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| [[File:Extakuma.jpg|right|frame]] | | <section begin="image"/>[[File:02UM EX Takuma Profile.png|right|thumb|x370px]]<section end="image"/>[[File:02UM EX Takuma 0.gif|right|x300px]] |
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| ==Movelist== | | ==Movelist== |
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| [[File:Kof02ummovelistextakuma.png]] | | '''Throws''' |
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| | Wide Slicer - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] |
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| | Single Heave-ho - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] |
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| | '''Command Moves''' |
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| | Demon's Vehicle - [[image:fd.gif]] + [[image:a.gif]] |
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| | Vehicle Drop - [[image:bk.gif]] + [[image:a.gif]] |
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| | Bottle Breaker - [[image:fd.gif]] + [[image:b.gif]] |
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| | Horse Strike - [[image:df.gif]] + [[image:b.gif]] |
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| | '''Special Moves''' |
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| | Tiger Flame Punch - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] |
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| | Tiger Boulder Blast - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] |
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| | Zan Retsu Ken - [[image:fd.gif]][[image:bk.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] |
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| | Shouran Kyaku - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] |
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| | Lightning Legs Knockout Kick - charge [[image:db.gif]] ~ [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] |
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| | '''Desperation Moves''' |
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| | Haoh Shi Koh Ken - [[image:fd.gif]][[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] |
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| | Ryuko Ranbu - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] |
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| | Neo Demon-God Attack - close, [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] |
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| | '''Super Desperation Move''' |
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| | Ryuko Ranbu - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]][[image:c.gif]] |
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| | '''Hidden Super Desperation Move''' |
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| | Lion Killer - [[image:fd.gif]][[image:hcf.gif]] + [[image:a.gif]][[image:c.gif]] |
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| {| border="1" align="center" style="font-size:90%" | | {| border="1" align="center" style="font-size:90%" |
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| == Quick Starter Combo Reference == | | == Quick Starter Combo Reference == |
| | | '''[[The_King_of_Fighters_2002_UM/Controls|Notation]]''' |
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| | '''0 Bar''' | | | '''0 Bar''' |
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| Low<br/> | | Low<br/> |
| <br/> | | <br/> |
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| Anywhere<br/> | | Anywhere<br/> |
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| Very Close<br/> | | Very Close<br/> |
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| cr.Bx1~2, cr.A, delayed f+A, df+B = 20-23%<br/> | | cr.Bx1~2, cr.A, delayed f+A, df+B = 20-23%<br/> |
| cr.Bx1~2, cr.A, f+A, qcf+C = 25-27%<br/> | | cr.Bx1~2, cr.A, f+A, qcf+C = 25-27%<br/> |
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| (jump-in), cl.C, delayed f+A, df+B = 25%<br/> | | (jump-in), cl.C, delayed f+A, df+B = 25%<br/> |
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| (optional jump-in/cross-up), cl.C, f+A, qcf+C = 30%<br/> | | (optional jump-in/cross-up), cl.C, f+A, qcf+C = 30%<br/> |
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| Low<br/> | | Low<br/> |
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| Anywhere<br/> | | Anywhere<br/> |
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| cr.Bx1~2, cr.A, f+A, qcf,hcb+A = 37-40%<br/> | | cr.Bx1~2, cr.A, f+A, qcf,hcb+A = 37-40%<br/> |
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| (jump-in), cl.C, f+A, qcf,hcb+A = 41%<br/> | | (jump-in), cl.C, f+A, qcf,hcb+A = 41%<br/> |
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| Low<br/> | | Low<br/> |
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| Anywhere<br/> | | Anywhere<br/> |
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| cr.Bx1~2, cr.A, f+A, qcf,hcb+AC = 51-55%<br/> | | cr.Bx1~2, cr.A, f+A, qcf,hcb+AC = 51-55%<br/> |
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| (jump-in), cl.C, f+A, qcf,hcb+AC = 57%<br/> | | (jump-in), cl.C, f+A, qcf,hcb+AC = 57%<br/> |
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| |} | | |} |
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| ==Gameplay Overview== | | == Gameplay Overview == |
| EX Takuma is his version from KoF 2000, which in turn was based on '98. Despite being a barebones "shoto" at a glance, he is strong for both zoning and rushdown, and both as battery and anchor. The key difference of EX Takuma from his regular version is his full-screen projectile, which is one of the better tools for zoning in the game. That said, much like regular Takuma, he has no DP (perhaps his biggest flaw), but he has other anti-airs to make up for it, especially his invincible ranbu DM. That said, he also works unexpectedly well in close range: he gets a meterless confirm into hard knockdown for decent damage, and for mixups, he gets a very nice crossup, as well as a good overhead that can cancel into a DM. | | {{StrengthsAndWeaknesses |
| EX Takuma also has great max mode combos: he's got a long confirm into easy max mode combo with good damage for 2 bar, and with his amazing HSDM he can get some of the highest damage in the game. The latter makes him a bit more popular as anchor, but regardless, he's still strong in any position. | | | description =EX Takuma is his version from KoF 2000, which in turn was based on '98. Despite being a barebones "shoto" at a glance, he is strong for both zoning and rushdown, and both as battery and anchor. The key difference of EX Takuma from his regular version is his full-screen projectile, which is one of the better tools for zoning in the game. That said, much like regular Takuma, he has no DP (perhaps his biggest flaw), but he has other anti-airs to make up for it, especially his invincible ranbu DM. That said, he also works unexpectedly well in close range: he gets a meterless confirm into hard knockdown for decent damage, and for mixups, he gets a very nice crossup, as well as a good overhead that can cancel into a DM. |
| | EX Takuma also has great max mode combos: he's got a long confirm into easy max mode combo with good damage for 2 bar, and with his amazing HSDM he can get some of the highest damage in the game. The latter makes him a bit more popular as anchor, but regardless, he's still strong in any position.}} |
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| ==Normals== | | ==Normals== |
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| ==Desperation Moves== | | ==Desperation Moves== |
| '''Haoh Shi Koh Ken''' - (f, hcf + A/C) | | '''Haoh Shi Koh Ken''' - (f, hcf + A/C) |
| :The classic super fireball that all Kyokugen practitioners in this game can do. Throws a giant projectile that will travel until it collides with the opponent or goes off screen. A version travels at about the speed of EX Takuma's regular A fireball, while the C version is incredibly fast; fast enough to punish hops and even some whiffs from full screen. Its hitbox is also big and tall enough to where you must do a well-timed, pre-emptive normal jump to avoid it. Finally, it can be charged for extra damage, but this also lets you mix up the pitch timing alongside the throw speeds to trip up opponents looking to dodge an immediate C Shikouken. Ultimately, this DM works wonders as a huge, yet expensive brick-in-the-face anti-air tool to destroy hops. | | :This is Takuma's giant version of the Kyokugen-style super fireball. A version travels at about the speed of EX Takuma's qcf+A, while the C version is incredibly fast; fast enough to punish hops and even some whiffs from full screen on a read. Its hitbox is also big and tall enough to where you must do a well-timed, pre-emptive normal jump to avoid it. Finally, it can be charged for extra damage, but this also lets you mix up the pitch timing alongside the throw speeds to trip up opponents looking to dodge an immediate C Shikouken. Ultimately, while this DM isn't a reversal it works wonders as a huge, yet expensive brick-in-the-face anti-air tool to destroy hops. |
| *Huge, amazing fireball super | | *Huge, amazing fireball super |
| *Soft knockdown | | *Soft knockdown |
| *NOT a reversal
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| *Good punisher/combo ender | | *Good punisher/combo ender |
