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==== Normal Moves ==== | ==== Normal Moves ==== | ||
*'''Standing Light Punch ([[File:snka.gif]])''' - | *'''Standing Light Punch ([[File:snka.gif]])''' - A stubby standing jab. The player can use this as an anti-air against short hops like any Standing [[File:snka.gif]]. And although the range is short, Takuma's Standing [[File:snka.gif]] will hit crouching opponents and can be applied when up close to the opponent. | ||
*'''Standing Light Kick ([[File:snkb.gif]])''' - | *'''Standing Light Kick ([[File:snkb.gif]])''' - A short shin kick that hits low but lacks range. Takuma can cancel his Crouching [[File:snkb.gif]] that reaches just about as far and leaves the player with a better frame advantage so there isn't much use for this attack. | ||
*'''Standing Heavy Punch ([[File:snkc.gif]])''' - | *'''Standing Heavy Punch ([[File:snkc.gif]])''' - One of Takuma's longest grounded normals that behaves similarly to other Far [[File:snkc.gif]] attacks. Takuma's punch connects against crouching opponents and can be canceled into only Special attacks, namely his Ko'ouken ([[File:qcf.gif]] + [[File:punch.gif]]) and Kyokugen Ko'ou ([[File:qcf.gif]] + [[File:kick.gif]]). The horizontal range isn't too long, but it stretched notably further than Standing [[File:snka.gif]] as Takuma shifts forward before throwing the punch. | ||
**Controls the low hop space in front of the player and can be a preventive anti-air. Since it shuts down hop attempts and can be canceled the player can incorporate the attack into close blockstrings to limit the opponent's options. | |||
*'''Close Heavy Punch (Close [[File:snkc.gif]])''' - | *'''Close Heavy Punch (Close [[File:snkc.gif]])''' - Takuma lacks a Close [[File:snkd.gif]] so this attack functions as Takuma's main fast, heavy punishing normal. It has the fastest startup of all of Takuma's normal attacks and can be incorporated into blockstrings such as the near universal Crouching [[File:snkb.gif]], Close [[File:snkc.gif]] uninterruptable string. | ||
**Combos into Sokutougeri ([[File:f.gif]] + [[File:snkb.gif]]). | |||
*'''Standing Heavy Kick ([[File:snkd.gif]])''' - | *'''Standing Heavy Kick ([[File:snkd.gif]])''' - An uncancelable upward kick that covers the vertical space in front of Takuma's head but is severely lacking in horizontal reach. The attack can connect against crouching opponents though the range is so short it can't be used reliably as a grounded poke. Instead, this attack functions primarily as an anti-air against hops or jumps and can be used from a run under to attack deep into a jumping opponent. | ||
*'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])''' - | *'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])''' - Basic cancelable crouching jab that isn't too important as Takuma can chain and cancel his Crouching [[File:snkb.gif]]. The range on both Crouching Light attacks is identical, though Crouching [[File:snka.gif]] inflicts a slightly longer amount of blockstun. | ||
*'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' - | *'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' - One of the more streamlined Crouching [[File:snkb.gif]] attacks as it chains into itself but also can be canceled on its own. From up close the player can chain three hits together though Takuma's Crouching [[File:snkb.gif]] is one of the shorter Crouching Light Kicks in the game. Still functions as a tripguard meaty against sloppy jump ins. | ||
**By holding [[File:downleft.gif]] when chaining Lights, the player can easily charge Hien Shippuukyaku ([[File:downleft.gif]] Charge, [[File:f.gif]] + [[File:kick.gif]]) for a knockdown. | |||
*'''Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])''' - | *'''Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])''' - Short elbow-uppercut. Functions as an anti-air though the horizontal reach is lacking and the player should have more success if the attack hits deep into the opponent. Cancels into specials, DMs, and command normals as per most Crouching [[File:snkc.gif]]s. | ||
*'''Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])''' - | *'''Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])''' - Cancelable sweep with a moderate range, meaning this is one of Takuma's better grounded pokes. A choice whiff punisher and tripguard anti-air with longer reach than Couching [[File:snkb.gif]]. Safely cancels into Ko'ouken ([[File:qcf.gif]] + [[File:punch.gif]]) and Kyokugen Ko'ou ([[File:qcf.gif]] + [[File:kick.gif]]) on hit or block, though the opponent can Guard Cancel Roll the Crouching [[File:snkd.gif]] to punish a predictable 2-in-1. Unfortunately Takuma's projectiles don't start up fast enough to quickly control the hop space as an anti-air should the opponent hop his sweep. | ||
