Dream Cancel Forum

News:

New to the forums? Introduce yourself HERE!

Takuma Sakazaki (Arcade Version)

Started by nilcam, October 27, 2010, 05:41:34 PM

Previous topic - Next topic

nilcam




Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Command Moves
;fd + ;b = Ashitou Kyaku
Takuma does a thrust kick kicking his opponent in the gut, good hit-stun and good reach everything that needed for a good command normal, the recovery is pretty decent as well
- Cancellable
- Hit Detection: High
- Damage: 50

Special Attacks
;qcf + ;a / ;c = Ko Ou Ken *

;qcf + ;b / ;d = Kyoukugen Ko Ou *

;fd , ;bk , ;fd + ;a / ;c = Zanretsuken *

Charge ;db , ;fd + ;b / ;d = Hienshippukyaku *

;hcb + ;b / ;d = Kyokugen Houken *

Desperation Moves
;fd ;hcf + ;a / ;c = Haohshikoken *

;qcf ;hcb + ;a / ;c

Neomax
;qcf x 2 + ;a ;c = Built Upper


Takuma's Wiki entry.

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.

Kane317

#1
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick


Normals

Standing
st. ;a - A quick punch attack, a basic move, can work as an anti-air if timed right
- Chain/Cancellable
- Hit Detection: High
- Damage: 25

st. ;b - A simple kick attack, hits low
- Chainable
- Hit Detection: Low
- Damage: 35

st. ;c - Strong punch attack, comes out a couple frames slower than his light punch but does more damage
- Cancellable
- Hit Detection: High
- Damage: 80

st. ;d - A standard high kick, goes high but range is rather mediocre
- Hit Detection: High
- Damage: 70

cl. ;c - A punch aimed towards the stomach, this will be your combo starter of choice preferably after jump-ins
- Cancellable
- Hit Detection: High
- Damage: 70

Crouching
cr. ;a - Crouching light punch, quick and simple, can be used to chain lights or to start combos while crouching
- Chain/Cancellable
- Hit Detection: High
- Damage: 30

cr. ;b - Crouching low kick, one of his better pokes because it's fast, hits low, definitely the preferred move to use when starting combos from low attacks
- Chain/Cancellable
- Hit Detection: Low
- Damage: 30

cr. ;c - Crouching uppercut, good vertical attack range so it can be used as an AA if timed just right
- Cancellable
- Hit Detection: High
- Damage: 70

cr. ;d - Sweep kick, knocks the opponent down if it hits them, whiff cancel-able as usual
- Cancellable
- Hit Detection: Low
- Damage: 80

Jumping
j. ;a - A quick punch attack, simple stuff
- Hit Detection: Mid
- Damage: 45(40)

j. ;b - Air knee attack, double's as a decent meaty attack
- Hit Detection: Mid
- Damage: 45(40)

j. ;c - Strong air punch attack, like his j.A except with more range and damage
- Hit Detection: Mid
- Damage: 72(70)

j. ;d - Air kick attack, a great meaty attack, also does a lot of hit-stun when makes contact with his opponent
- Hit Detection: Mid
- Damage: 70(68)

Blowback Attack
;c ;d - Takuma does a really hard thrust kick, excellent range and priority
- Whiff/Cancellable
- Hit Detection: High
- Damage: 75

j. ;c ;d - A heavy kick attack, okay reach but good priority
- Hit Detection: High
- Damage: 90(80)

GC ;c ;d: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10

Throws
;bk / ;fd + ;c / ;d close = Oosotogari
Takuma grabs his opponent then throws him/her over his shoulder
- Can be broken
- Hit Detection: Close
- Damage: 100

Kane317


Kane317


Chowdizzle

#4
Woah, this is much more informational on first post than before. I like the move descriptions. Lol now time to do the same for the rest of the cast. No regrets!

When you have the time could you put descriptions for the special moves?

I know most of his moves but I can't place what his qcf-C/D is.

EasyPie

I'm sorry but can you tell me what is meant by "Can be broken"?

krazykone123

#6
You can copy the rest of the wiki now, I finished the rest of the basic stuff

we need a list of combos for this dude

Quote from: EasyPie on October 28, 2010, 07:12:41 AM
I'm sorry but can you tell me what is meant by "Can be broken"?

Can be broken literally means you can break out of it, like if you tried to do a basic " ;bk/ ;fd+ ;c" throw with Takuma the opponent can press the same buttons to break out of it to prevent from being thrown

MUSOLINI

wow huge improvement, im really digging this info. this is basically what i suggested when you just started this site not too long ago. glad to see things looking so well, superb info. the kof mook did its job i see.

1 quick nitpick i gotta add though just to make it perfect sor to speak. theres additional info thats very important when it comes to kof, the command normals. it would be very nice to include theese moves other info needed for comboing (a must for kof imo as command normals basically dictate how to combo). for instance takumas f+B, can be combod into from lights or only from strong attacks.

something a liitle less important but maybe still very relevant depending on the character your playing (lets take shen as i know he can link for sure). something useful to add to his st close C or crouch C; can be linked into from lights, or crouching B.

if you guys add this its pretty much perfect. props for what youve guys been doing, its looking awesome (to whomever it may concern, niil or kk123).
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

C 3

What has changed so much about Takuma aside from his EX bug to explain why he hardly gets any use now?

Mr. Soulstar

I know im late, but what exactly was the EX bug?
Stand back, and watch me get loose

SAB-CA

Quote from: Mr. Soulstar on November 23, 2010, 01:51:12 AM
I know im late, but what exactly was the EX bug?

The bug allowed Takuma to do his EX Hien Shippukyaku without meter. If he had less than 1 meter, it would take anything he built up towards a bar.

EX Hien S. combos after light attacks, and sets up for nice combo opportunities.

krazykone123

You can update the first post, wiki is pretty much done, we can iron everything else out later.

krazykone123

Post patch Takuma combos, just added to the wiki

*cr.B×1~3, qcf+A/qcf+B/db~f+B/BD
*j.D, cl.C, f+B, special attack
*cl.C, f+B, db~f+D/BD, special attack
*(corner) cr.B, cr.A/cl.C, f+B
┗db~f+BD, qcf+K, db~f+B×1~2, f b f+A,(DC) hcb+B, cr.A, db~f+BD~ continue

MUSOLINI

are taks far and close normals the same?
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

krazykone123

Quote from: MUSOLINI on December 23, 2010, 05:51:27 PM
are taks far and close normals the same?

Except for his Close C, besides that they're all the same.