a place to get it.

- In general, doing an extra jump after a jump cancel, then doing j.B will bait and punish anti airs that are mashed out or guessed, but will still lose to a well timed anti air. If an anti air has huge recovery, you can simply wait for it with using your two extra jumps, then j.B them in the recovery time.

Throw Reject Miss (TRM)

-Throws under the normal situation has the short input acceptable time (Green Grabs).

-Throws during block stun or mid-combo have a longer input acceptable time(Purple Throw).

Your opponent can tech throws by inputting B+C or 1A+B+C essentially the first method makes your throw animation come out and leaves you to be punished on whiff, but puts you less susceptible to throw reject miss. The second method is an option select that allows you to tech throws and block moves that are intended to bait your throw animation, and instead causes barrier to come up in instances where your throw animation would come out. However this option select makes you more susceptible to getting thrown reject missed.


There are some situations that throw can not be rejected:

-When a throw successfully counters an opponent's move, it will be counted as Throw Counter and is not breakable.

-After inputting B+C for breaking throw, there will be short period of time where the given player can not tech the throw again. Throws during this period of time will be counted as Throw Reject Miss and can not be teched.

Taokaka can easily setup a lot of throw scenarios due to her normals having no push back and her pressure being heavily oriented to being close to the opponent. If your opponent techs throws with B+C you can take advantage of this and use things like 6B/j.2D-B, j.C/j8D-B. j.C in close distances where it looks like your going to throw in order to make their animation whiff and get a free punish. However if your opponent uses 1A+B+C to tech throws you can do things like 2A,Dash,2A, Grab (Purple) when you see their barrier come up and it will count as a TRM. By effectively utilizing the throw system of the game Taokaka is able to make up for her lack of meter-less mix up potential.

Other Mixup Components

- Your overheads are: 6B, 236C (DON'T USE THIS), j.A/C/2B.

- Your lows are: 2A, 2B

- 6B can only combo on some characters crouching: Noel, Rachel, Tsubaki, Hazama, Rachel, Litchi, Tager. Some others are possible with stricter timing. 6B will always combo on CH and Fatals on CH as well.

- As well, nothing perfect gatlings into 6B, so there will always be a gap between whatever move and 6B. If they respect your defense enough, or their reactions are weak, and they're not mashing, this isn't a problem.

- 2A prorates too much for anything other than setup usually. If you confirm it, you can get 2.3k, but you probably aren't going to. If you don't confirm it, go into something simply like 2A->5B->5C->236AxN->5D~A/C. Or go for some reset gimmicks you think up. If you get a 2A hit, you're not going to end up with damage, it much better to end up in a good position for a setup.

- 2B is much more likely to confirm into a combo and can also be used with green throw setups.

- 236C is slower than 6B and therefore is generally terrible. This move should be used only if you have nothing better to do and have double your opponents health it is way to easy to hit Tao out of the animation.

- The oldest crossup trick in the book for Taokaka players is 2D~B->j.C, (or j.A/j.B). This is actually also very slow, and very susceptible to anti airs. Other cross up options are (Any JC normal), j8D-D or 214 D both of these can go into either a high or a low and with meter the lows can be confirmed for 3.8k.

Although, this can also be used to your advantage, since 2D~B stays in the air, giving you access to extra jumps and air dashes to trick people with. This is a really risky option too. 2D~B dodge dodge some defensive options though (like some DPs with specific hitboxes), so it's an option for that as well. - 214D crosses up much earlier. And since canceling into 214D can dodge a lot of stuff, this is nice.

- ~->JC9->j.B doesn't cross up, while ~->JC9->..->j.B will. That's more of a true cross-up, because of ambiguity.

- 5D~B is not a good crossover either, since 5A/2A easily will beat out your next move. And since it's -5, they have plenty of time. Do not see this as a mixup option!!!

-214D, j.C (High), 2B/2A(low) this is pretty good with respect as due to 214D auto correcting and generally being fast it makes for an excellent high cross up and a low that is almost impossible to react to.

