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Taki Guide by KJS

Version: 3.0 | Updated: 08/30/1999

TAKI MOVES, TACTICS and everything FAQ V. 3.0 (8/30/99)
by Khari J. Sampson (rurouni_kjs@my-deja.com)
This FAQ is for personal use only. Do not use for commercial purposes 
without written permission from Khari J. Sampson (yes, this means you,
too, at Gamewarp). You may post it or link to it, but let me know first.

--Quick Reference sheet of best Taki moves
--Revised several move descriptions and some ratings
--Added a little bit to tiny Time Attack guide
--Revised VS. character section a little
--Reformatted entire document
--Changed all "[G]+u, land+" to "WL"

Long combos are intentionally absent. Most strong players know how to 
air control out of juggles, making any juggle longer than 3 hits 
(including the starter) pretty much useless. As you become expert, you 
might create advanced juggles which anticipate air control.

SHE'S NOT A CHARACTER FOR WIMPS. You have to get right in an opponent's 
face to use her well. No hiding behind long-range pokes with her. Plus, 
you gotta love the idea of this woman going toe-to-toe against big guys 
like Nightmare and Rock with her little oversized dagger.

SHE'S NOT A GOOD CHOICE FOR MASHERS. She will jump *right* out of the 
ring if you're not careful.

SHE'S NOT FOR THE UNSKILLED. Although her potential is great, her screw-
up quotient is high. This means she's got a rather steep learning curve. 

SHE'S AN ABSOLUTE BLAST TO PLAY. Once you learn all her stuff (and 
you'll need to), Taki becomes absolutely thrilling to play. Unlike 
Mitsus and Lizardmen who can poke and poke and poke all day, a Taki on 
full offense is a *sight.*

SHE'S FINE. Hey, I'll admit it. Taki's not hard on the eyes, either.

TAKI the Underground Hunter
Age:25             Height: 5'7           Weight: 117
Weapon: Ninjatou daggers--Rekki-maru and the evil Mekki-maru
Fighting style: Musou-baton-ryu
>From Japan
Stage: Hokoji Temple
BGM: Cursed Image
Measurements: Unknown ;)

  THE BASICS...Conventions, System and whatnot
  THE MOVES...Commands, descriptions and comments
  VS. CPU...General and specific
  TIME ATTACK. . . Taki can get low times too!
  TAKI STATS. . . Win poses, costumes and whatnot.


(Button commands are always in CAPS)
A: horizontal slash. Usually hits high.
B: vertical slash. Hits mid.
K: Kick.

(Joystick commands are always in lowercase)
 f: tap forward
 b: tap back
 u: tap up
 d: tap down
uf: tap diagonally between up & forward
df: tap diagonally between down & forward
ub: tap diagonally between up & back
db: tap diagonally between down & back
 n: neutral; no direction
qcf: quarter circle forward; d,df,f (bka the Fireball motion)
qcb: quarter circle back; d,db,b (bka the Hurricane Kick motion)
hcf: half circle forward; b,db,d,df,f (bka the Yoga Fire motion)
hcb: half circle back; f,df,d,db,b (bka the Reverse Yoga Fire)

[ ]:  this means to hold the direction or button inside the brackets.
 r:  Release a button being held.
 ~ :  the command following this should be done real fast, *right* after 
      the preceding one.
 /:  this means "or."  Example: u/d+B means that either up or down plus 
     B will work.
 =:  the move following this can be linked to the preceding move.

B. Hit conventions
h: the move must be blocked high, but can be ducked completely.
m: the moves hits mid. Must be blocked standing up. Duckers will be hit.
l: The move hits low. Must be blocked low or jumped over.
*: this move staggers a blocking foe. If on either end of a string (Ex: 
   *hhh*), all moves will stagger.
!: this move is unblockable!
Capital M: Special mid hit. Unlike most m attacks, can be blocked while 

C. Abbreviations and Terms
8: 8 Way Run (free walking). Some moves only work from this position.
BW: Back to opponent. Some moves only work if you or foe is in this 
CD: this move is a Crouch Dash. Ducks high attacks.
CH: Counterhit. Interrupting a foe's attack offers greater damage and 
    special properties to your own.
CLNH: Clean Hit. 
DLY: this move is delayable--i.e. you can pause before entering a 
     command instead of committing to the whole thing at the outset.
F: Far. Usually affects damage.
FC: Fully Crouched. Some moves can only be done from this position.
FD: Laying Face Down. Rare knockdown position.
GH: Ground Hits. Move hits an opponent Laying Down or Face Down.
GI: Guard Impact. Deflects attacks.
LD: Laying Down on back. Normal knockdown position.
N: Near. Usually affects damage.
OKIZEME: Attacking while the opponent is grounded. 
RC: Move recovers crouching. Links to any While Standing (WS) attack.
RO: Ring Out; this move can often ring out an opponent near the edge.
SpC: Spirit Charge. This move becomes unblockable when Spirit Charged.
SS: Sidestep move
THR: Throw
WL: While Landing. Move must be done during the latter half of a jump.
WS: While Standing. Move must be done while rising from a crouched 

D. STUNS (ONLY occur if you score a Counterhit [CH])
BD Stun: Bound stun. Victim bounces off ground into air. Ends LD
DO Stun: Double Over Stun. Victim grabs gut and slowly falls FD. Escape 
         by tapping G at moment of falling.
C Stun: Crumple stun. Victim slowly falls to the ground a bit faster 
        than DO. Escape by tapping G at moment of falling. Ends FD
L Stun: Lift crumple stun. Victim gets knocked up a bit before landing 
        and crumpling FD as in C Stun. Escape by tapping G at moment of 
        falling to knees after landing.
FB Stun: Fall Back Stun. Victim slowly topples over on back (LD). Escape 
         by tapping G at moment of falling.

Sidestep---------------------tap any direction but f,n
8 Way Run--------------------double tap any direction,[hold].
Hop back---------------------b,b
   =Sliding kick-------------K. Hits low; damage varies by character. RO
Guard Impact High/Mid--------f+G. Repels hm attacks. 
Guard Impact Mid/Low---------df+G. Repels ml attacks.
Guard Parry High/Mid---------b+G. Redirects hm attacks.to side.
Guard Parry Mid/Low----------db+G. Redirects ml attacks to side.
Soul Charge------------------[A+B+K] All attacks CH for a few seconds.
Spirit Charge----------------[A+B+K],G. Certain attacks are unblockable.

---GETTING UP: After being knocked down (LD/FD)---
Rise with an attack-----A/B/K   from LD feetfirst or FD headfirst 
                                position, WS move
                                from LD headfirst or FD feetfirst 
                                position, a back move
Roll to feet from ground-----f/b
       =Rising attack--------A/B/K
Roll to side on ground-------u/d for up to 3 side rolls before autorise.
       =Rising attack--------A/B/K
Stand up from ground----------G
Get up blocking low-----------[G]~[d]

---AIR CONTROL: After being knocked in the air---
Control landing---------------[] any direction. Avoid long juggles and 
                                 potential ROs.
Land on feet------------------[G], any direction

---TECH ROLL: After being hit/stunned---
Tech roll---------------------twice in any direction
Stun recover------------------G at moment of falling

With each move, I've written a brief description, commented on its 
usefulness, and assigned a grade based on its general usefulness. Since 
Taki's strength is her ability to mix up a constant offense, I've also 
listed suggested follow-ups to each move. If no follow-ups are 
suggested, that move may be best used as an ending move to a customized 
string of attacks, or as a single poke.

Usefulness Grading
*****: Excellent move that should be abused. Potentially cheap.
****: Use move often, but don't get predictable.
***: Decent move. Incorporate into your arsenal.
**: Avoid using unless you have an opening or are feeling bold.
*: Total screw-up move that's more trouble than it's worth.

Range (Rng) Key
0: Taki's throw range
1: Taki standard attack range
2: About Mitsu attack range
3: Nightmare range
4: Ivy range

Taki Key
PSN: Move ends in Possession stance.

Taki, sadly, has the shortest throw range in the game, and her throw 
speed is as slow as anyone's. Use her throws wisely.

NAME                        COMMAND      DAMAGE
Return of the Sun------------G+A----------48. 
This is a pretty standard suplex throw followed by a handspring back 
away from the victim. Beware of using it when cornered at the edge, 
since it leaves her stuck there. Basically, only use this to avoid 
getting too predictable. Grade: **

Departure in Fire------------G+B----------55. 
Her popular throat-cut returns. This is her better normal throw: it does 
good damage, can substitute for the below version if you screw that one 
up, switches positions and the victim is left open for ground hits 
afterward (If they're slow enough, you can pound them with b+B+K several 
times before they can adjust). Just beware of getting too predictable, 
or opponents may escape all your throw attempts. Grade: ***
Followups: b+B+K; db+A; d+K; d+B; A+K; Possession+d+K

Crossing the Cliff-----------f,[f]+G+B----60. 
Taki knees the victim, hops on their head twice before cartwheeling off. 
This is the throw to use, boyee! The f,f motion makes this a dash-in 
move. Mix this up with her other f,f moves. Grade:****
Followups: b+B+K; db+A; d+K; d+B; A+K; Possession+d+K

Cellar Drop------------------G+A/B--------55. 
Her left throw. She perches on the opponent's head and flips them down..

Jute Burial------------------G+A/B---------65
...and this is her right side throw, a three-slash deal. Execute these 
two sometimes after her side Wind rolls and flips. Otherwise, don't try 
to go for these aggressively, just use when opportune. Grade:**
Followups: db+A; d+B

Dropping the Bottle-----------G+A/B---------60. 
Lil' Taki hefts 'em overhead and slams 'em on their head. Dull and 
rather weak for a back throw, but because it can ring out, you just 
*might* want to use this if your back's at the edge. Grade:**
Followups: db+A; d+B

NAME                     COMMAND      HITS         DAMAGE,COMMENTS,RANGE
Shadow Shrine----------------A~f-------mm-------------21,21    Rng 0
This is a surprisingly useful move, though its range is nil. Use when in 
throw range, especially after doing a 3-hit string. You can totally 
stuff close enemy attacks with this. Try two in a row. Note: it's 
possible to delay the f motion until after the initial A hits the 
victim. The timing is difficult, though. Grade:***
Followups: A~f; f+B; throw; 3string

Shadow Ripper---------------A,A,B------hhm---------10,14,17. Rng 0-2
A useful string for punishing missed moves. The first two hits are 
*very* fast horizontals, and the third hits mid. Switch between this, 
A,A,f+B and A,B,B. Grade:***
Followups: df+A; d+B; df+K,K; f+B

Silent Shadow---------------A,A,f+B-------hhm---------10,14,20. Rng 0-2
Same as above except ending with an juggle-starting uppercut slash 
that's well worth the slightly longer lag time. It doesn't come out 
easily, though (don't push forward until AFTER the second A), and the 
recovery is too long for even an A slash juggle or decent ground 
attacks. Still, it knocks down, so that's something. Grade:***
Followups: d+K; d+B; db+A. If blocked: df+A; d+B; df+K,K; f+B

Darkness Illusion-----------A,B,B---------hmm---------10,19,28. Rng 0-2
	=Possession-----------[db] during 3rd hit to end in Possession. 
A standard pressure tactic whose 3rd hit can be cancelled into her 
deadly Possession stance. Grade:***
Followups: df+A; d+B; df+K,K; f+B

Shadow Rush---------------A,B,K--------hmh----10,19,23. 3rd DLY. Rng 0-2
Mix it with other A,B strings. The delay on the third kick only means 
that you can delay inputting it, so you don't have to committ to the 
whole string. Grade:***
Followups: d+B; df+K,K; f+B

Shadow Cannon------------A,B,b+B+K------hml----10,19,25. 3rd GH. Rng 0-2
	=Cancel w/Mekki-maru--A during 3rd hit----h------11
This move can be difficult to execute, and the last move comes out too 
slowly to surprise alert players (although it can be cancelled into a 
fast, no recovery strike). Thus the usefulness of this move is down a 
point. If mastered and used sparingly, however, it can be a potent 
weapon. Grade:***
Followup juggles: A,A.  A,f,f+K.  A,db+A. K,K,K.  f,f+B. 8,u/d+K,A.  
A~f.  df+B.
If blocked: df+B; b+B; df+K,K; f+B; b+B+K (may fall for it)

False Shadow-----------------f+A------------h-------------12. Rng 1
This is useless except as a weapon-stripping move. Grade:*

Burning Misery-----------f,[f]+A,B,B,B----hmmm--------24,8,12,18 Rng 1-2
This adds 3 fast stabs to an initial high horizontal swing. It's a 
decent pressure combo, though not as useful as in Soul Edge due to the 
removal of weapon breaking and its slower execution. It's also a weapon-
stripping move. Note that the 8wr version is considerably weaker. 
Followups: b,b+B; B,K; df+K,K; f+B; f,f+B

Burning Misery w/Delay----f,[f]+[A],B,B,B-----hmmm---24,8,12,18  Rng 1-2
Same as above, but with a delay before the stabs. This one works 
strangely; you must hold A while also inputting the Bs to get the latter 
hits. Mix this with the single attack and full string below and above to 
confuse. Its difficulty of use knocks it down a point. Grade:***

Possessed Misery------------f,[f]+A,[db]------h-----------24. PSN. Rng 1
                         8,f/df/uf+A,[db]-----h-----------6. PSN.
This move and its 8way version both end in Possession. The regular one 
can be delayed by holding A. Grade:***
Followups: any Possession move

Shadow Split---------------df+A------------M-------12-------RC. Rng 0-1
                           FC, A-----------M-------12-------RC
Very fast, low-looking crouching slash that's weakened a tad by the 
Special mid property. Use it after her non-staggering 3strings to stuff 
offense-crazed foes in close and, most importantly, set up WS moves. 
Followups: any WS or FC move; throw

Earth Scroll-------------d+A,K---------ll-----17,13. RC. 2nd GH. Rng 1-2
Two fast low hits make this one to mix in from time to time. But be 
aware that the first hit's very short-ranged, doesn't push the enemy 
back and both have a brief but punishable recovery time if blocked. 
Followups: WS+K; WS+B; db+K

Reaping Hook--------------db+A--------------l--------33. RC. GH  Rng 2
A low, wide, sweeping slash, this is about the longest-ranged of Taki's 
low moves. However, SE vets will be dismayed by the longer recovery 
time, during which free attacks are commonly suffered if this is 
blocked. Only use this attack as okizeme or at the longest range 
possible to minimize the risk. Grade:***
Followups: WS+K

Curse--------------------b+A---------------l--------17. PSN.  Rng 1
This fast low sword poke is as short-ranged as d+A,K, but it also goes 
straight into Possession. I don't recommend using it often, since it 
lacks stagger potential and leaves Taki open whether she hits, misses, 
or is blocked. Still, a low attack is a low attack, and it's a good 
stuffer. Grade:**
Followups: any Possession move EXCEPT b+A

Bamboo Cutter----------------b,[b]+A-------------h-----------20  Rng 1
The built-in backstep can carry Taki out of reach somewhat. Then, the 
strike swoops in, and her circular arc spins her to her left a bit and 
out of easy retaliatory range. It hits fairly often as well. The only 
caveats are that it hits high and isn't that fast or ranged. Grade:***

Hanging Phantom--------------WL+A------l-----------23  Rng 1
Its disadvantages are legion; it's rather slow, short-ranged, hard to 
time and requires the vulnerability of a jump. The upshot is that this 
move is a juggle starter. Combined with an immediate WS+A,A,A; it can 
easily become a 3-4 hit combo. And you get style points, too. Mix this 
up with WL+B,B for best results. Grade:**
Followup with WS+A,A,A

Air Phantom------------------U+A------------m-----------------20  Rng 1
In case you have to hop over a low move, stick this out to 
counterattack. Grade:*

Shadow Claw--------------WS+A,A,A----------mhm*--------21,14,33  Rng 0-1
Excellent attack. At the risk of being predictable, you should use the 
first 2 hits at least 50% of the times you recover crouching near the 
opponent. Follow with the string of your choice. If those 2 hits whiff, 
throw in the last A for more range; if they counterhit, use the now-
guaranteed 3rd hit to really lay the smackdown. Don't use the last A if 
you're facing the edge of the ring, or you may self-ringout! Grade:*****
Follow-up first 2 hits with: B,A,[db]; 3strings; throws

Shadow to Possession----B,A,[db]-------mh------15,12. 2nd DLY. P. Rng0-2
This should really be your string of choice. The first hits mid and is 
nearly as fast as an A move. The A comes out instantly, making this an 
automatic two-hit string. Even better, the A can be delayed, and thus 
throw off the timing of ordinarily good blockers. These first two hits 
are excellent basic weapons which Taki players should abuse due to 
the sheer variety of switch-ups it offers. This one interrupts to 
Possession. Use the PSN. interrupt after using some regular 3-hit 
versions. Grade:****

Shadow Scroll--------B,A,A-------mhl-----15,12,24. 2ndDLY. 3rdGH. Rng0-2
This Shadow combo ends with a low Reaping Hook-like slash. Train foes to 
block this, then fool them with mid-hitting variations, or vice versa. 
The long recovery on this move knocks it down a point, but the delayable 
second hit can confuse enough to allow the low hit to score. Grade:***

Shadow Banishment-----B,A,K--------mhh--------15,12,33. 2nd DLY. Rng 0-2
     =Delay Kick--------[K]--------mhh*
A good pressure combo--use it a lot. Mix in the delay often to confuse 
and stagger. Also has modest ringout power (to Taki's right). And don't 
forget the 2nd delay--use it! Grade:****
Followups: f+B; f,f+B; f,f+K, b+K,K

Heavy Shadow----------B,A,f+K-------mhm*------15,12,17. 2nd DLY. Rng 0-2
Mix this in only if they start ducking the above. Adds a Heavy Burden-
like kick (8,uf/df+K) for a stagger. Careful; it doesn't always come 
out. Grade:**

Shadow to Stalker-----B,A,u/d/n+A+B-----mh------15,12. 2nd DLY.  Rng 0-1
Really confuse opponents now. This is a perfect combo to use when backed 
up to the edge. The first 2 hits force your attacker back while 
disguising and covering your flipover out of harm's way. 

Lightning Strike---------B,B,B-----------mmm---------15,18,28  Rng 0-2
       =Cancel 3rd to PSN---[db]
This is another stock "B" combo. It's much slower than the previous ones 
mentioned and easier to sidestep, so use carefully. Grade:***
Followups: d+K; d+B; f+B; strings

Blood Scroll-------------B,K,A-----------mh*h----------15,24,11  Rng 0-1
The first 2 hits are excellent weapons and should be your reflexive move 
to retaliate against missed moves. The 3rd has no range at all and often 
doesn't even hit due to the strength of the 2nd hit. Grade:*****

Delayed Blood Scroll------B,[K],A--------mh*h----------15,48,11  Rng 0-1
The strength, confusion and ringout potential of the delayed kick makes 
it worth trying. It knocks foes to Taki's left. Leave the 3rd hit alone-
-it'll miss. Grade:***
Followups: db+A; 3strings; b+K,K

Silence--------------------f+B-----------m-----------24   Rng 1
This simple, short lunging stab is one of Taki's most useful moves. It's 
excellent for closing in from mid range to near-throw range, where Taki 
fights best. It's a little slow by Taki standards, but it has decent 
priority. A good string filler and poke, esp. when you push them out of 
regular A and B slash range. Grade:****
Followups: df+A, df+B; 3strings.

