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

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*'''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.  
*'''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:  
*'''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
*'''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.


Haohshoukoken - f, hcf + A/C
*'''Haohshoukoken''' - f, hcf + A/C


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

Revision as of 22:08, 21 October 2014

Kof2002umtakuma.jpg

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.
  • Haohshoukoken - f, hcf + A/C

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

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

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