Taka by JCulbert

Version: 2.0 | Updated: 01/01/70 | Printable Version


Virtua Fighter 3 (Arcade)
Version 2.0
By John Culbert (tigeraid@geocities.com)

This FAQ and all my others can be accessed at the following sites:

http://www.geocities.com/SiliconValley/Heights/1910 (my page)


-revised moves list for easier reading
-added much more tactics
-added stuff to moves analysis
-corrected little mistakes, also in "A Word About..."
-added vs. section!

Well, Happy Man arcade still hasn't gotten SF3, so we have to settle for VF3,
which came in this week. IIRC, the game premiered last November or December,
so this may be a tad late for the rest of you. The Taka-Arashi FAQ written by
Carlo Ang <cang@acs.ryerson.ca> was good, but I felt I needed to elaborate on
Taka more thoroughly, especially the Throw aspect to him.

Anywho, some may be asking: WHY TAKA? Well, in VF2, my best characters were
Akira, Sarah and Jeffry; mind you, I was good with all the fighters in the
game (except for Lion, he sucks), but those were the best three for me. In 
VF3 Akira is still a powerful force to be reckoned with, but I decided to 
stay away from him for a bit, and try some more variety in play (however, at
the time of this update, I have an Akira FAQ out on the net :). Jeffry and 
Sarah I still use a fair bit to kick ass with, but I still yearned for 
something totally new.

Taka did this for me; his gameplay is so CAREFUL and reactionary, that he was
perfect for me (this is the way that I played Akira and especially Jeffry).
When we first played the game, I used Sarah and did pretty good, then for a
laugh I decided to pick Taka. I expected to get creamed because of my 
inexperience, and simply tried to get in a few of Taka's brutal moves to woo
the crowd. To my surprise, I actually did pretty good with him! I now use
Taka, along with Akira and Aoi, when fighting scrubs, because to scrubs these
characters, especially Taka, are considered weak or too slow. I love seeing
the crowd laugh or gape in awe as I totally demolish some Lion scrub who
loves d+K,K entirely too much, and says Lion's the best character because
he's "so fast". Heh, the poor ignorant slob....

So, what's so good about Taka? Well, here's my rundown:   


1. GREAT damage potential, especially with his Throws
2. Sheer brutalness of moves make him a great crowd-pleaser, and a hoot to
3. Has great speed and setup possibilities on his various palm techniques
4. Good range on a lot of attacks
5. Difficult to knock over, allowing some good counterattacking strategies
   (IIRC, you need a move with 40 pts. damage or more to floor the big guy!)
6. Difficult to juggle after a float, as he doesn't fly very high :)


2. damaging moves have slow recovery and must be placed carefully
3. large target, allowing a lot more attacks to connect easily
4. VERY difficult to avoid pounces and ground attacks because of his size,   
   and the slow speed of his recovering roll
5. Unfortunately, Taka seems to take considerably more damage from some 
6. VERY BAD--if Taka is hit by a Knee Strike (f+K) from most characters and
   it doesn't knock down, their THROW is guarenteed! :( However, if you
   anticipate you may of course be able to escape the Throw...


               .----------Guard (block)
               | .--------Punch
               | |
               | | .------Kick
               | | |
               | | | .----Evade (sometimes refered to as Dodge)
   u/b u u/f   | | | |
      \|/      | O O O
    b--o--f    O
   d/b d d/f
HCT  = Half Circle Toward (roll the joystick from B to D to F)
HCB  = Half Circle Back (roll the joystick from F to D to B)
 ,   = commands made one after the other
 +   = enter commands simultaniously
 N   = Neutral (return joystick to center)
 f   = Forward (tap joystick forward)
 b   = Back (tap joystick back)
 d   = Down (tap joystick down)
 u   = Up (tap joystick up)
 F   = HOLD Forward
 B   = HOLD Back
 D   = HOLD Down
 U   = HOLD Up
 MC  = Major Counter
 mC  = Minor Counter
 DP  = Dragon Punch (f,d,d/f+P)

Note: so, for those who don't understand the directional stuff, directions
      capitalized mean to HOLD in that direction. For example, when doing
      Taka's Low Slap (d+P), it means to tap down on the joystick and hit 
      punch at the same time. On the other hand, Taka's Sumo Toss is done 
      D,b+P+G, meaning that he must first crouch for a moment (HOLD down)
      then tap b+P+G at the same time.



*Attack Levels*

This is were the specific attack hits on an opponent's body. 

H- high level (can be ducked or blocked while standing)
M- mid level (CANNOT be ducked and MUST be blocked high; cannot be blocked
L- low level (CANNOT be blocked high, must be blocked low)
D- Downed (cannot be blocked at all, hits fallen opponent)


In VF3, there are many different ways in which to Throw your opponent; 
remember that Throws are totally unblockable... Another change to VF Throws
is that, like Tekken, they now have a missed animation where your fighter
grabs at the air. This means that if you go for a Standing P+G Throw, and the 
enemy ducks, you will not get the punch you did in VF2; instead, you'll grab
at the air and give the enemy an opportunity to counter.

-Types of Throws-

HT- High Throw (only grabs standing opponents)
LT- Low Throw (only grabs crouching opponents or a sitting Shun Di)
ST- Side Throw (grabs opponents at a sideways angle in relation to your 
    character's front)
BT- Back Throw (grabs opponents with backs facing your character)
GT- Ground Throw (grabs fallen opponent only)
WT- Wall Throw (animates Throw differently depending on position near wall)
CT- Catch Throw (has execution time and recovery)

Low Throws have instant execution, CAN be broken out of, and have an obvious 
missed animation with the fighter reaching downward slightly. 

A Side Throw has instant execution and CANNOT be broken out of. 

Back Throws are instant like regular frontal Throws and cannot be broken 

Ground Throws are attacks that grab the enemy off the ground, but have a 
noticable execution time, allowing fast foes to avoid them. They also have a 
slower recovery animation, meaning the enemy can also counter with a rising 
attack; note that the Ground Throws cannot be broken, however. 

Wall Throws are basically regular Throws that have been modified with 
different animations if you or your opponent are near the wall. A cool 
example is with Jeffry's Exchange Throw (d/b+P+G); in normal circumstances, 
he'll just grab your arm, whip you around and leave your back exposed. 
However, if Jeffry's back is to the wall, Jeffry will whip you INTO the wall, 
drag your face along it, then knee you (ouch!) The only difference between 
Wall Throws and regular Throws is that they are inescapable.

Catch Throws are a special type of grab; they are inescapable, and usually
lead to big damage multi-Throws, but also have a noticable execution time,
allowing the enemy to counter quickly if they see it coming, and also have a
slower recovery so the enemy can counter if it misses. These Catch Throws 
only grab high and therefore can be ducked easy, so it is best to bait the
enemy into blocking high and then snag them (see tactics later on).

Note on Regular Throws: "regular" refers to a Throw that grabs high and is
escapable. Generally a character has three or four regular Throws, one being
P+G, which is escaped with the same motion. Other Throws can also be 
considered regular Throws, as long as they don't fall into ANY OF THE ABOVE
CATEGORIES OTHER THAN HIGH THROW. For example, a Low Throw, or a Side Throw,
is not considered "regular". 

*Throw Escapes*

Unlike VF2, most Throws in this game can now be escaped. The general rule is
that any REGULAR or LOW Throw can be escaped. Now, as far as I know there is
a common way to break out of all Throws if you anticipate them, and I will
explain this later on in the tactics section.
To escape from a throw, tap the motion the moment the opponent begins to 
throw you (around 10 frames in).


Some characters in VF3 have the ability to grab the enemy's oncoming attack 
and counter it. Only certain attacks can be reversed however. Each move in 
the moves list that can be reversed will be designated with "R" followed by 
one or a combination of the following indicators:
L-  must be reversed low         
M-  must be reversed high
H-  must be reversed high
P-  must be reversed with a Punch reversal
K-  must be reversed with a Kick reversal
Kn- must be reversed with a Knee reversal
KF- must be reversed with a Kickflip reversal
C-  must be reversed with a Crescent reversal
n-  cannot be reversed

Therefore, LP means it must be reversed with a low reversal, or a Low Punch
reversal. These can however vary--for example, a Side Kick from Kage can be 
reversed by a mid-Level reversal (eg. Akira's d/b+P+K), but it can also be
reversed with a specific Side Kick reversal (eg. Wolf's).

*Floating and the Art of the Counterhit*

Floating is the term used when the enemy is knocked up in the air and stays 
there long enough to be juggled. A lot of moves will "float" the opponent, 
but not all the time. It depends on where you hit them, where they are, which 
character they hit (lighter characters like Pai float better) and wether or 
not they're on the ground. Note that opponents float the easiest when you hit 
them with a move DURING the animations of their own move (MC). 

Three things happen when you connect an attack as a major counter:
1) The attack is given a 50% damage (maybe a little less now?) point bonus!
2) The attack can have the potential to float the enemy high enough for a 
   good juggle
3) As well, the attack can sometimes become more stunning (i.e. the opponent
   will lay on the ground longer) allowing you to get in a good Pounce.

NOTE: there is also a "minor counter", which is done by attacking the enemy 
      during their RECOVERY frames--you are awarded a smaller damage bonus, 
      and it will also sometimes knock down/float (though usually less than 
      the MC). Also note that you can recieve a minor counter bonus with
      Throws (eg. duck a high attack & Throw), but it does considerably LESS 
      than a minor counter otherwise.


In VF3 your character can stand in two stances, closed stance and open 
stance. Consider the diagram below as a bird's eye view, the Xs being the 
character's feet position.

             Player 1    Player 2             Player 1     Player 2
               X         X                     X                 X
                     X         X                     X     X
                 Closed Stance                      Open Stance
Think of the bottom of those diagrams as facing you, the player. Notice that 
the legs closest to you in open stance are close together, but the opposite
legs are extremely far apart. Thus, the open stance does not allow the 
opponents to get very close together. But, in closed stance, one leg of
player one is forward (in the diagram, the right) and their opponent's right
leg is forward. This allows the opponents to get closer in to each other.
This is one of the things that occur with different stances. Other things
happen as well, such as moves hitting different attack levels and attacks 
coming out different or having more range.

