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The King of Fighters '98 UMFE/Takuma Sakazaki: Difference between revisions

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== Introduction ==
== Introduction ==


Takuma is a versatile character that can both zone and rush down pretty well. For zoning he has a good backdash for gaining distance and a fast high flying fireball to control space with. He also has access to a good anti air button in st.B and a great anti air super in his ranbu. Takuma also has good anti zoning tools with a projectile reflector and a fast super fireball. When going in Takuma also has strong options like an overhead, a running command grab, a good crossup, good low confirms and a unblockable super. Takumas main weakness is that he's very meter reliant for good damage combos and needing a super to have an invul reversal/anti air.  
{{StrengthsAndWeaknesses
|ext=jpg
| description =Takuma is a versatile character that can both zone and rush down pretty well. For zoning, he has a good backdash for gaining distance and a fast, high-flying projectile to control space. He also has access to a good anti-air button in st.B and a great anti-air DM. Takuma also has good anti-zoning tools with a projectile reflector and a fast projectile DM. When going in, Takuma also has strong options like an overhead, a running command grab, a good crossup, good low confirms, and a proximity unblockable DM. No matter what strategy he uses, Takuma also gets reliably high damage. His main weakness is that he's very meter-reliant for both his best damage and his most consistent anti-air; he also lacks a meterless reversal option.}}


== Changes from previous versions ==
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* st.D 2 frames less startup
 
* st.D priority reduced
* st.D now has 2 frames less startup
* f+A active frames increased by 5
 
* cr.A less damage
* st.D's priority has been reduced
* cr.B less damage
 
* cr.D 1 frame more recovery
* f+A's active frames have been increased by 5
 
* cr.A now does less damage
 
* cr.B now does less damage
 
* cr.D now has 1 frame more recovery


Specials:
Specials:
* qcb+P can now reflect projectiles
* qcb+P can now reflect projectiles


Supers:
Supers:
* f,hcf+P is now a super, it comes out faster but you can no longer charge it
 
* qcfx2+P now comes out at frame 2. the super flash locks the opponents inputs, so they can't reaction roll out
* f,hcf+P is now a DM, it comes out faster but you can no longer charge it
 
* qcfx2+P now comes out on the second frame; the super flash locks the opponent's inputs, so they can't reaction roll out


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* st.B has more active frames
 
* st.B now has more active frames
 
* cl.C no longer whiffs against short characters
* cl.C no longer whiffs against short characters


Specials:
Specials:
* qcb+P has less recovery
 
* qcb+P now has less recovery


Supers:
Supers:
* qcf,hcb+A is invincible until just after the hitbox appears  
 
* qcf,hcb+A is now invincible until just after the hitbox appears  


==Normal Moves==
==Normal Moves==


'''Close'''
'''Close'''
*cl. A: starts up slightly faster than his st.B but serves the same purpose. Chainable. Cancelable.
*cl. B: a light combo filler. chainable. Cancelable.
*cl. C: the main fast heavy combo normal. Cancelable.
*cl. D: Long upwards reach. Good for stopping jumps at closer ranges. whiffs on short crouchers.


'''Stand'''
* cl.A: Starts up slightly faster than his st.B, but serves the same purpose of anti-air against hops. Chainable and cancelable.
*st. A: decent anti hop button. whiffs on regular crouchers. Chainable.
 
*st. B: a great anti air that can stop both hops and full jumps. Has a lot of upwards priority. whiffs on regular crouchers.
* cl.B: A light combo filler. Chainable and cancelable.
*st. C: mid range poke with good priority. whiffs on regular croushers.
 
*st. D: long start up and recovery. has okay priority.
* cl.C: The main fast heavy combo normal. Cancelable.
 
* cl.D: Long upwards reach. Good for stopping jumps at closer ranges. Whiffs on short crouchers.


'''Crouch'''
'''Standing'''
*cr. A: a standard low poke. cr.B is mostly the better choice but this one can be good if the opponent uses low invul moves a lot.
*cr. B: a fast low. You can connect 3 of these in a row with good timing. Cancelable. Chainable.
*cr. C: Good anti-air button. Cancelable.
*cr. D: sweep with good range. Cancelable into both command normals and specials.


