So, you figured that after Clark and Ralf, my number 3 slot for favorite
character would be another member of the Ikari team... Nah you're wrong,
it's Takuma. The grand master of Kyokugen-ryuu Karate! Since '94 he has
been a force to take in account. After all he is the man with hard-hitting
karate moves.
Well, I here by conclude my to 3 and maybe if I have enough time, I'll
write another one. ;-)
Why chose Takuma:
- He has a wide array of Special moves
- He has good Desperation Moves
- He is THE Kyokugen-ryuu Karate master
Place of Birth : Japan
Date of Birth : Febuary 4th, 1947
Height : 1.80 m
Weight : 70 kg
Blood type : O
Hobbies : Making Soba noodles
Favorite food : White rice, miso soup
Favorite sport : All martial arts
Most valuable : His children, students, and Kyokugen-ryuu Karate
Hates the most : Snakes
Fighting style : Kyokugen-ryuu Karate (Extreme style Karate-do)
Occupation : Retired; formerly Kyokugen Ryu Dojo's chief instructor
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3. Game mechanics [GME]
--------------------
|Basic commands: |
|------------------|
|UP = Jump |
|DOWN = Crouch |
|RIGHT = Walk right|
|LEFT = Walk left |
| |
|A = Strong punch |
|B = Weak punch |
|L = Strong kick |
|R = Weak kick |
--------------------
----------------------------------
|Advanced commands: |
|--------------------------------|
|RIGHT, RIGHT = Hop right |
|LEFT, LEFT = Hop left |
|R+B = Knock-down attack|
|LEFT+R+B = Dodge-roll left |
|RIGHT+R+B = Dodge-roll right |
|L+B = Striker |
|L+R = Master-mode* |
|(* = unlockable) |
----------------------------------
This is a attack which, if it connects the opponent gets knocked down
(hence the name). It can be useful if you want to create some space. In can
also be done while in mid-air.
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Dodge-roll:
The dodge-roll is a excellent tool too evade some serious damage. You
basically chose the side you want to roll to and as long as you roll you
invincible to everything but throws.
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Striker:
This is pretty neat. In the lower corners you see the picture of your next
character in line and a number of colored dots. For every colored dot you
can call in a teammate to cut in for a attack. After he hits (or is blocked
or dodged) he splits again.
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Stock, Desperation moves and MAX:
Ok, under your health bar there is a bar, which fills when you get damage,
dish it out or do a special move. When this bar is filled one the slots
below is filled and the bar is empty again. The filled slot is called
stock.
What can you do with stock you ask? Well, you can do Desperation Moves.
These moves do very much damage and look insane to boot. Takuma's DMs take
out about 1/3 health bar. That's not too shabby.
When you hit three stock the stock meter says MAX. This means you can
unleash a Super Desperation Move. This drains ALL your stock, which is a
hefty price. The move is obviously pretty damaging, but not as such that a
price of three stock is valid. In fact, you do more damage with 3 DM than
one SDM, which is a shame.
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Master system:
When you have finished the game a couple of times, you'll gain experience
and eventually hit "Master Orochi". This means that you gain the ability to
activate the Master-mode. While in this mode your stock will slowly drain
and you can pull off as many DM as you want. Personally, I hardly find it
useful.
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4. Moves [MVS]
This section is about Takuma's arsenal of moves. He has a very offensive
set of moves, complementing aggressiveness. He is also the man with the
fireball-craze. (always a good thing ;-)) Takuma's DMs are very good and
pretty easy to connect.
Uses: This is excellent! For all those pesky jumpers, who just hop around
attempting to kick you, this is you're answer! It comes out fast and does
good damage. It does not have much reach, except for upwards.
Grade: 7.5
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Jumping strong punch (A in air)
Explanation: Takuma throws a strait punch in downward fashion (about 45
degrees).
Uses: Well, I would advice you to stick to kick while in mid-air. The
punches are pretty much useless.
Explanation: Takuma throws a high kick to the face.
Uses: This is Takuma's best poke. It's fast and has great reach. It has not
more to offer than a good poke, but hey, what it does it does good. Low
damage though.
Grade: 6.5
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Close standing weak kick (L near opponent)
Explanation: Takuma knees the opponent
Uses: This is basically the same move as the one above it, only with a
other animation. Same use.
Special Moves [SPC]
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Tiger Flame Punch (Dwn, Dwn+Frw, Frw+A/B)
Explanation: You're fireball-attack; you pull back your hand, then pushing
forward forcing out a ball of fire. When connected, it sets the opponent on
fire. (DUH!)