*'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' - | *'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' - A rather long-reaching step kick. Takuma takes a step forward during the startup and the kick itself has a long horizontal hitbox. The player could space the attack so that Takuma's foot hits an aerial opponent in order to cover an attack angle that no other of Takuma's normals can reach, though the startup length and forward movement of the strike must be taken into account. As a grounded poke the range can be used to surprise an approaching opponent as Takuma's normals are generally terse and should the attack whiff or the opponent jump, the player can always whiff cancel into a special to minimize the chance of being punished. Still, this move is a risky whiff and none of Takuma's specials are quick enough to shut down a hop or counterattack without using meter for an unsafe invulnerable move. | ||
*'''Jumping Light Punch (Air [[File:snka.gif]])''' - | *'''Jumping Light Punch (Air [[File:snka.gif]])''' - Simple-looking downward chop with a lot of active frames, especially in comparison to the similar-looking Jumping [[File:snkc.gif]]. On top of having a long active window this attack actually has a larger vertical hitbox that can connect against opponents from higher heights. The amount of hitstun dealt is about the same as Jumping [[File:snkc.gif]], and overall this attack can work better for air-to-ground approaches that will put both players close together. | ||
*'''Jumping Light Kick (Air [[File:snkb.gif]])''' - | *'''Jumping Light Kick (Air [[File:snkb.gif]])''' - Very short-ranged jumping knee attack. The range of this attack is really short in all directions so there aren't many situations or reasons to use this aerial attack over any other. Even though it can cross up, Jumping [[File:snkd.gif]] does so just as well while serving as a good jumping attack should the opponent block or be hit. | ||
*'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' - | *'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' - Looks like a standard downward jumping punch though the vertical hitbox is shallow and has to connect somewhat deep to actually hit the opponent. Using this as an air-to-ground attack works, though the reach and active duration is inferior to Jumping [[File:snka.gif]]. Deals more damage and slightly more hitstun than the aforementioned alternative attack. | ||
*'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' - | *'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' - This jumping kick resembles Ryu's 'Jumping Forward' kick both visually and in utility. The vertical hitbox stretches further out than Jumping [[File:snka.gif]] and can be used in spacings where range is needed to avoid whiffing an air-to-ground. Jumping [[File:snka.gif or [[File:snkc.gif]] has a deeper vertical hitbox that will hit an opponent earlier in a jump arc, though Jumping [[File:snkd.gif]] also functions from up close as a standard jump-in, though the opponent can more easily anti-air the attack from below. | ||
**Manages to be an air-to-air attack if the opponent is below Takuma's waist but strong horizonal air-to-airs or anything hitting from above Takuma's waist will beat out this move in the air. | |||
**Works as a solid crossup. Takuma's hop arc is short but he can still manage to hop over most standing characters from a close range and set up a crossup after a blocked Crouching [[File:snkb.gif]]. | |||
*'''Jumping Blowback Attack (Air [[File:snkc.gif]] + [[File:snkd.gif]])''' - | *'''Jumping Blowback Attack (Air [[File:snkc.gif]] + [[File:snkd.gif]])''' - A more horizontally-angled jumping kick. The hitbox reaches more forward than downward though by timing the attack late it can hit crouching opponents. While it can work as both an air-to-air and air-to-ground attack, the active hitbox length is short; using the attack early as an anti-air leaves the player vulnerable to a tripguard punish from a crouching opponent. | ||
====Unique Attacks==== | ====Unique Attacks==== |
Revision as of 02:06, 8 September 2011


Takuma
In a nutshell
Fill this in with a general overview of the character.
