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Famitsu Translations : TAKA

All information copyrighted by SEGA AM2 and 
Weekly Famitsu Special Edit (Jan 97)

Translation by Sitson Lee (eflower@engsoc.carleton.ca)
               Shuntaro Eguchi 

Taka concepts
*************

f+PK followups (mid slaps)
=========================
My recommendation is to vary your hits to keep you opponent guessing

f+PK,PP (canned)
f+PK or f+PK,P -> d+PK,PK or d+PK -> lowthrow
f+PK or f+PK,P -> high throw
f+PK or f+PK,P -> b,f+P to (MC) an unstable opponent!

PP.... followups
================
Taka's PPPPPPs are uncounterable if blocked, unfortunatly the all hit
high.  Therefore :

PP -> delay -> PPPP
PP -> elbow
PP,f+P (canned)
pp -> throw (recommened catch b,f+PG)
PP -> low throw

Here's a few I'll add in for you:
pp -> d/b+PK (MC) -> lowthrow
PP -> d+P (for interrupt)
PP -> b,f+P (my favourite in to MC someone who tries to lowpunch)
PP -> f,f+P,P,P
PP -> E -> b,f+P 
pp -> b+PK (dodges any low punching opponents.)


b+P folllow ups
===============
This move has amazine advantage time!  Use it well..

b+P (blocked) -> PP followups
b+P (blocked) -> f+PK followups
b+P (blocked) -> d+PK,(PK)
b+P  -> high throw
b+P -> basically interrupt move of your choice... 


When Taka is thrown...8)
=======================
There is a section here detailing the extra damage Taka receives for being
such a heavy dude...  It is specifically only these throws that get a
modifier for Taka.  The rest receive normal damage, Clement I guess Wolf's
Giant Swing doesn't take off extra after all.

Akira  	d/b,f+PG	  	60pt -> 65pt


Pai doesn't get any

	
Lau 	PG			40 -> 50
	d/f,d/f+PG 		65 -> 75
	b,f+PG			60 -> 70
	PG (back throw?)	50 -> 60

Wolf	PG			60 -> 70
	d/f+PG			50 -> 65  (nice an extra 15 for a simple
						throw)
	d/f,d/f+PG		80 -> 95


Jeff	PG			60 -> 70
	d/f,d/f+PG		80 -> 90 (Jeff doesn't get as much as Wolf
						for the same throw)
	b,f,f+PG		70 -> 80
	PG (back)		80 -> 100  (box throw comes in handy 8)
	d,d/f,f+PG of TKoD      100 -> 110 (!!!)

	(Jeff is a Taka killer!)

Kage	PG			50 -> 60			
	d/f+PG			50 -> 45  (** 5pts less! **)
				(I've doubled check this one with the move
					list)
	b+PG			40 -> 55
	b+PG, u+PG		60 -> 70
	PG (back throw)         50 -> 60


Sarah had none 

Jacky has none either


Shun	PG (back throw)		20+30+20 -> 10+30+20  (**10pts less**)


Aoi has none


Taka	PG (back high throw)	65 -> 95
	PKG (back low throw)	10+80 -> 10+70	(**less 10pts**)
	b,SCR,f+P		30+5+10+15+20 -> 40+5+10+15+20
	f+PG			60 -> 50	(**less 10pts**)
	

Cat's Trick (PKG)
================

PKG -> D/F+PK (MC) -> float combo
PKG -> throw
PKG -> d+PK (and followups)
	

Wolf's Knee
===========
In the old VF3 version, after a connected Knee one can throw or MC Taka.
That's changed for version A and up I think.


Taka's special double palm
==========================
This is one of those special treats of playing Taka besides not hoping on
the N.A. green joysticks.

This double palm (D,b,f+P) can DUCK at sidekick during execution and MC
the opponent.


d/f+PK or D/F+PK
================
The choice is D/F+PK due to faster recovery time for float combos!

(ie) D/F+PK (MC) -> D/F+PK -> f+K on Shun

One should do a modified motion to get the down component fast by d/f,d/f.

Tidbits
=======
After the b,SCRf+PG throw one can b+K stomp them.. no brainer
To knock Taka down, you need a move with 40pts or more damage.
There are other ways that were mentioned by Jirawatt's Translations,
please refer to his translations.


Air Combos
==========

D/F+PK (MC) -> Knee -> b+K	(on Jacky level)
D/F+PK (MC)-> D/F+PK -> b,f+P   (on Sarah level terrain)
d/f+P (MC) -> f+P,P		(on Kage level)
d/f+P (MC) -> Knee -> b+K

Finally D/F+PK four times on Pai downhill on Pai's stage.

              
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