*---------------* |TAKA-ARASHI FAQ| *---------------* Virtua Fighter 3 (Arcade) Version 2.0 By John Culbert (tigeraid@geocities.com) This FAQ and all my others can be accessed at the following sites: http://www.geocities.com/SiliconValley/Heights/1910 (my page) http://www.gamefaqs.com VERSION UPDATES: ---------------- -revised moves list for easier reading -added much more tactics -added stuff to moves analysis -corrected little mistakes, also in "A Word About..." -added vs. section! >>>>>>>>>>>>> INTRODUCTION: >>>>>>>>>>>>> Well, Happy Man arcade still hasn't gotten SF3, so we have to settle for VF3, which came in this week. IIRC, the game premiered last November or December, so this may be a tad late for the rest of you. The Taka-Arashi FAQ written by Carlo Ang was good, but I felt I needed to elaborate on Taka more thoroughly, especially the Throw aspect to him. Anywho, some may be asking: WHY TAKA? Well, in VF2, my best characters were Akira, Sarah and Jeffry; mind you, I was good with all the fighters in the game (except for Lion, he sucks), but those were the best three for me. In VF3 Akira is still a powerful force to be reckoned with, but I decided to stay away from him for a bit, and try some more variety in play (however, at the time of this update, I have an Akira FAQ out on the net :). Jeffry and Sarah I still use a fair bit to kick ass with, but I still yearned for something totally new. Taka did this for me; his gameplay is so CAREFUL and reactionary, that he was perfect for me (this is the way that I played Akira and especially Jeffry). When we first played the game, I used Sarah and did pretty good, then for a laugh I decided to pick Taka. I expected to get creamed because of my inexperience, and simply tried to get in a few of Taka's brutal moves to woo the crowd. To my surprise, I actually did pretty good with him! I now use Taka, along with Akira and Aoi, when fighting scrubs, because to scrubs these characters, especially Taka, are considered weak or too slow. I love seeing the crowd laugh or gape in awe as I totally demolish some Lion scrub who loves d+K,K entirely too much, and says Lion's the best character because he's "so fast". Heh, the poor ignorant slob.... So, what's so good about Taka? Well, here's my rundown: PROs: ----- 1. GREAT damage potential, especially with his Throws 2. Sheer brutalness of moves make him a great crowd-pleaser, and a hoot to watch! 3. Has great speed and setup possibilities on his various palm techniques 4. Good range on a lot of attacks 5. Difficult to knock over, allowing some good counterattacking strategies (IIRC, you need a move with 40 pts. damage or more to floor the big guy!) 6. Difficult to juggle after a float, as he doesn't fly very high :) CONs: ----- 1. SLOW, SLOW, SLOW! 2. damaging moves have slow recovery and must be placed carefully 3. large target, allowing a lot more attacks to connect easily 4. VERY difficult to avoid pounces and ground attacks because of his size, and the slow speed of his recovering roll 5. Unfortunately, Taka seems to take considerably more damage from some Throws... 6. VERY BAD--if Taka is hit by a Knee Strike (f+K) from most characters and it doesn't knock down, their THROW is guarenteed! :( However, if you anticipate you may of course be able to escape the Throw... ############################################################################# >>>>>>> LEGEND: >>>>>>> .----------Guard (block) | | .--------Punch | | | | .------Kick | | | | | | .----Evade (sometimes refered to as Dodge) u/b u u/f | | | | \|/ | O O O b--o--f O /|\ d/b d d/f SHORT FORMS USED IN THIS FAQ: ----------------------------- HCT = Half Circle Toward (roll the joystick from B to D to F) HCB = Half Circle Back (roll the joystick from F to D to B) , = commands made one after the other + = enter commands simultaniously N = Neutral (return joystick to center) f = Forward (tap joystick forward) b = Back (tap joystick back) d = Down (tap joystick down) u = Up (tap joystick up) F = HOLD Forward B = HOLD Back D = HOLD Down U = HOLD Up MC = Major Counter mC = Minor Counter DP = Dragon Punch (f,d,d/f+P) Note: so, for those who don't understand the directional stuff, directions capitalized mean to HOLD in that direction. For example, when doing Taka's Low Slap (d+P), it means to tap down on the joystick and hit punch at the same time. On the other hand, Taka's Sumo Toss is done D,b+P+G, meaning that he must first crouch for a moment (HOLD down) then tap b+P+G at the same time. ############################################################################# >>>>>>>>>>>>>>> A WORD ABOUT... >>>>>>>>>>>>>>> *************** *Attack Levels* *************** This is were the specific attack hits on an opponent's body. H- high level (can be ducked or blocked while standing) M- mid level (CANNOT be ducked and MUST be blocked high; cannot be blocked low) L- low level (CANNOT be blocked high, must be blocked low) D- Downed (cannot be blocked at all, hits fallen opponent) ******** *Throws* ******** In VF3, there are many different ways in which to Throw your opponent; remember that Throws are totally unblockable... Another change to VF Throws is that, like Tekken, they now have a missed animation where your fighter grabs at the air. This means that if you go for a Standing P+G Throw, and the enemy ducks, you will not get the punch you did in VF2; instead, you'll grab at the air and give the enemy an opportunity to counter. -Types of Throws- HT- High Throw (only grabs standing opponents) LT- Low Throw (only grabs crouching opponents or a sitting Shun Di) ST- Side Throw (grabs opponents at a sideways angle in relation to your character's front) BT- Back Throw (grabs opponents with backs facing your character) GT- Ground Throw (grabs fallen opponent only) WT- Wall Throw (animates Throw differently depending on position near wall) CT- Catch Throw (has execution time and recovery) Low Throws have instant execution, CAN be broken out of, and have an obvious missed animation with the fighter reaching downward slightly. A Side Throw has instant execution and CANNOT be broken out of. Back Throws are instant like regular frontal Throws and cannot be broken either. Ground Throws are attacks that grab the enemy off the ground, but have a noticable execution time, allowing fast foes to avoid them. They also have a slower recovery animation, meaning the enemy can also counter with a rising attack; note that the Ground Throws cannot be broken, however. Wall Throws are basically regular Throws that have been modified with different animations if you or your opponent are near the wall. A cool example is with Jeffry's Exchange Throw (d/b+P+G); in normal circumstances, he'll just grab your arm, whip you around and leave your back exposed. However, if Jeffry's back is to the wall, Jeffry will whip you INTO the wall, drag your face along it, then knee you (ouch!) The only difference between Wall Throws and regular Throws is that they are inescapable. Catch Throws are a special type of grab; they are inescapable, and usually lead to big damage multi-Throws, but also have a noticable execution time, allowing the enemy to counter quickly if they see it coming, and also have a slower recovery so the enemy can counter if it misses. These Catch Throws only grab high and therefore can be ducked easy, so it is best to bait the enemy into blocking high and then snag them (see tactics later on). Note on Regular Throws: "regular" refers to a Throw that grabs high and is escapable. Generally a character has three or four regular Throws, one being P+G, which is escaped with the same motion. Other Throws can also be considered regular Throws, as long as they don't fall into ANY OF THE ABOVE CATEGORIES OTHER THAN HIGH THROW. For example, a Low Throw, or a Side Throw, is not considered "regular". *************** *Throw Escapes* *************** Unlike VF2, most Throws in this game can now be escaped. The general rule is that any REGULAR or LOW Throw can be escaped. Now, as far as I know there is a common way to break out of all Throws if you anticipate them, and I will explain this later on in the tactics section. To escape from a throw, tap the motion the moment the opponent begins to throw you (around 10 frames in). *********** *Reversals* *********** Some characters in VF3 have the ability to grab the enemy's oncoming attack and counter it. Only certain attacks can be reversed however. Each move in the moves list that can be reversed will be designated with "R" followed by one or a combination of the following indicators: L- must be reversed low M- must be reversed high H- must be reversed high P- must be reversed with a Punch reversal K- must be reversed with a Kick reversal Kn- must be reversed with a Knee reversal KF- must be reversed with a Kickflip reversal C- must be reversed with a Crescent reversal n- cannot be reversed Therefore, LP means it must be reversed with a low reversal, or a Low Punch reversal. These can however vary--for example, a Side Kick from Kage can be reversed by a mid-Level reversal (eg. Akira's d/b+P+K), but it can also be reversed with a specific Side Kick reversal (eg. Wolf's). **************************************** *Floating and the Art of the Counterhit* **************************************** Floating is the term used when the enemy is knocked up in the air and stays there long enough to be juggled. A lot of moves will "float" the opponent, but not all the time. It depends on where you hit them, where they are, which character they hit (lighter characters like Pai float better) and wether or not they're on the ground. Note that opponents float the easiest when you hit them with a move DURING the animations of their own move (MC). Three things happen when you connect an attack as a major counter: 1) The attack is given a 50% damage (maybe a little less now?) point bonus! 