2002 Takuma Thread

LWK

Earl of Sexyheim
20 Year Member
Joined
Jan 5, 2001
Posts
18,096
Same deal as the 2001 Tap thread.

Just post up some incredibly useful stuff. Since I got caught dead wrong and this dude is apparently the 'shit' competitively.

I want to know the best cross ups he has.
I must have missed something.
 

Atro

Who?,
20 Year Member
Joined
Jan 30, 2002
Posts
9,475
Seen but never played 2002 myself.

Tak's lost his Hao Shokouken and Hien Shippukiaku techinques right ? :annoyed:
 

Giby

Disciple Of Orochi
Joined
Sep 14, 2002
Posts
3,263
Atrophyed said:
Seen but never played 2002 myself.

Tak's lost his Hao Shokouken and Hien Shippukiaku techinques right ? :annoyed:

He still has the moves, but they're just modified a bit, his Hao Shokouken isn't a projectile anymore and his Hien Shippukyaku doesn't go accross the screen, its just 2 wuick kicks now that knocks the opponent on the floor.
 

snesaes

Haomaru's Blade Shiner
Joined
Jan 24, 2004
Posts
696
He doesn't have any projectiles anymore, but he hits people almost like telepathy. He's pretty good to suprise people, I like him more in 2k2 than in any other one. I dont have any good combos though. :smirk:
 

Diavle18

Banger regnaB,
Joined
Aug 29, 2002
Posts
1,534
Takuma:

cB, cB (optional), cA (optional), f+B, DM or HCB+D

^ is pretty much the only combo you'll need with him, easy and dangerous.

- jD is an excellent and very easy cross-up.

- jCD has excellent air priort.

- QCF+P, good damage and great for mindgames (especially after normal cancels).

- HCB+K, great damage, anti-roll, and great recovery.

- QCB+P, very useful counter if used properly (can even counter K9999's arm SDM, and thats saying something).

- Fwd HCF+P, pretty useless aside for great guardbreak potential.


Misc:

- His jD is damn annoying/useful (depends which end you're on) as an air to ground, especially the part where it can easily become a cross-up (eventhough it may not look like it).

- jCD has crazy air priority, they jump early, you super jump into jCD and they're toast.

- His main source of fear are the cross-ups and the above mentioned combo, not to mention the tricking ability of HCB+K. High low stuff basically.

- Ranbu DM, eats almost anything up. A counter, an anti-air you name it.


He is simple yet very effective, though that simplicity is also his weakness imo.
 
Last edited:

Takumaji

Krautmin
Staff member
Joined
Jul 24, 2001
Posts
20,462
My fave Tak 2k2 combos:


sB -> f+B -> hcb+D

cB -> cA -> qcf,hcb+C

jD -> sC -> qcf+A

jC -> sA-> sB -> hcb+B

jC -> sD -> hcb+D

jB -> cB -> f+B -> hcb+D (his best standard jumping combo IMO)

A BC cancel version of the above:

(BC) jB -> cB -> f+B -> hcb+D (cancel) -> qcf+P


About crossups, initialise them with a crossup D and then focus on the f+B command attack after a few crouching or standing kicks/punches. Since the f+A is gone, the f+B gets extra attention but it works just like before.

Tak also has a couple of more or less usefull BC combos that center around the f+B, qcf+P and qcb+P, you can free-cancel into the latter two any time while in BC mode.

Ah yes, the C versions of the Haou Shikou Ken and the Ko'ou Ken break guard which can be followed-up with many attacks. A nice tactic would be to pull off an A Haou Shikou Ken with a (very small) delay afterwards if you play against an aggresive opp., it's a Counter Wire. Juggle with a hcb+D or jB if it connects.

However, in 2k2 he had to give up a fucking lot of his old setups and combos. f+A, b+A, df+B, Zanretsu Ken, Running Grab Kick, the classic Hien Shipuu Kyaku, the fire projectiles, they're all gone, this gives a lot of Takuma fans a hard time. It took me a long time to see his potential, and if it weren't for the ass-beating I got from a Tak 2k2 expert that slightly changed my mind about him, I would still shun him, but that would be a mistake because he still hits like a steam hammer and even is slightly quicker now.

It's just that he kinda lost his former "Karate Sensei" style IMO because his move list is more streamlined now and his overall fighting style is even more straight and aggressive, at least you have to play him that way if you want to win; except for the invisible blasts of the Ko'ou Kens that have some range (and can negate projectiles), his full-screen attack abilities are no more, he's a mid-/close range chara now.
 

Giby

Disciple Of Orochi
Joined
Sep 14, 2002
Posts
3,263
Diavle18 said:
Takuma:

cB, cB (optional), cA (optional), f+A, DM or qcf+D

^ is pretty much the only combo you'll need with him, easy and dangerous.

Takuma lost his f+A in 2k2, and he doesn't have qcf+D move, did you mean qcf+A?
 

Diavle18

Banger regnaB,
Joined
Aug 29, 2002
Posts
1,534
Master Giby said:
Takuma lost his f+A in 2k2, and he doesn't have qcf+D move, did you mean qcf+A?

