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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) 
   
   
   --------------
   
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.
   
   -------------
   
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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