2) The attack can have the potential to float the enemy high enough for a good juggle 3) As well, the attack can sometimes become more stunning (i.e. the opponent will lay on the ground longer) allowing you to get in a good Pounce. NOTE: there is also a "minor counter", which is done by attacking the enemy during their RECOVERY frames--you are awarded a smaller damage bonus, and it will also sometimes knock down/float (though usually less than the MC). Also note that you can recieve a minor counter bonus with Throws (eg. duck a high attack & Throw), but it does considerably LESS than a minor counter otherwise. ********* *Stances* ********* In VF3 your character can stand in two stances, closed stance and open stance. Consider the diagram below as a bird's eye view, the Xs being the character's feet position. Player 1 Player 2 Player 1 Player 2 X X X X X X X X Closed Stance Open Stance Think of the bottom of those diagrams as facing you, the player. Notice that the legs closest to you in open stance are close together, but the opposite legs are extremely far apart. Thus, the open stance does not allow the opponents to get very close together. But, in closed stance, one leg of player one is forward (in the diagram, the right) and their opponent's right leg is forward. This allows the opponents to get closer in to each other. This is one of the things that occur with different stances. Other things happen as well, such as moves hitting different attack levels and attacks coming out different or having more range. ****************** *Guard Cancelling* ****************** To pull back a punch or a kick, tap guard during its initial animations (as it is coming out). This is very good for faking out the opponent, and its recovery is instant. After it you can do a number of moves; for example, the opponent will attempt to block your incoming punch, but you can quickly pull it back and immediately Throw if they are close enough. Guard cancelling is also a big part of some combos; after floating the opponent, you could juggle with maybe two punches. But, if you G-cancel those punches, you can get more punches in. As well, this allows for quick punch juggling then going into a follow-up attack. ********* *Pounces* ********* These are attacks on fallen enemies. Taka has four Pounces: d/f+K, d/f+P, d/f+P,P, and b+K (the last is actually a special move, but will hit grounded opponents). These will be explained further on. ********* *Dashing* ********* You can dash by tapping f,f and you can also dash backward with b,b. To RUN forward, tap f,F. Alternately, you can now tap f+E (or F+E) or b+E to dash (or run) as well. The f+E and B+E are the only type of dashes that can be controlled or G-cancelled. See tactics for more info. ********* *Evading* ********* To Evade, or dodge, press the E button. This will cause Taka to slip off to the side of the opponent AWAY FROM YOU, THE PLAYER (i.e. "dodging in"). To "dodge out", or toward you the player, tap d+E. Dodging avoids a lot of attacks that are not circular... The following is from Andrew Ryan Chang's VF3 Beginner's FAQ (dodge=evade): "Attacks can be classed into four categories: linear, backside-to-frontside circular, frontside-to-backside circular, and circular. It is nearly impossible to dodge the last. The first can usually be dodged in either direction. Dodging an attack that comes across the opponent's backside requires dodging towards their frontside, and vice-versa. Combo attacks and G button taps will align a player with a person who has just sidestepped." A good example of a circular attack is Pai/Lau's Crescent Kick, meaning that if you try to evade this, you're (usually) screwed. :) See tactics for more info... ************** *Rising Moves* ************** These are attacks or technqiques done while recovering from a knockdown. These are listed (as many as I know) in the general moves section. See tactics for more info. ############################################################################# >>>>>>>>>>>>>> GENERAL MOVES: >>>>>>>>>>>>>> -Step Forward: F -Step Back: B -Crouch Step: D/F or D/B -Dash Forward: f, F or f+E -Dash Back : b, B or b+E -Run Forward: f, F or F+E -Evade In: E -Evade Out: d+E -Roll Forward: F (when knocked down; can perform other recovery attacks after) -Roll Back: B (when knocked down; can perform other recovery attacks after) -Roll to Side: G (when knocked down; can perform other recovery moves after) -Rising Swipe: K -Rising Low Sweep: D+K (NOTE: any more rising attacks, please! I would also appreciate frames and damage where applicable too...) ############################################################################# >>>>>>>>>>> MOVES LIST: >>>>>>>>>>> Note: frame intervals of each move are listed in the Moves analysis. Also, additional notes are included in the analysis. Legend: -damage points in squiggly brackets ( { } ) for Throws indicate changed damage when the Throw is done to another Taka-Arashi. -a tilde ( ~ ) indicates the damage points vary depending on distance of the enemy away when the move is started -an * between reversal types indicates how each hit is reversed; for example, with Taka's Elbow-Double Hammer combo, the reversals are designated MP*none --meaning that the first hit is reversed with a MP Reversal, but the 2nd hit cannot be reversed. If it is a multiple attack but has only one reversal type, then assume that all hits can be reversed with the same type. As well, if the attack has, say, 5 hits, but there's only two reversal types, then assume that the first attacks are reversed one way, and the next different attack is reversed differently. For example, Taka's Five Punch-Headbutt is designated HP*none, because the first five hits can be reversed with a HP reversal, but the last hit cannot be reversed... -damage pts. in [] indicate ranged attack damage. STANDARD ATTACKS: ^^^^^^^^^^^^^^^^^ MOVES NAME: MOTION: LEVEL: DAMAGE: NOTES: ----------------------------------------------------------------------------- -Punch: P |H |10 | R-HP -Low Slap: d+P |L |14 | R-LP -Kick: K |H |30 | R-HK -Low Kick: d+K |L |25 | R-LK -Front Kick: d/f+K |M |33 | R-MK ----------------------------------------------------------------------------- TURN-AROUND ATTACKS: (done w/back facing opponent) ^^^^^^^^^^^^^^^^^^^^ MOVES NAME: MOTION: LEVEL: DAMAGE: NOTES: ----------------------------------------------------------------------------- -Turning Slap: P |H |12 | R-HP -Turning Low Slap: d+P |L |12 | R-LP -Turning Low Kick: d+K |L |25 | R-LK -Turning Kick: K |H |36 | R-HK ----------------------------------------------------------------------------- SPECIAL ATTACKS: ^^^^^^^^^^^^^^^^ MOVES NAME: MOTION: LEVEL: DAMAGE: NOTES: ----------------------------------------------------------------------------- -Low Swipe: d+P+K |L |15 | R-LP -Double Low Swipe: d+P+K,P+K |LL |15+10 | R-LP -Double Punch: P,P |HH |10+10 | R-HP -Triple Punch Rush: P,P,P |HHH |10+10+12 | R-HP -Four Punch Rush: P,P,P,P |HHHH |10+10+12+12 | R-HP -Five Punch Rush: P,P,P,P,P |HHHHH |10x2+12x2+11 | R-HP -Six Punch Rush: P,P,P,P,P,P |HHHHHH|10x2+12x2+11+10| R-HP | | | -Double Punch-Slap: P,P,f+P |HHM |10+10+20~65 | R-HP -Five Punch-Headbutt: P,P,P,P,P,f+P|HHHHH |10x2+12x2+11+24| R-HP*none -Uppercut: d/f+P |M |21 | R-HP -Uppercut-Throw: d/f+P,P+G |MHT |21+60{50} | R-HP*HT -Uppercut-Punch: d/f+P,P |MH |21+10 | R-HP -Rising Upward Palm: d/f,d/f+P |M |32 | R-HP -Double Palm: D,b,f+P |M |20~80 | R-none -Big Slap: D,f+P |M |20~65 | R-HP -Elbow Thrust: f+P |M |19 | R-MP -Elbow Thrust-Throw: f+P,f,b+P+G |MHT |19+60 | R-MP*HT -Elbow-Double Hammer: f+P,P |MM |19+30 | R-MP*none -Short Sumo Thrust: f,f+P |M |20~30 | R-none -Thrust-Punch: f,f+P,P |MH |20~30+14 | R-none*HP -Thrust-Double Punch: f,f+P,P,P |MHH |20~30+14+14 | R-none*HP -Two-Handed Thrust: b,f+P |M |20~80 | R-none -Single Palm: b+P |M |28 | R-HP -Bitch Slap: P+K |M |29 | R-HP -Overhead Chop: d/b+P+K |M |21 | R-HP -Big Two Handed-Upper: d/f+P+K |M |38 | R-none -Two Handed-Upper: D/F+P+K |M |28 | R-none -Thrust Palm: f+P+K |M |10 | R-HP -Double Thrust Palm: f+P+K,P |MM |10+10 | R-HP -Triple Thrust Palm: f+P+K,P,P |MMM |10+10+10 | R-HP -Dodging Double Hammer:b+P+K |M |25 | R-none -Cat's Trick: P+K+G |H |5 | R-none -Low Cat's Trick: d+P+K+G |M |5 | R-none -Shot Knee: f+K |M |26 | R-Kn -Heel Drop: b+K |M |32 | R-HK -Running Thrust: running+P+K |M |20~70 | R-none ----------------------------------------------------------------------------- POUNCE ATTACKS: ^^^^^^^^^^^^^^^ MOVES LIST: MOTION: LEVEL: DAMAGE: NOTES: ----------------------------------------------------------------------------- -Ground Slap: d/f+P |D |6 | R-n/a -Double Ground Slap: d/f+P,P |D |10 | R-n/a -Ground Stomp: d/f+K |D |20 | R-n/a ----------------------------------------------------------------------------- THROWS AND GRABS: ^^^^^^^^^^^^^^^^^ MOVES LIST: MOTION: LEVEL: DAMAGE: NOTES: ----------------------------------------------------------------------------- -Hip Toss: P+G |HT |50 | R-n/a -Head Grab-Trip: d/b+P+G |HT |65 | R-n/a -Face Thrust: d/f+P+G |HT |45 | R-n/a -Sumo Toss: D,b+P+G |HT |70(*see below) | R-n/a -Bear Hug-Splash: f,f+P+G |HT |55 | R-n/a -Head Rocker: HCT+P+G |HT |30{40}+5+10+15+20| R-n/a -Side Suplex: D/F+P+K+G |LT |60 | R-n/a -Big Drop: P+G |BT |65{90} | R-n/a -Drop Throw-Stumble: P+K+G |LBT|10+80{70} | R-n/a -Big Face Thrust: P+G |ST |60 | R-n/a -Triple Wall Smash: f,f+P+G |WT |20+20+20 | R-n/a -Wall Hip Toss: b+P+G |WT |60 | R-n/a -Grab: f+P+G |HT |0 | R-n/a -Grab-Turnover Slam: f+P+G,b+P+G |HT |60{65} | R-n/a -Grab-Trip: f+P+G,d+P+G |HT |60 | R-n/a -Grab-Suplex: f+P+G,P+G |HT |60 | R-n/a -Catch: b,f+P+G |CT |0 | R-n/a -Catch-Reaping Throw: b,f+P+G,b+P+G |CT |75 | R-n/a -Catch-Swaying Push: b,f+P+G,d+P+G |CT |75 | R-n/a -Catch-Hip Throw: b,f+P+G,d/b+P+G|CT |75 | R-n/a -Catch-Turnover Slam: b,f+P+G,P+G |CT |65 | R-n/a ----------------------------------------------------------------------------- *Note: Taka's Sumo Toss will do only 50 pts. of damage to Jeffry, Wolf and Dural... ############################################################################# >>>>>>>>>>>>>>> MOVES ANALYSIS: >>>>>>>>>>>>>>> Note on Frame Rates: There are three numbers of frames; the first is how many frames the move takes to execute, the second is the number of frames the move takes when hitting the enemy, and the last is the number of frames in recovery. More specifically, the executing frames indicate the time from when you finish the motion for the move, and when the move begins. The second indicates how long the move takes to hit ONCE IT HAS STARTED HITTING (for example, Taka's normal standing P has a small amount of hit frames, whereas his Hip Toss (P+G) takes considerably longer hit time). The recovery indicates how long it takes Taka to get to his normal stance after the hit frames are complete. Frame Legend: / : separates miss and hit recovery times if they vary () : different recovery time when the attack is blocked, or when a ground throw misses (grabbing animation) {} : indicate different frame rates for Throws done against another Taka >>>>>>>>>>>>>>>>> *Punch* (Taka thrusts his fist forward quickly) 12-2-17 Note that this is actually more of a palm attack (at least that's what it looks like), but I will call it a Punch so it is not confused with his Palm techniques. This move should not be overlooked, because its recovery and speed are quite good. An ideal single move to use up close because if blocked you can defend against an attempted counter, and if it connects, you can follow it into a further combo, The Punch is also great for interrupting the opponent's move up close, and then chain into the Double Punch-Slap for a quick and damaging counter. ----------------------------------------------------------------------------- *Low Slap* (Taka performs a low slap--duh! :) 12-1-20 A quick way to move into a crouch, and stop the enemy's offensive momentum. This is also a really quick counter to high attacks, though there are better. It comes out fast enough to be used constantly against offensive foes, or against defensive foes who won't see it coming. Once you counter an attack with this, the rest is open to you--you can go for the D,b+P+G Throw if close enough, or the Double Palm (D,b,f+P+G) or Big Slap (D,f+P), among other things. It is also great as a setup; if the opponent is constantly blocking it low, quickly switch to a mid-level attack; or you can go for a riskier Low Throw... See tactics for more info. ----------------------------------------------------------------------------- *Kick* (Taka performs a high kick) 17-2-26 This comes out fairly fast and does good damage, but if blocked you can be countered usually. However, the big disadvantage is that it hits high, so if it is seen coming it can be ducked, and you're at your opponent's mercy. It is best used only in places where it is certain it will connect, and even then there are better alternatives... ----------------------------------------------------------------------------- *Low Kick* (Taka stretches his foot forward to hit the shins of the enemy) 15-3-43 To be used rarely, its only advantage is that it will knock down on a MC. However, it has HORRIBLY long recovery, meaning wether it is blocked, missed OR does NOT knock down, you're likely to be countered. Use rarely. ----------------------------------------------------------------------------- *Front Kick* (Taka pivots to the side and throws his foot forward) 17-4-35 This has great range and does good solid damage, knocking down on a MC. It is best used from a distance to keep constantly-ducking opponents on their toes. It also comes out much faster than a lot of his other long-ranged attacks, so it's good as a major counter from maximum range. However, its recovery is not too good if you're close, and from a distance, f,f+P or d/f,d/f+P are better options. Certainly not as important an attack to for Taka as it is for others. ----------------------------------------------------------------------------- *Turning Moves* Not much to talk about here, Taka's turn-around moves are basic and get the job done. The only useful ones are the Low Slap and Low Kick, which can duck under an enemy's attack and return facing front. Hopefully, you shouldn't be turned around for long... ----------------------------------------------------------------------------- *Low Swipe* (Taka stoops and swipes his arm across the ground) 17-2-30 *Double Low Swipe* (Taka performs a two Low Swipes :) 17-2-32 An important set of moves, they have many setup and conditioning capabilities. Defensively, this is a great move for ducking underneath high rushes, and on a MC the follow-up P+K swipe will always connect. You can also delay the second swipe... As you can see from frame rates, the recovery will allow the enemy a counter if blocked, so use this wisely. Note that the second Swipe knocks down and you can sometimes get in a Double Ground Slap (d/f+P,P). See tactics for much more info. ----------------------------------------------------------------------------- *Double Punch* (Taka performs two quick punches) 10-2-17 *Triple Punch Rush* (Taka performs three quick punches) 8-2-17 *Four Punch Rush* (Taka performs four quick punches) 8-2-17 *Five Punch Rush* (Taka performs five quick punches) 8-2-17 *Six Punch Rush* (Taka performs six quick punches) 8-2-19 *Five Punch-Headbutt* (Taka performs five quick punches then a headbutt) 18-3-30 *Double Punch-Slap* (Taka performs two quick punches followed by a quick hand strike) 12-1-28(35) Each of these attacks make up Taka's "High Rush" repitiore. The advantage to these moves are that the initial punches come out quite fast and are very good for pecking; from there, it is a psychological game--if the enemy sees the punches coming and ducks them, you can quickly switch to a "Slap" (only after 2 Punches), or G-cancel and go from there (see tactics for more possibilities). Incidentally, only the first two punches are guarenteed to connect unless they hit as a MC, but again if the enemy is hit by two punches then attempts to duck, you can chain into the mid-level Slap... Note that, if BLOCKED, the punches (NOT the Headbutt or Slap) cannot be countered. More than anything else, the best part of the Punch Rushes is that Taka has up to six available, giving you lots of time to G-cancel the appropriate punch depending on what the enemy wants to do; if you anticipate them ducking, go for the Slap, or G-cancel and try for a more damaging f,f+P, or d/f+P, etc... If they remain standing, you can G-cancel and try for a Throw, too (but only if you feel you're close enough). See tactics for MUCH more info... ----------------------------------------------------------------------------- *Uppercut* (Taka steps forward with a powerful uppercut) 13-2-24 *Uppercut-Choke* (Taka performs an uppercut, then grabs the enemy by their neck, choking them) 10-127{137}-1 *Uppercut-Punch* (speaks for itself) 12-2-17 Taka's Uppercut techniques can lead to devastating results, be it a Throw or juggle combo :). First of all, I see little use for the Uppercut-Punch (additions?). Now, as far as the hit-Throw goes, the Uppercut must connect as a MINOR Counter; if it connects as a MC, it will float and the Throw will not come out (duh). The timing is kinda weird and I have yet to do it TRULY consistantly, however suffice it to say that there is a brief pause between the Uppercut and the grab... The Uppercut doesn't have a huge range, but it is still a good move to use against missed moves from a short distance, although I prefer one of his many other float moves :). IMO this move is best used as the Minor Counter, after blocking a slow-recovering attack (eg. Akira's Reverse Body Check), or as part of one of the many Punch Rush setups (see tactics). Remember that the Uppercut can also be reversed, but it is UNCOUNTERABLE (sorry about that, folks) and can lead to many offensive setups (see tactics for more info). Also NOTE: if the Uppercut hits a crouching opponent, it will force them to stand, possibly for a Throw! ----------------------------------------------------------------------------- *Rising Upward Palm* (Taka dashes low forward and rises with a terrific double uppercut) 21-3-32 Definetely one of Taka-Arashi's better moves. It has slow recovery, but has very good range and floating capability to boot. A good move to snag whiffed attacks from a short distance, it will only float well on a MC; Follow with a P,P and b+K Heel Drop (or better--see combos). ----------------------------------------------------------------------------- *Double Palm* (Taka lunges forward with a devastating double palm thrust) 20-4-42(44) Similiar to Akira's, this will do MAJOR damage, and the damage is affected by the distance from the opponent. This has bad recovery, but cannot be reversed because it is a double hand technique. A great counter to whiffed moves from a short distance, or as a follow-up to a d+P to fend off offensive foes. This is also a quick surprise to foes dashing in with attacks. Because you have to charge down it is also, of course, a good counter if you ANTICIPATE a high move (duck under it with the charge first). As the guys on r.g.v.a pointed out, sweeps will beat this move, so it's not a good follow-up in most cases to evading--HOWEVER, if you LOW BLOCK a sweep, the execution time of the Double Palm is in fact usually faster than the recovery of the sweep, meaning GOOD minor counter damage! :) BTW, here's a neat little tidbit of info from AM2: during its execution frames, the Double Palm can actually duck under a SIDEKICK and counter it! :) See tactics for more info. *Big Slap* (Taka lunges forward with a powerful hand strike across the enemy's midsection) 12-1-28(35) A slightly weaker, yet slightly faster version of the Double Palm. Like the Double Palm, the damage depends on distance from the opponent, and it will also throw the enemy back FAR, especially as a MC. This has much faster execution than the Double Palm (which can in fact be interrupted by Punches or Elbows), so it is more ideal for surprises or countering the faster high attacks, or blocked sweeps. Like the f,f+P this is a great follow-up to a d+P counter to high rushes (does it actually combo like Akira's?), and will catch really fast attempted counters. The disadvantage to this though move is that it CAN be reversed. ----------------------------------------------------------------------------- *Elbow Thrust* (Taka steps forward with an elbow thrust to the mid-section) 12-2-26 *Elbow Thrust-Throw* (After connecting with an elbow, Taka grabs the enemy around the waist and hoists them over his head, dropping them behind him) 10-101{147}-1 *Elbow-Overhead Hammer* (Taka throws an elbow thrust to the mid-section, then follows through with a and overhead hammer strike to the enemy's head) 28-4-39 The Elbow Thrust has FAST execution and can be chained into a Throw or a second mid-level hit. It's best used after forcing the enemy to crouch, best with a Punch Rush that's been G-cancelled to surprise 'em. The best part is, if the Elbow connects as a Major OR Minor Counter, pause for a brief moment then perform the Throw; Lotsa damage! Although it can be reversed, it otherwise is uncounterable if blocked, then you can try for a fast Throw to surprise them! (You can do this by imputting the full f+P,f,b+P+G motion--if the Elbow connects as a mC you'll get the Special Throw, and if they block the Elbow, your P+G Hip Toss should come out with proper timing!) Also good in some juggle combos. See tactics for more setups. ----------------------------------------------------------------------------- *Short Sumo Thrust* (Taka rushes forward with a terrific double hand strike) 12-1-34 *Short Sumo Thrust-Punch* (Taka follows the Thrust with a punch) 13-3-25 *Short Sumo Thrust-Double Punch* (Taka follows the Thrust with two punches) 8-2-25 Quite possibly Taka's best move, its execution time is AWESOME, it does decent damage (distance-affected), and has float capabilities. One of its most useful strengths, because of its speed, is that it will follow up a lot of defensive moves or traps well--for example, if you stop the enemy's high rush with the d+P, the f,f+P is THE best follow-up, and you may be able to get in a juggle combo. See tactics for more info on these setups. The canned combos that follow the Thrust will also act as juggles; the f,f+P as a MC, chained into P,P as a juggle, then a GUARENTEED FAST pounce with b+K will give a tremendous amount of damage and, as anyone knows, makes Taka's best all-around combo. The Thrust can also be used as a juggle itself, giving GREAT ring-out possibilities. Oh and BTW, if they block the Thrust, QUICKLY make sure you continue into at least the single Punch, so you will lessen your recovery considerably and MAYBE even Throw the blocking enemy with P+G or another fast executing Throw before they can retaliate. ----------------------------------------------------------------------------- *Two-Handed Thrust* (Taka lunges forward with a mega-damage double strike) 15-7-37(44) Damage depends on distance from the opponent. This is best used occasionally as a juggle, or to MC a missed move from a standing position. I suppose it could be used as a surpise because of its fast execution, but with that recovery I doubt it's wise. This also knocks the enemy FAR away after a float, so if you're looking to win in the traditional sumo fashion (i.e Ring- Out), use this as a juggle. Also because of its initial speed, it's another option after G-cancelled PP when the enemy ducks. If this hits up close and/or as a MC, it HURTS. ----------------------------------------------------------------------------- *Single Palm* (Taka throws out a single palm strike to the enemy's torso) 18-2-21 Not overly useful, but it does good damage and also recovers fairly fast, making it a half-decent pecking tool. The problem is that it doesn't come out too fast (compared to Punches, etc...), so it can be reversed with anticipation. Another good move on persistent crouchers... Also a good way to stop lower rush-in combos. It also knocks down on a counter, guarenteeing a Double Ground Slap. If this is blocked, try for the f,f+P+G Throw, or a Low attack. ----------------------------------------------------------------------------- *Bitch Slap* (Taka swings his arm around to hit the enemy mid-level with a big slap) 18-2-36 Pretty much like Jacky's P+K, I see no terribly effective use for this, except to counter missed moves (and there are better possibilities in this case). ----------------------------------------------------------------------------- *Overhead Chop* (Taka brings his hand down on the enemy's head) 16-2-28 IMO an underused move, it can be reversed, but has decent execution. One of the best things about it though, is that it will automatically knock the enemy into a crouch IF IT HITS. This will leave them open to a Low Throw or mid-level or low-level combo. Yet another good option after Eing or PPG when the enemy ducks... ----------------------------------------------------------------------------- *Big Two-Handed Upper* (Taka throws both hands upward in a terrific uppercut) 22-2-37 Unreversable, and floats on a MC. This is one of Taka's best floating moves, and will do great damage too. It is kinda slow on the startup, so it is best used as a MC anyways. If blocked you're in trouble. Altogether you want to use the regular Two-Handed Upper IMO, because it's faster (see below.) *Two-Handed Upper* (Taka throws both hands quickly upward in an uppercut) 15-4-25 First of all, this is also unreversable and floats on a MC. In addition, you can do a different motion with D,d/f+P+K. This is one of the many excellent follow-ups to a d+P stop to a high rush, or simply after ducking a high attack (or after a Crouch Dash). It is also good as a counter from a short distance, because unlike its big counterpart, this comes out and recovers FAST. See combos for more info. ----------------------------------------------------------------------------- *Thrust Palm* (Taka thrusts his palm forward, duh! :) 14-1-21 *Double Thrust Palm* (Taka follows his Thrust Palm with a single punch) 12-1-18 *Triple Thrust Palm* (Taka follows his Thrust Palm with two quick punches) 9-2-18 Good execution time on these techniques, they're another choice as follow-up to stopping a high rush, or to deal with crouchers from a short distance. It is also a great offensive tool, and you can start countering the opponent depending on what they do about the last punches, as you can with the Punch Rush. The Thrust Palm will take out a LOT of the enemy's attacks, so use it a LOT. Remember too that if the Thrust Palm is blocked, be sure to continue into the Punches, because they have slightly better recovery frames and you may even be able to Throw the blocking enemy before they can retaliate. See tactics for more info. ----------------------------------------------------------------------------- *Dodging Double Hammer* (Taka dodges to the side and back a little, and brings both hands down on the enemy's head) 18-4-31 This cannot be reversed and comes out QUITE fast. The dodge will, of course, avoid most linear attacks; a good counter to quick dashing moves that you anticipate (eg. Akira's Dashing Elbow or Dashing Palm). Remember though not to use it unless you're sure because the recovery is bad; BTW, you are often guarenteed at least the d/f+P,P Pounce. ----------------------------------------------------------------------------- *Cat's Trick* (Taka claps his hands together) 15-1-25 *Low Cat's Trick* (Taka claps his hands together near the enemy's torso) 15-1-30 A lot of contraversy about this move on r.g.v.a. Presumably, they will both dizzy the enemy and allow a follow-up, but ONLY as a major counter AT THE BEGINNING OF THE ROUND. Please, anyone with more info, e-mail it to me (although altogether this move seems a waste). ----------------------------------------------------------------------------- *Shot Knee* (Taka thrusts a knee straight forward) 14-1-36 Comes out fairly quickly and is a GREAT juggle, especially after the D/F+P+K. The recovery if blocked is horrible and it can be reversed, so don't use it a LOT. Note that unlike other knees in VF3, this does not float. Use it best up close to snuff slower moves, and note that you are guarenteed a d/f+P,P or d/f+K Pounce. ----------------------------------------------------------------------------- *Heel Drop* (In traditional sumo style, Taka lifts his leg up high and drops his heel on the opponent) 39-7-40/44(54) Do NOT use when the enemy is on their feet, it comes out and recovers WAY too slow. It is best used as a Pounce, and even then only when the enemy has been stunned significantly. This is also useful if you anticipate the enemy is going to Roll toward you as they rise. Two instances when you can land this Heel Drop is after the Head Rocker (HCT+P+G), or after f,f+P,P,P float combo. ----------------------------------------------------------------------------- *Running Thrust* (Taka performs his double palm thrust during a dash) 10-7-24(44) A GREAT move for offensive tactics, it comes out extremely fast and will take out a lot of attempted defenses--it also cannot be reversed. AND, the recovery is good if MISSED, but bad if blocked. ----------------------------------------------------------------------------- *Ground Slap* (Taka hits the fallen enemy with a downward palm strike) 28-2-46 *Double Ground Slap* (Taka follows the first slap with a second) 21-2-43 *Ground Stomp* (Taka performs a fast version of his Heel Drop on the fallen opponent) 35-1-53 The Ground Slaps are faster than the Stomp or the Heel Drop, and can also hit fallen foes a little off-line from Taka. The Stomp does slightly more damage, but will only hit opponents in front of Taka. The Double Ground Slap is your best bet after most Throws, and most combos leave them open for the Stomp or Heel Drop. Overall the Double Ground Slap is your best move here. ----------------------------------------------------------------------------- *Hip Toss* (Taka grabs the enemy and flips them over his hip onto their back) 15-105-1 This is one of the weakest of Taka's Throws, and also the easiest to escape, with P+G. So why use it? Well, it will actually grab most opponents who are trying for a complex Throw, and it will also break out of the enemy's P+G if they are trying for it at the same time. A d/f+P,P will usually connect after this. *Head Grab-Trip* (Taka grabs the enemy by their head, then sweeps their feet out from under them and shoves them to the ground) 20-80-15 Decent damage and as a I recall, it will allow a Double Ground Slap at least. *Face Thrust* (Taka grabs the enemy by the face and shoves them to the ground) 20-42{48}-56{78} Kinda weak, it should be your least-used Throw, 'cause also doesn't usually allow a Pounce either. *Sumo Toss* (Taka lifts the enemy over his head and topples them behind him) 10-128{150}-1 Vs. Jeffry, Wolf and Dural: 10-128-1 One of Taka's most important Throws, it is ideal after ducking a high attack, or to follow the d+P counter if you're close enough. Even better, you can input it after a Crouch Dash (see tactics). Great damage. *Bear Hug-Splash* (Taka grabs the enemy in a bear hug, hops forward slightly, then falls forward with them underneath) 30-79{167}-83{1} Looks SERIOUSLY painful and a great-crowd pleaser. The damage isn't too bad but its best feature is that it can be buffered into a block to grab the enemy if they're left close recovering from a move; it also has awesome range because of the f,f. However, no Pounce is possible :(. *Head Rocker* (Taka grabs the enemy and wrenches their head around repeatedly) 10-197-1 Does a LOT of damage total, and looks pretty painful. It also comes out quite fast. You can always get in a d/f+K, or sometimes b+K (best if they like to roll). IMO your best Throw. See tactics for more info. ----------------------------------------------------------------------------- *Side Suplex* (Taka grabs a crouching enemy around the waist and tips back with them to his side, and drops them into the ground) 20-105-1 Good damage, and has many useful setup possibilities--see tactics for more info. A Double Ground Slap is usually possible. ----------------------------------------------------------------------------- *Big Drop* (Taka grabs the enemy from the back, lifts them high, and slams their back into the ground) 10-130-1 A very damaging Back Throw that looks VERY painful. Guarenteed a d/f+K at least, I believe. Remember that this does even MORE damage to another Taka :). *Drop Throw-Stumble* (?) 20-205-1 A LOW Back Throw, it is rare, but when you get it in, it's worth it! Saw a pic of it recently on the Taka homepage (see my homepage URL, which has a link to that page), and it sort looks just like a big flopping slam... ---------------------------------------------------------------------------- *Big Face Thrust* (From the side, Taka grabs the enemy's head and thrusts their face to the ground) 30-57-39 One of the best things to do after an evade, you can usually get in the d/f+K as I recall. ----------------------------------------------------------------------------- *Triple Wall Smash* (Taka grabs the enemy in a bear hug, slams them into the wall repeatedly then falls over on them) 90-200-1 *Wall Hip Toss* (Taka throws the enemy with the Hip Toss into the wall) 76-84-1 Pounce's guarenteed after the Wall Hip Toss IIRC, so IMO it's the better choice. ----------------------------------------------------------------------------- *Grab* (Taka grabs the opponent--duh!) 20-10-131 *Grab-Turnover Slam* (Taka grabs the opponent and tips them onto their head by their legs) 10-47-64 *Grab-Trip* (Taka grabs the opponent and sweeps their feet from under them) 10-70-21 *Grab-Suplex* (Taka grabs the opponent and falls back to the ground with them) 1-85-42 All of Taka's Grab Throws tend to do the same damage, and the Trip or Turnover Slam will guarentee at least a d/f+P,P. IMO these are good moves, and the f+P+G comes out fairly fast. It is not a Catch remember, just treat it like a normal Throw--as a result, this can also be escaped, so mix it up with the rest of your Throws. ----------------------------------------------------------------------------- *Catch* (Taka snatches his arms out slowly) 30-1-130(55) *Catch-Reaping Throw* (Taka snatches his arms out; if he grabs, he will hook the enemy's calf and sweep them off their feet) 10-71-30 *Catch-Swaying Push* (Taka snatches his arms out; if he grabs, he sways the enemy from side-to-side and pushes them to the ground) 10-132-1 *Catch-Hip Throw* (Taka snatches his arms out; if he grabs, he flips the enemy over his hip onto their backs) 10-125{147}-1 *Catch-Turnover Slam* (Taka snatches his arms out; if he grabs, he flips the enemy onto the ground by their legs) 10-53-68 The Catch Throws have great range, but of course have that annoyingly slow execution time, so they are best used when you force the enemy to block high, or to counter a slow-recovering attack from fairly close. As far as I know, most guarentee at least the Double Ground Slap, but don't quote me on that; I don't use them that often. ############################################################################# >>>>>>>> TACTICS: >>>>>>>> Offensive Rush Tactics/Setups: ------------------------------ Taka has two ways to go offensive and trick the enemy into getting hit in some fashion. First let's look at his Punch Rushes: The Punch Rushes are pretty much Taka's fastest attacks, so they are great offensive tools. The G-cancel is very important in this fashion, allowing you to stop short at a punch and initiate another move if required. This makes your tactics very reactionary--if you see the enemy duck, you can perform the P,P,f+P canned combo to catch the enemy or, if you've already thrown 3 or more punches, G-cancel and nail the crouching enemy with either a f,f+P -> juggle, f+P (you'll get a MC if they try to retaliate and you can do the hit-Throw!) or d/f+P -> juggle. Note that you should be sure the enemy is going to get hit if you do the f,f+P, 'cause you can be countered if they anticipate and manage to stand and block. However the f,f+P is so fast that they may not be quick enough... The Elbow is usually safe unless they're fast enough to stand AND reverse it... Alternately, if you are left close enough after the Punch Rushes, G-cancel and THROW! The f,f+P+G is IMO the best choice at this time because of its range, but if you're feeling lucky you can get in the HCT+P+G or MAYBE even the Catch Throw (RISKY!) If they block your Punches you can also G-cancel and throw out d+P+K,P+K, which will MC any attempted high attacks--in addition, if it WASN'T a MC, you can do the Low Throw bait trick (see Throw setups). FLOW CHARTS: ************ I decided I might as well follow everyone else's format and write up a flow chart, which briefly outlines what I said above and is easier to read. Note: ... indicates that you should look at the flowchart of that move for more follow-ups. In the case of float moves (eg. f,f+P... or D/F+P+K...) the dots refer to float combos. 1. Punches (enemy blocks) -> G, d+P+K... 2. Punches (enemy blocks) -> G, Throw 3. Punches (misses) -> PPP... (i.e. start rush over from distance) 4. Punches (misses) -> b+P+K (avoids counters) 5. Punches (enemy crouches) -> f+P canned Slap (only after 2 Punches) 6. Punches (enemy crouches) -> G, d/f+P+K+G Low Throw 7. Punches (enemy crouches) -> G, d/b+P+K... 8. Punches (enemy crouches) -> G, E, b,f+P 9. Punches (enemy crouches) -> G, f,f+P... 10. Punches (enemy crouches) -> G, D/F+P+K... (if you expect a High counter) 11. Punches (enemy crouches) -> G, d+P... (if you expect a High counter) 12. Punches (enemy crouches) -> G, f+P... (possible MC for hit-Throw!) Some of these were borrowed from AM2's charts (thanks to Sitson Lee for translations). ----------------------------------------------------------------------------- The second way for Taka to rush in offensively is with the f+P+K and d+P+K strings. The f+P+K leads to two more Punches for some good damage, but does not knock down. The d+P+K can be chained into another d+P+K for a knockdown and a possible Pounce (also see Throw Setups!). The d+P+K will also follow Evasion fairly well, so IMO it is the better choice. It does however have slower recovery; these two moves should be mixed up heavily, because the d+P+K can be reversed fairly easily--use it from a short distance, and if they start anticipating, throw in the f+P+K (mid-level) to nail the croucher. You can also use the Throw Setup with d+P+K (see below). Repeat the f+P+K, and eventually they will begin of course to block high. Then, after the the 2 Punches following the f+P+K, G-cancel and quickly hold down and try for the Sumo Toss. Altogether, the f+P+K is a great offensive tool, as long as you chain into at least one of the follow-up Punches to reduce your recovery and possibly surprise the enemy, best with a Throw. Remember, this combination cannot be ducked, so it is in many ways better than the Punch Rush. FLOW CHARTS: ************ Note: ... indicates that you should look at the flowchart of that move for more follow-ups. In the case of float moves (eg. f,f+P... or D/F+P+K...) the dots refer to float combos. 1. f+P+K (enemy blocks) -> Throw 2. f+P+K (enemy blocks) -> d+P (if you expect a High counter) 3. f+P+K,P (enemy blocks) -> Throw 4. f+P+K,P (enemy blocks) -> f,f+P... (if you expect a counter) 5. f+P+K,P (enemy blocks) -> d+P... 6. f+P+K,P (enemy blocks) -> block! 7. f+P+K,P,P (misses) -> f,f+P (may interrupt attempted counter) 8. f+P+K,P,P (misses) -> d+P... (may interrupt High Rush counter) 9. d+P+K (enemy blocks low) -> Low Throw (remember to stand to do the Throw) 10. d+P+K (enemy blocks low) -> P+K (delay 2nd Swipe to possibly MC) 11. d+P+K (enemy blocks low) -> d+P... 12. d+P+K (enemy blocks low) -> D/F+P+K... ----------------------------------------------------------------------------- Yet another useful offensive move is Taka's Uppercut, d/f+P. It is not only useful defensively :). If blocked it is uncounterable and you can go from there. It is still IMO best used on MC or mC though, but don't forget that it can also be used in this manner. FLOW CHARTS: ************ Note: ... indicates that you should look at the flowchart of that move for more follow-ups. In the case of float moves (eg. f,f+P... or D/F+P+K...) the dots refer to float combos. 1. d/f+P (enemy blocks) -> Throw 2. d/f+P (enemy blocks) -> d+P... (if expecting High counter) 3. d/f+P (enemy blocks) -> block (if expecting Mid-level fast counter) 3. d/f+P (enemy blocks) -> d+P+K... (if expecting them to keep blocking) 4. d/f+P (no float on hit) -> Throw 5. d/f+P (no float on hit) -> d+P... 6. d/f+P (no float on hit) -> f,f+P... 7. d/f+P (no float on hit) -> f+P... (stagger if they crouch!) 8. d/f+P (on ducking enemy)-> Throw 9. d/f+P (on ducking enemy)-> d+P+K,P+K ----------------------------------------------------------------------------- Defensive Rush Tactics: ----------------------- To deal with offensive opponents, Taka has many options. The b+P is quite fast and will knock down attacking opponents; best used if they like varying their attack levels. The d+P+K is IMO your best bet, allowing you to sneak under high rushes from further away than the enemy anticipates, and knock them down for good damage. One of THE fastest ways to deal with high rushes is with a simple d+P, which is in fact faster than normally crouching; if it connects as a counter, quickly buffer it into a D,f+P or D,b,f+P for MUCHO damage (if it is not, I don't recommend trying for them because they will probably be blocked). Even better, if the enemy is less than lightning fast and close enough to you, you can follow the Low Slap with the Sumo Toss! If the enemy starts to counter your crouching retaliations, try switching to the fast D/F+P+K, although this takes a bit of timing; the advantage of course is that you can do a float combo... :) In addition, the f,f+P is always a good attack if you anticipate anything short of a Punch from the opponent... FLOW CHARTS: ************ Note: ... indicates that you should look at the flowchart of that move for more follow-ups. In the case of float moves (eg. f,f+P... or D/F+P+K...) the dots refer to float combos. 1. d+P (hits under attack) -> f+P+K, P,P (allows a start to an offense) 2. d+P (hits under attack) -> f,f+P... 3. d+P (hits under attack) -> D/F+P+K... 3. d+P (hits under attack) -> D,f+P 4. d+P (hits under attack) -> D,b,f+P 5. d+P (opponent blocks) -> D/F+P+K... 6. d+P (opponent blocks) -> Low Throw (remember to stand to do the Throw) 7. d+P (opponent blocks) -> f+P... (remember to stand first) 8. d+P (enemy blocks HIGH) -> Throw 9. d+P (enemy blocks HIGH) -> d+P+K... ----------------------------------------------------------------------------- Also, Taka's ability to stand up to strong attacks can be used to your advantage. The opponent may be relentless with these pecking attacks, but since they ARE pecking, they don't knock down and many times you are left with the initiative. He also recovers quite fast from pressure tactics; good counters are a buffered f,f+P or f+P+K,P,P--or, a d+P into the D,f+P for a knock-away to REALLY gain back the initiative. Another advantage to this is that if the enemy hits you with an attack that doesn't knock down AND has slow recovery, you actually have the time to counter easily. The largest example is with a Knee Blast, likes Wolf's (f+K). If he hits you with this without a counter, you will recover quicly and usually have time to Throw him! Oh and BTW, this doesn't mean that you should ALWAYS try to Major Counter; blocking is OK too :). After blocking, if the enemy is left good and close, try for P+G or f,f+P+G (fast executions). If they are left too far for this, you can buffer in the Short Sumo Thrust from your G and counter (possibly for a juggle), or try for the d/f+P,f,b+P+G hit-Throw (remember you have to be fast enough that the d/f+P will be a Minor Counter!). Also note that another of Taka's great advantages is that he seems to be able to recover from staggers much easier than other fighters; if he is hit and staggered with, say, and Elbow, if you were to hit G repeatedly and wiggle the joystick for a SPLIT-SECOND (see many other VF FAQs for more info on this) to recover faster, you can then surprise-counter their follow-up (usually a Throw) with your own P+G... Additional Defense Tactic: -------------------------- Carlo Ang pointed out that Taka can have a bit of difficulty against enemies who focus on strict Guard-Cancelled Punches to go offensively. The biggest problem with this is that the enemy can interrupt the majority of your rushes with their jabs, especially the important f+P+K,P,P, and the PPP rush doesn't work too effectively here either. Carlo had this flow chart (special thanks to him for his Taka FAQ, where this came from): "Opponent starts P,G -> tap d -> whatever combos off d+P or D+f,P or DF+P+K or D,b,f+P. -> D,b+PG they'll probably be close enough if their jabs are connecting -> tap d+P (you can be reversed or hit by dodge attack), a MC puts em in LONG hit-stun. -> tap d, G (risk being crouch staggered). -> P+E -> any fast retaliatory attack. -> E -> f+P or b,f+P" ----------------------------------------------------------------------------- Additional Flow Charts: ----------------------- Note that these moves, just because they're in the flow chart, are good offensive moves (eg. f,f+P,P,P), but it is good to know if you have any options if they are blocked or missed. Note: ... indicates that you should look at the flowchart of that move for more follow-ups. In the case of float moves (eg. f,f+P... or D/F+P+K...) the dots refer to float combos. 1. f,f+P,P,P (opponent blocks) -> f,f+P... (hope for interrupt) 2. f,f+P,P,P (opponent blocks) -> block 3. f,f+P,P,P (opponent blocks) -> f+P+K,P,P 4. f,f+P,P,P (opponent blocks) -> f,f+P+G or HCB+P+G 5. f,f+P,P,P (misses) -> f+P+K,P,P 6. f,f+P,P,P (misses) -> f,f+P... 1. D/F+P+K (opponent blocks) -> d+P... 2. D/F+P+K (opponent blocks) -> block 3. D/F+P+K (opponent blocks) -> d+P+K... 4. D/F+P+K (opponent blocks) -> Throw 1. b+P (no knockdown) -> Throw 2. b+P (no knockdown) -> d+P+K... 3. b+P (no knockdown) -> d+P... 4. b+P (opponent blocks) -> Throw 5. b+P (opponent blocks) -> block 6. b+P (opponent blocks) -> E 7. b+P (opponent blocks) -> b+P+K 8. b+P (opponent blocks) -> d+P+K... 9. b+P (opponent blocks) -> d+P... 1. f+P (opponent blocks) -> delay, P (for Overhead Hammer, possible MC) 2. f+P (opponent blocks) -> Throw 3. f+P (opponent blocks) -> d+P... 4. f+P (misses) -> delay, P (for Overhead Hammer, possible MC) 5. f+P (hit normally) -> Throw 6. f+P (hit normally) -> delay, P (for Overhead Hammer, possible MC) 7. f+P (hit normally) -> b+P+K (hope for MC) 8. f+P (hit normally) -> d+P+K... (hope for MC) 1. d/b+P+K -> Crouch Dash+Low Throw 2. d/b+P+K -> f,f+P (+possible juggle) 3. d/b+P+K -> d/f+K 4. d/b+P+K -> d/b+P+K... :) 5. d/b+P+K -> d+P... 6. d/b+P+K -> d+P+K,P+K NOTE: I chose not to put the d/b+P+K in the combo section, even though they could be thought of as combos. However AFAIK the majority of these strings are NOT guarenteed, except (I think) for the Low Throw, which can be escaped either way... ----------------------------------------------------------------------------- Crouch Dashing: --------------- Quite an important technique for Taka is the Crouch Dash; to perform a Crouch Dash, tap d/f,D/F from a crouch, or simply d/f,D/F will work if you make sure to HOLD the second D/F. Taka will slide forward low with a weird little hop, avoiding high attacks and closing distance. From the Crouch Dash, Taka can easily perform his Sumo Toss (i.e. d/f,D/F,d,b+P+G), Big Slap (d/f,D/F,f+P), Double Palm (d/f,D/F,d,b,f+P) and of course the Two-Handed Upper (d/f,D/F+P+K). Any move performed from a Crouch Dash is called a "modified" move, designated "m-". So, a modified Big Slap is m-Big Slap. The Crouch Dash is an important defensive/offensive tool used mainly to avoid high attacks when anticipated. This is useful from mid-range, or after an offensive rush that you feel the enemy will counter with a high attack (eg. a PPP rush against Kage that you think he may try to counter with a Helix, which hits High). The Crouch Dash is also required to properly Low Throw the enemy after an Overhead Chop stagger (see combos). ----------------------------------------------------------------------------- Throw Setups: ------------- Just a little bit here, but Taka has a few ways to force the enemy into getting grabbed. IMO the best way is a tick described by Kris from the VF3 Miscellany page: "Taka's d+P+K,P+K can be an effective tactic. In addition to the second being guaranteed to hit (when done without delay) if the first interrupts a move, a long delay between the two is possible. Because of the delay, it is fairly easy to make your opponent hesitate (expecting the second hit) and hold the stick down. Conditioning them to block the second P+K by using it often will allow you to take advantage of this tendency and get low throws while your opponent holds the stick down waiting for the second hit." Basically, if you have hit your opponent with the d+P+K,d+P+K a couple of times and make them think that they can always block the second swipe (with a delay or no counter), you can then hit them with the d+P+K (without a counter, though this will work if they still think they can crouch and block), and instead of throwing the d+P+K, stop and they will instinctively duck--LOW THROW! Other than this, there are other possibilities for Throwing the enemy by surprise. Basically, the f+P Elbow, blocked, recovers fast enough to usually surprise them with a Throw (even if it hits, but not as a counter). And, just Taka's regular Punches or B+P will also works as ticks if the enemy blocks and is not lightning fast. Also as I stated in the Moves Analysis, you can continue into the follow-up Punches after a f,f+P or f+P+K to lessen their recovery time and POSSIBLY surprise the blocking foe with a Throw... WHAT THROWS TO USE: This can be a tough choice. The first thing you must know is that you HAVE to use a variety of Throws, or the enemy will break out of them every time--mix it up! Throws with different motions will prevent the enemy escaping and allow you to keep doing some damage. However, there are still some Throws that are better than others. When all else fails the P+G Hip Toss does half-decent damage and usually guarentees a Double Ground Slap; however, it is the easiest to escape, so again it shouldn't be used constantly--another advantage to the P+G is that it seems to beat out other Throws. For example, if you try to Throw Wolf with the Hip Toss, and at the same time he tries for his Twirl `n' Hurl, you should get the P+G. It will also, of course, automatically escape another P+G Throw if done almost at the same time (within 10 frames). The d/b+P+G is another good Throw, and although still fairly weak, is good just to Throw in there for variety. It will usually guarentee a Double Ground Slap, is a little more difficult to escape, compared to the Hip Toss (see "Escaping Throws"). The Face Thrust is your worst Throw, and IMO should never be used except to throw in for variety; it is very weak and does not allow a Pounce. The Sumo Toss is explained elsewear, so I won't go into that here. The f,f+P+G is a FUN Throw to use and does decent damage, though it doesn't guarentee a Pounce--because of the f,f it has better range than most of his Throws, so it is best used from a short distance to surprise 'em or counter a missed or blocked attack. GREAT for wooing the crowd! The HCT+P+G is considered by most to be Taka's best Throw, and I tend to agree--the range is OK, the damage is GREAT and it always allows the d/f+K, and often the b+K. Again though, you have to remember to use it in moderation so they don't break out of it (again, see "Escaping Throws"). Taka's "Grab" Throws are good simply for variety, but the CAN be escaped from as well. The Catch Throws on the other hand, CANNOT be broken out of, but as already stated have a noticable start-up, so the enemy has to be in a position where they cannot counter you... ---------------------------------------------------------------------------- Escaping Throws: ---------------- According to R.G.V.A posts and CreeD's Throwing FAQs, in order to escape from Throws you must input the FIRST and LAST motion of the joystick+P+G. For example, to escape Wolf's Twirl `n' Hurl (b, d/b, d, d/f, f+P+G), quickly tap b,f+P+G within the escape time (10 frames). To escape from P+G Throws (with no joystick motion), you hit P+G. When there is only ONE joystick motion, you break out of the Throw with the SAME motion. For example, to break out of Kage's Ten-Foot Toss (b+P+G), you must tap b+P+G. Finally, this single joystick escape is also true for DUEL motion Throws. For example, to break out of Jacky's Trip-Hammer (f,b+P+G), quickly tap b+P+G. It is because of this technique that you MUST vary your Throws with Taka; if the enemy knows any of the motions for your Throws, they can and will break out--that is, unless you use a different Throw than they're expecting... ----------------------------------------------------------------------------- Long-Range Fighting: -------------------- Undoubtedly the worst place for Taka to be (mid-range being the best). From this range it is best to let the enemy come to you, and usually they will do this by dashing. Frequently you can surprise them (though usually not repeatedly) with a f,f+P, or d/f,d/f+P or D,f+P. Alternately, you can dash in yourself, though you should do it with the f+E (see below). One interesting tactic from this distance however, is to use the Running Sumo Thrust. This will do huge damage and will pretty much interrupt anything the enemy tries to throw at you. Once they think they've gotten smart and start blocking, run in and grab the enemy with a Catch! ----------------------------------------------------------------------------- Evading and Dashing: -------------------- Unfortunately because of his size, Taka is not particularily good at either of these (at least I have found). If you anticipate moves you can Evade and hit them from the side with the Bitch Slap, f+P (if close) or the Short Sumo Thrust+combo. If you are really close afterwards you can try for his Side Throw, but as usual this is risky if they know it's coming. When dashing, ALWAYS use the f+E and F+E, NOT the f,f or b,b, because for some reason these don't work very well for Taka. Besides, the f+E and F+E can be G-cancelled and only give you a short spurt of distance, so you can control the sumo's actions a little more precisely. ALWAYS be ready to block, or if you anticipate a high counter, slam on the d+P to counter it. If you think they'll try to stop you with a low move, hit P+K while still dashing to get the lightning fast Running Thrust. Altogether however you should not be using a dash at all, except buffered into some combos (eg. staggers) and, in this case, you SHOULD use f,f. ----------------------------------------------------------------------------- Dealing With Evasion: --------------------- If you anticipate the enemy Evading, the following moves MAY catch them if you're fast: P+K (do it QUICKLY) d+P+K,P+K or track them with PPPPPP ----------------------------------------------------------------------------- Rising From Knockdowns: ----------------------- The ground is VERY bad place for Taka to be; the most important button once you have been knocked down is G; this makes Taka roll to the side, and is SLIGHTLY faster than the Roll f or b (though it is still pretty damn slow). So basically, if you're on the ground and they try to Pounce, chances are you're gonna get hit :(. However if they come in and attempt to hit you with a high attack (or they miss a high attack while you're on the ground), hold down and ram on kick, and Taka will rise with a Low Swipe. As a whole, though, you just DON'T want to be here... ----------------------------------------------------------------------------- Okizeme: -------- I don't know that much about the art of okizeme, but I'm learning. At basic levels, if you anticipate a Rising Heel Kick (K), throw out a d/f,d/f+P, and follow with a float combo for big damage. Against anticipate Low Rising Sweeps, block and Low Throw, or counter with a Double Palm! There are also many other ways of dealing with the rising enemy with far more painful results. I HIGHLY recommend you go the VF3 Miscellany page (link from www.vfhome.com), where there is a great FAQ about all the little tidbits to do with oki. ----------------------------------------------------------------------------- Comboing: --------- To do REAL damage with Taka without using Throws, you must learn to float. Probably the best combo Taka has is the f,f+P,P,P, b+K. This will work on just about anybody and if both following Punches connect, the b+K Heel Drop is guarenteed (otherwise do the d/f+K). Note that the f,f+P will rarely float unless it is a MC (the Minor Counter MAY work with smaller fighters). The other GREAT float move Taka has is the Two-Handed Upper, which can also be done modified from a Crouch Dash (d/f,D/F+P+K); if it is a MC, it allows GREAT juggles--two Punches will connect, and usually 3 or more Punches on Pai, Lion or Aoi. The other, IMO BETTER juggle following the Two-Handed Upper is f+P,P. The d/f+K is always guarenteed in this case. Another float move is the Uppercut, d/f+P. Upon a MC Uppercut, the Shot Knee is ALWAYS guarenteed, along with the aformentioned f+P,P (although on larger characters the second hit here will not always connect). The Heel Drop should always connect after the Knee, too. Another Note on D/F+P+K: Because of its great speed, it is possible to use it multiple times in a juggle combo on light characters. For example, it is possible to do the following combo to Sarah (or a lighter fighter) on her Subway Stage (downward slope): D/F+P+K (MC), D/F+P+K, b,f+P ! And even more amazing: on Pai's stage (the slanted roof) VS. PAI, you can actually hit her FOUR TIMES on a MC with the D/F+P+K! This will only work if you are facing DOWNWARDS on the slope as well. :) Float Combos: ------------- 1. f,f+P,P,P, d/f+K 2. f,f+P,P,P, b+K 3. d/f+P (MC), f+K, b+K 4. d/f+P (MC), f+P,P (Hammer doesn't always connect) 5. d/f+P (MC), f,f+P, d/f+P,P 6. d/f+P (MC), b,f+P 7. d/f+P+K (MC), b,f+P, d/f+P,P 8. d/f+P+K (MC), f,f+P, d/f+P,P 9. D/F+P+K (MC), f+K, b+K 10. D/F+P+K (MC), D/F+P+K, b,f+P (light enemies only) 11. D/F+P+K (MC), D/F+P+K, D/F+P+K, D/F+P+K (vs. Pai downhill on her stage) 12. D/F+P+K (MC), D/F+P+K, f+K Any more cool combos, please mail them to me! ----------------------------------------------------------------------------- Taka can stagger the enemy with his Elbow (f+P) if they are in a crouching position. The canned Overhead Hammer is guarenteed if it staggers, and other fast attacks will work too. You can also time a dash in to Throw the enemy AS HE RECOVERS FROM THE STAGGER, because you cannot Throw the enemy WHEN he is staggered. Stagger Combos: --------------- 1. f+P (stagger),P (canned), b+K 2. f+P (stagger), m-Two Handed Upper (+possible juggle) 3. f+P (stagger), Throw 4. f+P (stagger), f,f+P,P,P ----------------------------------------------------------------------------- USUALLY Guarenteed Pounces: Note: the moves of course must knock down :). 1. f+K, b+K 2. b+P, d/f+K 3. P+G, d/f+P,P 4. d/b+P+G, d/f+P,P 5. b,f+P+G,d+P+G, d/f+P,P 6. HCT+P+G, d/f+K 7. HCT+P+G, b+K (usually!) 7. f+P+G,b+P+G, d/f+P,P (dash slightly before Double Ground Slap) ############################################################################# >>>>>>>>>>>>>>> VS. STRATEGIES: >>>>>>>>>>>>>>> Vs. Akira: Akira, especially when using careful G-cancelled Punches, and then sticking to the DE and LBF can be a real pain for Taka. The problem is that if you stand and block when he DEs, he will Throw or Break Guard (and since the BG is no longer a Throw, it cannot be broken!). And if you try to crouch, the DE will stagger. In addition to this, he can also start with the LBF; from here, his SgPlm will often beat anything you try to counter with. As for the DE offense, the best thing to do is (IMO) b+P+K as late as possible. If you block the DE, you can duck to avoid the Throw, but pretty soon the opponent will figure this out and continue with another DE to stagger you. If I block the DE, I will often try to Evade and this may often avoid his attempted follow-up; then, Side Throw or b,f+P! You can also try to RAM on d+P the second you are free to move, and it may interrupt his follow-up. As for his Break Guard, it is possible to E it (considering it is now a move, it has initiation time) and retaliate; this is most useful after blocking the DE or the like. When going offensive against Akira, it is VERY important to mix the attack levels; the easiest way to do this is to mix up the f+P+K,P,P and PPx tactics so that he must choose between High and and no reversals; even throw in the odd d+P or d+P+K to mix it up even more. If the Akira you play doesn't use reversals (duh!) and just sits their turtling (or machi, or chicken, whatever the hell you call it) by blocking, simply attack him with the fast recovering attacks so you can Throw. If he ducks persistantly, beware of his FAST SgPlm and DbPlm... Things to remember/look for: ============================ -anticipate DE or SDE -> Evade -block DE or SDE -> Evade if anticipating BG, or Throw escape -anticipate LBF -> possibly f,f+P..., or just Evade and counter -block LBF -> possibly Low Throw, better with D,f+P or D,b,f+P -block SgPm -> see blocked DE -anticipate DBC -> block and counter, or Throw DURING DBC :) -Popular Throw escapes: 1. d+P+G (ST) 2. d/b+P+G (SpEx) 3. d/f+P+G (Inverted Bodycheck, or RBC) ----------------------------------------------------------------------------- Vs. Kage: Kage can give Taka a lot of problems because of his speed. A good Kage tends to go offensive with G-cancelled Punches and the Elbow to stagger, always looking for a Throw opportunity, to TFT. If the Elbow is blocked, you can bet he'll try to TFT, so key in the escape. As for the Punches, the only really good way to stop them is with a d+P or d+P+K, etc..., because ducking FIRST then throwing out an attack will give Kage enough to time to throw out the Elbow. Not much else I can say here... As for offense, that is where you want Kage. Keep him back, so that he can't use the Elbow offensively. If he's blocking high, keep the pressure on him with the f+P+K rushes (because he cannot reverse this double palm attack), mixed in occasionally with a PPx rush or Uppercut rush, but try not to key him off to a reversal chance. Try to stay as close as possible with the f+P+K rush, so that he cannot effectively counter it with his Heel Kick; his options will be severely limited at this point; once he tries to Evade, use the PPPx combos to track him and always mix in d+P+K,P+K to further confuse him. Anyone with further info on Taka vs. Kage please send it to me, because I only play one Kage, and he's dead compared to my Taka! :) I need to hear this from someone playing a MASTER Kage... Things to remember/look for: ============================ -anticipate a series of G-cancelled Punches -> try to sneak in f,f+P or d/f,d/f+P in between, but don't duck to counter (that's what he wants!) -anticipate Punch rush (eg. PPP) -> d+P... or d+P+K... or Crouch Dash+Sumo Toss -anticipate Helix (b+P) -> QUICKLY d+P or d+P+K -anticipate Thunder Dragon -> block low (especially if far away), Back Throw! -block Kickflip -> d/f,d/f+P... or f,f+P... or D/F+P+K... -block Reverse Kickflip -> Back Throw! -Popular Throw Escapes: 1. b+P+G (TFT; obviously!) 2. f+P+G (Flip-over, or Reaping Throw) 3. d+P+G (Flipping Stomp) ----------------------------------------------------------------------------- Vs. Wolf: The big thing to watch for in this fight is the Knee; if it hits, he can then vary his follow-ups to confuse you, as it doesn't knock down. If it hits as a MC, a Throw is guarenteed! Therefore, try not to get into any position where he can hit you with the Knee, mainly during a crouch or by making a mistake. Often your b+P is the best defense against his rushes, which consist of G-cancelled single and Double Punches, mixed in with other stuff. Blocking is usually alright against Wolf, unless of course that's what he wanted you to do, in which case he will Throw you.... When you go offensive, Wolf will be looking for Crouch Dash opportunities, and can also use fast counters like d/f+P+K and b+P. Stick with Mid-level offense mostly, mainly the Elbow, or f+P+K,P,P... Things to remember/look for: ============================ -G-cancelled Punches -> b+P or d+P..., or d+P+K... -block f+K+G or Knee or Short Shoulder -> f,f+P... or b,f+P -anticipate Low Kick -> b+P+K or block Low, DbPlm or D/F+P+K... or Low Throw -anticipate Shoulder Ram -> DUCK=free Back Throw!! Or D/F+P+K... -Popular Throw Escapes: 1. b,f+P+G (Twirl `n' Hurl) 2. f,b+P+G (Arm Swing) 3. d/f+P+G (Steiner Screwdriver or Body Slam) 4. d/f+P+K+G (Low Throw) ----------------------------------------------------------------------------- Vs. Jeffry: Jeffry can use his Knee in the same fashion as Wolf's so be aware of this. A good Jeffry will pester you with his Dashing Elbow-Upper (DEU) mixed in with the G-cancelled single and Double Punches to force you into a crouch, and the Knee of course. Many of Jeffry's fast attacks are linear (eg. DE), so often the b+P+K is a great defense. Pressure him with your Mid-level offense and don't let up. He has many fast counters to High and even some Mid attacks (the Mid Hell Stab, f+P+K), so go easy on the rushes, playing carefully with single or Double Punch so you're ready to counter his attempted retaliation. Things to remember/look for: ============================ -Anticipate DE -> b+P+K -block DEU -> try for Throw or attempt to counter his follow-up with d+P+K... -block Knee or Kenka Upper -> counter with f,f+P... or D/F+P+K... -If hit by Hell Dunk Hammer -> enter Low Throw escape, or struggle -anticipate Low Kick -> b+P+K or block Low, DbPlm or D/F+P+K... or Low Throw -After Box Throw: try d+P to counter sometimes, or try Evade... -Popular Throw Escapes: 1. d/b+P+G (Box Throw) 2. d/f+P+G (XPD, Tackle `n' Grind) 3. f+P+G (mostly Power Slam or Frontal Backbreaker, also Grabbing Heabutt and Machine Gun Hammer!) 4. d/f+P+K+G (Low Throw Power Bomb) ----------------------------------------------------------------------------- Vs. Lau: Can definetely be a real pain in the ass, he will mix up High and Mid-level moves like nothing. His most useful rush starts with his DnKn (d/f+P); if you block it, he will chain into one or two more Punches, G-cancel and then either Throw you or hit you with f,d+K. Your b+P will often stop most of his rushes, but he will alternate; hopefully, he will in this case try to mix in his b,b+P or d/f+P+K which can both be countered (a Punch or Elbow will interrupt b,b+P and after you block d/f+P+K the f,f+P usually connects); altogether if you wanna win, press the offensive. When you do, mix up the PPP... rushes with the f+P+K rush; often the PPP rush can be dangerous to you, because this can be countered for a monster float with Lau's notorious M-UpKn. Follow your flow charts... Things to remember/look for: ============================ -Anticipate d/f,d/f+P -> counter with f,f+P, or b+P+K as late as possible -Block PPP or DnKnPP rush -> Throw escape or duck if you anticipate Throw, or block Low if you anticipate Low attack. -anticipate b,b+P -> PPP... -block d/f+P+K -> f,f+P... (do not try Throw, this is not guarenteed!) -starts PPP rush -> counter fast with b+P+K, or d+P... or d+P+K... or Crouch Dash+Sumo Toss -block f,d+K -> DbPlm or D/F+P+K... -Popular Throw Escapes: 1. f+P+G (Neck Drop, or Overhead Cannon) 2. d/f+P+G (Flipping Back Slam) 3. d+P+G (ST) ----------------------------------------------------------------------------- Vs. Pai: A popular offensive move for her is the LBF (d/f+P), which hits Low; if this hits normally, she will most likely chain into up to Punches, and if you block these standing, she will G-cancel and Throw, or start the rush over. If you block this Low, she will continue into the P-Upper. A quick Mid-level move, like d/b+P+K, will counter this well. You can use b+P+K or f,f+P. When the offense, she has a couple of useful counters to your High attacks, and of course she has reversals, so it is often a good idea to mix the f+P+K offense in heavily, as it cannot be reversed. Follow your flow charts. Things to remember/look for: ============================ -Anticipate LBF -> try to connect with d/b+P+K or b+P+K. -block LBF-Punch -> Throw escape if you know she likes to Throw, or b+P+K if she likes Low attacks here. -starts PPP rush -> counter fast with b+P+K, or d+P... or d+P+K... or Crouch Dash+Sumo Toss -block Low Kick or Double Low Kick -> b+P+K or block Low, DbPlm or D/F+P+K... or Low Throw -Popular Throw Escapes: 1. f+P+G (mainly for Spinning Elbow, but also escapes Overhead Cannon, Roll-over Slam, and Reaping Throw-Punch!) 2. d+P+G (ST) 3. b+P+G (DDT) ----------------------------------------------------------------------------- Vs. Sarah: A crouchers nightmare, you should try and remain standing often, as it limits her offensive capabilities. She must then rely on simply G-cancelled Punch rushes and the occasional Elbow--most of her other moves are not safe here. When going offensive, she can counter your High rush with the Dragon Cannon, but blocking or Evading seem to be her only true options. f+P+K,P,P is your best rush here. Things to remember/look for: ============================ -Anticipate Lunging Sweep -> block low, DbPlm or D/F+P+K... or Low Throw -Punch Rush coming in -> b+P, or D/F+P+K (FAST!) -block any Knee move -> f,f+P... or b,f+P -block d+K,K -> try for Throw, or b,f+P -Popular Throw Escapes: 1. b+P+G (Lightning Knee Smash) 2. f+P+G (Scissor Grab or Clothesline) ----------------------------------------------------------------------------- Vs. Lion: He'll be pecking like hell at your ankles, so good counters to his atttacks are f,f+P and of course b+P+K. SOOOO many Lion scrubs around here, I have yet to play a good Lion, so I know little in this deparment (additions?) Things to remember/look for: ============================ -Anticipate Double Low Kick or Low Pecks: counter w/b+P+K or f,f+P. -Block Double Low Kick or Low Pecks: counter with D/F+P+K or DbPlm, or Low Throw -Punch Rush coming in -> b+P, or D/F+P+K -Popular Throw Escapes: 1. f+P+G (Kickflip Throw, Leap Back Kick, Smack-away) 2. d/f+P+G (Crotch Slide) ----------------------------------------------------------------------------- Vs. Shun: He will mix attack levels quite a lot when going offensive, so often it is best yourself to be on the offense. Evading often helps against him too, especially when you anticipate a move like the Chouwan Upper, which is linear. Remember that he will commonly go for P+G when he's not drunk, and d/f+P+G when he is... When you go offensive, the f+P+K,P,P is your best bet, as he has many moves to counter High attacks. Things to remember/look for: ============================ -Punch Rush coming in -> b+P, or D/F+P+K -Block low attacks -> counter with D/F+P+K or DbPlm, or Low Throw -Block f+P+K close -> counter with f,f+P... -Block f,f+K -> Throw, anything else fast -Popular Throw Escapes: 1. P+G (Dances with Elbows) 2. d/f+P+G (Crotch Slide) ----------------------------------------------------------------------------- Vs. Aoi: She will persistantly peck you with f+P+K and PPP rushes, and remember that if the f,f+P+K Helix will guarentee a Throw if it hits as a MC. Overall, Evading is not too good an idea, as she can catch you with the Sweep. Your best defense is b+P, or D/F+P+K if you anticipate a move. When you offensive, remember that she can reverse, so stick with f+P+K,P or other double-handed techniques. Mix in the d+P+K,P+K when she is not expecting it, but do not develop a pattern, or she will reverse it. Things to remember/look for: ============================ -Punch Rush coming in -> b+P, or D/F+P+K -block f+P+K or f+P+K,P -> Throw -block Low Sweep -> counter with D/F+P+K or DbPlm, or Low Throw -notice G-cancelled Sweep -> f,f+P, or Evade/dash back -anticipate Helix -> duck, counter -Popular Throw Escapes: 1. u+P+G or d+P+G (Multi-Throw) 2. f+P+G (Crouch Dash Aiki Throw) 3. d/f+P+G (Snake Twist) 4. d+P+K+G (Low Throw) Vs. Jacky: As with Lion, I've played nothing but Jacky scrubs who love his Beat Knuckle and KK entirely too much. Easy tocoutner (additions?) -Popular Throw Escapes: 1. d/f+P+G (Hanging Knee) 2. b+P+G (Trip Hammer) ############################################################################# >>>>>>>> CREDITS: >>>>>>>> Thanks to Jason "Deal with it!" Jamieson (cka@efni.com) using Kage, James using Aoi, David w/Wolf, "Mustache Man" w/Sarah, Jamie w/Shun Di and that dude with beard who works at Happy Man (using Taka!) for giving me what little human competition I had! Also thanks to Sega and AM2 for ANOTHER great VF installment (I still say they don't beat out Street Fighter though!). Also thanks to the following FAQ writers/contributors: -Kris for his great posts on Taka's Hit-throws, staggering and the d+P+K tick -Carlo Ang for his great Taka FAQs -Sitson Lee for translating AM2's tactics -CreeD for his awesome Throwing FAQ -Dodee (Steve Hamilton) for his thorough VF3 moves list and co-maintaining THoVF (www.vfhome.com)! -Lars (larsh@vfhome.com) for co-maintaining THoVF (www.vfhome.com)! This and ALL my other FAQs (for VF3 and other games) can be found at my homepage: http://www.geocities.com/SiliconValley/Heights/1910 Feel free to e-mail comments, suggestions and ESPECIALLY corrections to: tigeraid@geocities.com "I said it before and I'll say it again--democracy simply doesn't work!" -Kent Brockman, the Simpsons