Assassin's Strike-------------f,[f]+B-------m*-------N50 F33. SpC. Rng 2
                            8,f/df/uf+B-----m*----------N50 F33. SpC
This move, in which she rushes forward about 2 lengths to stab in the 
gut, lost a bit of range and priority from Soul Edge, but it also lost 
the long recovery it had, especially after hits. So it pretty much 
balances out. In addition, it's her best Spirit Charge unblockable. Mix 
well with her f,f throw, f,f+A,B,B,B; f,f+K and make a dashing Taki 
scary. The 8wr version,lacking the f,f dash, is shorter-ranged but also 
less telegraphed. 
Followups: d+B; db+A; PossessionA+B

Assassin's Feather-----------df+B-----------m-----------22   Rng 1
Standard juggle-starting upper slash. Use this to punish low blockers, 
but watch out for the recovery time. Only a counterhit floats high 
enough for juggles. Grade:***
Followup juggles: A,A. A,db+A. K,K,K.  f,f+B.

Mekki-maru's Darkness-----d+B,A--------mh-------21,11 1stGH,RC. Rng 0-1
	=Cancel-------------~A------------h-------11. Rng 0
The short, short range on the A moves kills their usefulness--only use 
them at close range against standing targets; good timing on the cancel 
can deliver a combo hit. The lst hit by itself is the fastest and 
simplest ground hitter Taki has, and therefore should be used often. It 
has surprising reach and is a good buffer for her WS moves. Grade:****
Follow-up 1st hit with: any WS or FC move

Free Shadow----------------db+B-----------m-----------15. RC   Rng 0
Although it's faster than the above move, it's too weak and short-ranged 
to be very useful. Grade:*
Followups: any WS or FC move

Darkness to Possession------b+B-----------m-----------12. PSN.   Rng 0
I used to HATE this move. It's weak, short, only hits mid, doesn't 
stagger and would leave me in the very punishable Possession stance when 
I really wanted the move below. I thought b+A was a better choice for 
the same effect. However, this move puts you in PSN faster and looks 
identical to a normal B slash, given it a fair amount of trick value. 
Use carefully, mixing in liberally with B strings and simple B slashes. 
Followups: any Possession move, esp. PSN+A

Seal-----------------------b,[b]+B--------m*-----------28. RO    Rng 1
                             8,b+B--------m*-----------28. RO
This is a potent move for Taki. though it's short-ranged. Taki rears 
back a little bit and lunges forward with a powerful impact with the 
flat of her blade. It staggers blockers and can force ringouts near the 
edge. Add this at the end of a pressure series, as the beginning tends 
to dodge many counterattacks. Just be careful not to mess up and do an 
unfortunately-timed b+B. Grade:***
Followups: B+K,B,B; Possession; hcf+B

Darkness Banishment---------WL+B,B-------m*l-------28,26. 2nd GH Rng 0-2
                            WS+B,B-------m*l-------28,26. 2nd GH
This bread & butter rising move from SE is less useful now that the Z-
axis is so open. It has a tendency to totally whiff the second, low hit 
and leave Taki open. Use WS+AA instead if close or interrupt with the 
Stalker flip. The WL version is more surprising and should be mixed in 
when opponents learn to block the low-hitting WL+A. Grade:** (*** for WL 

Banishment to Stalker-------WS+B,u/d/n+A+B---m*-----------28
Cancels the move into a flip. Be careful near the edge. Not that the WL 
version CANNOT cancel to Stalker. Grade:**

Air Calm---------------------u+B------------m*------------25    Rng 0
Somewhat useless air move. Use to foil low-hit-happy foes and possibly 
train them for her more useful WL+A. Grade:**

Seal of the Fire Dragon------hcf+B----------m!------------71  Rng 2
This unblockable uppercut has good range and a fairly speedy windup, but 
it's very easily sidestepped. Be ready to cancel it every time you try 
it. In fact, the cancel is identical to the windup, you have an 
excellent chance of psyching your opponent out totally and getting an 
easy run-in hit. Grade:**

Darkness to Stalker---------BW,B,u/d/n+A+B-------m-----------17    Rng 1
This flip is a good move to get out of the oh-so-open-backward position, 
and turn the tables on the enemy. Grade:**

Haste---------------------K,K,K-----------hhh---------18,21,21   Rng 1-2
Though all the kicks hit high, and are therefore quite whiffable, 
they're quick enough to combo and move her forward fast. Use this 
carefully but often, especially after a series of slower strings. 
Followups: b+K,K; df+A; df+K,K; K,K,d+K

Water Haste---------K,K,d+K------hhl------18,21,17. RC. 3rd GH Rng 1-2
Mix often with the above. Grade:***
Followups: any WS or FC move

Divine Punishment--------f+K,A-----------mh---------22,11. 2nd DLY Rng 1
The first kick, which arcs overhead to smack foes on their crowns, is 
better than the following A. However, always add the A against standing 
opponents at close range for an easy 2-hit combo. Grade:**

Hurricane Punishment--------f,[f]+K---------MM-----------22,22  Rng 2
Similar to Chun Li's old Spinning Bird Kick, this is a good dashing move 
to close the gap fast. Its weakness is that it turns Taki's side to the 
enemy if blocked. It's not easily punishable, but she is vulnerable. Use 
against very offensive or 8-way-run-happy opponents--its priority is 
incredible. Be careful not to start the f,f version too far away, or you 
might end up with a slide kick instead. Be aware that the 2nd version is very hard to get out consistently. Grade:***

Rapid Destruction--------df+K,K,K----------mmm----------18,20,30 Rng 1-2
      =Cancel to Wind Roll---u/d/n+B+K
This is a high-priority series of side kicks which should be used often. 
The first 2 have better range than most of her slashes, move her forward 
and are good for stuffing moves with windup. Her recovery isn't bad 
either; they are almost completely safe. In sum, it's the best poke move 
she has. Stick with just the first two, before adding the third for 
variety (and ringouts). Grade:****
Followups: df+K,K; K,K,K; b+K,K; f+B; ff+B

Punishment Strike---------d+K,K----------lm---------17,26. 1st GH. Rng 1
A standing shin kick followed by an overhead arc kick. Despite the 
opening low hit, the short range of these kicks is problematic. Use the 
2nd sparingly, as they do not combo. The first kick alone works as 
guaranteed, low-risk okizeme or a low poke. Follow it up with the 2nd 
kick after training them to block the first. Grade:***
Followups: B,A strings; d+K,K

Sealing Punishment--------db+K------------l-----------13. RC. GH. Rng 1
                          BW,d+K----------l-----------11. PSN. GH
This fast crouching sweep is even shorter-ranged. Use sparingly or to 
set up a WS attack. Grade:**
Followups: any WS or FC move

Water Kick---------------b+K,K----------hl------23,17 RC. 2ndGH. Rng 1-2
                     8,db/ub+K,K--------hl------23,17. RC. 2nd GH
This high kick, low kick combo moves Taki forward a bit, so it's useful 
as a gap-closer. However, it's best to use the first kick close enough 
to stuff a potential attack. Grade:***
Followups: any WS or FC move

Mat-----------------b,[b]+K,K--------m*m*-----28,18. 1st must hit. Rng 1
Taki does a low flip onto the victim's head. A single hit knocks down 
and leaves the victim in perfect okizeme range. Two hits sends Taki 
behind the fallen victim, with less opportunity for okizeme. If blocked, 
it staggers but also leaves Taki with her back to the enemy for a brief 
instant, although guard impact/parry is possible (and advised). The 8wr 
version is a great surprise attack. Grade:**
Follow-up successful 2 hit version with: db+K

Haste Alternate--------[G]+u+K,K,K---------hlh----------17,12,20. Rng 1
This series, similar to Tekken 3 character Jin Kazama's leaping spin 
kicks, doesn't advance far, but is fast and has a nice low hit in there 
(and you get style points....;) Try it in close as part of a custom 
string. Careful; unlike most jump attacks, using uf/ub will not work (knocking it down a point). Grade:***

Divine Cannon ---------WS+K--------------m--------23. Lift stun. Rng 0-1
Excellent move to tack on after a crouched recovery due to Lift stun 
potential. Plus, it pushes enemies out of easy retaliation range. Mix 
with her equally essential WS+A,A. Grade:*****
Follow-up a stun with: A+K; d+A+K

Seal. Punishment to PSN.--FC,df+K,[db]------l-------11. PSN. GH  Rng 1
This is the same as db+K, but with the option of going to Possession. 

                           8,A+B. Flips any which way.
Stalker Lower-------------d+A+B  Flips toward screen.
Stalker Upper-------------u+A+B  Flips away from screen
No Taki user should ignore this. This flipover takes you behind the 
enemy. Although vulnerable to high swings, this move can take you out of 
harm's way and keep the enemy totally unsure as to where you're coming 
from next. However, Taki always flips behind the enemy's position, so 
this move can land her in some weird spots. Finally, NEVER use this move 
if you have the enemy pinned at the edge, or you may ring out yourself. 
The side flip is better for simple evasion, while the flipover is for 
setting up counterattacks. Despite the high rating of this move, once 
you achieve a certain level of expertise, you'll hardly ever have to use 
it. Grade:***; side versions:****
Followups: f,f+K; B+K

Poison Dart---------------FC,db+A+B-------------M-----------20  Rng 0
Taki tosses some sparkly dust. Too slow, weak and short-ranged to be of 
use. Taki's one practically useless move, although there may be an 
obscure combo that works it in. For show-offs only. Grade:*
Followups: a REAL attack. If it lands, A+K may work

Advancing Cloud Scroll----A+K---------------M*M*------22,17. GH  Rng 1-2
Avoid low attacks and stuff many attacks with this flipping double kick. 
Staggers, too. Great okizeme attack, but its Special Mid property keeps 
it from being the Ultimate Move. Use after every Lift stun without fail. 
Followups: d+B; db+A

Cloud Scroll-------------d/u,n,A+K----------hh----------17,17  Rng 0-1
     =Cancel to Wind Roll u/d/n+B+K
This is a lateral version of the above move. It requires a quick 
sidestep before execution. The 8way version is more useful. It also 
causes a brief crumple stun which can sometimes be exploited for a 
float or even throw. Grade:***

Storm Cloud Scroll-------d/u,n,A+K,A-------hhm*----17,17,31  Rng 0-2
Tacks on an A to the above for a strong mid followup. Grade:****

Fog Blanket----------d+A+K---------m*---30. FD if blocked. GH. Rng 1-2
                     BK,d+A+K------m*---37. FD if blocked. GH
Somewhat useful, but not much, as a block or whiff leaves Taki open to 
ground games. A+K is always the better choice. Grade:**

Divine Cannon Combo----FC,A+K,K-----lm*---------16,23. 1st GH  Rng 0-1
The first kick is a short-range sweep identical to db+K, followed by the 
WS+K kick. Too short-ranged, plus the FC requirement hurts a bit. 
Besides, db+K chained to WS+K is identical and offers more versatility. 
Still, it has stunning possibilities (pun intended) and the 1st hit is a 
tad stronger than other versions of the little sweep. Grade:**

Ninja Cannon--------------b+B+K-----------l-----------20. GH     Rng 0
Despite the windup, this is a great move to use at times. It hits low 
and juggles enemies high. You can get a free 2nd hit once they land (and 
the landing takes off as much health as the popup), but sometimes it's 
better to wait and pop 'em up again when they fail to block low upon 
rising. The attack's area surrounds Taki's feet, so they can't side-roll 
away (in fact, ALWAYS use this against habitual side-rollers), and seems 
to hit even low blockers to the side as well. Rinse and repeat until 
they wise up. Beware, though: due to an apparent glitch, occasionally 
this move will do NO DAMAGE AT ALL on grounded opponents. Grade:****
Followup juggles: A,A.  A,f,f+K.  A,db+A. K,K,K.  f,f+B. 8,u/d+K,A.  A~f.
If blocked: df+B; b+B; df+K,K; f+B; b+B+K (may fall for it)

       =Cancel w/Mekki-maru  A---------------h-----------11  Rng 0
Another trick is to simply toss the move out when in range, then cancel 
with A to tag 'em when they try to counterattack. Grade:**

Heavy Burden-------------BW,B+K-------m*-----------14. BD Stun   Rng 1
                      8,df/uf+K-------m*-----------14. BD Stun
This move, a downward-hooking axe kick, is Taki's best turnaround move. 
It also comes out often when attempting the "infinite" Ninja Cannon 
ground juggle, so you can stay unpredictable. Grade:**
If stunned, followup with juggle

Possession-------------------qcb, Lasts about 1.5 sec.
This is both Taki's greatest weapon and an occassional weakness. While 
she has a number of moves from this stance, many leave her open if 
blocked or missed. Worse, it's easy to do this stance accidentally, and 
she is completely unable to block or dodge once in Possession, although 
it ducks most high attacks. Still, mastery of this stance and its many 
moves can make Taki plain scary. Ideally, you should use Possession 
several times a match. Grade:****
Followups: any Possession move