'''Jump'''
* st.A: Decent anti-hop button. Whiffs on regular crouchers. Chainable.
*j. A: fast startup and a lot of active frames. Has a better air to air hitbox than j.B so this is his best air to air normal.
*j. B: good crossup jumpin with a lot of active frames. Comes out fast so can also be good as a speedy air to air.
* neutral j.B: longer range air to air.
*j. C: Good jumpin button.
*j. D: Great crossup jumpin. Has more startup than j.B but it's backwards hitbox is bigger so it's easier to crossup with it.


'''Blowback'''
* st.B: A great anti-air that can stop both hops and full jumps. Has a lot of upwards priority. Whiffs on regular crouchers.
*st. CD: fairly fast startup for a st.CD and a good forwards hitbox making it good as a close range poke.
 
*j. CD: Has very good priority. Great air-to-air. Whiffs on tiny crouchers.
* st.C: Mid-range poke with good priority. Whiffs on regular crouchers.
 
* st.D: Long startup and recovery. Has okay priority.
 
'''Crouching'''
 
* cr.A: A standard low poke. cr.B is mostly the better choice, but this one can be good if the opponent uses moves with lower-body invincibility a lot. Chainable and cancelable.
 
* cr.B: A fast low. You can connect 3 of these in a row with good timing. Chainable and cancelable.
 
* cr.C: Good anti-air button and combo tool. Cancelable.
 
* cr.D: Sweep with good range. Cancelable.
 
'''Jumping'''
 
* j.A: Fast startup and a lot of active frames. His is his best air-to air normal.
 
* j.B: Good crossup jump-in with a lot of active frames. Comes out fast, so it can also be good as a speedy air-to-air.
 
* nj.B: Longer-range air-to-air.
 
* j.C: Good jump-in button.
 
* j.D: Great crossup jump-in. Has more startup than j.B, but its backwards hitbox is bigger, so it's easier to crossup with it.
 
'''CD Normals'''
* st.CD: Fairly fast startup for a st.CD and a good forwards hitbox, making it good as a close-range poke.
 
* j.CD: Has very good priority. Great air-to-air. Whiffs on tiny crouchers.


==Throws==
==Throws==
'''Oosotogari''' = b/f + C
* Can be broken, regular knockdown


'''Oosotogari:''' <code>b/f+C (close)</code>
* Regular throw, techable.


'''Ippon Seoi''' = b/f + D
'''Ippon Seoi:''' <code>b/f+D (close)</code>
* Can be broken, reverse knockdown


* Regular throw, techable. Switches sides.


==Command Moves==
==Command Moves==
'''Oni Guruma:''' f+A
*Oni Guruma knocks down when used on it's own. When canceled into, it leaves the opponent standing and functions as valuable combo filler. If it's canceled late, however, it retains its raw properties, giving you a great knockdown right next to you. Combos from most st/cr.X normals.


'''Oni Guruma:''' <code>f+A</code>
* Knocks down when used on its own. When canceled into, it leaves the opponent standing and functions as valuable combo filler.
* If it's canceled late, however, it retains its raw properties while still combo-ing, giving you a great knockdown right next to you. Combos from all cancelable normals.


'''Kawara Wari:''' f+B
'''Kawara Wari:''' <code>f+B</code>
*Kawara Wari is an overhead when is used on its own. Can be combo'd into 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 think the timing for comboing into the Haoh Shikou Ken DM a little strict, Ryuuko Ranbu DM is the preferred follow-up of choice since you can overlap the command without pulling a out Ko'oh Ken by accident, despite that only the weak version of the Ranbu DM will connect. The strong version of the Haoh Shikou Ken can also work as a combo ender. In max mode this move will not connect after a heavy normal.
 
* An overhead when used on its own, a cancelable mid when canceled into (unless canceled late, in which case it acts like the raw version).
 
* Can be combo-ed into from light attacks, but has more pushback than f+A, so generally this is ignored as combo filler.


==Special Moves==
==Special Moves==
'''Ko'ou Ken:''' qcf+A/C
 
*Weak version is slower and does less damage than the strong version.
'''Ko'ou Ken:''' <code>qcf+A/C</code>
 
* Takuma's generic but powerful airborne projectile.
 
* A version is slower and does less damage than the C version.