-214D, IAD, J.A, IAD, j.B this one utilizes Tao's two air dashes to their fullest and sets up a nice opportunity foe high/low mix up mix up. The option of going into a throw is viable and adds to the mind games.

Green Grab Setups Up Close

- 2B->Throw

-2B->5B->Throw

- Any D~C->j.2D~B(blocked/whiffed)->Throw

- 6B->j.2D~B(blocked/whiffed)->Throw

- Any D~C->66->j.B+C

- Any D~C->j.D~B->66->j.B+C

- Any D~C->44->66->j.B+C

- D~A->66->Throw

- j.C->66->..->Throw

-Any JC normal into j.2B (hit/blocked)/j.A (whiff), J.C (Charge) whiff, throw

- Think of any situation where the enemy will keep blocking but you'll still be close enough to grab. Her grab range is really bad on the ground, so the situations where you can effectively grab are limited. Be creative!

- Most people will be expecting 2B->4B+C, use this to your advantage in order to do throw reject miss setups.

- Like Jin, 6B will generally beat out throw break attempts. Use it in place of 4B+C to screw with the opponent's reactions.

Defense

Tao doesn't really have much defensive options without meter and relies on basic defense options like barrier, IB, jumping out, backdashing, etc. Unfortunately with the counter assault hit box nerf your most consistent option is to IB Hexa Edge in most cases. Her backdash is very fast and depending on the match up works as a legitimate wake up option without meter. Occasionally you can use 6B to go over lows and use her crawl to low profile mids, but essentially these are both unsafe and put you at huge risk of eating big damage. In situations where you have 50 heat at your disposal counter assaulting is sub par at best as it will whiff randomly on an opponent that is either too close or depending on the normal they are using. Hexa Edge is a standard reversal and pounce super is good in some situations where your opponent is generally not paying attention. Finally Tao's best mashable normals are 2B (7 frames), 5B (6 frames,but no range), 2A(6 frames, but less overall damage than 5B) as you can see these normals are fast and with the exception of 5B have decent range. On opponents who are really jump happy 6A and 2D are your go to anti airs and both lead to solid damage with the proper confirm and meter. 6A is similar to a double edged sword as the 2 hits can both save you and if they whiff will be the end of your life so please use it in moderation.

Combos

Combo Notation Guide:
  • AD/IAD: Air Dash / Instant Air Dash
  • JC/SJC: Jump Cancel / Super Jump Cancel
  • AA: Anti-Air (hit)
  • CH: Counter Hit
  • FC: Fatal Counter
  • TK: Tiger Knee
  • RC: Rapid Cancel
  • [Starter]: Any move that can be cancelled into the move that follows and prorates well. In all instances that you see this notation at the start of a combo it means any non "A" starter.
  • Move Name(#): Cancel the move on the hit number indicated by (#)
  • [ # / # ]: Damage / Meter Gained

Combo Enders

Ender 1- j.8D~A -> 2D~C -> j.9D~5 -> j.6D~6 -> j.C -> .. -> j.9D~9 -> j.3D~3 -> j.236Bx5

Ender 2- 2D~5 -> j.6D~6 -> j.C -> .. -> j.9D~9 -> j.2D~C -> j.C -> .. -> j.9D~9 -> j.3D~3 -> j.236Bx5

Ender 3- 2D-C -> j.9D~9 -> j.3D~3 -> j.236Bx5

Ender 4- 2D-C -> j.9D~9 -> j.6D-6 -> j.C -> j.9D-9 -> j.3D~3 -> j.236Bx5

Ender 5- 2D -> j.C -> j.9D~C -> j.9D~9 -> j.3D~3 -> j.236Bx5

Ender 6- 2D~5 -> j.9D~5 -> j.6D~6 -> j.C -> j.9D~9 -> j.3D~3 -> j.236Bx5

Ender 7- 2D~9 -> j.2D~C -> j.C -> j.6D~6 -> j.C -> j.9D~9 -> j.C -> j.9D~9 -> j.3D~3 -> j.236Bx5


AB2 Ender

AB2 Ender - AB2 -> 6C -> s.JC7 -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5

All combos that end with "Ender 5" can replace that ender with "AB2 Ender" if you have the meter and want more damage.

