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[[File:Takuma Illustration.jpg|thumb|right]]
{{CharNavbox AOF2}}


==Backstory==
{{TOClimit|3}}
 
[[File:Takuma Illustration.jpg|200x600px|thumb|right]]
 
==Story==
Takuma in his younger days grew many different rivalries with other martial arts practitioners, such as Ryuhaku Todoh and Lee Gakusuo, Lee Pai Long's father. Through these battles, he gains the nickname "The Ultimate Tiger", a name similar to one Ryo will inherit one day. He married an American woman named Ronnet and has two kids, Ryo and Yuri. He moved to America to raise his kids and spread the prestige of his dojo. He trained Ryo fiercly, and recruited Robert Garcia as a student as well. When Ryo turned 10, Ronnet died in mysterious circumstances, and he disappears fearing his family is being targeted, leaving Ryo to take care of Yuri. Years later, as Ryo refuses to work for Mr. Big as an adult, Big kidnaps Yuri and threatens Takuma to work for him. Reluctantly, Takuma agrees in order to protect Yuri, but first dons the iconic tengu mask and the persona "Mr. Karate" in order to hide his identity and protect his family's honor. Ryo eventually fights Mr. Karate to save Yuri, and threatens to kill him, but Yuri stops him and reveals Karate as Takuma, their father. Takuma repents for leaving them, and Ryo and Yuri forgive him. He returns back to his Dojo, and continues to train Ryo, as well as Yuri. One year after his unmasking, he receives an invitation to the King of Fighters tournament.  
Takuma in his younger days grew many different rivalries with other martial arts practitioners, such as Ryuhaku Todoh and Lee Gakusuo, Lee Pai Long's father. Through these battles, he gains the nickname "The Ultimate Tiger", a name similar to one Ryo will inherit one day. He married an American woman named Ronnet and has two kids, Ryo and Yuri. He moved to America to raise his kids and spread the prestige of his dojo. He trained Ryo fiercly, and recruited Robert Garcia as a student as well. When Ryo turned 10, Ronnet died in mysterious circumstances, and he disappears fearing his family is being targeted, leaving Ryo to take care of Yuri. Years later, as Ryo refuses to work for Mr. Big as an adult, Big kidnaps Yuri and threatens Takuma to work for him. Reluctantly, Takuma agrees in order to protect Yuri, but first dons the iconic tengu mask and the persona "Mr. Karate" in order to hide his identity and protect his family's honor. Ryo eventually fights Mr. Karate to save Yuri, and threatens to kill him, but Yuri stops him and reveals Karate as Takuma, their father. Takuma repents for leaving them, and Ryo and Yuri forgive him. He returns back to his Dojo, and continues to train Ryo, as well as Yuri. One year after his unmasking, he receives an invitation to the King of Fighters tournament.  
==Introduction==
Takuma is a strong character with a lot of simple, no-nonsense tools that are extremely effective at what they do. He still has some nonsense, though.
{{ ProConTable
| pros=
* Excellent set of normals
* Shoran Kyaku is a great jumpscare in neutral and blockstrings
* Zan Retsu Ken is a defensive and neutral powerhouse
* High damage and conversion potential thanks to the above two specials
* When out of Spirit, has a stun loop into death
* Has an unblockable touch of stun off grab
| cons=
* Vulnerable to being zoned out
}}
===Colors===
[[image:AOF2_Takuma_Colors.png]]
==Movelist==
'''Special Moves'''
Ko-Oh Ken - [[image:qcf.gif]] + [[image:a.gif]] - 20% Spirit
Kishin Geki - [[image:qcb.gif]] + [[image:a.gif]] - 20% Spirit
Hien Shippu Kyaku - [[image:db.gif]][[image:fd.gif]] + [[image:b.gif]] - 25% Spirit
Zan Retsu Ken - [[image:fd.gif]][[image:bk.gif]][[image:fd.gif]] + [[image:a.gif]] - 40% Spirit
Shoran Kyaku - [[image:hcb.gif]] + [[image:b.gif]] - 40% Spirit
'''Super Move'''
Haoh Shikou Ken - [[image:fd.gif]][[image:hcf.gif]] + [[image:a.gif]] - 75% Spirit
'''Desperation Move'''
Ryuko Ranbu - [[image:qcf.gif]][[image:fd.gif]][[image:bk.gif]] + [[image:a.gif]] + [[image:c.gif]] - 75% Spirit
==Normals==
===Standing Normals===
====5LP====
{{FrameDataCargo-AOF2
| moveId = takuma_5lp
