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====Special Moves==== | ====Special Moves==== | ||
*'''Ko'ouken ([[File:qcf.gif]] + [[File:punch.gif]])''' - | *'''Ko'ouken ([[File:qcf.gif]] + [[File:punch.gif]])''' - Takuma's token projectile of the Kyokugen namesake. The projectile hitbox is high off the ground and reasonably wide so while attacks that shrink the opponent's hitbox can be used to move underneath a Ko'ouken, any attempt to hop over the projectile will be anti-aired. The recovery of either speed isn't that amazing and lasts until the projectile travels nearly all the way across the screen so the player must take caution to avoid having the opponent superjump forward and punish a predictable Ko'ouken. | ||
**'''[[File:Ex.png]] Ko'ouken ([[File:hcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - | **The [[File:snka.gif]] Ko'ouken travels somewhat fast in comparison to other 'weak' speed projectiles but still manages to control space for a decent amount of time. The startup on this version is quick and it can combo from Light attacks. Because of the better startup and recovery this leaves the player with a better frame advantage for meaty attacks and projectile trap setups. | ||
*'''Kyokugen Ko'ou ([[ | **Now the [[File:snkc.gif]] version travels across the screen fast. The startup time is lengthier and simply due to the faster speed the player will be at a worse frame advantage on block or hit so knowing when to use the [[File:snkc.gif]] or [[File:snka.gif]] versions is important to play a stronger neutral game. Mixing up between Ko'oukens can easily defeat projectile reflector attempts, anti-air jumps, and keep the player's advantageous spacing as with any standard fullscreen zoning game. | ||
**'''[[File:Ex.png]] Kyokugen Ko'ou ([[File:hcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - | **'''[[File:Ex.png]] Ko'ouken ([[File:hcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - In a throwback to KOF 2002 Takuma, EX Ko'ouken is an invisible projectile. The startup speed is the same as the [[File:snkc.gif]] fireball but once fired the projectile has interesting properties. The attack immediately stretches across the entire screen and will automatically appear and detonate on the opponent's location from the projectile's horizontal trajectory. If the opponent is airborne it'll blow up below them which can be an anti-air and like all EX Projectiles this attack will neutralize and go through normal projectile specials. | ||
*'''Zanretsuken ([[File:f.gif]][[File:b.gif]][[File:f.gif]] + [[File:punch.gif]])''' - | *'''Kyokugen Ko'ou ([[Filae:qcf.gif]] + [[File:kick.gif]])''' - This is a new move for Takuma where he punches with a short-ranged Ko'ouken like Ryo or Yuri. | ||
**'''[[File:Ex.png]] Zanretsuken ([[File:f.gif]][[File:b.gif]][[File:f.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - | **The [[File:snka.gif]] version causes a soft knockdown, combos from Light attacks, and can be Drive and Super Canceled. | ||
*'''Hien Shippuukyaku ([[File:downleft.gif]] Charge, [[File:f.gif]] + [[File:kick.gif]])''' - | **[[File:qcf.gif]] + [[File:snkd.gif]] will start up slower but more importantly moves the player forward on hit while not knocking the opponent down. Takuma will automatically dash forward after hitting the opponent which allows the player to stay inside Takuma's close mixup range. | ||
**'''[[File:Ex.png]] Hien Shippuukyaku ([[File:downleft.gif]] Charge, [[File:f.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - | **'''[[File:Ex.png]] Kyokugen Ko'ou ([[File:hcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Has a long, delayed startup where the player is protected with guard frames. Causes a crumple if the opponent is hit. One of Takuma's only reversal options though it can be beaten by safe meaties and throws. | ||
*'''Kyokugen Houken ([[File:hcb.gif]] + [[File:kick.gif]])''' - | *'''Zanretsuken ([[File:f.gif]][[File:b.gif]][[File:f.gif]] + [[File:punch.gif]])''' - A quick 'ranbu' autocombo that punches the opponent seven times on hit. The startup and recovery on this move is fast so if whiffed it can be difficult for the opponent to punish. Causes a hard knockdown though the most common use of this attack is to Drive Cancel the last hit into Kyokugen Houken ([[File:hcb.gif]] + [[File:kick.gif]]) in corner combos. | ||
**'''[[File:Ex.png]] Kyokugen Houken ([[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - | **When trying to Drive Cancel into Kyokugen Houken ([[File:hcb.gif]] + [[File:kick.gif]]) the opponent must be hit close in to Takuma since the move doesn't suck the opponent in at a set range. This limits the Drive Cancel applications of this move when outside of the corner. | ||
**'''[[File:Ex.png]] Zanretsuken ([[File:f.gif]][[File:b.gif]][[File:f.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Hits 15 times and has a slight window of invuln during the startup. Connects as an Anywhere Juggle. | |||
*'''Hien Shippuukyaku ([[File:downleft.gif]] Charge, [[File:f.gif]] + [[File:kick.gif]])''' - A flying forward kick that can go over low attacks but is unsafe on block. An important part of Takuma's midscreen and corner combos. | |||