*Guard Cancelling*

To pull back a punch or a kick, tap guard during its initial animations (as
it is coming out). This is very good for faking out the opponent, and its
recovery is instant. After it you can do a number of moves; for example, the
opponent will attempt to block your incoming punch, but you can quickly pull
it back and immediately Throw if they are close enough. Guard cancelling is
also a big part of some combos; after floating the opponent, you could juggle
with maybe two punches. But, if you G-cancel those punches, you can get
more punches in. As well, this allows for quick punch juggling then going
into a follow-up attack.


These are attacks on fallen enemies. Taka has four Pounces: d/f+K, d/f+P,
d/f+P,P, and b+K (the last is actually a special move, but will hit grounded
opponents). These will be explained further on.


You can dash by tapping f,f and you can also dash backward with b,b. To RUN
forward, tap f,F. 
Alternately, you can now tap f+E (or F+E) or b+E to dash (or run) as well. 
The f+E and B+E are the only type of dashes that can be controlled or 
G-cancelled. See tactics for more info.


To Evade, or dodge, press the E button. This will cause Taka to slip off to
the side of the opponent AWAY FROM YOU, THE PLAYER (i.e. "dodging in"). To
"dodge out", or toward you the player, tap d+E. Dodging avoids a lot of 
attacks that are not circular... The following is from Andrew Ryan Chang's
VF3 Beginner's FAQ (dodge=evade):

"Attacks can be classed into four categories: linear, backside-to-frontside 
 circular, frontside-to-backside circular, and circular. It is nearly 
 impossible to dodge the last. The first can usually be dodged in either 
 direction. Dodging an attack that comes across the opponent's backside 
 requires dodging towards their frontside, and vice-versa. Combo attacks and 
 G button taps will align a player with a person who has just sidestepped."

A good example of a circular attack is Pai/Lau's Crescent Kick, meaning that
if you try to evade this, you're (usually) screwed. :) See tactics for more 

*Rising Moves*

These are attacks or technqiques done while recovering from a knockdown. 
These are listed (as many as I know) in the general moves section. See 
tactics for more info.



-Step Forward: F
-Step Back: B
-Crouch Step: D/F or D/B
-Dash Forward: f, F or f+E
-Dash Back : b, B or b+E
-Run Forward: f, F or F+E
-Evade In: E
-Evade Out: d+E
-Roll Forward: F (when knocked down; can perform other recovery attacks after)
-Roll Back: B (when knocked down; can perform other recovery attacks after)
-Roll to Side: G (when knocked down; can perform other recovery moves after)
-Rising Swipe: K
-Rising Low Sweep: D+K

(NOTE: any more rising attacks, please! I would also appreciate frames and
       damage where applicable too...)



Note: frame intervals of each move are listed in the Moves analysis. Also,
      additional notes are included in the analysis.


-damage points in squiggly brackets ( { } ) for Throws indicate changed 
 damage when the Throw is done to another Taka-Arashi.
-a tilde ( ~ ) indicates the damage points vary depending on distance of the
 enemy away when the move is started
-an * between reversal types indicates how each hit is reversed; for example,
 with Taka's Elbow-Double Hammer combo, the reversals are designated MP*none
 --meaning that the first hit is reversed with a MP Reversal, but the 2nd hit
 cannot be reversed. If it is a multiple attack but has only one reversal 
 type, then assume that all hits can be reversed with the same type. As well,
 if the attack has, say, 5 hits, but there's only two reversal types, then
 assume that the first attacks are reversed one way, and the next different
 attack is reversed differently. For example, Taka's Five Punch-Headbutt is
 designated HP*none, because the first five hits can be reversed with a HP
 reversal, but the last hit cannot be reversed...

-damage pts. in [] indicate ranged attack damage.

   MOVES NAME:           MOTION:     LEVEL:     DAMAGE:      NOTES:
-Punch:                P            |H     |10             | R-HP
-Low Slap:             d+P          |L     |14             | R-LP
-Kick:                 K            |H     |30             | R-HK
-Low Kick:             d+K          |L     |25             | R-LK
-Front Kick:           d/f+K        |M     |33             | R-MK

TURN-AROUND ATTACKS: (done w/back facing opponent)

   MOVES NAME:           MOTION:     LEVEL:     DAMAGE:      NOTES:
-Turning Slap:         P            |H     |12             | R-HP
-Turning Low Slap:     d+P          |L     |12             | R-LP
-Turning Low Kick:     d+K          |L     |25             | R-LK
-Turning Kick:         K            |H     |36             | R-HK

   MOVES NAME:           MOTION:     LEVEL:     DAMAGE:      NOTES:
-Low Swipe:            d+P+K        |L     |15             | R-LP
-Double Low Swipe:     d+P+K,P+K    |LL    |15+10          | R-LP
-Double Punch:         P,P          |HH    |10+10          | R-HP
-Triple Punch Rush:    P,P,P        |HHH   |10+10+12       | R-HP
-Four Punch Rush:      P,P,P,P      |HHHH  |10+10+12+12    | R-HP
-Five Punch Rush:      P,P,P,P,P    |HHHHH |10x2+12x2+11   | R-HP
-Six Punch Rush:       P,P,P,P,P,P  |HHHHHH|10x2+12x2+11+10| R-HP                               |        |              |
-Double Punch-Slap:    P,P,f+P      |HHM   |10+10+20~65    | R-HP
-Five Punch-Headbutt:  P,P,P,P,P,f+P|HHHHH |10x2+12x2+11+24| R-HP*none
-Uppercut:             d/f+P        |M     |21             | R-HP
-Uppercut-Throw:       d/f+P,P+G    |MHT   |21+60{50}      | R-HP*HT
-Uppercut-Punch:       d/f+P,P      |MH    |21+10          | R-HP
-Rising Upward Palm:   d/f,d/f+P    |M     |32             | R-HP
-Double Palm:          D,b,f+P      |M     |20~80          | R-none
-Big Slap:             D,f+P        |M     |20~65          | R-HP
-Elbow Thrust:         f+P          |M     |19             | R-MP
-Elbow Thrust-Throw:   f+P,f,b+P+G  |MHT   |19+60          | R-MP*HT
-Elbow-Double Hammer:  f+P,P        |MM    |19+30          | R-MP*none
-Short Sumo Thrust:    f,f+P        |M     |20~30          | R-none
-Thrust-Punch:         f,f+P,P      |MH    |20~30+14       | R-none*HP
-Thrust-Double Punch:  f,f+P,P,P    |MHH   |20~30+14+14    | R-none*HP
-Two-Handed Thrust:    b,f+P        |M     |20~80          | R-none
-Single Palm:          b+P          |M     |28             | R-HP
-Bitch Slap:           P+K          |M     |29             | R-HP
-Overhead Chop:        d/b+P+K      |M     |21             | R-HP
-Big Two Handed-Upper: d/f+P+K      |M     |38             | R-none
-Two Handed-Upper:     D/F+P+K      |M     |28             | R-none
-Thrust Palm:          f+P+K        |M     |10             | R-HP
-Double Thrust Palm:   f+P+K,P      |MM    |10+10          | R-HP
-Triple Thrust Palm:   f+P+K,P,P    |MMM   |10+10+10       | R-HP
-Dodging Double Hammer:b+P+K        |M     |25             | R-none
-Cat's Trick:          P+K+G        |H     |5              | R-none
-Low Cat's Trick:      d+P+K+G      |M     |5              | R-none
-Shot Knee:            f+K          |M     |26             | R-Kn
-Heel Drop:            b+K          |M     |32             | R-HK
-Running Thrust:       running+P+K  |M     |20~70          | R-none

   MOVES LIST:           MOTION:     LEVEL:     DAMAGE:      NOTES:
-Ground Slap:          d/f+P        |D     |6              | R-n/a
-Double Ground Slap:   d/f+P,P      |D     |10             | R-n/a 
-Ground Stomp:         d/f+K        |D     |20             | R-n/a

   MOVES LIST:           MOTION:      LEVEL:  DAMAGE:         NOTES:
-Hip Toss:             P+G            |HT |50               | R-n/a
-Head Grab-Trip:       d/b+P+G        |HT |65               | R-n/a
-Face Thrust:          d/f+P+G        |HT |45               | R-n/a
-Sumo Toss:            D,b+P+G        |HT |70(*see below)   | R-n/a
-Bear Hug-Splash:      f,f+P+G        |HT |55               | R-n/a
-Head Rocker:          HCT+P+G        |HT |30{40}+5+10+15+20| R-n/a
-Side Suplex:          D/F+P+K+G      |LT |60               | R-n/a
-Big Drop:             P+G            |BT |65{90}           | R-n/a
-Drop Throw-Stumble:   P+K+G          |LBT|10+80{70}        | R-n/a
-Big Face Thrust:      P+G            |ST |60               | R-n/a
-Triple Wall Smash:    f,f+P+G        |WT |20+20+20         | R-n/a
-Wall Hip Toss:        b+P+G          |WT |60               | R-n/a
-Grab:                 f+P+G          |HT |0                | R-n/a
-Grab-Turnover Slam:   f+P+G,b+P+G    |HT |60{65}           | R-n/a
-Grab-Trip:            f+P+G,d+P+G    |HT |60               | R-n/a
-Grab-Suplex:          f+P+G,P+G      |HT |60               | R-n/a
-Catch:                b,f+P+G        |CT |0                | R-n/a
-Catch-Reaping Throw:  b,f+P+G,b+P+G  |CT |75               | R-n/a
-Catch-Swaying Push:   b,f+P+G,d+P+G  |CT |75               | R-n/a
-Catch-Hip Throw:      b,f+P+G,d/b+P+G|CT |75               | R-n/a
-Catch-Turnover Slam:  b,f+P+G,P+G    |CT |65               | R-n/a

*Note: Taka's Sumo Toss will do only 50 pts. of damage to Jeffry, Wolf and



Note on Frame Rates:        

There are three numbers of frames; the first is how many frames the move 
takes to execute, the second is the number of frames the move takes when
hitting the enemy, and the last is the number of frames in recovery. More
specifically, the executing frames indicate the time from when you finish
the motion for the move, and when the move begins. The second indicates how
long the move takes to hit ONCE IT HAS STARTED HITTING (for example, Taka's
normal standing P has a small amount of hit frames, whereas his Hip Toss 
(P+G) takes considerably longer hit time). The recovery indicates how long it
takes Taka to get to his normal stance after the hit frames are complete.

