THE_______ ____ __  ___ ___
          _____________ /       /    |  |/  /|   | ____________________
      _________________*-    --/  /| |     /_|   | _____________________
      _________________ /  /__/   _  |     \_|   |TECHNICAL __________
       _______________ /  /__/  /__| |  |\  \|   |GUIDE _________________
                      *---   ---   -----* -------*
                              BY MISHMASHI


Version 0.1
Last Updated: 26/8/99


The Taki Technical Guide can be found at the following locations:

Fighters.Net - http://www.fighters.net
GameFAQs - http://www.gamefaqs.com


Send questions/comments/corrections/suggestions/flames to nsutanto@home.com

The Taki Technical Guide is based on the arcade version of Soul Calibur.

This document must be viewed in a monoscope typeface.

0123456789
..........



************************************************************
----------------------- DISCLAIMER -------------------------
************************************************************


This document is Copyright (c) 1999 Nathan Sutanto, all rights reserved.  This
document may not be altered in any way, and may only be redistributed in its
original electronic form.  This document is not to be used for promotional
and/or profitable purposes.  Any information used from this document must be
given proper acknowledgement.

All aspects of Soul Calibur used in this document are Copyright (c) 1998 Namco
Limited.  All rights reserved.



************************************************************
-------------------- TABLE OF CONTENTS ---------------------
************************************************************

1 - Version History
2 - Introduction
3 - Conventions
4 - Move List
        A - Special Movements
        B - Throws
        C - Techniques
        D - 8WR Techniques
        E - Wind Roll Forward Techniques
        F - Wind Roll Side Techniques
        G - Possession Techniques        
5 - Strategy
        A - Throwing
        B - Post-Guard Impact
        C - Offensive Flow
        D - Combos
        E - Ground Games
        F - Terrain and Movement
6 - Tricks
7 - To Be Done
8 - Acknowledgements


************************************************************
  1  --------------- VERSION HISTORY -----------------------
************************************************************


Version 0.01 - first unofficial release, full of errors and far from complete
Version 0.1  - first official release with some corrections and minor changes



************************************************************
  2  ----------------- INTRODUCTION ------------------------
************************************************************


This here is my first FAQ thing, so if you find this to be one of the worst
character guides you've ever read, oh well.  Anyway, I've been playing Soul
Calibur since it found its way into the local arcade around August 1998.  I've
been using Taki since day one, and I'm still learning new things with her.
That nutty WCMaxi introduced me to the ways of Possession Rush Cancel Taki and
my game totally changed.  Taki is an extremely fun character (despite what
Wind-X tells you) and her depth is incredible.  I don't remember why I decided
to write this guide, but I made that decision back in 1998, but being the lazy
Canadian that I am, my efforts were sporadic.  Anyway, hopefully you'll learn
something from this guide, if not from my cruddy strategies, then maybe the
unlisted techniques.  You can find me on EFnet #soulcalibur under my nick,
Mishmashi.



************************************************************
  3  ----------------- CONVENTIONS -------------------------
************************************************************


d/b             - down-back
b               - back
u/b             - up-back
d               - down
N               - neutral
u               - up
d/f             - down-forward
f               - forward
u/f             - up-forward

G               - Guard
A               - Horizontal Strike
B               - Vertical Strike
K               - Kick

,               - input must be done right after the other
~               - input must be done immediately after the other (faster than
                  ",")
+               - inputs joined by "+" must be performed simultaneously
<               - the technique is delayable (notation is placed before
                  delayable button input)
>               - the technique's execution is reliant on the connection of
                  the prior attack (notation is placed between the two inputs)
[ ]             - the input must be held or the input can be Motion Delayed by
                  holding the input
{_}             - choice of multiple input commands that can be used
[ ]( )          - the input in the square brackets must held for the duration
                  of the input within the round brackets

H               - High
M               - Mid
L               - Low
sM              - Special Mid
UH              - Unblockable High
UM              - Unblockable Mid
UL              - Unblockable Low

FC              - Fully Crouched
RC              - Recovers Crouching
WS              - While Standing
WL              - While Landing
BK              - Back Turned
CH              - Counter Hit
WRO             - Wind Roll Outer
WRI             - Wind Roll Inner
WRF             - Wind Roll Forward
WRS             - Wind Roll Side (all Wind Rolls, except Wind Roll Forward)
X/Y             - Close/Far
8WR             - 8-Way Run
PO              - Possession
POR             - Possession Rush
PORC            - Possession Rush Cancel
LEFT            - Left Side
RIGHT           - Right Side
BACK            - Back Side
BOUNCE          - Bounce
FCB             - Full Crouch Buffer
RCC             - Recover Crouching Cancel
1FS             - 1 Frame Shift

Guard Impact    - Parry d/b+G_b_G
                - Repel d/f+G_f+G
Spirit Charge   - A+B+K<G
Soul Charge     - A+B+K
Step            - {d/b_b_u/b_d_u_d/f_f_u/f}
8-Way Run       - double-tap {d/b_b_u/b_d_u_d/f_f_u/f} and hold the second tap
Air Control     - {[d/b]_[b]_[u/b]_[d]_[u]_[d/f]_[f]_[u/f]}
Air Recovery    - [G]({[d/b]_[b]_[u/b]_[d]_[u]_[d/f]_[f]_[u/f]})
Tech Roll       - [G]({[d/b]_[b]_[u/b]_[d]_[u]_[d/f]_[f]_[u/f]})
Roll            - {[d/b]_[b]_[u/b]_[d]_[u]_[d/f]_[f]_[u/f]}
Stun Break      - G
Guard Cancel    - <G

Direction:      trajectory

Motion:         input commands
Escape:         what button/buttons is/are used to escape the throw
Height:         the level of attack
Damage:         points of damage the move inflicts
Recovery:       the manner in which your character ends up after the technique
                is completed
Ground:         if the technique connects on an opponent laying on the ground
Juggle:         if the technique has the potential to hit your opponent into
                the air for more hits
Ring Out:       if the technique has the potential to knock your opponent out
                of the ring
Stagger:        if the technique has the potential to "push" your opponent in
                a certain manner
Guard Impact:   if the first hit can be defended against by a Guard Impact,
                and where the technique can be interrupted by means of Guard
                Impact
Spirit Charge:  if the technique's properties change to Unblockable during the
                Spirit Charge phase

Execution:      number of frames to first collision frame
Escape Window:  number of frames in escape window

Combo:          inputs proceeding the Combo Starter
Counter Hit:    if a Counter Hit is required for the Combo Starter
Guaranteed:     if the combo is guaranteed
Note:           any extra information

Example(s):     sample(s)
Actual Motions: exact inputs

Soul Calibur runs at 60 FPS.


