Taiga Aisaka (逢坂大河)
You're getting on my nerves!
Introduction
Though adorable, her unpleasant personality has earned her the nickname "Palm-top Tiger". Acts tough, but actually clumsy and a big crybaby.
Originally from the light novel series Toradora!
Gameplay
Taiga is an offensive powerhouse that rushes headfirst with her run speed and normals to make quick work of her enemies. Her toolset is well-rounded and bears no particular weakness. She wields various objects that make her moves deceptively large and her ability to corner carry is among the best in the game. Her Red Trump Card is the only one that is unpunishable on block. It is a full screen projectile that is air unblockable and overhead. In addition, her specials are among the better ones in utility for both neutral and combos.
Taiga Gameplay Sample
Pros
- Excellent normals and special moves to remain on the offensive, especially 236X to check respect
- Versatile Red Trump Card with low risk and high reward
- 5[C] is a built in anti air and throw OS. It also boasts impressive range and active frames
- Good affinity with most assists
Cons
- Some difficulty with zoner characters
- Can be overwhelmed by characters that outrange her in melee combat
- Resource hog. She needs resources to remain a threat and can cause new players to overextend
Recommended Assists
Mashiro - Mashiro serves as both a potent neutral tool and potentially terrifying setplay. 5S unleashes a murder of baumkuchen that fiendishly roll forward, serving as a projectile to front your approach or as a combo extender. 6S sets out four cats that serve as both ample tick throw and high-low set-ups as well as checks against the opponent's movement and pokes as you close in.
Iriya - 5S gives you a plate projectile to use for setplay or to help you close in on opponents. 6S is a moped that can be used to punish Blasts or whiffed attacks and force out air options from the foe. Plates give Taiga setplay off every knockdown and give her a more threatening midscreen game. Iriya's tools complement Taiga's kit splendidly.
Zero - Zero is a counter assist with setplay capabilities, rolled into one. Furthermore, her 5S can act as a Guard Thrust or Dead Angle for the cost of 2 Meter. 5S is a counter that wallbounces the opponent on contact and checks the opponent’s pokes. 6S is a vine projectile that can be used for cross-up mix-ups and as a combo extender.
Potentials
Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead.
Character Potential: Hit the opponent with 20 attacks (in the case of multi-hitting moves only the first hit is counted) for Attack Level 1 for 30 seconds. Can be activated once a round.
Move List
L = Low, H = High, A = Air
JC = Jump Cancel, SC = Support Cancel, EX = EX Cancel
ISC = Impact Skill Cancel, TCC = Trump Card Cancel, CAC = Climax Art Cancel
Startup includes the first active frame.
Normal Moves
5A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
300
|
5
|
2
|
14
|
-3 +8 (JC)
|
JC, SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
Taiga throws her fist out in front of her. A fast mid with good horizontal reach. Jump cancel-able.
|
|
2A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
250
|
5
|
3
|
14
|
-4
|
SC, EX, ISC, TCC, CAC
|
Low
|
-
|
She crouches and pokes her leg all the way out. A fast low that can be chained three times. Good hitbox, often used off of empty jumps to hit low or to tick throw.
|
|
5B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
500
|
8
|
3
|
16
|
-4 +10 (JC)
|
JC, SC, EX, ISC, TCC, CAC
|
HL
|
-
|
A long poke where Taiga pulls out a bat and swings in front of her. A move with very good horizontal reach. Jump cancel-able. Air unblockable which makes it good for guard breaking and confirming off of opponents who are stuck blocking an assist in mid air.
|
|
2B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
450
|
9
|
3
|
14
|
-2 +10 (JC)
|
JC, SC, EX, ISC, TCC, CAC
|
L
|
-
|
A bag is swung towards the opponents feet. A long low, about the same length as 5B. Air unblockable. Jump cancel-able.
|
|
5C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
11
|
3
|
22
|
-8
|
SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
She whips a cord from an amp(?) at the opponent. Mostly combo filler.
|
|
5[C]
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
874
|
15
|
32 (3) 4
|
21
|
-6?
|
SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
Taiga swings the cord from the amp above her head. Can be used to preemptively catch jump outs or as a meaty, but is mostly a combo tool. Has the largest reach out of her normals but not exactly meant for footsies.
|
|
2C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
10
|
4
|
22
|
-9
|
SC, EX, ISC, TCC, CAC
|
HL
|
-
|
A school chair is swung upwards, often used to hit OTG but is mostly a combo filler. Not suggested as an anti-air (The chair does not hit as high as it looks), but is air unblockable. A good tool to use in full range footsies as well.
