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The King of Fighters XIII/Takuma Sakazaki: Difference between revisions

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==Throws==
==Throws==
[[Image:Oosotogari.png]]


'''Oosotogari = b/f + C/D''' close -  
'''Oosotogari = b/f + C/D''' close - Takuma grabs his opponent then throws him/her over his shoulder


- Can be broken
- Hit Detection: Close
- Damage: 100


==Command Moves==
==Command Moves==

Revision as of 14:11, 27 October 2010

File:Takuma.png


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

st. A - A quick punch attack, a basic move, can work as an anti-air if timed right

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


st. B - A simple kick attack, hits low

- Chain-able

- Hit Detection: Low

- Damage: 35


st. C - Strong punch attack, comes out a couple frames slower than his light punch but does more damage

- Cancel-able

- Hit Detection: High

- Damage: 80


st. D - A standard high kick, goes high but range is rather mediocre

- Hit Detection: High

- Damage: 70


cl. C - A punch aimed towards the stomach, this will be your combo starter of choice preferably after jump-ins

- Cancel-able

- Hit Detection: High

- Damage: 70


Crouching

cr. A - Crouching light punch, quick and simple, can be used to chain lights or to start combos while crouching

- Chain/Cancel-able

- Hit Detection: High

- Damage: 30


cr. B - Crouching low kick, one of his better pokes because it's fast, hits low, definitely the preferred move to use when starting combos from low attacks

- Chain/Cancel-able

- Hit Detection: Low

- Damage: 30


cr. C - Crouching uppercut, good vertical attack range so it can be used as an AA if timed just right

- Cancel-able

- Hit Detection: High

- Damage: 70


cr. D - Sweep kick, knocks the opponent down if it hits them, whiff cancel-able as usual

- Cancel-able

- Hit Detection: Low

- Damage: 80


Jumping

j. A - A quick punch attack, simple stuff

- Hit Detection: Mid

- Damage: 45(40)


j. B - Air knee attack, double's as a decent meaty attack

- Hit Detection: Mid

- Damage: 45(40)


j. C - Strong air punch attack, like his j.A except with more range and damage

- Hit Detection: Mid

- Damage: 72(70)


j. D - Air kick attack, a great meaty attack, also does a lot of hit-stun when makes contact with his opponent

- Hit Detection: Mid

- Damage: 70(68)


Blowback Attack

CD - Takuma does a really hard thrust kick, excellent range and priority

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


j. CD - A heavy kick attack, okay reach but good priority

- Hit Detection: High

- Damage: 90(80)


GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throws

Oosotogari = b/f + C/D close - Takuma grabs his opponent then throws him/her over his shoulder

- Can be broken

- Hit Detection: Close

- Damage: 100

Command Moves

Ashitou Kyaku = f+B -


Special Attacks

Ko Ou Ken = qcf+P -

(EX) = qcf+AC -


Kyoukugen Ko Ou = qcf+K -


(EX) = qcf+BD -


Zanretsuken = f,b,f+P -

(EX) = f,b,f+AC -


Hienshippukyaku = db~f+K -


(EX) = db~f+BD -


Kyokugen Houken = hcb+K -


(EX) = hcb+BD -

Desperation Moves

Haohshikoken = f hcf -

(EX) = f hcf+AC -

Ryukko Ranbu = qcf hcb+P

Neomax

Built Upper = qcfx2+AC -

Combos

HD Combos


Tips

Miscellaneous

Character Sprite

Colors

Other

Taunt


First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose

Links & References

Technical Reference


Training Mode Videos