| *Does ~210 damage raw | | *Does ~21% damage raw. Charging the fireball fully makes it do ~14% more damage |
| *Charging the fireball fully makes it do ~140 more damage
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| '''Combo Advice''': Ryuko Ranbu will combo from most, if not all of EX Takuma's applicable buttons and combo options. Don't be afraid to let it rip if you have a combo going and need damage. Also view the "Execution Tip" on EX Takuma's (f + A) for a guide on how to make combos from that command normal into this DM easier. | | '''Combo Advice''': Ryuko Ranbu will combo from most, if not all of EX Takuma's applicable buttons and combo options. Don't be afraid to let it rip if you have a combo going and need damage. Also view the "Execution Tip" on EX Takuma's (f + A) for a guide on how to make combos from that command normal into this DM easier. |
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| *Unlike normal Takuma's, it causes soft knockdown. | | *Omni-tool of a DM |
| *Can be easily comboed into. | | *Unlike normal Takuma's, it causes soft knockdown |
| *Deals ~230 damage raw | | *Can be easily comboed into |
| | *Deals ~23% damage |
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| *Causes soft knockdown. | | *Causes soft knockdown. |
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| ==Super Desperation Moves== | | ==Super Desperation Move== |
| '''Ryuko Ranbu''' - (qcf, hcb + AC) | | '''Ryuko Ranbu''' - (qcf, hcb + AC) |
| *harder hitting version of EXTakuma's ranbu super does an addition hit and three fire balls at the end. | | *harder hitting version of EXTakuma's ranbu super does an addition hit and three fire balls at the end. |
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| *Will go through fireballs for only the very first part of the animation. | | *Will go through fireballs for only the very first part of the animation. |
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| ==HSDM== | | ==Hidden Super Desperation Move== |
| '''Lion Killer''' - (f, hcf + AC) | | '''Lion Killer''' - (f, hcf + AC) |
| *EXTakuma's gi bursts open flexing all his muscles as he summons the destructive power of the tiger: a massively damaging full screen fireball that causes a soft knockdown. also an anywhere juggle. | | *EXTakuma's gi bursts open flexing all his muscles as he summons the destructive power of the tiger: a massively damaging full screen fireball that causes a soft knockdown. also an anywhere juggle. |
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| ==Combos== | | ==Combos== |
| | * You can add a jump-in to every combo if you start with cr.C, cl.C or 2~3 lights. |
| * You can always end a cr.B chain with cr.A instead of the last cr.B. Having more range, cr.A is less likely to whiff than cr.B so ending chains with it is worth practicing. | | * You can always end a cr.B chain with cr.A instead of the last cr.B. Having more range, cr.A is less likely to whiff than cr.B so ending chains with it is worth practicing. |
| * You can always replace a light chain with a cl.C | | * You can always replace a light chain with a cl.C. |
| * You can add a jump-in to every combo if you start with cr.C, cl.C or 2 to 3 lights.
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| * You can use f+B for an overhead max starter into any of the max routes. | | * You can use f+B for an overhead max starter into any of the max routes. |
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| ===0 Stock=== | | ===0 Stock=== |
| * cr.Bx1~3, (cr.B/cr.A), f+A, qcf+C = 23%~30% dmg
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| :Simple combo from lows, no knockdown. Does slightly more than the route below, but lack of knockdown is a big downside.
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| * cr.Bx1~4, (cr.A), delayed f+A, df+B = 18%~28% dmg
| | ''Anywhere'' |
| :These last two are the meterless bnb's. Easy confirm with hard knockdown. Typically it's best to do 3 light attacks, more requires very precise timing. f+A has to be delayed to get late cancel on it and do a knockdown; one way to get this is to time it as if you were chaining another light button. df+B hits OTG. Can be done with special input suppression trick you can find in f+A description (cr.B x n, press and hold B with the last cr.B, cr.A if one, delayed qcf+A, release B, df+B).
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| * cl.C, f+A, qcf+C = 30%
| | ★ '''cr.Bx1~3, (cr.B/cr.A), f+A, qcf+C''' |
| * cl.C, delayed f+A, df+B = 25%
| | : Simple combo from lows, no knockdown. Does slightly more than the route below, but lack of knockdown is a big downside. '''23%~30%'''. |
| :Similar routes but started from j.X cl.C.
