Taka - Move Analysis - VF5FS
Top-10 Moves(top)Taka’s nitaku game (what’s that?) between a throw and is immensely powerful. The 3 moves at the number 1 spot have various functions such as interrupting, poking and as combo fillers but they are also one of the quickest ways besides guarding to put your opponent into nitaku. Whenever they counter hit you'll see the tell-tale yellow flash, your opponent will be in nitaku so that's your cue to use Taka's brutal throw game or .
NH- Normal hit
CH- Counter hit
- Tsuppari- Taka's fastest high, this gives advantage on block and NH and puts your opponent in nitaku on CH.
Hiji’ate- Taka's fastest mid, this leaves you at disadvantage on guard and NH, and puts your opponent in nitaku on CH.
Shita Harite- Taka's fastest low punch, this leaves you at disadvantage on guard, gives advantage on NH and puts your opponent in nitaku on CH.
- () Kumoyaburi (Ten'yaburi)- Throws and this mid attack are your primary weapons when the opponent is in nitaku. If the initial (16f) ever hits, just hit the follow-up for a combo opportunity. If you use this a lot, you can really make your opponent fear you and keep standing (it will combo even if it hits a croucher) and guarding, and Taka's throw game is the best in the entire game with 80(+) dmg combos in both and directions. Punish most sweeps and big lows with this.
- Morotezuki- A fast 14f mid, the same as . This knocks down all characters except Taka on any hit, and is great for hitting opponents into walls or ringng them outs over low walls.
- Tsumasakigeri- A 17f side kick, this staggers backdashers for a huge combo, and is great for closing distance. It will crumple side-turned opponents and also hits off the ground for additional damage.
- Aka’oni Midaremage- Taka’s 15f high headbutt punisher, relatively safe at -5 on guard. Knocks down on any hit for a combo. Use this every time you evade something slow or block a big launcher.
- Yoko Harite- A 17f high half-circular that covers Taka's back. A very versatile move with great options. See the moves analysis below.
- Kachiage- Taka's 17f knee-class mid launcher that's -17 on guard. As it's double-limbed only Aoi can reverse it. This has excellent range, if you make the opponent whiff punish them with this. With this and at your disposal opponents should be afraid to whiff anything against Taka, ever. Also, with 4 active frames this is an excellent choice for a meaty against a tech-recovering opponent.
- Zangeki- The second of Taka's big launchers, this is slower at 22f but has even longer range than and does 5 points more worth of damage.
- Tsuyubarai- One of Taka's quickest low attacks; the first hit is an 18f low half-circular covering Taka's back, the second hit is 16f and covers his front and knocks down on CH. This is great for poking and as a ground scrape attack. In a corner can lead to wall staggers due to it's half-circular properties.
- Mawashi Harite- 1 of only 2 full-circular attacks for Taka, this is a 17f high that will leave you back-turned. Great against cornered opponents as it can cause a wall stagger for a BT follow-up into a wall combo. Also good for baiting opponents into BT for a santaku throw guessing game or punch/elbow reversal.
- Aka'oni Midaremage- A high headbutt attack that's slow at 27f and -10 on block, but great for baiting short range attacks and whiffs for a damaging combo. With timing, it’s great against rising mid kicks or as the opponent finishes a move/string that ends mid or high.
- Kaminaridaiko Hasami'uchi- Taka's 17f belly attack that staggers crouchers. -8 on guard, -2 on NH and 5 on CH. Useful as a combo ender, and is good for poking as the follow-up is easy to hit check.
- Kirikabu Kudaki- This 23f half-circular low covers Taka's stomach. It knocks down on NH and CH but is -20 on guard, but it ducks highs immediately on startup and can even crush some mids depending on range, stance, timing, and the mid in question. Very useful since opponents facing Taka are usually conditioned to stand and block +.
- ~ Tachi'ai- Taka's sumo crouching-stance has options that can deal with most situations and is particularly useful in wall combos. There are an unfortunate shortage of good mids, though.
