-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

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

From Dream Cancel Wiki
Jump to navigation Jump to search
Nilcam (talk | contribs)
No edit summary
FataCon (talk | contribs)
No edit summary
Line 7: Line 7:
==Gameplay Overview==
==Gameplay Overview==


Takuma is what you would call a "powerhouse character" that revolves around really strong close range combat with proficient zoning ability. He can keep his opponents at bay with Ko Ou Ken and Haohshikouken and if those don't work the EX versions should get it done. He is a very powerful character that fits the bill for anyone looking for a high tier character for their team.


===Gameplay Notes===
===Gameplay Notes===
Takuma is what you would call a powerhouse character that revolves around really strong close range combat with proficient zoning ability, he can keep his opponents at bay with Ko Ou Ken and Haohshikouken and if those don't work the EX versions should get it done, Kyoukugen Ko Ou his possibly is his best move as it helps him keep the pressure on while he's in the opponents face, then there's Kyokugen Houken that can prevent the opponent from doing a counter-attack and quickly turn the tables in your favor, Hieshippukyaku is the preferred move to use after crouch normals to help carry the opponent to the corner while Zanretsuken and Ryukko Ranbu can be used as combo ender's, his NEOMAX Built Upper can be used as an anti-air to counter jump-ins because of it's sheer vertical range, his HD combos consist of him getting his opponent into the corner and possibly finishing the combo with his neomax, He is a very powerful character that fits the bill for anyone looking for a high tier character for their team.
 
Kyoukugen Ko Ou his possibly is his best move as it helps him keep the pressure on while he's in the opponents face.
 
Kyokugen Houken that can prevent the opponent from doing a counter-attack and quickly turn the tables in your favor.
 
Hieshippukyaku is the preferred move to use after crouch normals to help carry the opponent to the corner.
Zanretsuken and Ryukko Ranbu can be used as combo ender's.
 
NeoMax, Built Upper, can be used as an anti-air to counter jump-ins because of it's sheer vertical range.
 
HD combos consist of Takuma getting his opponent into the corner and possibly finishing the combo with his NeoMax.  


===Pros===
===Pros===
Line 35: Line 47:
[[Image:Far_Normals_6.png]]
[[Image:Far_Normals_6.png]]


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


- Chain/Cancellable
- Chain/Cancellable
Line 44: Line 56:




'''st. B''' - A simple kick attack, hits low
'''st. B''' - A simple kick attack, hits low.


- Chainable
- Chainable
Line 53: Line 65:




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


- Cancellable
- Cancellable
Line 62: Line 74:




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


- Hit Detection: High
- Hit Detection: High
Line 71: Line 83:
[[Image:Close_Normals_6.png]]
[[Image:Close_Normals_6.png]]


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


- Cancellable
- Cancellable
Line 84: Line 96:
[[Image:Crouch_Normals_6.png]]
[[Image:Crouch_Normals_6.png]]


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


- Chain/Cancellable
- Chain/Cancellable
Line 93: Line 105:




'''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  
'''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/Cancellable
- Chain/Cancellable
Line 102: Line 114:




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


- Cancellable
- Cancellable
Line 111: Line 123:




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


- Cancellable
- Cancellable
Line 124: Line 136:
[[Image:Jump_Normals_6.png]]
[[Image:Jump_Normals_6.png]]


'''j. A''' - A quick punch attack, simple stuff
'''j. A''' - A quick punch attack, simple stuff.


- Hit Detection: Mid
- Hit Detection: Mid
Line 131: Line 143:




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


- Hit Detection: Mid
- Hit Detection: Mid
Line 138: Line 150:




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


- Hit Detection: Mid
- Hit Detection: Mid
Line 145: Line 157:




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


- Hit Detection: Mid
- Hit Detection: Mid
Line 156: Line 168:
[[Image:CD_6.png]]
[[Image:CD_6.png]]


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


- Whiff/Cancellable
- Whiff/Cancellable
Line 167: Line 179:
[[Image:JCD_6.png]]
[[Image:JCD_6.png]]


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


- Hit Detection: High
- Hit Detection: High
Line 185: Line 197:
[[Image:Oosotogari.png]]
[[Image:Oosotogari.png]]


'''Oosotogari = b/f + C/D''' close - Takuma grabs his opponent then throws him/her over his shoulder, a simple throw attack
'''Oosotogari = b/f + C/D''' close - Takuma grabs his opponent then throws him/her over his shoulder, a simple throw attack.


- Can be broken
- Can be broken
Line 196: Line 208:
[[Image:Ashitou_Kyaku.png]]
[[Image:Ashitou_Kyaku.png]]


'''Ashitou Kyaku = f+B''' - Takuma does a thrust kick kicking his opponent in the gut, good hit-stun and good reach everything that needed for a good command normal, the recovery is pretty decent as well
'''Ashitou Kyaku = f+B''' - Takuma does a thrust kick kicking his opponent in the gut, good hit-stun and good reach. The recovery is pretty decent as well.


- Cancellable
- Cancellable
Line 207: Line 219:
[[Image:Ko_Ou_Ken.png]]
[[Image:Ko_Ou_Ken.png]]


'''Ko Ou Ken = qcf+P''' - Takuma makes an energy in his hand then throws it toward his opponent, the start-up is kinda slow but the projectile is big and fast so it's worth using with the right timing or if you're on the opposite side of the screen trying to safely build meter, the weak version slowly travels across while the strong version goes much faster, both versions are super cancel-able upon activation.  
'''Ko Ou Ken = qcf+P''' - Takuma gathers energy in his hand, then throws it toward his opponent. The start-up is slow, but the projectile is large and fast so it's worth using with the right timing or if you're on the opposite side of the screen trying to safely build meter. The weak version slowly travels across while the strong version goes much faster. Both versions are super cancellable upon activation.  




(EX) = qcf+AC - Takuma throws an energy except it instantly hits the opponent even if they are on the other side of the screen, very fast start-up.
(EX) = qcf+AC - Takuma throws energy from his hand, except it instantly hits the opponent even if they are on the other side of the screen, very fast start-up.


- Super Cancellable
- Super Cancellable
Line 221: Line 233:
[[Image:Kyoukugen_Ko_Ou.png]]
[[Image:Kyoukugen_Ko_Ou.png]]


'''Kyoukugen Ko Ou = qcf+K''' - Takuma makes Ko Ou Ken energy sphere in his hand then hits the opponent in the stomach with it, after he makes contact with them he dashes towards them, for the strong version (not the weak version, because the weak version pushes the opponent back without the dash) let me put this plain and simple... this move is GOOD, this move is possibly the best thing that ever happened to Takuma, reason being is when you use it after a "st. strong normal" it makes him (Takuma) move forward where as other any other move in the game would generally push the opponent away because of the hit-stun, this move in a way bypasses the hit-stun making it rather easy to follow-up with another move as long as it's something with a really long start-up, if you use it on an opponent in the air it will juggle them, this move also makes it easy to get opponents in the corner fast, all versions are drive/super cancel-able on hit.
'''Kyoukugen Ko Ou = qcf+K''' - Takuma makes a Ko Ou Ken energy sphere in his hand, then hits the opponent in the stomach with it. After making contact, he dashes towards for the strong version (not the weak version). This move is GOOD, possibly the best thing that ever happened to Takuma. When you use it after a "st. strong normal" it makes Takuma move forward, whereas other any other move in the game would generally push the opponent away because of the hit-stun. This move bypasses the hit-stun, making it rather easy to follow-up with another move as long as it's something with a really short start-up. If you use it on an opponent in the air it will juggle them. This move also makes it easy to get opponents in the corner. All versions are drive/super cancellable on hit.




(EX) = qcf+BD - The EX version has "guard point" properties, which means that if you use it against an opponents normals or special moves at the right time it will guard it then bypass it hitting the opponent, think of it as a counter move.
(EX) = qcf+BD - The EX version has "guard point" properties, which means that if you use it against an opponents normals or special moves at the right time it will guard it then bypass it hitting the opponent.


- Drive/Super Cancellable
- Drive/Super Cancellable
Line 235: Line 247:
[[Image:Zanretsuken.png]]
[[Image:Zanretsuken.png]]


'''Zanretsuken = f,b,f+P''' - Takuma does a flurry of rapid punches hitting the opponent 7 times ending with a pose as they fall to the ground, good range, relatively fast start-up and if you whiff it the recovery isn't all that bad either but try to use it after command normals or just drive cancel into just to be safe, both versions are drive/super cancel-able on the last hit.
'''Zanretsuken = f,b,f+P''' - Takuma does a flurry of rapid punches hitting the opponent 7 times ending with a pose as they fall to the ground. Good range. Relatively fast start-up and, if whiffed, the recovery isn't bad, but try to use it after command normals or just drive cancel into just to be safe. Both versions are drive/super cancellable on the last hit.




