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The King of Fighters XIII/Takuma Sakazaki: Difference between revisions
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==Command Moves== | ==Command Moves== | ||
[[Image:Ashitou_Kyaku.png]] | |||
'''Ashitou Kyaku = f+B''' - | '''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 | ||
- Cancel-able | |||
- Hit Detection: High | |||
- Damage: 50 | |||
==Special Attacks== | ==Special Attacks== |
Revision as of 14:25, 27 October 2010
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 - A quick punch attack, simple stuff
- Hit Detection: Mid
- Damage: 45(40)
j. B - Air knee attack, double's 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 makes 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/Cancel-able
- 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
- 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 everything that needed for a good command normal, the recovery is pretty decent as well
- Cancel-able
- Hit Detection: High
- Damage: 50
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