Frame Legend:

/  : separates miss and hit recovery times if they vary
() : different recovery time when the attack is blocked, or when a ground 
     throw misses (grabbing animation)
{} : indicate different frame rates for Throws done against another Taka



(Taka thrusts his fist forward quickly)


Note that this is actually more of a palm attack (at least that's what it
looks like), but I will call it a Punch so it is not confused with his Palm
This move should not be overlooked, because its recovery and speed are quite 
good. An ideal single move to use up close because if blocked you can defend 
against an attempted counter, and if it connects, you can follow it into a
further combo, The Punch is also great for interrupting the opponent's move 
up close, and then chain into the Double Punch-Slap for a quick and damaging


*Low Slap*

(Taka performs a low slap--duh! :)


A quick way to move into a crouch, and stop the enemy's offensive momentum.
This is also a really quick counter to high attacks, though there are better.
It comes out fast enough to be used constantly against offensive foes, or
against defensive foes who won't see it coming. Once you counter an attack
with this, the rest is open to you--you can go for the D,b+P+G Throw if close
enough, or the Double Palm (D,b,f+P+G) or Big Slap (D,f+P), among other 
things. It is also great as a setup; if the opponent is constantly blocking 
it low, quickly switch to a mid-level attack; or you can go for a riskier Low 
Throw... See tactics for more info.



(Taka performs a high kick)


This comes out fairly fast and does good damage, but if blocked you can be 
countered usually. However, the big disadvantage is that it hits high, so if 
it is seen coming it can be ducked, and you're at your opponent's mercy. It 
is best used only in places where it is certain it will connect, and even
then there are better alternatives...


*Low Kick*

(Taka stretches his foot forward to hit the shins of the enemy)


To be used rarely, its only advantage is that it will knock down on a MC.
However, it has HORRIBLY long recovery, meaning wether it is blocked, missed
OR does NOT knock down, you're likely to be countered. Use rarely.


*Front Kick*

(Taka pivots to the side and throws his foot forward)


This has great range and does good solid damage, knocking down on a MC. It is 
best used from a distance to keep constantly-ducking opponents on their toes. 
It also comes out much faster than a lot of his other long-ranged attacks, so 
it's good as a major counter from maximum range. However, its recovery is not 
too good if you're close, and from a distance, f,f+P or d/f,d/f+P are better 
options. Certainly not as important an attack to for Taka as it is for 


*Turning Moves*

Not much to talk about here, Taka's turn-around moves are basic and get the
job done. The only useful ones are the Low Slap and Low Kick, which can duck
under an enemy's attack and return facing front. Hopefully, you shouldn't be
turned around for long...


*Low Swipe*

(Taka stoops and swipes his arm across the ground)


*Double Low Swipe*

(Taka performs a two Low Swipes :)


An important set of moves, they have many setup and conditioning 
Defensively, this is a great move for ducking underneath high rushes, and on
a MC the follow-up P+K swipe will always connect. You can also delay the 
second swipe... As you can see from frame rates, the recovery will allow the 
enemy a counter if blocked, so use this wisely. Note that the second Swipe 
knocks down and you can sometimes get in a Double Ground Slap (d/f+P,P).
See tactics for much more info.


*Double Punch*

(Taka performs two quick punches)


*Triple Punch Rush*

(Taka performs three quick punches)


*Four Punch Rush*

(Taka performs four quick punches)


*Five Punch Rush*

(Taka performs five quick punches)


*Six Punch Rush*

(Taka performs six quick punches)


*Five Punch-Headbutt*

(Taka performs five quick punches then a headbutt)


*Double Punch-Slap*

(Taka performs two quick punches followed by a quick hand strike)


Each of these attacks make up Taka's "High Rush" repitiore. The advantage to
these moves are that the initial punches come out quite fast and are very
good for pecking; from there, it is a psychological game--if the enemy sees
the punches coming and ducks them, you can quickly switch to a "Slap" (only
after 2 Punches), or G-cancel and go from there (see tactics for more 
Incidentally, only the first two punches are guarenteed to connect unless 
they hit as a MC, but again if the enemy is hit by two punches then attempts
to duck, you can chain into the mid-level Slap...
Note that, if BLOCKED, the punches (NOT the Headbutt or Slap) cannot be
countered. More than anything else, the best part of the Punch Rushes is that
Taka has up to six available, giving you lots of time to G-cancel the 
appropriate punch depending on what the enemy wants to do; if you anticipate
them ducking, go for the Slap, or G-cancel and try for a more damaging f,f+P, 
or d/f+P, etc... If they remain standing, you can G-cancel and try for a 
Throw, too (but only if you feel you're close enough). See tactics for MUCH
more info...



(Taka steps forward with a powerful uppercut)



(Taka performs an uppercut, then grabs the enemy by their neck, choking them)



(speaks for itself)


Taka's Uppercut techniques can lead to devastating results, be it a Throw or
juggle combo :). First of all, I see little use for the Uppercut-Punch 
(additions?). Now, as far as the hit-Throw goes, the Uppercut must connect as
a MINOR Counter; if it connects as a MC, it will float and the Throw will not
come out (duh). The timing is kinda weird and I have yet to do it TRULY 
consistantly, however suffice it to say that there is a brief pause between
the Uppercut and the grab... The Uppercut doesn't have a huge range, but it
is still a good move to use against missed moves from a short distance, 
although I prefer one of his many other float moves :). IMO this move is best
used as the Minor Counter, after blocking a slow-recovering attack (eg. 
Akira's Reverse Body Check), or as part of one of the many Punch Rush setups
(see tactics). Remember that the Uppercut can also be reversed, but it is
UNCOUNTERABLE (sorry about that, folks) and can lead to many offensive setups
(see tactics for more info). Also NOTE: if the Uppercut hits a crouching
opponent, it will force them to stand, possibly for a Throw!


*Rising Upward Palm*

(Taka dashes low forward and rises with a terrific double uppercut)


Definetely one of Taka-Arashi's better moves. It has slow recovery, but has
very good range and floating capability to boot. A good move to snag whiffed 
attacks from a short distance, it will only float well on a MC; Follow with a 
P,P and b+K Heel Drop (or better--see combos).


*Double Palm*

(Taka lunges forward with a devastating double palm thrust)


Similiar to Akira's, this will do MAJOR damage, and the damage is affected by
the distance from the opponent. This has bad recovery, but cannot be reversed
because it is a double hand technique. A great counter to whiffed moves from
a short distance, or as a follow-up to a d+P to fend off offensive foes. This
is also a quick surprise to foes dashing in with attacks. Because you have to
charge down it is also, of course, a good counter if you ANTICIPATE a high
move (duck under it with the charge first). As the guys on r.g.v.a pointed
out, sweeps will beat this move, so it's not a good follow-up in most cases
to evading--HOWEVER, if you LOW BLOCK a sweep, the execution time of the 
Double Palm is in fact usually faster than the recovery of the sweep, meaning
GOOD minor counter damage! :)
BTW, here's a neat little tidbit of info from AM2: during its execution 
frames, the Double Palm can actually duck under a SIDEKICK and counter it! :)
See tactics for more info.

*Big Slap*

(Taka lunges forward with a powerful hand strike across the enemy's 


A slightly weaker, yet slightly faster version of the Double Palm. Like the
Double Palm, the damage depends on distance from the opponent, and it will
also throw the enemy back FAR, especially as a MC. This has much faster
execution than the Double Palm (which can in fact be interrupted by Punches
or Elbows), so it is more ideal for surprises or countering the faster high
attacks, or blocked sweeps. Like the f,f+P this is a great follow-up to a d+P
counter to high rushes (does it actually combo like Akira's?), and will catch
really fast attempted counters. The disadvantage to this though move is that
it CAN be reversed.


*Elbow Thrust*

(Taka steps forward with an elbow thrust to the mid-section)


*Elbow Thrust-Throw*

(After connecting with an elbow, Taka grabs the enemy around the waist and
 hoists them over his head, dropping them behind him)


*Elbow-Overhead Hammer*

(Taka throws an elbow thrust to the mid-section, then follows through with a
 and overhead hammer strike to the enemy's head)


The Elbow Thrust has FAST execution and can be chained into a Throw or a
second mid-level hit. It's best used after forcing the enemy to crouch, best
with a Punch Rush that's been G-cancelled to surprise 'em. The best part is,
if the Elbow connects as a Major OR Minor Counter, pause for a brief moment
then perform the Throw; Lotsa damage! Although it can be reversed, it 
otherwise is uncounterable if blocked, then you can try for a fast Throw to
surprise them! (You can do this by imputting the full f+P,f,b+P+G motion--if
the Elbow connects as a mC you'll get the Special Throw, and if they block
the Elbow, your P+G Hip Toss should come out with proper timing!) Also good 
in some juggle combos. See tactics for more setups.


*Short Sumo Thrust*

(Taka rushes forward with a terrific double hand strike)


*Short Sumo Thrust-Punch*

(Taka follows the Thrust with a punch)


*Short Sumo Thrust-Double Punch*

(Taka follows the Thrust with two punches)


Quite possibly Taka's best move, its execution time is AWESOME, it does 
decent damage (distance-affected), and has float capabilities. 
One of its most useful strengths, because of its speed, is that it will 
follow up a lot of defensive moves or traps well--for example, if you stop
the enemy's high rush with the d+P, the f,f+P is THE best follow-up, and you
may be able to get in a juggle combo. See tactics for more info on these
The canned combos that follow the Thrust will also act as juggles; the f,f+P
as a MC, chained into P,P as a juggle, then a GUARENTEED FAST pounce with
b+K will give a tremendous amount of damage and, as anyone knows, makes 
Taka's best all-around combo. The Thrust can also be used as a juggle itself,
giving GREAT ring-out possibilities.
Oh and BTW, if they block the Thrust, QUICKLY make sure you continue into at
least the single Punch, so you will lessen your recovery considerably and 
MAYBE even Throw the blocking enemy with P+G or another fast executing Throw 
before they can retaliate.


*Two-Handed Thrust*

(Taka lunges forward with a mega-damage double strike)


Damage depends on distance from the opponent. This is best used occasionally
as a juggle, or to MC a missed move from a standing position. I suppose it
could be used as a surpise because of its fast execution, but with that 
recovery I doubt it's wise. This also knocks the enemy FAR away after a 
float, so if you're looking to win in the traditional sumo fashion (i.e Ring-
Out), use this as a juggle. Also because of its initial speed, it's another
option after G-cancelled PP when the enemy ducks. If this hits up close
and/or as a MC, it HURTS.


*Single Palm*

(Taka throws out a single palm strike to the enemy's torso)


Not overly useful, but it does good damage and also recovers fairly fast,
making it a half-decent pecking tool. The problem is that it doesn't come out
too fast (compared to Punches, etc...), so it can be reversed with
anticipation. Another good move on persistent crouchers... Also a good way to
stop lower rush-in combos. It also knocks down on a counter, guarenteeing a
Double Ground Slap. If this is blocked, try for the f,f+P+G Throw, or a Low


*Bitch Slap*

(Taka swings his arm around to hit the enemy mid-level with a big slap)


Pretty much like Jacky's P+K, I see no terribly effective use for this,
except to counter missed moves (and there are better possibilities in this


*Overhead Chop*

(Taka brings his hand down on the enemy's head)


IMO an underused move, it can be reversed, but has decent execution. One of
the best things about it though, is that it will automatically knock the 
enemy into a crouch IF IT HITS. This will leave them open to a Low Throw or 
mid-level or low-level combo. Yet another good option after Eing or PPG when 
the enemy ducks...


*Big Two-Handed Upper*

(Taka throws both hands upward in a terrific uppercut)


Unreversable, and floats on a MC. This is one of Taka's best floating moves,
and will do great damage too. It is kinda slow on the startup, so it is best
used as a MC anyways. If blocked you're in trouble. Altogether you want to
use the regular Two-Handed Upper IMO, because it's faster (see below.)

*Two-Handed Upper*

(Taka throws both hands quickly upward in an uppercut)


First of all, this is also unreversable and floats on a MC. In addition, you
can do a different motion with D,d/f+P+K. This is one of the many excellent
follow-ups to a d+P stop to a high rush, or simply after ducking a high
attack (or after a Crouch Dash). It is also good as a counter from a short
distance, because unlike its big counterpart, this comes out and recovers
FAST. See combos for more info.


*Thrust Palm*

(Taka thrusts his palm forward, duh! :)


*Double Thrust Palm*

(Taka follows his Thrust Palm with a single punch)


*Triple Thrust Palm*

(Taka follows his Thrust Palm with two quick punches)


Good execution time on these techniques, they're another choice as follow-up
to stopping a high rush, or to deal with crouchers from a short distance. It
is also a great offensive tool, and you can start countering the opponent
depending on what they do about the last punches, as you can with the Punch
Rush. The Thrust Palm will take out a LOT of the enemy's attacks, so use it
a LOT. Remember too that if the Thrust Palm is blocked, be sure to continue
into the Punches, because they have slightly better recovery frames and you
may even be able to Throw the blocking enemy before they can retaliate. See 
tactics for more info.


*Dodging Double Hammer*

(Taka dodges to the side and back a little, and brings both hands down on the
 enemy's head)


This cannot be reversed and comes out QUITE fast. The dodge will, of course,
avoid most linear attacks; a good counter to quick dashing moves that you
anticipate (eg. Akira's Dashing Elbow or Dashing Palm). Remember though not
to use it unless you're sure because the recovery is bad; BTW, you are often
guarenteed at least the d/f+P,P Pounce.


*Cat's Trick*

(Taka claps his hands together)


*Low Cat's Trick*

(Taka claps his hands together near the enemy's torso)


A lot of contraversy about this move on r.g.v.a. Presumably, they will both 
dizzy the enemy and allow a follow-up, but ONLY as a major counter AT THE
BEGINNING OF THE ROUND. Please, anyone with more info, e-mail it to me 
(although altogether this move seems a waste).


*Shot Knee*

(Taka thrusts a knee straight forward)


Comes out fairly quickly and is a GREAT juggle, especially after the D/F+P+K.
The recovery if blocked is horrible and it can be reversed, so don't use it
a LOT. Note that unlike other knees in VF3, this does not float. Use it best
up close to snuff slower moves, and note that you are guarenteed a d/f+P,P or
d/f+K Pounce.


*Heel Drop*

(In traditional sumo style, Taka lifts his leg up high and drops his heel on
 the opponent)


Do NOT use when the enemy is on their feet, it comes out and recovers WAY too 
slow. It is best used as a Pounce, and even then only when the enemy has been
stunned significantly. This is also useful if you anticipate the enemy is 
going to Roll toward you as they rise. Two instances when you can land this
Heel Drop is after the Head Rocker (HCT+P+G), or after f,f+P,P,P float 


*Running Thrust*

(Taka performs his double palm thrust during a dash)


A GREAT move for offensive tactics, it comes out extremely fast and will take
out a lot of attempted defenses--it also cannot be reversed. AND, the 
recovery is good if MISSED, but bad if blocked.


*Ground Slap*

(Taka hits the fallen enemy with a downward palm strike)


*Double Ground Slap*

(Taka follows the first slap with a second)


*Ground Stomp*

(Taka performs a fast version of his Heel Drop on the fallen opponent)


The Ground Slaps are faster than the Stomp or the Heel Drop, and can also hit
fallen foes a little off-line from Taka. The Stomp does slightly more damage,
but will only hit opponents in front of Taka. The Double Ground Slap is your 
best bet after most Throws, and most combos leave them open for the Stomp or 
Heel Drop. Overall the Double Ground Slap is your best move here.


*Hip Toss*

(Taka grabs the enemy and flips them over his hip onto their back)


This is one of the weakest of Taka's Throws, and also the easiest to escape, 
with P+G. So why use it? Well, it will actually grab most opponents who are 
trying for a complex Throw, and it will also break out of the enemy's P+G if 
they are trying for it at the same time. A d/f+P,P will usually connect after

*Head Grab-Trip*

(Taka grabs the enemy by their head, then sweeps their feet out from under
 them and shoves them to the ground)


Decent damage and as a I recall, it will allow a Double Ground Slap at least.

*Face Thrust*

(Taka grabs the enemy by the face and shoves them to the ground)


Kinda weak, it should be your least-used Throw, 'cause also doesn't usually
allow a Pounce either.

*Sumo Toss*

(Taka lifts the enemy over his head and topples them behind him)

Vs. Jeffry, Wolf and Dural: 10-128-1

One of Taka's most important Throws, it is ideal after ducking a high 
attack, or to follow the d+P counter if you're close enough. Even better,
you can input it after a Crouch Dash (see tactics). Great damage.

*Bear Hug-Splash*

(Taka grabs the enemy in a bear hug, hops forward slightly, then falls 
 forward with them underneath)


Looks SERIOUSLY painful and a great-crowd pleaser. The damage isn't too bad
but its best feature is that it can be buffered into a block to grab the 
enemy if they're left close recovering from a move; it also has awesome range
because of the f,f. However, no Pounce is possible :(.

*Head Rocker*

(Taka grabs the enemy and wrenches their head around repeatedly)


Does a LOT of damage total, and looks pretty painful. It also comes out quite
fast. You can always get in a d/f+K, or sometimes b+K (best if they like to 
roll). IMO your best Throw. See tactics for more info.


*Side Suplex*

(Taka grabs a crouching enemy around the waist and tips back with them to his
 side, and drops them into the ground)


Good damage, and has many useful setup possibilities--see tactics for more
info. A Double Ground Slap is usually possible.


*Big Drop*

(Taka grabs the enemy from the back, lifts them high, and slams their back
 into the ground)


A very damaging Back Throw that looks VERY painful. Guarenteed a d/f+K at
least, I believe. Remember that this does even MORE damage to another Taka 

*Drop Throw-Stumble*



A LOW Back Throw, it is rare, but when you get it in, it's worth it! Saw a 
pic of it recently on the Taka homepage (see my homepage URL, which has a
link to that page), and it sort looks just like a big flopping slam...


*Big Face Thrust*

(From the side, Taka grabs the enemy's head and thrusts their face to the


One of the best things to do after an evade, you can usually get in the d/f+K
as I recall.


*Triple Wall Smash*

(Taka grabs the enemy in a bear hug, slams them into the wall repeatedly then
 falls over on them)


*Wall Hip Toss*

(Taka throws the enemy with the Hip Toss into the wall)


Pounce's guarenteed after the Wall Hip Toss IIRC, so IMO it's the better



(Taka grabs the opponent--duh!)


*Grab-Turnover Slam*

(Taka grabs the opponent and tips them onto their head by their legs)



(Taka grabs the opponent and sweeps their feet from under them)



(Taka grabs the opponent and falls back to the ground with them)


All of Taka's Grab Throws tend to do the same damage, and the Trip or 
Turnover Slam will guarentee at least a d/f+P,P. IMO these are good moves,
and the f+P+G comes out fairly fast. It is not a Catch remember, just treat
it like a normal Throw--as a result, this can also be escaped, so mix it up
with the rest of your Throws.



