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

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[[File:kyo98umfetakuma.jpg]]
<section begin="image"/>[[File:kyo98umfetakuma.jpg]]<section end="image"/>
[[File:Notationkof.png|left]]
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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 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.
{{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 f.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 ==
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Normals:
Normals:


* st.D now has 2 frames less startup
* f.D now has 2 frames less startup


* st.D's priority has been reduced
* f.D's priority has been reduced


* f+A's active frames have been increased by 5
* 6A's active frames have been increased by 5


* cr.A now does less damage
* 2A now does less damage


* cr.B now does less damage
* 2B now does less damage


* cr.D now has 1 frame more recovery
* 2D now has 1 frame more recovery


Specials:
Specials:


* qcb+P can now reflect projectiles
* 214P can now reflect projectiles


Supers:
Supers:


* f,hcf+P is now a DM, it comes out faster but you can no longer charge it
* 641236P 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
* 236236P 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'''
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Normals:
Normals:


* st.B now has more active frames
* f.B now has more active frames


* cl.C no longer whiffs against short characters
* c.C no longer whiffs against short characters


Specials:
Specials:


* qcb+P now has less recovery
* 214P now has less recovery


Supers:
Supers:


* qcf,hcb+A is now invincible until just after the hitbox appears  
* 2363214A is now invincible until just after the hitbox appears  


==Normal Moves==
==Normal Moves==
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'''Close'''
'''Close'''


* cl.A: Starts up slightly faster than his st.B, but serves the same purpose of anti-air against hops. Chainable and cancelable.
* c.A: Starts up slightly faster than his f.B, but serves the same purpose of anti-air against hops. Chainable and cancelable.


* cl.B: A light combo filler. Chainable and cancelable.
* c.B: A light combo filler. Chainable and cancelable.


* cl.C: The main fast heavy combo normal. Cancelable.
* c.C: The main fast heavy combo normal. Cancelable.


* cl.D: Long upwards reach. Good for stopping jumps at closer ranges. Whiffs on short crouchers.
* c.D: Long upwards reach. Good for stopping jumps at closer ranges. Whiffs on short crouchers.


'''Standing'''
'''Standing'''


* st.A: Decent anti-hop button. Whiffs on regular crouchers. Chainable.
* f.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.
* f.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.
* f.C: Mid-range poke with good priority. Whiffs on regular crouchers.


* st.D: Long startup and recovery. Has okay priority.
* f.D: Long startup and recovery. Has okay priority.


'''Crouching'''
'''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.
* 2A: A standard low poke. 2B 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.
* 2B: 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.
* 2C: Good anti-air button and combo tool. Cancelable.


* cr.D: Sweep with good range. Cancelable.
* 2D: Sweep with good range. Cancelable.


'''Jumping'''
'''Jumping'''
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* 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.
* 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.
* 8j.B: Longer-range air-to-air.


* j.C: Good jump-in button.
* j.C: Good jump-in button.
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'''CD Normals'''
'''CD Normals'''
* st.CD: Fairly fast startup for a st.CD and a good forwards hitbox, making it good as a close-range poke.
* 5CD: 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.
* j.CD: Has very good priority. Great air-to-air. Whiffs on tiny crouchers.
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==Throws==
==Throws==


'''Oosotogari:''' <code>b/f+C (close)</code>
'''Oosotogari:''' <code>4/6C (close)</code>


* Regular throw, techable.  
* Regular throw, techable.  


'''Ippon Seoi:''' <code>b/f+D (close)</code>
'''Ippon Seoi:''' <code>4/6D (close)</code>


* Regular throw, techable. Switches sides.
* Regular throw, techable. Switches sides.
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==Command Moves==
==Command Moves==


'''Oni Guruma:''' <code>f+A</code>
'''Oni Guruma:''' <code>6A</code>


* Knocks down when used on its own. When canceled into, it leaves the opponent standing and functions as valuable combo filler.
* 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, giving you a great knockdown right next to you. Combos from cancelable normals.
* 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:''' <code>f+B</code>
'''Kawara Wari:''' <code>6B</code>


* An overhead when used on its own, a cancelable mid when canceled into (unless canceled late).
* 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.
* Can be combo-ed into from light attacks, but has more pushback than 6A, so generally this is ignored as combo filler.


==Special Moves==
==Special Moves==


'''Ko'ou Ken:''' <code>qcf+A/C</code>
'''Ko'ou Ken:''' <code>236A/C</code>


* Takuma's generic but powerful airborne projectile.
* Takuma's generic but powerful airborne projectile.
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* 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-ed into from both command normals, and juggled into from db~f+D.
* It can be combo-ed into from both command normals, and juggled into from [1]6D.


