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

The King of Fighters 2002 UM/EX Takuma: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Franck Frost (talk | contribs)
Franck Frost (talk | contribs)
Line 164: Line 164:
===5 stocks===
===5 stocks===
* '''2 stocks combo ending with f,hcf+A''' then '''f,hcf+AC'''
* '''2 stocks combo ending with f,hcf+A''' then '''f,hcf+AC'''
( If you do this in dead corner, the opponent can tech the knockdown and block making it a waste of 3 bars. )


== Videos ==
== Videos ==

Revision as of 01:31, 23 January 2021

Movelist

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+A 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't combo into it from anything
  • Pushes him a little bit from the opponent which can make it a good spacing tool for certain pressure strings.
  • It can nullify fireballs

Bottle Breaker - (f + B)

  • Same as normal Takuma's, he throws out an elbow.
  • Raw it hits overhead and you can combo straight into DM or max conversion.

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/pressure tools.


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.
  • 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.
  • B version has slightly faster startup and goes only half screen. Grabs mid.
  • D version will connect full screen from the run animation into the throw.


Lightning Legs Knockout Kick - (charge db~f + B/D)

  • EXTakuma flies forward connecting with a kick.
  • B version hits once and is about -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 about +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's it causes soft knockdown.
  • Can be comboed into.
  • Much 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)

  • This is a proximity unblockable super. Rather slow, can get interrupted after the flash fairly easily.
  • 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 only 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 that causes a soft knockdown. also an anywhere juggle.


Combos

  • You can always end a cr.B chain with cr.A instead of the last cr.B. Having more range, cr.A is less likely to whiff than cr.B so ending chains with it is worth practicing.
  • You can use f+B for an overhead max starter into any of the routes.

0 Stock

  • cr.Bx1~3, cr.A, f+A, qcf+C
  • cr.Bx1~4, cr.A, delayed f+A, df+B
  • j.X, cl.C, f+A, qcf+C
  • j.X, cl.C, delayed f+A, df+B
  • j.X, cr.C, db~f+D, (f,b,f+P) / (f+A, df+B)

1 stock

  • f+B, qcf,hcb+A / f,hcf+C
  • cr.Bx1~3, f+B, qcf,hcb+A / f,hcf+C
  • cr.Bx1~4, cr.A, f+A, qcf,hcb+A / f,hcf+C
  • j.X, cr.C, db~f+D, f,hcf+A

2 stocks

  • (cl.C / cr.Bx1~3), f+A, BC, run, cl.C/cr.A, f+A, qcf,hcb+A / f,hcf+C
  • cr.Bx3~4, cr.A, f+A, BC, run, cr.A, f+A, qcf,hcb+A / f,hcf+C
  • (cl.C / cr.Bx1~3), f+A, BC, run, cl.C/cr.A, f+A, db~f+D, f,b,f+P (SC) f,hcf+A

( Slightly charge f,hcf+A when in dead corner )

  • cr.Bx3~4, cr.A, f+A, BC, run, cr.A, f+A, db~f+D, f,b,f+P (SC) f,hcf+A

( Slightly charge f,hcf+A when in dead corner )

3 stocks

  • Replace qcf,hcb+A by qcf,hcb+AC in 1 and 2 stocks combo
  • Replace f,b,f+P (SC) f,hcf+A by f+A/st.CD, f,hcf+AC in 2 stocks combo

5 stocks

  • 2 stocks combo ending with f,hcf+A then f,hcf+AC

( If you do this in dead corner, the opponent can tech the knockdown and block making it a waste of 3 bars. )

Videos

EX Takuma Combo Tutorial by Grey_FGC
Nikolai-保力達 (Takuma Best Rounds)
EX Takuma Master Class

External Links

Check EX Takuma's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel


Navigation

The King of Fighters 2002 Unlimited Match
System

FAQControlsMovementOffenseDefenseGaugesAdvanced StrategyMiscellaneous

Characters
Bosses