Title: Takuma Faq (c)1-3-2000 Game: King of Fighters '99: Millennium Battle Platform: Neo Geo Author: Minh Chi Email: squallff896@aol.com 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...