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The King of Fighters XIII/Takuma Sakazaki
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, 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, 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, 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, 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 -
(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