Ura Takuma Sakazaki (KoF '02 UM): Difference between revisions

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<h2><span class="mw-headline" id="Normals">Normals</span></h2>
==Normal Moves==
<p><b>Close</b>
 
</p>
==Normal Throws==
<ul>
 
<li>cl.A chains into lights
==Command Normals==
</li>
 
<li>cl.A/B/C are cancellable
==Special Moves==
</li>
 
</ul>
==Desperation Moves==
<p><b>Stand</b>
 
</p>
==Max Desperation Moves==
<ul>
 
<li>none of EX Takuma's stand normals are hit or whiff cancellable except st.C which is whiff cancellable in the first few frames of its startup.
==Max 2==
</li>
 
</ul>
 
<p><b>Crouch</b>
</p>
<ul>
<li>cr.A/B chain into themselves and each other
</li>
<li>cr.A/B/C are cancellable
</li>
</ul>
<p><b>Jumping</b>
</p>
<ul>
<li>j.B is EX Takuma's go to crossup tool
</li>
<li>j.D is another good crossup tool from specific ranges and setups
</li>
<li>j.CD is a wonderful air to air and pressure tool
</li>
</ul>
<h2><span class="mw-headline" id="Throws">Throws</span></h2>
<p><b>Wide Slicer</b> - (b/f + C)
</p>
<ul>
<li>grants hard knockdown
</li>
</ul>
<p><b>Single Heave-ho</b> -( b/f + D)
</p>
<ul>
<li>grants hard knockdown
</li>
</ul>
<h2><span class="mw-headline" id="Command_Moves">Command Moves</span></h2>
<p><b>Demon's Vehicle</b> - (f + A)
</p>
<ul>
<li>EX Takuma swings out his fist straight in front of himself, hitting it raw will grant a hard knockdown.
</li>
<li>Can combo into it from close and crouching normals during which on hit it becomes cancellable.
</li>
<li>With link timing you can do cl.A, cl.A&gt;&gt;f+B and still retain the hard knockdown property of the move.
</li>
<li>If you hit an aired opponent with the move it will slam them into a hard knockdown as well.
</li>
</ul>
<p><b>Vehicle Drop</b> - (b + A)
</p>
<ul>
<li>EX Takuma sends out a chop in front of himself, hits mid.
</li>
<li>Can combo into it, but only connects from lights.
</li>
<li>Pushes him a little bit from the opponent which can make it a good spacing tool for certain pressure strings.
</li>
</ul>
<p><b>Bottle Breake</b>r - (f + B)
</p>
<ul>
<li>Same as normal Takuma's, he throws out an elbow.
</li>
<li>Raw it hits overhead and you can combo straight into fireball super.
</li>
</ul>
<p><b>Horse Strike</b> - (df + B)
</p>
<ul>
<li>EX Takuma punches straight toward the feet of his opponent, hits low and causes hard knockdown.
</li>
<li>Great for mixing in with a string to a standing opponent, but is atrociously unsafe on block.
</li>
</ul>
<p>Overall his command normals give him a lot of different angles to attack and pressure from.
</p>
<h2><span class="mw-headline" id="Special_Moves">Special Moves</span></h2>
<p><b>Tiger Flame Punch</b> - (qcf + A/C)
</p>
<ul>
<li>ExTakuma's fireball move, a classic 2D spacing technique.
</li>
<li>C version travels faster.
</li>
<li>Both versions can be comboed into as combo finishers/pressure tools.
</li>
</ul>
<p><br/>
<b>Tiger Boulder Blast</b> - (qcb + A/C)
</p>
<ul>
<li>EXTakuma thows out a parry then follows up with a heavy punch.
</li>
<li>The first part of the attack will absorb a single hit then he will continue the attack.
</li>
<li>Against predictable opponents could be used to counter meatys, but is very unsafe on block if overused.
