Dream Cancel Forum
King of Fighters XIII => Character Discussion => Takuma Sakazaki => Topic started by: nilcam on December 06, 2011, 06:06:57 AM
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(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/takuma1.gif)
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick
* = EX version possible
Command Normals
Ashitou Kyaku - ;fd + ;b
Special Movess
Ko Ou Ken - ;qcf + ;a / ;c *
Kyoukugen Ko Ou - ;qcf + ;b / ;d *
Zanretsuken - ;fd , ;bk , ;fd + ;a / ;c *
Hienshippukyaku - Charge ;db , ;fd + ;b / ;d *
Kyokugen Houken - ;hcb + ;b / ;d *
Desperation Moves
Haohshikoken - ;fd ;hcf + ;a / ;c *
;qcf ;hcb + ;a / ;c
Neomax
Built Upper - ;qcf x 2 + ;a ;c
Takuma's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Takuma_Sakazaki_(XIII)).
Console changes:
- Jump CD comes out faster
- Stun value on attacks has been lowered
* EX Kyokugen Koou comes out faster and has quicker recovery. Still can’t be comboed from a normal or direction attack.
- Fierce Ryuuko Ranbu comes out faster. It’s still slower than the weak version, but it has invincibility until after the hit detection comes out.
- Weak Hienshippukyaku’s damage reduced from 70 to 50.
Producer Yamamoto says: He has less stun values than the arcade, but he’s still easier to dizzy the opponent than other characters. Also, it’s not written above but damages on his other specials have also been raised, and he’s a character that can do high damage. He’s been buffed in a lot of places like his air CD and invincible Fierce Ryuuko Ranbu, so please try using him.
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Juicy Bits - KOF13 Character Basics: Takuma (http://www.youtube.com/watch?v=RM4CcmBBV4o#ws)
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Reserved
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100% Combo
Using HD mode and starting with 0 Metre
KOF XIII - Takuma 100% 82 hit combo with only full hyper bar (http://www.youtube.com/watch?v=f9Pz3aT4vZo#ws)
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It's on arcade version, look at the insert coin in the upper part of the screen.
It's no longer working (no stun anymore).
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Ah my bad.
I just saw the Dec 6 upload date and thought it was console.
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I'm surprised it wasn't mentioned in the old thread, or even on the wiki, but qcf+BD does 50% guard gauge damage on block to everyone except Maxima (33%). Granted it uses meter, but that's quite a bit of guard meter damage, and Takuma's meterless/low meter combos are scary enough as is.
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Does anyone know which of his stun combos still work? And I think we should have a listing of which of his combos from arcade still work, with adjusted dmg/stun values of course
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I'm surprised it wasn't mentioned in the old thread, or even on the wiki, but qcf+BD does 50% guard gauge damage on block to everyone except Maxima (33%). Granted it uses meter, but that's quite a bit of guard meter damage, and Takuma's meterless/low meter combos are scary enough as is.
Didn't know, will abuse. Thx.
Does anyone know which of his stun combos still work? And I think we should have a listing of which of his combos from arcade still work, with adjusted dmg/stun values of course
The main one seems to be sC> f+B> db-f+D> db-f+B> f, b, f+P [DC] HCB+K, rinse and repeat.
You can also stick in db-f+BD in there if you want.
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Birth of XIIIAN: The King of Fighters XIII - Orochi Iori DLC Xian vs Skye KOF 13 (http://www.youtube.com/watch?v=sc0BROTheqg#ws)
Pretty cool combo from XIAN, @3.55
Is this his standard HD combo? seems like it can be done anywhere on screen and will corner the opponent.
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^^^ I was also curious about the same combo. Went to training mode and can't figure out if it's the light kyokugen ko-ou or he heavy one that you can combo into. I've tried both ways and am still finding it hard to combo into.
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its the fireball D into B flying kick. Ive managed to do it a few times but the timing for it is so weird. I don't think you press the D as the kick hits, its a little delayed after the flying kick.
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Hitting the drive cancel from the flying kick occurs about when he lands, if trial mode has taught me anything.
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Hey guys, just picked the game up yesterday and Takuma was the character I was most interested since... as long as I've been watching XIII. I've noticed that ;c ;fd ;b ;db ;fd ;d has really tough timing but is easily his most effective hit confirm. Obviously anyone who wants to play him has to get this down but I was hoping for some tips on buffering the charge from the ;fd ;b Any advice?
Edit: haha nvm, getting it relatively consistently now. Man this game has such satisfying combos to perform.
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kof 13 takuma combo (http://www.youtube.com/watch?v=UbHM0sUx1v8#ws)
Tried the combo , It nets you a decent 881 damage starting from a j B only using 1 bar and a full HD gauge. I believe it can be done anywhere on the screen and can combo opponents corner to corner.
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Does anybody know how to punish kyo's double kick pressure he uses, for some reason i can't punish it with anything.
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Sorry guys but I really need help cancelling ;fd ;b to ;db ;fd ;d please help.
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Does anybody know how to punish kyo's double kick pressure he uses, for some reason i can't punish it with anything.
without super bar i don't know..
but if you have a super ...after blocking the first his and before the second one came out do the ;c version of Ryuuk Ranbu or the neo max .,, you need to get the timing..record the kyo dummy in practice.
Sorry guys but I really need help cancelling ;fd ;b to ;db ;fd ;d please help.
;fd+ ;b to ;db ;fd+ ;d only...?? i don't think it's possible but ;c ;fd+ ;b ;db ;fd ;d it's not that hard do the ;c ;fd+ ;b so fast then keep charging ;db after the ;fd + ;b hits do ;fd+ ;d
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kupô
with bars u can do
if YOU are in the corner : break-roll on the 1st hit and punish with st. ;c>>>>>>
after the second hit : hcb. ;b ;d
By the way
i have hard time to deal with these character Mai/Leona/Iori
can you give me some advices to kill theme
Mai - good zoning with normal,the threat of NeoMAX,very nice air play :-(
Leona - same as Mai with V-Slasher, mix with hop+CD>d.B again and again......
Iori - Crossp b.B, jump B/D, and the normal Iori stuffs
thanks kupô ^0^
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I also need help on C, f+B, charge db-f+K on a pad :D
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You just have to hit the close C, f+B chain as fast as possible, and start charging d/b before the chain actually finishes on screen. Usually, I'm already charging d/b before the f+B has even come out, giving me ample time to charge it fully.
Granted, I don't do this combo that often. I prefer the close C, f+B xx qcf+D -> c.A xx EX flying kicks combo. I tend to do this in a pinch because although the link is more difficult, it is easier to hit confirm in a pinch.
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Yea, hit ;c > ;fd + ;b as fast as possible so you are charging db during the entire f+b animation. You also need to cancel the f+b pretty late, I don't start to move the stick forward until after the f+b kick actually connects (think chun li's low foward into super cancel in 3s).
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You just have to hit the close C, f+B chain as fast as possible, and start charging d/b before the chain actually finishes on screen. Usually, I'm already charging d/b before the f+B has even come out, giving me ample time to charge it fully.
The way I started to get it down is by actually dong what you mention as well as hitting forward after charge really late after I see the F+B hits. It will not combo, but after fine tuning it afterwhile, and making it less late it started to connect. So I would suggest for people to practice finishing the charge after the F+B and not comboing it at first, then slowly tighten up the timing, and you will eventually get it.
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Does anybody know how to punish kyo's double kick pressure he uses, for some reason i can't punish it with anything.
Pretty sure you can command grab his upkicks if you block them standing. Not sure whether you need to EX command grab or not, though. The good thing is, do it once and he will never upkicks you again unless he wants to die LOL.
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Hmm still having difficulty nailing Takuma's close C, f+B, d/b-f+K on a PAD I've done two lucky attempts so should I ditch him until I have access on a decent arcade stick?
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In my experience, it's really not much easier with a stick. Either way you pretty much have to queue up the f+B before the C even hits and start charging real fast and let go a little after the f+B hits (like an infinitesimal amount of time). Just practice and you'll get the feel. Remember that f+B gives you a ridiculous amount of hitstun to work with so don't be afraid to hold the charge teeny bit longer.
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Hmm still having difficulty nailing Takuma's close C, f+B, d/b-f+K on a PAD I've done two lucky attempts so should I ditch him until I have access on a decent arcade stick?
i'm a pad player and i don't have much problem with it..(is that cuz i'm May player in GGXAC..?? maybe,,) still i don't think it's so hard...
BTW
Takuma's j.CD have a larg hitbox so some times it can come as cross up...does anybody have a setup for it ...??
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Thanks for the help so far guys, I've been havin trouble startin out but my takuma has gotten significantly better. Got 2nd at the Final Round qualilfier, so keep the info/videos comin if you got em!
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Also if you're dealing with a terry player who loves to spam that crackshoot block string. after crackshoot ex command grab and reap benefits all day.
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Can anyone help. Is there any trick for the 3rd Takuma Trial:
How can you follow the Ko Ou Ken (qcf + A or C) into Haohshikoken (f, hcf + A or C) as a Super Cancel?
Sometimes I manage it by making 360 degrees but I have no idea what's important. Any shortcut for this or at least interpolated move that is reliable? it drives me nuts.
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first off welcome to Dreamcancel!
To answer your question its much more easier than your making it. Remember when your doing the Ko oh ken (qfc+A orC) that you've ended the motion in Forward, all you need to do from there is perform another HCF+A or C or AC for the supercancel to come out.
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Hi bzerk. Thanks for the welcome and quick reply.
I tried initally your method but it is for some reason extremely unprecise. When I do the input as you stated it does not do anything (1:1 clean and fast input). If I do it drastically faster and do a at least twice button mash sometimes it does a super cancel. Maybe it is some kind of buffering ?! Also it seems to depend on timing during the qcf+A/C or a certain frame because there is a clear difference between HP and LP.
I use a SFIV Fightstick TE XBOX360 (tried with square gate and octagonal gate, otherwise bat top and TE Kitty Chipset for PS3 compatibility)
I enclosed pictures of the input where the super cancel worked but where a registered double input can be seen.
"LK" marks the beginning of the input. The clean input does NOT work for some reason ( ;dn ;df ;fd ;a ;bk ;db ;dn ;df ;fd ;a).
(http://www.pankratios.com/ricardo/kof1.jpg)
(http://www.pankratios.com/ricardo/kof2.jpg)
(http://www.pankratios.com/ricardo/kof3.jpg)
For example, the super cancel from qcf+A/C to Ryuuko Ranbu is a piece of cake in comparison.
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Uhh qcf+A/C to hcf+A works every time... You just have to do it extremely fast...
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Hi. I wouldn't post it as a problem if I really had no idea. Is anyone maybe able to film the input and put it on youtube? (be it a gamepad or a fightstick) Though I am a casual player I consider my execution average and had no problems with other inputs so far. Otherwise I can film it to show that it does not work.
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The super cancel window is pretty tight. Like "right as the ko'ohken leaves his hand" tight, if not sooner.
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atm i'm on the front page of dream cancel stl bar warz matches. if anybody spots anything i could do differently please feel free to share. constructful criticism is appreciated.
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Thanks to Frionel :
https://twitter.com/eLivefrionel/status/159123724317097984
927 with 80% drive and 10% meter anywhere on screen
J C, C, f B, qcf D, cr A [HD], C, f B, db f D, (db f B [!] qc D) x 4, f b f A [!] hcb B, C, f B, db f D, db f B, db f B, DM
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I love how with Takuma we're getting "fraction of a meter" combos.
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@ ocktoberfest- yeah sorry forget to mention that cancel window on that pretty tight until u get the hang of it, but as others said it has to fast, really fast.
;ub@ atm i'm on the front page of dream cancel stl bar warz matches. if anybody spots anything i could do differently please feel free to share. constructful criticism is appreciated.
good matches man. just my 2 pennys here, I thought there were a lot of points during your match where u could have zoned more. iirc your entire set with sparkster you threw a total one fireball. Not sure if you were being cautious or respecting his options but takumas FB is good for traps into SC'ing into ranbu or haou kuohsho if your paying attention to how they are dealing with your FB's. Also near the corner throw more short hop D instead of CD, if you catch em crouching its a great crossup.
looking at the above takuma combo makes me wish I posted more often lol, I've had that exact combo in my playbook since early december :) The cr.a,[HDA],st.C link is a bitch to learn mid combo. If u want to make that combo harder just for the sake of being hard, you can throw a st.b in there before hd activation.
J C, C, f B, qcf D, cr A, st b, [HD], C, f B, db f D, (db f B [!] qcf D) x 4, fbf A [!] hcb B, C, f B, db f D, db f B, db f B, DM
Does 918 dmg, or
J C, C, f B, qcf D, cr A, st B, [HD], C, f B, qcf D, cr A, db f BD, (qcf D, db f B) x4, fbf A, [HDC] hcb B, C, f B, db f D, db f B, db f B, qcf hcb A 940 dmg
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atm i'm on the front page of dream cancel stl bar warz matches. if anybody spots anything i could do differently please feel free to share. constructful criticism is appreciated.
You have a huge flaw in your game plan, in that you do absolutely zero when it comes to high/low mix ups. I saw entire rounds/matches go by with not a single attempt from you at starting something from a low attack, and this when all three of your characters can deal great damage via combos starting with crouching lights. If you're jump-in didn't work then you would just jump-in again, over and over. So yeah, I think you should incorporate more high/low/regularthrow/command throw etc mixups and pressure into your game.
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Is takuma's best AA option his ranbu? I have problems with people flea-manning me and attacking from all sorts of angles in the air. c.C kinda blows, and I guess s.D is okay, but I'm really looking for something I can rely on.
Trapping with qcf+A/C and punishing jumps with ranbu is a legit tactic, right? How much invicibility does ranbu have?
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Jump.CD it's Takuma's main and strongest anti air.
qfc hcb.C is also invincible and be used as AA for long range jump.
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Hmmmm... tried his ranbu as AA, it's not great. There's some specific situations where it's pretty decent, but all in all, I don't think I will use it that much unless my opponent is being really sloppy with his jumps.
What are his "get the fuck off me" moves? Seems like none of his EX moves have invincibility, and going for EX command grab is risky at best, especially against flea man. Once they're on top of you, j.CD is pretty much out of the question.
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@ugft: Sorry, no reply for that. Have exact the same problem that most of Takumas EX and Super moves are useless in such case when you are cornered. Only doing footsies helps sometimes ;b, ;b, ;db ;fd ;b.
Maybe some pro will tell you.
Another thing: In practice mode (dummy is standing, 1st hit guard) jump ;c, st ;c connects very well but jump ;d, st. ;c connects very inconsistently. Is there a rigid pattern, that can me memorized or is jump D, st.c dependent on certain factors (like upper/lower torso of enemy is hit, or your jump-type: for example short hop vs hyper hop).
Anyone knows details?
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Does anyone know where I can find some good videos of a top Takuma player? I'm trying to better my Takuma and want some visual aid.
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Xian from Cross Counter Asia has a really good takuma.
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@ Ufgt: Do you have a list where certain top players (like Xian) are associated with certain KOF characters? This would make searching for certain matches much easier.
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Also if you're dealing with a terry player who loves to spam that crackshoot block string. after crackshoot ex command grab and reap benefits all day.
If he does D crackshoot and you block low, that's not going to work. He's at positive frames if you block D crackshoot low. You have to block that standing.
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@ Ufgt: Do you have a list where certain top players (like Xian) are associated with certain KOF characters? This would make searching for certain matches much easier.
Agreed. I've been backtracking thru the video thread trying to find matches with certain characters and it's a real pain.
This may be a dumb question, but how do you unlock the tengu mask costume for Takuma?
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Press Back/Select AFTER you pick Takuma and are choosing his colors.
Do it before you pick Takuma and you get Mr. Karate (if you bought him).
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Hi.
Referring for example to the youtube-video "Takuma DDTC", combo 14, I have great problems to super cancel ;dn ;df ;fd ;d into ;dn ;df ;fd ;fd ;df ;dn ;db ;bk ;a. (part of the combo chain ;db ;fd ;d, ;db ;fd ;b, ;dn ;df ;fd ;d, ;dn ;df ;fd ;fd ;df ;dn ;db ;bk ;a). I am aware of Kanes KOF shortcuts but none of them seem to work here.
Neither ;dn ;df ;fd ;dn ;df ;fd ;d, ;fd ;df ;dn ;db ;bk ;a, nor ;dn ;df ;fd ;d ;fd ;df ;dn ;db ;bk ;a nor ;bk ;db ;dn ;df ;fd ;d ;fd ;df ;dn ;db ;bk ;a. Only randomly there is a Supercancel.
I have no problems whatsoever with Andys Supercancel ;dn ;db ;bk ;c ;bk ;db ;dn ;df ;fd ;d which is essentially the same sequence, or any other combos of Takuma which finish into his super move ;dn ;df ;fd ;fd ;df ;dn ;db ;bk ;c or ;a.
Any help would be appreciated.
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Hi.
Referring for example to the youtube-video "Takuma DDTC", combo 14, I have great problems to super cancel ;dn ;df ;fd ;d into ;dn ;df ;fd ;fd ;df ;dn ;db ;bk ;a. (part of the combo chain ;db ;fd ;d, ;db ;fd ;b, ;dn ;df ;fd ;d, ;dn ;df ;fd ;fd ;df ;dn ;db ;bk ;a). I am aware of Kanes KOF shortcuts but none of them seem to work here.
Neither ;dn ;df ;fd ;dn ;df ;fd ;d, ;fd ;df ;dn ;db ;bk ;a, nor ;dn ;df ;fd ;d ;fd ;df ;dn ;db ;bk ;a nor ;bk ;db ;dn ;df ;fd ;d ;fd ;df ;dn ;db ;bk ;a. Only randomly there is a Supercancel.
I have no problems whatsoever with Andys Supercancel ;dn ;db ;bk ;c ;bk ;db ;dn ;df ;fd ;d which is essentially the same sequence, or any other combos of Takuma which finish into his super move ;dn ;df ;fd ;fd ;df ;dn ;db ;bk ;c or ;a.
Any help would be appreciated.
He didn't super cancel into the super, he just did it. He couldn't supercancel even if he wanted to since he already spent all his drive.
Don't think you can supercancel qcf+D, qcf+B is the cancelable one iirc..
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i hope updating the wiki about his (EX) = f,b,f+AC...
it's hits the airborne opp (juggle into it anywhere)
E.G do it on an airborne opp after hitting him by any standing or jumping normal...
just saw it in a match video...(I'm note sure but it might be from The King of Fridays first or second video )
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i hope updating the wiki about his (EX) = f,b,f+AC...
it's hits the airborne opp (juggle into it anywhere)
E.G do it on an airborne opp after hitting him by any standing or jumping normal...
just saw it in a match video...(I'm note sure but it might be from The King of Fridays first or second video )
You mean as a counter hit juggle right?
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No it has the anywhere juggle property, ppl use it all the time in his stun combos.
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No it has the anywhere juggle property, ppl use it all the time in his stun combos.
indeed (^_^)
Desmond sorry for my bad English...
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Thought you guys might like some of these:
The King of Fighters XIII: Takuma the Meter Saving Expert (http://www.youtube.com/watch?v=2G978h6VLRo#ws)
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Fighters Destiny music? I like it already.
Definitely hopping back onto training mode after watching the stun combo in the end.
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Does anyone have any tips for doing the qcf+D-crouching A link? I can do it, but I would like to do it more consistently and I can´t find any way to improve my efficiency. If done in the corner, and started from jumpC, C, f+B, it seems you have to hit the jC quite high, cancel the C into f+B as fast as posible, and then cancel the f+B into qcf+D as fast as posible too, while trying to keep really close to the dummy all the time, but I can´t pull the combo even with 33% efficiency. Doing it at mid-screen or in the corner starting with C (no jump C) seems to need slightly diferent timing. Is there something I´m missing? Any tips? Thanx in advance.
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Sorry for the late reply, but thanks everybody for the constructive criticism. I've been workin a lot on my weaknesses.
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Does anyone have any tips for doing the qcf+D-crouching A link? I can do it, but I would like to do it more consistently and I can´t find any way to improve my efficiency. If done in the corner, and started from jumpC, C, f+B, it seems you have to hit the jC quite high, cancel the C into f+B as fast as posible, and then cancel the f+B into qcf+D as fast as posible too, while trying to keep really close to the dummy all the time, but I can´t pull the combo even with 33% efficiency. Doing it at mid-screen or in the corner starting with C (no jump C) seems to need slightly diferent timing. Is there something I´m missing? Any tips? Thanx in advance.
No secrets. Just good ol' fashioned practice. Hit training mode and keep doing it over and over.
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Does anyone have any tips for doing the qcf+D-crouching A link? I can do it, but I would like to do it more consistently and I can´t find any way to improve my efficiency. If done in the corner, and started from jumpC, C, f+B, it seems you have to hit the jC quite high, cancel the C into f+B as fast as posible, and then cancel the f+B into qcf+D as fast as posible too, while trying to keep really close to the dummy all the time, but I can´t pull the combo even with 33% efficiency. Doing it at mid-screen or in the corner starting with C (no jump C) seems to need slightly diferent timing. Is there something I´m missing? Any tips? Thanx in advance.
No secrets. Just good ol' fashioned practice. Hit training mode and keep doing it over and over.
I wasn´t expecting any "magical" trick, just some advices. Of course, thanx, anyway.
Believe me when I say that I have been practicing for lots of hours, I was just hoping someone would have "mastered" this link or that there was some kind of "general advice" like to do the C,f+B, db-f+D.
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Do people even use Takuma's EX Haohshikouken? It seems like it would be good for punishing projectiles or even as a follow up to his ;d Hienshippukyaku.
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Do people even use Takuma's EX Haohshikouken? It seems like it would be good for punishing projectiles or even as a follow up to his ;d Hienshippukyaku.
QCF+AC [SC] Ex Haohshikouken = win
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Any tips/set ups on how to land Takuma's command grab? I usually throw out an EX version on wake-up, but other than that I haven't been very successful in landing his command grab.
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KOF XIII - How to BOSS with Takuma by Goro777 (http://www.youtube.com/watch?v=070sQh0ZAzI#ws)
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^good shit.
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Any tips/set ups on how to land Takuma's command grab? I usually throw out an EX version on wake-up, but other than that I haven't been very successful in landing his command grab.
I don't play Takuma but I usually get grabbed if they tick throw me using maybe j.D (or hop D) or so, and I forget to alternate guard. So you can probably try to experiment with using some tick throw setups but be aware that some players can read those setups.
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Thanks for the table Des.
Takuma frames up:
http://dreamcancel.com/wiki/index.php?title=Takuma_Sakazaki_(XIII)#Move_Metadata (http://dreamcancel.com/wiki/index.php?title=Takuma_Sakazaki_(XIII)#Move_Metadata)
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KOF XIII - How to BOSS with Takuma by Goro777 (http://www.youtube.com/watch?v=070sQh0ZAzI#ws)
YOo the video is private? please share
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Any tips/set ups on how to land Takuma's command grab? I usually throw out an EX version on wake-up, but other than that I haven't been very successful in landing his command grab.
I use it sometimes, but you shouldn´t rely very much on that move, the regular version is pretty crappy. It is another option to surprise the enemy, but nothing spectacular if you use it as a stand alone move.
It is incredibly usefull in all his combos, and that should be the main usage for it. Outside of combos...not recommended (only in ocations, as I mentioned earlier, to surprise the enemy).
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As someone asked on our last vid on youtube (KOF XIII Combo Exhibition -Chapter one- (http://www.youtube.com/watch?v=GhqNYUSgyyE#ws)), I´ll try to explain some tips for the qcf+D - crouching A link:
I´ve not found any 100% reliable method but it seems that if you start from jC (then C, f+B), the C must hit as close to the dummy as posible, and it must be canceled into f+B as soon as posible too. The f+b SEEMS like must be canceled just before it hits. Again, this is not 100% acurate.
If done with no jump before (just C, f+B, qcf+D, like after Takuma´s command grab) the timing seems to differ a bit. You must cancel C into f+B as fast as posible, but to cancel the f+B into qcf+D it seems you have to wait a little more than in the 1st example.
Again, this is not a 100% sure way to make the link work. I spent hours to record that combo.
I hope it helps.
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Incredible vid - very well done. Some crazy shit in there
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I am working on a new version of my video with a better translation and few correction
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When its done, can it be featured on Takuma's wiki here?
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of course ^0^
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it annoys me how he dont have an over head like in KOF02um
also im trying to use s.D as anti air like i was using s.B in the old ones (looks similar)
but it fails most of the time.
for the ;c ;fd ;b> ;db> ;fd ;d
the best way to do it is charging once u see the animation of ;fd ;b and delay the ;fd ;d to the last frames of the ;fd ;b (when he is about be back to normal)
note that If U do ;fd before the hit land and then ;d as usual buffering links it wont come out
Im' doing it 100% now
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I've been using Takuma since I started playing the game and I really like playing as him, but I just recently bought the DLC characters and since everyone agrees Mr. Karate is top tier in this game, I decided to try him out and replace Takuma. I found that I don't really like playing Mr. Karate as much, and his combo execution is just harder for me in general. So lately I've been struggling between keeping at it with Mr. Karate or going back to Takuma, and you know conventional wisdom tells me to keep with Mr. Karate since he really does have so many more options and can deal with a lot more stuff. However, I can recognize a few advantages that Takuma has over Mr. Karate and it just seems like Takuma's play style fits my mindset more. I dunno, it's a little hard to tell since I still have such little experience playing with Mr. Karate; the demanding execution of Mr. Karate is definitely a drawback at this point though.
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Karate is so easy man... He does the same combo for everything... Only hard thing about karate is his full screen HD...
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when I first started playing kofxiii and picked takuma as my main
I used to do his HD combos every time right specially the one with charging as its my favorite....
however now after playing him too much i happen to drop the HP after the HD activation so f.Lk comes instead and I lose my chance (not sure if Im canceling the HP before it connects or it doesnt even start)
I'm an old school kof players and the BC canceling thing is not new for me as I have been doing it in KOF02um and 2002 with most of the characters
also I can do it right with all my kof13 characters but Takuma pisses me off lately.....
PLZ HELP T_T
https://www.youtube.com/watch?v=MkTqPGqe_cE&feature=plcp (https://www.youtube.com/watch?v=MkTqPGqe_cE&feature=plcp)
Im talking about the combo in the first match
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Karate is more well rounded than Takuma, he has more tools, less weaknesses. But Takuma is far stronger in his speciality, an excellent fireball game and if he founds an opening you lose one character. Moreover for me he is the scariest character in the game, his j.CD and his throw are making me mad.
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Seems like it's a lot harder for Takuma to get that one opening he needs, though. Karate doesn't really have that problem. That and honestly, one mistake against Karate and you might as well be dead, since you end up in the corner with half life gone and stuck in pressure, one more mistake and you're done.
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Takuma doesn't really need to get in since he has one of the best fireball game. Plus since his j.CD is somewhat unbeatable you can get in just with hop CDs.
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I don't really think it's a link, but how do you get that connection between s.C into EX Zanretsuken? I see Bala do it a lot in combos where he'll hit a s.C as the character is falling after a corner combo and link it into that, but is there certain situations where it connects? I know it's possible to get it in the corner if you hit them in the air with a jump CD, but it's much harder to get after a corner combo.
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It's a cancel. One of his trials has that sequence. You just have to hit f. b. f. AC pretty fast.
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It's a cancel. One of his trials has that sequence. You just have to hit f. b. f. AC pretty fast.
Oh, it's a cancel?! Wow. Okay, thanks. Practice practice practice.
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Just curious, why are the only HD combos mentioned in the wiki ones with 1 frame links?
Any new player would be turned away and no one uses those in real matches (not Bala, not any Japanese players).
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Just curious, why are the only HD combos mentioned in the wiki ones with 1 frame links?
Any new player would be turned away and no one uses those in real matches (not Bala, not any Japanese players).
Yeah, I noticed that too. Those aren't his go to HD combos. The rest of the combo is, just not the start of the combo.
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A lot of the wiki is outdated, I'll notate his standard HD and throw it on the wiki page for someone to update.
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He forgot to post it there so :
How To Boss #1 - Takuma - Club Versus (KOF XIII) (http://www.youtube.com/watch?v=ZX7dfMtimIg#ws)
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He forgot to post it there so :
How To Boss #1 - Takuma - Club Versus (KOF XIII) (http://www.youtube.com/watch?v=ZX7dfMtimIg#ws)
Definitely a good video. Much appreciated Sharnt.
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very nice overview of Takuma. I'm thinking about doing a video to go over stun and guard crush setups. Should really invest in a good capture device, though.
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Interactive Takuma Combos KOF XIII (http://www.youtube.com/watch?v=2FmJmRLE_-8#ws)
Player: JohnGrimm
This video goes from Takuma's basic specials all the way to his 100% stun combos. It should be a good help to anyone who's is learning or mastering Takuma Sakazaki!
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I was wondering if anyone could give me any advice dealing with Takuma when I'm cornered. Here's the situation: I get knocked down in the corner. I don't ukemi/recovery roll because if I do I'll forfeit the 7 frames of grab invulnerability and get command grabbed into massive damage/death. So, as I get up, I have a few options... I can jump and eat his j.CD into massive damage or I can not jump and get command grabbed into massive damage. I feel like the only viable options I have are a hop B or a GC roll, or a command grab/cl.C if he's close enough... but he'll usually hang back just slightly out of that range and just wait to j.CD me on reaction or run in/tick command grab.
This character is starting to hurt my enjoyment of the game (900+ damage off 1 meter 1 drive... really?), so any advice would be appreciated. I play Kula, Claw and Saiki most of the time.
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Back dash.
Mash normals. Regular version has 8 frames of startup and no invincibility.
Use Iori's command grab and Saiki's grab super on wakeup. You can also dp with Saiki. You might miss/whiff a few times but showing that you are reversal happy on wakeup will make your opponent hesitant about standing grounded next to you regularly on wakeup.
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Back dash.
Mash normals. Regular version has 8 frames of startup and no invincibility.
Use Iori's command grab and Saiki's grab super on wakeup. You can also dp with Saiki. You might miss/whiff a few times but showing that you are reversal happy on wakeup will make your opponent hesitant about standing grounded next to you regularly on wakeup.
Hi, thanks for the advice. DPs/command grabs are not usually viable because he'll hang back just outside of that range as I mentioned. Mashing normals... seems to usually lose vs his j.CD. Back dashing I could see working somewhat since if I get hit it'll just reset me... I'm just afraid he'll command grab afterward or still be able to link EX Zanretsuken off it.
I hate to admit it, but I'm starting to think about counterpick options at this point. Any of the cast good at blowing Takuma up specifically?
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Back dash.
Mash normals. Regular version has 8 frames of startup and no invincibility.
Use Iori's command grab and Saiki's grab super on wakeup. You can also dp with Saiki. You might miss/whiff a few times but showing that you are reversal happy on wakeup will make your opponent hesitant about standing grounded next to you regularly on wakeup.
Hi, thanks for the advice. DPs/command grabs are not usually viable because he'll hang back just outside of that range as I mentioned. Mashing normals... seems to usually lose vs his j.CD. Back dashing I could see working somewhat since if I get hit it'll just reset me... I'm just afraid he'll command grab afterward or still be able to link EX Zanretsuken off it.
I hate to admit it, but I'm starting to think about counterpick options at this point. Any of the cast good at blowing Takuma up specifically?
I don't get it, if he's hanging back outside the range of a DP or command grab then what's the problem? There is no way he is in range to do his own command grab.
Mash normals (cr.A or B) when he's on the ground and going for tick throws, is what I meant. Of course they will lose to his jCD (which you can see coming and block/dp/super).
If you want you can try characters like Duo Lon and Chin, they shut down his fireball game almost completely and can keep the pressure going thanks to his very limited defensive options. You can also use Athena, who is also good at shutting his fireballs down and has a teleport which you can use as a get out of jail free card.
Overall Takuma is a sitting duck without meter, especially on wakeup.
Try watching the EVO grand final between Bala and MADKof, see what MADKof did in situations which give you problems.
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Cr.B is always my answer to tick grabs, but it doesn't get me out of the corner. I don't want to make it sound like I can't beat the character - I can. I just feel like this character gets so much for so little. One j.CD or one command grab and I'm dead. There's lots of characters that can threaten big damage off a j.CD/command grab but they have to spend upward of 3+ meters and both drives to do what Takuma can do with 1 or 2. It reeks of cheese and I'm looking to give some of that cheese back.
I think I'll give Duo Lon a try since he can EX teleport out of the corner situation (which is my biggest issue), and maybe Athena, too. Thanks again for all the advice Diavle, I appreciate it. :)
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Didn't see this posted anywhere, my apologies if this is already known throughout the Takuma community...
A nice fellow over at the KOF portion of SRK posted a 100% combo with Takuma for the console version!
Seeing as how Takuma's stun output was nerfed since his arcade incarnation I'm sure some of you are curious for what the new 100% is/are or if they even exist anymore...
Rest assured the combo that I'm about to go over does work, it does do 100% and it is from the console version but there are a a couple key things I need to go over before hand in order to get you guys going and that's the usage of Takuma's EX command grab!
For the few of you who may not already know, Takuma's EX command grab along with it's other great qualities, gives Takuma a little more than DOUBLE the frame advantage, +26 frames iirc...
Taking advantage of this enormous frame advantage is going to be KEY in the 100% combo!
It may sound impossible, rest assured is it very hard, but from an EX command grab, Takuma can actually HOP in toward the opponent and HP!
Yes! Takuma can EX command grab and then hop toward the opponent and hit them with HP mid combo!
It is somewhat difficult to do let alone to get down consistently but I think it would be beneficial for the lot of you to go into training mode and give this a try!
As soon as the EX command grab is finished, hop toward them and delay your HP ever so slightly as to assure enough grounded frame advantage!
Once you get this single important piece you can move on to trying the 100% combo!
Which I'll walk everyone through in the next post!
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This 100% combo requires from the beginning: 2 Bars and Full HD meter
It obviously occurs in the corner therefore the positioning as a minimum must be at least 40-45% away from the wall...
Alright, enough blabbering
Let's get to the combo!
The combo is thus:
Jump in HP
Target combo xx HK Flying kick, 2xLk Flying Kick, HP xx EX Zanretsuken (HD Cancel) EX Command Grab
Jump in Fierce
Target Combo xx Hk Flying Kick, 2xLk Flying Kick, HP xx EX Zanretsuken (HD Cancel) Lk Command Grab
Target combo xx Hk Flying Kick, 2xLk Flying Kick, HP STUN!
Once they're stunned you continue.....
Jump in HP
Target Combo xx HK Flying Kick, 2xlk Flying Kick, HP xx EX Zanretsuken (HD Cancel), Lk Command Grab
Target Combo xx Hk Flying Kick, Lk Flying Kick(Only 1), Hp or Lp Zanretsuken
K.O.
In case your asking yourself!
"But this combo uses more than 2 HD Cancels and uses more than 2 bars worth of EX moves! how can this be?"
AnswerThe extra HD and Meter is build throughout the combo!
Like a Boss...
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100th Post
Woot!
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Takuma actually has a few kill combos with 1 bar, 50% drive
See here for example:
http://dreamcancel.com/forum/index.php?topic=2019.msg57755#msg57755 (http://dreamcancel.com/forum/index.php?topic=2019.msg57755#msg57755)
http://dreamcancel.com/forum/index.php?topic=2019.msg61324#msg61324 (http://dreamcancel.com/forum/index.php?topic=2019.msg61324#msg61324)
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Takuma actually has a few kill combos with 1 bar, 50% drive
See here for example:
http://dreamcancel.com/forum/index.php?topic=2019.msg57755#msg57755 (http://dreamcancel.com/forum/index.php?topic=2019.msg57755#msg57755)
http://dreamcancel.com/forum/index.php?topic=2019.msg61324#msg61324 (http://dreamcancel.com/forum/index.php?topic=2019.msg61324#msg61324)
WOW!
That first combo is nuts! Those light jabs I'm sure are pretty hard to get consistently like that!
I'll be sure to give this a try later on, thanks for the link
As for the 2nd one... I'm afraid I can't understand all those inputs....
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here it is in more condensed notation:
[hcb+B -> cl.C xx fwd+B xx qcf+D -> cr.A xx cr.A xx ~df,f+BD -> qcf+D -> ~df,f+B -> fbf+A/C] x 2 ->
hcb+B -> cl.C xx fwd+B xx qcf+D -> cr.A xx cr.A xx ~df,f+BD -> qcf+D -> ~df,f+B -> ~df,f+B -> cl.C (stun) ->
j.C -> cl.C xx fwd+B xx ~df,f+D -> ~df,f+B -> ~df,f+B -> qcf,hcb+A
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Takuma actually has a few kill combos with 1 bar, 50% drive
See here for example:
http://dreamcancel.com/forum/index.php?topic=2019.msg57755#msg57755 (http://dreamcancel.com/forum/index.php?topic=2019.msg57755#msg57755)
http://dreamcancel.com/forum/index.php?topic=2019.msg61324#msg61324 (http://dreamcancel.com/forum/index.php?topic=2019.msg61324#msg61324)
WOW!
That first combo is nuts! Those light jabs I'm sure are pretty hard to get consistently like that!
I'll be sure to give this a try later on, thanks for the link
As for the 2nd one... I'm afraid I can't understand all those inputs....
They're effectively the same combo, it's just instead of the jumping C you grab in the corner, and you use 2x cr.A instead of one after the first QCF+D.
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cr A after landing qcf D is pretty tough...
Any tips on how to help get more consistently?
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kupô
here are few of my matchs if it can help some of you, or if you have advice for my takuma they are welcome ;-)
EGA 10 - KOF 13 - Grande Finale Winner - H (KIM/RYO/IRO) vs Meydix (TAK/KEN/SHE) (http://www.youtube.com/watch?v=ND224R_QdNM#ws)
EGA 10 - KOF 13 - Finale Winner - Meydix (TAK/KEN/SHE) vs Kaito (KYO.X/LEO/IOR) (http://www.youtube.com/watch?v=mwIbergC2RA#ws)
EGA 9 - KOF 13 - Final Winner - AkimeX (MR.KAR/KIN/IOR.X/KYO) vs Meydix (KEN/TAK/SHE) (http://www.youtube.com/watch?v=vnNtfGh2HX8#ws)
EGA 9 - KOF 13 - Final Loser - Zero (ASH/ATH/DUO) vs Meydix (KEN/TAK/SHE) (http://www.youtube.com/watch?v=Yp4vggYmoqY#ws)
EGA - KOF 13 - RB 3 - Finale Winner - Big (JOE/SHE/RYO) vs Gilgamesh (KEN/TAK/SHE) (http://www.youtube.com/watch?v=6qJndIdXP9Y#ws)
EGA - KOF 13 - RB 3 - Grande Finale Winner - Gilgamesh (KEN/TAK/SHE) vs Kaito (KY.X/LEO/IOR) (http://www.youtube.com/watch?v=dIHTDhYUBr0#ws)
EGA - KOF 13 - RB 2 - Finale Winner - Zero (ASH/ATH/RYO) vs Gilgamesh (KEN/TAK/SHE) (http://www.youtube.com/watch?v=T0fbjQSLUBM#ws)
EGA - KOF 13 - RB 2 - Grande Finale Winner 1 - Gilgamesh (KEN/TAK/SHE) vs AkimEX (MR.K/KYO/RAL) (http://www.youtube.com/watch?v=wAfDfMOyvBk#ws)
EGA - KOF 13 - RB 2 - Grande Finale Winner 2 - Gilgamesh (KEN/TAK/SHE) vs AkimEX (MR.K/KYO/RAL) (http://www.youtube.com/watch?v=kVfLATgo3nc#ws)
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http://www.youtube.com/watch?v=ybHvYTxuNr4# (http://www.youtube.com/watch?v=ybHvYTxuNr4#)
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Came up with a cross up ;d set up that works pretty well...
At the moment I don't have a firm understanding as to what makes Takuma land in front or behind, it's seemingly wildly random at the moment...
cr ;b st ;a cancelled into Zanretsuken *100 Hands*
Immediately after the knock down
Back dash and then High Jump Forward ;d
after testing it for some time there are 4 possible outcomes
;d whiffs and he lands in front
;d whiffs and he lands behind
;d connects in front
;d connects as cross up
So this set up I think is pretty deadly...
It can connect on either side and he can potentially empty jump on either side and go for a low...
Very similar to SF4 akuma
As I said earlier I don't have a firm understanding as to what factors determine where he lands
help in discovering would be appreciated :)
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i got a question for you gilgamesh...
During the winners final match of your 2nd ranbat you do a reset against his Ryo which I'm having difficulty replicating...
It happens near the 5:40 mark,
you knocked Ryo down went for an empty jump into low normals and then cancelled into Ex Hein
qcf;d into 2 heins and then reset him with st;c? or is it st;a?
the command grab that came after seems pretty fast, did you catch him out of roll or was that simply RIiIIIght as he came out of throw invincible frames...
It was super sick and props to you
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I did st.C to reset him
The command grab of takuma is pretty slow (8F) you can easily use it on wakeup/reset but in the video Ryo was in crouch guard before when i tried to grab him ^^
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hmm
The whole time i've been playing this game, I've been focusing on Takuma's command grab as being the start for my HD combos and didn't even bother looking into other normals until now.
I found that his standing B when HD cancelled yields a comfortable link into close C -> B.
It's pretty practical I think, after a forward throw to do an ambiguous cross up D and then hit confirm crouching B into standing B
If the normals are blocked, Takuma can cancel into B hadouken
if it hits then He can go into HD
~850 damage
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hmm
The whole time i've been playing this game, I've been focusing on Takuma's command grab as being the start for my HD combos and didn't even bother looking into other normals until now.
I found that his standing B when HD cancelled yields a comfortable link into close C -> B.
It's pretty practical I think, after a forward throw to do an ambiguous cross up D and then hit confirm crouching B into standing B
If the normals are blocked, Takuma can cancel into B hadouken
if it hits then He can go into HD
~850 damage
Well... yea... this is pretty basic Takuma
HD off command grab is great but also having the threat of lows is pretty basic.
Most characters can start HD off low somehow.. in fact it is pretty crucial to learn.
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Hi, I just watched the Japanese guard crush community videos:
KoF XIII : 常識的に考えて Coordinated Guard Crush [2] (http://www.youtube.com/watch?v=thDGwTtQRi8#ws)[/url]
Extremely fascinating.
Is there such a guard crush combo for Takuma available? Any ideas would be very appreciated. Thx.
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is the ;dn ;df ;fd ;d into ;dn ;a a 1 frame link
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yes.
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(This probably doesn't belong here, but...)
Can all the other Kyokugens (Mr. Karate included) cancel out of their qcf + P into f,hcf + P like Takuma?
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Yes all of them can do that
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they can but in all cases it's one of the worst meter decisions you can make.
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Pretty dope, props to Juicebox!
Takuma "Quick-N-Dirty" (http://www.youtube.com/watch?v=RM4CcmBBV4o#ws)
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RE: 1 frame link Takuma nearly impossible ? (qcf D, cr A viceversa)
Hi. I play kof on a tv with 42 ms input lag, ps3 (tested via lag bodnar test and evaluated as "good", samsung ps60e6500 plasma, pc mode via hdmi).
However, when I put the Dummy on 1 hit guard it is nearly impossible to land above 1-frame links consistently, far less than 10% of tryouts (using for example iori as dummy). is it possible that the timing on the dummy is even more strict that in a regular match ?!
Or is it simply beause of the above input lag of estimated 2 frames of the tv? I am getting desperate. If it is indeed the timing, could somebody make a short slow-motion video where it is shown at which animation frame the exact input must be done? cu
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It's hard whether it's in a match or in the lab. I've heard it's technically a two frame link as you can press the button a frame early and it will still come out. You gotta press jab before it looks like Takuma is recovered either way. It doesn't look like he is able to press a button yet he is. Try double-tapping with middle then index, or index then middle, like a very fast double drumming almost at the same time.
If you're playing on pad, good luck. I would just do other combos.
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When your opponent is backturned, there is a window when they turn around where they lose their throw invincibility they normally have coming out of blockstun. Characters with easy ways to get those crossups when you land on the same side (but your opponent turns around) can utilize this more easily than others.
Takuma: cr.B cr.B st.B xx fbf+P -> forward roll (hold button buffer this) -> normal jump D.
If you time the jD correctly, they'll turn around and as soon as you land you can go for a regular command grab. Dirty.
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When your opponent is backturned, there is a window when they turn around where they lose their throw invincibility they normally have coming out of blockstun. Characters with easy ways to get those crossups when you land on the same side (but your opponent turns around) can utilize this more easily than others.
Takuma: cr.B cr.B st.B xx fbf+P -> forward roll (hold button buffer this) -> normal jump D.
If you time the jD correctly, they'll turn around and as soon as you land you can go for a regular command grab. Dirty.
Do you have video of this? I cant seem to get the back turn.
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Do you have video of this? I cant seem to get the back turn.
Here you go:
KOF XIII - Blockstun & throw invulnerability glitch (http://www.youtube.com/watch?v=ByAYmwcPJfw#ws)
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Anyone know what Takuma's go-to meterless BnB's are? He has so many different enders for combos coming off c.B or s.C(both in the corner and midscreen) and I don't know which is best to work on.
Also is Takuma viable as a battery? Or does he work best in the middle?
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if you're starting from cr.B midscreen, I think it's usually best to end with fbf+P with the main reason being that it causes a hard knockdown. This allows you to position yourself for the crossup or other means of pressure for free. If you connect the fbf+P close enough, it's also drive cancelable so you can cancel into the command grab -> cl.C xx fwd+B xx db~f+D, etc. which usually will get you to the corner. I know you said meterless, but that's just another reason fbf+P is a more versatile option. Every now and then I think ending with db~f+B or qcf+B is OK for soft knockdowns and a little forward progress, but yeah fbf+P is your best bet. From cl.C midscreen, pretty much you're looking at cl.C xx fwd+B xx db~f+D -> j.C/D/CD. That's the most damage you'll get and it also positions yourself to continue the pressure upon landing. Practicing the buffer for db~f+D is a must for Takuma play. If the db~f+D gets you close enough to the corner, you can usually juggle with one db~f+B and follow up with fbf+P, or two db~f+Bs and that can end with a cl.C.
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if you're starting from cr.B midscreen, I think it's usually best to end with fbf+P with the main reason being that it causes a hard knockdown. This allows you to position yourself for the crossup or other means of pressure for free. If you connect the fbf+P close enough, it's also drive cancelable so you can cancel into the command grab -> cl.C xx fwd+B xx db~f+D, etc. which usually will get you to the corner. I know you said meterless, but that's just another reason fbf+P is a more versatile option. Every now and then I think ending with db~f+B or qcf+B is OK for soft knockdowns and a little forward progress, but yeah fbf+P is your best bet. From cl.C midscreen, pretty much you're looking at cl.C xx fwd+B xx db~f+D -> j.C/D/CD. That's the most damage you'll get and it also positions yourself to continue the pressure upon landing. Practicing the buffer for db~f+D is a must for Takuma play. If the db~f+D gets you close enough to the corner, you can usually juggle with one db~f+B and follow up with fbf+P, or two db~f+Bs and that can end with a cl.C.
Would you recommend ending with fbf+P in the corner or two db~f+Bs to cl.C?
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doing two db~fwd+Bs -> cl.C will give you a little more damage and stun, but it's a normal reset so it's techable. Doing one db~fwd+B -> fbf+P will get you pretty much the same meter, and it's a hard knockdown, after which (since you're in the corner) you can do another db~fwd+B which pushes them forward slightly and sets up crossup D clean from a normal forward jump. Obviously you have other general advantages of the hard knockdown. For Takuma, normally the answer to which ender to use is determined by what kind of combo you can create given your drive/meter. Since you're asking about meterless, it's not much of difference.
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Hi all,
I'm completely new to the KOF series and want to main Takuma. That is if I can ever get the cl.C, f+B xx db,f+D combo every time >.<
Anyways my question surrounds execution of something most probably find easier:
cl.C, f+B xx Haohshikouken (F, HCF+C)
My question is after f+B, can I just hold forward 'longer' and that will count as my 'F' for the DM? Meaning after f+D I can basically hold F, then HCF+C? I know you could reply 'just hit the lab' and I have. But since my timing of the cancel is still being worked on, I haven't figured out if you can do it but need the timing right, or the times I've done it I actually somehow went back to neutral and back to Forward again.
Sorry if the question is noob. Just trying to find good times to land my DM's instead of using them in true desperation :) Also coming from SF I find KOF to be very unforgiving in terms of execution. Am really enjoying the game though.
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Well i would say that don't use the haoshokoken but the qcf hcb.P DM instead, since it does more damage and gives you a neat hard knockdown.
For the s.C,f.B,db~f.K issue it has been discussed in depth in this forum :D
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KoF XIII : Takuma Sakazaki combo by kytk (http://www.youtube.com/watch?v=6lwuZ-XWf9c#ws)