(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 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 (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.
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
Reserved 2
Reserved 3
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.
I'm sorry but can you tell me what is meant by "Can be broken"?
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
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).
What has changed so much about Takuma aside from his EX bug to explain why he hardly gets any use now?
I know im late, but what exactly was the EX bug?
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.
You can update the first post, wiki is pretty much done, we can iron everything else out later.
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
are taks far and close normals the same?
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.
wow and even his far ;c is cancelable.
I suddenly remembered when I was messing around with the Team Random Feature. I once made a mistake and whiffed Takuma's NeoMAX but I caught my opponent when Takuma was going down. It looked like Akuma's Misogi too but I don't know if it homes like Misogi or if Takuma just moves significantly forward.
http://www.tudou.com/programs/view/mQpCtE8dqq4/
Takuma's EX grab got me out of Kim's EX Hangetsuzan (qcb + K). Kim was IN THE AIR.
What. The. Fuck.
That's a good move.
I remember having a talk about this with the guys. When Kim does his qcb+k, even though he looks like he's in the air, the game still counts him as grounded. In that small window before the attack hits, Kim can be command grabbed, so it's not just Takuma. Kinda rare to see though.
ofcourse unless iots his air ;dn ;db ;bk ;b or ;d.
No, it was his ground one. I was just really surprised.
Takuma's stun combo (http://www.youtube.com/watch?v=Woby1Y5Pg-w), dunno why it hasn't been linked earlier as it was uploaded 9months ago! Note, it only requires 2 drives, 0.3 1.3 stock and you end up with more stock than you began by the time you finish--ridiculous if you ask me.
Damn. I can't decide if I think that's amazing or just plain wrong.
In the video, the combo performer makes use of Takuma's version 1.0 EX bug (@0:17). So, if it makes anyone feel any better you need 1.3 stocks to do this combo properly.
Quote from: Rex Dart on May 31, 2011, 12:29:20 PM
Damn. I can't decide if I think that's amazing or just plain wrong.
In the video, the combo performer makes use of Takuma's version 1.0 EX bug (@0:17). So, if it makes anyone feel any better you need 1.3 stocks to do this combo properly.
Good eye, I'll correct the above post.
Do you guys think his corner trap should be removed? Its obviously broken but at the same time I find it badass for some reason. He doesn't rank in the high tiers either even with it.
I sort of agree. It's a bit dumb, but also awesome. There's a lot more dumbness higher on the tier list that I'm not too bothered by Takuma.
IF they were to do anything, I'd just suggest lowering the amount of meter gained from db,f+B. So he'd at least need more meter before he could start the combo.
Quote from: Rex Dart on May 31, 2011, 07:38:32 PM
IF they were to do anything, I'd just suggest lowering the amount of meter gained from db,f+B. So he'd at least need more meter before he could start the combo.
Sounds like a very good idea, but i think i might actually want this to work. Reason; Takuma Sakazaki looks a bit like Sonny Chiba, japanese action movie legend. Dumb really, but i don't think this would hurt me fixed or unfixed since i'd play the character either way.
takuma doesnt have k or kulas offense, nor joes style when it comes to safe moves, nor duo long or athenas mobility and no really good get off me moves. basically what he does have is some zoning tools and high damaging corner combos. and a command throws set up for those combos. the only thing takuma had since the older kofs is lethal combos and corner combos. no need to take that away from him imo.
he isnt like k, kula, lizzy or raiden, who are all overpowered imo.
SO i finally got some real hands on time with takuma yesterday and i have a few questions
1 - How hard is it to do his Hsien loops in the corner?
2 - Is there a easier way to do f,b,f A/C......I kept getting it buffered in to the fireball super
Yo!
You were with the group that was at Southtown the other day, right? Cool, glad you guys stopped by Dreamcancel.
hey guys... i tried out Takuma today... i can do combos from lights and do his corner combos... but i can't for the life of me figure out how to do s.C, f+B, b~f+D... if i charge before s.C for too long, then i get b~f+B instead of f+B... and if i don't charge long enough, then after f+B the b~f+D doesn't come out... any help on how to do it?
