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

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===Crouching===
===Crouching===


[[Image:Crouch_Normals_3.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
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- Damage: 80
- Damage: 80


===Jumping===
===Jumping===

Revision as of 13:59, 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 -

- Hit Detection: Mid

- Damage: 45(40)


j. B -

- Hit Detection: Mid

- Damage: 45(40)


j. C -

- Hit Detection: Mid

- Damage: 72(70)


j. D -

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

CD -

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


j. CD -

- Hit Detection: High

- Damage: 90(80)


GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throws

Oosotogari = b/f + C/D close -


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