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The King of Fighters 2002 UM/EX Takuma: Difference between revisions
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*'''Combo Advice''': This is the backbone of most of your combos. Comboes from virtually any button, most importantly—from cr.B/cr.A, allowing EX Takuma to connect virtually anything from low confirm. Excellent for 0 bar, 1 bar combos, as max mode chain starter, you name it. As mentioned above, you can delay it after cr.B to get a hard knockdown. | *'''Combo Advice''': This is the backbone of most of your combos. Comboes from virtually any button, most importantly—from cr.B/cr.A, allowing EX Takuma to connect virtually anything from low confirm. Excellent for 0 bar, 1 bar combos, as max mode chain starter, you name it. As mentioned above, you can delay it after cr.B to get a hard knockdown. | ||
*'''Execution Tip''': A frequent issue with this command normal is that it overlaps with qcf+A input, which may result in a projectile special coming out instead of f+A after cr.B. While you may find other ways around it, there's an input technique in KoF you may know of that helps with it, called special input suppression, and it can come very handy for EX Takuma in particular. Basically, if you hold any button (B is the most obvious choice) while you input qcf+A, you won't get any special/DM coming out, but will perform f+A command normal instead. (This applies to all specials/DMs in the game, they won't come out if you hold a different button while inputting them.) | *'''Execution Tip''': A frequent issue with this command normal is that it overlaps with qcf+A input, which may result in a projectile special coming out instead of f+A after cr.B. While you may find other ways around it, there's an input technique in KoF you may know of that helps with it, called special input suppression, and it can come very handy for EX Takuma in particular. Basically, if you hold any button (B is the most obvious choice) while you input qcf+A, you won't get any special/DM coming out, but will perform f+A command normal instead. (This applies to all specials/DMs in the game, they won't come out if you hold a different button while inputting them.) | ||
:This can be used to greatly simplify some of EX Takuma's combos. E.g., you may perform cr.B (press and hold B), qcf+A (release B after A), qcb+P, and you'll get a very easy shortcut for cr.B, f+A, qcf, hcb+P. | :This can be used to greatly simplify some of EX Takuma's combos. E.g., you may perform cr.B (press and hold B), qcf+A (release B after A), qcb+P, and you'll get a very easy shortcut for cr.B, f+A, qcf, hcb+P. (note that you need to release B very quickly, or else you'll get qcb+P special instead of the ranbu DM). | ||
:Perhaps the hardest part here is getting used to it—admittedly, this is a very unusual input that might go against your execution habits; and EX Takuma is one of the very few chars in the game that actually benefit from it. Still, if you're set on playing this character, it can be well worth learning. | :Perhaps the hardest part here is getting used to it—admittedly, this is a very unusual input that might go against your execution habits; and EX Takuma is one of the very few chars in the game that actually benefit from it. Still, if you're set on playing this character, it can be well worth learning. | ||
*Cancelable | *Cancelable |
Revision as of 07:55, 21 February 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.
- st.B hits very high, useful as quick meterless anti-air because Takuma is kind of lacking in this department.
- st.D is rather slow, not very useful.
Crouch
- cr.A/B chain into themselves and each other
- cr.A/B/C/D are cancellable
- cr.D is long and can be canceled into projectile on block for frametraps/blockstrings
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 fast long air-to-air and pressure tool. One of the best buttons for Takuma. Preemptively throwing this on hop/jump helps him stop jump-ins and work around his lack of DP.
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. Really good and fast command normal that reaches far, great in combos especially. Hitting it raw will grant a hard knockdown that can be followed with his df+B OTG attack. Doesn't knock down when you cancel into it immediately, but due to KoF's late cancel technique, you can delay the cancel into f+A and retain the hard knockdown property of the move, which is really useful for his main meterless BnB. If you hit an aired opponent with the move it will slam them into a hard knockdown as well.
- Combo Advice: This is the backbone of most of your combos. Comboes from virtually any button, most importantly—from cr.B/cr.A, allowing EX Takuma to connect virtually anything from low confirm. Excellent for 0 bar, 1 bar combos, as max mode chain starter, you name it. As mentioned above, you can delay it after cr.B to get a hard knockdown.