Line 249: Line 261:
[[Image:Hienshippukyaku.png]]  
[[Image:Hienshippukyaku.png]]  


'''Hienshippukyaku = db~f+K''' - Takuma does a flying thrust kick hitting the opponent in the gut, the weak goes a short distance and does one hit but it is also Drive/Super Cancel-able as soon as his feet touches the ground, the strong version goes a bit farther and does two hits knocks the opponent down on the second hit, preferably used in combos that start from light crouch normals.  
'''Hienshippukyaku = db~f+K''' - Takuma does a flying thrust kick hitting the opponent in the gut. The weak goes a short distance and does one hit, but it is also Drive/Super Cancellable as soon as his feet touche the ground. The strong version goes a bit farther and does two hits. Knocks the opponent down on the second hit. Preferably used in combos that start from light crouch normals.  




(EX) = db~f+BD - Works the same way as the strong version except the second hit launches the opponent into the air for a possible follow-up attack, faster start-up as well.
(EX) = db~f+BD - Works the same way as the strong version except the second hit launches the opponent into the air for a possible follow-up attack. Faster start-up as well.


- Drive/Super Cancellable, Weak version only
- Drive/Super Cancellable, Weak version only
Line 263: Line 275:
[[Image:Kyokugen_Houken.png]]  
[[Image:Kyokugen_Houken.png]]  


'''Kyokugen Houken = hcb+K''' - Takuma grabs his opponent hits them breaking their fighting stance for a brief moment, this is one of Takuma's newer, more unique moves in his moveset, it's a command grab that can be used to quickly stop the opponent from hitting you and quickly turn the match in your favor, this move does no damage but enough hit-stun for you to follow-up with an attack, the weak version just breaks their guard, while the strong version does the same but as makes the opponent and Takuma switch sides which would be good when you are cornered, the recovery when whiffed is poor so make sure to time it right or drive cancel into it.
'''Kyokugen Houken = hcb+K''' - Takuma grabs his opponent and hits them, breaking their fighting stance for a brief moment. This is one of Takuma's newer, more unique moves in his moveset. It's a command grab that can be used to quickly stop the opponent from hitting you and quickly turn the match in your favor. This move does no damage, but enough hit-stun for you to follow-up with an attack. The weak version just breaks their guard, while the strong version does the same, but makes the opponent and Takuma switch sides. Good when you are cornered. The recovery when whiffed is poor so make sure to time it right or drive cancel into it.




Line 275: Line 287:
[[Image:Haoh_Shikouken.png]]
[[Image:Haoh_Shikouken.png]]


'''Haohshikouken = f hcf+P''' - Takuma forms a very large energy sphere using both hands then throws it at his opponent, weak version goes at a slow speed, while the strong version travels much faster, this move isn't all that combo friendly because of slow start-up, can be used to can't some airborne opponents off guard, or opponents that are in a juggled state.
'''Haohshikouken = f hcf+P''' - Takuma forms a very large energy sphere using both hands, then throws it at his opponent. Weak version goes at a slow speed, while the strong version travels much faster. This move isn't all that combo friendly because of slow start-up. Can be used to catch some airborne opponents off guard, or opponents that are in a juggled state.




Line 287: Line 299:
[[Image:Ryukou_Ranbu.png]]  
[[Image:Ryukou_Ranbu.png]]  


'''Ryukko Ranbu = qcf hcb+P''' - Takuma quickly dashes forward and if he makes contact with the opponent he does a 11 hit combo ending with a thrust kick then a Haohshikouken, the start-up is very fast making it easy and useful to use after command normals and some EX attacks, Max Cancel-able on the 11th hit.
'''Ryukko Ranbu = qcf hcb+P''' - Takuma quickly dashes forward and, if he makes contact with the opponentdoes an 11 hit combo ending with a thrust kick then a Haohshikouken. The start-up is very fast, making it easy and useful to use after command normals and some EX attacks. Max Cancellable on the 11th hit.