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| * cr.C, db~f+D, (f,b,f+P) / (f+A, df+B) = 34% dmg | | * ★ '''cr.Bx1~4, (cr.A), delayed f+A, df+B OTG''' |
| :A damaging route, but hard to confirm. Charging downback direction must be started in the air. f,b,f+P is an easier ender; f+A must be timed correctly to hit. | | : These last two are the meterless bnb's. Easy confirm with hard knockdown. Stick to 3 lights for consistency. f+A has to be delayed to get a knockdown. Can be done as (cr.Bxn, press and hold B with the last cr.B, do cr.A if one, delayed qcf+A, release B, df+B). '''18%~28%'''. |
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| ===1 stock===
| | * cl.C, f+A, qcf+C |
| * f+B, qcf,hcb+A / f,hcf+C = 32%~34% dmg | | : '''30%'''. |
| :Combo from an overhead to catch the opponent off guard. Useful, but no real way to confirm these, so it's a bit of a read. Getting it blocked may be punished. Qcf,hcb+A does more and f,hcf+C is harder to punish on block. | |
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| * cr.Bx1~3, f+B, qcf,hcb+A / f,hcf+C = 35%~40% dmg | | * cl.C, delayed f+A, df+B OTG |
| | : Similar routes but off cl.C for jump-in conversions. '''25%'''. |
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| * cr.Bx1~4, (cr.A), f+A, qcf,hcb+A / f,hcf+C = 35%~45% dmg | | * cr.C, db~f+D, (f,b,f+P) / (f+A, df+B) |
| : 1 bar bnb, good damage and very good confirm. Very good combo, although EX Takuma has a lot of other good options to spend bar as well. Can be done with special input suppression trick you can find in the f+A description (like cr.B x n, press and hold B with the last cr.B, qcf+A, immediately release B, qcb+P). | | : A damaging route, but hard to confirm. Charging downback direction must be started in the air. f,b,f+P is an easier ender. '''34%'''. |
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| * cr.C, db~f+D, f,hcf+A = 41% dmg
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| :Good damage combo but hard to confirm into. Roughly 7% damage difference from a similar 0 bar route ending with f+A df+B (which does hard knockdown too).
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| ===2 stocks=== | | ===1 Stock=== |
| :After a BC run, cr.A, f+A is much easier to land than cl.C, f+A but you lose 3% for it. cl.C isn't especially tight but consider cr.A instead if you aren't on point with it yet.
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| * (cl.C / cr.Bx1~3), f+A, BC, run, cl.C/cr.A, f+A, qcf,hcb+A / f,hcf+C = up to 50% dmg
| | ''Anywhere'' |
| * cr.Bx3~4, cr.A, f+A, BC, run, cr.A, f+A, qcf,hcb+A / f,hcf+C = up to 49% dmg
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| :Possible Max Mode routes, get overshadowed by the route below.
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| * (cl.C / cr.Bx1~3), f+A, BC, run, cl.C/cr.A, f+A, db,f+D, f,b,f+P (SC) f,hcf+A ( Slightly charge it when in dead corner ) = up to 62% dmg | | * f+B, qcf,hcb+A / f,hcf+C |
| * cr.Bx3~4, cr.A, f+A, BC, run, cr.A, f+A, db,f+D, f,b,f+P (SC) f,hcf+A ( Slightly charge it when in dead corner ) = up to 61% dmg
| | : Combo from an overhead to catch the opponent off guard. Useful, but no real way to confirm these, so it's a risky read. Qcf,hcb+A does more and f,hcf+C is harder to punish on block. '''32%~34%'''. |
| :Main 2 bar Max Mode combo. Great confirm, very good damage. db~f+D does not need to be charged inside Max Mode, making this combo possible.
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| ===3 stocks===
| | * cr.Bx1~3, f+B, qcf,hcb+A / f,hcf+C |
| * Replace '''qcf,hcb+A''' by '''qcf,hcb+AC''' in 1 and 2 stocks combo = up to 64% dmg
| | : '''35%~40%'''. |
| :Possible combos. Not the best damage for meter
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| * Replace '''f,b,f+P (SC) f,hcf+A''' by '''f+A/st.CD, f,hcf+AC''' in 2 stocks combo = up to 80% dmg
| | ★ '''cr.Bx1~4, (cr.A), f+A, qcf,hcb+A / f,hcf+C''' |
| :Main 3 bar combo with HSDM. Excellent damage, relatively easy to perform. The only downside is that you need to be on 30% health or less. | | : 1 bar bnb, good damage and very good confirm. Can be done as (cr.Bxn, press and hold B with the last cr.B, do cr.A if one, qcf+A, release B, qcb+P). '''35%~45%'''. |
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| ===5 stocks=== | | * cr.C, db~f+D, f,hcf+A |
| * '''2 stocks combo ending with f,hcf+A''' then '''f,hcf+AC''' = 100% dmg | | : Good damage but hard to confirm into. Not much more damage and worse oki compared to the 0 bar bnb. '''41%'''. |
| :ToD combo with HSDM. Instantly kills, but you can only do it with EX Takuma being your last char, having 5 bars and on 30% health or below. If you do this in dead corner, the opponent can tech the knockdown and block, making it a waste of 3 bars. | | |
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| | ===2 Stocks=== |
| | After a BC run, cr.A, f+A is much easier to land than cl.C, f+A but you lose 3%. |
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| | ''Anywhere'' |
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| | * (cl.C / cr.Bx1~3), f+A, BC run, cl.C/cr.A, f+A, qcf,hcb+A / f,hcf+C |
| | : '''50%'''. |
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| | * cr.Bx3~4, cr.A, f+A, BC run, cr.A, f+A, qcf,hcb+A / f,hcf+C |
| | : Possible max mode routes, get overshadowed by the route below. '''49%'''. |
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| | ★ '''(cl.C / cr.Bx1~3), f+A, BC run, cl.C/cr.A, f+A, db~f+D, f,b,f+P (SC) f,hcf+A ( Slightly charge it when in dead corner )''' |
| | : No need to charge db~f+D here. '''62%'''. |
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| | ★ '''cr.Bx3~4, cr.A, f+A, BC run, cr.A, f+A, db~f+D, f,b,f+P (SC) f,hcf+A ( Slightly charge it when in dead corner )''' |
| | : Main 2 bar Max Mode combo. Great confirm, very good damage. No need to charge db~f+D here. '''61%'''. |
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| | ===3 Stocks=== |
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| | * Replace '''qcf,hcb+A''' by '''qcf,hcb+AC''' in ''1 and 2 stocks combos'' |
| | : Possible combos. Not the best damage for meter. '''64%'''. |
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| | * Replace '''f,b,f+P (SC) f,hcf+A''' by '''f+A/st.CD, f,hcf+AC''' in ''2 stocks combos'' |
| | : Main 3 bar combo with HSDM. Excellent damage, relatively easy to perform. The only downside is that you need to be on 30% health or less. '''80%'''. |
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| | ===5 Stocks=== |
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| | * '''2 stocks combo ending with f,hcf+A''' then '''f,hcf+AC''' |
| | : ToD but requires 5 bars and 30% health or below. If you do this in dead corner, the opponent can tech the knockdown and block the HSDM, making it a waste of 3 bars. '''100%'''. |
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| == Videos == | | == Videos == |
| {{#ev:youtube|QDNTHBNYNP4|||'''EX Takuma Combo Tutorial''' by [https://www.twitter.com/Grey_FGC Grey_FGC]|frame}} | | {{#ev:youtube|QDNTHBNYNP4|||'''EX Takuma Combo Tutorial''' by [https://www.twitter.com/Grey_FGC Grey_FGC]|frame}} |
| {{#ev:youtube|gLEQIQ9yX_o|||'''Nikolai-保力達 (Takuma Best Rounds)'''|frame}} | | {{#ev:youtube|gLEQIQ9yX_o|||'''Nikolai-保力達 (Takuma Best Rounds)'''|frame}} |
| | {{#ev:youtube|Xs-iCQdYALQ|||'''Zer0-Cool Takuma Best Rounds - KOF 2002 UM ゼロクール琢磨ベストラウンド''' by [https://www.youtube.com/c/KOF2002UMNORTHAFRICA KOFNORTHAFRICA]|frame}} |
| | {{#ev:youtube|vE68yQoDpb0|||'''Zer0-Cool Takuma Best Rounds - KOF 2002 UM ゼロクール琢磨ベストラウンド PART 2''' by [https://www.youtube.com/c/KOF2002UMNORTHAFRICA KOFNORTHAFRICA]|frame}} |
| {{#ev:youtube|FHspbhSDaIM|||'''EX Takuma Master Class'''|frame}} | | {{#ev:youtube|FHspbhSDaIM|||'''EX Takuma Master Class'''|frame}} |
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| Discuss at [http://dreamcancel.com/forum/index.php?topic=479.0 Dream Cancel] | | Discuss at [http://dreamcancel.com/forum/index.php?topic=479.0 Dream Cancel] |
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| | {{Navbox 2002UM}} |
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| {{Navbox 2002UM}}
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| [[Category:The King of Fighters 2k2UM]] | | [[Category:The King of Fighters 2k2UM]] |
| | [[Category:Takuma Sakazaki]] |