Quote from: t3h mAsTarOth...! on June 10, 2011, 05:37:38 AM
hey guys... i tried out Takuma today... i can do combos from lights and do his corner combos... but i can't for the life of me figure out how to do s.C, f+B, b~f+D... if i charge before s.C for too long, then i get b~f+B instead of f+B... and if i don't charge long enough, then after f+B the b~f+D doesn't come out... any help on how to do it?
I always thought you just charge db-f+D AFTER you input f.B, kinda like Robert in XII
are you SURE??? someone please confirm me...
Yeah, you input:
C, f+B, [db], f+D.
It's a really tough link, and really goes to show how short the charge times in XIII are.
Quote from: Rex Dart on June 10, 2011, 06:43:46 AM
Yeah, you input:
C, f+B, [db], f+D.
It's a really tough link, and really goes to show how short the charge times in XIII are.
fine i'll give it another try then... i kept thinking there are some super hidden timing or trick to this... i guess Ralf/Clark's ones work the same way then as well...
if its as hard as blue mary's ;c, ;fd ;a, ;bk ;fd ;b or ;d into ;dn ;df ;fd ;b or ;d. this link was hard as hell, you need perfect timing otherwise you can forget it. back when i used to play kof daily, i nailed this link 100% of the time. when i tried it a few years ago on emu, i couldnt get the shit down for shits. like 10% of the time or so. if takumas one is as hard as that one, good luck to you. im thinking it is.
That link is what i'm scared of the most.
I'm for sure maining Takuma but I have a feeling that his combos are gonna be a real pain in the ass to do, but i think he's worth the headache
he has to many good tools
you guys do know that you can just do ;db ;c ;fd ;d without using his command normal, way easier. couple years ago when i noticed i couldn't do mary's, i changed the combo to something more practical and easier.
Of course, but his cr. ;c has less range than his cl. ;c, and I think it's slower too. Not sure, though. At any rate, it's a bit harder to follow-up his command grab with cr. ;c.
Quote from: Rex Dart on June 14, 2011, 11:44:03 AM
Of course, but his cr. ;c has less range than his cl. ;c, and I think it's slower too. Not sure, though. At any rate, it's a bit harder to follow-up his command grab with cr. ;c.
This brings up a question: Could you use Kyokugen Ko Ou to get in closer, and maybe combo into crouching ;c after the forward dash?
I must add, I'm also kinda suprised how little you see Kyokugrn Ko Ou used by Takuma players. It seems like a great method to link into Crouching a; -> EX Hienshipuukyaku. And also probably easier to use than the Hien-loops, I'd imagine. (But I'd guess they do more stun?)
Random personal thought: Wish we saw more use of Haohshikouken. Especially EX version. But with all the useful things to do with Takuma's meters, I suppose Ranbu and EX Hien/Kyokugen Hoken outrank it.
you know what? i'm going to try that next time... s.C, f+B, qcf+D, cr.A, b~f+BD... or after command throw s.C, qcf+D, cr.A, b~f+BD... although i would really like to get the s.C, f+B, b~f+D timing down as well...
well problem with that is you do spend a bar for the move.
I just really hope these combos aren't too much of a pain to do.
you could always pick k, lol.
Quote from: Mr. Soulstar on June 14, 2011, 10:31:38 PM
I just really hope these combos aren't too much of a pain to do.
It's hard to get the timing, but after roughly 30min of training i can do it consistently, the key is to do ;c ;fd ;b incredibly fast (the commande move ;fd ;b is buffed when the ;c animation is still on the screen) to charge ;db as soon as possible and at the very end of the animation of the ;fd ;b cancel it by a ;fd ;d
So if you will learn it do ;c ;fd ;b and try some charges timing from short to the longest (i release ;fd ;d nearly when the ;fd ;b hits).
basically same way as kof 97 mary.
damn... finally got the timing to do s.C, f+B, b~f+D down... you gotta do it perfectly... can't do it too early/late or it either won't come out or won't combo... imo best way to practice it would be just run straight in their face and do s.C, f+B... then add a jump-in... then practice it from hcb+B command throw...
oh and his Neomax is awesome and all... but i really love his custom Neomax... qcf+AC, DC, f~hcf+AC... lol...
kupo !
