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Taokaka/Move List

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Health Double Jumps/Airdashes Dash Type
9,500 2 Run
Overdrive Duration (in frames)
100 – 90% 89 – 80% 79 – 70% 69 – 60% 59 – 50% 49 – 40% 39 – 30% 29 – 20% 19 – 10% 9 – 0%
180 210 240 270 300 390 420 450 480 600

Taokaka's Overdrive is Almost Becoming Two!, which temporarily summons a slower doppelgänger to help Taokaka (replaces Distortion Drive of the same name).

Taokaka's triple jump allows her to Drive command cancel twice in the air. This paves the way for numerous cross-ups, mix-ups, and surprising gimmicks. She has high pressure mixups. E.g.: 2A -> 5B -> 2A -> 2A -> 5B+C. Like Bang, she can air dash twice in the air. Her average damage output rivals Ragna's and Nu's (3k – 4.5k).

She has the lowest Guard Libra rating in the game, 80%. This means that it is easy to guard crush Tao. For example, two full pressure strings from Ragna will cause her to guard break. Tao has no good anti-air and reversal options. The only exception is her Hexa Edge, but that requires 50% meter. Tao lacks the necessary tools for zoning. Characters that excel at mid-range to long-range work against her.

Taokaka's Drive: Dancing Edge, involves using the drive button and a direction input to launch Taokaka at her enemy.

Move Lists


Input Damage Heat gain
A 216 68
BBCS (Taokaka 5A) Standing paw slap
It is not particularly her best normal, but it is the one with the least amount of active and recovery frames.
You can special cancel, jump cancel, or follow up with any other standing/crouching normal.
5A will not hit low crouching characters.
Input Damage Heat gain
B 340 140
BBCS (Taokaka 5B) Standing Tiger Knee
One of Tao's best standing normals in the game.
Her 5B has the same execution start up as her 2A, except that her standing knee has 90% proration.
This means that any time you land a 5B, you will land an even bigger damaging combo.
And since it has a 6 frame execution advantage, most of your opponent's normals will get countered, or, at the very least, exchange hits.
Input Damage Heat gain
C 550 227
BBCS (Taokaka 5C) Standing Claw Strike
5C is a decent normal that you can use to gatling to a 2C, 3C, 6C, jump cancel, special or a drive attack.
It does not have fast execution (10 frames) and has lots of frame recovery (31 frames), but if you score a Counter Hit, then be prepared to punish heavily.
A fully charged 5C does a 2,400 guard crush against your opponent.
Be aware that you are prone to getting throw countered (meaning someone can throw you and you cannot tech out of the throw) during the frame recovery and the execution.
Charging 5C does not increase damage or change proration.
Input Damage Heat gain
2A 216 68
BBCS (Taokaka 2A) Low Paw Attack.
This normal is a very useful poke that forces your opponent to block low.
It prorates heavily (meaning you'll score less damage), but you can gatling into any other normal, special, or super.
It is a great move that can be used for gimmicks (such as 2A -> B+C) or just trying to force damage on your opponents.
Input Damage Heat gain
2B 216 68
BBCS (Taokaka 2B) Low Slide
2B is a fast normal that can only be blocked low.
It does not have the greatest damage or proration, but you can gatling into stronger normals.
This move is a great tool to use for throw gimmicks (2B -> B+C), mixup games, and extending your combos.
Input Damage Heat gain
2C 575 238
BBCS (Taokaka 2C) Claw Swipe
Like the rest of her C command attacks, 2C has high damage but slow execution (15 frames) and recovery frames (27 frames).
She can gatling into her 3C, 5C, specials or distortion drives.
You can charge the attack by holding the button, start up is 11 [frames] after button release, guard crush value is 1600 when you hold it 22~31 (start up 33~42), guard crush value is 2800 when you hold it 32~35 (start up 43~46).
Charging 2C does not increase damage or proration.
Input Damage Heat gain
6A 320X2 132X2
BBCS (Taokaka 6A) Standing 2 hits
She can cancel into another special move or jump cancel after the first/second hit.
This can be very useful to bait bursts or simply initiate another combo.
Also, the first hit causes a little vacuum effect that sucks your opponent in.
6A is also Tao's anti-air, but it is nowhere near as good as Ragna's or Noel's 6A.
Does NOT hit low crouching characters (Litchi, Carl, Rachel, Jin, Noel, and Taokaka) OR characters who push you far back from perfect guarding.
If you miss, then your opponent will have all the time in the world to punish you.
320 damage after two hits.
Input Damage Heat gain
6B 440 182
BBCS (Taokaka 6B) Overhead Somersault Attack
A nice useful overhead that can cancel into her Hexa Edge super OR jump mashy claw.
If you ever land a CH with this attack, then you're free to punish your opponent with a follow up combo.
In CS:EX, it causes Fatal Counter.
Input Damage Heat gain
6C 700 289
BBCS (Taokaka 6C) Hadouken Palm Strike
This is her most damaging standing normal.
Like all of her C attacks, 6C has lots of execution (23-64 frames) and recovery frames (18 frames), but deals insane amounts of damage.
Unlike her other normals, you can only gatling into her drive, specials or supers.
All combos initiated by 6C will land a 4k combo, but it is also very easy to punish.
Even if you gatling into a drive or special, EVERY character will have a response to it. Wallbounces on hit.
Charging 6C does not increase damage, but increases the proration scaler.
Input Damage Heat gain
3C 390X2,440 161X2,182
BBCS (Taokaka 3C) Double Paw Strike with Foot Sweep
She can gatling into her drives, specials or supers at any given strike.
3C is also what she uses to initiate her drive loop, which is one of her main bnb combos.
3C can serve as a potential anti-air.
It is nowhere near as good as Ragna's 6A or Jin's DP.
But since Tao has no good anti-air options anyways, except for her berserker barrage and her super prorating 6A, her 3C is the next best bet.
The idea is to use a normal that has similar properties to her crawl.
So if a Ragna player air dashes in with a j.C, you can CH that by using a 3C.
Landing a 3C gives you 90% proration, which can lead into a hefty 4k combo.
But if you miss, misjudge your opponent, or get baited, then you'll take your opponent's most damaging combo.
Her foot sweep can only be blocked low.
Input Damage Heat gain
A (in the air) 165 68
BBCS (Taokaka jA) Jumping Paw Attack. Like the rest of her 'A' command attacks, you can gatling into the following: Jump Normals, Cat Spirit Two!, or Drive Attacks.
It is a reliable move that can be used follow up a safe combo.
Input Damage Heat gain
B (in the air) 140 X2 57
BBCS (Taokaka jB) Jumping Leg Split Attack
Her jumping leg split has a lot of execution and recovery frames (15 ~ 19).
It also only has a 3 frame active window to hit your opponent, but the greatest feature about this normal is it is enormous hitbox.
It is not her greatest zoning tool, but you can use it to hit confirm into other pressure strings or create some seemingly ambiguous crossups.
Input Damage Heat gain
C (in the air) 480 198
BBCS (Taokaka jC) Jumping Claw Attack
This is Tao's greatest zoning normal of her arsenal of moves.
It comes out within 9 frames, but that is immensely fast for a heavy attack.
While she cannot gatling into any other normals, apart from her j.B and j.D, the reward for landing a hit, or CH, exceeds the risk.
You can chain a drive loop when you hit confirm j.C in the air OR apply ambiguous crossups to force damage on your opponent, so do not feel bad for using it frequently.
Input Damage Heat gain
6AB 0 0
BBCS (Taokaka 6C) This has been nerfed greatly in BlazBlue: Continuum Shift Extend and will now whiff more frequently at closer distances. It will also whiff on certain normals like Litchi'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 use this only for emergencies.
Input Damage Heat gain
AB 1000
BBCP (Taokaka CrushTrigger)


Input English name Japanese name Damage Heat gain
D Dancing Edge ダンシングエッジ Danshingu Ejji 600 248
BBCS (Taokaka 5D) Forward Drive. Allows you to drive parallel to the ground.
This is the most commonly used gatling command after a 3C.
Input Damage Heat gain
2D 650 269
BBCS (Taokaka 2D) Diagonal Forward Drive. Allows you to drive diagonally forward.
This only applies while you're on the ground.
Input Damage Heat gain
4D 750 310
BBCS (Taokaka 4D) Leap Backwards and Pounce Drive. This has the most execution frame start up (35 frames).
But if timed correctly, then you can leap backwards in order to bait bursts.
Input Damage Heat gain
D (in the air) 550 227
BBCS (Taokaka jD) Jump Forward Drive. Just like the 5D, you drive forward, parallel to the ground.
Most drive loops require you to apply the j.D, so be sure to keep an eye out for them in the combo section.
Input Damage Heat gain
2D (in the air) 600 248
BBCS (Taokaka j2D) Diagonal Down Drive. While you're in the air, you can drive down diagonally towards your target.
Note, if you want to do taunt combos, then get used to doing this input.
Input Damage Heat gain
4D (in the air) 700 289
BBCS (Taokaka j4D) Plummet Straight Down and Forward Drive. While you're in the air, you plummet towards the ground and drive straight.
Nu cannot hit Tao with her standing drive while you execute j.4D, Tao will fly right over it.
Input Damage Heat gain
8D (in the air) 580 240
BBCS (Taokaka j8D) 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.


Input Damage Heat gain
BC 0, 1000 0, 414
BBCS (Taokaka FThrow) In the corner the opponent will bounce this allows you to go for j.2D,22C(1),5D,j.D-A,6C,etc,etc.
As of BlazBlue: Continuum Shift Extend you can now combo mid screen by simply doing j.D-B,5C,j.8D-A,air ender
Input Damage Heat gain
4BC 0, 1000 0, 414
BBCS (Taokaka BThrow) 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.
Input Damage Heat gain
BC (in the air) 0, 1000 0, 414
BBCS (Taokaka AThrow) Can go into 6A(1), 5D-6, etc for corner carry 6C or 5D-B, 5C j.8D-A, air ender.
You do not need the 6A(1) you can actually skip it and go straight to 5D-6, j.D-A, but it helps with the timing.

Special Attacks

Input English name Japanese name Damage Heat gain
Cat Spirit One! ネコ魂ワン! Neko Tamashī Wan! 280xN 115
BBCS (Taokaka Spirit1) Quick slash. You cancel the move by rapidly tapping, or mashing, the A button.
It is not really damaging or has the best proration, but it is the easiest move to execute.
Input English name Japanese name Damage Heat gain
(midair only, repeatable)
Cat Spirit Two! ネコ魂ツー! Neko Tamashī Tsū! 380 (Hits 1-4), 800 (5th Hit) 157 (Hits 1-4), 331 (5th Hit)
BBCS (Taokaka Spirit2) Quick slash. Like her Cat Spirit One, you can cancel the move by mashing the B button.
Air 236B gives you enough time afterwards to link another hit (236B again, or A/B/C) if you are high enough.
However, this also shows there are no easy rejump combos after 236B without RCs.
If you do a very high 236BB, wait, then C, you can land but you cannot move again or hit any buttons for a small period, so the combo becomes techable.
Input English name Japanese name Literal translation Damage Heat gain
(delayable, repeatable)
Cat Spirit Three! ネコ魂スリー! Neko Tamashī Surī! 680[580] (Downswing), 820 (Downswing (max charge)), 580 (Upswing) 273[240] (Downswing), 339 Downswing (max charge)), 240 (Upswing)
BBCS (Taokaka Spirit3) A huge slash. Chargeable.
This one of her slowest attack (30 – 64 execution frames) and has a 17 frame recovery.
Keep in mind that this also her most damaging AND one of her best prorating moves.
High block only.
560, 580 damage
Input English name Japanese name Damage Heat gain
B during 236A/C Cat Spirit Encore ネコ魂アンコール! Neko Tamashī Ankōru! 280xN
BBCP (Taokaka SpiritEncore) A new move from CP, it allows Taokaka forcing crouch.
Input English name Japanese name Damage Heat gain
(chargeable for C)
Kitty Litter Special! 必殺ネコ魔球! Hissatsu Neko Makyū! -- (Ver. A, B, and C), 150 (Apple), 150*2 (Bomb), 216 (Chibikaka), 150*2 (Pillow), 200 (Hammer, Baseball, and Fish), 300 (Bowling Ball) -- (Ver. A, B, and C), 62 (Apple), 62*2 (Bomb) 447 (Chibikaka), 62*2 (Pillow) 82 (Hammer, Baseball, and Fish), 124 (Bowling Ball)
BBCS (Taokaka Litter)
BBCS (Taokaka Items)
Projectile based attack that throws out random items depending on the input. 214A = Diagonal Projectile (31 execution frames)Apple, Pillow (2 hits), or Bomb (2 hits).
214B = Forward Projectile (39 execution frames)Puppet, Fish Bone, or Baseball (can fly from one side of the screen to the other as long as you do not get hit)
214C = Tao throws a Bowling Ball that travels across the floor (49 execution frames).
216 damage, Bowling ball does 288 damage and breaks one guard primer on block.
Input English name Japanese name Damage Heat gain
214D Cat Jump! ねこっとび! Nekottobi! -- --
BBCS (Taokaka CatJump) Tao leaps toward her opponent in one pounce. It can allow you to do some mix up maneuvers, but be aware that you're prone to getting Counter Hit while you're doing the leap.
Input English name Japanese name Damage Heat gain
(midair, at the end of the screen, delayable)
Sticky Kitty タオぴったん Tao Pittan -- --
BBCS (Taokaka Sticky) At the end of the screen, Tao sticks to the wall and stays there as long as you hold the 'D' button. If you press 6, then she will leap off the wall with some spiderman maneuvers.
Input English name Japanese name Damage Heat gain
Hold 2, then 8C
(press 4 or 2 for extra moves)
Trick Edge! だましんぐエッジ! Damashingu Ejji! 600 (Normal), 600, (Down), 700 (Back) 248 (Normal), 248 (Down), 289 (Back)
BBCS (Taokaka Trick) Allows Tao to glide backwards, diagonally up, then drive straight forward. Press 2 or 4 for an extra move.
Input English name Japanese name Literal translation Damage Heat gain
Slashy-Slashy! ギッザギザ! Gizzagiza! 80x60 33x6
BBCS (Taokaka Slashy) Tao ducks down and shoots nails out of her paw causing multiple hits. 80 damage per hit