(Taka snatches his arms out slowly)


*Catch-Reaping Throw*

(Taka snatches his arms out; if he grabs, he will hook the enemy's calf and
 sweep them off their feet)


*Catch-Swaying Push*

(Taka snatches his arms out; if he grabs, he sways the enemy from side-to-side
 and pushes them to the ground)


*Catch-Hip Throw*

(Taka snatches his arms out; if he grabs, he flips the enemy over his hip 
 onto their backs)


*Catch-Turnover Slam*

(Taka snatches his arms out; if he grabs, he flips the enemy onto the ground 
 by their legs)


The Catch Throws have great range, but of course have that annoyingly slow
execution time, so they are best used when you force the enemy to block high,
or to counter a slow-recovering attack from fairly close. As far as I know,
most guarentee at least the Double Ground Slap, but don't quote me on that; I
don't use them that often.



Offensive Rush Tactics/Setups:

Taka has two ways to go offensive and trick the enemy into getting hit in
some fashion. First let's look at his Punch Rushes:

The Punch Rushes are pretty much Taka's fastest attacks, so they are great
offensive tools. The G-cancel is very important in this fashion, allowing you
to stop short at a punch and initiate another move if required. This makes
your tactics very reactionary--if you see the enemy duck, you can perform the
P,P,f+P canned combo to catch the enemy or, if you've already thrown 3 or
more punches, G-cancel and nail the crouching enemy with either a f,f+P ->
juggle, f+P (you'll get a MC if they try to retaliate and you can do the 
hit-Throw!) or d/f+P -> juggle. Note that you should be sure the enemy is
going to get hit if you do the f,f+P, 'cause you can be countered if they 
anticipate and manage to stand and block. However the f,f+P is so fast that 
they may not be quick enough... The Elbow is usually safe unless they're fast 
enough to stand AND reverse it...

Alternately, if you are left close enough after the Punch Rushes, G-cancel 
and THROW! The f,f+P+G is IMO the best choice at this time because of its
range, but if you're feeling lucky you can get in the HCT+P+G or MAYBE even
the Catch Throw (RISKY!) If they block your Punches you can also G-cancel and
throw out d+P+K,P+K, which will MC any attempted high attacks--in addition,
if it WASN'T a MC, you can do the Low Throw bait trick (see Throw setups).


I decided I might as well follow everyone else's format and write up a flow
chart, which briefly outlines what I said above and is easier to read.

Note: ... indicates that you should look at the flowchart of that move for
      more follow-ups. In the case of float moves (eg. f,f+P... or 
      D/F+P+K...) the dots refer to float combos.

1.  Punches (enemy blocks)   -> G, d+P+K...
2.  Punches (enemy blocks)   -> G, Throw
3.  Punches (misses)         -> PPP... (i.e. start rush over from distance)
4.  Punches (misses)         -> b+P+K (avoids counters)
5.  Punches (enemy crouches) -> f+P canned Slap (only after 2 Punches)
6.  Punches (enemy crouches) -> G, d/f+P+K+G Low Throw
7.  Punches (enemy crouches) -> G, d/b+P+K...
8.  Punches (enemy crouches) -> G, E, b,f+P
9.  Punches (enemy crouches) -> G, f,f+P...
10. Punches (enemy crouches) -> G, D/F+P+K... (if you expect a High counter)
11. Punches (enemy crouches) -> G, d+P... (if you expect a High counter)
12. Punches (enemy crouches) -> G, f+P... (possible MC for hit-Throw!)

Some of these were borrowed from AM2's charts (thanks to Sitson Lee 
<eflower@engsoc.carleton.ca> for translations).


The second way for Taka to rush in offensively is with the f+P+K and d+P+K
strings. The f+P+K leads to two more Punches for some good damage, but does
not knock down. The d+P+K can be chained into another d+P+K for a knockdown
and a possible Pounce (also see Throw Setups!). The d+P+K will also follow
Evasion fairly well, so IMO it is the better choice. It does however have
slower recovery; these two moves should be mixed up heavily, because the
d+P+K can be reversed fairly easily--use it from a short distance, and if 
they start anticipating, throw in the f+P+K (mid-level) to nail the croucher.
You can also use the Throw Setup with d+P+K (see below). Repeat the f+P+K,
and eventually they will begin of course to block high. Then, after the the
2 Punches following the f+P+K, G-cancel and quickly hold down and try for the 
Sumo Toss. Altogether, the f+P+K is a great offensive tool, as long as you
chain into at least one of the follow-up Punches to reduce your recovery and
possibly surprise the enemy, best with a Throw. Remember, this combination
cannot be ducked, so it is in many ways better than the Punch Rush.


Note: ... indicates that you should look at the flowchart of that move for
      more follow-ups. In the case of float moves (eg. f,f+P... or 
      D/F+P+K...) the dots refer to float combos.

1.  f+P+K (enemy blocks)     -> Throw
2.  f+P+K (enemy blocks)     -> d+P (if you expect a High counter)
3.  f+P+K,P (enemy blocks)   -> Throw
4.  f+P+K,P (enemy blocks)   -> f,f+P... (if you expect a counter)
5.  f+P+K,P (enemy blocks)   -> d+P...
6.  f+P+K,P (enemy blocks)   -> block!
7.  f+P+K,P,P (misses)       -> f,f+P (may interrupt attempted counter)
8.  f+P+K,P,P (misses)       -> d+P... (may interrupt High Rush counter)
9.  d+P+K (enemy blocks low) -> Low Throw (remember to stand to do the Throw)
10. d+P+K (enemy blocks low) -> P+K (delay 2nd Swipe to possibly MC)
11. d+P+K (enemy blocks low) -> d+P...
12. d+P+K (enemy blocks low) -> D/F+P+K...


Yet another useful offensive move is Taka's Uppercut, d/f+P. It is not only
useful defensively :). If blocked it is uncounterable and you can go from
there. It is still IMO best used on MC or mC though, but don't forget that it
can also be used in this manner.


Note: ... indicates that you should look at the flowchart of that move for
      more follow-ups. In the case of float moves (eg. f,f+P... or 
      D/F+P+K...) the dots refer to float combos.

1. d/f+P (enemy blocks)    -> Throw
2. d/f+P (enemy blocks)    -> d+P... (if expecting High counter)
3. d/f+P (enemy blocks)    -> block (if expecting Mid-level fast counter)
3. d/f+P (enemy blocks)    -> d+P+K... (if expecting them to keep blocking)
4. d/f+P (no float on hit) -> Throw
5. d/f+P (no float on hit) -> d+P...
6. d/f+P (no float on hit) -> f,f+P...
7. d/f+P (no float on hit) -> f+P... (stagger if they crouch!)
8. d/f+P (on ducking enemy)-> Throw
9. d/f+P (on ducking enemy)-> d+P+K,P+K


Defensive Rush Tactics:

To deal with offensive opponents, Taka has many options. The b+P is quite
fast and will knock down attacking opponents; best used if they like varying
their attack levels. The d+P+K is IMO your best bet, allowing you to sneak
under high rushes from further away than the enemy anticipates, and knock
them down for good damage. One of THE fastest ways to deal with high rushes
is with a simple d+P, which is in fact faster than normally crouching; if it
connects as a counter, quickly buffer it into a D,f+P or D,b,f+P for MUCHO
damage (if it is not, I don't recommend trying for them because they will
probably be blocked). Even better, if the enemy is less than lightning fast
and close enough to you, you can follow the Low Slap with the Sumo Toss! 
If the enemy starts to counter your crouching retaliations, try switching to
the fast D/F+P+K, although this takes a bit of timing; the advantage of
course is that you can do a float combo... :)
In addition, the f,f+P is always a good attack if you anticipate anything
short of a Punch from the opponent...


Note: ... indicates that you should look at the flowchart of that move for
      more follow-ups. In the case of float moves (eg. f,f+P... or 
      D/F+P+K...) the dots refer to float combos.

1. d+P (hits under attack) -> f+P+K, P,P (allows a start to an offense)
2. d+P (hits under attack) -> f,f+P...
3. d+P (hits under attack) -> D/F+P+K...
3. d+P (hits under attack) -> D,f+P
4. d+P (hits under attack) -> D,b,f+P
5. d+P (opponent blocks)   -> D/F+P+K...
6. d+P (opponent blocks)   -> Low Throw (remember to stand to do the Throw)
7. d+P (opponent blocks)   -> f+P... (remember to stand first)
8. d+P (enemy blocks HIGH) -> Throw
9. d+P (enemy blocks HIGH) -> d+P+K...


Also, Taka's ability to stand up to strong attacks can be used to your
advantage. The opponent may be relentless with these pecking attacks, but
since they ARE pecking, they don't knock down and many times you are left 
with the initiative. He also recovers quite fast from pressure tactics; good
counters are a buffered f,f+P or f+P+K,P,P--or, a d+P into the D,f+P for a
knock-away to REALLY gain back the initiative. Another advantage to this is
that if the enemy hits you with an attack that doesn't knock down AND has 
slow recovery, you actually have the time to counter easily. The largest
example is with a Knee Blast, likes Wolf's (f+K). If he hits you with this
without a counter, you will recover quicly and usually have time to Throw 
Oh and BTW, this doesn't mean that you should ALWAYS try to Major Counter;
blocking is OK too :). After blocking, if the enemy is left good and close,
try for P+G or f,f+P+G (fast executions). If they are left too far for this,
you can buffer in the Short Sumo Thrust from your G and counter (possibly for
a juggle), or try for the d/f+P,f,b+P+G hit-Throw (remember you have to be 
fast enough that the d/f+P will be a Minor Counter!).
Also note that another of Taka's great advantages is that he seems to be able
to recover from staggers much easier than other fighters; if he is hit and
staggered with, say, and Elbow, if you were to hit G repeatedly and wiggle 
the joystick for a SPLIT-SECOND (see many other VF FAQs for more info on 
this) to recover faster, you can then surprise-counter their follow-up 
(usually a Throw) with your own P+G...