When Duo Lon does the Rekkaken> TP (switch side) do you have time to charge a hien shippu kyaku B ? and does it punish if TP is not timed correctly like Kyo's HCB+K ?
thanks guys :)
Quote from: Sharnt on June 18, 2011, 11:11:56 AM
Quote from: Mr. Soulstar on June 14, 2011, 10:31:38 PM
I just really hope these combos aren't too much of a pain to do.
It's hard to get the timing, but after roughly 30min of training i can do it consistently, the key is to do ;c ;fd ;b incredibly fast (the commande move ;fd ;b is buffed when the ;c animation is still on the screen) to charge ;db as soon as possible and at the very end of the animation of the ;fd ;b cancel it by a ;fd ;d
So if you will learn it do ;c ;fd ;b and try some charges timing from short to the longest (i release ;fd ;d nearly when the ;fd ;b hits).
Yeah that last part really helped me out, I can do it at about 50% now after about 20minutes of training mode. I would've loved to get it 10/10, but I had to leave the arcade early. Considering my execution is below average, I feel that most of you guys can do it consistently after some practice.
Its something that really helps Takuma in terms of combos. Doing similar damage without the ;fd ;b , ;db ;fd ;d will result in you having to waste an HD bar. My concern though is how good this is when it comes to hitconfirms. You have to buffer the command normal while your doing ;c. Is this a good hitconfirm combo to do when your poking? Or is it more of a sure-hit type of combo?
Quote from: luminair on August 22, 2011, 08:27:34 AM
Is this a good hitconfirm combo to do when your poking? Or is it more of a sure-hit type of combo?
You can't it confirm on this i guess and f.B doesn't seems to be really safe.
But Takuma can do cl.C,f.B,qcf.D
Which is a good pressing, safe,build a good meter, and you can hit confirm it because takuma can link cr.A after qcf.D on hit.
So the combo will be : cl.C,f.B,qcf.D,cr.A,bd~f.B and restart a hadotrap or apply corner pressure (You can also reset with a command throw).
If you are a crazy guy you can charge the hienshipukiaku D, and do 1~6+D on hit and 1~3~6+D on guard (The kohoken). And hit confirm on this combo if it's land or not.
You can link cr.a from his qcf.D ? That is pretty awesome and would help in good hitconfirm combos.
Haha and no I am not one of those crazy guy at all, but that seems like something to strive for I guess.
Quote from: luminair on August 23, 2011, 12:15:01 AM
You can link cr.a from his qcf.D ? That is pretty awesome and would help in good hitconfirm combos.
Haha and no I am not one of those crazy guy at all, but that seems like something to strive for I guess.
hummmm i don't think so, but i know you can do cr.lk x3 > qcf.B i did it (^0^)
kupo !
Quote from: luminair on August 23, 2011, 12:15:01 AM
You can link cr.a from his qcf.D ? That is pretty awesome and would help in good hitconfirm combos.
Haha and no I am not one of those crazy guy at all, but that seems like something to strive for I guess.
Yes sir you can do that. However the timing is very very strict but with practice you can master it.
Quote from: Goro9999 on August 30, 2011, 12:26:47 AM
hummmm i don't think so, but i know you can do cr.lk x3 > qcf.B i did it (^0^)
kupo !
Do cr.B,cr.B,s.B instead, more range, more damage, more hit/blockstun.
Quote from: THE ANSWER on August 30, 2011, 12:46:22 AM
Yes sir you can do that. However the timing is very very strict but with practice you can master it.
Something like 2 frame link i guess, or less. By the way Takuma needs a good execution and 100% combo mastering to maximize the few opening you will get.
