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The King of Fighters 2002 UM/EX Takuma: Difference between revisions
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==Command Moves== | ==Command Moves== | ||
'''Demon's Vehicle''' - f + A: EX Takuma swings out his fist straight in front of himself. Hitting it raw will grant a hard knockdown. Can combo into it from close and crouching normals during which on hit it becomes cancellable. With link timing you can do cl.A, cl.A>>f+B and still retain the hard knockdown property of the move. If you hit an aired opponent with the move it will slam them into a hard knockdown as well. | |||
'''Vehicle Drop''' - b + A: EX Takuma sends out a chop in front of himself. Hits mid. Can combo into it, but only connects from lights. Pushes him a little bit from the opponent which can make it a good spacing tool for certain pressure strings. | |||
'''Bottle Breake'''r - f + B: Same as normal Takuma's he throws out an elbow. Hits overhead and you can combo straight into fireball super. | |||
'''Horse Strike''' - df + B: EX Takuma punches straight toward the feet of his opponent. Hits low and causes hard knockdown. Great for mixing in with a string to a standing opponent, but is atrociously unsafe on block. | |||
Overall his command normals give him a lot of different angles to attack and pressure from. | Overall his command normals give him a lot of different angles to attack and pressure from. |
Revision as of 18:08, 4 November 2014
Normals
Close
- cl.A chains into lights
- cl.A/B/C are cancellable
Stand
- none of EX Takuma's stand normals are hit or whiff cancellable except st.C which is whiff cancellable in the first few frames of its startup.
Crouch
- cr.A/B chain into themselves and each other
- cr.A/B/C are cancellable
Jumping
- j.B is EX Takuma's go to crossup tool
- j.D is another good crossup tool from specific ranges and setups
- j.CD is a wonderful air to air and pressure tool
Throws
Wide Slicer - b/f + C
- grants hard knockdown
Single Heave-ho - b/f + D
- grants hard knockdown
Command Moves
Demon's Vehicle - f + A: EX Takuma swings out his fist straight in front of himself. Hitting it raw will grant a hard knockdown. Can combo into it from close and crouching normals during which on hit it becomes cancellable. With link timing you can do cl.A, cl.A>>f+B and still retain the hard knockdown property of the move. If you hit an aired opponent with the move it will slam them into a hard knockdown as well.
Vehicle Drop - b + A: EX Takuma sends out a chop in front of himself. Hits mid. Can combo into it, but only connects from lights. Pushes him a little bit from the opponent which can make it a good spacing tool for certain pressure strings.
Bottle Breaker - f + B: Same as normal Takuma's he throws out an elbow. Hits overhead and you can combo straight into fireball super.
Horse Strike - df + B: EX Takuma punches straight toward the feet of his opponent. Hits low and causes hard knockdown. Great for mixing in with a string to a standing opponent, but is atrociously unsafe on block.
Overall his command normals give him a lot of different angles to attack and pressure from.
Special Moves
Tiger Flame Punch - qcf + A/C: ExTakuma's fireball move, a classic 2D spacing technique. C version travels faster. Both versions can be comboed into as combo finishers.
Tiger Boulder Blast - qcb + A/C:EXTakuma thows out a parry then follows up with a heavy punch. The first part of the attack will absorb a single hit then he will continue the attack. Against predictable opponents could be used to counter meatys, but is very unsafe on block if overused. Causes soft knockdown. With correct timing you can use the parry animation to destroy fireballs. Hits mid.
- Super cancellable, but the follow up super won't connect depending on the spacing.
Zan Retsu Ken - f, b, f + A/C: ExTakuma punches furiously, creating a wall of fist. When it connects it will suck the opponent in and launch them after 13 hits causing a soft knockdown. Can be comboed from a cl.C. On block the move will push EXTakuma back and the opponent will recover before the move even finishes making it very unsafe as a raw pressure tool. Works as situational anti-air. Htis mid.
Shouran Kyaku - hcb + B/D: EXTakuma runs, grabbing the opponent and kicking them several times. Counts as an unblockable command throw. Causes hard knockdown. Cannot be comboed into. D version will connect full screen from the run animation into the throw. B version has slightly faster startup and goes only half screen. Grabs mid.
Lightning Legs Knockout Kick - charge db~f + B/D: charge move where EXTakuma flies forward connecting with a kick. B version hits once and is -1 on block. D version hits twice and launches the opponent into the air where you can land a juggle hit including his fireball supers. D version is +1 on block. Both versions cause soft knockdown. Hits mid.
Desperation Moves
Haoh Shi Koh Ken - f, hcf + A/C: great fireball super. A version is slower, both versions cause soft knockdown. Good punisher/combo ender.
Ryuko Ranbu - qcf, hcb + A/C: EXTakuma dashes forward hitting the opponent with multiple attacks ending in a fireball. Unlike normal Takuma it causes soft knockdown. Can be comboed into. Like his run grab A version goes a smaller distance in the screen to connect than the C version.
Neo Demon-God Attack - close, qcf x 2 + A/C: although it has the animation of his parry move this is an unblockable throw super without parry properties. It will connect at about the same range as his s.C normal. Causes soft knockdown.
Super Desperation Moves
Ryuko Ranbu - qcf, hcb + AC:harder hitting version of EXTakuma's ranbu super does an addition hit and three fire balls at the end. Causes soft knockdown. Will go through fireballs for the very first part of the animation.
HSDM
Lion Killer - f, hcf + AC: EXTakuma's gi bursts open flexing all his muscles as he summons the destructive power of the tiger: a massively damaging full screen fireball the causes a soft knockdown.
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