* This is a very good move to keep the pressure on your opponent from further ranges.
* This is a very good move to keep the pressure on your opponent from further ranges.


* it can be combo'd into from both command moves (Oni Guruma/Kawara Wari) and even after a Hien Shippuu Kyaku.
* It can be combo-ed into from both command normals, and juggled into from db~f+D.
 
* If your opponent is in the corner and you hit them with this from fullscreen, you can connect db~f+D or qcf,hcb+P afterward, though this is fairly impractical.


* If your opponent is in the corner and you are on the opposite end of the screen, you can connect the strong version of Hien Shippuu Kyaku, or Ryuuko Ranbu DM with the proper timing after they take a hit from a Ko'ou Ken, it's a good trick but the chances of you pulling it off in the heat of battle is very slim.
* Since it's an airborne projectile, a lot of moves can low-profile it, and Leona and Chris/O.Chris can low-profile it by running. It completely whiffs on tiny crouchers.


* a high travelling fireball so a lot of moves can low profile it, and Leona and Chris/O.Chris can low profile it by running. It completely whiffs on crouching Chin and Choi.
'''Zanretsu Ken:''' <code>f,b,f+A/C</code>


* can be made unblockable by performing a hcb+K running command grab after certain moves.
* Trademark Kyokugen gigantic and unbelievably active hitbox.


'''Zanretsu Ken:''' f b f+A/C
* Both versions of the move do the same amount of damage; the C version stays out a bit longer and has slightly more startup.  
* Both version of the move do the same amount of damage.


* the strong version stays out a bit longer and a slightly slower start up.  
* Can be connected after a db~f+D juggle, and is the damage-optimal meterless ender in that case.


* Can be connected after a Hien Shippuu Kyaku juggle.
* Very punishable on block or whiff, though it has a vacuum effect that can suck in opponent's normals if they mistime a punish or attempt to punish it with a move with low priority.


* very punishable on block or whiff. Though it has a vacuum effect that can suck in opponents normals if they choose the wrong tool to punish it with.
'''Moh Koh Burai Gan:''' <code>qcb+A/C</code>


'''Moh Koh Burai Gan:''' qcb+A/C
* Takuma performs a parry and then delivers a powerful strike.
* Takuma performs a parry and then delivers a powerful strike.


*This move has a guard point.
* Does two hits if it connects at point-blank range, but only one if slightly further out.


* also in 98 um this move can reflect projectiles making it excellent in zoning wars.
* This move has autoguard on startup, making it useful as a quasi-counter.


* The move can only be combo'd after a Hien Shippuu Kyaku, and the weak version after a cr.A.
* A version has faster startup than the C version.


* good to use tp blow up predictable attacks with the guard point.
* This move can also reflect projectiles, making it excellent in zoning wars.


* can be hard to anti air with because if you're late the opponent can land and block before the strike comes out.
* A version can combo off of lights but not heavies (due to pushback), and both versions can be juggled into after db~f+D.


* Good to use to blow up predictable attacks with the autoguard.


'''Hien Shippuu Kyaku:''' db~f+B/D
* Can be hard to anti-air with, because if you're late the opponent can land and block before the strike comes out.
* Weak version causes a soft knockdown, while the strong version juggles the opponent. because of this the C version is almost always the preferred one to use.


* After the C version you can connect all the special attacks except for his Shoran Kyaku. Haoh Shikou Ken can also work as a good follow-up.
'''Hien Shippuu Kyaku:''' <code>db~f+B/D</code>


* This move can be combo'd after a cr.C. The best way to connect this move is after a cr.C from a late jump-in.X, if you do it alone there is high risk that your opponent will able to block it which isn't good because this move has poor recovery.
* Forward-traveling airborne move. B version causes a soft knockdown, while the D version puts the opponent into a very generous juggle state and thus is a vital combo tool.


* If the move connects, always try and connect something after it.
* This move can be combo-ed after a cr.C, and is easiest to land after a jump-in.


'''Shoran Kyaku:''' <code>hcb+B/D</code>


'''Shoran Kyaku:''' hcb+B/D
* Takuma does a running command grab.
* Takuma does a running Command Grab.


* this grab is really unique for mindgames and such because if the opponent attempts to roll past him Takuma will grab them.
* Good to use when you expect the opponent to roll to avoid a fireball.


