General Info
Crouch height: Medium
Jump: 4/33/1
Hop: 4/25/1
Dash: 3/10~∞/3
Backdash: 2/14/3
Wakeup: 23 frames
Recovery roll: 26 frames
Stand | Crouch | Jump | Backdash | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + B (Overhead if not cancelled into.)
- qcf + P
- qcb + P
- f hcf + P (Counterwire.)
- hcb + K (B: Counterwire (2).)
- DM qcf hcb + P
- DM close, qcf qcf + P (Proximity unblockable.)
- SDM qcf hcb + AC
- HSDM b dp + AC (Counter: any. Throw on trigger.)
Notes
Cancellable moves
- Close: A, B, C
- Far: -
- Crouch: A, B, C, D
- CD is cancellable into specials and DMs.
- f + B is cancellable only when you cancel into it.
Super cancellable moves
- qcb + P
- f hcf + C
Free cancellable into moves
- qcf + P
- qcb + P
Free cancellable out-of moves
- f + B
- hcb + B (2)
- hcb + D
- qcf + P
- f hcf + P
- qcb + P'
Moves with Invincibility
- st.D (Upper: startup. Lower: active.)
- DM close, qcf qcf + P (Full: startup (1st part).)
- DM qcf hcb + A (Full: startup. Feet: active.)
- DM qcf hcb + C (Full: startup & active (1st part). Feet: active.)
- SDM qcf hcb + AC (Full: startup & active (1st part). Feet: active.)
- HSDM b dp + AC (Full: startup & active.)
Moves with autoguard
- qcf + C (startup (middle).)
- qcb + P (startup (middle).)
Other Notes
- DM close, qcf qcf + P (2-3), qcf + C and f hcf + C cause guardcrush.
- hcb + K (2), DM qcf hcb + P and HSDM b dp + AC (if it counters) are hard knockdowns.
Combos
Basic Combos
- cr.B > f + B > hcb + D {33%}
- cr.B x 2 >
- DM qcf qcf + A {45%}
- f + B > DM qcf hcb + A (Buffer: qcf + B hcb + A)
- hcb + B
- cr.B x 3 > DM qcf hcb + A {45%}
- cl.C >
- DM qcf qcf + A (Corner & point blank)
- f + B > DM qcf hcb + A (Point blank. Buffer: qcf + B hcb + A) [44.2%]
- DM qcf hcb + A
- hcb + D {30% with j.C}
- qcf + A
- f + B >> BC ~ (DM qcf hcb + C / DM qcf qcf + C)
The DM qcf qcf + A deals a little more damage than DM qcf hcb + A. But has no much reason to use it in combos, as from the distances it will combo, you may instead combo into f + B > DM qcf hcb + A for almost the same damage (and easy buffering).
Maxmode
- cl.C / f + B >> BC, run cr.B > f + B > hcb + D (1) >> qcf + C {35%}
Counterhit
- CD (counterhit), qcf + C / hcb + D {31%/32%} (if CD hits from far away, qcf + C does more damage than hcb + D)
- qcf + A (counterhit), hcb + B {25%}(Corner)
Attack Strings
- cl.C / cr.B > f + B > qcf + A / hcb + D
- CD > qcf + C / hcb + D
- cr.B, cl.B > hcb + B
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 the f hcf + C 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.
- while it may seem like a good idea to use his unblockable qcfx2+P DM when near, not many know that it is possible to roll behind Takuma on reaction, after the flash of the DM. Takuma is left wide open, punching the air, allowing the opponent more than enough time to do any combo. Of course, if the opponent does not know this, then the qcfx2+P DM is quite good. To land it effectively, you should do the qcf motion before running up, then do a quick run up qcf + P, which will result in the DM coming up. This is great if mixed up with lots of crouch B's since his weak attacks are good and can lead to fairly damaging combos.