* 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 hit them with this from fullscreen, you can connect [1]6D or 2363214P 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.
* 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:''' <code>f,b,f+A/C</code>
'''Zanretsu Ken:''' <code>646A/C</code>


* Trademark Kyokugen gigantic and unbelievably active hitbox.
* Trademark Kyokugen gigantic and unbelievably active hitbox.
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* 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 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.
* Can be connected after a [1]6D 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.
* 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:''' <code>qcb+A/C</code>
'''Moh Koh Burai Gan:''' <code>214A/C</code>


* Takuma performs a parry and then delivers a powerful strike.
* Takuma performs a parry and then delivers a powerful strike.
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* This move can also reflect projectiles, making it excellent in zoning wars.
* 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.
* A version can combo off of lights but not heavies (due to pushback), and both versions can be juggled into after [1]6D.


* Good to use to blow up predictable attacks with the autoguard.
* Good to use to blow up predictable attacks with the autoguard.
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* Can be hard to anti-air with, because if you're late the opponent can land and block before the strike comes out.
* 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:''' <code>db~f+B/D</code>
'''Hien Shippuu Kyaku:''' <code>[1]6B/D</code>


* 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.
* 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.
* This move can be combo-ed after a 2C, and is easiest to land after a jump-in. (you can charge 1/down-back during your jump)


'''Shoran Kyaku:''' <code>hcb+B/D</code>
'''Shoran Kyaku:''' <code>63214B/D</code>


* Takuma does a running command grab.
* Takuma does a running command grab.
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==Desperation Moves==
==Desperation Moves==


'''Shin Kishin Geki:''' <code>qcfx2+A/C (close)</code>
'''Shin Kishin Geki:''' <code>236236A/C (close)</code>


* Command grab DM. Hits on the second frame.
* Command grab DM. Hits on the second frame.
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* 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-ed from f+A.
* Can be combo-ed from 6A.


* Helps his mixup game a lot, since it's faster than hcb+K.
* Helps his mixup game a lot, since it's faster than 63214K.


* Both versions are identical. 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:''' <code>f,hcf+A/C</code>
'''Haoh Shikou Ken:''' <code>641236A/C</code>


* Standard Art of Fighting projectile DM.
* Standard Art of Fighting projectile DM.
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* A version is slower than the C version. MAX version does more hits and damage.
* 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:''' <code>2363214A/C</code>


* The classic Kyokugen ranbu DM.
* The classic Kyokugen ranbu DM.
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'''General Notes:'''
'''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.
* In any metered combo with 641236P/2363214P, it can be replaced with 641236AC/2363214AC 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.
* 641236P is less damaging in any given situation than 2363214P, but may be easier to input or more reliable to connect. It also works in juggles from [1]6D where 2363214P does not.


===Meterless===
===Meterless===
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''Low''
''Low''


: <code>cr.Bx1-2, cr.A, f+A, qcf+C</code>
: <code>2Bx1-2 > 2A > 6A > 236C</code>
: Standard low confirm.
:* Standard low confirm.


: <code>cr.Bx1-2, cr.A, f+A</code>
: <code>2Bx1-2 > 2A > 6A</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.
:* Alternative low combo, has a delayed cancel into 6A 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>
: <code>2Bx1-2 > 6A > 646P</code>
: Low confirm into f.b.f+A. Spacing/execution requirements are much tighter.
:* Low confirm into 646A. Spacing/execution requirements are much tighter.


''Mid/Jump-In''
''Mid/Jump-In''


: <code>(j.X), cl.C, (f+A), qcf+C</code>
: <code>(j.X) > c.C > (6A) > 236C</code>
: Easy and safe combo from jump-in, no need to hit-confirm. f+A should be omitted if the pushback is too much.
:* Easy and safe combo from jump-in, no need to hit-confirm. 6A should be omitted if the pushback is too much.


: <code>(j.X), cl.C, f+A</code>
: <code>(j.X) > c.C > 6A</code>
: More damaging jump-in combo that also grants hard knockdown with great oki. f+A must be a delayed cancel.
:* More damaging jump-in combo that also grants hard knockdown with great oki. 6A must be a delayed cancel.


: <code>(j.X), cl.C, f+A, f,b,f+P</code>
: <code>(j.X) > c.C > 6A > 646P</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.
:* A less damaging crossup combo than a confirm into [1]6D. However, it does not require a charge. You can substitute c.C for 2Bx1-2.


: <code>(j.X), cr.C, db~f+D, f,b,f+P</code>
: <code>(j.X) > 2C > [1]6D > 646P</code>
: Most damaging meterless combo, you need to charge down-back during your jump to get enough charge for db,f+D.
:* Most damaging meterless combo, you need to charge 1/down-back during your jump to get enough charge for [1]6D. Also input 2C as 1C


===With Meter===
===With Meter===
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''Low''
''Low''


: <code>cr.Bx1-2, cr.A, f+A, qcf,hcb+A/f,hcf+C</code>
: <code>2Bx1-2 > 2A > 6A > 2363214A/641236C</code>


''Mid/Jump-In''
''Mid/Jump-In''


: <code>(j.X), cl.C, f+A, qcf,hcb+A/f,hcf+C</code>
: <code>(j.X) > c.C > 6A > 2363214A/641236C</code>


: <code>(j.X), cr.C, db~f+D, f,hcf+C</code>
: <code>(j.X) > 2C > [1]6D > 641236C</code>
:* You need to charge 1/down-back during your jump to get enough charge for [1]6D. Also input 2C as 1C


===With Quick MAX===
===With Quick MAX===
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''Low''
''Low''


: <code>cr.B, cl.A, ABC, cl.C, f+A, qcf,hcb+A</code>
: <code>2B > c.A > ABC > c.C > 6A > 2363214A</code>
: Requires a microwalk before the cl.C.
:* Requires a microwalk before the c.C.


