[ game title ] Soul Calibur 2 Taki FAQ 
[ revision # ] 1.11 Updated 11/19/02 
[ system ] American Arcade
[ author ] Jonathan Burke [ e-mail: Jeb91084@optonline.net]
[ updates at ] www.gamefaqs.com 

Unpublished work Copyright 2002 Jonathan Burke. This document is protected by
US Copyright Law, and the Berne Copyright Convention of 1976. It is for private
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my express written consent.  All characters are (c) Namco Inc.

2. Table of Contents-

1. Legal jargon
2. Table of contents
3. Introduction
4. Legend
5. Movelist
6. Invaluable Moves
7. Ok, now how do I win?
8. Juggles
9. Big nono's
10. Thanks


3. Introduction (About the author):

Well you're all probably wondering just who I am at the moment.  Well, 
simply put, I'm a taki addict, ever since they took my Seung Mina out.  
I've been playing arcade games since I could reach the joysticks, and always 
have been striving to get better.  This is also the first time in a long time 
I've had some free time to write anything.  I live about an hour North of
New York City's Chinatown, and frequent Chinatown Fair, every few weekends.  
If anyone has suggestions/comments, feel free to e-mail me at 
Jeb91084@optonline.net, or i'm on aim as XiaoyuDeath (yes, a tekken player 
too.)  

I'm not only writing this to tell people how great of a character 
Taki really is, but also because Regionals are in a week, and well, quite 
frankly I need a refresher course as well.  Playing people in my own arcade 
has become monotonous work, and I've been straying away from Taki, just 
because it's too simple a victory ^_^.  

Ok, enough with the chit chat, it's time to start this FAQ up.


4. Legend

For al of you people who've never seen the conventions for SC, go 
find the sharpest object within your reach, and hit your head on it.  LoL, 
but seriously, directions are represented by numbers, as they appear on your 
numpad.  1 is down-back, 2 is down, 3 is down-forward, etc.  A, B, K, and G 
are your buttons.  Some of the more complex conventions are:

[x] : Hold the button or direction represented by x.

*   :  This move can be delayed before being inputted

xY : Also represented by ~ in other legends.  This means immediately 
following the first press.  Try to think of it as "rolling" from button 
to button.

x_y  : This means either x or y can be inputted, giving the same effect 
in most cases (exception: roll/jump directions)

From now on, I will be referring to possession stance (214) as PO.  
Wherever you see 214 in the movelist will generally mean that Taki will go 
into posession after the input.  I will also be referring to stalker 
stance (A+B) as STK, and wind roll stance (B+K) as WRS.


5. Movelist

Throws :
A+G Front    
B+G Front 
A+G or B+G Left 
A+G or B+G Right
A+G or B+G Back 
66B+G Front     
PO A+G or B+G Front     
 
  
Standard Attacks :  
A    
A,A    
A,A*B     
6A,A,B       
A,A*6B      
6A,A*6B     
A6        
A,B,B     
A,B,B,214 or A,B,1B  
A,B,4B+K      
A,B,4B+K,A         
A,B,4B+K,A,214     
A,B,K    
1A      
2A      
2A,K   
3A      
4A      
44A      
66A         
66A,214  
66A,A      
66A,A,214  
66A,B*B 
B      
B,214  
B*B*B      
B*B*B,214 
B6       
B*A,A      
B*A,A,214 or B,A,1 
B,A,K      
B,A,2_6_8A+B    
B,A,6K 
B,K      
B,K,A      
B,K,A,214  
1B         
2B      
2B,A      
2B,A,214 
3B   
4B   
44B
44[B] 
6B         
66B      
41236B     
During Soul Charge B2      
During Soul Charge B[2]    
During Soul Charge B2,A      
During Soul Charge B[2],A    
K      
K,K,K        
K,K,214  
K,K,2K 
3K        
3K,B+K     
3K,2_8B+K     
3K,K         
3K,K,B+K     
3K,K,2_8B+K     
3K,K,K    
2K         
2K,K       
4K,K    
[4]K,A     
6K,A         
6K,A,214     
66K         
44K,(K)     
During Soul Charge 7K      
During Soul Charge 7K,B      
A+K      
2A+K     
4_6A+K     
4B+K      
4B+K,A         
4B+K,A,214    
FC A      
FC B      
FC K      
FC A+K         
FC A+K,K    
FC 1A+B         
WS A,A,A        
WS A,A,214     
WS B,B         
WS B,2_6_8A+B     
WS K    
BT A         
BT B,A        
BT B,A,214     
BT K       
BT K,6 WR    
BT B+K      
BT 2A+K     
BT FC A      
BT FC B      
BT FC B,214  
BT FC K   
Jump A        
Jump B        
Jump K,K      
Jump K,K,214 
Jump K,K,K              
WL A         
WL B,B  
WL B,2_6_8A+B          
WL K,K,K      
WL K,K,B+K             
WL K,K,2_8B+K
 
  
Possession Stance (PO) :  (214)

PO 6     
PO 6,4        
PO A         
PO 2_8A          
PO 4A          
PO 4A,214
PO B                           
PO K          
PO 8K      
PO 8K,214  
PO 8K,A   
PO 2K        
PO A+B      
PO A+K        
PO A+G or B+G 
PO 2[2] or 8[8]-    
PO Wall Dash A     
PO Wall Dash B      
PO Wall Dash K      
 
  
Stalker Stance (STK) : (A+B)

2_8A+B     
STK A  
STK B   
STK K     
STK K,A    
 
  
WindRoll Stance (WR) : (B+K)

B+K,214 
WR A     
WR A,214 
WR 2_8A    
WR 4A 
WR B,B,B    
WR B,K,(B)     
WR K    
WR 6K,K    
WR 6K,K,214 
WR 6K,K,K     
 
  
WindRoll-Side Stance (WRS) : (2_8+B+K)

WRS A   
WRS 4A
WRS K     
WRS K,A   
WRS A+B 
 
  
8-Way-Run Attacks : Number Indicates 8WR Direction 
6A         
6A,214 
6A,A     
6A,A,214 
6A,B*B  
3_6_9B  
6K     
Any direction A+K   
3_9A    
3_9A,214 PO  
3_9A*B,B,B  
3_9K      
2_8A,A,A      
2_8A,A,2_8B+K     
2_8A,K        
2_8B      
2_8bA   
2_8K
2_8K,A   
1_7A         
1_7B,K      
1_7B,K,214 PO    
1_7K,K 
4A      
4B      
4[B]      
4K,(K)     
 
  
Wall Attacks : (A wall jump is performed by inputting 4,4,7 when you back
is to a wall)

WJ A         
WJ B,B      
WJ B,2_6_8B+K        
WJ K     

(Many thanks to www.guardimpact.com for their movelist. YOU GUYS OWN!) 

----------------------------------------------------------------------------
6.  Invaluable Moves

If you skipped down here, shame on you.  You should get to know your 
character before you use her.  For the rest of you, I'm proud.  You took the
time to learn everything Taki has to offer.

B,A,(A) -  If B,A is just inputted, it is one of the fastest moves taki has.
Two quick slashes which are a natural combo on a counter-hit.  If the third 
hit in inputted, Taki will recover crouching, but the recovery time of this 
move is great.  ONLY throw this out when you know you can catch your opponent
with a WR+K, or WR+A,A,A (CH), or else you'll be toast.

A,B,4+B+K (~G)-  One of the best ways Taki can fake someone out.  I put the 
(~G) in there, only because this move is guard cancellable, and quite
effective when it is done.  Taki takes a horizontal, then a vertical slash
and then rears back, making a ball of energy, and smacks the ground while 
screaming "Evil.. be gone!"  This hit is LOW! Many people tend to think that
this move is unblockable, and won't guard it.  If it does connect, however,
it's air juggle time.  Your opponnet will be hurled into the air helplessly,
leaving him or her wide open for punishment.  This move also recovers 
crouching.  While Taki has her energy ball held, this move can be guard
cancelled, or it may also be attacked out of (see 4+B+K attacks in her normal
attacks section of the movelist.)  My personal preference on what to do will 
be discussed later in the tactics section.