Thats what happens when you type a post at 3 in the morning. Anyhoo, this is what I meant (edited above as well):

cB, cB (optional), cA (optional), f+B, DM or HCB+D

Its pretty much the only combo you need with him. I use HCB+D because QCF+A isn't as reliable and doesn't have as good a recovery. I usually halfass the combo (F+B after only one cB) because its more sure-fire that way.
 

Takumaji

Krautmin
Staff member
Joined
Jul 24, 2001
Posts
20,462
Another thing about his new qcf+P Ko'ou Kens, they've lost their super-cancel potential and of course the screen-wide effect but they are safer to use now. If you don't bother with the laggy C version unless you're more than 2 chara lengths away they're almost fool-proof.

BC mode Tak also offers some sort of Feint Move ability... that may sound strange, but take a look at this:

(BC) far f,hcf+C (cancel) -> qcf+C

If you do it right, Tak will flash white and cancel his Haou Shikou Ken into a C Ko'ou Ken. Use this if you're about a screen length away - some opponents see the first few frames of the Haou Shikou Ken and would jump at you to land a couple of free hits, but then the Ko'ou Ken comes out and catches them on landing. Doesn't normally work more than once or twice and needs a bit of planning, but it's another interesting way to use the BC mode that overall isn't all that IMO. It works with other charas as well that have similar BC-cancellable moves.

Like Fran, a few versus matches changed my mind about 2k2 Tak. During our (more or less) regular gaming meetings, I've met two guys that are heavily into 2k2 but since we mostly play the older KoFs we didn't notice it at first (they were good but not too strong in them). Enter 2k2... I couldn't believe my eyes. I told them that I'd hate 2k2 Tak, then one of them placed him first in his team and that was that. I lost five or six times in a row, then I said ok, show me the tricks, and a few hours later when I was back home I immediately put the 2k2 cart in and tried to do some of that stuff, and woah...

About 2k2 itself, well, I still have my gripes with it but since I hate it to sit around while ppl play (we have a winner-stays-on-the-stick rule) I decidet to forget about them and just play it... that's not to say I'd rate it higher than 95, 98 or 2k1 tho, I still stick to most of the things I've said about 2k2 but I will have to take back a few about Takuma.
 

Diavle18

Banger regnaB,
Joined
Aug 29, 2002
Posts
1,534
Takumaji said:
Another thing about his new qcf+P Ko'ou Kens, they've lost their super-cancel potential and of course the screen-wide effect but they are safer to use now. If you don't bother with the laggy C version unless you're more than 2 chara lengths away they're almost fool-proof.

The C version also has autoguard. So if someone is whoring fireballs you do it, the autoguard takes care of the fireball and Takuma's still hits him/her.

I also played a good Takuma player who mopped the floor with me. But after I neutralised his cross-up ability it was all downhill for him from there.
 

Kirk Foiden

James Tiberius,
Joined
Aug 14, 2002
Posts
3,267
Best place to do C version of Haoh Sho ko Ken is standing over your opponent, when they get up off the ground. It is a very evil wakeup.

Take note that the D version of HCB+k drops them right below you and is the best set up for a F->HCF->C move, above them. That is, when you aren't putting them into a corner, with you near them. I haven't found other effective ways to drop an opponent, near you, in the middle of the board.

Anyway, they have only one choice if you have super bar. To roll at precisely the right time. A feat that is rather tough to do. I'll be surprised if anybody can get the roll timing down and do it everytime.

If they attack, they get wired. If they block, hit them with the Free Ryoku Rambu Super they just gave you, as their guard is dropped. Sure, Takuma used to have other offensive punishers against defensive players, but this is the new one he learned in 2002.

Oh, and I forgot the last incentive, and possibly the safest one. They could just get hit with the move. The thing about the Haoh Sho Ko Kens, the speed difference is mainly in the startup, he always recovers fast once the move comes out. Thus why Rolling isn't quite as safe.

And like the others said, Takuma's strength is a big part of what makes him rule. He just hits Hard. And that, my friend, is still an understatement.
 
Last edited:

krakov

Armored Scrum Object
Joined
Feb 23, 2004
Posts
248
Kirk Foiden said:
If they block, hit them with the Free Ryoku Rambu Super they just gave you, as their guard is dropped.

Not only that, but you can use more or less any combo of choice. If the f, hcf+C gets blocked, follow up with som of these examples.

A/B > f+B > qcf+A
A/B > f+B > hcb+D
A/B > ?A/B? > f+B > qcf, hcb+P
C > qcf+A
C > hcb+D
C > qcfx2+P

To make it short, a blocked f,hcf+C is a free combo.

Baddest combo i´ve found:
crossup D > A > A > cA > f+B > qcf, hcb+P/AC

He has a great shortcut motion for linking inte the DM, as you propably know you can perform it by pushing d, hcb. Easy to put in the jab > f+B combo.

cA (d) > f+B (f) > df,d,db,b+P/AC

I still like the old tak better, but this is still a welcome change for me. to bad he lost his zanretsuken thought...
 
Top