P(top)- At 12f this is Taka's quickest non-throw move (along with ). is a natural combo, so even though it leaves you at -2 it does great damage when at +12~14 frames of advantage.
- This is a typical elbow attack that most characters share. Apply your nitaku if this CHs. It has decent range and like all elbows, is an extremely important tool. , is a great 1-2 attack to set up Taka's offense that most characters can't interrupt. If is guarded will beat out most retaliatory attacks and throw attempts.
- / / -It's natural for any sumo wrestler characters to have a long series of slap attacks, and FS Taka has these. They're not very useful in most situations, all hits in the strings are high so opponents can duck and punish you if you're not careful.
- is best used after launching lightweight characters with or for ringing out over half-walls.
- / - From these you can enter Taka's Tachi'ai stance with for more options. Experienced players will try low punch you out of stance before you can get anything to come out so backdash or sidestep without going into Tachi'ai and grab them with a low throw.
- - This is a great mid half-circular attack that covers his stomach, sobers 1dp, and can cause a wall splat if the wall is facing your stomach. If you can condition your opponent to crouch under your strings use this to knock them down. Note: against Taka, is a minor counter for +12-14 situations.
- This knocks down all characters except Taka on any hit. It's a 14f mid (the same as ), double-handed so only Aoi can reverse it, and has really good reach. It can also be used to ringout over short walls.
- - Hitcheck after the first hit because the second (the two slaps) are high and can be ducked with ease. Against opponents who don't know this, the follow-up can stuff their counter attack (as long as it doesn't duck highs) as is delayable. A note of caution, if lands on a crouching opponent the follow ups will whiff, and you may miss your chance to set up a guessing game on wake-up.
- This can be used to kill side-steps, the first attack is 2 hits and it'll track if opponents try anything. It's also good in situations where you don't know if someone is going to duck or side step because the first attack hits mid, then high. It also has uses in combos after a bound or wall splat, for example.
- / - Use these to get your opponent guarding and then throw them. after these follow-ups will shift you into Senju Harite Shime, see below.
- + Senju Harite Shime- A mid, high, mid string that sobers 1dp and side-turns the opponent.
-A 17f high, this is a very important half-circular because it's the only single hit move that covers Taka's back. In a game where sidestep is more powerful becomes one of his most important moves. It also sobers 1dp. It also transitions into Tachi'ai and is one of the few moves that allow Taka to fuzzy guard. An extremely versatile tool.
- / - A high, high, mid string. The second hit of this series covers Taka's stomach and on CH the final , a back-check, will connect. On guard however, the third hit will leave you at -15. Useful because like many of Taka's strings, the inputs can be delayed. It is a decent combo-ender, knocks down and can cause a wallsplat.
- +- A frightening tool near a wall. If the opponent is cornered their options are to try evade out of the corner or just block and risk having to break an 80 damage throw with a 50/50 chance of success. If they step in the wrong direction will counter hit them, + will connect causing a heavy wall stagger, during which you can shift into stance with to follow with Tachi'ai, which then leads to a massive wall combo.
- ++ / ++ / +++-This string can also be used to enter Tachi'ai stance, of all Taka's moves that transition into stance it's important to note that is the fastest way.
/ +- These similar-looking double-palm moves have good range and are slower versions of Akira's or Wolf's attacks that will leave you at -18 on guard. They both cause heavy wall splats, do variable damage based on range, and can sober Shun.
- A 17f mid that does 30~60 dmg on NH depending on the range. It looks flashy as a combo ender and though it's not the best choice, it can be used as a meaty attack and be used while running.
- One of only two full-circular moves in Taka's moveslist. It's 17f and leaves you back-turned. If ducked, your opponent gets a free back throw. If Wolf R.A.W.s it, he gets a back throw. If it hits you have decent options from BT, see below. Furthermore, this is another frightening move when near a wall. Remember the situation earlier when the opponent is cornered? Now, if they step in either direction they'll get hit which will put them in a heavy wall stagger where BT is guaranteed, leading to a wall combo.
