Taokaka/Move List

Overview
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 gaurd libra rating in the game, 80%. This means that it's 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.

A Combo
2A x n > B > C > 236A x n > D

2A > B > 2B > 6A (2) > (JA > JC) x 3 > J236B

2A > B > 6A(1) > J2D, B > Taunt > 214D > J2D, B > C > J2D6 > JC > J8D6 > JC > J8D6 > J236B (2) > J236B (4) [2480]

2A > B > 3C > D6 > JC > (JA > JC) x 2 > J236B

2A > B > 3C > D6 > JC > J236B (1) > J2D, B > C > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4) [2450]

2A > B > 3C > D6 > (JC > D6) x2 > JAC > 8D > air dash JC > J236B (2) > J236B (4) [2350]

2A > B > 3C > D6 > (JC > D6) x2 > D, A > 8D > 8D6 > J236B (2) > J236B (4) [2302]

2A > B > 3C > D, B > B > C > 2D6 > JC > 8D6 > J236B (2) > JC > 8D6 > J236B (4) [2242]

CD Loop

 * Vs Ragna, Jin, Tager, Arakune, Bang, Litchi, Taokaka, Hakumen
 * two JC > D6 loop vs Jin, Noel and Carl

B > 3C > D6 > (JC > D6) x3 > JA > JC > JC > JC > J236B

B > 3C > D6 > (JC > D6) x3 > JA > JC > 8D > air dash JC > J236B (2) > J236B (4)

B > 3C > D6 > (JC > D6) x3 > D, A > 8D > 8D6 > J236B (2) > J236B (2)

^ corner combo

B > 3C > D6 > (JC > D6) x3 > JA > JC > 8D > air dash JC > J236B (2) > J236B (4) [3700]

B > 3C > D6 > JC > J236B (1) > J2D, B > C > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4) [3667]

B > 3C > D, B > B > C > 2D6 > J236B (2) > JC > 8D6 > J236B (4) [3336]

J2D Route
B > 3C > D6 > JC > J236B (1) > J2D, B > C (or B) > 2D6 > JC > JC > JC > J236B

B > 3C > D6 > JC > J236B (1) > J2D, B > C > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B

B > 3C > D6 > JC > J236B (1) > J2D, B > C > 2D6 > D, A > 8D > 8D6 > J236B (2) > J236B

3C > D, B Route

 * Timing of standing B after D, B depends on characters

B > 3C > D, B > B > C > 2D6 > JC > JC > JC > J236B

B > 3C > D, B > B > C > 2D6 > JC > 8D6 > J236B (2) > JC > 8D6 > J236B (4)

Taunt Combo

 * Taokaka's most difficult and damaging combo
 * 6A doesn't work on some crouching characters

B > 6A x1 > J2D, B > Taunt (1) > 214D > J2D, B > Taunt (1) > 236A (1) > 2D8 > D, A > 8D6 > 8D6 > JC > J236B (1) > J236B (4) [3991]

B > 6A x1 > J2D, B > Taunt > 236C (2) > 2D6 > JC > 8D6 > J236B [3900]

B > 6A x1 > J2D, B > Taunt > 236A (2) > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (3) [3464]

B > 6A (1) > J2D, B > Taunt (1) > 214D > J2D, B > Taunt (1) > 236A (2) > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4)

B > 6A (1) > J2D, B > Taunt (1) > 214D > J2D, B > C> 2D6 > JC > 8D6 > J236B (2) > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4)

B > 6A (1) > J2D, B > Taunt > 236C (2) > 2D6 > JC > 8D6 > JC > 8D6 > J236B

B > 6A (1) > J2D, B > Taunt > 236A (2) > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4)

^ Easier to connect than the previous one

B > 3C > D, A > 66 Taunt > 236A or 236C or 214D

^ corner combo

B > 3C > D, A > 66 Taunt > 214D > J2D, B > C> 2D6 > JD, A > J8D6 > J8D6 > JC > J236B (1) > J236B (4)

^ Above 4000pt combo, air combo portion depends on character, do JD, A > J8D > J8D6 > J236B (2) > J236B (4) for stability

6A Route

 * 6A doesn't work on some crouching characters

2B > 6A (1) > 236A (1) > D6 > JC > J236B (1) > J2D, B > C > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4)

2B > 6A (1) > 236A (1) > (D6 > JC) x 3 > JA > JA > JC > JC > J236B

^ Vs Tager and Ragna

6B Combo
6B > 236236D

^ Overhead combo, easy damage, hit confirm 6B

B Counter Hit Combo
B CH > 6C > 236C (2) > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4)

C Counter Hit Combo
C CH > 6C > 236C (2) > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4)

2C Counter Hit Combo
2C CH > 6C > 236C (2) > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4)

6C Combo

 * 6C connects after B, 2B, C counter hit, quite practical.

6C > 236C (2) > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B

^ Doesn't work on Carl

6C > 236C (2) > 2D6 > JC > JC > JA > JC > J236B (2)

^ For Carl

6C > 236C (2) > 2D6 > JC > 8D > air dash JC > J236B

^ For Carl

6C > 236C (2) > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > JC > 8D6 > J236B

^ Works on all characters

6C > 66 C >236A (1) > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > JC > 8D6 > J236B

6C > 66 Taunt > 236C (2) > ~

Back Throw Combo
4B+C > 236C (2) > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4)

^ Doesn't work on Carl

4B+C > 214D > J2D, B > Taunt (1) > 236C (2) > 2D6 > JC > 8D6 > J236B (5)

^ Works on all characters

4B+C > 236236D

^ Vs Burst

4B+C > 214D > 6C~

Neutral Throw Combo
B+C > air dash JC > J236B (1) > J2D, B > C > 2D6 > JC > 8D6 > J236B (2) > JC > 8D6 > J236B

B+C > J4D > (JC>JD6) x 3 > JA > JC > JC > J236B

Air Throw Combo
JB+C > charge 236C (2) > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4)

JB+C > 236C (1) > B > C > 2D6 > JC > JC > JC > J236B

JB+C > B > 2D6 > JC > 8D6 > JC > 8D6 > J236B (2) > J236B (4)