Difference between revisions of "The King of Fighters 2002 UM/Takuma Sakazaki"

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(added "Gameplay Overview" section)
 
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* (cl.C / cr.Bx1~2), f+B, BC run, far C, qcf,hcb+A
* (cl.C / cr.Bx1~2), f+B, BC run, far C, qcf,hcb+A
* [Blocked] (cl.C / cr.Bx1~2), BC, cl.C, hcb+D(1), (C) qcf+C, (SC) qcf,hcb+P




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* (cl.C / cr.Bx1~2), f+B, BC run, far C, qcf,hcb+AC
* (cl.C / cr.Bx1~2), f+B, BC run, far C, qcf,hcb+AC
* [Blocked] (cl.C / cr.Bx1~2), BC, cl.C, hcb+D(1), (C) qcf+C, (SC) qcf,hcb+AC


== Videos ==
== Videos ==

Latest revision as of 20:18, 5 August 2022

02UM Takuma Profile.png
02UM Takuma 0.gif

Movelist

Throws

Oosotogari - close, Bk.gif / Fd.gif + C.gif

Nage Ippon seoi - close, Bk.gif / Fd.gif + D.gif

Command Move

Kawara Wari - Fd.gif + B.gif

Special Moves

Or Ken Ko - Qcf.gif + A.gif / C.gif

Hien Shippukyaku - Hcb.gif + B.gif / D.gif

Mouko Shikouken - Qcb.gif + A.gif / C.gif

Haohshoukoken - Fd.gifHcf.gif + A.gif / C.gif

San Ikusa No Kate - Dn.gifDn.gif + A.gif / C.gif

Desperation Moves

Ryuuko Ranbu - Qcf.gifDf.gifQcb.gif + A.gif / C.gif

Shin Kishin Geki - Qcf.gifQcf.gif + A.gif / C.gif

Super Desperation Move

Ryuuko Ranbu - Qcf.gifDf.gifQcb.gif + A.gifC.gif

Hidden Super Desperation Move

Kosatsu Jin - Bk.gifDp.gif + A.gifC.gif

Quick Starter Combo Reference

Notation

0 Bar

Anywhere

Anywhere, Low

(jump-in), cl.C, hcb+B = 24%

(jump-in or cr.B), cr.B, cr.A, hcb+B = 20%

1 Bar

Anywhere, Low

Very Close

(jump-in or cr.B), cr.Bx1~2, cr.A, qcf,hcb+A = 33%
• Note: Do it as cr.B, qcf, cr.A, qcb+A.

(deep jump-in or cross-up), cl.C, f+B, qcf,hcb+A = 40%

Gameplay Overview

In this version of his moveset, Takuma gives up his classic fullscreen projectile to focus on a more standard close range play. However, he's somewhat limited compared to other rushdown characters in the game, especially with no DP, average damage, and somewhat limited mixups. That said, he makes up for it to an extent with his cool (but a bit gimmicky) tricks like his armor stance and 2 guard crush specials that allow for different setups. He also still has a "projectile" of sorts, but now it's an invisible burst of energy that hits a specific spot in front of him. He can be an interesting pick if you like his unique moves.

Normals

Close

  • A/B/C are cancellable
  • A/B chain into lights

Stand

  • none of his stand normals are cancellable, including on whiff
  • s.B is a good fast poke and anti air

Crouch

  • cr.A/B/C are cancellable
  • cr.A/B chain into lights
  • cr.B/C/D are whiff cancellable

Jumping

  • j.B is an instant overhead and a good cross-up
  • j.CD best general air tool
  • j.D great tool, crosses up

Throws

Oosotogari - (close, b/f + C)

  • hard knockdown

Nage Ippon seoi - (close, b/f + D)

  • hard knockdown

Command Move

Kawara Wari - (f + B)

  • Takuma throws an elbow out that hits overhead.
  • Can be cancelled into from any close normal except D.
  • When comboed into loses its overhead property but gains the ability to cancel into specials, though it pushes Takuma far enough away that they don't connect.
  • Cancels into BC mode.

Special Moves

Ko Or Ken - (qcf + A/C)

  • Takuma throws out a fist with a point of energy at the end, giving him a hitbox to put pressure on the opponent.
  • Both A & C cause soft knockdown on hit.
  • Both versions can be cancelled into from normals, but only A combos.
  • If blocked C version does intense guard damage leading to a guard crash.
  • Both versions are Super Cancelable during Max Mode, which means you can land unblockable super by using guard crash of C version.

Hien Shippukyaku - (hcb + B/D)

  • Takuma jumps in place with a series of kicks.
  • B version is stationary. D version makes Takuma move forward a bit.
  • Both versions cause hard knockdown.
  • Both versions can be comboed into.
  • Also both versions are nearly 0 on block so is a very effective pressure tool.

Mouko Shikouken - (qcb + A/C:)

  • Takuma thows out a parry then follows up with a heavy punch.
  • The first part of the attack will absorb a single hit then he will continue the attack.
  • Against predictable opponents could be used to counter meatys, but is very unsafe on block if overused.
  • Causes soft knockdown.
  • With correct timing you can use the parry animation to destroy fireballs.

Haohshoukoken - (f, hcf + A/C)

  • Takuma summons power and releases a burst of it.
  • Similar to his fireball move, but has slightly less range and causes a hardknock down.
  • Not comboable, but could be useful as a frametrap in a blockstring.
  • It can destroy other projectiles, but is too slow to be effective in a fireball war.
  • A version is very unsafe on block. C version do significant guard damage on block .

San Ikusa No Kate - (d, d + A/C)

  • Takuma makes two fist and a circle of energy around him appears.
  • This is a parry move allowing Takuma to gain advantage against opponents throwing out heavy moves.
  • For all the frames the circle appears he will absorb one hit and will have a slight advantage to attacking next.
  • Good for mind games and against auto-piloting opponents.
  • It's Super Cancelable if you succeeded blocking with this move during Max Mode.

Desperation Moves

Ryuuko Ranbu - (qcf, hcb + A/C)

  • Takuma dashes forward hitting the opponent with multiple attacks ending in a fireball. Causes hard knockdown.
  • Comboable.

Shin Kishin Geki - (close, qcf x 2 + A/C)

  • Takuma's command throw super. Unblockable, but must be right next to the opponent.
  • Although the opponent can't do anything after the flash, they can hit Takuma out of the startup frames and during the move if it was guessed. Inputting an invuln dp before the flash for example.

Super Desperation Move

Ryuuko Ranbu - (qcf, hcb + AC)

  • harder hitting version of Takuma's ranbu super does an addition 2 hits and extra damage.
  • Seemingly it has a slightly better vertical hitbox.

Hidden Super Desperation Move

Kosatsu Jin - (b, f, d, df + AC)

  • Takuma throws both arms up in the air to catch the next attack when he does he slams the opponent's head into the ground, bouncing them in the air for massive damage. *A desperate counter move if you know your opponent's mind.


Combos

You can add a jump-in to every combo if you start with cl.C or 2~3 lights. Having more range, cr.A is less likely to whiff than cr.B so removing cr.B for consistency rather than cr.A is best.

0 Stock

Anywhere

 ★ cr.Bx1~3, cr.A, hcb+B

Main meterless bnb. Great confirm and solid carry with good oki.
  • cr.Bx1~2, f+B, hcb+D
A bit worse confirm than the previous but a bit more damage. A bit awkward to get both cr.B's to confirm so the previous is preferred.
  • cl.C, hcb+K


1 Stock

Anywhere

 ★ cr.Bx1~4, cr.A, qcf,hcb+A

Main 1 bar bnb with the usual great confirm and decent damage. Do it as cr.B, qcf, cr.A, qcb+A.
  • cr.Bx1~3, f+B, qcf,hcb+A
Slightly worse confirm but a pretty consistent option if you stick to 2 cr.B's.


2 Stocks

Anywhere

  • cr.Bx1~2, BC, cl.C, hcb+D(1), (SC) qcf,hcb+A
  • cl.C, BC run, cl.C, hcb+D(1), (SC) qcf,hcb+A
  • (cl.C / cr.Bx1~2), f+B, BC run, far C, qcf,hcb+A
  • [Blocked] (cl.C / cr.Bx1~2), BC, cl.C, hcb+D(1), (C) qcf+C, (SC) qcf,hcb+P


3 Stocks

Anywhere

 ★ cr.Bx1~4, cr.A, qcf,hcb+AC

Main 3 bar conversion with the usual great confirm but fairly poor damage. Do it as cr.B, qcf, cr.A, qcb+AC.
  • cr.Bx1~3, f+B, qcf,hcb+AC
Slightly worse confirm but a pretty consistent option if you stick to 2 cr.B's. Still poor damage.
  • cr.Bx1~2, BC, cl.C, hcb+D(1), (SC) qcf,hcb+AC
  • cl.C, BC run, cl.C, hcb+D(1), (SC) qcf,hcb+AC
  • (cl.C / cr.Bx1~2), f+B, BC run, far C, qcf,hcb+AC
  • [Blocked] (cl.C / cr.Bx1~2), BC, cl.C, hcb+D(1), (C) qcf+C, (SC) qcf,hcb+AC

Videos

Nikolai-保力達 (Takuma Best Rounds)
타쿠마 플레이 모음(Takuma Best Rounds) - Big Star(거성죠)
Zer0-Cool Takuma Best Rounds
Takuma Master Class

External Links

Check Takuma Sakazaki's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

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