- Max Cancellable
- Max Cancellable
Line 298: Line 310:
[[Image:Built_Upper.png]]
[[Image:Built_Upper.png]]


'''Built Upper = qcfx2+AC''' - Takuma does an uppercut flying up into the air taking the opponent with him, then he descends slamming the opponent onto the ground with a devastating karate chop causing a plume of smoke & dust to fly up, as you can see this move has poor horizontal range but it makes up for it in enormous vertical range, the initial start-up (the first hit) doesn't do any damage but the follow up attack does, a unique thing with this move is that it can be used as an anti-air because if the opponent tries to jump-in on you you can use it as a counter-attack/reversal but strict timing is required so be sure to double check, another thing to note is if you whiff the start-up attack the descending karate chop can hit them and do the 450 damage so always keep that in mind.
'''Built Upper = qcfx2+AC''' - Takuma does an uppercut flying up into the air taking the opponent with him, then descends slamming the opponent onto the ground with a devastating karate chop causing a plume of smoke & dust to fly up. This move has poor horizontal range, but it makes up for it in enormous vertical range. The initial start-up (the first hit) doesn't do any damage, but the follow up attack does. A unique thing with this move is that it can be used as an anti-air. If the opponent tries to jump-in, it can be used as a counter-attack/reversal, but strict timing is required. If the start-up attack whiffs, the descending karate chop can hit for 450 damage.


- Hit Detection: High/Very High
- Hit Detection: High/Very High

Revision as of 20:20, 19 July 2011

File:Takuma.png


Gameplay Overview

Takuma is what you would call a "powerhouse character" that revolves around really strong close range combat with proficient zoning ability. He can keep his opponents at bay with Ko Ou Ken and Haohshikouken and if those don't work the EX versions should get it done. He is a very powerful character that fits the bill for anyone looking for a high tier character for their team.

Gameplay Notes

Kyoukugen Ko Ou his possibly is his best move as it helps him keep the pressure on while he's in the opponents face.

Kyokugen Houken that can prevent the opponent from doing a counter-attack and quickly turn the tables in your favor.

Hieshippukyaku is the preferred move to use after crouch normals to help carry the opponent to the corner.

Zanretsuken and Ryukko Ranbu can be used as combo ender's.

NeoMax, Built Upper, can be used as an anti-air to counter jump-ins because of it's sheer vertical range.

HD combos consist of Takuma getting his opponent into the corner and possibly finishing the combo with his NeoMax.

Pros

- Decent~adept zoning ability

- Makes good use of the drive meter and power gauge

- Strong rushdown

- He can carry the opponent to corner with ease

- Good recovery on the majority of his moves

Cons

- Overall mediocre reach

- Max potential requires the drive gauge & meter

Normals

Standing

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

- Chain/Cancellable

- Hit Detection: High

- Damage: 25


st. B - A simple kick attack, hits low.

- Chainable

- Hit Detection: Low

- Damage: 35


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

- Cancellable

- 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.

- Cancellable

- 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/Cancellable

- 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/Cancellable

- Hit Detection: Low

- Damage: 30


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

- Cancellable

- Hit Detection: High

- Damage: 70


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

- Cancellable

- 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, doubles 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 making 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/Cancellable

- 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, a simple throw attack.

- Can be broken

- Hit Detection: Close

- Damage: 100

Command Moves

Ashitou Kyaku = f+B - Takuma does a thrust kick kicking his opponent in the gut, good hit-stun and good reach. The recovery is pretty decent as well.

- Cancellable

- Hit Detection: High

- Damage: 50

Special Attacks

Ko Ou Ken = qcf+P - Takuma gathers energy in his hand, then throws it toward his opponent. The start-up is slow, but the projectile is large and fast so it's worth using with the right timing or if you're on the opposite side of the screen trying to safely build meter. The weak version slowly travels across while the strong version goes much faster. Both versions are super cancellable upon activation.


(EX) = qcf+AC - Takuma throws energy from his hand, except it instantly hits the opponent even if they are on the other side of the screen, very fast start-up.

- Super Cancellable

- Hit Detection: High

- Damage: 60/120


Kyoukugen Ko Ou = qcf+K - Takuma makes a Ko Ou Ken energy sphere in his hand, then hits the opponent in the stomach with it. After making contact, he dashes towards for the strong version (not the weak version). This move is GOOD, possibly the best thing that ever happened to Takuma. When you use it after a "st. strong normal" it makes Takuma move forward, whereas other any other move in the game would generally push the opponent away because of the hit-stun. This move bypasses the hit-stun, making it rather easy to follow-up with another move as long as it's something with a really short start-up. If you use it on an opponent in the air it will juggle them. This move also makes it easy to get opponents in the corner. All versions are drive/super cancellable on hit.


