Strategy

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Taka Strategy Guide ver 1.0


Content

1) Intro
2) General Gameplay
3) Setup Moves
4) Taka vs ?



1) Introduction

Taka is a special character. He is generally slower than other character, but has longer range and a special ability of not floating. Using his abilities well and you can win any other characters in VF3.

This guide is my first try in writing such FAQ/strategy guide. I have seen lots of strategy guide/FAQ so difficult to read due to it's length and organization. I will try to keep this guide short and sweet.

This guide also assume you know the basics of VF3. That is the three level of attacks . High, Mid and Low. Counters, Block stun, Hit stun and Recovery time.



2) General Gameplay

Please look through the movelist and combos section first. Best if you try playing Taka against a few humans players.

First few try of playing Taka vs humans, you will find that it is very difficult ( unlike vs CPU ). Don't be discourage. Taka need sometime to get use to it. He is powerful no doubt, but slow. Therefore don't let the opponent close in on Taka. Taka is at his best at mid range ( out of range of opponent's first punch ). And don't take unnecessary risk. Combine his moves, floats and throws. He is one of the few characters that is good in all three areas.

Taka lacks a low sweep, that can bring the opponent down in a single move. Instead he get the best down punch in the game and a double sweeping hand. The double sweeping hand is useful as it setup a low throw, mid attack or second sweep guessing game. Therefore do not panic during a match for there is no single low knock down move to bail you out.

One of the best tactics is to run in and throw or attack ( running P+K P+K ). Another way is to pester with uncounterable moves until you find an opening for a float or throw. Use the moves descripted in the next part to close in and pester.

Blocking is a major part of Taka's gameplay. Do not attempt to punch your way out, always block an attack before attacking back.



3) Setup moves

( Flow chat with top being my most recommended )

( green ) represents opponent's reaction

( i ) fP+K,P,P
                 This move is very useful. It is a triple mid move. It is use for getting close, setup throw and when they don't expect it, a mid attack. This move can be delayed and has fast recovery. Do a single fP+Kthen if counter or blocked you can throw if near enought ( best throw to use "headrocker" ). Do a double fP+K,Pthen throw or if you expect a attack from opponent do a ffP. Do all three fP+K,P,P once in a while. And you can stop anytime to do a dP. Second and third part of this move is uncounterable.
  • fP+K
    • ( counter ) throw
    • dP
  • fP+K,P
    • ( opponent block ) throw
    • ( opponent attack) ffP
    • dP
    • block
  • fP+K,P,P
    • ffP
    • dP
    • block


( ii ) d/fP
                                   Fast ! Long range ! MC float ! This move is good. If it is too far for the first setup move use this. This move is uncounterable. Taka can block any attack after this move. (that is if you block correct level) If this move is blocked you have three choices. Block if expect a fast mid attack, low punch and then continue presure if opponent brain freeze, or Elbow fP if expect opponent to back off. If you counter with this move and it floats, look at Combo section. If hit or counter without float, three options again. Low punch, or bfP. If opponent block use bfP+G. If he moves use bfP. Generally do a bf and watch. Then  P+G or P, your choice. Doing bfP+G if counter it will result in the combo throw (although only fP+G is needed).

  • d/fP (move got blocked)
    • block
    • dP
    • fP Elbow
  • d/fP ( hit no float )
    • ( opponent block or stun ) bfP+G
    • ( opponent attacks )bfP
    • fP Elbow
    • dP
    • block
  • d/fP ( hit and float ) see Combo section


( iii ) PPPPPP
                  Delay them, stop at one, two, three or four. Generally the same as other characters' punches only longer range. After stoping, three options, Block , dP or ffP if expect attack. Another option is P then d/fP, mess it up. Becareful because this is high move , if opponent duck under you're in deep trouble.

  • P =>d/fP
  • PP
    • fP canned combo
      • throw
      • block
  • PPP or PPPP
    • ffP
    • block
    • dP


( iv ) DP+K
                      This move is low, and can be delayed making it a good setup move. Do DP+K,P+K fast and see if opponent able to block. Then start delaying it. Let your opponent fear this move then go for single DP+K , low throw or D/FP+K mid attack. Another fun thing is to DP+K, dP then DP+K again if opponent fear the mid move follow up.

  • DP+K
    • ( opponent block low ) d/fP+K+G
    • ( opponent block low ) D/FP+K
    • DP+K ( second part )
    • dP => DP+K


( i-iv ) Summary
        The above 4 moves is Taka's closing in moves. Use them wisely to close in and start his attacks.


( v ) dP
                                   The best down punch of the game, the fastest from standing position , but slower than others characters when blocking low. Long range make up for it. Many options are available after this move. Due to dP long range, opponent are some distance away making you in a advantage position. The D/FP+K is my favourite but do not over use it. If you want to keep pressure use fP+K,P,P after down punch to move closer or just simply dP again. Options are limited only by your imagination ( sound like commercial ). I do not use DfP often because I think Taka is not in a advantage position after it , but it is the fastest mid response after the down punch.

  • dP
    • D/FP+K ( see Combo )
    • ( opponent block high ) bfP+G
    • ( opponent elbows or high move ) DbfP
    • fP+K,P,P
    • DP+K
    • dP ( note two is considered chicken ! )
    • block
    • P
    • fP
    • bP


( vi ) Elbow fP
               This move is shorter in range although slightly faster than d/fP , it recovers slower, but it is still uncounterable. It setups a number of moves including it's canned combo fP,P, use it after a stagger for a huge damage. Other than attack it setup throws better than d/fP. Do a fbP+G after this move, either the combo throw or normal P+G will happen.

  • fP
    • fbP+G
    • d/fP
    • dP
    • block
    • ( stagger ) ( fP ) P ( canned combo ) => bK


( vii ) ffP,PP
                Use this move to stop attacks, predict an attack or close in and use this move to counter them. This move is not uncounterable, and the last two punchs is high so it can be risky if block. But make use of delay and stoping after the first or second part to confuse the opponent.

  • ffP,PP
    • dP
    • PPP
    • block
    • fP+K,P,P


( viii ) D/FP+K
                 This move cannot be call a setup move. But direct attack is also the best form of gameplay, and this move is the best. Couch dash and use this move can prove to be very useful, but be careful not to over use it. See Combo section for floats.

  • D/FP+K
    • ( floats ) see Combo section
    • dP
    • block


( ix ) bP
          This is a special move, due to Taka able to recover first even if the move is block by opponent. You have 3 frames head start and therefore should be able to attack or throw ( if near enough ) without fear of being hit. And if this move hit opponent without knock down you have a guarantee throw.



4) Taka vs ?

Akira
Akira is at a disadvantage due to the DE doesn't knock down Taka. And Taka can throw if any move like DE, Single Plam or SPoD got block. And also DLC is not possible on Taka ( * unless stuck between wall ).

Jacky
Beware of elbow ! Use bfP+G after blocking elbow kick. Don't use risky moves until you are sure it will hit. Use more throws and pry hard.

Sarah
Let Sarah attack and counter with ffP . Throw after blocking the elbow knee. Dont block low. Use punches to get near don't give Sarah space to use her long legs.

Lau
Beware of punches from Lau and the f,d+K. Don't get too close and don't block low due to the Lau's sidekick combo. Block the multi low kicks and low throw or attack.

Pai
Attack attack attack. Don't be afraid of pai's speed. Pai find it hard to knock Taka down and therefore attack her using the setup moves above. Don't let her make use of her speed to do hit and run.

Wolf
Beware of Knee and Shoulder Ram and Side kick. These can lead to throws. And alway break the Giant Swing. Use fast move to pester and throw when they had to block. Try low throw wolf if they use too much of down kick.

Jeffry
Similar to Wolf only always break d/f+P+G.

Kage-Maru
This characters gives me headaches. Beware of elbow stagger and throws. Kage's Side kick is very long. Use faster moves like ffP and running P+K or dashing in throw.

Shun
His down kick is as long as your down punch so beware. He lacks strong throw therefore block before attacking. Use homing move ( d/fd/fP ) due to he dodges alot.

Lion
Use strong move to knock down Lion. Don't fall for his punches.

Aoi
Pester and float her ! Block her F+P+K, P.

Taka-Arashi
Do not use D/FP+K due to it will not float. Use more of DP+K,P+K and fP+K,P,P. Just avoid being throw, and counter them.



started 17/11/97
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