Additional Defense Tactic:

Carlo Ang pointed out that Taka can have a bit of difficulty against enemies
who focus on strict Guard-Cancelled Punches to go offensively. The biggest
problem with this is that the enemy can interrupt the majority of your rushes
with their jabs, especially the important f+P+K,P,P, and the PPP rush doesn't
work too effectively here either. Carlo had this flow chart (special thanks
to him for his Taka FAQ, where this came from):

"Opponent starts P,G -> tap d -> whatever combos off d+P or D+f,P or DF+P+K
                                 or D,b,f+P. 
                              -> D,b+PG they'll probably be close enough if
                                 their jabs are connecting
                     -> tap d+P (you can be reversed or hit by dodge attack), 
                       a MC puts em in LONG hit-stun.                    
                     -> tap d, G (risk being crouch staggered).
                     -> P+E -> any fast retaliatory attack.
                     -> E -> f+P or b,f+P"


Additional Flow Charts:

Note that these moves, just because they're in the flow chart, are good
offensive moves (eg. f,f+P,P,P), but it is good to know if you have any
options if they are blocked or missed.

Note: ... indicates that you should look at the flowchart of that move for
      more follow-ups. In the case of float moves (eg. f,f+P... or 
      D/F+P+K...) the dots refer to float combos.

1. f,f+P,P,P (opponent blocks) -> f,f+P... (hope for interrupt)
2. f,f+P,P,P (opponent blocks) -> block
3. f,f+P,P,P (opponent blocks) -> f+P+K,P,P
4. f,f+P,P,P (opponent blocks) -> f,f+P+G or HCB+P+G
5. f,f+P,P,P (misses)          -> f+P+K,P,P
6. f,f+P,P,P (misses)          -> f,f+P...

1. D/F+P+K (opponent blocks) -> d+P...
2. D/F+P+K (opponent blocks) -> block
3. D/F+P+K (opponent blocks) -> d+P+K...
4. D/F+P+K (opponent blocks) -> Throw

1. b+P (no knockdown)    -> Throw
2. b+P (no knockdown)    -> d+P+K...
3. b+P (no knockdown)    -> d+P...
4. b+P (opponent blocks) -> Throw
5. b+P (opponent blocks) -> block
6. b+P (opponent blocks) -> E
7. b+P (opponent blocks) -> b+P+K
8. b+P (opponent blocks) -> d+P+K...
9. b+P (opponent blocks) -> d+P...

1. f+P (opponent blocks) -> delay, P (for Overhead Hammer, possible MC)
2. f+P (opponent blocks) -> Throw
3. f+P (opponent blocks) -> d+P...
4. f+P (misses)          -> delay, P (for Overhead Hammer, possible MC)
5. f+P (hit normally)    -> Throw
6. f+P (hit normally)    -> delay, P (for Overhead Hammer, possible MC)
7. f+P (hit normally)    -> b+P+K (hope for MC)
8. f+P (hit normally)    -> d+P+K... (hope for MC)

1. d/b+P+K -> Crouch Dash+Low Throw
2. d/b+P+K -> f,f+P (+possible juggle)
3. d/b+P+K -> d/f+K
4. d/b+P+K -> d/b+P+K... :)
5. d/b+P+K -> d+P...
6. d/b+P+K -> d+P+K,P+K

NOTE: I chose not to put the d/b+P+K in the combo section, even though they
could be thought of as combos. However AFAIK the majority of these strings
are NOT guarenteed, except (I think) for the Low Throw, which can be escaped
either way...


Crouch Dashing:

Quite an important technique for Taka is the Crouch Dash; to perform a Crouch
Dash, tap d/f,D/F from a crouch, or simply d/f,D/F will work if you make sure
to HOLD the second D/F. Taka will slide forward low with a weird little hop,
avoiding high attacks and closing distance. From the Crouch Dash, Taka can
easily perform his Sumo Toss (i.e. d/f,D/F,d,b+P+G), Big Slap (d/f,D/F,f+P),
Double Palm (d/f,D/F,d,b,f+P) and of course the Two-Handed Upper
(d/f,D/F+P+K). Any move performed from a Crouch Dash is called a "modified"
move, designated "m-". So, a modified Big Slap is m-Big Slap.
The Crouch Dash is an important defensive/offensive tool used mainly to avoid
high attacks when anticipated. This is useful from mid-range, or after an
offensive rush that you feel the enemy will counter with a high attack (eg.
a PPP rush against Kage that you think he may try to counter with a Helix,
which hits High). The Crouch Dash is also required to properly Low Throw the
enemy after an Overhead Chop stagger (see combos).


Throw Setups:

Just a little bit here, but Taka has a few ways to force the enemy into 
getting grabbed. IMO the best way is a tick described by Kris 
<kris@waltd.com> from the VF3 Miscellany page:

"Taka's d+P+K,P+K can be an effective tactic. In addition to the second being 
 guaranteed to hit (when done without delay) if the first interrupts a move, 
 a long delay between the two is possible. Because of the delay, it is fairly 
 easy to make your opponent hesitate (expecting the second hit) and hold the 
 stick down. Conditioning them to block the second P+K by using it often will 
 allow you to take advantage of this tendency and get low throws while your 
 opponent holds the stick down waiting for the second hit."

Basically, if you have hit your opponent with the d+P+K,d+P+K a couple of 
times and make them think that they can always block the second swipe (with a 
delay or no counter), you can then hit them with the d+P+K (without a 
counter, though this will work if they still think they can crouch and 
block), and instead of throwing the d+P+K, stop and they will instinctively
duck--LOW THROW!

Other than this, there are other possibilities for Throwing the enemy by
surprise. Basically, the f+P Elbow, blocked, recovers fast enough to usually
surprise them with a Throw (even if it hits, but not as a counter). And, just
Taka's regular Punches or B+P will also works as ticks if the enemy blocks
and is not lightning fast. Also as I stated in the Moves Analysis, you can
continue into the follow-up Punches after a f,f+P or f+P+K to lessen their
recovery time and POSSIBLY surprise the blocking foe with a Throw...

WHAT THROWS TO USE: This can be a tough choice. The first thing you must know
is that you HAVE to use a variety of Throws, or the enemy will break out of
them every time--mix it up! Throws with different motions will prevent the
enemy escaping and allow you to keep doing some damage. However, there are
still some Throws that are better than others.

When all else fails the P+G Hip Toss does half-decent damage and usually
guarentees a Double Ground Slap; however, it is the easiest to escape, so
again it shouldn't be used constantly--another advantage to the P+G is that
it seems to beat out other Throws. For example, if you try to Throw Wolf with
the Hip Toss, and at the same time he tries for his Twirl `n' Hurl, you
should get the P+G. It will also, of course, automatically escape another P+G
Throw if done almost at the same time (within 10 frames).

The d/b+P+G is another good Throw, and although still fairly weak, is good
just to Throw in there for variety. It will usually guarentee a Double Ground
Slap, is a little more difficult to escape, compared to the Hip Toss (see
"Escaping Throws").

The Face Thrust is your worst Throw, and IMO should never be used except to
throw in for variety; it is very weak and does not allow a Pounce.
The Sumo Toss is explained elsewear, so I won't go into that here.

The f,f+P+G is a FUN Throw to use and does decent damage, though it doesn't
guarentee a Pounce--because of the f,f it has better range than most of his
Throws, so it is best used from a short distance to surprise 'em or counter a
missed or blocked attack. GREAT for wooing the crowd!

The HCT+P+G is considered by most to be Taka's best Throw, and I tend to
agree--the range is OK, the damage is GREAT and it always allows the d/f+K,
and often the b+K. Again though, you have to remember to use it in moderation
so they don't break out of it (again, see "Escaping Throws").

Taka's "Grab" Throws are good simply for variety, but the CAN be escaped from
as well. The Catch Throws on the other hand, CANNOT be broken out of, but as
already stated have a noticable start-up, so the enemy has to be in a
position where they cannot counter you...


Escaping Throws:

According to R.G.V.A posts and CreeD's Throwing FAQs, in order to escape from
Throws you must input the FIRST and LAST motion of the joystick+P+G. For
example, to escape Wolf's Twirl `n' Hurl (b, d/b, d, d/f, f+P+G), quickly tap
b,f+P+G within the escape time (10 frames). To escape from P+G Throws (with
no joystick motion), you hit P+G. When there is only ONE joystick motion, you
break out of the Throw with the SAME motion. For example, to break out of
Kage's Ten-Foot Toss (b+P+G), you must tap b+P+G. Finally, this single 
joystick escape is also true for DUEL motion Throws. For example, to break
out of Jacky's Trip-Hammer (f,b+P+G), quickly tap b+P+G.
It is because of this technique that you MUST vary your Throws with Taka; if 
the enemy knows any of the motions for your Throws, they can and will break
out--that is, unless you use a different Throw than they're expecting...


Long-Range Fighting:

Undoubtedly the worst place for Taka to be (mid-range being the best). From
this range it is best to let the enemy come to you, and usually they will do
this by dashing. Frequently you can surprise them (though usually not 
repeatedly) with a f,f+P, or d/f,d/f+P or D,f+P. Alternately, you can dash in
yourself, though you should do it with the f+E (see below).
One interesting tactic from this distance however, is to use the Running Sumo
Thrust. This will do huge damage and will pretty much interrupt anything the
enemy tries to throw at you. Once they think they've gotten smart and start
blocking, run in and grab the enemy with a Catch!


