Title: Takuma Faq (c)1-3-2000
Game: King of Fighters '99: Millennium Battle
Platform: Neo Geo
Author: Minh Chi
Email:
[email protected]
Hi there! This probably will not be a very good faq because I have to
be frankly with you, I'm not good with Takuma. I'm writing this faq
because my friend said there should be a Takuma faq. He's a pretty good
Takuma player though, he probably doesn't need a faq. Anyway, here it
is, hope you enjoy this faq.
Disclaimer: This faq was made to benefit people and not for making
profit. So please do not sell this faq. You may use it only if you are
not going to try and make a profit with this faq and with my permission
only.
OK, enough with the mumbo jumbo and on with the faq!
Here's a short outline of how this faq will progress:
I. Movelist
II. Striker
III. Strategy
IV. Combos
V. Conclusion & Reference
Here's the legend:
qcf-quarter circle forward
qcb-quarter circle back
dp-dragon punch motion
rdp-reverse dragon punch motion
hcf-half circle forward
hcb-half circle back
x2-do motion twice
b-back
db-down back
d-down
df-down forward
f-forward
s-standing
c-crouching
^-corner combo
charge-charge for 2 seconds (e.g. charge db means charge downback for 2
seconds)
*-super move or preferably called desperation move (DMs for short).
jump-jump forward
/-or
K-any kick button
P-any punch button
>-can be canceled in counter mode
================================================================
I. Movelist
Far Standing
A-A far jab! Not comboable and does too little in damage. Use this
sparingly as a poke.
B-A high kick! Looks nice but too weak and not comboable. Don't use
this much.
C-A far punch! Now this is nice! The damage and range for this is good.
Too bad its not comboable though.
D-A far kick! Has the same properties as far C. What I like about this
though is that it moves you in a little.
Close Standing
A-A gut punch! Doesn't do much in damage but it's comboable!
B-A knee. Same comment as close A.
C-Some punch. Definitely use this in your combos.
D-Some kick. Does decent damage but not comboable. I rather use C!
Low
A-Low jab. Comboable but does too little in damage. But you can always
chain hits.
B-A swift sweep. Hits low and comboable. Very nice. You can also chain
a few more A/B after it.
C-Uppercut. Comboable and does very good damage. Since Takuma does not
have any uppercut type moves, use this as air defense. This is your
most reliable move you can use. So whenever your opponent is jumping
in, use cC! Don't forget this!
D-Sweep. Comes out really fast and comboable. If you want your opponent
down, this will do it!
Vertical Jump
A-Short range elbow! Never use this unless you want to commit suicide!
Kamikaze!!!
B-Horizontal kick! Great for air to air combat! Only problem is that it
does too little in damage.
C-45 degree punch. Not bad, has considerate range and damage.
D-Jump kick. Since you are jumping vertically, this doesn't serve much
use.
Horizontal Jump
A-same comment as vertical jump.
B-A knee! I highly do not recommend using this for your jump ins.
C-same as vertical jump.
D-same as vertical jump. C and D are interchangeable and recommended
for your jump ins.
Others
CD-Knockdown attack. The ground CD doesn't have too much range so don't
use it too often. The air CD is great for air to air combat. Has great
air priority.
AB, any button-Slide attack. Doesn't have too much range but use it
like any other character.
Special & Super Moves
Hisha Otoshi: Dan Tsubushi (b+A)-This move is fairly useless. It can
destroy projectiles (not ground projectiles), but other than that, its
useless.
Oni Guruma (f+A)-This little hook punch is very nice. It not only has
anti air properties, it also has ground priorities. It is also
comboable even when used alone. One important thing to know is that
when it is used alone, it will cause a knockdown. When used after an
attack (e.g. C, Oni Guruma ), your opponent won't get knockdown. That
just mean connect with a projectile when there is no knockdown.