_______________________________________________________________________________
*******************************************************************************
===============================**             **===============================
  4  ****************************  MOVE LIST  *********************************
===============================**             **===============================
*******************************************************************************
                                             
                                             

************************************************************
  4A --------------- SPECIAL MOVEMENTS ---------------------
************************************************************


*** Stalker ***

Motion: {b_N_f}+A+B
Direction: directly towards opponent

Motion: {d/b_d_d/f}+A+B
Direction: towards screen, and towards opponent

Motion: {u/b_u_u/f}+A+B
Direction: away from screen, and towards opponent

Motion: BK,{b_N_f}+A+B
Direction: directly towards opponent

Motion: BK,{d/b_d_d/f}+A+B
Direction: towards screen, and towards opponent

Motion: BK,{u/b_u_u/f}+A+B
Direction: away from screen, and towards opponent


*** Wind Roll Forward ***

Motion: B+K
Direction: directly towards opponent
Recovery: WRF,RC


*** Wind Roll Side ***

Motion: d/b+B+K
Direction: directly towards the screen

Motion: u/b+B+K
Direction: directly away from screen

Motion: d+B+K
Direction: towards screen, and towards opponent

Motion: u+B+K
Direction: away from screen, and towards opponent

Motion: d/f+B+K
Direction: slightly towards screen, and towards opponent

Motion: u/f+B+K
Direction: slightly away from screen, and towards opponent


*** Wind Roll Forward to Side ***

Motion: B+K~{d/b_u/b_d_u_d/f_u/f}



************************************************************
  4B -------------------- THROWS ---------------------------
************************************************************


*** Return of the Sun ***

Motion: G+A                     Frame Information
Escape: A                       Execution: 18
Height: H                       Escape Window: 13
Damage: 48
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge:

-does not trade positions with opponent
-opponent recovers face up, feet towards


*** Departure in Fire ***
	
Motion: G+B                     Frame Information
Escape: B                       Execution: 18
Height: H                       Escape Window: 13
Damage: 55
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-trades positions with opponent
-opponent recovers face down, feet towards


*** Crossing the Cliff ***

Motion: f,[f]+G+B               Frame Information
Escape: B                       Execution: 16
Height: H                       Escape Window: 8
Damage: 60
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-does not trade positions with opponent
-opponent recovers face down, feet away
-if Crossing the Cliff is escaped on the 8th frame, the throw will do 25
 points of damage


*** Dropping the Bottle ***

Motion: LEFT,{G+A_G+B}
Escape: A_B
Height: H
Damage: 55
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -

-opponent recovers face down, feet towards


*** Jute Burial ***

Motion: RIGHT,{G+A_G+B}
Escape: A_B
Height: H
Damage: 65
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Spirit Charge: -

-opponent recovers face up, with his/her left side exposed to Taki


*** Dropping the Bottle ***

Motion: BACK,{G+A_G+B}
Escape: A_B
Height: H
Damage: 60
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: -
Spirit Charge: -

-trades positions with your opponent
-opponent recovers face up, feet towards



************************************************************
  4C ------------------ TECHNIQUES -------------------------
************************************************************


*** Basic Attacks ***

Motion: A                       Frame Information
Height: H                       Execution: 10
Damage: 10
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Spirit Charge: -


Motion: B                       Frame Information
Height: M                       Execution: 13
Damage: 15
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Spirit Charge: -


Motion: K                       Frame Information
Height: H                       Execution: 11
Damage: 18
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Spirit Charge: -


*** Shadow Shrine ***

Motion: A<f
Height: M,M
Damage: 21,21
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Shadow Shrine ***

Motion: A<f
Height: H,M,M
Damage: 10,21,21
Recovery: -
Ground: -
Juggle: -
Ring Out: 2
Stagger: -
Guard Impact: 1
Spirit Charge: -

-f motion must be delayed to 10th frame


*** Shadow Ripper ***

Motion: A,A,B
Height: H,H,M
Damage: 10,14,17
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,3
Spirit Charge: -


*** Silent Shadow ***

Motion: A,A<f+B
Height: H,H,M
Damage: 10,14,20
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,3
Spirit Charge: -


*** Darkness Illusion ***

Motion: A,B,B
Height: H,M,M
Damage: 10,19,28
Recovery: -
Ground: -
Juggle: -
Ring Out: 3
Stagger: -
Guard Impact: 1,3
Spirit Charge: -


*** Possessed Illusion ***

Motion: A,B,B~d/b
Height: H,M
Damage: 10,19
Recovery: PO
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-d/b motion can be held at any time during the technique before the end of the
 second hit


*** Shadow Rush ***

Motion: A,B<K
Height: H,M,H
Damage: 10,19,23
Recovery: -
Ground: -
Juggle: -
Ring Out: 3
Stagger: -
Guard Impact: 1,3
Spirit Charge: -


*** Shadow Cannon ***

Motion: A,B,b+B+K
Height: H,M,L
Damage:  10,19,25
Recovery: -
Ground: 3
Juggle: 3
Ring Out: -
Stagger: -
Guard Impact: 1,3
Spirit Charge: -


*** Shadow Cannon Feint ***

Motion: A,B,b+B+K~A
Height: H,M,H
Damage: 10,19,11
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,3
Spirit Charge: -

-the b+B+K can be cancelled into the A at any time during its animation


*** Shadow Cannon to Mekki-Maru Wind ***

Motion: A,B,b+B+K<A
Heigh: H,M,L,H
Damage: 10,19,25,11
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,3
Spirit Charge: -

-the A can only be performed after the b+B+K if the b+B+K was not blocked


*** False Shadow ***

Motion: f+A
Height: H
Damage: 12
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Possessed Misery ***

Motion: f,[f]+[A]~d/b
Height: H
Damage: 24
Recovery: PO
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Burning Misery ***

Motion: f,[f]+A,B,B,B
Height: H,M,M,M
Damage: 24,8,12,18
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Delayed Burning Misery ***

Motion: f,[f]+[A]<B,B,B
Height: H,M,M,M
Damage: 24,8,12,18
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,<2
Spirit Charge: -


*** Shadow Split ***

Motion: d/f+A
Height: sM
Damage: 12
Recovery: RC
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Earth Scroll ***

Motion: d+A,K
Height: L,L
Damage: 17,13
Guard Impact: 1,2
Recovery: RC
Ground: 2
Juggle: -
Ring Out: -
Stagger: -
Spirit Charge: -


*** Reaping Hook ***

Motion: d/b+A
Height: L
Damage: 33
Recovery: RC
Ground: 1
Juggle: -
Ring Out: 1
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Curse ***

Motion: b+A
Height: L
Damage: 17
Recovery: PO
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Bamboo Cutter ***

Motion: b,[b]+A
Height: H
Damage: 20
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Hanging Phantom ***

Motion: WL,A
Height: L
Damage: 23
Recovery: RC
Ground: -
Juggle: 1
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Air Phantom ***

Motion: {u/b_u_u/f}+A
Height: M
Damage: 20
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Air Phantom Alternate ***

Motion: [G]({u/b_u_u/f}+A)
Height: M
Damage: 31
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Shadow Claw ***

Motion: WS,A,A,A
Height: M,H,M
Damage: 21,14,33
Recovery: -
Ground: -
Juggle: -
Ring Out: 3
Stagger: 3
Guard Impact: 1,3
Spirit Charge: -


*** Shadow to Possession ***

Motion: B<A~d/b
Height: M,H
Damage: 15,12
Recovery: PO
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,<2
Spirit Charge: -

-d/b motion can be held at any time during the technique before the end of the
 second hit


*** Shadow Scroll ***

Motion: B<A,A
Height: M,H,L
Damage: 15,12,24
Recovery: RC
Ground: 3
Juggle: -
Ring Out: 3
Stagger: -
Guard Impact: 1,<2,3
Spirit Charge: -


*** Shadow Banishment ***

Motion: B<A,[K]
Height: M,H,H
Damage: 15,12,33(48)
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: [3]
Guard Impact: 1,<2,[3]
Spirit Charge: -


*** Heavy Banishment ***

Motion: B<A,f+K
Height: M,H,M
Damage: 15,12,17
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: 3
Guard Impact: 1,<2,3
Spirit Charge: -


*** Shadow to Stalker ***

Motion: B<A,{A+B_d/b+A+B_b+A+B_u/b+A+B_d+A+B_u+A+B_d/f+A+B_f+A+B_u/f+A+B}
Height: M,H
Damage: 15,12
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,<2
Spirit Charge: -


*** Lightning Strike ***

Motion: B,B,B
Height: M,M,M
Damage: 15,18,28
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,3
Spirit Charge: -


*** Lightning Possession ***

Motion: B,B,B~d/b
Height: M,M
Damage: 15,18
Recovery: PO
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-d/b motion can be held at any time during the technique before the end of the
 second hit


*** Blood Scroll ***

Motion: B,[K],A
Height: M,H,H
Damage: 15,24(48),11
Recovery: -
Ground: -
Juggle: -
Ring Out: 2
Stagger: (2)
Guard Impact: 1,[2]
Spirit Charge: -


*** Silence ***

Motion: f+B
Height: M
Damage: 24
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-execution is 15 frames

*** Assassin's Strike ***

Motion: f,[f]+B
Height: M
Damage: 50/33
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: 1
Guard Impact: 1
Spirit Charge: -

-technical crouch
-execution is 16 frames


*** Assassin's Feather ***

Motion: d/f+B
Height: M
Damage: 22
Recovery: -
Ground: -
Juggle: 1
Ring Out: 1
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Mekki-Maru's Darkness ***

Motion: d+B,A
Height: M,H
Damage: 21,11
Recovery: -
Ground: 1
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Darkness Cancel ***

Motion: d+B~A
Height: H
Damage: 11
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Free Shadow ***

Motion: d/b+B
Height: M
Damage: 15
Recovery: RC
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Darkness to Possession ***

Motion: b+B
Height: M
Damage: 12
Recovery: PO
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Seal ***

Motion: b,[b]+B
Height: M
Damage: 28
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: 1
Guard Impact: 1
Spirit Charge: -


*** Darkness Banishment ***

Motion: WL,B,B
Height: M,L
Damage: 28,26
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: 1
Guard Impact: 1,2
Spirit Charge: -


*** Air Calm ***

Motion: {u/b_u_u/f}+B
Height: M
Damage: 25
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: 1
Guard Impact: 1
Spirit Charge: -
          

*** Seal of the Dragon ***

Motion: b,d/b,d,d/f,f+B
Height: UM
Damage: 71
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: -
Guard Impact: -
Spirit Charge: -

-can be Guard cancelled


*** Darkness Banishment ***

Motion: WS,B,B
Height: M,L
Damage: 28,26
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: 1
Guard Impact: 1,2
Spirit Charge: -


*** Banishment to Stalker ***

Motion: WS,B,{A+B_d/b+A+B_b+A+B_u/b+A+B_d+A+B_u+A+B_d/f+A+B_f+A+B_u/f+A+B}
Height: M
Damage: 28
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Darkness to Stalker ***

Motion: BK,B,{A+B_d/b+A+B_b+A+B_u/b+A+B_d+A+B_u+A+B_d/f+A+B_f+A+B_u/f+A+B}
Height: M
Damage: 17
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Haste ***

Motion: K,K,K
Height: H,H,H
Damage: 18,21,21
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,3
Spirit Charge: -


*** Haste to Wind Roll ***

Motion: K,K,{d/b+K~B_d+K~B_d/f+K~B}
Height: H,H
Damage: 18,21
Recovery: WRS
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-{d/b+K~B_d+K~B_d/f+K~B} is a 1 Frame Shift
-Special Movement is a technical crouch


*** Water Haste ***

Motion: K,K,d+K
Height: H,H,L
Damage: 18,21,17
Recovery: RC
Ground: 3
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,3
Spirit Charge: -


*** Divine Punishment ***

Motion: f+K<A
Height: M,H
Damage: 22,11
Recover: -
Ground: 1
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,<2
Spirit Charge: -


*** Hurricane Punishment ***

Motion: f,[f]+K
Height: sM, sM
Damage: 22,22
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-technical crouch


*** Rapid Destruction ***

Motion: d/f+K,K,K
Height: M,M,M
Damage: 18,20,30
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,2,3
Spirit Charge: -


*** Rapid Destruction to Wind Roll Forward ***

Motion: d/f+K,B+K
Height: M
Damage: 18
Recovery: WRF,RC
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-Special Movement is a technical crouch


*** Rapid Destruction to Wind Roll Forward ***

Motion: d/f+K,K,B+K
Height: M,M
Damage: 18,20
Recovery: WRF,RC
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,2
Spirit Charge: -

-Special Movement is a technical crouch


*** Rapid Destruction to Wind Roll Side ***

Motion: d/f+K,{d/b+B+K_u/b+B+K_d+B+K_u+B+K_d/f+B+K_u/f+B+K}
Height: M
Damage: 18
Recovery: WRS
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-Special Movement is a technical crouch


*** Rapid Destruction to Wind Roll Side ***

Motion: d/f+K,K,{d/b+B+K_u/b+B+K_d+B+K_u+B+K_d/f+B+K_u/f+B+K}
Height: M,M
Damage: 18,20
Recovery: WRS
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,2
Spirit Charge: -

-Special Movement is a technical crouch


*** Breath Scroll ***

Motion: K~u
Height: H
Damage: 22
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Punishment Strike ***

Motion: d+K,K
Height: L,M
Damage: 17,26
Recovery: -
Ground: 1
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,2
Spirit Charge: -


*** Sealing Punishment ***

Motion: d/b+K
Height: L
Damage: 13
Recovery: RC
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Water Kick ***

Motion: b+K,K
Height: H,L
Damage: 23,17
Recovery: RC
Ground: 2
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,2
Spirit Charge: -


*** Mat ***

Motion: b,[b]+K>K
Height: M,M
Damage: 28,18
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: 1
Guard Impact: 1
Spirit Charge: -


*** Rapid Destruction Alternate ***

Motion: WL,K,K,K
Height: M,M,M
Damage: 18,20,30
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,2,3
Spirit Charge: -


*** Rapid Destruction Alternate to Wind Roll Forward ***

Motion: WL,K,K,B+K
Height: M,M
Damage: 18,20
Recovery: WRF,RC
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,2
Spirit Charge: -

-Special Movement is a technical crouch


*** Rapid Destruction Alternative to Wind Roll Side ***

Motion: WL,K,K,{d/b+B+K_u/b+B+K_d+B+K_u+B+K_d/f+B+K_u/f+B+K}
Height: M,M
Damage: 18,20
Recovery: WRS
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,2
Spirit Charge: -

-Special Movement is a technical crouch


*** Haste Alternate ***

Motion: [G](u+K),K,K
Height: H,L,H
Damage: 17,12,20
Recovery: -
Ground: 2
Juggle: -
Ring Out: -
Stagger: 1
Guard Impact: 1,2
Spirit Charge: -


*** Divine Cannon ***

Motion: WS,K
Height: M
Damage: 23
Recovery: -
Ground: -
Juggle: -
Ring Out: CH1
Stagger: -
Guard Impact: 1
Spirit Charge: -

-causes a Lift Crumple Stun if it connects on a Counter Hit


*** Sealing Punishment ***

Motion: FC,d/f+K
Height: L
Damage: 11
Recovery: RC
Ground: 1
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Sealing Punishment to Possession ***

Motion: FC,d/f+K~d/b
Height: L
Damage: 11
Recovery: PO
Ground: 1
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Stalker ***

Motion: {A+B_d/b+A+B_b+A+B_u/b+A+B_d+A+B_u+A+B_d/f+A+B_f+A+B_u/f+A+B}
Height: -
Damage: -
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -


*** Stalker ***

Motion: BK,{A+B_d/b+A+B_b+A+B_u/b+A+B_d+A+B_u+A+B_d/f+A+B_f+A+B_u/f+A+B}
Height: -
Damage: -
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -


*** Poison Dart ***

Motion: FC,d/b+A+B
Height: sM
Damage: 20
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-causes a Foot Hop Stun if it connects with only one of your opponent's foot


*** Advancing Cloud Scroll ***

Motion: A+K
Height: M,M
Damage: 22,17
Recovery: -
Ground: 1,2
Juggle: -
Ring Out: -
Stagger: 1,2
Guard Impact: 1
Spirit Charge: -


*** Hurricane Punishment ***

Motion: {b_f}+A+K
Height: sM,sM
Damage: 22,22
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-technical crouch


*** Cloud Scroll ***

Motion: {d_u},N,A+K
Height: H,H
Damage: 17,17
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-causes a Crumple Stun if second hit connects


*** Cloud Scroll to Wind Roll Forward ***

Motion: {d_u},N,A+K,B+K
Height: H,H
Damage: 17,17
Recovery: WRF,RC
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-causes a Crumple Stun if second hit connects
-Special Movement is a technical crouch


*** Cloud Scroll to Wind Roll Side ***

Motion: {d_u},N,A+K,{d/b+B+K_u/b+B+K_d+B+K_u+B+K_d/f+B+K_u/f+B+K}
Height: H,H
Damage: 17,17
Recovery: WRS
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-causes a Crumple Stun if second hit connects
-Special Movement is a technical crouch


*** Storm Cloud Scroll ***

Motion: {d_u},N,A+K,A
Height: H,H,M
Damage: 17,17,31
Recovery: -
Ground: -
Juggle: -
Ring Out: 3
Stagger: 3
Guard Impact: 1,3
Spirit Charge: -

-causes a Crumple Stun if second hit connects


*** Fog Blanket ***

Motion: d+A+K
Height: M
Damage: 30
Recovery: -
Ground: 1
Juggle: -
Ring Out: -
Stagger: 1
Guard Impact: 1
Spirit Charge: -


*** Divine Cannon Combo ***

Motion: FC,A+K,K
Height: L,M
Damage: 16,23
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: 2
Guard Impact: 1
Spirit Charge: -

-causes a Lift Crumple Stun if second hit connects on a Counter Hit


*** Fog Blanket ***

Motion: BK,d+A+K
Height: M
Damage: 37
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: 1
Guard Impact: 1
Spirit Charge: -


*** Ninja Cannon ***

Motion: b+B+K
Height: L
Damage: 20
Recovery: -
Ground: 1
Juggle: 1
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Ninja Cannon Cancel ***

Motion: b+B+K~A
Height: H
Damage: 11
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Ninja Cannon to Mekki-Maru Wind ***

Motion: b+B+K<A
Height: L,H
Damage: 20,11
Recovery: -
Ground: 1
Juggle: 1
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-the A can only be performed after the b+B+K if the b+B+K was not blocked


*** Heavy Burden ***

Motion: BK,B+K
Height: M
Damage: 14
Recovery: -
Ground: -
Juggle: 1
Ring Out: -
Stagger: 1
Guard Impact: 1
Spirit Charge: -


*** Wind Roll Forward ***

Motion: B+K
Height: -
Damage: -
Recovery: WRF,RC
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -

-technical crouch


*** Wind Roll Side ***

Motion: {d/b+B+K_u/b+B+K_d+B+K_u+B+K_d/f+B+K_u/f+B+K}
Height: -
Damage: -
Recovery: WRS
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -

-technical crouch


*** Possession ***

Motion: d,d/b,b
Height: -
Damage: -
Recovery: PO
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -

-technical crouch



************************************************************
  4D ---------------- 8WR TECHNIQUES -----------------------
************************************************************


*** Possessed Misery ***

Motion: {d/f_f_u/f}+A~d/b
Height: H
Damage: 6
Recovery: PO
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Burning Misery ***

Motion: {d/f_f_u/f}+A,B,B,B
Height: H,M,M,M
Damage: 6,8,12,18
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Delayed Burning Misery ***

Motion: {d/f_f_u/f}+[A]<B,B,B
Height: H,M,M,M
Damage: 6,8,12,18
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,<2
Spirit Charge: -


*** Wind Scroll ***

Motion: {d_u}+A
Height: M
Damage: 27
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-causes a Double-Over Stun if it connects on a Counter Hit


*** Shadow... ***

Motion: {d/b_u/b}+A
Height: M
Damage: 8
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: -
Guard Impact: 1
Spirit Charge: -

-works as the first input of a technique which begins with A


*** Bamboo Cutter ***

Motion: b+A
Height: H
Damage: 20
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Assassin's Strike ***

Motion: {d/f_f_u/f}+B
Height: M
Damage: 50/33
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: 1
Guard Impact: 1
Spirit Charge: 1

-technical crouch


*** Illusion Scroll ***

Motion: {d_u}+B
Height: M,M
Damage: 13,20
Recovery: -
Ground: -
Juggle: 1,2
Ring Out: 1
Stagger: 1
Guard Impact: 1
Spirit Charge: -


*** Scroll of Darkness ***

Motion: {d_u}+B~A
Height: M
Damage: 37
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: 1
Guard Impact: 1
Spirit Charge: -


*** Darkness... ***

Motion: {d/b_u/b}+B
Height: M
Damage: 15
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: -
Guard Impact: 1
Spirit Charge: -

-works as the first input of a technique which begins with B


*** Seal ***

Motion: b+B
Height: M
Damage: 28
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: 1
Guard Impact: 1
Spirit Charge: -


*** Slide ***

Motion: f+K
Height: L
Damage: 26
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Heavy Burden ***

Motion: {d/f_u/f}+K
Height: M
Damage: 14
Recovery: -
Ground: -
Juggle: 1
Ring Out: 1
Stagger: 1
Guard Impact: 1
Spirit Charge: -


*** Cloud Scroll ***

Motion: {d_u}+K
Height: H,H
Damage: 17,17
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-causes a Crumple Stun if second hit connects


*** Cloud Scroll to Wind Roll Forward ***

Motion: {d_u}+K,B+K
Height: H,H
Damage: 17,17
Recovery: WRF,RC
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-causes a Crumple Stun if second hit connects


*** Cloud Scroll to Wind Roll Side ***

Motion: {d_u}+K,{d/b+B+K_u/b+B+K_d+B+K_u+B+K_d/f+B+K_u/f+B+K}
Height: H,H
Damage: 17,17
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-causes a Crumple Stun if second hit connects


*** Storm Cloud Scroll ***

Motion: {d_u}+K,A
Height: H,H,M
Damage: 17,17,31
Recovery: -
Ground: -
Juggle: -
Ring Out: 3
Stagger: 3
Guard Impact: 1,3
Spirit Charge: -

-causes a Crumple Stun if second hit connects


*** Water Kick ***

Motion: {d/b_u/b}+K
Height: H,L
Damage: 28,17
Recovery: RC
Ground: 2
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1,2
Spirit Charge: -


*** Mat ***

Motion: b+K>K
Height: M,M
Damage: 28,18
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: 1
Guard Impact: 1
Spirit Charge: -


*** Stalker ***

Motion: {A+B_d/b+A+B_b+A+B_u/b+A+B_d+A+B_u+A+B_d/f+A+B_f+A+B_u/f+A+B}
Height: -
Damage: -
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -


*** Stalker ***

Motion: BK,{A+B_d/b+A+B_b+A+B_u/b+A+B_d+A+B_u+A+B_d/f+A+B_f+A+B_u/f+A+B}
Height: -
Damage: -
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -


*** Possession ***

Motion: {d/b_b_u/b_d_u_d/f_f_u/f}+A+K
Height: -
Damage: -
Recovery: PO
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -

-technical crouch


*** Wind Roll Forward ***

Motion: B+K
Height: -
Damage: -
Recovery: WRF,RC
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -

-technical crouch


*** Wind Roll Side ***

Motion: {d/b+B+K_u/b+B+K_d+B+K_u+B+K_d/f+B+K_u/f+B+K}
Height: -
Damage: -
Recovery: WRS
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -

-technical crouch



************************************************************
  4E --------- WIND ROLL FORWARD TECHNIQUES ----------------
************************************************************


*** Mekki-Maru Wind ***

Motion: A
Height: H
Damage: 11
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -


*** Divine Wind ***

Motion: B
Height: M
Damage: 33
Recovery: -
Ground: 1
Juggle: 1
Ring Out: 1
Stagger: 1
Guard Impact: 1
Spirit Charge: 1


*** Wind Death Sault ***

Motion: B,B,B
Height: M,M,M
Damage: 33,28,52
Recovery: -
Ground: 1,2
Juggle: 1
Ring Out: 1
Stagger: 1
Guard Impact: 1,3
Spirit Charge: 1

-third hit is controlable by holding f or b


*** Wind Death Rush ***

Motion: B,K>B
Height: M,M,M
Damage: 33,23,28
Recovery: -
Ground: 1
Juggle: 1
Ring Out: 1
Stagger: 1
Guard Impact: 1
Spirit Charge: 1


*** Wind Roll Side ***

Motion: ~{d/b_u/b_d_u_d/f_u/f}
Height: -
Damage: -
Recovery: WRS
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -

-technical crouch


************************************************************
  4F ----------- WIND ROLL SIDE TECHNIQUES -----------------
************************************************************


*** Side Breeze ***

Motion: A
Height: H
Damage: 33
Recovery: -
Ground: -
Juggle: -
Ring Out: CH1
Stagger: -
Guard Impact: 1
Spirit Charge: -



************************************************************
  4G ------------ POSSESSION TECHNIQUES --------------------
************************************************************


*** Possession Rush ***

Motion: f
Height: -
Damage: -
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: -
Spirit Charge: -

-all Possession Techniques may be performed during the Possession Rush except
 for b+A
-technical crouch
-Possession Rush can be cancelled after 10th frame by tapping u/b, b, or d/b


*** Storm Scroll ***

Motion: A
Height: H
Damage: 39
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: 1
Guard Impact: 1
Spirit Charge: -


*** Mekki-Maru Wind ***

Motion: b+A
Height: H
Damage: 11:
Recovery: -:
Ground: -
Juggle: -
Ring Out: -
Stagger: -
Guard Impact: 1
Spirit Charge: -

-execution is 7 frames


*** Dream Scroll ***

Motion: B
Height: M
Damage: 47
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: 1
Guard Impact: 1
Spirit Charge: -

-causes a Forced Crumple Stun if it connects


*** Dragon Wheel ***

Motion: K
Height: M
Damage: 18
Recovery: -
Ground: -
Juggle: -
Ring Out: -
Stagger: - 
Guard Impact: 1
Spirit Charge: -


*** Vacuum Drop Kick ***

Motion: d+K
Height: L
Damage: 22
Recovery: FU
Ground: 1
Juggle: -
Ring Out: 1
Stagger: -
Guard Impact: 1
Spirit Charge: -


*** Awakening Rush ***

Motion: {u/b_u_u/f}+K,A
Height: M,M,M
Damage: 23,23,47
Recovery: FC
Ground: -
Juggle: -
Ring Out: 2
Stagger: 3
Guard Impact: 1
Spirit Charge: 3

-u/b+K,A and u+K,A will cause Taki to leap straight up
-u/f+K,A will cause Taki to leap forward
-causes a Forced Crumple Stun if second hit connects


*** Exorcism ***

Motion: A+B
Height: UM
Damage: 66
Recovery: -
Ground: -
Juggle: -
Ring Out: 1
Stagger: -
Guard Impact: -
Spirit Charge: -



*******************************************************************************
_______________________________________________________________________________


_______________________________________________________________________________
*******************************************************************************
===============================**            **================================
  5  ****************************  STRATEGY  **********************************
===============================**            **================================
*******************************************************************************
                                            


************************************************************
  5A -------------------- THROWING -------------------------
************************************************************


*** Basic Throwing ***

Taki's throw range is one of the shortest in the game, but that does not mean
that she should not be throwing.  Taki's speed allows her to quickly rush into
throw range, thus her throwing potential should never be underestimated. Taki's
f,[f]+G+B does the most damage of her three front throws with the smallest
escape window.  Obviously, it is essential that you vary your throws with
different escapes or else your opponent will start to catch on and your throw
attempts will often result in failure.  Note your location in the ring, and if
trading positions with your opponent is a wise decision.  Terrain plays an
important role in the game, so terrain advantage can sometimes be more valuable
than higher damage.  Also, note the recovery position of your opponent after a
successful throw.  The G+A throw causes your opponent to recover facing up,
feet towards, the f,[f]+G+B throw causes your opponent to recover face down,
feet away, and the G+B throw causes your opponent to recover face down, feet
towards feet away.  Recovering face down, feet towards, is basically recovering
BK, with a few other options, whereas Taki's G+A and f,[f]+G+B have her
opponent ending up in a position that is basically RC with a few more options,
thus allowing him/her to perform FC and WS techniques. Realize what your
opponent is capable of doing from the recovery position and always bear it in
mind.  Use your knowledge to make intelligent decisions instantaneously.


*** Ticking ***

As mentioned in Basic Throwing, Taki's throw range leaves much to be desired,
but there are ways to get inside the necessary range.  A method of getting into
an ideal throwing situation is to use what is known as Ticking.  Generally
speaking, a Tick is when you use an attack which opens up a throwing
opportunity.  When attempting to Tick, you must consider the distance between
you and your opponent, the frame advantage/disadvantage of the "initial"
attack, how far and where the pre-throw attack will push your opponent, the
height of the pre-throw attack, and certain psychological aspects (Example: a
move or set of moves which can "intimidate," may freeze your opponent).

Example:

f+K<A, f,[f]+G+B



************************************************************
  5B --------------- POST-GUARD IMPACT ---------------------
************************************************************


*** Intro to Post-GI ***

Guard Impacts play an important role in the game, since it is both a defensive
and offensive technique.  If you manage to successfully Guard Impact your
opponent, you must realize that Taki has no non-Unblockable techniques which
can't be Guard Impacted.  In other words, if your opponent knows how to Guard
Impact, you're going to have to be creative with your choice of post-Guard
Impact strategies.


*** Stand ***

Simply stand and watch your opponent.  Some people may not have a very good
reaction time, so they end up relying on anticipation.  If your opponent makes
the wrong judgement and throws out a GI of his/her own while you're still doing
nothing, you get a free hit.


*** Run ***

Run towards your opponent.  If your opponent simply reacts to your character's
movement, he/she may try to GI, thus leaving him/her open to a free hit.  If
this is the case, since you already have the f,[f] motion in, 8WR,f+B and
f,[f]+G+B are ideal methods of punishment.


*** Guard Cancel ***

Throw out a basic move and Guard Cancel it.  Your opponent may react to the
animation by using a GI, thus leaving him/her open for a free hit.

Example:

B<G, f,[f]+B


*** Jump ***

Jump towards your opponent and either use a WL technique or do nothing until
you've actually landed.  The jump itself may throw your opponent's timing off,
causing him/her to GI early, therefore allowing you to get a free hit.

Example:

WL,A


*** Possession ***

After a successful GI, immediately shift into Possession.  Your opponent may
react to Taki's sudden movement, thus leaving him/her open for a free hit from
Possession.  However, the versatility of Possession doesn't end there.  Taki's
PO,B, A+K combo causes heavy damage, and its timing is rather awkward, so it
can really catch your opponent off guard.  Also, Taki's PO,A+B is a true
Unblockable.  Due to its unblockable nature, the PO,A+B comes out rather
slowly, but it can't be Guard Impacted, and it may freeze your opponent.  Just
note that since the PO,A+B really is slow, your opponent will have recovered
from the initial GI before the technique actually comes out.

Example:

PO,A+B


*** Special Movement ***

If you're in a rather bad terrain location and wish to take defensive
precautions, Taki's Special Movements are ideal methods of locomotion.

Examples:

A+B
d+B+K


*** Step/8WR ***

If you succesfully use a Parry to GI your opponent, your opponent will be
guided towards Taki's side.  What you may want to do is Step/8WR towards your
opponent's back, giving you a position advantage, while keeping you close to
your opponent, which allows you to apply specific offense.


*** Post-GI Theory ***

There are other strategies for Post-GI, and they range from simply using normal
moves with awkward execution time, to combining the afforementioned strategies.
It's up to you to figure out what would be the ideal choice for different
Post-GI situations.  This is the area where mind manipulation is key, and thus
you must understand your opponent's way of thinking.



************************************************************
  5C ---------------- OFFENSIVE FLOW -----------------------
************************************************************


*** Custom Strings ***

Taki is technically the fastest character in the game, but also has the
shortest range, and thus, fights extremely well up close.  What you want to do
is apply a great deal of pressure on your opponent with sets of techniques that
flow well together, thus making it difficult to interrupt.  To create Custom
Strings, you need to keep several factors in mind, including technique range,
technique mobility, height, recovery, frame advantage/disadvantage, and several
others.  Generally, for Custom Strings you want to keep moving forward, so
moves which make Taki advance are ideal for this purpose.  In Custom Strings,
there are techniques which can be generalized as Starters, Fillers, and Enders.
Starters are usually a safe way of getting inside, Fillers are basically the
"meat" of the Custom Strings since it's where there lays the main part of the
offensive rush, and Enders are moves which basically allow Taki to safely
retire the spurt of pressure by knocking the opponent down/away.  However, you
don't have to limit your Custom Strings to the three step guideline.  The great
thing about Custom Strings is that they're extremely flexible, and the
possibilities are endless.

Examples:

B<A,[K], b+K,K, WS,A, b+B+K
B<A,[K], WL,A, WS,A,A, f,[f]+B
B<A, b+K,K, WS,K
B<A, A,B,b+B+K<A, A<f
B,[K], d/f+K,K, f+B, f+K<A, f,[f]+G+B
B,[K], d/f+A, WS,B, WL,A, WS,K
f+A, d/b+K, FC,A+K,K
f+A, d/f+A, WS,K
A,B,b+B+K<A, d/f+K,K, f+B, B,K
f,[f]+A~d/b, PO,b+A, B,A~d/b, PO,B
f,[f]+A~d/b, PO,b+A, d/f+K, f+B, A,B,B~d/b, PO,A


*** Possession Rush Cancel Taki ***

Possession Rush Cancel Taki is a style which takes full advantage of Taki's
ability to Possession Rush Cancel.  The PORC allows Taki to use her POR, and
halt it, opening up several options.  Using the actual PORC is quite simple,
but effectively using it within Custom Strings may require quite a bit of
practice.

Method 1 - This method, when performed correctly, can sometimes be quite
           difficult since quick hands are necessary.

1. Possession Rush - simply done by going into Possession, then tapping forward

2. Cancel - tapping d/b, b, or u/b while Taki is performing the Possession Rush

You will notice that when Taki performs the Cancel, she Steps in the direction
which you tapped, so if you wish to keep Taki moving forward you will need to
use Step 3.

3A. Cancel Step - immediately after tapping d/b, b, or u/b for the Cancel, tap
                  d/f, f, or u/f
3B. Cancel Step - immediately after tapping d/b, b, or u/b for the cancel,
                  return the stick to Neutral and hit G, A, B, or K (a
                  combination of buttons will also work)

In order to make smooth transitions, you must Cancel the Step quick enough so
that Taki does not Step backwards at all.

Example:

b+B, PORC,A,B,B~d/b, PORC,f,[f]+G+B

Actual Motions:

b+B,f, b~A,B,B~d/b,f ,b~f~f+G+B

Notice that the Cancel Step motion is also used as the first tap of the
f,[f]+G+B.  Therefore the Cancel Step motion can also be the initial direction
of the technique you wish to use.

Example:

B<A~d/b, PORC,B,B,B~d/b, PORC,d/f+B

Actual Motions:

B<A~d/b,f, b~B,B,B~d/b,f, b~d/f+B


Method 2 - This method is rather easy, and can also be extremely effective, but
           the set of moves that Taki has at her disposal much more limited.

1. Possession Rush - simply done by going into Possession, then tapping forward
2. Cancel - use any technique which contains d/b, b, or u/b within the motion,
            as it will automatically cancel the Possession Rush

Example:

A,B,B~d/b, POR,b+B, POR,d/b+A

Actual Motions:

A,B,B~d/b,f, b+B,f, d/b+A 


Examples:

A,B,B~d/b, PORC,f,[f]+G+B
A,B,B~d/b, PORC,B<A, PO,A
A,B,B~d/b, POR,b+B, PORC,A,B,B~d/b, PORC,f,[f]+B
B,B,B~d/b, POR,b+B, PORC,B<A~d/b, POR,b+A, PO,u+K,A
B<A~d/b, PORC,A,B,B~d/b, PORC, A,B,B~d/b, PORC,A<f


*** Merged Custom Strings ***

Mixing basic Custom Strings and PORC Strings together can be an effective way of
confusing the opponent.  If you've been able to throw out basic Custom Strings
and PORC Strings, mixing them together shouldn't be hard at all.

Examples:

B<A~d/b, POR,b+B, PORC,A,B,b+B+K<A, d/f+K,K, f+B, f+K<A, f,[f]+G+B
f,[f]+A~d/b, PO,b+A, B<A~d/b, PORC,A,B,B~d/b, POR,d/f+A, WS,A, b+B+K
A,B,B~d/b, PORC,B,B,B~d/b, A,B,B~d/b, POR,d/b+K, FC,A+K,K
A,B,B~d/b, PORC,A,B,B~d/b, POR,d/b+B, FC,d/f+K~d/b, PO,B
A,B,B~d/b, PORC, A,B,b+B+K<A, B<A~d/b, POR,d/b+B+K, PO,A



************************************************************
  5D --------------------- COMBOS --------------------------
************************************************************


Combos are a great way to knock off some guaranteed damage, or to simply give
some flare to your game.  Each section is for each different Combo Starter.


*** b+B+K ***

Combo: BOUNCE,u+A, d/b+A
Counter Hit: No
Guaranteed: Yes
Note: -

Combo: BOUNCE, b,[b]+B, d/b+A
Counter Hit: No
Guaranteed: No
Note: -

Combo: BOUNCE,b+B+K<A, f,[f]+B
Counter Hit: No
Guaranteed: No
Note: -

Combo: [G](u+A), [G](u/f+A), f,[f]+B
Counter Hit: No
Guaranteed: No
Note: -

Combo: B,[K], f,[f]+B
Counter Hit: No
Guaranteed: No
Note: -

Combo: B,[K], [G](u/f+A), f,[f]+B
Counter Hit: No
Guaranteed: No
Note: -

Combo: B,[K], f,[f]+A~d/b, PO,B
Counter Hit: No
Guaranteed: No
Note: -

Combo: 8WR,{d_u}+K,A
Counter Hit: No
Guaranteed: No
Note: -


*** d/f+B ***

Combo: B,A~d/b, PO,B
Counter Hit: Yes
Guaranteed: Yes
Note: d/f+B must connect deep

Combo: B,[K], d/b+A
Counter Hit: No
Guaranteed: No
Note: -

Combo: A,B,b+B+K<A, d/f+K,K,K
Counter Hit: No
Guaranteed: No
Note: -

Combo: K, f+B, K,K,K
Counter Hit: No
Guaranteed: No
Note: -


*** WS,K ***

Combo: f,[f]+B
Counter Hit: Yes
Guaranteed: Yes
Note: -

Combo: A+K
Counter Hit: Yes
Guaranteed: Yes
Note: -

Combo: FC,d/b+A+B, A+K
Counter Hit: Yes
Guaranteed: Yes
Note: -


*** WL,A ***

Combo: WS,A,A,A
Counter Hit: No
Guaranteed: No
Note: -

Combo: WS,A,A, f,[f]+B
Counter Hit: No
Guaranteed: No
Note: -

Combo: WS,A,A, A+K
Counter Hit: No
Guaranteed: No
Note: -

Combo: WS,K, f+B, A+K
Counter Hit: No
Guaranteed: No
Note: -

Combo: WS,B, d/f+K,K,K
Counter Hit: No
Guaranteed: No
Note: -


*** WRF,B ***

Combo: f,[f]+B
Counter Hit: No
Guaranteed: Yes
Note: -

Combo: [G](uf+A), B,[K], d/b+A
Counter Hit: No
Guaranteed: No
Note: -


*** 8WR,{d_u}+B ***

Combo: B,[K], f,[f]+B
Counter Hit: No
Guaranteed: No
Note: -


Combo: 8WR,{d_u}+K,A
Counter Hit: No
Guaranteed: No
Note: -


*** 8WR,{d/f_u/f}+K ***

Combo: f,[f]+B
Counter Hit: No
Guaranteed: Yes
Note: -

Combo: A+K
Counter Hit: No
Guaranteed: Yes
Note: -

Combo: [G](u/f+A), f,[f]+A~d/b, PO,B
Counter Hit: No
Guaranteed: No
Note: -

Combo: b+B+K<A, b,[b]+K
Counter Hit: No
Guaranteed: No
Note: -



************************************************************
  5E ----------------- GROUND GAMES ------------------------
************************************************************


If you manage to knock your opponent to the ground, it's logical that you
should continue to pour on the offense.  Taki has a multitude of techniques
which will connect with downed opponents.  Note that Taki only actually has
one Horizontal attack which will connect with a grounded opponent, and that
move is d/b+A.  On the other hand, Taki has a number of Vertical attacks which
will hit an opponent laying on the ground.  When deciding on which attack to
use on a downed opponent, remember that he/she may not just stay still down on
the ground.  Mix up the low hits and the mid hits in order to confuse your
opponent, making him/her have to really think about getting up into a standing
position, a crouched position, or simply not getting up at all, and maybe
rolling instead.

f+K             - quick mid kick with decent range   

d+K             - quick low kick with decent range

d+B             - quick mid slash with decent range, and causes Taki to RC

FC,d/f+K        - quick low kick with short range, and causes Taki to RC

FC,d/f+K~b      - quick low kick with short range, and causes Taki to recover
                  in PO

FC,A+K,K        - quick low kick with short range, to mid kick which does not
                  connect with a grounded opponent

WL,B,B          - mid hit to low hit, with WL as a requirement

WS,B,B          - mid hit to low hit, with WS as a requirement, but unlike
                  the WL,B,B, the second hit may be replaced by a Stalker

d+A+K           - slow mid hit

BK,d+A+K        - slow mid hit, with BK as a requirement

b+B+K           - low attack which has a wide collision area, and the ability
                  to launch your opponent for a juggle if he/she rises
                  incorrectly

d/b+A           - low attack with wide range, and will send your opponent back
                  to the ground if he/she rises incorrectly

A+K             - mid attack which advances and goes over low attacks

PO,d+K          - low attack, which can also be done off of the POR, and can
                  knock down your opponent if he/she rises incorrectly

8WR,f+K         - low attack which can cause Taki to hop out of the ring



************************************************************
  5F ------------- TERRAIN AND MOVEMENT --------------------
************************************************************


Terrain awareness is an extremely important factor in Soul Calibur.  It is
critical to know the shape and size of each arena.  Each arena has advantageous
and disadvantageous locations, however, it must be realized that an advantage
can easily be turned into a disadvantage, and a disadvantage can easily be
turned into an advantage.  You must know the capabilities of your opponent as
well as your own, and never neglect your location.  It is possible to have
whole strategy centred around pressuring your opponent to the edge of an arena
to knock him/her out of the ring.  However, it is important to remember that
Taki actually has moves which, when incorrectly used, can send her flying out
of the ring.  Knowing the movement of Taki's techniques is the key to
understanding the terrain.  Taki even has Special Movement techniques which
allow her to efficiently change terrain location wheen needed.  Intent,
innovation, intelligence, and knowledge are what decide who will take full
advantage of the terrain.

Taki's Special Movements are her Stalkers and Wind Rolls.  With the Stalker,
Taki can quickly move towards the sides, or even towards the opponent,
sometimes trading positions with your opponent.  When used at the appropriate
time, the Stalkers can leave your opponent's side or back exposed.  You must,
however, realize that you are vulnerable for quite some time, and you can
actually land yourself outside of the ring, when you perform this technique.
With the Wind Rolls, you are once against vulnerable to attacks, but it is
also a Technical Crouch, and the risk of a self-Ring Out is not there.
Performing the WRF leaves you with several offensive options, as Taki may
choose to immediately use a WRF attack, a WS attack, or even a FC attack.  The
WRF can be an intimidating move, but it's rather easily interruptable.  The
WRS, on the other hand, are not so easily interruptable since it does not
approach the opponent directly.  However, the WRS's only offensive option is
a High attack.  You have to be creative in the use of the WRS for offensive
purposes...  an example would be buffering in the Possession stance as the WRS
recovers, then immediately using the PO,A.  Also, remember that some techniques
can be cancelled into the Special Movements, and a Wind Roll Forward can even
be cancelled into a Wind Roll Side.