   =Rush---------------------f    Rng 2
	=Cancel Possession---b
Taki sprints forward for about 4-5 steps. This is a great surprise move, 
as you can interrupt it with any Possessed attack. It also has the added 
effects of ducking high moves and lengthening the Possession time, but a 
quick pull back cancels it immediately (note: to prevent stepping back, 
do b~f). Try a fast cancel then throw a turtling opponent, or go right 
back into the stance. Finally, the cancel can link to any b+whatever 
attack. It's possible to use the various Rush cancels as a entire style 
in itself. Grade:*****
Followups any Possession attack EXCEPT PSN+b+A; b+whatever

   =Storm Scroll------------A-------------h*--------------39    Rng 1
Taki sidesteps left, then leaps to her right, slashing high (The move 
starts mid, but soon becomes a high strike as it arcs). It also leaves 
Taki with her flank exposed. It staggers, and she travels a good 
distance, so she's usually safe. But a total whiff may leave her 
vulnerable. Also, be very aware that she may self-ringout. If near the 
edge, avoid this move. This is the P move of choice if the enemy likes 
to 8wr or use vertical attacks. Grade:****

   =Mekki-maru Wind----------b+A----------h--------------11     Rng 0
Too short-ranged to be useful, but it's fast, at least. Sadly, it's 
impossible to use this in the PSN Rush, since the back motion cancels 
the run. It's best used against foes who try to counterhit you while 
you're in the stance. Grade:**

   =Dream Scroll-------------B-----------m*--------------47     Rng 1
A powerful mid attack. It's pretty short-ranged, easily sidestepped and 
leaves her too open if she misses entirely, so use this in close only. 
However, this is the P move you most want to land, especially for the 
powerful (but tough to time) A+K followup. Grade:****
Followups: Possession; f+B; db+A; A+K

   =Dragon Wheel-------------K-----------m--------------18    Rng 1
The speed and priority of this flipkick plus its slight retreating 
effect makes this the move to choose if accidentally caught in 
Possession. It's also great after during the Rush, particularly against 
people who like to try counterhit her. It's her safest P attack. 
Followups: db+A; df+K,K; f+B

   =Vacuum Drop Kick--------d+K-------l------22. LD if blocked. GH Rng 1
This short-ranged kick hits low, sending her sailing in a Stalker-like 
backflip. Blocked, it puts her in a bad ground position *right* in front 
of the enemy, so it's not one to toss out lightly. However, it's 
probably the first Possession move you should try, if only to scare them 
into blocking low, thus opening them up for her stronger mid A & B 
attacks. It's also a great gauge of an opponent's ability--if they block 
this, you're facing a seasoned opponent. Also use for ground hits and to 
stuff enemy attacks right in your face, as it ducks all high and some 
mid attacks. Grade:***

   =Awakening Rush------ub/u/uf+K,A----mmm*-------23,23,47. SpC  Rng 1-2
Taki's strongest P attack, this small flipping attack is difficult to 
use or land compared to the rest. But the huge damage potential makes it 
worth trying; two clean hits of these will end a match fast! Beware of 
using the forward-moving uf version, as it may carry you over the 
enemy's head, opening you to back throws and such. The A is Spirit 
Chargeable, but in order to land it you must charge up fully, making it 
useless against anyone who knows how about Spirit Charging. Try to use 
after doing a few harmless flips to lull opponents into carelessness. 

   =Exorcism--------------A+B------------m!---------66     Rng 0-1
Taki's fast P unblockable is very short-ranged. However, this is a good 
one to throw out after panicking foes with constant Possession mixups, 
and it hits better than her other unblockable. Faster characters can hit 
you out of the windup, but slowpokes are easy pickin's. Grade:***
Followups: hcf+B

Wind Roll Front--------------B+K  Rolls toward foe. RC    Rng 3
Similar to SE, Taki rolls under high attacks toward the enemy. She's 
still open to mid and low strikes, and can't stop the motion once 
started. But it's still useful for the number of moves available after. 

   =Mekki-maru Wind-----------A-----------h-----------11  Rng 0
Short and fast, but not a worthy payoff for the risk of using the Roll. 

   =Divine Wind---------------B-----------m*--------33. GH, SpC  Rng 1
This Spirit Chargeable uppercut is better by far, but don't stop here. 
Also hits ground. Grade:***

   Wind Death Sault------B,B,B-------m*mm---33,28,52. 1stGH,3rd Rng 2-3
One of Taki's most impressive moves; following the upper, she slices in 
midair, then dives down for a ground hit. Too cool; takes off half a 
life bar if the whole thing connects, which seems to require a clean 
hit. Also be aware that good players will block or avoid the last hit. 
Then only use the 1st 2. Also if the foe is near the edge, to prevent an 
accidental self-ringout. Finally, the last hit can be angled by holding 
f or b on the stick. Grade:***
Followups: hcf+B; any Possession move

   Wind Sealing Rush----B,K,B-------m*m---------33,23,28. 2nd must hit.
This is similar to Taki's original Roll strike. The 2nd hit is a 
circular attack, so a clean hit on the first B is not required. The 3rd 
hit seems to rarely come out, as it can be air-escaped though. Grade:***

Wind Roll Inner/Outer---------u/d+B+K  Rolls to side.  
	= Side Breeze-----------A-----------h-----------33    Rng 1
These, which also duck high moves, are decent ways of getting around the 
enemy's guard. Follow-up on simple side-rolls with side throws. 

---8 Way Run (see followups to normal versions)
Possessed Misery---------8,f/df/uf+A,[db]---h-----------6. PSN.
Burning Misery---------8,f/df/uf+A,B,B,B---hmmm------6,8,12,18
Use as in normal stance. Note the far lower damage. Yuck. Grade:**

Bamboo Cutter---------------8,b+A-------------h-----------20
This move's a bit slow for an 8 way attack. Grade:**

Assassin's Strike-----------8,f/df/uf+B-----m*----------N50 F33
This is the 8wr move you're most likely to use by accident. Good thing 
it's a good move. It's blindingly fast. Grade:****

No chance of screwing up this version. The problem is that the short 
range is compounded by the backward walk. Grade:***

Water Kick----------------8,db/ub+K,K-------hl---------23,17. RC. 2nd GH
The backward motions for this move makes the 8way version a little more 
difficult to land. This move is probably better used in normal mode. 