Kawara Wari (f+B)-This is an overhead move. Use this for high-low mind
games. Note that if you use this after an attack, it will not be an
overhead attack. This applies to every other character!
Keima Uchi: Oiuchi (df+B)-This ground punch not only hits low, it will
also hit your opponent when they are down (only Takuma, Whip, Kyo-1 can
do this). So any time your opponent is down, punch them with this to
get an extra hit. Be careful though, your opponent may safe land!
>Ko'ou Ken (qcf+P)-This is a pretty standard projectile. Not much to
say about this except that you should never use this when an opponent
is running or when they are at jumping range! There is a high chance
that they will slide or even worst jump in and attack you.
Shouran Kyaku (hcb+K)-This is a very good move. If your opponent is
sliding in or if they are just sitting there and defending, use this on
them. Be careful not to just randomly use it because it is very easy to
escape it. All the opponent has to do is walk 1 step back or jump and
that will stop you, leaving you open!
Hien Shippuu Kyaku (charge db, f+K)-To do Takuma's high damage combos,
you'll need this! This is basically a juggling move. In my opinion,
always use the D version because only the D version will let you
juggle, and it has a quicker recovery time which will leave you
unharmed even when your opponent block this. One other important point
is that it is invulnerable to sweeps or any low attacks (except ground
projectiles). So when opponents try to do repeated low hits, use this
to counter them!
Zanretsu Ken (f,b,f+P)-The only use for this is as a combo ender after
Hien Shippuu Kyaku (D version). Other than that, there is no other use
for it!
Sanchin no Kata (d,d + P)-This move is used to charge up your super
stock. What do I have to say, this move sucks! Reminds me of KoF '98
Kensou's bun eating super. My suggestion is never use this move at all.
If you use it, you're basically saying I'm a sitting duck, come and
kick my ass! So if you are considering to commit suicide, go ahead and
use it. For serious players, never use this!
>Mouko Burai Gan (qcb+P)-This move can be used as anti-air and a
counter move. Right before the punch, Takuma has autoguard which give
him the ability to counter. This will counter both air and mid attacks,
but not low attacks. What I like about it though is that it leaves you
unharmed when this move is blocked. Not bad!
*Ryuuko Ranbu (qcf,hcb+P)-Woo! This DM sure does a lot of damage.
Whenever going for combos, use this if you have 1 stock. This also has
anti-air properties, so if your opponent jumps in or back, use this and
catch them out of the air. One quickie, never use this randomly or
blindly. If your opponent blocks, you'll be left as a sitting duck,
open to massive combos. So only use this if you know its going to hit,
if your opponent is airborne, or in a combo.
*Haou Shikou Ken (f,b,hcf+P)-For any veteran Takuma players, what SNK
has done to make this a super move will disappoint you. Oh well! It has
the same properties as '98, just that it waste 1 stock. You can delay
it by holding P. My suggestion for using this move successfully is use
it only when your opponent is far away from you. Also don't use this
when your opponent is running at you! Try mixing the delay time with
the projectile speed (A version slow, C version fast) to get your
opponent confused. Just remember you have control!
*Shin Kishin Geki (close qcfx2+P)-A close range unblockable super, very
nice! Whenever you get close try dishing this out on them. To get
close, try to trick them by sliding or jumping in and not attack. I
suggest you only attempt this super only when you have no other choices
to attack your opponent. So basically just use this on a defending
opponent who keeps on blocking.
==================================================================
II. Striker
Takuma will jump in and use his Haoh Shikou Ken. Not too useful in my
opinion. It can easily be avoided not to mention you can't follow after
it even if it hits (which usually never happens). So don't use Takuma
as your striker! Use someone else better such as Kim, Shin Kyo, Athena,
Terry, or Robert.
==================================================================
III. Strategy
The strategy section is usually just things you should notice for
certain incidents. Its basically a short section to teach you what to
do and what not to do! Anyway, here it is!
