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KoF XIII: Takuma Sakazaki combo video 

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The King of Fighters XIII combo video showcasing what Takuma Sakazaki is capable of, be that old, new, practical or impractical.
COMMENTS
I won't lie, this is probably the easiest character combo video I've done so far for the game. Takuma is quite a one dimensional character. His choices for ground combos or juggles are restricted to just a few options. Does that mean he's terrible? Of course not! In fact, he does a lot of things many characters cannot. Some obvious things is that the majority of characters require HD mode in order to do severe damage. Takuma doesn't need HD mode one bit. In fact, he shouldn't even be going into HD mode since you gain meter while outside of HD mode which comes to the next thing Takuma is awesome at, gaining meter. He gains a ton of meter during his combos so it's actually possible to start with less meter that the combo normally requires and still be able to do the full combo you are attempting.
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NOTES
01) Ralf: Aims for most damage starting with two drive gauges and no power gauges.
02) Kensou: -
03) Hwa Jai: -
04) Kyo: -
05) Billy: Aims for most damage with HD mode and one power gauge.
06) Daimon: Aims for most damage with HD mode and two power gauges (with Neo Max).
07) Terry: Aims for most damage with HD mode and two power gauges (without Neo Max).
08) Shen Woo: -
09) Andy: -
10) Maxima: -
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TRANSCRIPT
01) Ralf: jp C, C xx f B xx db~f D, db~f B, fbf P xx hcb B, C xx f B xx qcf D, d A xx db~f BD, qcf D, db~f B, fbf P xx hcb B, C xx f B xx db~f D, db~f B, db~f B, qcf-hcb A
02) Kensou: jp C, C xx f B xx qcf D, d A, B xx db~f BD, qcf D, db~f B, db~f B, C xx fbf AC xx hcb B, C xx f B xx db~f D, db~f B, fbf P xx hcb BD, jp C, C xx f B xx db~f D, db~f B, db~f B, C (STUN), hcb D, C xx f B xx qcf D, d A xx qcf-hcb A
03) Hwa Jai: jp C, C xx f B xx qcf D, d A xx db~f BD, qcf D, db~f B, db~f B, C xx fbf AC xx hcb B, C xx f B xx qcf D, d A, B xx db~f BD, qcf D, db~f B, db~f B, C xx fbf AC xx hcb D, C xx f B xx db~f D, jp CD (STUN), hcb B, C xx f B xx db~f D, db~f B, fbf P xx hcb D, B xx qcf B
04) Kyo: qcf BD, db~f D, db~f B, db~f B, C xx fbf AC xx hcb BD, jp C, C xx f B xx db~f D, db~f B, db~f B, C xx fbf AC xx hcb BD, jp C, C xx f B xx qcf D, d A, B xx db~f BD, qcf D, db~f B, db~f B, C (STUN), jp C, C xx f B xx db~f D, db~f B, fbf P xx hcb D, C xx f B xx db~f D, f-hcf C
05) Billy: jp C, C xx f B xx qcf D, d A xx BC, C xx f B xx db~f D, db~f B xx qcf D, db~f B xx qcf D, db~f B xx qcf D, db~f B xx qcf D, fbf P xx hcb B, C xx f B xx db~f D, db~f B, db~f B, qcf-hcb A
06) Daimon: jp C, C xx f B xx qcf D, d A xx BC, C xx f B xx db~f D, db~f B xx qcf D, db~f B xx qcf D, db~f B xx qcf D, db~f B xx qcf D, fbf P xx qcfx2 AC
07) Terry: jp C, C xx f B xx qcf D, d A xx BC, C xx f B xx db~f D, db~f B xx qcf D, db~f B xx qcf D, db~f B xx qcf D, db~f B xx qcf D, fbf P xx hcb B, C xx f B xx qcf D, d A, B xx db~f BD, qcf D, db~f B, qcf-hcb A
08) Shen Woo: jp C, C xx f B xx qcf D, d A xx BC, C xx f B xx db~f BD, qcf B xx qcf BD xx f-hcf A, C xx fbf AC xx db~f D, fbf P xx hcb D, C xx f B xx db~f D, qcf-hcb P
09) Andy: jp C, C xx f B xx qcf D, d A xx BC, C xx f B xx qcf D, d A, B xx db~f BD, qcf D, qcf B xx qcf AC, C xx fbf AC xx hcb D, C xx f B xx fbf P xx qcfx2 AC
10) Maxima: jp C, C xx f B xx qcf D, d A xx db~f BD, qcf D, db~f B, db~f B, C xx BC, fbf AC xx hcb D, C xx f B xx qcf D, d A xx db~f BD, dash fbf P xx db~f D, db~f B, fbf P xx hcb D, C xx f B xx qcf D, d A xx db~f BD, qcf D, qcf-hcb A

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6 окт 2013

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Комментарии : 46   
@MishiiGod
@MishiiGod 8 лет назад
that moment when: A challenger comes and you have to kick ass infront of your students
@captainhaggard7030
@captainhaggard7030 10 лет назад
Halloween137 This is a combo video. While there are some very high-damage combos that are practical to do in a real match (tournament or online), they are rarely quite this optimized, and it's important to remember that of your three characters, the first one can only build 3 super meters, the second one can build 4, and only the last character can build 5 super meters. That said, KoF is a game of *getting the first hit in* as much as it is a game of combos. In SFIV, there are characters who can effectively drain 80% of your life with two combos and *no meter* thanks to how easy it is to stun in that game. And there are only two rounds in SFIV, not three (though admittedly you refill all of your health in at the end of a round in SF). Contrast this with, say, UMVC3, where there are not only one- or two-hit kills, but there is no "reset" when a character is KO'd. Your 2nd and 3rd characters are dropped right into the proverbial lion's den with a very high chance of getting killed before they're even allowed to *touch the ground*. At least with KOF, if you eat a gigantic combo, it's because your opponent had to work to get in the first hit, and if it kills you, you're returned to a neutral state at the start of the next round and given a second chance to not die. Before I started playing KOFXIII (which honestly just happened pretty recently with the Steam port), I viewed it kind of the same way you do. I thought, "it's just memorizing combos," and while that's part of it, it's really not so simple, and ultimately the flow of each match shares way more in common with SFIV than you'd think. My advice is to give it a shot, or at least judge the game based off of a tutorial video or match footage as opposed to a combo exhibition. :)
@yaga8585
@yaga8585 9 лет назад
Perfect response dude!! :) respects
@XimGama
@XimGama 9 лет назад
Captain Haggard Nice non aggressive answer with good and solid background. Respects man ;)
@Fromatose
@Fromatose 9 лет назад
Captain Haggard Damn if only everyone else has this mindset.
@ItzRicoBaby
@ItzRicoBaby 8 лет назад
Oh my God I'm new top this game just picked it up this is pretty damn cool
@George-bt4sy
@George-bt4sy 3 года назад
渋い動きしてる!さすがタクマ様!
@Kilesfactor
@Kilesfactor 10 лет назад
I've always thought that he said "Jeans Shippuu Kyaku" instead of "Hien Shippuu Kyaku" xD
@carmeloperez4184
@carmeloperez4184 9 лет назад
T
@Kilesfactor
@Kilesfactor 9 лет назад
Carmelo Perez H
@ShinMagusMUGEN
@ShinMagusMUGEN 10 лет назад
Art of Badassing.
@manoellucasmachadoxavier9382
@manoellucasmachadoxavier9382 10 лет назад
if there is sstill people out there with trouble doing the st.B into cadillac after the db.A, you can replace the st.B to db.B, you will still be holding the charge and also be able to get the stun
@mr.takumafightinggames3561
@mr.takumafightinggames3561 9 лет назад
Nice gameplay man!
@barbariansteve
@barbariansteve 10 лет назад
Holy shitballs Batman, those combos are insane.
@Noctsranun
@Noctsranun 5 лет назад
"SHIIIEEET" lol
@himuragoXD
@himuragoXD 10 лет назад
How do you go from d A, B xx db~f BD how do you do it? charge partition? if so how?
@Shadowsunsi
@Shadowsunsi 10 лет назад
I was wondering the same thing. It looks so sick.
@JoaoLucasK
@JoaoLucasK 9 лет назад
The player already charges the db while doing the d A,B
@haxsawjimthugin6753
@haxsawjimthugin6753 2 месяца назад
Ok at the 0:15 mark after 236K, it goes into 1Lp into standing light into EX Tatsu. How is he getting the charge time for that when you HAVE to hold 1 for the charge? Is the charge just that short? Or am I missing something?
@spiderjump
@spiderjump 10 лет назад
why can't takuma have a decent anti air special move?
@MGSBigBoss77
@MGSBigBoss77 9 лет назад
His; *"Desperation move"* (flying fist punch) is his only decent anti-air move i reckon. So yeah your kind limited on staying close to an enemy and zoning an opponent out until an opportunity presents itself in a match to use one of his DP specials like the flying punch ina combo or perfectly timed to stop a jumping in foe etcs?
@Kilesfactor
@Kilesfactor Год назад
Because then he’ll be called Mr. Karate.
@Order-Sol
@Order-Sol 8 лет назад
This is kinda a Normal Version of Mr. Karate.
@michaeltariga5285
@michaeltariga5285 8 лет назад
+Michael Patrick The disturbing part is that this is the normal Karate and he already kick so much ass already. His serious Mr. Karate is just too much.
@BlacksTomCassidy
@BlacksTomCassidy 10 лет назад
aunque son muy buenos esos combos son demasiados movimientos innecesarios para un mismo objetivo xD
@jeandeversailles1946
@jeandeversailles1946 8 лет назад
T.A.S
@verximama828
@verximama828 4 года назад
TAS doesn't work for relatively new games like this,mainly just 90s games.
@animerater13
@animerater13 10 лет назад
this must take years of practice .... Timing speeed skill and all ......... especially on the ps3
@broli28
@broli28 8 лет назад
Who's the guy in the background that keeps saying something?
@viniciuskuerten4928
@viniciuskuerten4928 8 лет назад
he's takuma's apprentice that is playable in garou i forgot his name, but it includes "butt"
@viniciuskuerten4928
@viniciuskuerten4928 8 лет назад
+Vinicius Kuerten BUTTWOOD no it's not that woodsbutt no ugh
@leohpndbz
@leohpndbz 9 лет назад
Takuma Leproso
@TheGearsmarte
@TheGearsmarte 8 лет назад
+leohpndbz Oye amigo no sabes que significan algunos simbolos que ponen en la lista de combos es que no les entiedo a algunos tu no sabras o de alguien que sepa
@ZhangHe2369
@ZhangHe2369 10 лет назад
Why do you keep command throwing people to make them face mid-screen? Its so deliberately inefficient (and not that stylish either.)
@TheDeadmelo
@TheDeadmelo 10 лет назад
So watching a character bounce up and down in a corner is stylish? And this is a "combo" video, not a guide to be efficient with the damn character. You're banned from trolling
@ChaosTrainerX
@ChaosTrainerX 10 лет назад
someone didn't click "like" for the "around the world" combo
@Shadowsunsi
@Shadowsunsi 10 лет назад
Kurt sounds hurt. Be a good little boy and go back to COD.
@scorpion83883
@scorpion83883 8 лет назад
Mi suegro jijijijiji
@sunnysideup137
@sunnysideup137 10 лет назад
Is KoF just a game of one touch kills or something? becuase at least half of the combos in this video do 100% damage.
@Aeolus_000
@Aeolus_000 10 лет назад
Remember that these all start with full meters.
@sunnysideup137
@sunnysideup137 10 лет назад
Hayden Craig Only a few had maximum meter. One of the one touch kills only used 2 bars.
@samueltong9697
@samueltong9697 9 лет назад
Halloween137 Keep in mind that KOF is a 3 vs 3 game.
@TheStrix
@TheStrix 9 лет назад
Takuma as a character is meant to nearly kill in a combo yes, but there is a high execution barrier and he has poor defensive options. On a practical level in competition you're not gonna see so many one touch kills unless it's with anchor characters meant to do that.
@Ilovevidgames123
@Ilovevidgames123 9 лет назад
Halloween137 A few things to consider. Others have said many of these to you already, but there's something to looking at them all together, holistically. >Meter and drive need to be built in order to get into huge damage like this. Using them on one of the three characters on your opponent's team means they can't be used on any of the other characters, and in order to deal big damage again, they must be built again, which takes a bit of time. >Certain characters are designed as damage dealers, converting the resources built by other characters into lots of damage. In order to be effective, these characters need other characters who operate well with low/no resources to build those resources for them. Characters good at building resources are often not great at using them well, and vice versa. Takuma is a damage-dealing character, designed primarily to squeeze lots of damage out of drive and meter. >Takuma stands out in the cast of KOF XIII with regards to how well he converts resources into damage, and, among damage-dealing characters, stands out in terms of how well he can build resources back if certain combos are used. In particular, Takuma can extend a combo for a considerable amount of damage/resource-build before needing to burn resources again to extend the combo, and his main combo loop and combo super (meaning, the super seen as optimal for ending a combo in most situations) do a good job of dealing damage through scaling. >Generally speaking, while meter (the yellow gauge at the bottom of the screen, along with the number, which is the number of full meter stocks available for use) may not be necessary in order to deal big damage depending on the character being played, drive (the blue gauge) almost certainly is. There are two ways to use drive. The first is drive-cancelling, which costs half of a full drive gauge each time it is done and allows the player to touch-cancel a non-ex version of a special move into the ex-version of the same special move or any version of a particular special move into any version of another special move. The other method of drive usage is available only if one has a full drive gauge. Called hyper-drive mode, it can be activated raw with a small start-up or canceled into from a normal. During hyper-drive mode, the drive meter drains slowly, but drive cancels are replaced with HD (hyper-drive) cancels which only cost about a 10th of a full drive gauge each. While HD mode allows relatively easy high-damage combos, resources can't be built during HD mode, a downfall that doesn't occur with drive cancels. For most characters, HD-mode is the way to go if maximum damage off of a single hit-confirm is your primary priority. Takuma, however, is one of the few characters that builds drive quickly enough from an optimized combo starting with full drive (or full drive by the time drive needs to be used for the first time) that he can build back half of the drive gauge in time to use it within the same combo. Because of this, Takuma's route to maximum damage goes through drive-cancels rather than HD-mode, a rare trait that makes him very resource-efficient where high-damage combos are concerned. >The combos seen in this video are some of the most demanding ones possible with Takuma in terms of execution. For a combo-video-maker like Persona, these are not particularly difficult, but they are quite challenging-to the point of impracticality in a real-match setting-for your average fighting-game player. >Takuma is weaker in other areas of the game to compensate for his high damage output. He is rather vulnerable on wake-up, for example.
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