- This is Taka's high bound move that is mainly used in combos. It's a 24f mid that knocks down any on hit, and importantly, is +1 on guard. As a standalone attack it's also quite good because it's very good on wake up when your opponent tech-rolls, and you can also get a small combo off it depending on your opponent's weight class. You can also enter Tachi'ai with ++ afterwards which is great for wall combos with Tachi'ai+ and other surprises from stance. It's a very important move, but as it's linear it can be side-stepped and punished.
- This has armor against single-limbed punch and elbow attacks that don't knock down. It's a 25f mid and leads to a decent combo on CH.
- At 12f this is Taka's quickest non-throw move (along with ). Use this to try to disrupt the opponent's offense with a CH to put the opponent in nitaku.
- This is just like the third hit of , but does slightly more damage. This move knocks down, sobers 1dp, covers Taka's stomach, and is one of his few mid half-circular attacks (with , and BT+). Leads to a wall splat as well, and could easily fit into the previously mentioned cornered opponent scenario.
- This is a 17f mid and has a follow-up hit throw. Along with it's good on wake up when opponents tech-roll. It's also very good if you backdash away from a low punch because it's got deceptive range. However, it's unsafe on block at -13 which isn't too bad, but with Taka, certain strings like Jacky's become natural combos and therefore can be quite risky.
- (hit) - The hit throw sobers 1dp, and requires quick timing.
- This is one of Taka's big launchers. It's a little slow at 22f, and highly punishable at -15 on guard but this is an amazing launcher in terms of how much damage you can cause. It also sobers 1dp, and is Taka's best way of sobering Shun post-round. KO Shun with a move that doesn't knock down like or and then hit him with 3 successive attacks to strip him of 3dp. It does 5 more damage and has longer range than Taka's other big launcher, +.
- This is a 14f special low that can duck under high attacks.
- - This string is a special low into a special mid, and is best used after a launch/float in Taka's combos. It isn't terrible at -13 on guard, but Taka has many better strings at his disposal than this.
K(top)- A 17f mid that functions as a sidekick, so it causes heavy butt staggers versus backdashers and crumples side-turned opponents. It also has great range, and hits off the ground for additional damage at the end of combos. Due to it's animation and hitbox it's a very strong move to use against characters like Shun, El Blaze, and some of Lei Fei's stances who have vanishing hitboxes. Excellent move.
- This 18f mid knee attack will only launch on CH, is safe on guard at and has follow-up attacks. It has decent range, and the follow-ups can be delayed so if the opponent evades and tries to attack, they just might be hit by it's follow-ups.
- - This hits mid, high. On CH will connect,but it's better to do Tachi'ai for a combo. also is a mC 18f punisher against Taka. is unsafe on guard at -16, so don't use it too much as a stand alone attack. In fact, the most you should use it as is as combo ender. The last hit sobers 1dp.
- - This mid, mid attack can also be delayed slightly. It's -15 on guard, and gives a beat-down knockdown effect. On hit you can follow with a , combo. A key move when finishing wall combos.
- This is a 19f mid. A decent tool to use every once in a while if you chose, but it's totally optional as it's totally overshadowed by most everything else that Taka has.
- - This is a high half-circular that covers Taka's stomach and puts the opponent in a side-turned situation.The follow-up is pretty easy to hit check.
- This is a 17f low kick that recovers standing and has no crouching properties whatsoever, so it isn't as useful as other character's low kicks. It's a rare low in that it's relatively quick and leads to advantage on CH, but if you're landing a 17 frame move on CH, that was an opportunity to have landed instead. And you can use it to beat sabaki attacks, but is faster, has better range, can lead to a half-life wall combo, and is a safe mid.
- Is a 19f knock-down sidekick. It has decent range, knocks down on any hit and is only -8 on guard. This isn't a very important move, and Taka has many better options to use instead, even and have more utility.
P+K(top)+- A 15f headbutt, so only Aoi is able to reverse it. It's a simple input that leads to very easy combos that do very good damage. It's relatively safe at -5 on guard. It knocks down on any hit for a combo so use this every time you evade something slow or block a big launcher. A very important move.