-1 important thing to know is the importance of Oni Guruma (f+A). You
can use this to catch opponents from the air (assuming that their jump
kick is not strong), and in combos. Here's 1 way you can get an easy 2
hits that does about 10% of damage. Just use Oni Guruma and follow with
Keima Uchi: Oiuchi (df+B). Easy, isn't it! I suggest pulling off Oni
Guruma as often as you can. If they block, just shoot them with a Ko'ou
Ken (qcf+P). If it hits, do Keima Uchi: Oiuchi (df+B) for an easy 2
hits.
-Notice that every move Takuma has (except for Oni Guruma), can be safe
land (AB when knockdown). This causes problems when you are trying to
follow up with Keima Uchi: Oiuchi (df+B). Here's what you do if they
safe land. After a knockdown move, and when you try to follow with a
ground punch and they safe land, go for a Shouran Kyaku (hcb+K), Kawara
Wari (f+B), or Keima Uchi: Oiuchi (df+B). The will grab them if they
just sit there after the safe land. Mix Kawara Wari (f+B) and Keima
Uchi: Oiuchi (df+B) once in a while instead of using Shouran Kyaku
(hcb+K). This is basically a high-low trick. The starting frames look
about the same for these 2 attacks, so your opponent will definitely be
confused. Even if blocked, you'll remain fairly safe!
-So what moves does Takuma has that are safe to use on a blocking
opponent? Basically every move except for *Ryuuko Ranbu (qcf,hcb+P),
Shouran Kyaku (hcb+K), Hien Shippuu Kyaku (charge db,f+B), and Zanretsu
Ken (f,b,f+P) is safe to use. The 2 moves I recommend you use the most
is Oni Guruma (f+A) and Hien Shippuu Kyaku (charge db,f+D).
-Takuma also has great high-low cheaps! Since Kawara Wari (f+B) and
Keima Uchi: Oiuchi (df+B) has practically the same start animation,
opponents won't be able to quickly react to it. So how do you use these
2 moves? I personally find this great to use after a jump kick or on a
waking opponent. So to use this, just jump kick then do either Kawara
Wari (f+B) or Keima Uchi: Oiuchi (df+B). I suggest you use Kawara Wari
(f+B) more often because most players tend to block low, not to mention
it is more safe than using Keima Uchi: Oiuchi (df+B). You should also
attempt to throw your opponent once in a while. Its cheap but its their
fault they didn't cancel out! On a waking opponent, I suggest you use
high-low cheap only if they don't have any stocks, or a grappler
character. Only use this tactic on blocking opponents. You don't want
to waste your good opportunities to do massive combos. One last
suggestion is that you can replace Keima Uchi: Oiuchi (df+B) with just
cD. Its a lot more safe!
-What I find about players after blocking Hien Shippuu Kyaku (charge
db,f+D) is that they try to throw or combo you. But actually you can
recover a lot faster before they can attack. After Hien Shippuu Kyaku
(D version), do a cB/A, Oni Guruma (f+A), Keima Uchi: Oiuchi (df+B) (if
opponent knockdown)/Ko'ou Ken (qcf+P) (if opponent blocks or there was
no knockdown). Either way you come out safe. There is a chance they may
throw you. As soon as you see the throw frame, immediately cancel out!
Be careful with grappler characters, command throws cannot be canceled.
-A lot of players like to use excessive sweeps (including myself). They
will go for a few cA/B, then cD. As soon as they go for the sweep, use
Hien Shippuu Kyaku (charge db,f+D). Then you can follow with whatever
you want. This works fairly well with characters with slow sweeps such
as Kyo, Terry, K, etc. Notice that this requires crucial timing and
prediction! But hey, even if they try to trick you by stopping, you can
always escape with the strategy mentioned above! Watch out for
grapplers and when your opponent has 1 stock of super!