| description = Fast, plus on block, comically disjointed, and decently big jab. Links into itself anywhere but max range and Zan Retsu Ken at anywhere at all. Good thing to just kinda do.
}}
====5LK====
{{FrameDataCargo-AOF2
| moveId = takuma_5lk
| description = Hits pretty high up above Takuma, and can be used as an anti-air in a pinch. Takuma has better anti-air options, though.
}}
====clHP====
{{FrameDataCargo-AOF2
| moveId = takuma_clhp
| description = Fast, damaging punish starter. Not much other utility.
}}
====fHP====
{{FrameDataCargo-AOF2
| moveId = Takuma_fhp
| description = Big disjointed mid poke that hits harder than most. Useful space control tool.
}}
====clHK====
{{FrameDataCargo-AOF2
| moveId = takuma_clhk
| description = clHK but it's a tad slower and does the damage of a light. Avoid.
}}
====fHK====
{{FrameDataCargo-AOF2
| moveId = takuma_fhk
| description = Hits at a respectable angle for anti-airing, and is very rewarding on hit. Go-to anti-air.
}}
===Crouching Normals===
====2LP====
{{FrameDataCargo-AOF2
| moveId = takuma_2lp
| description = Identical frame data to 5LP, and retains the great hitbox and links into Zan Retsu Ken, but this one's a low. Another great button.
}}
====2LK====
{{FrameDataCargo-AOF2
| moveId = takuma_2lk
| description = Despite the animation, actually has less range than 2LP. 2LP is also another low and has better frame advantage on hit for easier links, leaving this normal without much point.
}}
====2HP====
{{FrameDataCargo-AOF2
| moveId = takuma_2hp
| description = Good clutch anti-air at angles where fHK or Zan Retsu Ken won't work. Pretty whatever damage, though.
}}
====2HK====
{{FrameDataCargo-AOF2
| moveId = takuma_2hk
| description = Safe on block at the ranges you'll be using this, and decently fast. Leads into Takuma's devastating jLK oki on hit, though you can't set up the touch of stun off this.. An excellent poke in neutral.
}}
===Jumping Normals===
====j.LP====
{{FrameDataCargo-AOF2
| moveId = takuma_jlp
| description = Tied for Takuma's fastest normal, but does 1 less damage than jHP. Useful if the two less frames of startup than jLK matters and you can't hold buttons early enough.
}}
====j.LK====
{{FrameDataCargo-AOF2
| moveId = takuma_jlk
| description = Big fast flying kick, and does more damage than jLP or jHP. Good air-to-air and jump-in.
It's possible to set up an unblockable crossup with this move by hitting it at just the right angle. In addition, since lows in this game are a hitbox check rather than a hard-coded property, if Takuma meaties you with jLK as low to the ground as possible, jLK becomes a low. Takuma can set both of these situations up off throw, giving Robert a four-way mixup *and* an unblockable off his throw.
}}
====j.HP====
{{FrameDataCargo-AOF2
| moveId = takuma_jhp
| description = Tied for Takuma's fastest normal, but does 1 more damage than jLP. Useful if the two less frames of startup than jLK matters.
}}
====j.HK====
{{FrameDataCargo-AOF2
| moveId = takuma_jhk
| description = Pretty fast, very damaging air normal. Good for general space control and midair harassment.
}}
==System Mechanics==
===Uppercut===
{{FrameDataCargo-AOF2
| moveId = takuma_uppercut
| description = Very similar anti-air to 2HP, except it knocks down instead of causing an air reset.
}}
===Low Attack===
{{FrameDataCargo-AOF2
| moveId = takuma_lowattack
| description = Same range as sweep, but slower and worse on block. No point.
}}
===Throw===
{{FrameDataCargo-AOF2
| moveId = takuma_throw
| description = Takuma gets a potentially-unblockable four-way mixup off this with jLK into Kishin Geki, which is a guaranteed touch of stun after throw, even if you block the last two hits of Kishin Geki. For some reason, it'll just stun you through your guard somehow. If he's at low Spirit, he converts that into a stun loop into your death, and if he isn't, the combo he's about to hit you with will do enough damage to kill you at most health thresholds.
}}
===Taunt===
{{FrameDataCargo-AOF2
| moveId = takuma_taunt
| description = Same frame data and Spirit drain as all other taunts currently on record. Taunting is useful as a neutral tool due to the Spirit drain; as Takuma, this is something you can threaten fullscreen vs an opponent trying to keep you out.
}}