And there are i think 4 tricky things with him in combo (in decreasing difficulty level) :
qcf.D,cr.A
s.C,f.B,db~f.D
db~f.D,db~f.B,db~f.B,s.C; corner juggle
drive cancel timing on his bfb.P
Once you mastering whose four you're mastering every combo with the character, thus Takuma has quite difficult combo and timing but they are not that many, so the character combos are fast enough to learn to enjoy the character very early and land very damaging combo.
Console change will may be add some others one, dunno, doesn't seem the char have been any change except the infinite and his stun. Oh yeah and you no more can pass through the opponent character after an ex throw.
a question.. could u somebody post the stun combo?
i dont mean in the v.1.0 but in the 1.1
thx
PS: i dont remember if in the current version he still has it
LOL... fiol... that sig is like sooo awesome... hahaha...
kof 96 ending :D
Quote from: fiol on September 11, 2011, 12:18:45 PM
a question.. could u somebody post the stun combo?
i dont mean in the v.1.0 but in the 1.1
thx
PS: i dont remember if in the current version he still has it
The one I do/know of is
[st.C, f+B, db/f+D, db/f+B, db/f+B, st.C, f/b/f+AC, (DC), hcb+B]x2, st.C, f+B, db/f+D, db/f+B, db/f+B.
I haven't done the combo in a while but I believe it stuns at this point.
First page has been updated with the 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.
I have a few questions:
what are his anti airs in terms
of normals, specials and supers?
What does he cross up with?
What are his wake up options?
Is there a reason why people dont do cr.B, st.A to his forward, back, forward special move when he has no meter? It does more damage than his other options and i think it builds more meter also
Quote from: C 3 on November 15, 2011, 08:04:27 PM
I have a few questions:
what are his anti airs in terms
of normals, specials and supers?
What does he cross up with?
What are his wake up options?
Is there a reason why people dont do cr.B, cr.A to his forward, back, forward special move when he has no meter? It does more damage than his other options and i think it builds more meter also
Normals : j.CD, d.C
Specials : qcf.B / His fireball game in general (The hitbox of Takuma's projectile is realy high)
Super : qcf hcb C (The A version don't have any invincibility)
Crossup : j.A/j.B/j.C/j.D as far as i know (D/B are the easiest ones, A/C are the tricky ones, but very hard to see them because you're hitting late, and if you're on an appropriate jump you can cross up with the B version and don't with the A, the D version is maybe the best one though)
Wake up : Guard is the safest option, qcf.BD has armor, hcb.BD has invincibility
There are four mains cons of this combo and one pro:
Hard to confirm
Really unsafe in guard (-4 In the best case)
If guarded don't push back the opponent enough to push you away from lights
If your too far some hits will miss so you will only do ~100 Dmg so it doesn't worth it
You can DC it in command throw which is really powerfull
If i'm not wrong his close C and his d.B are starting at the same frame
And for the other one : cr.B,cr.B,qcf.B, does a quite good amount of damage (121 instead of 140)
But you're safe because of the pushback if not positive
The pushback enable you to do anew your zoning game
Thank you very much for the detailed answer.
Played a lot as him yesterday and this character is such a beast, simply love the reimaging. He walks forward like a total boss.
Very strong pressure, love being able to use my advanced (i.e. cheap) Marco style cr.B mashing pressure. Unlike Marco though he can actually combo into specials 2 or 3 hits in.
Its great how he can can use his close and far standing C the same way for combos, as the far version also combos into f+H and the rest of the stuff just like the close version.
Any tricks to doing (charge) db into f+K kick special after sC, f+B?
For combos I found I was doing stuff too fast after C, f+B. This would result in nothing or a super instead of a fireball. Once I went slower things became more consistant.
How much invincibility do his Ranbu supers have? I feel like I'm eating up and going through stuff all the time.
Quote from: Sharnt on June 18, 2011, 11:11:56 AM
Quote from: Mr. Soulstar on June 14, 2011, 10:31:38 PM
I just really hope these combos aren't too much of a pain to do.