|
|
2[C]
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
874
|
16
|
4
|
28
|
-?
|
SC, EX, ISC, TCC, CAC
|
HL
|
-
|
Longer startup but bigger hitbox, still air unblockable. Puts opponent in the air on block.
|
|
j.A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
250
|
7
|
6
|
X+2
|
Varies
|
JC, SC, EX
|
HA
|
-
|
A short ranged air to air with Taiga's knee. Doesn't see very much use due to j.B being the superior air to air in range.
|
|
j.B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
450
|
9
|
3
|
X+3
|
Varies
|
JC, SC, EX
|
HA
|
-
|
This time Taiga swings her bag upwards and above her head. Very good hitbox and very good as an air to air.
|
|
j.C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
650
|
11
|
4
|
X+4
|
Varies
|
JC, SC, EX
|
HA
|
-
|
Taiga swings downward on the opponent with a badminton racket. Good jump in move.
|
|
j.[C]
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
24
|
14
|
X+4
|
Varies
|
SC, EX
|
Strike: HA Projectile: HLA
|
-
|
Taiga charges the swing from j.C but shoots a shuttlecock at the opponent right below her. The shuttlecock will not hit high, but the strike will. Shuttlecock will also not hit if too close. The shuttlecock can be cancelled into air EX or specials on hit or block. Uses are dubious as Taiga must be perfectly above her opponent for the shuttlecock to hit. The move also shifts Taiga's momentum slightly.
|
|
Special Moves
Hell Thrust 「地獄突き」 236X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
732
|
10
|
3*3 hits
|
45
|
-7
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Taiga does 2 stabs with her bokken ending in one finishing strike. Mainly combo filler.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
965
|
9
|
3*4 hits
|
61
|
-9
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Taiga does 3 stabs with her bokken ending in one finishing strike. Mainly combo filler.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
1082
|
8
|
3*5 hits
|
76
|
-12
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Taiga does 4 stabs with her bokken ending in one finishing strike. Mainly combo filler.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
Normal: 1353 Charged: 2500
|
Normal: 8 Charged: 83
|
3*7 hits Charged: 7
|
Normal: 86 Charged: 22
|
Normal: -8 Charged: -10
|
SC, TCC, CAC
|
HLA
|
-
|
Taiga does 6 stabs with her bokken ending in one finishing strike. Will cause a wallbounce in the corner and ends in a hard knockdown. Can be used in OTG combos. Can be held with either A or B to do one large strike that goes full screen dealing a total of 2500 damage. NOT UNBLOCKABLE IF HELD. Will cause a large pushback on block like Trump if held.
Restores 10% Blast Gauge on hit.
|
|
「移動 地獄突き後に」 6 or 4 During Hell Thrust
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
N/A
|
N/A
|
N/A
|
N/A
|
N/A
|
N/A
|
HLA
|
-
|
Taiga can move backwards or forwards by holding 4 and 6 during Hell Thrust. May be needed to make the move safer/confirm from a farther distance.
|
|
Snow Sled Ram 「雪ソリ特攻」 214X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
964
|
9
|
16
|
37
|
Normal: -4 Sled only: +12
|
SC, EX, TCC, CAC
|
LA
|
-
|
Taiga pulls out her sled and slides on the ground for a low hitting attack. The sled will hit autonomously if initial hit is whiffed. Relatively safe on block.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
1024
|
11
|
23
|
39
|
Normal: -4 Sled only: +9
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Taiga pulls out her sled and jumps in the air. The sled will hit autonomously if initial hit is whiffed. Relatively safe on block.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
1024
|
18
|
27
|
33
|
Normal: +2 Sled only: +18
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Taiga pulls out her sled and slide forward a bit before jumping into the air. The sled will hit autonomously if initial hit is whiffed. Relatively safe on block. Will cause a hard knockdown.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1550
|
7
|
32
|
36
|
Normal: +2 to -3 Sled only: +22
|
SC, TCC, CAC
|
HLA
|
-
|
Taiga pulls out her sled and jumps in the air for a multi hitting attack. Causes hard knockdown and relatively safe on block. The sled will hit autonomously if initial hit is whiffed.