==Special Moves==
==Special Moves==
'''Ko'ou Ken''' - qcf + A (236 + A) [20% spirit meter]
===Ko-Oh Ken===
* Takuma shoots a blast of ki energy from his palm
{{FrameDataCargo-AOF2
* This fireball is faster than Ryo's or Robert's, about about 1.25x faster
| moveId = Takuma_236a
* With red spirit bar, this move will have very short range
| description = Costs 20% Spirit.
 
Fireball with notably better frame data than the rest of Kyokugen. Useful as a far- or even mid-range harassment tool due to its speed and relative safety.
 
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 10 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
}}
 
===Kishin Geki===
{{FrameDataCargo-AOF2
| moveId = takuma_214a
| description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
 
Despite the new name, this is just Ryo and Robert's Kyokugenryu Renbu Ken with better frame data. It's safe on block, unlike theirs, but still not especially useful due to not comboing properly with itself. Takuma does have a use for this move in the touch of stun setups detailed in the info box for his throw. Outside of that situation, this isn't even really useful as a combo ender if you need the 20 damage; if you have Spirit, you should route into Zan Retsu Ken or Shoran Kyaku instead, and if you don't, you should go for the stun loop off any hits you could get this off.
}}
 
===Hien Shippu Kyaku===
{{FrameDataCargo-AOF2
| moveId = takuma_16b
| description = Costs 25% Spirit. Cannot be special cancelled into.
 
Very bad move. High startup, awful on block, and unusable in combos, and whiffs on crouchers at range. Due to how much ground Takuma's dash covers at infinitely less risk, and the very strong jumpscare option he already has with Shoran Kyaku, there's not much use to this as a neutral tool.
 
At low Spirit, the travel speed during the active frames is cut in half, leading to the move only travelling 3/4 of the screen. In addition, the first hit does 16 damage, and the second hit won't come out at all. This is completely useless.
}}


'''Kishin Geki''' - qcb + A (214 + A) [20% spirit meter]
===Zan Retsu Ken===
* Takuma unleashes 4 quick punches, 2 at a time
{{FrameDataCargo-AOF2
* This attack will not change depending on the spirit bar but will still drain it nonetheless
| moveId = takuma_646a
| description = Costs 40% Spirit.


'''Hienshippu-Kyaku''' - db, f + A ([1]6 + A) [25% spirit meter]
An amazing move for every aspect of Takuma's gameplan. Due to its instant startup, hitgrab property that lets it win trades, and big, disjointed hitbox, this move makes for a powerful and rewarding abare tool. These same properties also make it very useful in combos, with it linking out of lights and comboing naturally out of clHP. Its massive disjoint and high active frames make it a powerful anti-air at a lot of ranges as well, and it'll beat buttons on the ground at some spacings.
* Takuma launches himself forward to deliver a kick attack
* If successful, he will hit twice, unless he has red spirit bar, where he'll hit only once and also launch at a slower speed


