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    Taka by CAng

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            ##############################
            # Carlo's Refined Taka Guide #
            ##############################
    
       
    GUARANTEED Taka series (the right pounce w/ the right combo):
    
       
       
       ff+P,PP -> df+K(pounce): If the PP's hit on the float, AT LEAST a
       df+K(pounce) is guaranteed regardless of terrain or opponent (except
       Taka). About 90% of the time, you can substitute df+K with b+K(pounce)
       for more damage.
       
       df+P(MC) -> f+K -> b+K(pounce): upon floating with df+P, a knee is
       guaranteed, and so is a pounce. At f+K, the series can be changed to
       f+P,P -> df+K(pounce): this MAY make more damage, but the hammer does
       not always hit on the float.
       
       d+PK,PK -> df+P,P(pounce): BOTH sweeps must hit for both hand pounces
       to hit.
       
       f+K -> b+K(pounce): this has NEVER failed me.
       
       b+P -> df+K(pounce) 
       
       db+PG -> df+P,P(pounce) 
       
       b,f+PG -> d+PG -> df+P,P(pounce) 
       
       df+K (pounce-MC) or b+K(pounce-MC) -> df+P,P(pounce) 
       
       b+PK -> d/f+P,P(pounce): might require slight dash before pounce.
       
       df+PK(MC) -> b,f+P or ff+P -> df+P,P(pounce) 
       
       
       ---------------
       
    80-90% probability series (does not always work but worth a try):
    
       
       
       HCT+PG -> b+K(pounce) 
       
       f+PG -> b+PG -> slight dash -> df+P,P(pounce) 
       
       PG -> df+P,P(pounce) 
       
       
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    Rush stoppers
    
       
       
       You must know frame rate of moves in opponent's rush, at execution >
       12 frames blocked, start rush stop. eg: DO NOT start your rush stop
       when you know the opponent is going to do Jacky's elbow or Akira's
       dashing elbow- they are both faster than Taka's first punch:
       
       d+P -> D,f+P -> PG or db+PG or f+PG 
       
       d+P -> D,b+PG
       
       PP -> G cancel -> f+PG or f+P
       
       PP -> E -> f+P
       
       ff+P,PP -> blocked -> high throw or low throw: do this only on
       blocking an attack.
       
       G -> db+PG or PG: EXACTLY upon blocking deep move > 20 frame recovery,
       start throw. Some assuming needed.
       
       E -> f+P: best done after ducking high attack w/ long enough recovery.
       
       
       After the second high P of Taka, or after f+PK,P Taka CANNOT be
       intercepted if the early punches were blocked. The opponent's option
       is either a reversal, or appropriate block.
       
       Key is to know frame rates of rush combos, and any canned combos. DO
       NOT attempt to intercept 2nd part of canned combo if you blocked first
       part!!
       
       
       -------------
       
    Fighting Jeff & Wolf:
    
       
       
       PP -> f+P or df+P -> throw or canned throw or float combo: Use to
       reclaim initiative.
       
       f+PK,PP -> f+PK,PP -> more f+PK,PP or throw or b,f+PG: Wolf definitely
       has nothing fast to beat the PP part of f+PK. Jeff's options are
       limited also. This neutralizes low kick to throw or knees. Use
       delayable window of f+PK,P to decide if one more P or change to throw.
       
       
       E -> whatever: must anticipate knee on the E.
       
       d+PK -> d+PK or D,b,f+P or D,f+P or D,b+PG: only when you have
       initiative!! Use delayable window of 2nd d+PK to asses and act!
       
       d+P -> D,f+P -> standing throw or f+PG: use when losing initiative.
       Will stop ANY attempted knee or low kick.
       
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    Stage Considerations:
    
       
       
       If fallen opponent near a wall, go for b+K, or AT LEAST d/f+K pounce.
       Limited rolling options or wall contact "improves" homing of pounce.
       
       Forget low throw on very uneven ground (stairs, ramp). Use f+P or df+P
       or b+PK instead.
       
       Opponent can be RO'ed in Jacky's stage with ff+P,PP -> b+K(pounce) ->
       a little push, from middle EASY !!
    
    

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