(EX) = qcf+BD - The EX version has "guard point" properties, which means that if you use it against an opponents normals or special moves at the right time it will guard it then bypass it hitting the opponent.

- Drive/Super Cancellable

- Hit Detection: Close/High

- Damage: 70/80/140


Zanretsuken = f,b,f+P - Takuma does a flurry of rapid punches hitting the opponent 7 times ending with a pose as they fall to the ground. Good range. Relatively fast start-up and, if whiffed, the recovery isn't bad, but try to use it after command normals or just drive cancel into just to be safe. Both versions are drive/super cancellable on the last hit.


(EX) = f,b,f+AC - Can hit opponents that are in hit-stun, does 15 hits now and has an invincible start-up.

- Drive/Super Cancellable

- Hit Detection: Close/High

- Damage: 0+20x6/0+18x14


Hienshippukyaku = db~f+K - Takuma does a flying thrust kick hitting the opponent in the gut. The weak goes a short distance and does one hit, but it is also Drive/Super Cancellable as soon as his feet touche the ground. The strong version goes a bit farther and does two hits. Knocks the opponent down on the second hit. Preferably used in combos that start from light crouch normals.


(EX) = db~f+BD - Works the same way as the strong version except the second hit launches the opponent into the air for a possible follow-up attack. Faster start-up as well.

- Drive/Super Cancellable, Weak version only

- Hit Detection: Close/High

- Damage: 70/50+70/60+80


Kyokugen Houken = hcb+K - Takuma grabs his opponent and hits them, breaking their fighting stance for a brief moment. This is one of Takuma's newer, more unique moves in his moveset. It's a command grab that can be used to quickly stop the opponent from hitting you and quickly turn the match in your favor. This move does no damage, but enough hit-stun for you to follow-up with an attack. The weak version just breaks their guard, while the strong version does the same, but makes the opponent and Takuma switch sides. Good when you are cornered. The recovery when whiffed is poor so make sure to time it right or drive cancel into it.


(EX) = hcb+BD - Has a faster and more invincible start-up, works rather well as a reversal.

- Hit Detection: Close

- Damage: 0

Desperation Moves

Haohshikouken = f hcf+P - Takuma forms a very large energy sphere using both hands, then throws it at his opponent. Weak version goes at a slow speed, while the strong version travels much faster. This move isn't all that combo friendly because of slow start-up. Can be used to catch some airborne opponents off guard, or opponents that are in a juggled state.


(EX) = f hcf+AC - Shoots three energy spheres instead of one.

- Hit Detection: High

- Damage: 200/120x3


Ryukko Ranbu = qcf hcb+P - Takuma quickly dashes forward and, if he makes contact with the opponent, does an 11 hit combo ending with a thrust kick then a Haohshikouken. The start-up is very fast, making it easy and useful to use after command normals and some EX attacks. Max Cancellable on the 11th hit.

- Max Cancellable

- Hit Detection: High

- Damage: 0+10x11+30+100

Neomax

Built Upper = qcfx2+AC - Takuma does an uppercut flying up into the air taking the opponent with him, then descends slamming the opponent onto the ground with a devastating karate chop causing a plume of smoke & dust to fly up. This move has poor horizontal range, but it makes up for it in enormous vertical range. The initial start-up (the first hit) doesn't do any damage, but the follow up attack does. A unique thing with this move is that it can be used as an anti-air. If the opponent tries to jump-in, it can be used as a counter-attack/reversal, but strict timing is required. If the start-up attack whiffs, the descending karate chop can hit for 450 damage.

- Hit Detection: High/Very High

- Damage: 0+450

Combos

  • cr.B×1~3, qcf+A/qcf+B/db~f+B/BD
  • j.D, cl.C, f+B, special attack
  • cl.C, f+B, db~f+D/BD, special attack
  • (corner) cr.B, cr.A / cl.C, f+B

┗db~f+BD, qcf+K, db~f+B×1~2, f b f+A,(DC) hcb+B, cr.A, db~f+BD


HD Combos

Tips

Miscellaneous

Character Sprite

File:Takuma1.gif

Colors

Mr. Karate

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

http://www.youtube.com/watch?v=C299OL3EB8k#t=5m47s


Training Mode Videos


Discussion Threads

Discuss at Dream Cancel

Navigation

The King of Fighters XIII
System

FAQControlsMovementOffenseDefenseMeters and GaugesHitboxes

Characters