Author Topic: KOF 2002UM - Takuma Sakazaki  (Read 12236 times)

jinxhand

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Re: KOF 2002UM - Takuma Sakazaki
« Reply #15 on: May 31, 2011, 05:43:55 PM »

Takuma can do anything basically after a successful parry..

He can withstand an incoming train, bullets, etc. Takuma is SuperDAD!

Yeah he's straight up the anti-boss character of choice...

What's the hitbox looking like for his ;dn ;c ??? I've been able to get it to connect as an anti air against some characters, but it seems like it could whiff against others because the attack is more upward than outward (I'm wishing there was a hitbox viewer option for this version)...

MAASKYO

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Re: KOF 2002UM - Takuma Sakazaki
« Reply #16 on: November 07, 2011, 02:18:14 PM »
 mmm...when doing the  ;dn ;dn ;c parry opp can do an (option select like) with throws..
ex
hop  ;c  ;fd ;c or  ;d if the takuma player  did the parry ..the  ;fd or ;d will throw him

Blue Wolf

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Re: KOF 2002UM - Takuma Sakazaki
« Reply #17 on: March 29, 2014, 01:11:28 PM »
 Takuma player in matches which start in 6:09 and 13:01..
why he did he use j.b instead of D what the advantages of J.B over J.D.

desmond_kof

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Re: KOF 2002UM - Takuma Sakazaki
« Reply #18 on: March 29, 2014, 09:43:29 PM »
Takuma player in matches which start in 6:09 and 13:01..
why he did he use j.b instead of D what the advantages of J.B over J.D.

Which player or match video are you referring to?

j.B has a pretty good crossup hit-box similar to j.D but lacks horizontal range. It also has faster start-up which be used to as last ditch air-to-air in some situations.
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