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28 | Mid |
18-1 | 21 |
high P |
|
Bell knock
Very fast recovery time for this move. When the opponent blocks this move you will not be in a disadvantage. Infact Taka should have a slight advantage. ( *should* due to block stun formula not always right. This game is *virtual* ) When the move hits but does not knock down the opponent you can immediately throw using headrocker ( b,b/d,d,d/f,f +P)
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38 | Mid |
22-2 | 37 |
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|
Long range but slow move. Better move to use is the d/f,d/f+P.
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28 | Mid |
15-4 | 25 |
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Don't mistake this move with the move above. This move is much faster both start and recovery. This move setup a float. For more float info see Combos section.
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25 | Mid |
18-4 | 31 |
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|
Evade and attack move. Not a bad move but you are dead if it misses due to its short range.
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21 | Mid |
16-2 | 28 |
high P |
|
This move if hit will force your opponent down. Can low throw if this move major counters the opponent. Don't use it often.
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29 | Mid |
18-2 | 38 |
high P |
|
Not much use for this move, except the makes shun less drunk by 1 points.
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10+10+10 | Mid |
14-1,12-1,9-2 | 21,18,18 |
high P |
|
Mid punches, this is a useful moves with many options after it. Delays them or use just two for better effects. For more info see Strategy sections.
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16+10 | Low,Low |
17-2,17-2 | 34,32 |
down P |
|
This is the only low move that knocks down. But it takes the second sweeping hand to do it. Only during counters when it is a true combos. Can be delayed to setup other moves.
started 17/11/97
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