VF3 / Taka [ print friendly ] [ command view ] 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
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f+PK followups (mid slaps)
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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)
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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
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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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