Note: This is your go-to attack after +, /+, and Taka's Tachi'ai++ guard break on a guarding opponent.
+- This 16f mid has follow-up attacks can be delayed.
- +- You can enter Tachi'ai by entering after this. Stopping here and going for a throw is a great way to mess with your opponent.
- +- The final hit is a double palm that knocks down but is -15 on block. It's a decent mid string, but used mostly as a combo-ender. If the second attack connects on CH, the final hit is guaranteed.
+ natural combos even if it is delayed (a very long and easy to hit check-delay, mind you). The first hit is -8 on block, and if it ever hits, just finish it and do a cheesy combo. If you use this a lot (wisely), you can really make your opponent fear you and keep standing (it combos even if it hits a croucher) and blocking, and Taka's throw game is one of the best, if no the best, in the game. The second hit is -15 on block, so be wary.
- Throws and this 16f mid attack are your primary weapons when the opponent is in nitaku. It's fast, works on NH and, very importantly, against crouchers. The follow-up will launch opponents and is very easy to hit check. It's also exceptionally safe provided you never do unless the first part hits. Even so, although is -8 on guard not many players will try to punish you if they block the first because the second attack is so delayable and can't be interrupted, the threat of being launched by the follow-up is what makes this move so safe. Use this to your advantage to keep the pressure on.
- - As mentioned above, if the first part ever hits this will connect even if it's delayed, and cannot be interrupted by any attacks. This will launch crouching opponents so if you use this move wisely, you can really make your opponents fear you and condition them to keep standing and guarding. This is where Taka's throw game comes in, and it's the best in the entire game with 80(+) dmg combos in both and directions. The second hit is -15 on guard though, so be wary. Punish slow-recovering attacks, sweeps and big lows with this.
+- This 27f high headbutt is -10 on guard but is great for evading a short ranged attacks and then automatically punishing them in one execution of the move. It's relatively short-ranged but when it lands it causes a head crumple that can be followed with and a combo. It also sobers 1dp.
+- When charged this is a decent move against a rising opponent, and when uncharged it can be a good poking tool. It's initially 18f, but with a maximum charge it becomes 41f and staggers on guard or hit. Against players who aren't quick at stagger recovery, you might be able to squeeze in , but s are the only thing that are actually guaranteed.
+- This low half-circular is one of Taka's quickest lows at 18f (BT and are 17 though). The first hit covers his stomach. This alone is a good poke, and in a corner situation can lead to wall staggers due to it's half-circular properties.
- - The second hit is -20 on guard, -4 on NH and knocks down on CH.
+- This is a 16f double-handed mid with decent range, and is good for hitting opponents who fail to tech-recover. It will crumple a side-turned opponent for a combo. While it's -8 on guard, it pushes back a little and on CH it's +8! Great for a wall stagger into a wall splat for a huge wall combo.
- This is Taka's 17f knee-class mid launcher that's -17 on guard. As it's double-limbed only Aoi can reverse it. This has excellent range, if you make the opponent whiff punish them with this. With and at your disposal opponents should be afraid to whiff anything against Taka, ever. Also, with 4 active frames this is an excellent choice for a meaty against a tech-recovering opponent.
- This 23f half-circular low covers Taka's stomach. It knocks down on NH and CH but is -20 on guard, but it ducks highs immediately on startup and can even crush some mids depending on range, stance, timing, and the mid in question. Very useful since opponents facing Taka are usually conditioned to stand and block +. This move tech-crouches on startup, so for strings like Pai's you can block the first hit then do this attack to tech-crouch and counter attack.
K+G(top)+- Taka's 17f gut attack. This will stagger crouchers, and has a follow-up. It's a decent poke, and is -8 on guard, -2 on NH and +5 on CH.
- - This is a useful combo ender. The follow up is highly punishable at -15 on guard, but is really easy to hit check.
+- Taka's stomp attack. It's painfully slow at 38f, horrible if evaded at 73 total frames, but it gives +3 on guard and knocks down on hit. Also used as a heavy downed attack on those who fail to get up quickly enough after a knock down.
/+- Another slow stomp attack at 36f, but this time in the direction you chose. It sneakily hits low, giving you exactly 15 frames to deliver a free + combo or over a low wall. It's -15 on guard but it is another move that's really useful on wake up.
P+K+G(top)- Tachi'ai Stance. See below.
- This move has armor against all single-limbed punch and elbow attacks that don't knock down. It will also work when Taka is side-turned or back-turned. I think this will only work up to the second hit in a string, a third hit will beat it.
Tachi'ai Stance(top)The input for entering Taka's Tachi'ai stance is , and as the stance animation is a whopping 81f in total, the best way to enter stance is from an attack. There are options here that can deal with most situations and it's particularly useful in wall combos, but it's a pity Taka only has 2 mid attacks from stance.
The following attacks can transition into Tachi'ai by inputting afterwards:
~ / ~ / ~ / ~ / ~ / ~ / ~ / ~
Once in stance your options are:
Tachi'ai- This is the other of Taka's 2 full circular attacks. It's an 18f high that's safe on block due to pushback, and causes a head crumple on any hit. Follow with quickly afterwards for a combo. This is his only option to beat step while in stance, and sobers 2dp.
Tachi'ai- This is a quick 17f low kick to the opponent's foot. While it is -15 on block, it is one of those rare lows that give advantage (+4!) on hit and crumples on CH for a small combo.
Tachi'ai+- A double-handed 16f mid that knocks down on any hit. This is Taka's fastest move from stance, and is the only mid attack at his disposal. It's main use is to end Tachi'ai combos and cause wall splats for wall combos.
Tachi'ai++- This is a 16f high guard break, giving you 15 frames for a free + combo or ringout on a guarding opponent.
Tachi'ai++- Taka stands up from his stance and takes a step back, making for a beautiful taunt.
Tachi'ai/++- From stance, Taka does an uncharacteristic jump in the chosen direction (it is OM-like in it's movement range). This evasive technique can avoid linear attacks and at times, wake-up kicks. Whether or not you can punish your opponent's attack is entirely dependent on the move you evaded.
- Tachi'ai++- During the above animation you can input , and Taka throws out a linear 20f elbow that staggers on block or any hit for a free + combo or ringout over a low wall.
Jumping(top)__- Taka's jump isn't the best in the game as he doesn't move as far as other characters, and this means it's less useful as a means of movement. The upside is that due to his weight, hitting Taka when he's in mid-jump won't yield any high-damage combos. Jumping is a good tool to use every once in a while, as an alternative to a dash/SS/OM, depending on the kind of opponent you're facing.
Jumping is also a nice way to mess with your opponent's mind, you don't even need to use jumping attacks, you can just jump and then attempt a throw or () for a false nitaku mind game.
__ (ascending)- Slow, but is great for jumping over an opponent's low wake-up kick or for a santaku low throw guessing game.
__ (mid-air)- A high similar to a regular , except that it's 1 on guard and launches on any hit. If it hits you can continue to mash s and for a 6 hit combo. It's not very useful but you have it at your disposal, at least.
__- (ascending)- Another move best used if you know a low like a wake-up kick is coming. this knocks down and leads to a small combo on hit.
__ (mid-air)- This has decent range and pushes back a little, this can be used against an opponent's low wake-up kick when they're near a wall.
Back Turned(top)Taka can go in BT via . BT is best used if you know will hit (preferably on CH), and as mentioned above the best situation is when the opponent has their back to a wall.
BT- This can go into . It is 12f, but -2 on guard, 2 on NH, and 7 on CH, so it's different from Taka's regular . However, it's the fastest attack from BT, so it might be useful to beat out counter attacks that don't tech-crouch.
BT- This is a half-circular low that covers Taka's stomach. This is similar to +, but the frames are different here, too. It's only -8 on block, -5 on NH, and 0 on CH. It also comes out at 17f, one frame faster than +.
BT- This is a 16fknee that crumples on CH. If causes a wall stagger, this is guaranteed for a decent wall combo.
BT- This is a half-circular low that covers Taka's stomach. It's similar to regular , except the frames are different yet again; it's 18f instead of 17f
BT+- This is a very interesting 18f mid attack that covers Taka's stomach. On hit it transitions to Taka's catch throw, where you have 3 throw options.
BT++- Like the same move from neutral stance, this move has armor against all single-limbed punch and elbow attacks that don't knock down. I think this will only work up to the second hit in a string, a third hit will beat it. This is very useful against some characters like Shun, Pai and Kage who have position-switching throws that put them behind you, and want to follow-up with an elbow or punch after.
- Does 6~7 dmg. This is similar to other light pounces in that if it whiffs, you're left open to attack.
- Does 22 dmg. A jumping pounce attack, it's possible to land on opponents as they roll away.
+- Does 28 dmg. Only use this if if you know it will land, like after a + combo.
Throws(top)+- 40 dmg. This throw will lay opponent at your feet. If they try a mid wake-up kick afterward you can step or use a well timed to get a CH. If they try a low wake-up kick you cannot step, though backdash is possible.
+- 50 dmg. A positioning throw, use this to throw your opponent to your right and a little to your back. You may want to use an OM to get perfect positioning. Backdash will avoid most risings attacks. It sobers 1dp, but is always the preferred choice for this direction ().
+- 55 dmg. Throws opponents to Taka's front, and is great for stylish front ringout. A wall throw is also possible with this input.
+- 15 dmg, but gives you 15 frames for a free combo for about 80 dmg on most characters. A combo has great carry for wall hits and ringouts, but depending on the distance you can also use to ring out over a half-fence, or just dash forward and do something different. More often than not, following this throw with a combo is the best option. Combos on lightweight characters can reach 90 dmg, and experienced players will know this is the throw they need to break most. That means you have a greater chance of hitting them with + for 80 dmg.
+- 50 dmg, more if the opponent hits a wall and combo them. Another positioning throw, this is excellent for ringouts to your back.
- 80 dmg. This will throw the opponent to Taka's right no matter what foot position Taka is in. You can ring out with this throw, and it sobers 2dp. A well timed will take care of both rising attacks. This should be your main throw.
+- 60 dmg, more if the opponent hits a wall and you combo them. This throws your opponent to your back, so you can ring opponents out with this. It doesn't throw as far as , but allows for higher damaging wall combos.
+ Morosashi- Taka's 15f catch throw, meaning it cannot be escaped. This is slow enough to catch opponents who fuzzy guard, and is also great to use after a close range CH or against tech-recovering opponents. The follow-up throws can be broken, but the opponent has to choose correctly from 3 options:
Wall Throw: +- 70 dmg. Looks cool but does more damage.
- Morosashi+- 50 dmg and throws the opponent behind you.
- Morosashi+- 40 dmg and throws the opponent to your left.
- Morosashi+- 20 dmg and throws the opponent at your feet allowing you to combo with .
Wall Throw: - 85 dmg. Looks even cooler than . Wake-up mid kicks can be side stepped afterward. Sobers 3dp.
Side Throws: + (+ (on crouching opponent)- Right side 50 dmg, left side 55 dmg.
Back Throw: + (+ (on crouching opponent)- 60 dmg on standing opponents, 65 dmg on crouchers.
Back Throw: - 65 dmg. Notoriously hard to hit.
Low throw: +- 50 dmg
Low throw: +- 60 dmg.
Low throw: +- 0 dmg, but puts the opponent behind you and gives 15 frames for a free combo or ringout like . Against good opponents, expect this one to be broken the most, but at least the other low throws are technically "free." Very good for setting up a ringout to your back after hitting .
Remember, when your opponent is in nitaku use and throws, your main throws should be the most damaging ones. These are + (with a combo) and . + is also recommended for a potential rear ringout.
- Tsuppari- Taka's fastest high, this gives advantage on block and NH and puts your opponent in nitaku on CH.