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       # Carlo's Refined Taka Guide #
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GUARANTEED Taka series (the right pounce w/ the right combo):



  ff+P,PP -> df+K(pounce): If the PP's hit on the float, AT LEAST a
  df+K(pounce) is guaranteed regardless of terrain or opponent (except
  Taka). About 90% of the time, you can substitute df+K with b+K(pounce)
  for more damage.

  df+P(MC) -> f+K -> b+K(pounce): upon floating with df+P, a knee is
  guaranteed, and so is a pounce. At f+K, the series can be changed to
  f+P,P -> df+K(pounce): this MAY make more damage, but the hammer does
  not always hit on the float.

  d+PK,PK -> df+P,P(pounce): BOTH sweeps must hit for both hand pounces
  to hit.

  f+K -> b+K(pounce): this has NEVER failed me.

  b+P -> df+K(pounce)

  db+PG -> df+P,P(pounce)

  b,f+PG -> d+PG -> df+P,P(pounce)

  df+K (pounce-MC) or b+K(pounce-MC) -> df+P,P(pounce)

  b+PK -> d/f+P,P(pounce): might require slight dash before pounce.

  df+PK(MC) -> b,f+P or ff+P -> df+P,P(pounce)


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80-90% probability series (does not always work but worth a try):



  HCT+PG -> b+K(pounce)

  f+PG -> b+PG -> slight dash -> df+P,P(pounce)

  PG -> df+P,P(pounce)


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Rush stoppers



  You must know frame rate of moves in opponent's rush, at execution >
  12 frames blocked, start rush stop. eg: DO NOT start your rush stop
  when you know the opponent is going to do Jacky's elbow or Akira's
  dashing elbow- they are both faster than Taka's first punch:

  d+P -> D,f+P -> PG or db+PG or f+PG

  d+P -> D,b+PG

  PP -> G cancel -> f+PG or f+P

  PP -> E -> f+P

  ff+P,PP -> blocked -> high throw or low throw: do this only on
  blocking an attack.

  G -> db+PG or PG: EXACTLY upon blocking deep move > 20 frame recovery,
  start throw. Some assuming needed.

  E -> f+P: best done after ducking high attack w/ long enough recovery.


  After the second high P of Taka, or after f+PK,P Taka CANNOT be
  intercepted if the early punches were blocked. The opponent's option
  is either a reversal, or appropriate block.

  Key is to know frame rates of rush combos, and any canned combos. DO
  NOT attempt to intercept 2nd part of canned combo if you blocked first
  part!!


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Fighting Jeff & Wolf:



  PP -> f+P or df+P -> throw or canned throw or float combo: Use to
  reclaim initiative.

  f+PK,PP -> f+PK,PP -> more f+PK,PP or throw or b,f+PG: Wolf definitely
  has nothing fast to beat the PP part of f+PK. Jeff's options are
  limited also. This neutralizes low kick to throw or knees. Use
  delayable window of f+PK,P to decide if one more P or change to throw.


  E -> whatever: must anticipate knee on the E.

  d+PK -> d+PK or D,b,f+P or D,f+P or D,b+PG: only when you have
  initiative!! Use delayable window of 2nd d+PK to asses and act!

  d+P -> D,f+P -> standing throw or f+PG: use when losing initiative.
  Will stop ANY attempted knee or low kick.

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Stage Considerations:



  If fallen opponent near a wall, go for b+K, or AT LEAST d/f+K pounce.
  Limited rolling options or wall contact "improves" homing of pounce.

  Forget low throw on very uneven ground (stairs, ramp). Use f+P or df+P
  or b+PK instead.

  Opponent can be RO'ed in Jacky's stage with ff+P,PP -> b+K(pounce) ->
  a little push, from middle EASY !!