The King of Fighters 2002 UM/Takuma Sakazaki

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< The King of Fighters 2002 UM
Revision as of 22:22, 21 October 2014 by Macrobeast (talk | contribs) (Special Moves)
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Normal Moves

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 best crossup on crouching opponents
  • 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 Moves

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. Can cancel the move into BC mode.

Special Moves

  • Or Ken Ko - 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. They both can be cancelled into from normals, but only A combos. If blocked C version does intense guard damage leading to a guard crash.
  • 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 against auto-piloting opponents.

Desperation Moves

Ryuuko Ranbu - qcf, hcb + A/C

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


Super Desperation Moves

Ryuuko Ranbu - qcf, hcb + AC


Hidden Super Desperation Moves

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


Discussion Threads

Discuss at Dream Cancel


Videos

Takuma Master Class

The King of Fighters 2002 UM
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Andy BogardAngelAthena AsamiyaBaoBenimaru NikaidoBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeChrisClark StillEX KensouEX RobertEX TakumaFoxyGoro DaimonHeidernHinako ShijouIori YagamiJhun HoonJoe HigashiK'Kasmui TodohKim KaphwanKingKula DiamondKusanagiKyo - 1Kyo - 2Kyo KusanagiLeona HeidernLi XiangfeiLinMai ShiranuiMatureMaximaMay LeeNamelessOrochi ChrisOrochi ShermieOrochi YashiroRalf JonesRamonRobert GarciaRyo SakazakiRyuji YamazakiSethShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardVanessaViceWhipYashiro NanakaseYuri Sakazaki