Evading and Dashing:

Unfortunately because of his size, Taka is not particularily good at either 
of these (at least I have found). If you anticipate moves you can Evade and 
hit them from the side with the Bitch Slap, f+P (if close) or the Short Sumo
Thrust+combo. If you are really close afterwards you can try for his Side
Throw, but as usual this is risky if they know it's coming. 
When dashing, ALWAYS use the f+E and F+E, NOT the f,f or b,b, because for 
some reason these don't work very well for Taka. Besides, the f+E and F+E can 
be G-cancelled and only give you a short spurt of distance, so you can 
control the sumo's actions a little more precisely. ALWAYS be ready to block,
or if you anticipate a high counter, slam on the d+P to counter it. If you
think they'll try to stop you with a low move, hit P+K while still dashing to
get the lightning fast Running Thrust. Altogether however you should not be
using a dash at all, except buffered into some combos (eg. staggers) and, in
this case, you SHOULD use f,f.


Dealing With Evasion:

If you anticipate the enemy Evading, the following moves MAY catch them if
you're fast:

P+K (do it QUICKLY)
or track them with PPPPPP


Rising From Knockdowns:

The ground is VERY bad place for Taka to be; the most important button once
you have been knocked down is G; this makes Taka roll to the side, and is
SLIGHTLY faster than the Roll f or b (though it is still pretty damn slow).
So basically, if you're on the ground and they try to Pounce, chances are 
you're gonna get hit :(. However if they come in and attempt to hit you with
a high attack (or they miss a high attack while you're on the ground), hold
down and ram on kick, and Taka will rise with a Low Swipe. As a whole, 
though, you just DON'T want to be here...



I don't know that much about the art of okizeme, but I'm learning. At basic
levels, if you anticipate a Rising Heel Kick (K), throw out a d/f,d/f+P, and
follow with a float combo for big damage. Against anticipate Low Rising
Sweeps, block and Low Throw, or counter with a Double Palm!
There are also many other ways of dealing with the rising enemy with far more
painful results. I HIGHLY recommend you go the VF3 Miscellany page (link from
www.vfhome.com), where there is a great FAQ about all the little tidbits to
do with oki.



To do REAL damage with Taka without using Throws, you must learn to float.
Probably the best combo Taka has is the f,f+P,P,P, b+K. This will work on
just about anybody and if both following Punches connect, the b+K Heel Drop
is guarenteed (otherwise do the d/f+K). Note that the f,f+P will rarely float
unless it is a MC (the Minor Counter MAY work with smaller fighters). The
other GREAT float move Taka has is the Two-Handed Upper, which can also be
done modified from a Crouch Dash (d/f,D/F+P+K); if it is a MC, it allows
GREAT juggles--two Punches will connect, and usually 3 or more Punches on
Pai, Lion or Aoi. The other, IMO BETTER juggle following the Two-Handed Upper
is f+P,P. The d/f+K is always guarenteed in this case.

Another float move is the Uppercut, d/f+P. Upon a MC Uppercut, the Shot Knee
is ALWAYS guarenteed, along with the aformentioned f+P,P (although on larger
characters the second hit here will not always connect). The Heel Drop should
always connect after the Knee, too.
Another Note on D/F+P+K: Because of its great speed, it is possible to use it
multiple times in a juggle combo on light characters. For example, it is 
possible to do the following combo to Sarah (or a lighter fighter) on her
Subway Stage (downward slope): D/F+P+K (MC), D/F+P+K, b,f+P !
And even more amazing: on Pai's stage (the slanted roof) VS. PAI, you can
actually hit her FOUR TIMES on a MC with the D/F+P+K! This will only work if
you are facing DOWNWARDS on the slope as well. :)

Float Combos:

1.  f,f+P,P,P, d/f+K
2.  f,f+P,P,P, b+K
3.  d/f+P (MC), f+K, b+K
4.  d/f+P (MC), f+P,P (Hammer doesn't always connect)
5.  d/f+P (MC), f,f+P, d/f+P,P
6.  d/f+P (MC), b,f+P
7.  d/f+P+K (MC), b,f+P, d/f+P,P
8.  d/f+P+K (MC), f,f+P, d/f+P,P
9.  D/F+P+K (MC), f+K, b+K
10. D/F+P+K (MC), D/F+P+K, b,f+P (light enemies only)
11. D/F+P+K (MC), D/F+P+K, D/F+P+K, D/F+P+K (vs. Pai downhill on her stage)
12. D/F+P+K (MC), D/F+P+K, f+K

Any more cool combos, please mail them to me!


Taka can stagger the enemy with his Elbow (f+P) if they are in a crouching
position. The canned Overhead Hammer is guarenteed if it staggers, and other
fast attacks will work too. You can also time a dash in to Throw the enemy
AS HE RECOVERS FROM THE STAGGER, because you cannot Throw the enemy WHEN he
is staggered. 

Stagger Combos:

1. f+P (stagger),P (canned), b+K
2. f+P (stagger), m-Two Handed Upper (+possible juggle)
3. f+P (stagger), Throw
4. f+P (stagger), f,f+P,P,P


USUALLY Guarenteed Pounces:

Note: the moves of course must knock down :).

1. f+K, b+K
2. b+P, d/f+K
3. P+G, d/f+P,P   
4. d/b+P+G, d/f+P,P
5. b,f+P+G,d+P+G, d/f+P,P   
6. HCT+P+G, d/f+K
7. HCT+P+G, b+K (usually!)
7. f+P+G,b+P+G, d/f+P,P (dash slightly before Double Ground Slap)



Vs. Akira:

Akira, especially when using careful G-cancelled Punches, and then sticking
to the DE and LBF can be a real pain for Taka. The problem is that if you
stand and block when he DEs, he will Throw or Break Guard (and since the BG
is no longer a Throw, it cannot be broken!). And if you try to crouch, the DE
will stagger. In addition to this, he can also start with the LBF; from here,
his SgPlm will often beat anything you try to counter with.
As for the DE offense, the best thing to do is (IMO) b+P+K as late as
possible. If you block the DE, you can duck to avoid the Throw, but pretty
soon the opponent will figure this out and continue with another DE to
stagger you. If I block the DE, I will often try to Evade and this may often
avoid his attempted follow-up; then, Side Throw or b,f+P! You can also try to
RAM on d+P the second you are free to move, and it may interrupt his
As for his Break Guard, it is possible to E it (considering it is now a move,
it has initiation time) and retaliate; this is most useful after blocking the
DE or the like.

When going offensive against Akira, it is VERY important to mix the attack
levels; the easiest way to do this is to mix up the f+P+K,P,P and PPx tactics
so that he must choose between High and and no reversals; even throw in the
odd d+P or d+P+K to mix it up even more. If the Akira you play doesn't use
reversals (duh!) and just sits their turtling (or machi, or chicken, whatever
the hell you call it) by blocking, simply attack him with the fast recovering
attacks so you can Throw. If he ducks persistantly, beware of his FAST SgPlm
and DbPlm...

Things to remember/look for:

-anticipate DE or SDE -> Evade
-block DE or SDE -> Evade if anticipating BG, or Throw escape
-anticipate LBF -> possibly f,f+P..., or just Evade and counter
-block LBF -> possibly Low Throw, better with D,f+P or D,b,f+P
-block SgPm -> see blocked DE
-anticipate DBC -> block and counter, or Throw DURING DBC :)
-Popular Throw escapes:
 1. d+P+G (ST)
 2. d/b+P+G (SpEx)
 3. d/f+P+G (Inverted Bodycheck, or RBC)


Vs. Kage:

Kage can give Taka a lot of problems because of his speed. A good Kage tends
to go offensive with G-cancelled Punches and the Elbow to stagger, always
looking for a Throw opportunity, to TFT. If the Elbow is blocked, you can bet
he'll try to TFT, so key in the escape. As for the Punches, the only really
good way to stop them is with a d+P or d+P+K, etc..., because ducking FIRST
then throwing out an attack will give Kage enough to time to throw out the
Elbow. Not much else I can say here...

As for offense, that is where you want Kage. Keep him back, so that he can't
use the Elbow offensively. If he's blocking high, keep the pressure on him
with the f+P+K rushes (because he cannot reverse this double palm attack),
mixed in occasionally with a PPx rush or Uppercut rush, but try not to key
him off to a reversal chance. Try to stay as close as possible with the f+P+K
rush, so that he cannot effectively counter it with his Heel Kick; his
options will be severely limited at this point; once he tries to Evade, use
the PPPx combos to track him and always mix in d+P+K,P+K to further confuse

Anyone with further info on Taka vs. Kage please send it to me, because I
only play one Kage, and he's dead compared to my Taka! :) I need to hear this
from someone playing a MASTER Kage...

Things to remember/look for:

-anticipate a series of G-cancelled Punches -> try to sneak in f,f+P or
 d/f,d/f+P in between, but don't duck to counter (that's what he wants!)
-anticipate Punch rush (eg. PPP) -> d+P... or d+P+K... or Crouch Dash+Sumo
-anticipate Helix (b+P) -> QUICKLY d+P or d+P+K
-anticipate Thunder Dragon -> block low (especially if far away), Back Throw!
-block Kickflip -> d/f,d/f+P... or f,f+P... or D/F+P+K...
-block Reverse Kickflip -> Back Throw!
-Popular Throw Escapes:
 1. b+P+G (TFT; obviously!)
 2. f+P+G (Flip-over, or Reaping Throw) 
 3. d+P+G (Flipping Stomp)


Vs. Wolf:

The big thing to watch for in this fight is the Knee; if it hits, he can then
vary his follow-ups to confuse you, as it doesn't knock down. If it hits as a
MC, a Throw is guarenteed! Therefore, try not to get into any position where
he can hit you with the Knee, mainly during a crouch or by making a mistake.
Often your b+P is the best defense against his rushes, which consist of
G-cancelled single and Double Punches, mixed in with other stuff. Blocking is
usually alright against Wolf, unless of course that's what he wanted you to
do, in which case he will Throw you....

When you go offensive, Wolf will be looking for Crouch Dash opportunities,
and can also use fast counters like d/f+P+K and b+P. Stick with Mid-level
offense mostly, mainly the Elbow, or f+P+K,P,P...

