The King of Fighters '98/Takuma

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Takuma98 stance.gif

Introduction

He's old. That's why he's on the team with all the other old guys.

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Takuma98 colorA.png Takuma98 colorB.png Takuma98 colorC.png Takuma98 colorD.png

Gameplay Overview

Takuma is a poking/zoning character with some very nice combo/mixup options as well. His Ranbu is one of the better sups in the game property-wise, and allows him to catch jumps/rolls on reaction as well as get great combo damage. His fireballs are of the highest traveling type, which means Leona/Heidern/Chris can run under them, and Iori can super under them, among other things. He still remains high-mid in the tier list, because he has a good variety of tools other than his fireballs and basic zoning.

In-Depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/4 -/- C HL
Takuma98 clA.png
Can be used as combo filler instead of cr.A/B
Snkb.gif 4/4/9 -/- C HL
Takuma98 clB.png
Can be used as combo filler instead of cr.A/B
Snkc.gif 3/4/17 -/- C HL
I'M ANGRY ABOUT PUNCHING
Fast and cancelable, good as a meaty.
Snkd.gif 7/4/17 -/- - HL
Takuma98 clD.png
Standing Far
Snka.gif 3/4/6 -/- - HL
Takuma98 stA.png
Nothing you haven't seen before, can be anti-air for short hop.
Snkb.gif 4/3/13 -/- - HL
Takuma98 stB.png
Great anti-air vs short hop and other angles.
Snkc.gif 8/4/18 -/- - HL
Takuma98 stC.png
Not bad range/speed mid poke.
Snkd.gif 14/4/19 -/- - HL
Takuma98 stD.png
Snkc.gif+Snkd.gif 11/5/23 -/- S HL
Takuma98 stCD.png
Crouching
Snka.gif 3/3/9 -/+ C HL
Takuma98 crA.png
Standard crouching A, cancelable.
Snkb.gif 3/4/6 -/+ C L
Takuma98 crB.png
Main combo stater and filler, cancelable unlike most cr.Bs in this game.
Snkc.gif 3/2+4/25 -/- C HL
Takuma98 crC1.png
Takuma98 crC2.png
Alright for anti-air, but it's no Kyo crouching C. Can be canceled at the point where his arm isn't extended.
Snkd.gif 7/4/21 -/- C L
Takuma98 crD.png
Nice range cancelable sweep, easily whiff cancelable, too. Cancel into a fireball and pretend you're Ryu.
Jump
Snka.gif 3/11 -/- - H
Takuma98 jA.png
Snkb.gif 3/9 -/- - H
Takuma98 jB.png
Nice as a crossup.
Snkc.gif 7/4 -/- - H
Takuma98 jC.png
Snkd.gif 8/4 -/- - H
Takuma98 jD.png
Main good jump-in, crosses up.
Snkc.gif+Snkd.gif 12/4 KD/- - HL
Takuma98 jCD.png
Great air-to-air.
Neutral Jump
Snkb.gif 6/9 -/- - H
Takuma98 njB.png
Command Normals

f + Snka.gif

7/2/26 KD/-10 S HL
Takuma98 fA.png
Knocks down when done alone, doesn't when chained. Always cancelable. Better Range than f + B for combos.
f + Snka.gif (cancel) 7/2/26 -8/-10 S HL

f + Snkb.gif

15/3+4/19 -/- - H
Takuma98 fB1.png
Takuma98 fB2.png
Slow uncancelable overhead alone, faster non-overhead and cancelable when chained. Not bad and actually very easy to slow chain off a cr.B or something.
f + Snkb.gif (cancel) 9/3+4/19 -/- S HL
Special Moves
qcf + Snka.gif 12/34 HL
Takuma98 qcfA.png
Fireball (qcf + P)

Guess what this is? It's a fireball. Like I mentioned before, it's of the high type in KOF98 (O.Ryo/O.Robert/O.Yuri all share this fireball), which means Leona, Heidern, and most worryingly Chris can just run under it and combo you. Iori can super under it. Still good as a meaty wakeup if you are in the position to do so against those characters, just be aware of how much advantage you need to use it. Against other characters that don't have such easy way around it, it's height actually helps, making it a bitch to get past sometimes. Learn the distances where you can bait a roll/jump and tag them with a Ranbu or even a Rungrab.

qcf + Snkc.gif 14/37 HL
Takuma98 qcfC.png
f hcf + Snka.gif 21+9+21+1~84+9/40 HL
Takuma98 fhcfP.png
Haoh Shikouken (f hcf + P)

Big slow ass super fireball. You can charge it to make it look cooler. Way too slow to be really useful.

f hcf + Snkc.gif 23+9+18+1~84+9/44 HL
f hcf + Snka.gif
(full charge)
21+9+21+85+9/40 HL
Takuma98 fhcfP charged.png
f hcf + Snkc.gif
(full charge)
23+9+18+85+9/44 HL

qcb + Snka.gif

10/1+3+5/32 HL
Takuma98 qcbP1.png
Takuma98 qcbP2.png
O.L.D. Punch (qcb + P)

This is what you get when you mess up the super motion. Has auto-guard at the beginning, decent anti-air if you don't have any meter. Punishable. Kinda sucks.

qcb + Snkc.gif 16/1+3+5/34 HL
Takuma98 qcbP3.png

f b f + Snka.gif

11/44/21 HL
Takuma98 fbfP1.png
Takuma98 fbfP2.png
Rapid Punches (f b f + P)

Most guaranteed damaging ender after a D Flying Kick. Sucks some stuff in as an anti-air or otherwise, but I wouldn't recommend using it outside of that one combo.

f b f + Snkc.gif 17/92/21 HL
Takuma98 fbfP3.png
(db) f + Snkb.gif 13/13/19 HL
Takuma98 dbfB.png
Flying Kick ((db) f + K)

B version does 1 hit and is unsafe, D version does 2 hits and is unsafe. Which one to use?! So many choices. Use off a crossup j.D, cr.C only and make sure you hit-check it.

(db) f + Snkd.gif 15/18/24(whiff) HL
Takuma98 dbfB.png
Takuma98 dbfD2.png

Normal Throws

  • b or f + C - Breakable, front knockdown, face forward, un-rollable.


  • b or f + D - Breakable, front knockdown, back turned, un-rollable.


D throw preferred, but they are both un-rollable so just use whichever one you need for positioning or preference.

Special Moves

  • qcf + P

See description on Movelist section.

  • qcb + P

See description on Movelist section.


  • f b f + P

See description on Movelist section.


  • f hcf + P

May charge. See description on Movelist section.


  • Running Kneebash Grab (hcb + K) - D version runs further. You can use this if you get a really meaty fireball on top of them to make it unblockable. Catch people trying to roll through fireballs. You might be able to tick into one (note you have to so it after a light hit, not cancel it) if you get someone scared enough, but it's pretty risky. Has invincibility to lows near the end.


  • (db) f + K

See description on Movelist section.

Desperation Moves

  • Ryuuko Ranbu (qcf hcb + P) - A version is extremely fast and safe on block from 99% of everything, but it is possible to trade with attacks that are already out. C version is completely invincible on startup, but he freezes for a bit longer. Can go through fireballs, too. One of the scariest supers in the game. Use it as anti-air, anti-roll, etc. If your opponent doesn't tech roll after this, you can go for a qcf + A, hcb + B unblockable fireball setup. Fun fact: the C version can be thrown on reaction. So if you think someone will wakeup with it, you can be a dick and throw them out of it. No real point to that, since that one is punishable anyway. Max version is totally invincible and punishable.


  • Super O.L.D. Punch (qcf qcf + P) - Proximity unblockable. A version is faster, C version can be thrown on reaction. It's kind of hard to land with Takuma since he doesn't have the setups that some other characters have. Not necessarily a bad super, they just gave it to the wrong character. Still, empty short hop into this, etc. can work. Experiment and read your opponent!

Fastest Attacks

  • 0F: C throw; D throw
  • 1F: -
  • 2F: -
  • 3F: cl.A; cl.C; st.A; cr.A; cr.B; cr.C
  • 4F: cl.B; st.B
  • 5F: -
  • 6F: -
  • 7F: cl.D; cr.D; f + A
  • 8F: st.C
  • 9F: -
  • 10F: qcb + A


Combos

Takuma has a few different variations that lead into super, so experiment and find the one you're most comfortable with.


  • Best jump-ins:
    • j.D (Can crossup.)


  • cr.A / cr B x 2 > f + A > C Fireball (qcf + C)


  • cr.A / cr.B x 3+ >
    • f + A > (S)DM A Ryuuko Ranbu (qcf hcb + A)
    • (S)DM A Ryuuko Ranbu (qcf hcb + A)
    • f + A (Late cancel.) (Hard knockdown and more damage than normal cancel - the same damage of qcf + C.)


  • cr.A / cr.B x 2 > f + b (optional) > (S)DM A Ryuuko Ranbu (qcf hcb + A)


  • cr.A / cr.B > (S)DM qcf qcf + A

Less damage and range then qcf hcf + A super, but works as an automatic hit confirm as the qcf qcf + A super will not trigger if opponent is blocking or out of range (the qcf + A will trigger instead).


  • Point blank: cr.A / cr.B >
    • f + B > qcf + C
    • qcb + A


  • cl.C > f + A / f + B > (S)DM qcf hcb + A

Use f + B only if very close


  • cl.C >
    • f + A > qcf + C (Very close.)
    • f + A (Late cancel.) (Hard knockdown and more damage than normal cancel - the same damage of qcf + C.)
    • qcf + C


  • cr.C > D Flying Kick ((db) f + D),
    • Rapid Punches (f b f + P)
    • st.CD > A Fireball (qcf + A), B Running Kneebash Grab (hcb + B) (unblockable fireball setup if they roll)


  • Simple buffers:
    • f + B > (S)DM qcf hcb + A
      • qcf + B > hcb + A


Always use cr.B to start, then switch to cr.A if you want for the last light hit, but you can also just use cr.B for all the hits. Remember to use the hold buffering method if you use f + A (ie hold down B and use qcf + A for f + A input, then hcb + A to super). That way you won't get a fireball. Using f + B won't require this, but it has less range. Personally I just use cr.B x 3 > qcf hcf + A.


Strategy Corner

  • MAX: cr.B x 2 > f + A > qcf + C

deals ??? than

  • cr.B x 2 > f + A > qcf hcb + A

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.