'''Shouran Kyaku''' - hcb + B (63214 + B) [40% spirit meter]
What makes this move really stand out is that it's very frustrating to whiff punish. You can't punish with fireballs, since it destroys non-super projectiles. You can't punish with sweep, since it hits crouchers and outranges sweeps. You often can't punish with a jump-in, since this move's generous hitbox means it'll often beat air attacks clean. You can't wait for it to recover, since it has no recovery. As long as they don't block it, you've got an excellent low-risk neutral option. Mind the Spirit cost, however.
* Takuma rushes forward to grab the opponent and delivers multiple knee strikes to opponents head
* This move has priority over many other moves and pre-jump frames
* Takuma recovers extremely quickly if this move is blocked, leaving you safe
* This move will not come out with red spirit bar


'''Zanretsu-Ken''' - f, b, f + A (646 + A) [40% spirit meter]
At low Spirit, this move is replaced with Takuma's 5LP. This doesn't really do anything for him.
* Takuma stands still and attacks with multiple punches
}}
* Can be used as an anti-air against farther opponents and on wakeup to stop pressure
* If all punches whiff, there is no recovery, but if one punch hits a blocking opponent, Takuma will have a long recovery where he can be punished with a combo
* This move will not come out with red spirit bar


==Super Moves==
===Shoran Kyaku===
'''Haohshokoken''' - f, hcf + A (641236 + A) [75% spirit meter]
{{FrameDataCargo-AOF2
* Takuma creates a wall of ki energy to attack opponent
| moveId = takuma_63214b
* Has slow startup compared to other super moves
| description = Costs 40% Spirit.
* Can be dodged with a well timed jump or wall jump


==Hidden Super Moves==
A character-defining threat at both high and low Spirit. Extremely fast, safe on block, very far-reaching option in neutral. Good thing to throw out, since on hit, it's very rewarding, and on block or whiff, you get away with it. Takuma also isn't concerned about the high Spirit cost, since being at low Spirit means bringing himself closer to accessing his stun loops.
'''RyuukoRanbu''' - qcf, b, f + AC (23646 + AC) [75% spirit meter]
* Takuma rushes towards the opponent to deliver an unlockable barrage attack, ending with Haohshokoken
* Does massive damage and can be safely performed on knocked down opponents
* Move can only be performed when health is low enough (Takuma's stance will change as a sign)


==Important Character-Specific Tech==
At low Spirit, this move is replaced with Takuma's f.HK, except it does 26 damage instead of 22. Since f.HK is special cancellable, this allows him to f.HK > f.HK > f.HK as a combo, which is a guaranteed stun. This is Takuma's stun loop, and it allows him to win the round instantly off the right hits.
After a successful throw where the opponent doesn't tech, Takuma can jump at the opponent as soon as he recovers and can do a really deep unblockable jumping light kick into Kishin Geki, which will cause a knockdown into a dizzy even if the opponent tries to block it. This allows you to do a super move or a combo to the opponent, leading to a near Touch of Death. The opponent can spam jab to stop the knockdown, but Takuma can do different follow ups like sweep instead of Kishin Geki to secure unstoppable damage. Unfortunately, some character can beat this unblockable jump-in with a grab.  
}}


==Strengths And Weaknesses==
==Super Move==
Takuma is definitely one of the best characters in the game. His moves are simple to input, and extremely strong and effective. His normaals have great range and quick recovery. His anti-airs are strong as well.  
===Haoh Shikou Ken===
{{FrameDataCargo-AOF2
| moveId = takuma_641236a
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit.


Strengths: As stated above, Takuma's moves are very strong. On top of this, Shouran Kyaku can be performed to catch your opponent off guard, and is especially strong after a blockstring to stop an opponent trying to push you off. Takuma also has one of the easiest unblockable setups in the game, which is helped by having the quickest throw in the game as well.  
Too much startup and Spirit cost to be useful in virtually any situation. Not nearly as tall as it looks, either; every character can jump over it just fine. Does a sizable 18 damage on block and travels fast, so it can be useful for chip kills vs a low-health opponent you just knocked down.  
}}


Weaknesses: Takuma has very few weaknesses, but one thing that can be an issue for him are characters who can keep him out, stopping him from applying pressure. This applies to characters like Temjin and Mr. Big, as well as King to a lesser extent.  
==Desperation Move==
===Ryuko Ranbu===
{{FrameDataCargo-AOF2
| moveId = takuma_23646ac
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.


Big, damaging unblockable. Can be set up as a meaty off most of his knockdowns or cancelling an anti-air into it, but given how spendy Takuma is, and how explosive he is when out of Spirit, you won't be in a position to use this often. Against opponents without good reversal options, though, this can provide a devastating checkmate option.
}}


{{Navbox AOF2}}
{{Navbox AOF2}}

Latest revision as of 22:49, 10 June 2024

Art of Fighting 2

OverviewStrategyDataCombos

Story

Takuma in his younger days grew many different rivalries with other martial arts practitioners, such as Ryuhaku Todoh and Lee Gakusuo, Lee Pai Long's father. Through these battles, he gains the nickname "The Ultimate Tiger", a name similar to one Ryo will inherit one day. He married an American woman named Ronnet and has two kids, Ryo and Yuri. He moved to America to raise his kids and spread the prestige of his dojo. He trained Ryo fiercly, and recruited Robert Garcia as a student as well. When Ryo turned 10, Ronnet died in mysterious circumstances, and he disappears fearing his family is being targeted, leaving Ryo to take care of Yuri. Years later, as Ryo refuses to work for Mr. Big as an adult, Big kidnaps Yuri and threatens Takuma to work for him. Reluctantly, Takuma agrees in order to protect Yuri, but first dons the iconic tengu mask and the persona "Mr. Karate" in order to hide his identity and protect his family's honor. Ryo eventually fights Mr. Karate to save Yuri, and threatens to kill him, but Yuri stops him and reveals Karate as Takuma, their father. Takuma repents for leaving them, and Ryo and Yuri forgive him. He returns back to his Dojo, and continues to train Ryo, as well as Yuri. One year after his unmasking, he receives an invitation to the King of Fighters tournament.

Introduction

Takuma is a strong character with a lot of simple, no-nonsense tools that are extremely effective at what they do. He still has some nonsense, though.


Strengths Weaknesses
  • Excellent set of normals
  • Shoran Kyaku is a great jumpscare in neutral and blockstrings
  • Zan Retsu Ken is a defensive and neutral powerhouse
  • High damage and conversion potential thanks to the above two specials
  • When out of Spirit, has a stun loop into death
  • Has an unblockable touch of stun off grab
  • Vulnerable to being zoned out

Colors

Movelist

Special Moves

Ko-Oh Ken - + - 20% Spirit

Kishin Geki - + - 20% Spirit

Hien Shippu Kyaku - + - 25% Spirit

Zan Retsu Ken - + - 40% Spirit

Shoran Kyaku - + - 40% Spirit

Super Move

Haoh Shikou Ken - + - 75% Spirit

Desperation Move

Ryuko Ranbu - + + - 75% Spirit

Normals

Standing Normals

5LP

Stand LP
5A
5A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
6 Mid No 3 4 2 +5 +7 -

Fast, plus on block, comically disjointed, and decently big jab. Links into itself anywhere but max range and Zan Retsu Ken at anywhere at all. Good thing to just kinda do.

5LK

Stand LK
5B
5B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
8 Mid Yes 5 8 9 -2 0 -

Hits pretty high up above Takuma, and can be used as an anti-air in a pinch. Takuma has better anti-air options, though.

clHP

Close HP
5[A]
5[A]
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
16 Mid Yes 4 6 7 +8 +4 -

Fast, damaging punish starter. Not much other utility.

fHP

Far HP
5[A]
5[A]
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
18 Mid Yes 3 6 17 -2 -6 -

Big disjointed mid poke that hits harder than most. Useful space control tool.

clHK

Close HK
5[B]
5[B]
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
10 Mid Yes 7 8 9 -2 -6 -

clHK but it's a tad slower and does the damage of a light. Avoid.

fHK

Far HK
5[B]
5[B]
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
22 Mid Yes 5 8 21 -6 -10 -

Hits at a respectable angle for anti-airing, and is very rewarding on hit. Go-to anti-air.