Things to remember/look for:

-G-cancelled Punches -> b+P or d+P..., or d+P+K...
-block f+K+G or Knee or Short Shoulder -> f,f+P... or b,f+P
-anticipate Low Kick -> b+P+K or block Low, DbPlm or D/F+P+K... or Low Throw
-anticipate Shoulder Ram -> DUCK=free Back Throw!! Or D/F+P+K...
-Popular Throw Escapes:
 1. b,f+P+G (Twirl `n' Hurl)
 2. f,b+P+G (Arm Swing)
 3. d/f+P+G (Steiner Screwdriver or Body Slam) 
 4. d/f+P+K+G (Low Throw)


Vs. Jeffry:

Jeffry can use his Knee in the same fashion as Wolf's so be aware of this. A
good Jeffry will pester you with his Dashing Elbow-Upper (DEU) mixed in with
the G-cancelled single and Double Punches to force you into a crouch, and the
Knee of course. Many of Jeffry's fast attacks are linear (eg. DE), so often
the b+P+K is a great defense.

Pressure him with your Mid-level offense and don't let up. He has many fast
counters to High and even some Mid attacks (the Mid Hell Stab, f+P+K), so go
easy on the rushes, playing carefully with single or Double Punch so you're
ready to counter his attempted retaliation.

Things to remember/look for:

-Anticipate DE -> b+P+K
-block DEU -> try for Throw or attempt to counter his follow-up with d+P+K...
-block Knee or Kenka Upper -> counter with f,f+P... or D/F+P+K...
-If hit by Hell Dunk Hammer -> enter Low Throw escape, or struggle
-anticipate Low Kick -> b+P+K or block Low, DbPlm or D/F+P+K... or Low Throw
-After Box Throw: try d+P to counter sometimes, or try Evade...
-Popular Throw Escapes:
 1. d/b+P+G (Box Throw)
 2. d/f+P+G (XPD, Tackle `n' Grind)
 3. f+P+G (mostly Power Slam or Frontal Backbreaker, also Grabbing Heabutt
    and Machine Gun Hammer!)
 4. d/f+P+K+G (Low Throw Power Bomb)


Vs. Lau:

Can definetely be a real pain in the ass, he will mix up High and Mid-level
moves like nothing. His most useful rush starts with his DnKn (d/f+P); if you
block it, he will chain into one or two more Punches, G-cancel and then
either Throw you or hit you with f,d+K. Your b+P will often stop most of his
rushes, but he will alternate; hopefully, he will in this case try to mix in
his b,b+P or d/f+P+K which can both be countered (a Punch or Elbow will
interrupt b,b+P and after you block d/f+P+K the f,f+P usually connects);
altogether if you wanna win, press the offensive.

When you do, mix up the PPP... rushes with the f+P+K rush; often the PPP rush
can be dangerous to you, because this can be countered for a monster float
with Lau's notorious M-UpKn. Follow your flow charts...

Things to remember/look for:

-Anticipate d/f,d/f+P -> counter with f,f+P, or b+P+K as late as possible
-Block PPP or DnKnPP rush -> Throw escape or duck if you anticipate Throw, or
                             block Low if you anticipate Low attack.
-anticipate b,b+P -> PPP...
-block d/f+P+K -> f,f+P... (do not try Throw, this is not guarenteed!)
-starts PPP rush -> counter fast with b+P+K, or d+P... or d+P+K... or Crouch
 Dash+Sumo Toss
-block f,d+K -> DbPlm or D/F+P+K...
-Popular Throw Escapes:
 1. f+P+G (Neck Drop, or Overhead Cannon) 
 2. d/f+P+G (Flipping Back Slam) 
 3. d+P+G (ST)


Vs. Pai:

A popular offensive move for her is the LBF (d/f+P), which hits Low; if this
hits normally, she will most likely chain into up to Punches, and if you
block these standing, she will G-cancel and Throw, or start the rush over. If
you block this Low, she will continue into the P-Upper. A quick Mid-level
move, like d/b+P+K, will counter this well. You can use b+P+K or f,f+P.

When the offense, she has a couple of useful counters to your High attacks,
and of course she has reversals, so it is often a good idea to mix the f+P+K
offense in heavily, as it cannot be reversed. Follow your flow charts.

Things to remember/look for:

-Anticipate LBF -> try to connect with d/b+P+K or b+P+K.
-block LBF-Punch -> Throw escape if you know she likes to Throw, or b+P+K if
 she likes Low attacks here.
-starts PPP rush -> counter fast with b+P+K, or d+P... or d+P+K... or Crouch
 Dash+Sumo Toss
-block Low Kick or Double Low Kick -> b+P+K or block Low, DbPlm or D/F+P+K...
 or Low Throw
-Popular Throw Escapes:
 1. f+P+G (mainly for Spinning Elbow, but also escapes Overhead Cannon,
    Roll-over Slam, and Reaping Throw-Punch!)
 2. d+P+G (ST)
 3. b+P+G (DDT)


Vs. Sarah:

A crouchers nightmare, you should try and remain standing often, as it limits
her offensive capabilities. She must then rely on simply G-cancelled Punch
rushes and the occasional Elbow--most of her other moves are not safe here.

When going offensive, she can counter your High rush with the Dragon Cannon,
but blocking or Evading seem to be her only true options. f+P+K,P,P is your
best rush here.

Things to remember/look for:

-Anticipate Lunging Sweep -> block low, DbPlm or D/F+P+K... or Low Throw
-Punch Rush coming in -> b+P, or D/F+P+K (FAST!)
-block any Knee move -> f,f+P... or b,f+P
-block d+K,K -> try for Throw, or b,f+P
-Popular Throw Escapes:
 1. b+P+G (Lightning Knee Smash)
 2. f+P+G (Scissor Grab or Clothesline)


Vs. Lion:

He'll be pecking like hell at your ankles, so good counters to his atttacks
are f,f+P and of course b+P+K. SOOOO many Lion scrubs around here, I have yet
to play a good Lion, so I know little in this deparment (additions?)

Things to remember/look for:

-Anticipate Double Low Kick or Low Pecks: counter w/b+P+K or f,f+P.
-Block Double Low Kick or Low Pecks: counter with D/F+P+K or DbPlm, or Low
-Punch Rush coming in -> b+P, or D/F+P+K
-Popular Throw Escapes:
 1. f+P+G (Kickflip Throw, Leap Back Kick, Smack-away)
 2. d/f+P+G (Crotch Slide)


Vs. Shun:

He will mix attack levels quite a lot when going offensive, so often it is
best yourself to be on the offense. Evading often helps against him too,
especially when you anticipate a move like the Chouwan Upper, which is
linear. Remember that he will commonly go for P+G when he's not drunk, and
d/f+P+G when he is...

When you go offensive, the f+P+K,P,P is your best bet, as he has many moves
to counter High attacks.

Things to remember/look for:

-Punch Rush coming in -> b+P, or D/F+P+K
-Block low attacks -> counter with D/F+P+K or DbPlm, or Low Throw
-Block f+P+K close -> counter with f,f+P...
-Block f,f+K -> Throw, anything else fast
-Popular Throw Escapes:
 1. P+G (Dances with Elbows)
 2. d/f+P+G (Crotch Slide)


Vs. Aoi:

She will persistantly peck you with f+P+K and PPP rushes, and remember that
if the f,f+P+K Helix will guarentee a Throw if it hits as a MC. Overall,
Evading is not too good an idea, as she can catch you with the Sweep. Your
best defense is b+P, or D/F+P+K if you anticipate a move.

When you offensive, remember that she can reverse, so stick with f+P+K,P or
other double-handed techniques. Mix in the d+P+K,P+K when she is not
expecting it, but do not develop a pattern, or she will reverse it.

Things to remember/look for:

-Punch Rush coming in -> b+P, or D/F+P+K
-block f+P+K or f+P+K,P -> Throw
-block Low Sweep -> counter with D/F+P+K or DbPlm, or Low Throw
-notice G-cancelled Sweep -> f,f+P, or Evade/dash back
-anticipate Helix -> duck, counter
-Popular Throw Escapes:
 1. u+P+G or d+P+G (Multi-Throw)
 2. f+P+G (Crouch Dash Aiki Throw)
 3. d/f+P+G (Snake Twist)
 4. d+P+K+G (Low Throw)

Vs. Jacky:

As with Lion, I've played nothing but Jacky scrubs who love his Beat Knuckle
and KK entirely too much. Easy tocoutner (additions?)

-Popular Throw Escapes:
 1. d/f+P+G (Hanging Knee)
 2. b+P+G (Trip Hammer)



Thanks to Jason "Deal with it!" Jamieson (cka@efni.com) using Kage, James
using Aoi, David w/Wolf, "Mustache Man" w/Sarah, Jamie w/Shun Di and that 
dude with beard who works at Happy Man (using Taka!) for giving me what 
little human competition I had! Also thanks to Sega and AM2 for ANOTHER great
VF installment (I still say they don't beat out Street Fighter though!). Also
thanks to the following FAQ writers/contributors:

-Kris <kris@kwaltd.com> for his great posts on Taka's Hit-throws, staggering
 and the d+P+K tick
-Carlo Ang <cang@acs.ryerson.ca> for his great Taka FAQs
-Sitson Lee <eflower@engsoc.carleton.ca> for translating AM2's tactics
-CreeD <meshe@clinic.net> for his awesome Throwing FAQ
-Dodee (Steve Hamilton) <steveh@ime.net -=or=- dodee@vfhome.com> for his
 thorough VF3 moves list and co-maintaining THoVF (www.vfhome.com)!
-Lars (larsh@vfhome.com) for co-maintaining THoVF (www.vfhome.com)!

This and ALL my other FAQs (for VF3 and other games) can be found at my


Feel free to e-mail comments, suggestions and ESPECIALLY corrections 
to: tigeraid@geocities.com

"I said it before and I'll say it again--democracy simply doesn't work!"

                                          -Kent Brockman, the Simpsons