Uses: Pressuring the opponent is always a good thing. This is good move to
do it. If he charging you or hurling his own fireballs at you, you can use
this as a counter. This is a nice move, but you shouldn't spam this,
because a good player dodges this pretty easily and puts the beating on you
during your lag.
Explanation: Takuma forces his arm forward in a block movement and follows
it up with a straight karate-punch, which upon connection, makes the
opponent sail across the screen.
Uses: This is a counter move. The block movement stops high-, mid-, and
fireball-attacks and automatically counters it with a brutal punch. It does
decent damage, but that is not the point of this move. The point is to keep
the opponent on their guard. Note that if it doesn't block and you standing
pretty close to your opponent, it hits twice. (second hit still makes them
sail across the screen :D) All in all, a good mind game.
Grade: 7.0
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Flying Swallow Gale Kick (Charge Bkw+Dwn, Frw+L/R)
Explanation: Takume flies across the screen, doing a flying kick. After the
kick connects he turns and kicks again, launching the opponent in the air.
Uses: This move comes out pretty fast and travels pretty much all the way
across the screen. The damage isn't really high but it can be followed up
by the Zanretsu Ken (see next move) making this a valuable move if you've
got some timing.
Explanation: Takuma punches REALLY fast, if connected he will go into a
massive 12 hit thrashing and follows it up by a uppercut. Looks really
painful.
Uses: This move has one soul-purpose: being the follow-up to the Flying
Swallow Gale Kick. Otherwise it's useless! But it does give you a 15 hits
combo that causes to have almost filled one stock. That's always good ;-)
Explanation: Takuma lunges forward in a attempt to grab the opponent. If he
does, he will proceed to knee the opponent in the face in a rapid fashion,
(no rush-counter, so I don't know the number of hits) before he jumps away
of his opponent.
Uses: It has a little start-up, but that is minimal. Note that, because
it's a throw it cannot be blocked! A good move to mix up with Flying
Swallow gale punch to keep them guessing.
Explanation: Takuma throws three incredibly powerful punches, that look and
sound extremely painful.
Uses: You need to be next to your opponent to pull this of, but when you do
it will hurt greatly! It's unblockable and looks just plain painful. It's
one of the top 2 best DMs of Takuma. (the other being Dragon-Tiger
Fandango)
Grade: 8.5
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Haoh Shi Koh Ken (Frw, Bkw, Bkw+Dwn, Dwn, Dwn+Frw, Frw+A/B)
Explanation: Takuma holds back his arms, slightly shaking and then pushes
his arms forward; generating a gigantic fireball.
Uses: Personally, I don't like this one very much. It has good damage
potential (the longer you hold A/B, the more damage it will do), but takes
just a bit to long and is pretty easily dodged. Although, if you playing
someone who doesn't know it, you might be able to make it connect.
Explanation: Takuma lunges toward the opponent and does a 9 hits heavy-
handed combo, following it up by a Haoh Shi Koh Ken. (OUCH!)
Uses: Well, this one is good too. It has a little start up (about a third
of a second) and it can be blocked, but it still is a very good move. The
damage is also good making this one a good all-rounder.
Super Desperation Move [SDM]
---------------------------------------------------------------------------
Dragon-Tiger Fandango MAX
(Dwn, Dwn+Frw, Frw, Dwn+Frw, Dwn, Dwn+Bkw, Bkw+A+B)
Explanation: Takuma lunges toward the opponent and does a 11 hits heavy-
handed combo, followed by THREE (count 'em baby!) Haoh Shi Koh Kens!
Uses: Looks cool, no doubt! But that's not enough to make the grade here.
I'm afraid that Takuma has the same problem with his SDM as everybody else
(except Ralf) has: Not enough damage for the stock you invest. To bad,
because it looks really cool!
Takuma is the man of offense. The point is to keep the pressure on the
opponent. Keep throwing out Tiger Flame Punches, Shouran Kyaku and the
Flying Swallow Gale Kick/Slicing wind Punch-combo. Mix this up with some
jumping strong kicks.
Consider mastering the Tiger Boulder Bash as it can be a handy tool to keep
aggressors of your back. This means you can start pressuring them again. If
you get some stock, wait for the moment and pull of a Dragon-Tiger Fandango
or empty jump in and go for the Neo Demon-God Attack for some unblockable
mayhem. Pressure is the keyword!
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6. Copyright [CPR]
This FAQ is under copyright. Only GameFAQs can host it. Deal with it!
Further more; I'm in no way responsible for Takuma or KOF.
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7. Thanks-n-other [TNO]
Me for writing this!
CJAYC, for being a gracious host.
Everybody that I know for backing me.
And of course Marvelous for bringing a good sequel to shaky game.