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VF5FS Taka Strategy

May 29, 2015
VF5FS Taka Strategy

  • Introduction(top)


    Combat in Final Showdown revolves around a concept known as 'nitaku', a situation where opponents are forced to choose between defending a mid attack or avoiding a throw, and in most instances they'll have a 50/50 chance of successfully defending themselves.

    Some characters are better than others at applying nitaku. Taka-Arashi happens to be the absolute best. As mentioned, nitaku requires opponents to defend against either a throw or a mid attack, and Taka has the strongest throw game of the entire cast of characters and an exceptionally dangerous, low-risk mid launcher. Taka can make an opponent's life truly miserable since no other character has such a strong balance of combo damage and high-damage throws in both directions.

    Taka can ring opponents out with ease and has a ferocious wall game, but perhaps his most unique characteristic is his super-heavy weight class. Some moves that knockdown other characters won't knock him down; if the moves damage value is less than 20 it won't knock down Taka.

    Nitaku(top)


    What is Taka's nitaku, or two-choice, guessing game?

    Your opponent is in nitaku when you have an advantage of 6 frames over them. Taka's nitaku game is very straightforward and brutally powerful, and you can force them to defend against a throw or a mid.

    Throws to use in nitaku situations (+6)
    [4][1][2][3][6][P][+][G] or [6][3][2][1][4][P][+][G] followed by a [P][+][K] combo of your choice. These will do 80-ish damage to your opponent.
    [P][+][G] does little damage but is a great third option as it has a very high chance of success; it's hardly ever escaped as opponents will usually try to break [4] or [6].
    [6][3][2][1][4][P][+][G] Combos:
    [P][+][K], [1][P][P], [6][P][+][K][P][P]- 79 dmg. A stable combo for all characters except Wolf and Taka.
    [P][+][K], [P], [6][P][+][K][P][P]- 74 dmg. A combo for Wolf and Taka.
    Mid attack to use in nitaku situations (+6)
    [4][P][+][K]
    ([P]). There are other options but this move beats them all hands down. The follow-up will launch opponents for a decent combo and is very easy to hit check; it's exceptionally safe provided you never do [4][P][+][K][P] unless the first part hits. If you're unsure what to do when the first part is blocked, defend and wait for your next opportunity. Note: [4][P][+][K][P] won't knock down Taka. Use [P][+][K] instead, it's only -5 on guard and will knock down on any hit, allowing you to go to your ukemizeme/okizeme/down attacks.
    Combos:
    [4][P][+][K][P], dash, [1][P][P], [6][P][+][K][P][P]- 70 dmg. A stable combo for all characters except Taka.
    [P][+][K], [6_][P], [6][P][+][K][P][P]- 59 dmg. A combo for Taka.​

    What is recommended at different advantages?

    At +6~+9 frames of advantage [4][P][+][K]([P]) (16/19f) to a combo is your best option by far, and should be your first choice of attack. If you feel like mixing things up a bit there are other attacks you can experiment with:

    [P][+][K] (15f)- This will knockdown on any hit for a combo opportunity.

    [6][P][+][K] (16f)- This and it's follow ups can suck your opponent into guarding, where you can attempt a throw or transition to Tachi'ai for a guard break or low.

    [4][P] (17f)- A high that gives you a rare opportunity to fuzzy guard if blocked. Can also transition to Tachi'ai with [P][+][K][+][G]for a surprise guard break or low attack, among other options.

    [4][4][P] (17f)- Great when the opponent is cornered as a CH to wall stagger will guarantee BT[K] for a wall combo.

    [2][P][+][K][P] (18/16f)- A fast low to catch opponents who expect the usual [4][P][+][K][P] launcher. The second hit knocks down on CH, allowing you to go to your oki game for added pressure.

    What can Taka do to defeat a Guarding Throw Escape? (e.g. guard breaks)

    [2][K]– If you really feel the need to do something when at +6 there's this, but it's not very good. This 17f low kick recovers standing and has no crouching properties whatsoever and is also punishable on guard at -15 to boot. Also -4 on NH.

    [2][P][+][K]([P])- Useful when at +7. This low half-circular is one of Taka's quickest lows at 18f (BT[2][P] and [2][K] 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 covers his back and is -20 on guard, -4 on NH and knocks down on CH.

    The following moves can defeat a GTE but put you at risk of being hit.

    [1][P][+][K]- A 23f half-circular low that can be very useful since opponents facing Taka are usually conditioned to stand and block [4][P]+[K].