: <code>cr.B, ABC, cr.C, db,f+D, f,hcf+C</code>
: <code>2B > ABC > 2C > [1]6D > 641236C</code>


==Color Chart==
==Color Chart==
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== Strategy & Tips ==
== Strategy & Tips ==


* Takuma can perform the unblockable projectile glitch with qcf+P and hcb+K.
* Takuma can perform the unblockable projectile glitch with 236A then 63214K.


== 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/6A command normal. English subtitles are available with closed captions.


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

Latest revision as of 11:37, 23 December 2024


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 f.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:

  • f.D now has 2 frames less startup
  • f.D's priority has been reduced
  • 6A's active frames have been increased by 5
  • 2A now does less damage
  • 2B now does less damage
  • 2D now has 1 frame more recovery

Specials:

  • 214P can now reflect projectiles

Supers:

  • 641236P is now a DM, it comes out faster but you can no longer charge it
  • 236236P 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:

  • f.B now has more active frames
  • c.C no longer whiffs against short characters

Specials:

  • 214P now has less recovery

Supers:

  • 2363214A is now invincible until just after the hitbox appears

Normal Moves

Close

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

Standing

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

Crouching

  • 2A: A standard low poke. 2B 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.
  • 2B: A fast low. You can connect 3 of these in a row with good timing. Chainable and cancelable.
  • 2C: Good anti-air button and combo tool. Cancelable.
  • 2D: 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.
  • 8j.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

  • 5CD: 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: 4/6C (close)

  • Regular throw, techable.

Ippon Seoi: 4/6D (close)

  • Regular throw, techable. Switches sides.

Command Moves

Oni Guruma: 6A

  • 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: 6B

  • 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 6A, so generally this is ignored as combo filler.

Special Moves

Ko'ou Ken: 236A/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 [1]6D.
  • If your opponent is in the corner and you hit them with this from fullscreen, you can connect [1]6D or 2363214P 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: 646A/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 [1]6D 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: 214A/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 [1]6D.
  • 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: [1]6B/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 2C, and is easiest to land after a jump-in. (you can charge 1/down-back during your jump)

Shoran Kyaku: 63214B/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: 236236A/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 6A.
  • Helps his mixup game a lot, since it's faster than 63214K.
  • Both versions are identical. The MAX version does significantly more damage than the regular versions.

Haoh Shikou Ken: 641236A/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: 2363214A/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 641236P/2363214P, it can be replaced with 641236AC/2363214AC for more damage if you have the resources.
  • 641236P is less damaging in any given situation than 2363214P, but may be easier to input or more reliable to connect. It also works in juggles from [1]6D where 2363214P does not.

Meterless

Low

2Bx1-2 > 2A > 6A > 236C
  • Standard low confirm.
2Bx1-2 > 2A > 6A
  • Alternative low combo, has a delayed cancel into 6A as opposed to an immediate one. Does less damage than the previous one but grants hard knockdown with great oki.
2Bx1-2 > 6A > 646P
  • Low confirm into 646A. Spacing/execution requirements are much tighter.

Mid/Jump-In

(j.X) > c.C > (6A) > 236C
  • Easy and safe combo from jump-in, no need to hit-confirm. 6A should be omitted if the pushback is too much.
(j.X) > c.C > 6A
  • More damaging jump-in combo that also grants hard knockdown with great oki. 6A must be a delayed cancel.
(j.X) > c.C > 6A > 646P
  • A less damaging crossup combo than a confirm into [1]6D. However, it does not require a charge. You can substitute c.C for 2Bx1-2.
(j.X) > 2C > [1]6D > 646P
  • Most damaging meterless combo, you need to charge 1/down-back during your jump to get enough charge for [1]6D. Also input 2C as 1C

With Meter

Low

2Bx1-2 > 2A > 6A > 2363214A/641236C

Mid/Jump-In

(j.X) > c.C > 6A > 2363214A/641236C
(j.X) > 2C > [1]6D > 641236C
  • You need to charge 1/down-back during your jump to get enough charge for [1]6D. Also input 2C as 1C

With Quick MAX

Low

2B > c.A > ABC > c.C > 6A > 2363214A
  • Requires a microwalk before the c.C.
2B > ABC > 2C > [1]6D > 641236C

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 236A then 63214K.

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/6A 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