* good to use when you expect the opponent to roll to avoid a fireball.
* Also good to use as a sneaky mixup tool after something like a j.B, though this should only be done occasionally.


* also good to use as a sneaky mixup tool after something like a j.B.
* Can be used to make his projectiles unblockable thanks to the unblockable projectiles bug.


* can be used to make his projectiles unblockable thanks to the unblockable projectiles bug.
==Desperation Moves==


==Desperation Moves==
'''Shin Kishin Geki:''' <code>qcfx2+A/C (close)</code>


'''Shin Kishin Geki:''' qcfx2+A/C
* Command grab DM. Hits on the second frame.
*In 98 um this move is now a command grab DM, if you whiff the DM there is absolutely no whiff animation.


* The DM doesn't really have much range to it, and if you whiff it the opponent will have more than enough time to punish you.
* The DM doesn't really have much range to it, and if you whiff it the opponent will have more than enough time to punish you.


* Can be combo'd from his Oni Guruma command normal.
* Can be combo-ed from f+A.


* Helps his mixup game a lot since it's faster than his running command grab.
* Helps his mixup game a lot, since it's faster than hcb+K.


* The MAX version does significantly more damage than the regular versions.
* Both versions are identical. The MAX version does significantly more damage than the regular versions.


'''Haoh Shikou Ken:''' f hfc+A/C  
'''Haoh Shikou Ken:''' <code>f,hcf+A/C</code>
*In 98um this move is a normal DM instead of a special attack, this is move has much more uses compared to it's OG98 counter-part.


* Since it has a slower start up it can now be combo'd after both command normals and even strong Hien Shippuu Kyaku.
* Standard Art of Fighting projectile DM.


* C version is good for winning fireball wars or using as a long range punisher.
* Can be combo-ed into a variety of ways, making it very handy for metered conversions.


* Weak version is a bit slower than the strong variant.
* C version is good for winning projectile wars or using as a long-range punish. Also just good for controlling neutral generally.


* The Max version does more hits instead of just one.
* A version is slower than the C version. MAX version does more hits and damage.


'''Ryuuko Ranbu:''' <code>qcf,hcb+A/C</code>


'''Ryuuko Ranbu:''' qcf hcb+A/C
* The classic Kyokugen ranbu DM.
* Takuma is invincible during the start-up, has very good priority.


* makes for a great anti air.
* Takuma is invincible during the startup, and has very good priority.


* Strong version has slower start-up and is harder to combo into than the weak version.
* Makes for a great invincible anti-air.


* at the end of the MAX version he shoots three Haoh Shikou Ken's instead on just one.
* C version has slower start-up and is harder to combo into than the A version. MAX version does more hits and damage.


==ADV/EX Strats==
==ADV/EX Strats==
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==Combos==
==Combos==
: <code>cr.B, f+B, f hcf+C/MAX or qcf hcb+A/MAX</code>:
: <code>cr.B, cr.A, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P</code>:
: <code>cr.B, cr.B, cr.A, f+A, qcf hcb+A</code>:
: <code>(j.D) st.C, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P</code>:
: <code>(j.D) cr.C, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P</code>:
: <code>(j.D) cr.C, db~f+D, f hcf+P/f b f+P/qcf+P/qcb+P</code>:


'''Quick Max'''
'''General Notes:'''
: <code>cr.B, cl.A, [QM] cl.C, f+A, qcf hcb+P</code>:
 
* In any metered combo with f,hcf+P/qcf,hcb+P, it can be replaced with f,hcf+AC/qcf,hcb+AC for more damage if you have the resources.
 
* f,hcf+P is less damaging in any given situation than qcf,hcb+P, but may be easier to input or more reliable to connect. It also works in juggles from db~f+D where qcf,hcb+P does not.
 
===Meterless===
 
''Low''
 
: <code>cr.Bx1-2, cr.A, f+A, qcf+C</code>
: Standard low confirm.
 
: <code>cr.Bx1-2, cr.A, f+A</code>
: Alternative low combo, has a delayed cancel into f+A as opposed to an immediate one. Does less damage than the previous one but grants hard knockdown with great oki.
 
: <code>cr.Bx1-2, f+A, f,b,f+P</code>
: Low confirm into f.b.f+A. Spacing/execution requirements are much tighter.
 