It's hard to get the timing, but after roughly 30min of training i can do it consistently, the key is to do ;c ;fd ;b incredibly fast (the commande move ;fd ;b is buffed when the ;c animation is still on the screen) to charge ;db as soon as possible and at the very end of the animation of the ;fd ;b cancel it by a ;fd ;d
So if you will learn it do ;c ;fd ;b and try some charges timing from short to the longest (i release ;fd ;d nearly when the ;fd ;b hits).
I've been trying to practice this combo all day and have only been able to get it a couple times out of maybe 50. It's really hard. When exactly do you press ->+D? Is it right as the f.b hits? Or a little after?
It would be extremely helpful if someone could upload a short video of the combo with button inputs showing exactly when to press each input, because this is a hard cancel to get consistently. Regardless if this combo, I'm having a lot of fun trying to learn Takuma. He's a great character and the first character I saw in KOFXIII that I wanted to learn.
KOF XIII: Takuma combo tutorial - Mr Karate the Kyokugenryu Master (http://www.youtube.com/watch?v=tWgjJ2ncGSI#ws)Does anybody know how to do the number 9 combo. ;db ;fd ;d, ;fd ;bk ;fd ;c DC ;db ;fd ;d, ;fd ;bk ;fd ;c, ;db ;fd ;d into Ryuuko Ranbu in that don'tdropthatcombo video for takuma. I've tried doing it and can't get it off consistently into ;fd ;bk ;fd ;c, it's either to early or too late, seems to be hard to time. If there's a process somebody goes through to get that combo let me know.
Quote from: Sharnt on June 18, 2011, 11:11:56 AM
Quote from: Mr. Soulstar on June 14, 2011, 10:31:38 PM
I just really hope these combos aren't too much of a pain to do.
It's hard to get the timing, but after roughly 30min of training i can do it consistently, the key is to do ;c ;fd ;b incredibly fast (the commande move ;fd ;b is buffed when the ;c animation is still on the screen) to charge ;db as soon as possible and at the very end of the animation of the ;fd ;b cancel it by a ;fd ;d
So if you will learn it do ;c ;fd ;b and try some charges timing from short to the longest (i release ;fd ;d nearly when the ;fd ;b hits).
Thanks for this explanation, it actually helped out a ton. I was struggling with it at first but the next time I went to training mode I am now able to do it consistently without too much worry.
I am having a difficult time with st.C, f+B, db,f+D starter for Takuma. I've read the advice posted, but each time, I end up doing qcf+D. It never happens like that when I just straight up do db,f+D and I can do it off of d.C just fine without making qcf+D come out.
But it does and I'd be glad to know if there any visual cues I can use to do this.
there a somthing funny about his Haohshikouken(the normal one & the ex)..it does have auto guard frames before he throw the fireball..
E.G
Against kyo...
Record his ;dn ;df ;fd ;d or ;b
Block the first hit..and before the second one do Haohshikouken... :)
is hienshippukiaku B punishable ? mid screen or corner ?
can u press anything or try a throw or u just have to block ?
Quote from: sociald on December 04, 2011, 07:08:20 PM
is hienshippukiaku B punishable ? mid screen or corner ?
can u press anything or try a throw or u just have to block ?
Many people, have asked me the same, and you too by XBL... lol
I've checked, and definitely, its punishable! I dont know if u can punish by throw (not tested), but this move seems something like ~ -1 or -2 on block... so i dont think throw can operate, but for sure an EX Kyo's Oniyaki work perfectly! :)
Quote from: Ky0 on December 06, 2011, 04:40:00 AM
Quote from: sociald on December 04, 2011, 07:08:20 PM
is hienshippukiaku B punishable ? mid screen or corner ?
can u press anything or try a throw or u just have to block ?
Many people, have asked me the same, and you too by XBL... lol
I've checked, and definitely, its punishable! I dont know if u can punish by throw (not tested), but this move seems something like ~ -1 or -2 on block... so i dont think throw can operate, but for sure an EX Kyo's Oniyaki work perfectly! :)
ahaha yea well need some tries
i dont know if i have something that fast in my arsenal ... lets play again buddy ;)