</li>
<li>Causes soft knockdown.
</li>
<li>With correct timing you can use the parry animation to destroy fireballs.
</li>
<li>Hits mid.
</li>
<li> Super cancellable, but the follow up super won't connect depending on the spacing.
</li>
</ul>
<p><br/>
<b>Zan Retsu Ken</b> - (f, b, f + A/C)
</p>
<ul>
<li>ExTakuma punches furiously, creating a wall of fist, when it connects it will suck the opponent in and launch them after 13 hits causing a soft knockdown.
</li>
<li>Can be comboed from a cl.C.
</li>
<li>On block the move will push EXTakuma back and the opponent will recover before the move even finishes making it very unsafe as a raw pressure tool.
</li>
<li>Htis mid.
</li>
</ul>
<p><b>Shouran Kyaku</b> - (hcb + B/D)
</p>
<ul>
<li>EXTakuma runs, grabbing the opponent and kicking them several times.
</li>
<li>Counts as an unblockable command throw.
</li>
<li>Causes hard knockdown.
</li>
<li>Cannot be comboed into.
</li>
<li>B version has slightly faster startup and goes only half screen. Grabs mid.
</li>
<li>D version will connect full screen from the run animation into the throw.
</li>
</ul>
<p><br/>
<b>Lightning Legs Knockout Kick</b> - (charge db~f + B/D)
</p>
<ul>
<li>EXTakuma flies forward connecting with a kick.
</li>
<li>B version hits once and is about -1 on block.
</li>
<li>D version hits twice and launches the opponent into the air where you can land a juggle hit including his fireball supers.
</li>
<li>D version is about +1 on block.
</li>
<li>Both versions cause soft knockdown.
</li>
<li>Hits mid.
</li>
</ul>
<h2><span class="mw-headline" id="Desperation_Moves">Desperation Moves</span></h2>
<p><b>Haoh Shi Koh Ken</b> - (f, hcf + A/C:)
</p>
<ul>
<li>great fireball super.
</li>
<li>A version is slower, both versions cause soft knockdown.
</li>
<li>Good punisher/combo ender.
</li>
</ul>
<p><br/>
<b>Ryuko Ranbu</b> - (qcf, hcb + A/C)
</p>
<ul>
<li>EXTakuma dashes forward hitting the opponent with multiple attacks ending in a fireball.
</li>
<li>Unlike normal Takuma's it causes soft knockdown.
</li>
<li>Can be comboed into.
</li>
<li>Much like his run grab, A version goes a smaller distance in the screen to connect than the C version.
</li>
</ul>
<p><br/>
<b>Neo Demon-God Attack</b> - (close, qcf x 2 + A/C)
</p>
<ul>
<li>although it has the animation of his parry move this is actually an unblockable throw super without parry properties.
</li>
<li>It will connect at about the same range as his s.C normal.
</li>
<li>Causes soft knockdown.
</li>
</ul>
<h2><span class="mw-headline" id="Super_Desperation_Moves">Super Desperation Moves</span></h2>
<p><b>Ryuko Ranbu</b> - (qcf, hcb + AC)
</p>
<ul>
<li>harder hitting version of EXTakuma's ranbu super does an addition hit and three fire balls at the end.
</li>
<li>Causes soft knockdown.
</li>
<li>Will go through fireballs for only the very first part of the animation.
</li>
</ul>
<h2><span class="mw-headline" id="HSDM">HSDM</span></h2>
<p><b>Lion Killer</b> - (f, hcf + AC)
</p>
<ul>
<li>EXTakuma's gi bursts open flexing all his muscles as he summons the destructive power of the tiger: a massively damaging full screen fireball the causes a soft knockdown.
</li>
</ul>
=Combos=
=Combos=