Distortion Drives

Input English name Japanese name Damage Heat gain
236236D Cat Person's Secret Art: Hexa-Edge 猫の人直伝・ヘキサエッジ Neko no Hito Jikiden: Hekisa Ejji 450*4, 1900 0
BBCS Taokaka Hexa) Berserker Barrage style super. 1,900 damage after four hits
Tao can gatling any of her standing normals into a super.
Distortion Drives are her only reversal.
In CS:EX, its wallbounce properties were removed.
Input English name Japanese name Damage Heat gain
236236D (in the air) Aerial Dancing Edge!! ゆにぞんニャいぶ!! Yunizon nyaibu!! 500, 300x8, 500, 2000, 500x2
BBCP (Taokaka Unison Nyaibu) A new move in BlazBlue: Chronophantasma. An aerial super that is devastating in Overdrive. Provides a knockdown.
Input English name Japanese name Literal translation Damage Heat gain
214214C I'mma Beat the Crap Outta You! メッタメタのギッタギタ! Mettameta no Gittagita! 0, 3300 0
BBCS Taokaka Tuna) Taokaka pounces towards her opponent and pummels them before kicking them into the air. Unblockable since it is a grab.
You can swipe your opponent out of the air and/or gatling your combos into it.
Pouncing super will not hit crouching opponents.
In Overdrive, this move does about 100 hits, similar to the Unlimited version from past games.
Input English name Japanese name Literal translation Damage Heat gain
Almost Becoming Two! ほぼ二匹になる! Hobo Nihiki Ni Naru! -- --
BBCS (Taokaka AlmostBecomingTwo) Tao gains a doppelgänger for 425 frames. Damage is cut by half when this super is activated and has a fixed proration at 90%.
The doppelgänger can be blocked by ALL, but Tao's standing normals still apply.
For example, "236236B -> 6B (1st hit block high only, 2nd hit block ALL).
The doppelgänger is 17 frames slower than Taokaka. In BlazBlue: Chronophantasma, this move is her Overdrive.

Astral Heat

Input English name Japanese name Literal translation Damage Heat gain
Hold 4, 128D Attack Meow Pow! あたっくにゃんばーわん Attaku Nyanbā Wan Death 0
BBCS (Taokaka NyamberOne) Tao jumps back and glides to the opponent, then barrages them with multiple attacks. Jūbei delivers the final blow.

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