**The [[File:snkb.gif]] version travels 1/3 of the screen and hits once and will connect from Light attacks. Works in simple hitconfirms to score a knockdown and can be used many times in corner juggles due to the fast speed. Drive Cancelable on hit. | |||
**The heavier [[File:snkd.gif]] version has a longer startup, travels 2/3 screenlength and will hit twice and launch the opponent higher into the air which can be followed up anywhere. Works best off of [[File:f.gif]] + [[File:snkb.gif]] or after [[File:Ex.png]] Kyokugen Ko'ou ([[File:hcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]]) crumples the opponent since the attack is too slow to work in common juggles. | |||
**'''[[File:Ex.png]] Hien Shippuukyaku ([[File:downleft.gif]] Charge, [[File:f.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - An even better Hien Shippuukyaku that connects off of Light attacks and launches the enemy even higher in the air. This is Takuma's combo party starter against a cornered opponent that leads into huge damage. Not quite as powerful from midscreen though. | |||
*'''Kyokugen Houken ([[File:hcb.gif]] + [[File:kick.gif]])''' - This time around Takuma has a more standard command grab instead of his old running grab. This is a good change since the new iteration starts up faster and isn't as telegraphed as before. What makes this command grab really great is that the player can land a full grounded combo afterward and even Drive Cancel into the grab to extend combos. | |||
**The [[[File:snkb.gif]] version keeps the opponent in front of Takuma while the [[File:snkd.gif]] version tosses the opponent behind him similar to EX Iori's command grab ([[File:hcb.gif]][[File:f.gif]] + [[File:kick.gif]]). That said, stick with the [[File:snkb.gif]] grab in corner combos. | |||
**There isn't any invulnerability on this grab so it can't be used as a reversal and the grab speed isn't instant. | |||
**'''[[File:Ex.png]] Kyokugen Houken ([[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Has startup invuln and works as a reversal. Identical to the [[File:snka.gif]] version upon a successful grab. | |||
====Desperation Moves==== | ====Desperation Moves==== | ||
*'''Haou Shoukouken ([[File:f.gif]][[File:hcf.gif]] + [[File:punch.gif]])''' - | *'''Haou Shoukouken ([[File:f.gif]][[File:hcf.gif]] + [[File:punch.gif]])''' - |
Revision as of 21:03, 9 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
- Sokutougeri (
+
) - A typical KOF command normal that works best in combos. Takuma does a step kick that can cancel into specials, DMs, or be used to easily confirm and activate HD mode. This attack isn't too useful alone due to the slow startup and if uncanceled the player is left at a poor frame advantage.
- This only combos from Close/Crouching
but once it hits it offers enough hitstun to combo into almost any special or DM.
- The main technique for Takuma players to learn with this move is to input Sokutougeri (
+
) and then immediately move to
to charge for Hien Shippuukyaku (Charge
,
+
). A player must move fast to charge as early as possible and also cancel Sokutougeri very late in order to build enough charge for the special.
- The main technique for Takuma players to learn with this move is to input Sokutougeri (
- This only combos from Close/Crouching
Throw
- Ippon Seoinage (
or
+
or
[while close]) - Takuma's throw is one of the better normal grabs since it causes a hard knockdown and keeps the opponent close to the player. After tossing the opponent the player can superjump forward to attack with a safejump or land earlier to go for a throw or low attack. By running forward and jumping it's also possible to set up a crossup Jumping
so Takuma really push for an offense after landing his throw.
- Although Takuma's Kyokugen Houken (
+
) isn't instant it's still a threat from an empty hop and at times the player may want to instead do an empty hop into the unwhiffable Ippon Seoinage grab instead. Doing so eliminates the risk of the opponent neutral hopping and punishing the command grab's whiff and should still throw the opponent if they don't tech. Trying to throw with
works a little better should the opponent have jumped due to its better anti-air hitbox over Close
but sometimes trying to land a
throw is preferable in order to keep the opponent cornered.
- Although Takuma's Kyokugen Houken (
Special Moves
- Ko'ouken (
+
) - Takuma's token projectile of the Kyokugen namesake. The projectile hitbox is high off the ground and reasonably wide so while attacks that shrink the opponent's hitbox can be used to move underneath a Ko'ouken, any attempt to hop over the projectile will be anti-aired. The recovery of either speed isn't that amazing and lasts until the projectile travels nearly all the way across the screen so the player must take caution to avoid having the opponent superjump forward and punish a predictable Ko'ouken.
- The
Ko'ouken travels somewhat fast in comparison to other 'weak' speed projectiles but still manages to control space for a decent amount of time. The startup on this version is quick and it can combo from Light attacks. Because of the better startup and recovery this leaves the player with a better frame advantage for meaty attacks and projectile trap setups.
- Now the
version travels across the screen fast. The startup time is lengthier and simply due to the faster speed the player will be at a worse frame advantage on block or hit so knowing when to use the
or
versions is important to play a stronger neutral game. Mixing up between Ko'oukens can easily defeat projectile reflector attempts, anti-air jumps, and keep the player's advantageous spacing as with any standard fullscreen zoning game.
Ko'ouken (
+
+
) - In a throwback to KOF 2002 Takuma, EX Ko'ouken is an invisible projectile. The startup speed is the same as the
fireball but once fired the projectile has interesting properties. The attack immediately stretches across the entire screen and will automatically appear and detonate on the opponent's location from the projectile's horizontal trajectory. If the opponent is airborne it'll blow up below them which can be an anti-air and like all EX Projectiles this attack will neutralize and go through normal projectile specials.
- The
- Kyokugen Ko'ou (Filae:qcf.gif +
) - This is a new move for Takuma where he punches with a short-ranged Ko'ouken like Ryo or Yuri.
- The
version causes a soft knockdown, combos from Light attacks, and can be Drive and Super Canceled.
+
will start up slower but more importantly moves the player forward on hit while not knocking the opponent down. Takuma will automatically dash forward after hitting the opponent which allows the player to stay inside Takuma's close mixup range.
Kyokugen Ko'ou (
+
+
) - Has a long, delayed startup where the player is protected with guard frames. Causes a crumple if the opponent is hit. One of Takuma's only reversal options though it can be beaten by safe meaties and throws.
- The
- Zanretsuken (
+
) - A quick 'ranbu' autocombo that punches the opponent seven times on hit. The startup and recovery on this move is fast so if whiffed it can be difficult for the opponent to punish. Causes a hard knockdown though the most common use of this attack is to Drive Cancel the last hit into Kyokugen Houken (
+
) in corner combos.
- When trying to Drive Cancel into Kyokugen Houken (
+
) the opponent must be hit close in to Takuma since the move doesn't suck the opponent in at a set range. This limits the Drive Cancel applications of this move when outside of the corner.
Zanretsuken (
+
+
) - Hits 15 times and has a slight window of invuln during the startup. Connects as an Anywhere Juggle.
- When trying to Drive Cancel into Kyokugen Houken (
- Hien Shippuukyaku (
Charge,
+
) - A flying forward kick that can go over low attacks but is unsafe on block. An important part of Takuma's midscreen and corner combos.
- The
version travels 1/3 of the screen and hits once and will connect from Light attacks. Works in simple hitconfirms to score a knockdown and can be used many times in corner juggles due to the fast speed. Drive Cancelable on hit.
- The heavier
version has a longer startup, travels 2/3 screenlength and will hit twice and launch the opponent higher into the air which can be followed up anywhere. Works best off of
+
or after
Kyokugen Ko'ou (
+
+
) crumples the opponent since the attack is too slow to work in common juggles.
Hien Shippuukyaku (
Charge,
+
+
) - An even better Hien Shippuukyaku that connects off of Light attacks and launches the enemy even higher in the air. This is Takuma's combo party starter against a cornered opponent that leads into huge damage. Not quite as powerful from midscreen though.
- The
- Kyokugen Houken (
+
) - This time around Takuma has a more standard command grab instead of his old running grab. This is a good change since the new iteration starts up faster and isn't as telegraphed as before. What makes this command grab really great is that the player can land a full grounded combo afterward and even Drive Cancel into the grab to extend combos.
- The [[[File:snkb.gif]] version keeps the opponent in front of Takuma while the
version tosses the opponent behind him similar to EX Iori's command grab (
+
). That said, stick with the
grab in corner combos.
- There isn't any invulnerability on this grab so it can't be used as a reversal and the grab speed isn't instant.
Kyokugen Houken (
+
+
) - Has startup invuln and works as a reversal. Identical to the
version upon a successful grab.
- The [[[File:snkb.gif]] version keeps the opponent in front of Takuma while the
Desperation Moves
Tips and Tricks
Combos
Basic Strategy
Advanced Strategy
- Perform some grimmicks on a Hit Box.