The following techniques have the ability to Ring Out (based on opponent's
side)...


*** Left ***

A~f
A<f
d/b+A
B,A,A
A,B,K
B<A,[K]
{u/b_u_u/f}+A
[G]({u/b_u_u/f}+A)
CH,WRS,A
PO,A


*** Right ***

B,[K],A
CH,WRS,A


*** Straight ***

b,[b]+B
d/f+B
WS,A,A,A
b,d/b,d,d/f,f+B
WRF,B,K,B
PO,u+K,A
PO,d+K
PO,A+B
8WR,f+K
8WR,{d_u}+B
8WR,{d/f_u/f}+K
8WR,{d_u}+B~A
8WR,{d_u}+K,A


Note that some techniques which can Ring Out to the right and left may also
knock the opponent "straight" back.  Also, Taki's back throw has the ability to
Ring Out.



*******************************************************************************
_______________________________________________________________________________



************************************************************
  6  -------------------- TRICKS ---------------------------
************************************************************


*** FC Buffer ***

This isn't really a true trick, as it simply exploits the fact that in Soul
Calibur, you crouch within 1 frame.  The FCB simply allows you to do FC
techniques from standing almost instantly.  All you have to do is tap either
d/b, d, or d/b, then immediately perform the motion the FC technique.  However,
the initial crouch tap can not be the same as the initial motion of the FC
technique.

Example:

FCB,FC,d/f+K~d/b

Actual Motions:

d/b~d/f+K~d/b


*** RC Cancel ***

When a technique Recovers Crouching, it is possible to in a sense cancel this
recovery, thereby allowing the player to perform a move with the initial motion
being d/b, d, or d/f.  This is done by Stepping in any direction after Taki has
performed the technique which Recovers Crouching, and then immediately
performing the motion for the next technique.

Example:

d/f+A, RCC,d+A,K, RCC,d/b+A

Actual Motions:

d/f+A, b~d+A,K, f~d/b+A


*** Haste to Wind Roll ***

This trick is contained within the Move List section, but due to the 1FS
nature of the technique it is also contained in this section.  The timing for
this technique may be difficult at first due to the fact that it requires a 1
Frame Shift.  What this means is that an input has to be done no more than 1
frame after the previous input.  In this case, it's B 1 frame after the K.
Inputs which require a 1FS often seem like the inputs are done simultaneously,
but the 1 frame difference can be felt.

Motions:

K,K,{d/b+K~B_d+K~B_d/f+K~B}


*** A,A to 8WR ***

When performing A,A, hold u/b, u, or u/f before it recovers, and once Taki
completes the A,A, she should Step in the direction that you are holding and
then go into the 8WR.  At this point, perform the button input(s) for the 8WR
technique.

Example:

A,A, 8WR,u/f+B

Actual Motions:

A,A~[u/f](<B)


*** A,A to Crouch ***

This trick only works when Taki is on the left side.  The A,A to Crouch trick
allows Taki to easily shift to the crouched position on the frame that A,A
fully recovers.  It's possible to do this when Taki is on the right side, but
the timing is crucial.  The trick is simply done by tapping or holding d/b, d,
or d/f after you perform the A,A.  This also allows you to perform WS techniques
quickly after the A,A.

Example:

A,A, WS,K

Actual Motions:

A,A,d~K


*** BK,K to Wind Roll ***

Taki is able to perform a Wind Roll Forward immediately after a BK,K by tapping
f immediately after a BK,K.  You may also tap d/b, u/b, d, u, d/f, or u/f after
the f to have Taki perform a Wind Roll Side.


*** BK,FC,B to Possession ***

This allows Taki to recover in her Possession stance after a BK,FC,B.  It is
done by performing BK,FC,B~b.



************************************************************
  7  ------------------ TO BE DONE -------------------------
************************************************************


There are still a lot of things I wish to discuss in this guide.  For one
thing, it seems as if there's a special trick to get Taki's f,[f]+G+B out of
her POR without doing the normal PORC method...  I've done it many times, but
I can't quite put my finger on the exact method.  Whenever I think I got the
trick down, it doesn't work.  Also, it seems as if FC,d/b+A+B, when done from
one the range which would normally only hit one foot, may not be GIable, but I
can't confirm this yet.  Anyway, here are the other things I'd like to do for
future versions of this guide.

- make corrections
- go more in depth for a number of sections
- add any frame info that I can get (the original intent of this guide
  was to provide frame information, but due to certain happenings, that focus
  was not possible).
- add any other technical information for Move List section
- directional pressure/usage of Staggers
- baiting
- getting inside
- changes made to Dreamcast version

This guide is far from finished.


************************************************************
  8  --------------- ACKNOWLEDGEMENTS ----------------------
************************************************************


Amitz - Helped me confirm a bunch of stuff when I was stuck inside my house.

Bluehand - This dude helped me get this stinky Taki Technical Guide done.  Like
           the Taki Technical Guide?  Bow down to him.  Don't like the Taki
           Technical Guide?  He probably doesn't like you either.  He's
           planning on releasing a Maxi guide, so if you're into that kind of
           thing, watch out for it.

CursedOne - Searched this thing for errors and other such uglies.  Apparently,
            he's cursed too.

Iron_Fist - I don't think he plays Soul Calibur anymore...  ah well.  Anyway,
            I discussed some theories with him.

Justin "Wind-X" Pierce - He's one nutty dude, that Wind-X character.  He
                         provided the SC community with an excellent site
                         (http://www.luminpro.com/soulcalibur), he created
                         words, and I've been bugging him on IRC for years.
                         Plus, he's an authentic Texan.  He's considering
                         shutting down SCN.  Dang.

KJS - Discussed a bunch of Taki whatnot with him on the SCN Strategy Forum.

Lau - Provided me with competition with his crazy Yoshimitsu, and made some
      suggestions to help me better my game.

misato-san - Respects KD!  Went through this here guide and gave some input.
             Oh, and I've discussed some Taki strategies with him.

Mark "Mr_MG" Griffin - This UK chap runs the Fighters.Net Soul Calibur section,
                       and he even let me hack up his move list to make this
                       here guide.  What a swell guy.

Shafi "RedfooT" Mohamed - Famous for kicking people in the neck, he's also a
                          Taki player who shares lots of neat tips.

Spencer "Srayer" Ray - He supports the KD cause despite being an American.  Oh,
                       and he gave me some SC tips too.

WCMaxi - He's a hoser.  He bakes a good cake and taught me a billion things.
         He even got me to read a book!  Need to know anything about SC?  He'll
         know it...  he just might not share the info with you.  Oh, he
         pioneered the crazy Possession Rush Cancel Taki style too.  Basically,
         if he wasn't around, this guide would not exist.  He's also my daddy.


Folks of EFnet #soulcalibur - I love you crazy guys!

Folks of SC forums - I love you crazy guys!  Well...  maybe not all of you.

Toronto - Providing me with competition.

Non-Toronto Competiton - Includes ERI, Banshee, Lau, and others.

RGVA and RGVS - Most of you annoy me.  Just thought I'd mention it.