    [2]/[8][K][+][G]- A very slow 36f low that will cause a unique stagger on hit, giving you exactly 15 frames to deliver a free [P]+[K] combo or [6][6][P] over a low wall.

    [4][1][2][3][6][P][+][K] (maxiumum charge)- 41f, staggers on any contact giving you an opportunity to deliver a free [P]+[K] combo or [6][6][P] over a low wall.

    Tachi'ai[P]+[K]+[G]- This is a 16f high guard break, giving you 15 frames for a free [P]+[K] combo or [6][6][P] ringout over a low wall on a guarding opponent.

    Tachi'ai[4][P]+[K]+[G][P]- During Taka's standing animation you can input [P], which throws out a linear 20f elbow that staggers on any contact for a free [P]+[K] combo or [6][6][P] ringout over a low wall.

    [4][6][P]+[G]- A catch throw, meaning it cannot be escaped. The follow-up throws can be broken, but the opponent has to choose correctly from 3 options: [4][P]+[G] / [P]+[G] / [6][P]+[G] (this can be followed with a combo).

    What can you do if you anticipate an evade in any or a particular direction?

    Most useful half-circular attacks that cover Taka's back:
    [2_][6][P]- A 16f mid that knocks down, sobers 1dp and can lead to a wall splat. Can also be done by inputting [1][1][6][P] or [3][3][6][P].

    [2][P][+][K]- This is one of Taka's quickest lows at 18f (BT[2][P] and [2][K] are 17 though). In a corner situation this can lead to wall staggers due to it's half-circular properties.

    [1][P][+][K]- This 23f half-circular low knocks down on NH and CH but is -20 on guard. It ducks highs immediately on startup and can even crush some mids depending on range, stance, timing, and the mid in question.

    BT[2][P]- A 17f low half-circular. This is similar to [2][P]+[K] and even has it [P] follow-up, but comes out one frame faster.

    BT[P][+][K]- A very interesting 18f mid attack that transitions to Taka's catch throw on hit, from which you have 3 throw options; [4][P]+[G] / [P]+[G] / [6][P]+[G] (this can be followed with a combo).

    Most useful half-circular attack that covers Taka's stomach:
    [4][P]- The only single hit move that covers Taka's stomach. Not bad at 17f if you have enough advantage but unfortunately it hits high. However, if it counterhits an opponent near a wall you'll be able to hit the follow-up [P][+][K] for a wall stagger and from there Tach'ai[P][+][K] to splat them for a wall combo. It sobers 1dp, can transition into Tachi'ai stance for a surprise guard break when not around a wall and is one of the few moves that allow Taka to fuzzy guard. An extremely versatile tool.

    The other half-circular moves in this category are at the end of strings or are rising attacks, and cannot be effectively used when you anticipate an evade.

    Full-circular attacks that cannot be evaded:
    [4][4][P]- One of only two full-circular moves in Taka's moveslist. It's a 17f high and leaves you back-turned. Great near walls, if an opponent evades in either direction they'll get hit which will put them in a heavy wall stagger where BT[K] is guaranteed, leading to a wall combo.

    Tachi'ai[P]- This is the other of Taka's two 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 [4][3][P] quickly afterwards for a combo. This is his only option to beat evades while in stance, and sobers 2dp.

    Though not a full-circular attack, throws will also beat an evade to either side. The best throws are of course [6][3][2][1][4][P]+[G] (with a [P][+][K] combo) and [4][1][2][3][6][P][+][G]. [4][P]+[G] is also recommended for a potential rear ringout, and [4][6][P][+][G] is also a strong choice for it's santaku 3-choice guessing game.

    Side Turned(top)


    What are Taka's options for side turning the opponent with an attack or throw?

    Opponents can be in a side-turned situation following a successful OM or throw escape in most cases. Taka's side-turning attacks are:
    The second hit of [4][K][P]- A 22f high.
    The last hit of [6][3][2][1][4][P]([P][P])[P][+][K]- An 18f mid.​

    What Taka's optimal follow-ups when the opponent is side turned?

    A throw is the fastest follow-up but can be broken or beaten by a low attack.

    [P] and [2][P] are your fastest attacks.
    - Side [P](hit) gives you +7, will keep the opponent sideturned and in nitaku.
    - Side [2][P](hit) gives you +6, will keep the opponent sideturned and in nitaku.
    - Side [P][P][P](hit) will keep the opponent side turned and you'll be at +0.
    [6][P] and [6][6][P] are your fastest mid attacks.
    - Side [6][P](hit) gives you +2 and will keep the opponent sideturned.
    - Side [6][6][P](hit) will knockdown all opponents except Taka (you'll be at +1).
    [3][P][+][K] and [K] will cause a side crumple on CH.