Universal Starter Combos

The following combos are to be done in general situations and only require specific positioning on screen.


(Starter), 5C, 2C, 6C, 214D. j.4D-B, 22C (1), 5D, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5

Requirements:Near Corner

-Omit the 4D-A on Noel and Rachel


(Starter), 5C, 2C, 6C, 22C (1), 5D, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5

Requirements:Crouching opponent/Corner

-Omit 4D-A on Noel and Rachel


(Starter), 5C, 3C (3 hits), 22C (1), 5D, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5

Requirements:Corner

-Omit 4D-A on Noel and Rachel

-On Arakune omit the 5C for consistency as the 22C (1) will whiff after 3C if your not at point blank range.

Combos from A Moves

2A, 5B, 5C, 2C, 236A, 5D-A

Requirements:None


2A, 5B, 3C, 214C

Requirements:None


2A, 5B, 5C, 2C, 6C

Requirements:Crouching opponent


2A,5B, 3C (3 hits), 22C (1), 5D-6, j.D-A, Ender 5

Requirements:Corner


2A, 5B, 3C (3 hits), 22C (1), 5D-6, j.D-A, 6A (1), TK j.236Bx5

Requirements:Corner

- TK j.236Bx5 after a 6A (1) makes the opponent tech lower to the ground and opens up more options for Taokaka besides just returning to neutral.


6A (2), JC, J.8D-A, JC, j.C, j.8D-A, land, Ender 4

Requirements:None.

-Strict timing between the second j.8D-A and the ender. Alternatively you can omit this part and just go straight into ender 4 for consistency.


6A (1), 5D-6, j.D-A, 6C, 236CC, Ender 5

Requirements:Near corner/ Corner

-This combo is highly impractical off an Anti Air 6A, however serves better as a combo used for punishing something with a lot of recovery and no counter hit state.


6A (1), 5D-5, j.2D-5, j.C, j.D-A, 6C, 6C, 236CC, Ender 5

Requirements:Midscreen

-Used for punishing rather than hit confirming anti air 6A.

-This combo will go corner to corner if you add 5D-A (whiff) in between the two 6C's, however it is not required for any other distances.

Combos from B Moves

5B, 5C, rising j.B, j.2B, j.C, 6A (1), 5D-6, j.D-A, 6C, 236CC, Ender 5

Requirements:5B starter, standing opponent.

Does not work on- Makoto, Lambda, Carl, Platinum, Noel, Taokaka

Delay rising j.B on- Jin, Mu, Ragna, Tsubaki, Hazama,Rachel


5B, 5C, 3C, 22C (1), 5D, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5

Requirements:Corner

-On Rachel and Noel omit 4D-A.


5B, 5C, 2C, 6C, 22C (1), 5D, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5

Requirements:Crouching opponent in the corner


5B, 5C, 2C, 5D, RC. 6A (1), JC8, j.2B, j.D-A, 6C, 5D-A (Whiff), 6C, 236CC, Ender 5

Requirements:50 Heat, Midscreen/Near corner


j.B/j.2B, 5B, 5C, rising j.B, j.2B, j.C, 6A (2), 5D-B, 5C, Ender 4

Requirements:Standing opponent, Please read "standing Hit Confirm Notes" located above.


6B, 5B, 6A (1), 5D-6, j.D-A, 6C, 236CC, Ender 5

Requirements:Crouching Opponent,Relative close distance from the corner.

Only works on the following without RC- Noel, Rachel, Tsubaki, Hazama, Rachel, Litchi, Tager.