8WR+K,A - Don't we all just love guaranteed moves?  When this kick connects
cleanly with the opponent, s/he is stunned while falling.  Taki then comes
out of the flip, and pounces back at her opponent with a slash.  Use this
often when you get in 8WR fights... It's got great range, priority, and does
a lot of damage when it connects.

8WR+A,A,A -  The 3rd hit of this move is often never guarded.  Taki takes two
swings with her dagger, and then crouches.  Most people let go of their guards
here.  She then swings forward again, knocking her opponent down.  Again, 
another "surprise" tactic employed by Taki.

4+B+K -  As discussed in the above tactics, this launcher must be used when
playing Taki.  This move has range not only forward, but it has about a 180
degree span around her.  You DO NOT have to be facing your opponent directly
for this launcher to connect.  Again, how to get this move working well and
to your advantage will be discussed in a bit.

4+B- If you happen to get into a parry fight, this is the move for you. Taki
delays a stab towards her opponent.  If it connects on a CH, it becomes a 
crumple stun on the opponent.  Follow this up with either a 4+B+K, or a 2+K.

66+K-  Taki does a chun-li-like helicopter kick on the ground.  Since she is
upside down, only a rising mid, or low attack will connect to stop her.  This 
move also works in ending a juggle, because she can hit someone with her legs
from all 360 degrees.  Also use this if your opponent rolls to the side when
s/he gets up.  It will track toward the opponent slightly, and the last part
of the kick will generally hit, causing your opponent to immediately guard
when getting up.


B+K, 4+A, A+B-  Taki will go into her WRS, and slice low at the shins.  Now
the magic begins.  Most people will get a "Deer in the Headlights" feeling 
when all of a sudden Taki just stands there in PO.  Use that time wisely, 
throw out an unblockable.  The nice thing about this one is that Taki half
crouches, which leaves her open to only mid and low attacks.  

-----------------------------------------------------------------------------

7. OK, I've learned the basics, now what do I actually do to beat people?

Taki will take time to master, please keep this in mind.  When I play, I try
to focus on confusion, more than anything.  Remember, Taki can go airborn,
roll, and just plain dance circles around anyone.  Use this to your 
advantage at ALL TIMES.  When I play, I try and keep these general focuses in
mind:

1: Always be moving, and if you're not, make sure you're close on your 
opponent.

If Taki's sitting around, she's a dead duck.  She has little reach, and needs
to be moving at all times.  As I said before, 8WR+K, A is an incredible move,
especially when trying to cover ground.  Her hopping swipe goes towards the
opponent.  The only time I endorse few movements is when fighting in close.
Taki's running moves were not made for close-quarters-combat.  In this 
situation, stick to poking (I'll discuss that next), and quick launchers (such
as 4+B+K).  

2: Poke, poke, poke.

When you have to get in close, always think speed over power.  Taki's got so
many useful moves.  My personal favorite is her launcher fake (4+B+K ~ G),
which will get the opponent to usually duck.  This ducking leaves them 
vulnerable to a 6+K, or any overhead attack (2+A_B, 4+B will also work).  Fear
tactics are incredibally useful.  Always make your opponent react to what you
do, and never let them take charge.  Remember, a running Taki is a good Taki,
only on the offensive.

3: Keep away players can be beaten.

They gave her airborn moves for a reason.  Use your stalker stance and wind
rolls to move around Nightmare or Ivy players that are playing keep-away.  
There's always a way around or above something.  My personal favorite, for 
fighting off Nightmare players that need room is to either play close fighting
(poke, poke, poke), or to take to the air.  A+B,B, or A+B,A,K are very useful.
If the moves tend to be stationary, use A+B,B, but if they're sidestepping or
moving, try and use STK, A, K.  This move will come from overhead, though you
may sacrifice a little jump distance overall, the range that this move covers
from side to side is worth the distance.

4: If all else fails, what to do?

Ok, so he's stopped my air attacks, I can get in close for a millisecond, and
he's blocking and parrying all my poking.  What do I do?  

Take your time! Relax and think! Whenever I get into this situation, it's 
usually from my opponent just going on a blitzkrieg offensive.  I'll generally
go to moves in which I have priority coming out of, such as 2+A (recovers
crouching), into a (wr)K.  Because the frames needed to guard the 2+A are so 
many, I will in most every case, connect with the kick, causing a crumple
stun (as 99% of the time, they'll be attacking, so I'll get a counter-hit).
Follow this up with a 2+K, and then when they go to stand back up, see if you
can't take the offensive again.  This is more about breaking the rythm of an
all-out attack.  When you can do that, and go back on the offensive, you 
control your opponent, and control is, indeed, a good thing.

-----------------------------------------------------------------------------

8. Air Juggly Goodness

Taki's got launchers.. USE THEM!

From 4+B+K:

B,[K], 6, B, B, B

Her most damaging combo.  If you use the A, B into the launcher, you opponent
will end up with half a lifebar.  Make sure though that you tap forward, not
only to square her to the opponent, but to stay tight onto him/her as well.

B, [K], B, 6,6+K

Easier version of the previous.  Won't do as much damage, but it's pretty
much idiot-proof.

PO, A, 2+K

This just looks plain cool.  Your opponent's up in the air, and lil' ole'
Taki goes into posession, and then jumps up to meet the opponent.  Follow
it up with a low kick while they're on the ground.


From 8WR+B:

B, K, 6,6+B

The only difference in the timing with these combos from her 8WR launcher
is that the B,K isn't held.  Your opponent is not hit high enough into
the air for Taki's [K] to work properly.  The stab isn't guaranteed
if your opponent begins to move around in the air from an un-square hit.

B, K, K, 4+B+K

If the second kick whiffs, you've got another launching opportunity coming
to you.  If the kick connects, then some ground damage occurs.  Either way
you keep the offensive ^_^.

--------------------------------------------------------------------------

9. Big Nono's

Common errors that Taki players tend to have:

1. Taki can outspeed everyone.

Remember, people have moves that track anything, and sweeping moves as well.
Always be cautious when you're moving... You never know when Astaroth's axe
or Nightmare's souledge will be sweeping at you.

2. I'm invulnerable when in WRS or STK.

It's always nice to see the look on someone's face when Ivy uses her 9+B+K
and snatches Taki out of the air.  It's also nice to see someone try and roll
into swords and attacks.  It just won't go through.  Don't roll at someone, 
please!  Do it if your opponent's on the ground, but not when he can attack
you in broad daylight...


3. This worked for me, maybe I should just stick to doing what I'm winning
   with.  

NO, NO, and NO!..... Patternsome players will eventually be cracked, no matter
how good their skills are.  The true player will change his/her playing 
style every few rounds.  Even the slightest change in patterns (especially
high moves becoming low moves) will keep your opponent off-guard.  Diversity,
not sheer skill alone, wins games.

-----------------------------------------------------------------------------


10. Props

I'd like to thank everyone at my local Time Out for being so helpful in 
making me the player I am.  Without people like Sage, Omega, BioHazard, 
Flambeau, and Reverend, I wouldn't have dropped my newbie Raphael so quickly.
A good whipping always kept me humble, and I thank you for delivering them
so promptly when I got pompous.  Also many props to GuardImpact.com for their 
movelists and SoulCalibur.com for reminding me about Regionals.

Again, any Q's or comments can be submitted to Jeb91084@optonline.net
or talk to me on AIM about it.  XiaoyuDeath.  Thanks for your time
and I hope that you can now own your arcade crowd with Taki.




Updates to Come:
As I find things wrong with this FAQ, or find more things, I will
add them in later revisions.