-Takuma's high damage combos requires him to use Hien Shippuu Kyaku
(charge db,f+D). Anytime your opponent tries to attack, charge db. If
they screw up and leave themselves open, you can go for a cC, Hien
Shippuu Kyaku (D version), or just Hien Shippuu Kyaku (D version) into
any of his other moves (listed below in the combo section). I also
would like to say you should charge db after jumping. If your opponent
screws up and leave themselves open, you can do a jump C/D, cC, Hien
Shippuu Kyaku (charge db,f+D), anything. Basically this strategy is to
charge db during jumps and when defending, so when the opportunities
comes you can always do a massive combo.
That's all the strategy I know! If you have some better ones or find
that some of these don't work, go ahead and tell me. You'll receive
credit for any contributions you put into this faq.
================================================================
IV. Combos
The combos are self-explanatory so I won't go too in depth. Also note
that not every combo is in here. The ones I put here are just the ones
I use generally. The combos will be splitted into 3 categories: 1)
beginners, 2) intermediate, 3) counter. Normally I make an advance
category but I find Takuma to have fairly basic combos that don't reach
up to the advance level (actually its because I'm kind of lazy).
Beginners:
1. jump C/D, sC, Ko'ou Ken (qcf+P)/Oni Guruma (f+A)
2. Oni Guruma (f+A), Keima Uchi: Oiuchi (df+B)
Intermediate:
1. c/sB, c/sA, Oni Guruma (f+A), Ko'ou Ken (qcf+C)/Keima Uchi: Oiuchi
(df+B) only in the case of knockdown.
2. jump C/D, s/cC, Oni Guruma (f+A), Ko'ou Ken (qcf+C)
3. jump C/D, cC, Hien Shippuu Kyaku (charge db,f+D), Ko'ou Ken
(qcf+P)/Zanretsu Ken (f,b,f+C)/CD, Keima Uchi: Oiuchi (df+B) (note: you
must start charging downback as soon as you jump; also Keima Uchi:
Oiuchi may not be a valid follow up if your opponent safe land)
4. jump C/D, cC, Hien Shippuu Kyaku (charge db,f+D), Oni Guruma (f+A),
Keima Uchi: Oiuchi (df+B) (note: you must start charging downback as
soon as you jump)
5. jump C/D, s/cC, *Ryuuko Ranbu (qcf,hcb+P), Keima Uchi: Oiuchi (df+B)
(note: Keima Uchi: Oiuchi will only hit if combo was done in the corner
and if opponent does not safe land.)
Counter: (note: all combos here only work during counter mode)
1. Slide attack, Ko'ou Ken (qcf+C), *Ryuuko Ranbu (qcf,hcb+C)
2. Jump C/D, Ko'ou Ken (qcf+C), *Ryuuko Ranbu (qcf,hcb+C)
3. s/cC, Oni Guruma (f+A), Ko'ou Ken (qcf+C), *Ryuuko Ranbu (qcf,hcb+C)
You should get the pattern here with the counter combos. Basically just
anything into (qcf+C), *Ryuuko Ranbu (qcf,hcb+C). If your opponent gets
cornered, try to follow with Keima Uchi: Oiuchi (df+B). If distanced,
use Ko'ou Ken (qcf+A), *Haou Shikou Ken(f,b,hcf+P).
=================================================================
V. Conclusion & Reference
Everything reaches an end and so does my Takuma faq. Well I guess the
faq ends here. Hope you find this useful because that is what this faq
is for. If you still have some questions on something or there is
information that needs to be put in here, please tell me! I only write
the faq so I don't know how much help this faq actually is. The only
way I will know is through feedback from readers.
Well, thank you all for reading my faq! Now to end it short, I like to
take this time to give a quick shout out to my friends (eh, its a
ritual, I guess). Hey, I got the Takuma faq that you needed. Hope you
like it!
Reference
Author: Kao Megura
Website: www.gamefaqs.com
Comment: Same as all my other faqs, I borrowed the movelist names!
The End...