    [6][P]+[K] strings :
    - Side [6][P]+[K][P] (hit) Tachi'ai [P]+[K] cannot be interrupted.
    - Side [6][P]+[K][P] (hit) Tachi'ai [K] cannot be interrupted.
    - Side [6][P]+[K][P] (hit) Tachi'ai [P] can only be interrupted by 12f moves.
    - Side [6][P]+[K][P] (hit) Tachi'ai [P]+[K]+[G] cannot be interrupted ([2][P] and tech-crouch moves can go under).​

    [4][P] strings :
    - Side [4][P] is -1 on guard.
    - Side [4][P][P][P] is safe, opponents cannot interrupt the last hit after guarding side [4][P][P].
    - Side [4][P][P]+[K] is safe but can be sidestepped.
    - Side [4][P][P]+[K] on guard keeps opponents in a side hit situation.
    - Side ([4][P] guard) [P]+[K] CH will guarantee Tachi'ai [P]+[K] / [K] / [P] (Tachi'ai [P] has the best combo damage potential).
    - Side [4][P][P]+[K] (guard) Tachi'ai stance has the same properties as Side [6][P]+[K][P] (hit).​

    - Side [4][P][P]+[K] (hit) becomes a natural combo! Hitting this in a sideturned situation will give you +4, and the opponent will have to choose between a Tachi'ai stance mix up and [3][P]+[K]:
    -Tachi'ai is really strong in sideturned situations as mentioned above.
    -If they attack [3][P]+[K] can CH for a 95+ dmg combo opportunity.​

    [4][K][P]CH gives Taka +12, guaranteeing [P][P][P] for 65 dmg (you'll be at -2 on hit) or a free throw attempt.
    A back throw is possible depending on which side Taka ends up on for 93 dmg.

    Do the options vary due to ring position?

    What are Taka's optimal follow-ups when you successfully evade an attack that recovers standing or crouching?

    After successfully evading an attack that recovers standing (in order of your advantage; small to large):
    A throw attempt, [P]([P][P]), [4][P][+][K]([P])~combo, [P][+][K]~combo, [3][3][P][+][K]~combo.

    After successfully evading an attack that recovers standing (in order of your advantage; small to large):
    A low throw attempt, [4][P][+][K]([P])~combo, [3][3][P][+][K]~combo.

    Combos(top)


    Any additional notes about combos (e.g. favouring one over another due to ring position)

    Discuss techniques that can be used for 1 frame delays


    Wakeup Strategies(top)


    Okizeme(top)


    Baiting and punishing whiffed rising attacks
    If you think the opponent will try a rising attack the best options for beating them are moves that do more than 20 points of damage and have a decent window of active frames, but requires a good sense of timing. Taka's best moves for defeating rising attacks are [4][3][P], [4][6][P], [3][3][P][+][K] and [6][K].

    If you notice your opponent does a lot of rising attacks after being knocked down, you can cause them to whiff their attacks and punish them.

    Against low rising attacks:
    Blocking will leave the opponent in nitaku. Go for [4][P][+][K][P] combos or a throw. Otherwise, simply jump over them with [9][G] or [9][P] and go for a crouch throw. [1][P][+][G] and [3][P][+][G] will give the best combo opportunities and/or ring positioning, with [2][P][+][G] still being a strong option as opponents will most probably try to break in the other directions.

    Against mid rising attacks:
    Blocking will leave the opponent in nitaku. Go for [4][P][+][K][P] combos or a throw. Otherwise, get in close and immediately start backing up with [4][4], if they try a rising kick and whiff because you're backing up append [P][+][K] to cause a head crumple ([4][4][P][+][K]) and follow up with a combo. If the opponent doesn't attempt anything you'll be at a safe distance after [4][4], the phase of play will be reset and you can go into the next phase of your game.

    Guaranteed punishment after blocking certain rising attacks


    Ukemizeme(top)


    Ideal attacks to pressure with

    Option selects between attack or down attack

    Meaties

    Ring Position(top)


    Wall Pressure(top)


    How to induce, and follow-up, wall staggers

    How to induce, and follow-up, wall side stuns


    Ring Out(top)


    Ideal ways to ring out over half fences

    Ideal combos that carry good distance (for ring out)


    Other(top)


    Taka's Tachi'ai Stance

    What else is unique about Taka?
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