The King of Fighters 2002/Takuma: Difference between revisions

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-free cancellable into moves are qcf+P and qcb+P<br>
-free cancellable into moves are qcf+P and qcb+P<br>
-free cancellable out-of moves are f+B, hcb+B on the second hit, hcb+D, qcf+P, f hcf+P and qcb+P<br>
-free cancellable out-of moves are f+B, hcb+B on the second hit, hcb+D, qcf+P, f hcf+P and qcb+P<br>
-f hcf+P is a counter wire<br>
-f hcf+P and hcb+B(if only the second hit counterhits) are counterwires<br>
-qcf+C and f hcf+C cause guardcrush<br>
-qcf+C and f hcf+C cause guardcrush<br>
-qcb+P has autoguard<br>
-qcb+P has autoguard<br>

Revision as of 14:04, 14 June 2006

Anywhere:
1. Crouch B, Close B, f+B, qcf hcb+A - 45%
2. Crouch B, f+B, hcb+K - 33%
3. Crouch B, Close B(Buffer:qcf+B), qcfx2+P(Buffer:qcf+P) - 50%

Maxmode:
1. Close C/f+B, BC, run Crouch B, f+B, hcb+D(1), (C)qcf+C - 35%

Attack Strings:
1. Close C/Crouch B, f+B, qcf+A/hcb+D
2. CD, qcf+C/hcb+D
3. Crouch B, Close B, hcb+B

Counterhit:
1. CD(counterhit), qcf+C/hcb+D - 31%/32% (if CD hits from far away, qcf+C does more damage than hcb+D)
2. qcf+A(counterhit), hcb+B - 25% (Corner)

Move Properties:
-cancellable normals are close A, crouch A, close B, crouch B, close C, crouch C, crouch D
-CD is cancellable into specials and DMs
-free cancellable into moves are qcf+P and qcb+P
-free cancellable out-of moves are f+B, hcb+B on the second hit, hcb+D, qcf+P, f hcf+P and qcb+P
-f hcf+P and hcb+B(if only the second hit counterhits) are counterwires
-qcf+C and f hcf+C cause guardcrush
-qcb+P has autoguard
-f+B is an overhead
-first hit of qcfx2+P is unblockable, the second and third hit cause guard crush
-qcb+P and f hcf+C are supercancellable
-hcb+D is a hard knockdown on the second hit

Strategies:

-qcb+P has autoguard frames during the early stages of the move. Thus, it is best used on reaction, to counter moves you see coming that are difficult to punish on block (such as Terry burn knuckle, May Lee hero mode qcf+B, etc). It also works great against very high priority attack such as Andy's hcf+K. The trick to using this move is to do it very close to when the opponent's move is going to hit, as the beginning of the move has many autoguard frames. Do not try to time the move such that only the punching animation connects, as the punching animation of the move does not contain many autoguard frames

-it is possible to land any combo after the opponent blocks f hcf+C, which causes guard crush. However, the move takes a while to come out, and is thus easy to counter on reaction. You can try doing the move immediately after an hcb+D knockdown, since it will connect about the same time as the opponent gets up. Even then, it is possible to do a wakeup dp to counter it on reaction, so only attempt this rarely. You can also try doing f hcf+C after a jump D, although after doing it once, it is not a good idea to try it again on the same opponent

Notes:
-even though qcb+P is supercancellable, and usually counterhits, DMs still don't connect after the supercancel