############################## # Carlo's Refined Taka Guide # ############################## GUARANTEED Taka series (the right pounce w/ the right combo): ff+P,PP -> df+K(pounce): If the PP's hit on the float, AT LEAST a df+K(pounce) is guaranteed regardless of terrain or opponent (except Taka). About 90% of the time, you can substitute df+K with b+K(pounce) for more damage. df+P(MC) -> f+K -> b+K(pounce): upon floating with df+P, a knee is guaranteed, and so is a pounce. At f+K, the series can be changed to f+P,P -> df+K(pounce): this MAY make more damage, but the hammer does not always hit on the float. d+PK,PK -> df+P,P(pounce): BOTH sweeps must hit for both hand pounces to hit. f+K -> b+K(pounce): this has NEVER failed me. b+P -> df+K(pounce) db+PG -> df+P,P(pounce) b,f+PG -> d+PG -> df+P,P(pounce) df+K (pounce-MC) or b+K(pounce-MC) -> df+P,P(pounce) b+PK -> d/f+P,P(pounce): might require slight dash before pounce. df+PK(MC) -> b,f+P or ff+P -> df+P,P(pounce) --------------- 80-90% probability series (does not always work but worth a try): HCT+PG -> b+K(pounce) f+PG -> b+PG -> slight dash -> df+P,P(pounce) PG -> df+P,P(pounce) -------------- Rush stoppers You must know frame rate of moves in opponent's rush, at execution > 12 frames blocked, start rush stop. eg: DO NOT start your rush stop when you know the opponent is going to do Jacky's elbow or Akira's dashing elbow- they are both faster than Taka's first punch: d+P -> D,f+P -> PG or db+PG or f+PG d+P -> D,b+PG PP -> G cancel -> f+PG or f+P PP -> E -> f+P ff+P,PP -> blocked -> high throw or low throw: do this only on blocking an attack. G -> db+PG or PG: EXACTLY upon blocking deep move > 20 frame recovery, start throw. Some assuming needed. E -> f+P: best done after ducking high attack w/ long enough recovery. After the second high P of Taka, or after f+PK,P Taka CANNOT be intercepted if the early punches were blocked. The opponent's option is either a reversal, or appropriate block. Key is to know frame rates of rush combos, and any canned combos. DO NOT attempt to intercept 2nd part of canned combo if you blocked first part!! ------------- Fighting Jeff & Wolf: PP -> f+P or df+P -> throw or canned throw or float combo: Use to reclaim initiative. f+PK,PP -> f+PK,PP -> more f+PK,PP or throw or b,f+PG: Wolf definitely has nothing fast to beat the PP part of f+PK. Jeff's options are limited also. This neutralizes low kick to throw or knees. Use delayable window of f+PK,P to decide if one more P or change to throw. E -> whatever: must anticipate knee on the E. d+PK -> d+PK or D,b,f+P or D,f+P or D,b+PG: only when you have initiative!! Use delayable window of 2nd d+PK to asses and act! d+P -> D,f+P -> standing throw or f+PG: use when losing initiative. Will stop ANY attempted knee or low kick. ------------- Stage Considerations: If fallen opponent near a wall, go for b+K, or AT LEAST d/f+K pounce. Limited rolling options or wall contact "improves" homing of pounce. Forget low throw on very uneven ground (stairs, ramp). Use f+P or df+P or b+PK instead. Opponent can be RO'ed in Jacky's stage with ff+P,PP -> b+K(pounce) -> a little push, from middle EASY !!