The King of Fighters '98: Ultimate Match/Takuma Sakazaki: Difference between revisions
(New page: =Introduction= =Moves List= ==Normal Moves== ==Special Moves== ==Super Moves== =The Basics= =Advanced Strategy= =Match-Ups=) |
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=Moves List= | =Moves List= | ||
==Normal Moves== | ==Normal Moves== | ||
Oosotogari: close, b or f + HP | |||
Ippon Seoi: ckose, b or f + HK | |||
==Command Moves== | |||
Oniguruma: f + LP | |||
Kawara Wari: f + LK | |||
==Special Moves== | ==Special Moves== | ||
==Super Moves== | Ko Ou Ken: d, df, f + P | ||
Hien Shippuu Kyaku: db~f + K | |||
Mouko Murai Gan: d, db, b + P | |||
Zanretsuken: f, b, f + P | |||
Shourankyaku: f, df, d, db, b + K | |||
==Super Special Moves== | |||
Haou Shikou Ken: f, b, db, d, df, f + P | |||
In 98um this move is a normal DM instead of a special attack, this is move as much more uses compared to it's OG98 counter-part. Since it has a slower start up it can now be combo'd after both command grabs and even strong Hien Shippuu Kyaku. Weak version is a bit slower than the strong variant. Does more hits instead of just one. | |||
Shin Kishin Geki: close, (d, df, f)x2 + P | |||
In 98 um this move is now a command grab DM, if you whiff the DM there is absolutely no whiff animation. The DM doesn't really have much range to it, and if you whiff it the opponent will have more than enough time to punish you. Can be combo'd from his Oni Guruma command normal. Does significantly more damage than the regular versions. | |||
Ryuuko Ranbu: d, df, f, df, d, db, b + P | |||
Takuma is invincible during the start-up, has very good priority. Strong version has an slower start-up and is a lot more hardrt to combo into than the weak one. At the end he shoots three Haoh Shikou Ken's instead on just one. | |||
=Combos= | |||
*cr.B, f+B, f hcf+C/MAX or qcf hcb+A/MAX | |||
*cr.B, cr.A, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P | |||
*cr.B, cr.B, cr.A, f+A, qcf hcb+A | |||
*(j.D) st.C, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P | |||
*(j.D) cr.C, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P | |||
*(j.D) cr.C, db~f+D, f hcf+P/f b f+P/qcf+P/qcb+P | |||
Quick Max | |||
*cr.B, cl.A, [QM] cl.C, f+A, qcf hcb+P | |||
=The Basics= | =The Basics= | ||
=Advanced Strategy= | =Advanced Strategy= | ||
try to use cl.A when you try to do some combos. | |||
cl.A does more damage than cr.b and cr.a so using it makes your combo a bit more damaging. | |||
=Match-Ups= | =Match-Ups= | ||
{{Template:The King of Fighters '98: Ultimate Match}} |
Latest revision as of 22:40, 21 July 2020
Introduction
Moves List
Normal Moves
Oosotogari: close, b or f + HP
Ippon Seoi: ckose, b or f + HK
Command Moves
Oniguruma: f + LP
Kawara Wari: f + LK
Special Moves
Ko Ou Ken: d, df, f + P
Hien Shippuu Kyaku: db~f + K
Mouko Murai Gan: d, db, b + P
Zanretsuken: f, b, f + P
Shourankyaku: f, df, d, db, b + K
Super Special Moves
Haou Shikou Ken: f, b, db, d, df, f + P In 98um this move is a normal DM instead of a special attack, this is move as much more uses compared to it's OG98 counter-part. Since it has a slower start up it can now be combo'd after both command grabs and even strong Hien Shippuu Kyaku. Weak version is a bit slower than the strong variant. Does more hits instead of just one.
Shin Kishin Geki: close, (d, df, f)x2 + P
In 98 um this move is now a command grab DM, if you whiff the DM there is absolutely no whiff animation. The DM doesn't really have much range to it, and if you whiff it the opponent will have more than enough time to punish you. Can be combo'd from his Oni Guruma command normal. Does significantly more damage than the regular versions.
Ryuuko Ranbu: d, df, f, df, d, db, b + P
Takuma is invincible during the start-up, has very good priority. Strong version has an slower start-up and is a lot more hardrt to combo into than the weak one. At the end he shoots three Haoh Shikou Ken's instead on just one.
Combos
- cr.B, f+B, f hcf+C/MAX or qcf hcb+A/MAX
- cr.B, cr.A, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P
- cr.B, cr.B, cr.A, f+A, qcf hcb+A
- (j.D) st.C, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P
- (j.D) cr.C, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P
- (j.D) cr.C, db~f+D, f hcf+P/f b f+P/qcf+P/qcb+P
Quick Max
- cr.B, cl.A, [QM] cl.C, f+A, qcf hcb+P
The Basics
Advanced Strategy
try to use cl.A when you try to do some combos. cl.A does more damage than cr.b and cr.a so using it makes your combo a bit more damaging.