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, Jyuubei. Her Drive Ability is known as Dancing Edge: Reckless Kitty, which specializes at dashing at high speeds with a slash attack.
Health:9,500
Guard Primers:4
Play-style:Versatile
Movement Options: 3 jumps, 2 Airdashses, Command jump, Dash-type:Run
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. The A cancel stops her from moving completely if done in the air she is unable to perform any action until she touches the ground. This cancel leaves her at an advantage on hit and -2 on block. This is mostly used to frame trap on hit and is one of the two primary cancels that can be safely done on block/instant block. B cancel makes Tao pass through the opponent, and is heavily negative on block (-5) and on hit it's neutral.If Tao uses the B cancel high enough off the ground she can still perform actions such as air normals and utilize her unused jumps. This cancel is commonly used with 2D and j.8D to create cross up j.C,J.a,j.2B, and j.b situations it can also be used in the air to alter her landing and control space. A high B canceled J.D is advantageous on block due to being able to input J.a before landing making it one of her best air pokes. Finally her C-Cancel stops her mid air and allows the use of any remaining jumps as well as air normals. The C-Cancel is the second most used on block as it leaves her + 2 and she can choose to go for pressure or return to neutral. Another usage it has is with J.4D since J.4D causes Tao to touch the ground, and she can C-Cancel this infinitely due to her jumps being refreshed every time she touches the ground. This makes for a very good spacing tool in neutral. It's important to note that despite being +3, since Tao is mid air, she is very susceptible to anti airs. You can also Cancel her drive by 6 forward which will cause her to bounce of the enemy and go forward pass them, but due to the landing recovery this is rarely seen anymore outside of combos.
Move List
- See also: Taokaka Full Frame Data
Normal Moves
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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6A |
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6B |
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6C |
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3C |
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j.A |
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j.B |
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j.2B |
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j.C |
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Crawl 3 |
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Taunt |
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Counter Assault |
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Drive Moves
5D |
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2D |
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4D |
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j.D |
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j.2D |
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j.4D |
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j.8D |
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Forward Cancel |
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Back Cancel |
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A Cancel |
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B Cancel |
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C Cancel |
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Throws
Forward Throw |
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Backward Throw |
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Air Throw |
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Special Moves
Cat Spirit 1 236A (Repeatable) |
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Cat Spirit 2 j.236B (Repeatable) |
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Cat Spirit 3 236C (Repeatable) |
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Slashy Slashy 22C |
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Sticky Kitty j.214D (at edge of screen) |
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Trick Edge [2]~8D |
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Cat Jump 214D |
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Kitty Litter Special 214A/B/C |
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Distortion Drives
Hexa Edge 236236D |
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Imma Beat The Crap Outta You 214214C |
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Almost Becoming Two 236236B |
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Astral Heat
Definitely Nyaa-mber One [4]~128D |
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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: |
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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
The following colors can be purchased in the gallery: