Author Topic: KOF 98UM - Takuma Sakazaki  (Read 5066 times)

sibarraz

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KOF 98UM - Takuma Sakazaki
« on: December 22, 2010, 06:00:31 AM »
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Oosotogari: ;bk/ ;fd+ ;c close
Ippon Seoi: ;bk/ ;fd+ ;d close

Command Moves
Oni Guruma: ;fd + ;a
Kawara Wari: ;fd + ;b

Special Attacks
Ko'oh Ken: ;qcf +  ;a /  ;c    
Zaretsu Ken:  ;fd, ;bk, ;fd + ;a /  ;c
Moh Koh Burai Gan: ;qcb + ;a /  ;c
Hien Shippuu Kyaku: Charge  ;db,  ;fd +  ;b /  ;d
Shoran Kyaku: ;hcb +  ;b /  ;d

Desperation Moves

Shin Kishin Geki: Close ;qcf ;dn ;df ;fd +  ;a /  ;c
Haoh Shikou Ken:  ;fd ;hcf +  ;a /  ;c
Ryuuko Ranbu: ;qcf ;df ;dn ;db ;bk +  ;a /  ;c

Notes

Oni Guruma Is a no-recovery knockdown when used on its own. In theory this should not happen when is cancelled from a normal and comboed into a special or dm, but sometimes, could produce a knockdown if it's comboed, the most probably is that if you are a little too late this could happen. This Command Move could be cancelled from kight normal Attacks

Kawara Wari is an overhead when is used on its own, Could be comboed from lights attacks, even though this move has less options than Oni Guruma, because only Hao Shikou Ken and the Ryuuko Ranbu will combo after it. Personally, I found it harder to combo the Haoh Shikou Ken, since it seems than requires to be inputed quicker after this move than the Oni Guruma, but at the sime time, I found it easier to connect the Ryuuko Ranbu since you can overlap the command without pulling a Ko'oh Ken, even though after this only the A version of the DM will connect. Only the C version of the Haoh Shiou Ken will be comboed. In max mode will not connect after a heavy normal

Ko'oh Ken: A version is slower and do less damage than C Version. This is a very good move to keep pressure on your opponent, and also could be comboed after both command moves and after a Hien Shippuu Kyaku. If your opponent is in the corner and you are in the end of the other side, you can connect the D version of Hien Shippuu Kyaku or a Ryuuko Ranbu with proper timing, even though is very diffivult to connect both moves in a competitive match

Zanretsu Ken: Both version of the move do the same damage, but the C version stays longer even though has an slightly slower start up. Could be connected after an Hien Shippuu Kyaku

Moh Koh Burai Gan: This move has autoguard and produces auto crash, also, in 98 um this move could reflect projectiles. The move could only be comboed after a Hien Shippuu Kyaku, and the A version after a crouching a

Hien Shippuu Kyaku: B version produces knockdown, while the D version juggles the Opponent. After this move you can connect all the special attacks excepts the Shoran Kyaku and also, could connect the Haoh Shikou Ken. This move could be comboed after a crouching C. The best is connect this move after a crouching C connected after a jumping attack, if you do it alone, there is high risk that your opponent block it and is not a safe move. If the move connects, always connect something after it, the haoh shikou ken does good damage

Shoran Kyaku: Running Command Grab

Shin Kishin Geki: In 98 um, this move is now a command grab, if the moves doesn't connect, will not had a whiff animation like 98 OG. The grab doesn't had a very good range, and if it whiff, the opponent will had a lot of time to punish you. Could be comboed after a Oni Guruma

Haoh Shikou Ken: Now in 98um, this moves became a normal DM instead of a special attack, this is move is useful now since has an slower start up, and could be comboed after both command grabs and a Hien Shippuu Kyaku. A version is Slower while c is faster

Ryuuko Ranbu: Takuma is invencible during the startup, well timed could have a very good priority. C version has an slower startup and is more hard to combo.
Crouching C could be used as a an anti air

Jumping CD has a very good priority air to air

If you try to connect an Oni Guruma after a crouching a or b, don't do the QCF input, since insted will appear a ko'oh ken, thankfully, with timing you can connect both moves and the same time, overlap the inital QCF required for the Ryuuko Ran bu and the Shin Kishin Geki, just do the normal input (  ;dn +  ;a /  ;b /  ;c and quickly   ;fd +  ;a) and this will be considered as a qcf for both dms, now only do a qcf or a hcb and the dm will appear, must be quick though, specially with the QCF since if you do it a little late, will appear a ko'oh ken

Combos

-cr b, fd + b, Strong or SDM version Haoh Shikou Ken/ Weak or SDM version of Ryuuko Ranbu
-cr b, cr a, f + a, Ko'oh Ken/ Shin Keshin Geki / Haou Shikou Ken/  Ryuuko Ranbu
-cr b, cr b, Ryuuko Ranbu
-st c, Oni Guruma, Ko'oh Ken/ Shin Keshin Geki / Haou Shikou Ken/  Ryuuko Ranbu
- cr c, Oni Guruma, Ko'oh Ken/ Shin Keshin Geki / Haou Shikou Ken/  Ryuuko Ranbu
- cr c, Hien Shippuu Kyaku, Haoh Shikou Ken / Zanretsu Ken / Ko'oh Ken/ Moh Koh Burai Gan

Please, is some mod could fix my engrish (xD) made more clear the combos or fix something that is wrong just do it, other users could help too and I will fix it

« Last Edit: December 23, 2010, 05:43:54 PM by sibarraz »


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krazykone123

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Re: KOF 98 UM - Takuma Sakazaki
« Reply #1 on: December 22, 2010, 08:54:53 AM »
Please, is some mod could fix my engrish (xD) made more clear the combos or fix something that is wrong just do it

Sure, I'll do it first thing in the morning.

desmond_kof

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Re: KOF 98 UM - Takuma Sakazaki
« Reply #2 on: December 22, 2010, 08:57:46 AM »
Also, if you want, I can use your information you provided into a wiki for Takuma...
"Do not place so much importance on winning. The fight itself has value."

fiol

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Re: KOF 98 UM - Takuma Sakazaki
« Reply #3 on: December 22, 2010, 09:31:59 AM »
i so hate takuma CD... except with Chang, i cant beat it... maybe always wrong timing but... damn i hate that old guy!


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sibarraz

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Re: KOF 98 UM - Takuma Sakazaki
« Reply #4 on: December 22, 2010, 06:56:47 PM »
Sure desmond, I had no problems to put the info on the wiki


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krazykone123

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Re: KOF 98UM - Takuma Sakazaki
« Reply #5 on: December 28, 2010, 07:38:01 PM »
http://www.dreamcancel.com/wiki/index.php?title=Takuma_Sakazaki_%2898UM%29

Sorry for the delay, added a few things and did some simple proofreading. 

sibarraz

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Re: KOF 98UM - Takuma Sakazaki
« Reply #6 on: December 29, 2010, 04:09:59 AM »
Thanks for correcting my writeup, you expressed much better the things that I wanted to say

BTW, I don't know if I had luck, but somehow, I found far D a good move to keep a bit of distance while you're opponent is near you


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sibarraz

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Re: KOF 98UM - Takuma Sakazaki
« Reply #7 on: July 21, 2011, 03:22:42 AM »
mmm something weird happened while I was playing solo mode

I had terry in the corner, do a fireball, I standing really near of him (Middle screen aprox), and then, I connect a hien shippu kyaku like nothing.

I tried to combo this 2 again, using counter status, but nothing happened

I know that you can combo both, but only if you are separeted by all the screen and the opponent in the corner

It was still very weird to see


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Dingo

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Re: KOF 98UM - Takuma Sakazaki
« Reply #8 on: July 21, 2011, 11:38:29 PM »
I've been putting in a fair amount of time with Takuma recently, and there is one problem I'm running into that I hope someone can answer. When I try to do the following combo:

-cr b, cr a, f + a, Ko'oh Ken/ Shin Keshin Geki / Haou Shikou Ken/  Ryuuko Ranbu

it seems that the f + a hit will sometimes cause knockdown even though it was combo'd into. My question is if this results from the timing required or just something I'm not aware of. Any help is greatly appreciated.

sibarraz

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Re: KOF 98UM - Takuma Sakazaki
« Reply #9 on: July 22, 2011, 12:48:36 AM »
Requires some thing, but is possible


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