Video Walkthrough
Move List
Normal Moves
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
35
low cancel
Standing Heavy Punch
kof.sp
80
cancel
Close Heavy Punch
Close kof.sp
70
cancel
Standing Heavy Kick
kof.sk
70
Crouching Light Punch
d + kof.lp
30
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel cancel
Crouching Heavy Punch
d + kof.sp
70
1st hitbox: cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
Hop: 40
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
Hop: 80
softknockdown
Unique Attacks
Sokutougeri
f + kof.lk
50
specialcancel
Throw
Ippon Seoinage
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown
Special Moves
Ko'ouken
qcf + p
p : 60
ex : 120
ex : 120
supercancel
Kyokugen Ko'ou
qcf + k
kof.lk : 70
kof.sk : 80
ex : 140
kof.sk : 80
ex : 140
drivecancel
kof.lk : softknockdown
ex : autoguard crumple
kof.lk : softknockdown
ex : autoguard crumple
Zanretsuken
f b f + p
p : 0+20×6
ex : 0+18×14
ex : 0+18×14
hardknockdown drivecancel
ex : anywherejuggle
ex : anywherejuggle
Hien Shippuukyaku
db (charge) f + k
kof.lk : 70
kof.sk : 50+70
ex : 60+80
kof.sk : 50+70
ex : 60+80
softknockdown drivecancel
Kyokugen Houken
hcb + k
throw
Desperation Moves
Haou Shoukouken
f hcf + p
p : 200
ex : 120×3
ex : 120×3
softknockdown
Ryuuko Ranbu
qcf hcb + p
0+10×11+30+100
softknockdown maxcancel
Built Upper
qcf qcf + kof.lp + kof.sp
0+450
hardknockdown
Apprentice Combos
Strategy
Move Analysis
Normal Moves
- Standing Light Punch (
) - A stubby standing jab. The player can use this as an anti-air against short hops like any Standing
. And although the range is short, Takuma's Standing
will hit crouching opponents and can be applied when up close to the opponent.
- Standing Light Kick (
) - A short shin kick that hits low but lacks range. Takuma can cancel his Crouching
that reaches just about as far and leaves the player with a better frame advantage so there isn't much use for this attack.
- Standing Heavy Punch (
) - One of Takuma's longest grounded normals that behaves similarly to other Far
attacks. Takuma's punch connects against crouching opponents and can be canceled into only Special attacks, namely his Ko'ouken (
+
) and Kyokugen Ko'ou (
+
). The horizontal range isn't too long, but it stretched notably further than Standing
as Takuma shifts forward before throwing the punch.
- Controls the low hop space in front of the player and can be a preventive anti-air. Since it shuts down hop attempts and can be canceled the player can incorporate the attack into close blockstrings to limit the opponent's options.
- Close Heavy Punch (Close
) - Takuma lacks a Close
so this attack functions as Takuma's main fast, heavy punishing normal. It has the fastest startup of all of Takuma's normal attacks and can be incorporated into blockstrings such as the near universal Crouching
, Close
uninterruptable string.
- Standing Heavy Kick (
) - An uncancelable upward kick that covers the vertical space in front of Takuma's head but is severely lacking in horizontal reach. The attack can connect against crouching opponents though the range is so short it can't be used reliably as a grounded poke. Instead, this attack functions primarily as an anti-air against hops or jumps and can be used from a run under to attack deep into a jumping opponent.
- Crouching Light Punch (
+
) - Basic cancelable crouching jab that isn't too important as Takuma can chain and cancel his Crouching
. The range on both Crouching Light attacks is identical, though Crouching
inflicts a slightly longer amount of blockstun.
- Crouching Light Kick (
+
) - One of the more streamlined Crouching
attacks as it chains into itself but also can be canceled on its own. From up close the player can chain three hits together though Takuma's Crouching
is one of the shorter Crouching Light Kicks in the game. Still functions as a tripguard meaty against sloppy jump ins.
- Crouching Heavy Punch (
+
) - Short elbow-uppercut. Functions as an anti-air though the horizontal reach is lacking and the player should have more success if the attack hits deep into the opponent. Cancels into specials, DMs, and command normals as per most Crouching
s.
- Crouching Heavy Kick (
+
) - Cancelable sweep with a moderate range, meaning this is one of Takuma's better grounded pokes. A choice whiff punisher and tripguard anti-air with longer reach than Couching
. Safely cancels into Ko'ouken (
+
) and Kyokugen Ko'ou (
+
) on hit or block, though the opponent can Guard Cancel Roll the Crouching
to punish a predictable 2-in-1. Unfortunately Takuma's projectiles don't start up fast enough to quickly control the hop space as an anti-air should the opponent hop his sweep.
- Blowback Attack (
+
) - A rather long-reaching step kick. Takuma takes a step forward during the startup and the kick itself has a long horizontal hitbox. The player could space the attack so that Takuma's foot hits an aerial opponent in order to cover an attack angle that no other of Takuma's normals can reach, though the startup length and forward movement of the strike must be taken into account. As a grounded poke the range can be used to surprise an approaching opponent as Takuma's normals are generally terse and should the attack whiff or the opponent jump, the player can always whiff cancel into a special to minimize the chance of being punished. Still, this move is a risky whiff and none of Takuma's specials are quick enough to shut down a hop or counterattack without using meter for an unsafe invulnerable move.
- Jumping Light Punch (Air
) - Simple-looking downward chop with a lot of active frames, especially in comparison to the similar-looking Jumping
. On top of having a long active window this attack actually has a larger vertical hitbox that can connect against opponents from higher heights. The amount of hitstun dealt is about the same as Jumping
, and overall this attack can work better for air-to-ground approaches that will put both players close together.
- Jumping Light Kick (Air
) - Very short-ranged jumping knee attack. The range of this attack is really short in all directions so there aren't many situations or reasons to use this aerial attack over any other. Even though it can cross up, Jumping
does so just as well while serving as a good jumping attack should the opponent block or be hit.
- Jumping Heavy Punch (Air
) - Looks like a standard downward jumping punch though the vertical hitbox is shallow and has to connect somewhat deep to actually hit the opponent. Using this as an air-to-ground attack works, though the reach and active duration is inferior to Jumping
. Deals more damage and slightly more hitstun than the aforementioned alternative attack.
- Jumping Heavy Kick (Air
) - This jumping kick resembles Ryu's 'Jumping Forward' kick both visually and in utility. The vertical hitbox stretches further out than Jumping
and can be used in spacings where range is needed to avoid whiffing an air-to-ground. Jumping [[File:snka.gif or
has a deeper vertical hitbox that will hit an opponent earlier in a jump arc, though Jumping
also functions from up close as a standard jump-in, though the opponent can more easily anti-air the attack from below.
- Manages to be an air-to-air attack if the opponent is below Takuma's waist but strong horizonal air-to-airs or anything hitting from above Takuma's waist will beat out this move in the air.
- Works as a solid crossup. Takuma's hop arc is short but he can still manage to hop over most standing characters from a close range and set up a crossup after a blocked Crouching
.
- Jumping Blowback Attack (Air
+
) - A more horizontally-angled jumping kick. The hitbox reaches more forward than downward though by timing the attack late it can hit crouching opponents. While it can work as both an air-to-air and air-to-ground attack, the active hitbox length is short; using the attack early as an anti-air leaves the player vulnerable to a tripguard punish from a crouching opponent.
Unique Attacks
Throw
Special Moves
- Ko'ouken (
+
) -
- Kyokugen Ko'ou (
+
) -
- Zanretsuken (
+
) -
- Hien Shippuukyaku (
Charge,
+
) -
- Kyokugen Houken (
+
) -
Desperation Moves
Tips and Tricks
Combos
Basic Strategy
Advanced Strategy
- Perform some grimmicks on a Hit Box.