VF3 / Taka [ print friendly ] [ command view ]
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# Carlo's Refined Taka Guide #
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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)
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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!!
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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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