Throws:
Oosotogari - close, ;bk / ;fd + ;c
Nage Ippon seoi - close, ;bk / ;fd + ;d
Command Moves:
Kawara Wari - ;fd + ;b
Special Moves:
Or Ken Ko - ;qcf + ;a / ;c
Hien Shippukyaku - ;hcb + ;b / ;d
Mouko Shikouken - ;qcb + ;a / ;c
Haohshoukoken - ;fd, ;hcf + ;a / ;c
San Ikusa No Kate - ;dn ;dn + ;a / ;c
Desperation Moves:
Ryuuko Ranbu - ;qcf, ;hcb + ;a / ;c
Shin Kishin Geki - close, ;qcf x 2 + ;a / ;c
Super Desperation Moves:
Ryuuko Ranbu - ;qcf, ;hcb + ;a + ;c
HSDM:
Kosatsu Jin - ;bk, ;fd, ;dn, ;df + ;a + ;c
I've been wondering, that is Takuma's Haohshoukoken useful. What I've experimented it in normal 2002, it has damn short range and it comes out slowly, but on the other hand it knocks opponent far away.
I've never seen anyone used it. In my opinion, the move seems too situational and impractical. Although, it does wall bounce on counter hit in UM.
Quote from: AmedoS310 on April 13, 2011, 04:28:45 AM
I've never seen anyone used it. In my opinion, the move seems too situational and impractical. Although, it does wall bounce on counter hit in UM.
You can use it..just to throw people off after a hcb+k in the corner, if you time it right they will wake up you time it right it guardcrushes and then you can do another combo.
I think rushing while in BC mode with that can help also... I haven't tried it just yet, but seeing that it breaks one's guard on block, and you should be able to cancel that out into something else in BC mode, perhaps something crazy could come out of this... Sure, it might be a waste of a meter, but he seems to be able to build it right back in a moderate speed...
Yeah, I'm gonna be practicing with him later today...
Quote from: Dark Geese on April 14, 2011, 04:25:37 AM
Quote from: AmedoS310 on April 13, 2011, 04:28:45 AM
I've never seen anyone used it. In my opinion, the move seems too situational and impractical. Although, it does wall bounce on counter hit in UM.
You can use it..just to throw people off after a hcb+k in the corner, if you time it right they will wake up you time it right it guardcrushes and then you can do another combo.
I take back what i said. I just tried that setup out and I'm amazed. As for the BC mode, both Strong Or Ken Ko and Haohshoukoken guardcrush and be cancel into other moves.
Quote from: AmedoS310 on April 15, 2011, 12:33:40 AM
Quote from: Dark Geese on April 14, 2011, 04:25:37 AM
Quote from: AmedoS310 on April 13, 2011, 04:28:45 AM
I've never seen anyone used it. In my opinion, the move seems too situational and impractical. Although, it does wall bounce on counter hit in UM.
You can use it..just to throw people off after a hcb+k in the corner, if you time it right they will wake up you time it right it guardcrushes and then you can do another combo.
I take back what i said. I just tried that setup out and I'm amazed. As for the BC mode, both Strong Or Ken Ko and Haohshoukoken guardcrush and be cancel into other moves.
You should see some of my older Geese Tower matches vs. MightyMar, take a look at some of them it has me using Takuma and you will see his is rather potent in this game, even you will see me using the stuff you mentioned already.
In Manual BC Mode he has unblockable to Combo Super mixups that are good to use and his counter itself (down,down,+p) you can cancel into his grab super. If you want I will post some videos of me playing with Takuma vs. MightyMar...
I'll also be using like everyone and their grandmama this weekend (so I won't get bored lol) so I will record those and let you see me use Takuma.
http://dreamcancel.com/forum/index.php?topic=236.0
There you go between those videos alone I guarantee there are some of me using Takuma..
The same video showing Vanessa stuff shows Takuma being played, now I didn't have enough matches to show enough with Takuma because where I was not too many played it and other things were going on...but here:
http://www.youtube.com/watch?v=5mQyMrFIpOQ
lol ..i were torture my friend by blocked cd or d+D into qcf+c into DM he call him the old f@#$% warlock . ;) ut too bad his (projectile like ) moves can be countered by kasumi and yamazaki ...etc
what is his bad match ups and how to deal with it ..?? i some time have a problem with projectile characters
Quote from: MAASKYO on May 24, 2011, 08:07:46 PM
lol ..i were torture my friend by blocked cd or d+D into qcf+c into DM he call him the old f@#$% warlock . ;) ut too bad his (projectile like ) moves can be countered by kasumi and yamazaki ...etc
what is his bad match ups and how to deal with it ..?? i some time have a problem with projectile characters
He doesnt have many bad matchups..I'd say one is Angel..
But anyone in the top tier (Geese, Kasumi, Nameless, KING) he can go head to toe with, thus in the Mexican Tier List he fluctuates between A+ Class and S-.
But if anyone wonders how to nullify King....Takuma is your man..
Quote from: Dark Geese on May 24, 2011, 10:23:21 PM
But if anyone wonders how to nullify King....Takuma is your man..
Please elaborate on that one for me...
Quote from: jinxhand on May 24, 2011, 11:14:55 PM
Quote from: Dark Geese on May 24, 2011, 10:23:21 PM
But if anyone wonders how to nullify King....Takuma is your man..
Please elaborate on that one for me...
King's bread and butter game revolves around the following:
If you jump tornado kick
-Venom strike and Double Strike Zoning
-Command Grab mixup.
-Jump CD
-Cr. C anti air and Far St. C poke
Takuma can take away at least 3 of those four options if played correctly.
His down, down+p special absorbs (does no damage to your health but depletes guard meter) venom strike, command grab, and double strike. His jump CD also comes out faster than Kings jump CD.
King must play runaway in order to defeat regular Takuma because she does not want to really try to get in close and do her typical command grab to attack mixup/.
I was thinking about his counter, too, but I thought it was something more to it than that... I'm glad I'm on the right track though... :thumbsup:
Yeah she's somewhat "basic" in that sense, so she would have to come up with some fancy runaway to a possible bait (this is literally her strat in CvS2 also, down to the last standing ;c )... I did notice Takuma's ;fd ;c ;d coming out faster, even though the hitbox is slightly higher than his ;uf ;d which isn't bad.
What are Takuma's options from a successful parry with ;dn ;dn ;a ;c ??? And are his options character/distance dependant???
Quote from: jinxhand on May 25, 2011, 11:08:54 PM
I was thinking about his counter, too, but I thought it was something more to it than that... I'm glad I'm on the right track though... :thumbsup:
Yeah she's somewhat "basic" in that sense, so she would have to come up with some fancy runaway to a possible bait (this is literally her strat in CvS2 also, down to the last standing ;c )... I did notice Takuma's ;fd ;c ;d coming out faster, even though the hitbox is slightly higher than his ;uf ;d which isn't bad.
What are Takuma's options from a successful parry with ;dn ;dn ;a ;c ??? And are his options character/distance dependant???
Takuma can do anything basically after a successful parry..so that means throw, grab super (best option on the ground) attack into combo, regular throw, basically you name it he can do it.
Quote from: Dark Geese on May 26, 2011, 02:24:14 AM
Takuma can do anything basically after a successful parry..
He can withstand an incoming train, bullets, etc. Takuma is SuperDAD!
Quote from: Desmond Delaghetto on May 26, 2011, 03:11:33 AM
Quote from: Dark Geese on May 26, 2011, 02:24:14 AM
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)...
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
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.
Quote from: Blue Wolf 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.
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.