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VF5FS Taka Start Guide #1
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Hi everyone, my name's Kashin. I've been using Taka since VF3. I tried Vanessa for a while but ended up going back to Taka. I'm usually around the arcades in Shibuya, Tokyo.
Contents
Taka's Characteristics, Strengths and Weaknesses(top)
Taka has 2 main weapons:
- He has the strongest throw game of the entire cast of characters.
- He has an exceptionally dangerous, low-risk mid launcher that you can combo off.
Nitaku (2-way guessing game) is a core concept of VF, and if you want to really refine your nitaku game Taka is the character to choose. You can play as simply or as technically as you like with Taka, and I think he's a great character to learn the basics of VF with.
He does have a couple of weaknesses, though.
- Specific against-Taka-only combos and strings are particularly damaging.
- In a Taka vs. Taka match, some moves that knock down other characters won't knock down Taka.
If you're a fan of a particular 2D fighting game, you could say he's like Mech-Zangief in a way. Got you interested yet?
Basic Skills(top)
Close Range(top)
A distance where attacks will connect and throws will reach
- A standard elbow attack. , the same as other characters, is a great 1-2 attack that can't be interrupted.
()- A very dangerous mid attack. Basically throw out and see what happens, if the inital attack hits follow up with the second for a combo starter.
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ComboNote
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, dash, ,for all characters except Wolf and Jeffry
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, ,for Wolf and Jeffry (4P+KP doesn't launch Taka- Modelah)
- A half-circular mid.
- A half-circular high in the opposite direction to the above.
- A valuable low attack. Use this to knock down opponents guarding your strikes.
- Your second most valuable low attack. Doesn't knock down on normal hit but is a little faster than .
- Great to throw out when the opponent's health is low. I recommend stopping early at to play with your opponents head.
- Another great move when the opponent's health is low. Stopping early at or for mind games is also recommended.
Mid Range(top)
A distance where long-reaching moves have a 50/50 chance of connecting
- This has a surprisingly long reach, relatively safe so use it often.
Long Range(top)
almost at running distance
and - Taka's longest reaching moves. On hit these lead to Taka's most damaging combos but if guarded or evaded the opponent can really put the hurt on you.
Throws(top)
and - Taka's most damaging throws. Make sure you get these down.
Combos after :
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ComboNote
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, ,for all characters
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, ,for all characters except Wolf, Jeffry and Taka
and - Use these until you become good at doing the throws above.
Basic Strategy(top)
Basically, I recommend you try to get in close by landing a . When your punch makes contact with the opponent try to put them in nitaku with a throw or .
To give you an idea of the flow of things check out this chart:
If hits use one of the combos listed above.
I've outlined only the bare basics of Taka's game and flow here, it should be noted that the above strings can be avoided by fuzzy guarding and won't be of much use when playing against more advanced players. I'll address what you can do against fuzzy guard at another time, so for the time being get used to following the above chart.
In the Dojo train yourself to hitcheck . If hits, follow up with . If it's guarded, don't follow up with . Practice this over and over.
If you can do this, you should be able to reach 10th-dan in no time at all!
Kashin
Source: Kashin's VF5FS Beginner's Blog Post
Author: Kashin
Translator: Modelah - Loading...
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