Crouching Normals

2LP

2LP
2A
2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
6 Low No 3 4 2 +5 +7 -

Identical frame data to 5LP, and retains the great hitbox and links into Zan Retsu Ken, but this one's a low. Another great button.

2LK

2LK
2B
2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
8 Low No 3 2 3 +4 +6 -

Despite the animation, actually has less range than 2LP. 2LP is also another low and has better frame advantage on hit for easier links, leaving this normal without much point.

2HP

2HP
2[A]
2[A]
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
11 Low Yes 5 11 12 -13 -17 -

Good clutch anti-air at angles where fHK or Zan Retsu Ken won't work. Pretty whatever damage, though.

2HK

2HK
2[B]
2[B]
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
18 Low Yes 7 12 17 +43 (KD) -6 -

Safe on block at the ranges you'll be using this, and decently fast. Leads into Takuma's devastating jLK oki on hit, though you can't set up the touch of stun off this.. An excellent poke in neutral.

Jumping Normals

j.LP

j.LP
j.A
j.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
9 High No 3 12 7 on ground N/A N/A -

Tied for Takuma's fastest normal, but does 1 less damage than jHP. Useful if the two less frames of startup than jLK matters and you can't hold buttons early enough.

j.LK

j.LK
j.B
j.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
11 High No 5 13 7 on ground N/A N/A -

Big fast flying kick, and does more damage than jLP or jHP. Good air-to-air and jump-in.

It's possible to set up an unblockable crossup with this move by hitting it at just the right angle. In addition, since lows in this game are a hitbox check rather than a hard-coded property, if Takuma meaties you with jLK as low to the ground as possible, jLK becomes a low. Takuma can set both of these situations up off throw, giving Robert a four-way mixup *and* an unblockable off his throw.

j.HP

j.HP
j.[A]
j.[A]
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
10 High No 3 12 7 on ground N/A N/A -

Tied for Takuma's fastest normal, but does 1 more damage than jLP. Useful if the two less frames of startup than jLK matters.

j.HK

j.HP
j.[B]
j.[B]
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
19 High No 7 12 7 on ground N/A N/A -

Pretty fast, very damaging air normal. Good for general space control and midair harassment.

System Mechanics

Uppercut

Uppercut
AC
AC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
10 Mid Yes 5 9 8 +94 (KD) -4 -

Very similar anti-air to 2HP, except it knocks down instead of causing an air reset.

Low Attack

Low Attack
BC
BC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
10 Low Yes 7 8 24 +36 (KD) -15 -

Same range as sweep, but slower and worse on block. No point.

Throw

Throw
6/4 C
6/4 C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
30 Throw No 1 1 0 +44 (KD) N/A -

Takuma gets a potentially-unblockable four-way mixup off this with jLK into Kishin Geki, which is a guaranteed touch of stun after throw, even if you block the last two hits of Kishin Geki. For some reason, it'll just stun you through your guard somehow. If he's at low Spirit, he converts that into a stun loop into your death, and if he isn't, the combo he's about to hit you with will do enough damage to kill you at most health thresholds.

Taunt

Taunt
D
D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
0 N/A No 1 0 49 N/A N/A -

Same frame data and Spirit drain as all other taunts currently on record. Taunting is useful as a neutral tool due to the Spirit drain; as Takuma, this is something you can threaten fullscreen vs an opponent trying to keep you out.

Special Moves

Ko-Oh Ken

Ko-Oh Ken
236A
236A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
29 Mid No 21 Projectile 31 -3 -7 -

Costs 20% Spirit.

Fireball with notably better frame data than the rest of Kyokugen. Useful as a far- or even mid-range harassment tool due to its speed and relative safety.

At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 10 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.

Kishin Geki

Kishin Geki
214A
214A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
10,10,10,10 Mid No 3 4(4)6(19)4(6)9 8 0 -6 -

Consumes 20% Spirit on use if available, but is unchanged at low Spirit.