6B, RC, 3C, 22C (1), 5D, j.D-A, 6C, 4D-A, 6C, Ender 5

Requirements:50 Heat, Corner

-On Noel and Rachel omit the 4D-A.


FC 6B, 5B, 6A (2 hits), JC, j.8D~A (x3), Ender 4

Requirements:Fatal Counter Only combo

Combos from C Moves

CH 6C, 214D, Air Backdash (44), j.4D-A, 5C, 5D-6, j.D-A, 6C, 5D-A (whiff), 6C, 236CC, Ender 5

Requirements: Counter hit 6C


CH 6C, 5D-6, j.2D-6, j.C, j.D-A, 6C, 6C, 236C, Ender 5

Requirements:Counter hit 6C

-This combo can go corner to corner with 5D-A (whiff)in between the two 6C's.

-Used only for corner to corner situations.


CH 6C, 5C, 5D-6, j.D-A, 6C, 6C, 2236CC, Ender 5

Requirements:Counter hit 6C

-Same rules apply, but this combo is better for midscreen situations.


CH 6C. 5D-B, 5C, j.8D-A, JC, j.C, J8D-A, Ender 4

Requirements:Counter hit 6C

-Easy hit confirm for solid damage


CH 6C, 5B, 5C, j.8D-A, Ender 4

Requirements:Counter hit 6C

-This should be used on 6C's that traded.


CH 6C, 214D, j.2D, 22C (1), 5D-6, j.D-A, 6C, 6C, 236CC, Ender 5

Requirements:Counter hit 6C, Midscreen/Corner


236CC, Ender 7

Requirements:None


236CC, 5D-6, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5

Requirements:Corner

-On Noel and Rachel omit 4D-A

Combos from D Moves

j.D-B, 5C, JC, j.C, j.8D-A, Ender 6

Requirements:Low to the Ground j.D-B


CH j.D-B, dash, JC, j.C, j.8D-A, Ender 6

Requirements:Very low to the ground j.D-B or CH j.D-B from a one jump air space

-This combo works off of low to the ground counter hit j.D starters


CH j.D-B, dash, Ender 4

Requirements:Counter hit j.D

-Works from most heights and is the most consistent of the bunch


CH j.D-B, Air Dash, j.C, j.9D-9, j.3D-3, j.236Bx5

Requirements:Counter hit j.D

-This should only be done on counter hit j.D's down at a little over super jump height or higher


2D, Ender 2

Requirements:None


CH 2D, Air Backdash (44), j.4D-A, dash, 5C, 5D-6, j.D-A, 6C, 6C, 236CC, Ender 5

Requirements:Counter hit 2D

-The air back dash can be omitted, but it helps with hitting the j.4D-A at proper height.


CH 2D, Air Backdash (44), j.4D-6, j.2D-B, 5C, 5D-6, j.D-A, 6C, 5D-A (whiff), 6C, 236CC, Ender 3

Requirements:Counter hit 2D

- You need to hit 5C so that it hits around the lower waist of the opponents body in order to avoid 6C whiffing.

-Again you can omit the air backdash, but it helps with timing and height adjustments.


CH 2D, j.4D-6, j.2D-B, 5C, j.8D-A, Ender 4

Requirements:Counter hit 2D

-This should be done when you failed to adjust the height of j.2D-B, 5C and you know 5D-6 will not connect properly.


j.4D-A/CH j.4D-B/ CH j.4D-C, j.C -> 5B, 5C, rising j.B, j.2B, j.C, 6A (2), 5D-B, 5C, Ender 4

Requirements:Standing opponent

Does not work on- Makoto, Lambda, Carl, Platinum, Noel, Taokaka

Delay rising j.B on- Jin, Mu, Ragna, Tsubaki, Hazama,Rachel

-Regardless of hit or counter hit the combo is always the same for every starter.


j.4D-A/CH j.4D-B/ CH j.4D-C, j.C -> 5B, 5C, 2C, 6C, 5D-A (whiff), 6C, 236CC, Ender 5

Requirements:Crouching opponent, Midscreen/Near corner

-Same as above


j.4D-A/CH j.4D-B/ CH j.4D-C, j.C -> 5B, 5C, 2C, 6C, 22C (1), 5D, j.D-A, 6C, 6C, 236CC, Ender 5

Requirements:Corner/Crouching opponent

-It is possible to get a 4D-A in between the two 6C's on all characters besides Rachel and Noel, however the timing is strict and requires proper height to work properly.


j.4D-A/CH j.4D-B/ CH j.4D-C, j.C -> 5B, 5C, 3C, 22C (1),5D, j.D-A, 6C, 6C, 236CC, Ender 5

Requirements:Corner

-Same as above

Combos from Throws

Throw (B+C),JD-B, 5C, j.8D-A, Ender 4

Requirements:None


Throw (B+C) -> j.4D-B, 22C, 5D-5, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5

Requirements:Corner

-Although this combo will work on Rachel it will not work against Noel.

-You still need to omit 4D-A on Noel.


Throw(B+C), j.2D-B, 22C (1), 5D-5, j.D-A, 6C, 4D-A, 6C, 236CC, 2D-9, j.C, j.8D-9, j.8D-9, 236B x6

Requirement:Corner, Tager specific

-This combo is highly recommended on Tager as due to his faster descent, the other combos will have a stricter timing against him


Back-Throw (4B+C), 22C, 5D-6, j.D-A, 6C, 5D-A (whiff), 6C, 236CC, Ender 5

Requirements:Start of the match position or closer to the corner, 5D-A (whiff) needs to be canceled relative to how close you are to the corner.


Back-Throw (4B+C), 5B, 5C, j.8D-A, Ender 4

Requirements:None


Back-Throw (4B+C), 22C, 5D-6, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5

Requirements: Taokaka's back to the corner

-On Noel and Rachel omit the 4D-A.


Air throw(B+C in the air), 5D-B, 5C, j.8D-A, JC, j.C, j.8D-A, Ender 6

Requirements:None


Air throw(B+C in the air), 6A (1), 5D-6, j.D-A, 6C, 5D-A (whiff), 6C, 236CC, Ender 5

Requirements:Midscreen/ Corner


Air throw(B+C in the air), 5D-6, j.2D-6, j.C, j.D-A, 6C, 6C. Ender 5

Requirements:None

-Combo goes corner to corner


Air throw(B+C in the air), dash (Crossunder), 5C, JC, j.C, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5

Requirements:Opponents back to the corner

-This combo is hard against Makoto and Carl so you may want to replace the j.C with j.BB in order to help with consistency.


Air throw(B+C in the air), 22C (1), 5D, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5

Requirements:Taokaka's back to the corner

-On Noel and Rachel you need to omit the 4D-A.

Miscellaneous Combos

Gold Burst, dash (Crossunder), 5C, j.8D-A, JC, j.C, j.8D-A, Ender 6

Requirements:None


Gold Burst, dash (Crossunder), 5C, JC, j.C, j.D-A, 6C, 6C

Requirements:None


Gold Burst, 5D-6, j.D-A, 6C, 5D-A (whiff), 6C, 236CC, Ender 5

Requirements:Midscreen/Near Corner


Gold Burst, 5D-6, j.2D-6, j.C j.D-A, 6C, 6C, 236CC, Ender 5

Requirements:None

-This combo goes corner to corner


(Any Starter),Hexa Edge (236236D), RC, 6C, 4D-A, 6C, 236CC

Requirements:100 Heat/Corner

-On Noel and Rachel omit 4D-A

-This combo works best with good starters like 2C/5C/5B and should be used for quick damage when time is running low.

Alternate Colors

Taokakacolorchart.jpg


The following colors can be purchased in the gallery:

Color chart 2.png

Navigation

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