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The King of Fighters '98 UMFE/Takuma Sakazaki: Difference between revisions
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==Color Chart== | ==Color Chart== | ||
*A: White/Black | |||
*AB: Red/Blue | |||
*B: Crimson Red | |||
*BC: Green/Black | |||
*C: Yellow | |||
*CD: Beige/Brown | |||
*D: Black | |||
*AD: Paint White/Brown (Marco/Butt MOTW Color) |
Revision as of 17:35, 28 December 2010
Normals
Close
Standing
Crouching
- Crouch C can be used as a an anti air
Jumping
Blowback Attack
- Jumping CD has a very good priority, great air to air attack
Throws
Oosotogari = b/f + C
- Can be broken, regular knockdown
Ippon Seoi = b/f + D
- Can be broken, reverse knockdown
Command Moves
Oni Guruma = f+A
- Oni Guruma knocks down when used on it's own. In theory this should not happen when canceled from a normal or when combo'd out of via special attack or dm, but sometimes it does. It seems to happen more frequently if you're a little too late with the canceling so if you want to use it to combo into a special/DM make it quick. Combos from most st/cr.X normals.
Kawara Wari = f+B
- Kawara Wari is an overhead when is used on its own. Can be combo'd into from lights attacks, even though this move has less options than Oni Guruma, because only Hao Shikou Ken and the Ryuuko Ranbu will combo after it. Personally, I think the timing for comboing into the Haoh Shikou Ken DM a little strict, Ryuuko Ranbu DM is the preferred follow-up of choice since you can overlap the command without pulling a out Ko'oh Ken by accident, despite that only the weak version of the Ranbu DM will connect. The strong version of the Haoh Shikou Ken can also work as a combo ender. In max mode this move will not connect after a heavy normal.
Special Moves
Ko'ou Ken = qcf+A/C
- Weak version is slower and does less damage than strong. This is a very good move to keep the pressure on your opponent, it can be combo'd into from both command moves (Oni Guruma/Kawara Wari) and after even Hien Shippuu Kyaku. If your opponent is in the corner and you are on the opposite end of the screen, you can connect the strong version of Hien Shippuu Kyaku, or Ryuuko Ranbu DM with the proper timing after they take a hit from a Ko'ou Ken, it's a good trick but the chances of you pulling it off in the heat of battle is very slim.
Zanretsu Ken = f b f+A/C
- Both version of the move do the same amount of damage, but the strong version stays out a bit longer and a slightly slower start up. Can be connected after an Hien Shippuu Kyaku juggle.
Moh Koh Burai Gan = qcb+A/C
- This move has autoguard and produces auto crash, also in 98 um this move can also reflect projectiles. The move can only be combo'd after a Hien Shippuu Kyaku, and the weak version after a cr.A.
Hien Shippuu Kyaku = db~f+B/D
- Weak version produces knockdown, while the strong version juggles the opponent. After this move you can connect all the special attacks except for his Shoran Kyaku, Haoh Shikou Ken can also work as a good follow-up. This move could be combo'd after a cr.C. The best way to connect this move is after a cr.C from a late jump-in.X, if you do it alone there is high risk that your opponent will able to block it which isn't good because this move has poor recovery. If the move connects, always connect something after it.
Shoran Kyaku = hcb+B/D
- Running Command Grab, this grab is really unique for mindgames and such because if the opponent attempts to roll past him Takuma will continue to follow them.
Desperation Moves
Shin Kishin Geki = qcfx2+A/C
- In 98 um this move is now a command grab DM, if you whiff the DM there is absolutely no whiff animation. The DM doesn't really have much range to it, and if you whiff it the opponent will have more than enough time to punish you. Can be combo'd from his Oni Guruma command normal.
Haoh Shikou Ken = f hfc+A/C
- In 98um this move is a normal DM instead of a special attack, this is move as much more uses compared to it's OG98 counter-part. Since it has a slower start up it can now be combo'd after both command grabs and even strong Hien Shippuu Kyaku. Weak version is a bit slower than the strong variant.
Ryuuko Ranbu = qcf hcb+A/C
- Takuma is invincible during the start-up, has very good priority. Strong version has an slower start-up and is a lot more hardrt to combo into than the weak one.
Super Desperation Moves
Shin Kishin Geki = qcfx2+A/C
- In 98 um this move is now a command grab DM, if you whiff the DM there is absolutely no whiff animation. The DM doesn't really have much range to it, and if you whiff it the opponent will have more than enough time to punish you. Can be combo'd from his Oni Guruma command normal. Does significantly more damage than the regular versions.
Haoh Shikou Ken = f hfc+A/C
- In 98um this move is a normal DM instead of a special attack, this is move as much more uses compared to it's OG98 counter-part. Since it has a slower start up it can now be combo'd after both command grabs and even strong Hien Shippuu Kyaku. Weak version is a bit slower than the strong variant. Does more hits instead of just one.
Ryuuko Ranbu = qcf hcb+A/C
- Takuma is invincible during the start-up, has very good priority. Strong version has an slower start-up and is a lot more hardrt to combo into than the weak one. At the end he shoots three Haoh Shikou Ken's instead on just one.
ADV/EX Strats
Combos
- cr.B, f+B, f hcf+C/MAX or qcf hcb+A/MAX
- cr.B, cr.A, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P
- cr.B, cr.B, cr.A, f+A, qcf hcb+A
- (j.D) st.C, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P
- (j.D) cr.C, f+A, qcf+P/qcfx2+P/f hcf+P/qcf hcb+P
- (j.D) cr.C, db~f+D, f hcf+P/f b f+P/qcf+P/qcb+P
Quick Max
- cr.B, cl.A, [QM] cl.C, f+A, qcf hcb+P
Color Chart
- A: White/Black
- AB: Red/Blue
- B: Crimson Red
- BC: Green/Black
- C: Yellow
- CD: Beige/Brown
- D: Black
- AD: Paint White/Brown (Marco/Butt MOTW Color)