Despite the new name, this is just Ryo and Robert's Kyokugenryu Renbu Ken with better frame data. It's safe on block, unlike theirs, but still not especially useful due to not comboing properly with itself. Takuma does have a use for this move in the touch of stun setups detailed in the info box for his throw. Outside of that situation, this isn't even really useful as a combo ender if you need the 20 damage; if you have Spirit, you should route into Zan Retsu Ken or Shoran Kyaku instead, and if you don't, you should go for the stun loop off any hits you could get this off.

Hien Shippu Kyaku

Hien Shippu Kyaku
16B
16B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
14,14 Mid No 19 20 42 hit/block, 46 whiff +67 (KD) -30 -

Costs 25% Spirit. Cannot be special cancelled into.

Very bad move. High startup, awful on block, and unusable in combos, and whiffs on crouchers at range. Due to how much ground Takuma's dash covers at infinitely less risk, and the very strong jumpscare option he already has with Shoran Kyaku, there's not much use to this as a neutral tool.

At low Spirit, the travel speed during the active frames is cut in half, leading to the move only travelling 3/4 of the screen. In addition, the first hit does 16 damage, and the second hit won't come out at all. This is completely useless.

Zan Retsu Ken

Zan Retsu Ken
646A
646A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
32 Mid No 1 77 80 hit/block, 0 whiff +38 (KD) -52 -

Costs 40% Spirit.

An amazing move for every aspect of Takuma's gameplan. Due to its instant startup, hitgrab property that lets it win trades, and big, disjointed hitbox, this move makes for a powerful and rewarding abare tool. These same properties also make it very useful in combos, with it linking out of lights and comboing naturally out of clHP. Its massive disjoint and high active frames make it a powerful anti-air at a lot of ranges as well, and it'll beat buttons on the ground at some spacings.

What makes this move really stand out is that it's very frustrating to whiff punish. You can't punish with fireballs, since it destroys non-super projectiles. You can't punish with sweep, since it hits crouchers and outranges sweeps. You often can't punish with a jump-in, since this move's generous hitbox means it'll often beat air attacks clean. You can't wait for it to recover, since it has no recovery. As long as they don't block it, you've got an excellent low-risk neutral option. Mind the Spirit cost, however.

At low Spirit, this move is replaced with Takuma's 5LP. This doesn't really do anything for him.

Shoran Kyaku

Shoran Kyaku
63214B
63214B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
32 Mid No 7 31 0 +54 (KD) -9 -

Costs 40% Spirit.

A character-defining threat at both high and low Spirit. Extremely fast, safe on block, very far-reaching option in neutral. Good thing to throw out, since on hit, it's very rewarding, and on block or whiff, you get away with it. Takuma also isn't concerned about the high Spirit cost, since being at low Spirit means bringing himself closer to accessing his stun loops.

At low Spirit, this move is replaced with Takuma's f.HK, except it does 26 damage instead of 22. Since f.HK is special cancellable, this allows him to f.HK > f.HK > f.HK as a combo, which is a guaranteed stun. This is Takuma's stun loop, and it allows him to win the round instantly off the right hits.

Super Move

Haoh Shikou Ken

Haoh Shikou Ken
641236A
641236A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
56 Mid No 38 Projectile 60 +62 (KD) -36 -

Costs 75% Spirit. Can only be executed with sufficient Spirit.

Too much startup and Spirit cost to be useful in virtually any situation. Not nearly as tall as it looks, either; every character can jump over it just fine. Does a sizable 18 damage on block and travels fast, so it can be useful for chip kills vs a low-health opponent you just knocked down.

Desperation Move

Ryuko Ranbu

Ryuko Ranbu
23646AC
23646AC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
80 Unblockable No 39 31 0 +67 (KD) N/A -

Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.

Big, damaging unblockable. Can be set up as a meaty off most of his knockdowns or cancelling an anti-air into it, but given how spendy Takuma is, and how explosive he is when out of Spirit, you won't be in a position to use this often. Against opponents without good reversal options, though, this can provide a devastating checkmate option.

Art of Fighting 2
General

ControlsFAQSystem

Characters

Eiji KisaragiJack TurnerJohn CrawleyKingLee Pai LongMickey RogersMr. BigRobert GarciaRyo SakazakiTakuma SakazakiTemjinYuri Sakazaki