Restores 10% Blast on hit.
|
|
Jumping Snow Sled Ram 「ジャンピング雪ソリ特攻」 j.214X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
880/1024
|
11
|
25
|
39
|
-4 or worse
|
SC, EX
|
HLA
|
-
|
Taiga pulls out her sled while in the air and does a small low angle jump. Relatively safe on block, but very punishable on whiff. Travels the least distance. The sled will hit autonomously if initial hit is whiffed.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
880/1024
|
11
|
26
|
39
|
-4 or worse
|
SC, EX
|
HLA
|
-
|
Taiga pulls out her sled while in the air does a small low angle jump jump. Relatively safe on block, but very punishable on whiff. Travels medium distance (1/2 screen). The sled will hit autonomously if initial hit is whiffed.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
1024
|
11
|
23
|
39
|
-4 or worse
|
SC, EX
|
HLA
|
-
|
Taiga pulls out her sled while in the air and does a small low angle jump. Relatively safe on block, but very punishable on whiff. Travels the largest distance (3/4 screen). The sled will hit autonomously if initial hit is whiffed.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1681
|
9
|
31
|
40
|
-3 or worse
|
SC
|
Mid
|
-
|
Taiga pulls out her sled for a multi hitting sled attack. Travels roughly the same distance as the C version. Relatively safe on block, but very punishable on whiff. The sled will hit autonomously if initial hit is whiffed.
Restores 10% blast on hit.
|
|
Universal Mechanics
Throw 6C or 4C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
4
|
1
|
81
|
+50 (hit)
|
SC, EX, TCC, CAC
|
N/A
|
-
|
Taiga grabs her opponent and headbutts them. Causes OTGeable hard knockdown. The headbutt is also EX/Climax cancellable.
|
|
Impact Skill It's a Raid! 「殴り込みじゃあああっ!」 5A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1209
|
12
|
11
|
37
|
-22
|
SC, EX, TCC, CAC (hit only)
|
HLA
|
-
|
Taiga does a three hit attack with her bokken. Main component of combos and has armor.
|
|
Impact Skill Tiger Upper 「タイガーアッパー」 2A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1223
|
12
|
12
|
39
|
-34
|
SC, EX, TCC, CAC (hit only)
|
HLA
|
-
|
Taiga does a DP-esque upper with her bokken. Has armor.
|
|
Impact Break 4A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
First Hit: 900 Launcher: 800
|
First Hit: 22 Launcher: 9
|
First Hit: 8 Launcher:2
|
First Hit: 14
|
First Hit: -2 Launcher: -37
|
First Hit: N/A Launcher: SC, EX, TCC, CAC (on hit)
|
First Hit: HA Launcher: HLA
|
-
|
Universal overhead attack. The animation is identical to her j.C. Follow up with any attack button into a launcher.
|
|
Trump Card Don't Ignore Me! 「無視すんなああ!」 5A+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
3000
|
26
|
62
|
34
|
+4 to -5
|
N/A
|
HA
|
-
|
Taiga kicks a trash can which goes in a diagonal arc full screen. Hits overhead, but is air blockable.
|
|
Climax Arts
You're Pissing Me Off! 「むかつくんじゃぁあああ!」 41236B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
3685
|
10
|
4
|
50
|
-37
|
N/A
|
HLA
|
-
|
Taiga stomps her foot which will cause a shockwave in front of her (This hitbox extends vertically up to Taiga's height). The opponent then gets pinned to a telephone pole and Taiga will ferociously kick her opponent.
|
|
Ranbu of Tiger and Dragon 「竜虎乱撃」 63214B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
2944
|
5
|
23
|
20
|
-22
|
N/A
|
HLA
|
-
|
Taiga runs forward with her bokken. If she makes contact, she will start attacking her opponent in a cartoon cloud. Ryuji will come out and try to stop her but she finishes her assault anyway. Whatever colour assist you choose for Ryuji will be the colour shown, otherwise the colour will match Taiga's.
Has slight invincible startup.
Restores 20% Blast Gauge on hit.
|
|
Combos
Notation Guide:
- Numbers: Indicate direction (2 is down, 6 is forward, etc)
- (A): Light Attack
- (B): Medium Attack
- (C): Heavy Attack
- (S): Assist
- (>): The next part of the combo
- (OTG): On-the-ground. Attacks hitting a knockdowned opponent
- ([]): Brackets around a move indicate the move should be held down
- (X): Any attack button A/B/C
- (j.X): Jumping Attack/Move
- General Notes:
>In order for j.214AB to hit fully, you must delay it so that Taiga is just below her opponent when she does the move.
Midscreen
2A Starter
- 2A > 2B > 5C > 5AB
- 2A > 2B > 5C > 5AB > 41236BC
- 2A > 2B > 5C > 5AB > 214AB > 41236BC
- 2A > 2B > 5C > 5AB > 236AB > 63214BC
- 2A > 2B > 5C > 5AB > 214AB > 2B OTG
5A Starter
- 5A > 5B > 5C > 236C > 236AB
- 5A > 5B > 5C > 5AB (2 hit) > 214AB > 5B > 5C > 236C > 41236BC
- 5A > 5B > 5C > 5AB > 214AB > 5[C] > 236C > 41236BC [Midscreen to Corner]
- 5A > 5B > 5C > 5AB (2 hit) > 214AB > 5B > 5AB > 41236BC
- 5A > 5B > j.A > j.C > j.B > micro dash 5A > 5B > j.A > j.C > j.B > 5B > 214A > 41236BC [Standing Opponent] [Trump Active]
- 5A > 5B > j.C > j.B > micro dash 5A > j.C > j.B > 2A > 2B > 5C > 5AB > 41236BC [Smaller Standing Opponents] [Trump Active]
5C Starter
- 5[C] > 5AB > 5AC
j.C Starter
- j.C > 2A > 2B > 5C > 5AB > 214AB
- j.C > 5A > 5B > 5C > AB (2 hit) > 214AB
Throw (6C/4C)Starter
- Throw > 2AAA > 2B > 2C
- Throw > 41236BC
- Throw > 214AB > 2A > 5B > 236C > 41236BC
- Throw > 5AC
- Throw > 2AAA > 2B > 2C > 214A > 236AB
4AB/2AB Starter
- 4AB > Follow Up > j.B > j.C > double jump > j.B > j.C > j.214AB > 41236BC
- Meaty 4AB > 2A link > 2B > 5C > 5AB
- 2AB (CH) > 214AB > 5B > 5AB > 41236BC
214X Starter
- 214C > j.B > j.C > double jump > Power Up Blast
Corner
2A Starter
- 2AAA > 2B > 5C > 236C > 236AB > 5B > j.A > j.B > j.C > j.214A > ABC > 41236BC
- 2A > 2B > 5C > 236C > 236AB > 5B > 5C > 236C > 41236BC
j.C Starter
- j.C > 2A > 2B > 5C > 236C > 236AB > 5B > j.A > j.B > j.C > j.214AB
AB Starter
- 4AB > Follow up > j.B > j.C > double jump backwards j.B > j.C > j.214AB > 41236BC
Assists
Ryuji Takasu
- 6S > 5A > 2AA > 2B > 5C > 236C [Ryuji Hits] > 236[AB]
- 2A > 5B > 6S > 5C > 5AB > [Ryuji Hits] > 5B > Power Up Blast
- 2A > 5B > 6S > 5C > 5AB [2 Hits] > 214AB > 5B > 236C > 5B > Wait > Power Up Blast
- 2A > 5B > 6S > 5C > 5AB > j.214AB > 5B > 236C > 236[AB]
- 2A > 5B > 6S > 5C > 5AB > 5B > 236C > [Ryuji Hits] > run > 5AC
- 4AB > Follow Up > 6S > j.B > j.C > double jump > j.B > j.C > 214AB > ABC > [Ryuji Hits] > 236[AB]
Kino
- 2A > 2B > 5C > 5AB + 6S > jump forward j.C > land 5[C] > 5AB > 214AB > 41236BC
- j.C > 2A > 2B > 5C > 5AB (6S) > run up Power Up Blast
- 4AB > Follow up + 6S > j.B > j.C (Kino hits) > land 5[C] > 5AB > 41236BC
Dokuro Mitsukai
- 5A > 5B > 5C > 236C > 5S > j.B > j.C > double jump > j.B > j.C > j.214C
- j.B > j.C > double jump > j.B > j.C > 5S > land > Power Up Blast OR 236C > 41236BC [Jumping Opponent Air-To-Air Confirm]
Setups (Okizeme/Mixups)
Okizeme Setups:
After 236AB:
1. Run forward 214C
The sled is meant to hit as a meaty and will give Taiga some advantage.
External Links
Official Character Intro:
- https://www.youtube.com/watch?v=Q9HQKcNtXnI
Combo Videos:
- https://www.youtube.com/watch?v=wHguRszr6JY
- https://www.youtube.com/watch?v=ym_dGDeCuzI
- https://www.youtube.com/watch?v=pQYmRUi0YSw
- https://www.youtube.com/watch?v=obOZ3xFQryU
Match Videos:
- Climax Art Database
- https://www.youtube.com/user/TaigaArchive
Colors
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Color 2
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Color 3
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Color 4
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Color 5
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Color 6
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Color 7
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Color 9
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Color 10
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Color 11
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Color 12
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Color 13
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Color 14
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Color 15
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Color 16
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Color 17
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Color 18
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Color 19
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Color 20
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Color 21
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Color 22
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Color 23
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Color 24
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General
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Characters
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Assists
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