Revision as of 23:22, 11 December 2015

Introduction

Move list

Normal Throws
Command Moves
Special Moves
Desperation Moves
Max Desperation Moves
Max 2

Normals

Close

  • cl.A chains into lights
  • cl.A/B/C are cancellable

Stand

  • none of EX Takuma's stand normals are hit or whiff cancellable except st.C which is whiff cancellable in the first few frames of its startup.

Crouch

  • cr.A/B chain into themselves and each other
  • cr.A/B/C are cancellable

Jumping

  • j.B is EX Takuma's go to crossup tool
  • j.D is another good crossup tool from specific ranges and setups
  • j.CD is a wonderful air to air and pressure tool

Throws

Wide Slicer - (b/f + C)

  • grants hard knockdown

Single Heave-ho -( b/f + D)

  • grants hard knockdown

Command Moves

Demon's Vehicle - (f + A)

  • EX Takuma swings out his fist straight in front of himself, hitting it raw will grant a hard knockdown.
  • Can combo into it from close and crouching normals during which on hit it becomes cancellable.
  • With link timing you can do cl.A, cl.A>>f+B and still retain the hard knockdown property of the move.
  • If you hit an aired opponent with the move it will slam them into a hard knockdown as well.

Vehicle Drop - (b + A)

  • EX Takuma sends out a chop in front of himself, hits mid.
  • Can combo into it, but only connects from lights.
  • Pushes him a little bit from the opponent which can make it a good spacing tool for certain pressure strings.

Bottle Breaker - (f + B)

  • Same as normal Takuma's, he throws out an elbow.
  • Raw it hits overhead and you can combo straight into fireball super.

Horse Strike - (df + B)

  • EX Takuma punches straight toward the feet of his opponent, hits low and causes hard knockdown.
  • Great for mixing in with a string to a standing opponent, but is atrociously unsafe on block.

Overall his command normals give him a lot of different angles to attack and pressure from.

Special Moves

Tiger Flame Punch - (qcf + A/C)

  • ExTakuma's fireball move, a classic 2D spacing technique.
  • C version travels faster.
  • Both versions can be comboed into as combo finishers/pressure tools.


Tiger Boulder Blast - (qcb + A/C)

  • EXTakuma thows out a parry then follows up with a heavy punch.
  • The first part of the attack will absorb a single hit then he will continue the attack.
  • Against predictable opponents could be used to counter meatys, but is very unsafe on block if overused.
  • Causes soft knockdown.
  • With correct timing you can use the parry animation to destroy fireballs.
  • Hits mid.
  • Super cancellable, but the follow up super won't connect depending on the spacing.


Zan Retsu Ken - (f, b, f + A/C)

  • ExTakuma punches furiously, creating a wall of fist, when it connects it will suck the opponent in and launch them after 13 hits causing a soft knockdown.
  • Can be comboed from a cl.C.
  • On block the move will push EXTakuma back and the opponent will recover before the move even finishes making it very unsafe as a raw pressure tool.
  • Htis mid.

Shouran Kyaku - (hcb + B/D)

  • EXTakuma runs, grabbing the opponent and kicking them several times.
  • Counts as an unblockable command throw.
  • Causes hard knockdown.
  • Cannot be comboed into.
  • B version has slightly faster startup and goes only half screen. Grabs mid.
  • D version will connect full screen from the run animation into the throw.


Lightning Legs Knockout Kick - (charge db~f + B/D)

  • EXTakuma flies forward connecting with a kick.
  • B version hits once and is about -1 on block.
  • D version hits twice and launches the opponent into the air where you can land a juggle hit including his fireball supers.
  • D version is about +1 on block.
  • Both versions cause soft knockdown.
  • Hits mid.

Desperation Moves

Haoh Shi Koh Ken - (f, hcf + A/C:)

  • great fireball super.
  • A version is slower, both versions cause soft knockdown.
  • Good punisher/combo ender.


Ryuko Ranbu - (qcf, hcb + A/C)

  • EXTakuma dashes forward hitting the opponent with multiple attacks ending in a fireball.
  • Unlike normal Takuma's it causes soft knockdown.
  • Can be comboed into.
  • Much like his run grab, A version goes a smaller distance in the screen to connect than the C version.


Neo Demon-God Attack - (close, qcf x 2 + A/C)

  • although it has the animation of his parry move this is actually an unblockable throw super without parry properties.
  • It will connect at about the same range as his s.C normal.
  • Causes soft knockdown.

Super Desperation Moves

Ryuko Ranbu - (qcf, hcb + AC)

  • harder hitting version of EXTakuma's ranbu super does an addition hit and three fire balls at the end.
  • Causes soft knockdown.
  • Will go through fireballs for only the very first part of the animation.

HSDM

Lion Killer - (f, hcf + AC)

  • EXTakuma's gi bursts open flexing all his muscles as he summons the destructive power of the tiger: a massively damaging full screen fireball the causes a soft knockdown.

Combos

The Basics

Advanced Strategy

Match-Ups