''Mid/Jump-In''
 
: <code>(j.X), cl.C, (f+A), qcf+C</code>
: Easy and safe combo from jump-in, no need to hit-confirm. f+A should be omitted if the pushback is too much.
 
: <code>(j.X), cl.C, f+A</code>
: More damaging jump-in combo that also grants hard knockdown with great oki. f+A must be a delayed cancel.
 
: <code>(j.X), cl.C, f+A, f,b,f+P</code>
: A less damaging crossup combo than a confirm into db~f+D. However, it does not require a charge. You can substitute cl.C for cr.Bx1-2.
 
: <code>(j.X), cr.C, db~f+D, f,b,f+P</code>
: Most damaging meterless combo, you need to charge down-back during your jump to get enough charge for db,f+D.
 
===With Meter===
 
''Low''
 
: <code>cr.Bx1-2, cr.A, f+A, qcf,hcb+A/f,hcf+C</code>
 
''Mid/Jump-In''
 
: <code>(j.X), cl.C, f+A, qcf,hcb+A/f,hcf+C</code>
 
: <code>(j.X), cr.C, db~f+D, f,hcf+C</code>
 
===With Quick MAX===
 
''Low''
 
: <code>cr.B, cl.A, ABC, cl.C, f+A, qcf,hcb+A</code>
: Requires a microwalk before the cl.C.
 
: <code>cr.B, ABC, cr.C, db,f+D, f,hcf+C</code>


==Color Chart==
==Color Chart==
Line 203: Line 290:
*C: Yellow
*C: Yellow
*CD: Beige/Brown
*CD: Beige/Brown
*D: Black
*D: Black (Mr. Karate AOF Color}
*AD: Paint White/Brown (Marco/Butt MOTW Color)
*AD: Paint White/Brown (Marco/Butt MOTW Color)


== Strategy & Tips ==
== Strategy & Tips ==
* Takuma can perform the unblockable projectile glitch with qcf+P and hcb+K.


== Videos ==
== Videos ==
{{#ev:youtube|FHk2ZgPC4y0|||'''King of Fighters 98 UM FE: Takuma Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}
{{#ev:youtube|FHk2ZgPC4y0|||'''King of Fighters 98 UM FE: Takuma Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}
{{#ev:youtube|fK6Cv5Cj6qA|||'''Takuma COMBO TUTORIAL f+A › Hien Shippu Kyaku''' by [https://www.youtube.com/channel/UCyVcathO0StLed0eA-6YbLw Adriano Lopes]|frame}}
* Tutorial video on how to combo into Takuma's db~f+K or [1]6K from his f+A command normal. English subtitles are available with closed captions.


== External Links ==
== External Links ==

Latest revision as of 20:29, 25 September 2022


Introduction

Takuma is a versatile character that can both zone and rush down pretty well. For zoning, he has a good backdash for gaining distance and a fast, high-flying projectile to control space. He also has access to a good anti-air button in st.B and a great anti-air DM. Takuma also has good anti-zoning tools with a projectile reflector and a fast projectile DM. When going in, Takuma also has strong options like an overhead, a running command grab, a good crossup, good low confirms, and a proximity unblockable DM. No matter what strategy he uses, Takuma also gets reliably high damage. His main weakness is that he's very meter-reliant for both his best damage and his most consistent anti-air; he also lacks a meterless reversal option.

Changes from Previous Versions

98 to 98UM

Normals:

  • st.D now has 2 frames less startup
  • st.D's priority has been reduced
  • f+A's active frames have been increased by 5
  • cr.A now does less damage
  • cr.B now does less damage
  • cr.D now has 1 frame more recovery

Specials:

  • qcb+P can now reflect projectiles

Supers:

  • f,hcf+P is now a DM, it comes out faster but you can no longer charge it
  • qcfx2+P now comes out on the second frame; the super flash locks the opponent's inputs, so they can't reaction roll out

98UM to 98UMFE

Normals:

  • st.B now has more active frames
  • cl.C no longer whiffs against short characters

Specials:

  • qcb+P now has less recovery

Supers:

  • qcf,hcb+A is now invincible until just after the hitbox appears

Normal Moves

Close

  • cl.A: Starts up slightly faster than his st.B, but serves the same purpose of anti-air against hops. Chainable and cancelable.
  • cl.B: A light combo filler. Chainable and cancelable.
  • cl.C: The main fast heavy combo normal. Cancelable.
  • cl.D: Long upwards reach. Good for stopping jumps at closer ranges. Whiffs on short crouchers.