- Execution Tip: A frequent issue with this command normal is that it overlaps with qcf+A input, which may result in a projectile special coming out instead of f+A after cr.B. While you may find other ways around it, there's an input technique in KoF you may know of that helps with it, called special input suppression, and it can come very handy for EX Takuma in particular. Basically, if you hold any button (B is the most obvious choice) while you input qcf+A, you won't get any special/DM coming out, but will perform f+A command normal instead. (This applies to all specials/DMs in the game, they won't come out if you hold a different button while inputting them.)
- This can be used to greatly simplify some of EX Takuma's combos. E.g., you may perform cr.B (press and hold B), qcf+A (release B after A), qcb+P, and you'll get a very easy shortcut for cr.B, f+A, qcf, hcb+P. (note that you need to release B very quickly, or else you'll get qcb+P special instead of the ranbu DM).
- Perhaps the hardest part here is getting used to it—admittedly, this is a very unusual input that might go against your execution habits; and EX Takuma is one of the very few chars in the game that actually benefit from it. Still, if you're set on playing this character, it can be well worth learning.
- Cancelable
- Hard knockdown (when done raw)
- Ground slam (when done raw)
Vehicle Drop - (b + A)
- EX Takuma sends out a chop in front of himself, hitting mid. The main use of this move is that it can nullify projectiles. Can't combo into it from anything, but it pushes him a little bit from the opponent which can make it a good spacing tool for certain pressure strings.
- Combo Advice: Usually not used in any combos.
- Can nullify projectiles
Bottle Breaker - (f + B)
- Same as normal Takuma's, he throws out an elbow. Raw it hits overhead, and is more or less safe when done on tip; the interesting part is that it's supercancelable, meaning you can combo it straight into DM (unlike with most other overheads). This makes it a pretty scary mixup option and a good trick up your sleeve to catch the opponent off-guard, beware of getting predictable with this though as getting it blocked will waste you a bar and potentially open you for a punish (although his ranbu DM is quite hard to punish well). Otherwise, like any overhead, you can BC cancel it to start a max mode combo. Can be used as "combo filler" too, but usually f+A is preferred over it for this purpose.
- Combo Advice: Can be canceled into from light and heavy attacks, but it's slower tnan f+A and will combo from fewer hits, so not much point to it. However, you may opt for f+B when doing inputs like qcf+B, to avoid a qcf+A input and getting a projectile by accident. This can be an alternative if you don't want to use special input suppression/button hold technique to get f+A instead of a projectile with qcf+A motion.
- Hits overhead (when done raw)
- Supercancelable (when done raw)
- Cancelable (when canceled into)
Horse Strike - (df + B)
- EX Takuma punches downward toward the feet of his opponent, hitting the ground. Hits low and causes hard knockdown; can hit OTG if the opponent didn't tech. The latter is usually the primary purpose of this move, you do it after hard knockdowns (like f+A) to hit the opponent lying on the ground and add more damage to your combos. Can be done after soft knockdowns too, but will whiff if the opponent recovery rolls, so it's risky. Can be canceled into, but won't combo from any normals, and the range is very short,
- Combo Advice: As mentioned above, this move helps add damage after a hard knockdown. Good to go for any time you land f+A, e.g. in cr.B x n, f+A (delayed), df+B.
- Can hit OTG
- Hard knockdown (when done raw)
- Cancelable (when canceled into)
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 max routes.
0 Stock
- cr.Bx1~3, cr.A, f+A, qcf+C
- Simple combo from lows, no knockdown.
- cr.Bx1~4, cr.A, delayed f+A, df+B
- Most used meterless combo for Takuma. Easy confirm with hard knockdown. f+A has to be delayed to get late cancel on it and do a knockdown; one way to get this is to time it as if you were chaining another light button. df+B hits OTG.
- j.X, cl.C, f+A, qcf+C
- j.X, cl.C, delayed f+A, df+B
- Similar routes but started from j.X cl.C.
- j.X, cr.C, db~f+D, (f,b,f+P) / (f+A, df+B) = 34% dmg
- A damaging route, but hard to land or confirm. Charging downback direction must be started in the air. f,b,f+P is an easier ender; f+A must be timed correctly to hit.
1 stock
- f+B, qcf,hcb+A / f,hcf+C
- Combo from an overhead to catch the opponent off guard. Useful, but no real way to confirm these, so it's a bit of a game. Getting it blocked may be punished.
- 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
External Links
Check EX Takuma's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel