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The King of Fighters XIII/Takuma Sakazaki: Difference between revisions
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==Neomax== | ==Neomax== | ||
[[Image:Built_Upper.png]] | |||
'''Built Upper = qcfx2+AC''' - | '''Built Upper = qcfx2+AC''' - Takuma does an uppercut flying up into the air taking the opponent with him, then he descends slamming the opponent onto the ground with a devastating karate chop causing a plume of smoke & dust to fly up, as you can see this move has poor horizontal range but it makes up for it in enormous vertical range, the initial start-up (the first hit) doesn't do any damage but the follow up attack does, a unique thing with this move is that it can be used as an anti-air because if the opponent tries to jump-in on you you can use it as a counter-attack/reversal but strict timing is required so be sure to double check, another thing to note is if you whiff the start-up attack the descending karate chop can hit them and do the 450 damage so always keep that in mind. | ||
- Hit Detection: High/Very High | |||
- Damage: 0+450 | |||
==Combos== | ==Combos== |
Revision as of 02:45, 28 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 - Takuma makes an energy in his hand then throws it toward his opponent, the start-up is kinda slow but the projectile is big and fast so it's worth using with the right timing or if you're on the opposite side of the screen trying to safely build meter, the weak version slowly travels across while the strong version goes much faster, both versions are super cancel-able upon activation.
(EX) = qcf+AC - Takuma throws an energy except it instantly hits the opponent even if they are on the other side of the screen, very fast start-up.
- Super Cancel-able
- Hit Detection: High
- Damage: 60/120
Kyoukugen Ko Ou = qcf+K - Takuma makes Ko Ou Ken energy sphere in his hand then hits the opponent in the stomach with it, after he makes contact with them he dashes towards them, for the strong version (not the weak version, because the weak version pushes the opponent back without the dash) let me put this plain and simple... this move is GOOD, this move is possibly the best thing that ever happened to Takuma, reason being is when you use it after a "st. strong normal" it makes him (Takuma) move forward where as other any other move in the game would generally push the opponent away because of the hit-stun, this move in a way bypasses the hit-stun making it rather easy to follow-up with another move as long as it's something with a really long start-up, if you use it on an opponent in the air it will juggle them, this move also makes it easy to get opponents in the corner fast, all versions are drive/super cancel-able on hit.
(EX) = qcf+BD - The EX version has "guard point" properties, which means that if you use it against an opponents normals or special moves at the right time it will guard it then bypass it hitting the opponent, think of it as a counter move.
- Drive/Super Cancel-able
- Hit Detection: Close/High
- Damage: 70/80/140
Zanretsuken = f,b,f+P - Takuma does a flurry of rapid punches hitting the opponent 7 times ending with a pose as they fall to the ground, good range, relatively fast start-up and if you whiff it the recovery isn't all that bad either but try to use it after command normals or just drive cancel into just to be safe, both versions are drive/super cancel-able on the last hit.
(EX) = f,b,f+AC - Can hit opponents that are in hit-stun, does 15 hits now and has an invincible start-up.
- Drive/Super Cancel-able
- Hit Detection: Close/High
- Damage: 0+20x6/0+18x14
Hienshippukyaku = db~f+K - Takuma does a flying thrust kick hitting the opponent in the gut, the weak goes a short distance and does one hit but it is also Drive/Super Cancel-able as soon as his feet touches the ground, the strong version goes a bit farther and does two hits knocks the opponent down on the second hit, preferably used in combos that start from light crouch normals.
(EX) = db~f+BD - Works the same way as the strong version except the second hit launches the opponent into the air for a possible follow-up attack, faster start-up as well.
- Drive/Super Cancel-able, Weak version only
- Hit Detection: Close/High
- Damage: 70/50+70/60+80
Kyokugen Houken = hcb+K - Takuma grabs his opponent hits them breaking their fighting stance for a brief moment, this is one of Takuma's newer, more unique moves in his moveset, it's a command grab that can be used to quickly stop the opponent from hitting you and quickly turn the match in your favor, this move does no damage but enough hit-stun for you to follow-up with an attack, the weak version just breaks their guard, while the strong version does the same but as makes the opponent and Takuma switch sides which would be good when you are cornered, the recovery when whiffed is poor so make sure to time it right or drive cancel into it.
(EX) = hcb+BD - Has a faster and more invincible start-up, works rather well as a reversal.
- Hit Detection: Close
- Damage: 0
Desperation Moves
Haohshikouken = f hcf - Takuma forms a very large energy sphere using both hands then throws it at his opponent, weak version goes at a slow speed, while the strong version travels much faster, this move isn't all that combo friendly because of slow start-up, can be used to can't some airborne opponents off guard, or opponents that are in a juggled state.
(EX) = f hcf+AC - Shoots three energy spheres instead of one.
- Hit Detection: High
- Damage: 200/120x3
Ryukko Ranbu = qcf hcb+P - Takuma quickly dashes forward and if he makes contact with the opponent he does a 11 hit combo ending with a thrust kick then a Haohshikouken, the start-up is very fast making it easy and useful to use after command normals and some EX attacks, Max Cancel-able on the 11th hit.
- Max Cancel-able
- Hit Detection: High
- Damage: 0+10x11+30+100
Neomax
Built Upper = qcfx2+AC - Takuma does an uppercut flying up into the air taking the opponent with him, then he descends slamming the opponent onto the ground with a devastating karate chop causing a plume of smoke & dust to fly up, as you can see this move has poor horizontal range but it makes up for it in enormous vertical range, the initial start-up (the first hit) doesn't do any damage but the follow up attack does, a unique thing with this move is that it can be used as an anti-air because if the opponent tries to jump-in on you you can use it as a counter-attack/reversal but strict timing is required so be sure to double check, another thing to note is if you whiff the start-up attack the descending karate chop can hit them and do the 450 damage so always keep that in mind.
- Hit Detection: High/Very High
- Damage: 0+450
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