Standing

  • st.A: Decent anti-hop button. Whiffs on regular crouchers. Chainable.
  • st.B: A great anti-air that can stop both hops and full jumps. Has a lot of upwards priority. Whiffs on regular crouchers.
  • st.C: Mid-range poke with good priority. Whiffs on regular crouchers.
  • st.D: Long startup and recovery. Has okay priority.

Crouching

  • cr.A: A standard low poke. cr.B is mostly the better choice, but this one can be good if the opponent uses moves with lower-body invincibility a lot. Chainable and cancelable.
  • cr.B: A fast low. You can connect 3 of these in a row with good timing. Chainable and cancelable.
  • cr.C: Good anti-air button and combo tool. Cancelable.
  • cr.D: Sweep with good range. Cancelable.

Jumping

  • j.A: Fast startup and a lot of active frames. His is his best air-to air normal.
  • j.B: Good crossup jump-in with a lot of active frames. Comes out fast, so it can also be good as a speedy air-to-air.
  • nj.B: Longer-range air-to-air.
  • j.C: Good jump-in button.
  • j.D: Great crossup jump-in. Has more startup than j.B, but its backwards hitbox is bigger, so it's easier to crossup with it.

CD Normals

  • st.CD: Fairly fast startup for a st.CD and a good forwards hitbox, making it good as a close-range poke.
  • j.CD: Has very good priority. Great air-to-air. Whiffs on tiny crouchers.

Throws

Oosotogari: b/f+C (close)

  • Regular throw, techable.

Ippon Seoi: b/f+D (close)

  • Regular throw, techable. Switches sides.

Command Moves

Oni Guruma: f+A

  • Knocks down when used on its own. When canceled into, it leaves the opponent standing and functions as valuable combo filler.
  • If it's canceled late, however, it retains its raw properties while still combo-ing, giving you a great knockdown right next to you. Combos from all cancelable normals.

Kawara Wari: f+B

  • An overhead when used on its own, a cancelable mid when canceled into (unless canceled late, in which case it acts like the raw version).
  • Can be combo-ed into from light attacks, but has more pushback than f+A, so generally this is ignored as combo filler.

Special Moves

Ko'ou Ken: qcf+A/C

  • Takuma's generic but powerful airborne projectile.
  • A version is slower and does less damage than the C version.
  • This is a very good move to keep the pressure on your opponent from further ranges.
  • It can be combo-ed into from both command normals, and juggled into from db~f+D.
  • If your opponent is in the corner and you hit them with this from fullscreen, you can connect db~f+D or qcf,hcb+P afterward, though this is fairly impractical.
  • Since it's an airborne projectile, a lot of moves can low-profile it, and Leona and Chris/O.Chris can low-profile it by running. It completely whiffs on tiny crouchers.

Zanretsu Ken: f,b,f+A/C

  • Trademark Kyokugen gigantic and unbelievably active hitbox.
  • Both versions of the move do the same amount of damage; the C version stays out a bit longer and has slightly more startup.
  • Can be connected after a db~f+D juggle, and is the damage-optimal meterless ender in that case.
  • Very punishable on block or whiff, though it has a vacuum effect that can suck in opponent's normals if they mistime a punish or attempt to punish it with a move with low priority.

Moh Koh Burai Gan: qcb+A/C

  • Takuma performs a parry and then delivers a powerful strike.
  • Does two hits if it connects at point-blank range, but only one if slightly further out.
  • This move has autoguard on startup, making it useful as a quasi-counter.
  • A version has faster startup than the C version.
  • This move can also reflect projectiles, making it excellent in zoning wars.
  • A version can combo off of lights but not heavies (due to pushback), and both versions can be juggled into after db~f+D.
  • Good to use to blow up predictable attacks with the autoguard.
  • Can be hard to anti-air with, because if you're late the opponent can land and block before the strike comes out.

Hien Shippuu Kyaku: db~f+B/D

  • Forward-traveling airborne move. B version causes a soft knockdown, while the D version puts the opponent into a very generous juggle state and thus is a vital combo tool.
  • This move can be combo-ed after a cr.C, and is easiest to land after a jump-in.

Shoran Kyaku: hcb+B/D

  • Takuma does a running command grab.
  • Good to use when you expect the opponent to roll to avoid a fireball.
  • Also good to use as a sneaky mixup tool after something like a j.B, though this should only be done occasionally.
  • Can be used to make his projectiles unblockable thanks to the unblockable projectiles bug.

Desperation Moves

Shin Kishin Geki: qcfx2+A/C (close)

  • Command grab DM. Hits on the second frame.
  • The DM doesn't really have much range to it, and if you whiff it the opponent will have more than enough time to punish you.
  • Can be combo-ed from f+A.
  • Helps his mixup game a lot, since it's faster than hcb+K.
  • Both versions are identical. The MAX version does significantly more damage than the regular versions.

Haoh Shikou Ken: f,hcf+A/C

  • Standard Art of Fighting projectile DM.
  • Can be combo-ed into a variety of ways, making it very handy for metered conversions.
  • C version is good for winning projectile wars or using as a long-range punish. Also just good for controlling neutral generally.
  • A version is slower than the C version. MAX version does more hits and damage.

Ryuuko Ranbu: qcf,hcb+A/C

  • The classic Kyokugen ranbu DM.
  • Takuma is invincible during the startup, and has very good priority.
  • Makes for a great invincible anti-air.
  • C version has slower start-up and is harder to combo into than the A version. MAX version does more hits and damage.

ADV/EX Strats

Combos

General Notes:

  • In any metered combo with f,hcf+P/qcf,hcb+P, it can be replaced with f,hcf+AC/qcf,hcb+AC for more damage if you have the resources.
  • f,hcf+P is less damaging in any given situation than qcf,hcb+P, but may be easier to input or more reliable to connect. It also works in juggles from db~f+D where qcf,hcb+P does not.

Meterless

Low

cr.Bx1-2, cr.A, f+A, qcf+C
Standard low confirm.
cr.Bx1-2, cr.A, f+A
Alternative low combo, has a delayed cancel into f+A as opposed to an immediate one. Does less damage than the previous one but grants hard knockdown with great oki.
cr.Bx1-2, f+A, f,b,f+P
Low confirm into f.b.f+A. Spacing/execution requirements are much tighter.

Mid/Jump-In

(j.X), cl.C, (f+A), qcf+C
Easy and safe combo from jump-in, no need to hit-confirm. f+A should be omitted if the pushback is too much.
(j.X), cl.C, f+A
More damaging jump-in combo that also grants hard knockdown with great oki. f+A must be a delayed cancel.
(j.X), cl.C, f+A, f,b,f+P
A less damaging crossup combo than a confirm into db~f+D. However, it does not require a charge. You can substitute cl.C for cr.Bx1-2.
(j.X), cr.C, db~f+D, f,b,f+P
Most damaging meterless combo, you need to charge down-back during your jump to get enough charge for db,f+D.

With Meter

Low

cr.Bx1-2, cr.A, f+A, qcf,hcb+A/f,hcf+C

Mid/Jump-In

(j.X), cl.C, f+A, qcf,hcb+A/f,hcf+C
(j.X), cr.C, db~f+D, f,hcf+C

With Quick MAX

Low

cr.B, cl.A, ABC, cl.C, f+A, qcf,hcb+A
Requires a microwalk before the cl.C.
cr.B, ABC, cr.C, db,f+D, f,hcf+C

Color Chart

  • A: White/Black
  • AB: Red/Blue
  • B: Crimson Red
  • BC: Green/Black
  • C: Yellow
  • CD: Beige/Brown
  • D: Black (Mr. Karate AOF Color}
  • AD: Paint White/Brown (Marco/Butt MOTW Color)

Strategy & Tips

  • Takuma can perform the unblockable projectile glitch with qcf+P and hcb+K.

Videos

King of Fighters 98 UM FE: Takuma Guide by Mash It Out
Takuma COMBO TUTORIAL f+A › Hien Shippu Kyaku by Adriano Lopes
  • Tutorial video on how to combo into Takuma's db~f+K or [1]6K from his f+A command normal. English subtitles are available with closed captions.

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro