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Taka Tactical Guide by Shiwapon

Discussion in 'Taka' started by VolcanoShed, Jun 2, 2024.

  1. VolcanoShed

    VolcanoShed Well-Known Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/153951

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and DeepL, and some edits to match english VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]

    Taka Arashi Tactical Guide

    Tactical Guide for Beginners

    ●Definite counterattack

    ★Standing

    10F Throw
    12F P (can lead to PPP, but is disadvantageous if hit)
    14F 66P (effectively 15F since it is consumed),
    15F P+K
    16F 4P+K, 3P+K,
    17F 46P, 33P+K (actually 18F), K, 3PP+G
    18F 33P+K, 6KK
    22F 33P
    ★Opponent crouching

    10F Low Throw
    12F 2P
    14F 66P (actually 15F)
    16F 2_6P, 4P+KP, 3P+K
    17F 3PP+G, K, K+GP
    18F 33P+K, 6KK
    22F 33P

    Understand the special system

    Taka Arashi has a special system in which some techniques can be connected [on Taka] that against other characters cannot [be connected], and he does not get knocked down by attacks that deal 19 damage or less.

    In particular, the former system increases the damage caused by the connection of all the techniques, so it is important to keep this in mind if your character has a special technique.
    On the other hand, the latter is beneficial because it allows you to attack without being knocked down in situations where other characters would be knocked down.

    Also, crouching is 1 frame slower and the backdash performance is poor, so it is easy to get into a tight spot when defending.
    Although he has a body that is difficult to defend, he is a great offensive player, so we will show you how to make the most of it.

    Choose between a simple and powerful mid-level attack or a throw.

    Taka Arashi 's signature move is the "4P+KP" Tenpai.
    It has a fast startup of 16F, and if the second hit hits, it becomes a combo.

    It's easy to confirm that the first hit has hit, so if you press P after seeing it hit, it will become a consecutive hit (I can't do this).
    Once you have the advantage, you can set up a two-choice attack with this mid-attack or a high-powered throw like 63214P+G or 41236P+G.

    In the former case, after the throw, P+K will hit consecutively, leading to a combo.

    The latter reduces the opponent's health by 80. Amazing.

    Let's show the reverse two-choice [nitaku] strategy with high returns

    As mentioned above, Taka Arashi has a special way of taking damage, so combos that would cause heavy damage by counter hits on normal characters are often weaker. Use this to your advantage and use moves like 33P+K or 33P when you're in nitaku, such as after you've been hit by a counter hit from an opponent's move.

    If your opponent is throwing, your strike will hit and you can aim for big damage.
    If your opponent is striking, you will take damage, but it won't be that bad.

    Rather, you should have the gambling spirit to try the reverse nitaku one more time, and if you hit him, you will get even....
    Of course, if your opponent is aiming for a Taka-exclusive technique, you'll be hurt, so be careful not to overdo it.

    Use circular techniques to stop your opponent from attacking and evading.

    Since the 4P+KP, the main move, is subject to a definite counterattack if it is evaded, it is advisable to mix in attacks for evading opponents in your offense.
    Recommended moves are 2P+K and 2_6P, which hit opponents that evade to Taka's back, and 4P, which hits opponents who evade to Taka's stomach.

    2P+K puts you at a disadvantage on NH or CH, but since it has a follow-up [2P+KP] it also makes it difficult for your opponent to move quickly, making it a tricky low move.

    It's especially effective at whittling down the opponent when they have low HP.

    If you want to knock your opponent down, aim for the low attack of 1P+K.

    If you hit, you can knock the opponent down, and if they stay down afterwards, it's easy to pick them up with 1PP and so on.

    If they tech roll, the okizeme attack using 43P, described below, is powerful.

    However, be careful as there is a large disadvantage if it [1P+K] is blocked.

    2_6P is a mid-level attack that can knock your opponent down if it hits. Use it when 2P hits or when your opponent is getting up.

    If the opponent is evading to Taka's stomach, it's time to use 4P. Because it's an upper attack, there's a risk that the opponent will crouch, but by using 4PP+K or 4PP as a follow-up, you can destroy the opponent's strike.

    When you hit [4P], try using a string follow-up or throwing from 4P to break down your opponent.

    Break the opponent's fuzzy guard with a low throw.

    If your opponent uses Fuzzy Guard, both 4P+K and throws will be avoided.
    You can break them down with low attacks, but if they are guarded, you will definitely receive a counterattack.

    In such a situation, the low throw comes in handy.
    There are three directions, but the recommended ones are 1P+G and 2P+G.

    1P+G carries the opponent back, and after the throw P+K is confirmed.

    2P+G throws the opponent backward. The damage is modest, but if the opponent fails to roll away fast enough, a 4K+G stomp is confirmed.

    Use these two types to harvest your opponent's fuzzy guards.

    Tactical Guide - Intermediate

    Use 43P for okizeme
    After a combo such as 4P+K, it's time to attack their wake-up.
    You can attack with a normal middle attack, but we recommend 43P as a wake-up attack.

    Even if this is blocked, Taka Arashi is +1, which means that 2P will not be broken.
    If the opponent blocks or evades it, throw, and if they do a fuzzy move, use a low throw to further attack.

    Also, if this technique [43P] hits, you can pick them up with 1PP for a combo.

    Options from the side

    After evading your opponent's technique, it's your chance to attack from the side.

    The first thing you want to aim for is K.
    If you counter-hit it, it will cause the opponent to collapse to the side, allowing you to attack further.

    If you hit while crouching, it's a +11F side upper body hit, so 2P is guaranteed.
    From there, you have two choices again: K or throw.

    If your opponent guards or evades your K, aim for a 46P+G catch throw.
    You can grab them as long as they don't crouch, so after grabbing them, you can force them to choose between 6P+G, P+G, or 4P+G.

    If you don't know what your opponent will do when sideturned, try using 4PP+KP+K+G. [transitions to Tachi'ai stance]
    Even if this string is blocked, your opponent cannot interrupt a Tachi'ai P+K. ...
    Also, if your opponent is evading, try Tachi'ai P, and if your opponent is guarding, try Tachi'ai P+K+G to break them down.

    Use a mid thrust to chip away at your opponent's HP.

    If you have a lot of HP and your opponent has only a little, don't use moves with openings like 4P+K or 6P, but go for 6P+K and use a mid-thrust to whittle your opponent down.

    6P+K has follow-ups that can be delayed, and can go up to the third stage, so you can read between the lines to see when to use it with 6P+K Delay P, 6P+K → 2P+K, or 6P+K Delay P → 2P+K.
    If the second hit is a counter hit, the third hit will connect, so don't miss it, but it's pretty difficult.

    41236P+K to break the opponent's guard

    If the opponent is standing guard, you can throw, but try charging up 41236P+K as an offensive accent.
    If the opponent guards the maximum charged attack, they will be staggered, and you will almost certainly be able to hit them with P+K.

    It's fun to try this occasionally when there's a wall nearby.

    Tactical Guide - Advanced

    Approach to the wall

    ● Opponent's back against the wall

    If your opponent has their back to a wall, try 3P+K.
    If you hit them into the wall with this, they will be staggered, allowing you to aim for a combo with P+K or 46P.

    If your opponent is guarding, try to break them down with two types of throws.
    If they're near a wall, 41236P+G or 66P+G will be wall throws, allowing you to aim for more damage than usual.

    If your opponent is evading, you should definitely aim for 4PP+K.
    If you hit them into the wall at the P+K part, you can set up for P+K+G and do Tachi'ai P+K to go for a combo.

    ● Parallel to the wall, Taka's stomach facing the wall

    With this foot position, you can aim for a wall combo with 2_6P.
    If you hit, they will be wallslumped or wallsplat.

    If your opponent is standing guard, try to hit them with 2P+K for a side wall stagger.
    After that, you'll be guaranteed a 33P+K.

    ● Parallel to the wall, Taka's back facing the wall

    If your opponent evades with this foot position, you can aim for a wall combo with 44P.
    Also, if your 2P+K counter-hits, you can use the derived P to hit them into the wall, but the risk being guarded is high.

    ● Half-fence, opponent's back to the wall

    In this state, it is easy to ring out your opponent with 66PP .
    You can aim it directly at the opponent, or aim from 63214P+G.

    Use a counter attack to interrupt your opponent's specific sequences

    Taka Arashi has 4P+K+G and 41236P.

    Both of these are special techniques that allow you to withstand the opponent's attack and counterattack.
    It's difficult to decide when to use them, but for the former, try to read when the opponent is going to hit you with an elbow and aim for it.
    After it hits, you'll be guaranteed to either stomp on the opponent with 4K+G or knock them down with 3P.

    The latter 41236P is best aimed at characters that rely mainly on hand techniques, such as Eileen. It can be used to target a specific sequence, and if it's a counter hit, you can land a combo.

    Let's fight from within our bodies.

    In this game, the fastest is ideal [attacking without delay], but this character has a strong throw and a mid attack that starts a combo on NH. Therefore, when you gain an advantage, try to crouch dash a little toward the opponent and aim for a 4P+K and throw at the end of the opponent's fuzzy guard.

    If your opponent is standing, you'll hit them with a throw, and if they're crouching, you'll hit them with 4P+K, so it's important to deliberately change the timing of your attack against opponents who are good at defending.​
     
    Last edited: Jun 2, 2024
    Chanchai and akai like this.

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