This move is easily used, so be careful not to toss it out accidentally. 
Wait for foe to start walking, too, then surprise them with this sudden 
forward strike. Grade:***

Cloud Scroll-------------8,d/u+K------------hh----------17,17
Storm Cloud Scroll-------8,u/d+K,A----------hhm*--------17,17,31	
Use this as a close-range, quasi-sidestep move. Grade:***

Heavy Burden---------------8,df/uf+K----------m*-----------14. BD Stun
This downward-hooking axe kick is probably best used as an close-range 
sidestep attack, where it can most likely counterhit for the stun. 

Stalker--------------------8,A+B. Flips any which way.
Harder to control in 8wr. Grade:***

Possession-------------------8,A+K. PSN.
I don't recommend using this lightly in, as it negates your free 
movement. Still a potent weapon, as it delivers the Possession arsenal 
instantly, and is unhampered by lousy joysticks. The A in particular 
seems to be effective. Grade:***

Wind Roll Front------------8,B+K. RC
Good to use once your opponent starts 8wr, since it's harder for them to 
aim or block in this mode. However, you're less likely to hit as well, 
so be careful. Grade:***

---8 Way Run Exclusives---
Wind Scroll  -----------------8,u/d+A------m----------27. DO stun. Rng 0
While its stun potential shouldn't be overlooked, this is a slow and 
very short-ranged slash. In fact, the recovery is so long that even a 
successful stun is difficult to capitalize upon. Avoid unless facing an 
8way maniac. Grade:**
If stunned, followups: A+K; df+B; db+A

Shadow...----------8,db/ub+A-----h---------8. Link to A strings. Rng 0-1
Darkness...--------8,db/ub+B-----m--------15. Link to B strings. Rng 0-1
Basically, these moves give Taki her usual combo potential while in 8way 
run. Grade:***

Illusion Scroll--------8,u/d+B-------m*-----------13,20   Rng 1
Nice short-range attack. The 2 hits are virtually simultaneous and they 
usually juggle. Easy to sidestep, though, so option select the A attack 
if this is a problem. Grade:*****
Followup juggles: A,A.  A,f,f+K.  A,db+A. K,K,K.  f,f+B. 8,u/d+K,A.  A~f.

Scroll of Darkness------------8,u/d+B~A-----m*-----------37  Rng 1
This attack is somewhat similar to the end strike of the Storm Cloud 
Scroll. Hard to dodge, so if the enemy goes into 8wr, you may want to 
use this. Grade:***

Sliding-----------------------8,f+K---------l------------26. GH   Rng 3+ 
Standard sliding kick. Make sure you're running at a good clip. Grade:**

Quick Reference Sheet of Taki's best moves

5 STARS (*****)
WS+A,A,A                     WS+K
B,K                          PSN, f (Rush)

4 STARS (****)
f,f+G+B                      df+A                     
B,A~db                       B,A,K                     
f+B                          f,f+B or 8wr, uf/f/df+B
d+B                          df+K,K
u/d+A+B                      8wr, u/d+K,A
8wr, u/d+B                   b+B+K
qcb (Possession)             PSN, A
PSN, B                       PSN, K

A few worthy 3 STAR moves
WL+B,B                       d+A+K
db+A                         df+B
b,b+B                        f,f+K
A+K                          PSN, d+K                   
u/d+B+K                      8wr, u/d+B~A

Taki wants to be able to get in close. Good moves to do this with are: 
f,f+K; A+B; f+B; f,f+B; f,f+A,B,B,B; Possession Rush; A- and B=strings. 
Side flips (u/d+A+B) are good for getting around aggressive pokers, as 
is f,f+K.

In close, try A~f and df+B as well as her normal strings. If you're 
having trouble with being out-prioritized, try df+K,K and, at closer 
range, df+A; these work well.

Low moves to harass with are d+A,K and d+K. The former leaves Taki 
crouching, and thus chains to her excellent WS attacks. The latter is 
very short-range, but fairly safe. In general, avoid low moves vs. a 
hard CPU, as it will usually block and punish, especially if done in 

After you knock an enemy down, go for the ground game, aka "okizeme." 
b+B+K, though a bit risky and weak, is a great tactic. The idea is to 
time the move so it hits just as the CPU rises. Done correctly, it 
should juggle high again. Repeat until you mess up or you win. Another 
good ground-hitter is a simple d+B, if the victim is in range. If not, 
try B+K,B; A+K; d+A+K all hit on floor the fairly quickly from a short 
distance. Or, for style points, go into Possession rush and nail 'em 
with d+K or A+B.

When you have an enemy stuck at the edge, be relentless but careful. 
Avoid using A+B; WS+B,A+B; B,A,A+B; WS+A,A,A; B+K,B,B,B or Possession+A 
at all costs--these may carry you out of the ring.

Go for the ring out, though. Near-guaranteed ring out moves are b,b+B 
and B+K,B,B (being sure to avoid the last B); db+A; A~f (counterhit); 
Possession d+K. And, of course, df+B, 8,u/d+B or b+B+K followed by a 
short juggle (A works wonders) may do the job.


	Despite Astaroth's might, this is one of Taki's easier battles. 
The idea is to stay close to the big guy. Once she's inside his optimal 
range, his defenses are low. Taki's speed is enough to beat his throw 
range. The trick, of course, is getting past his axe. I usually try 
B+K,B,B,B to start. It's surprisingly successful. I also 8way run once 
he sticks out about any of his vertical attacks, careful to watch for 
any horizontal moves. I also use the flip to position myself for a quick 
f,f+B dash-in. Once I'm in close, I like to pepper Asty with half-combos 
and fast single moves like f+B and A~f. Due to the axe's slow speed, you 
might land her powerful PSN u+K,A. Finally, use PSN+A+B when they're 
rising; they're usually too slow to counterattack.

	This is often a tough fight. CPU Hwang loves to use his fast low 
blows, and his well-ranged slash attacks are relentless. Use the flip to 
get out of jams and use a hit & run strategy with him, as a toe-to-toe 
battle with Hwang can go very badly. A~f is sometimes effective in 
close. f,f+B often works well due to Hwang's slight windup on most 

	Ivy's strength is distance fighting, but don't underestimate her 
inside skills. CPU Ivy is very defensive and she uses quick strikes to 
keep Taki *just* out of her zone. Use 8wr and flips to jockey for a good 
midrange position (Ivy's weak at this range) and strike when an opening 
appears. Because Ivy's so defensive, I recommend using a Spirit-Charged 
f,f+B. Also, the 8wr version works well due to Ivy's windup on most 

	Be careful! Kilik has a significant range advantage, so don't 
charge in, though A+K or PSN A are decent round-starters. Instead, 
advance carefully, watchful for his moves. When he does move, block and 
then retaliate; his moves have enough recovery for Taki to counter and 
begin her onslaught. Also, her flips are superb for getting inside 
Kilik's guard. Finally, Kilik is somewhat vulnerable to sidesteppers, so 
8wr away. Just watch for his slower wide moves. Seung Mina's a little 
slower but with better circular moves, so Taki's gap-closing timing is 

	Maxi can be a real pain. At times he can stuff Taki's attacks with 
ease. I 8wr around Maxi a lot and zap him with the 8wr Assassin Strike; 
he seems to fall for it a bit. But most importantly, try to stay out of 
his striking zone, and use hit-and-run instead of constant pressure, 
unless an opportunity arises. Maxi's stagger potential is so high that 
it's difficult for Taki to get a counterattack started without getting 
stuffed. Try to hit him in the middle of his moves; he has recovery lags 
that can be exploited. 

	This can be one of the toughest battles. Mitsu can nearly match 
Taki in speed and his range and power well outstrips hers. I recommend 
side flips to make him whiff his initial frontal attacks, then dash in 
with one of her dashing attacks (f,f+B/ABBB/K/G+B). Once inside, 
pressure him as long as you have the initiative; otherwise, get out of 
there and look for the next opening. Another tactic that is surprisingly 
effective is simply poking Mitsu with df+K,K. It's the one move Taki has 
that compares to Mitsu's reach and speed. A similar strategy works 
against Yoshimitsu. He's not as grossly damaging as Mitsu, but Yoshi can 
still drain Taki to nothing shockingly fast. Plus, he's faster with 
truly frightening combo potential. Be very careful and watch you defense 
against him.

	At times, his huge range and good side coverage seem unbeatable, 
but Nightmare is just slow enough for Taki to hang out of range and 
actually strike between moves, especially when he moves into his 
stances. It takes supreme confidence in Taki's abilities and knowledge 
of Nightmare's brief lag times. Don't get too happy once inside, either. 
Nightmare has some *wicked* inside moves. Go for the df+B juggle often 
so you can get much-needed ground hits in. Basically you either get 
near-perfect or barely eke by. No in-between with Nighty.

	Sophie can confound Taki in a toe-to-toe fight; she's fast and 
ranged enough to beat Taki to the draw, and her many crouch dash moves 
slip under Taki's fastest moves. Thus, flips are imperative. Sophie has 
enough lag time to be punished often. However, Lizardman 's extra 
overall range makes him more dangerous than Sophitia. If any fighter 
will make Guard Impacting necessary, it's Liz. A highly effective move 
against both is f,f+B.

	Another tough battle. Voldo has the same capacity for weird 
timing, speed and priority that Sophie does. However, Voldo's a much 
bigger target, so fighting him can be a little easier. I often start the 
round with Possession+A. It seems to land pretty often. I also try flips 
to stay out of easy range. Voldo's Blind Stance is when both Taki and he 
are most vulnerable, so it might be prudent not to just charge in every 
time he turns around.

	This is one of Taki's worst opponents. She's nearly as fast as 
Taki with a tad more range on most moves, and her style allows more hit 
potential. Fortunately, she's pretty weak, so take advantage of Taki's 
superior agility to keep a strong hit-and-run game going. Don't fight 
Xian toe-to-toe lightly, since Xian seems to have a tad more priority. 
She's also such a small target that she's hard to hit. 

In general, repeated ff+B moves should enable fast time records for 
Taki. Also go for ringouts at the edge with b,b+B; df+B and 8,u/d+B. If 
the AI blocks too much, add a Spirit Charge to the f,f+B. Use B,A,db 
(PSN) A+B  too.

A: Red tights with cleavage-baring neckline, red stocking mask and long 
brown ponytail. Extremely bouncy chest.
B,K: Blue tights. No mask. Hair bound by barette and ribbon. Less 
(advantage: B)

1: Left fist sizzles with energy, then she sheathes her sword in her 
fighting stance.
2: Pivoting, she swings Mekkimaru (in a flaming arc), then Rekkimaru in 
glowing arcs, sheathing both in turn.

WIN POSES: Select your favorite with the corresponding button. Also, 
"power" versions of each are available by holding the joystick in a 
given direction during the replay.

G: Classic backflip into straight-standing arms crossed stance. Power 
version adds blue trails to her hands and feet (hold stick up).
A: Does two high spin kicks. Glow version adds flame-colored motion 
blurs (hold stick left or right).
B: Swings sword 3 times, flashes some ninja magic, then sheathes sword. 
Glow version puts a different color glow on Taki for each swing and adds 
a new sound effect on the sheathing. (hold stick down).
K: Does a high spinning back kick, kicks high twice with the same leg, 
and ends in the one-legged stance, leg cocked. Glow version adds a 
respective red lightning and green flash for the latter two kicks (hold 
stick right or left).

Taki drops her blade then collapses to her hip and hands.
Taki drops to all fours and pounds her blade on the ground in utter 
frustration before dropping it.

	My lord and savior Jesus Christ for everything.
	Jason Arney (jarney@namco.com) for some sweet Taki tactics (both 
on the official SC forum and through the Taki movie demo in the site's 
Advanced and Technical System sections) and for the wonderful official 
site in general (www.soulcalibur.com).
	Mr MG and Wind-X for hosting earlier versions of my FAQs and for 
having such excellent fan sites for the game, Critical Calibur 
(www.vibe.mcmail.com/soulcalibur) and Soul Calibur Network 
	Mishmashi for numerous strategies and such on the SCN strategy 
forum. He's written his own excellent Taki Technical Guide. Check it 
out, too--it adds a lot of detail to what I've offered.
	Also everyone who's ever contributed to the Taki section of the 
SCN forum.
	Wai Dat Chan (waidat@flirble.org)for his Xianghua FAQ at 
(www.flirble.org/waidat/xianghua.htm) which both inspired me and served 
as an early model.
	Ben Cureton (tragic@toxic.net) for his great Tekken 3 Yoshimitsu 
FAQ which gave me the idea of adding move rankings.
	The Brady Commons SC Regulars consisting of KilikFan/Kiriku, 
Chris, and others for providing excellent and friendly competition.
	Kao Megura (kmegura@yahoo.com), for being such a great FAQ writer 
and an inspiration.
	Donny "Gamera" Chan, for also being a great FAQ writer and an 
inspiration. Check out his excellent Sophitia FAQ at SCN or Critical 
	Scott Spencer (SSpen@ix.netcom.com) for doing a Toshinden 2 FAQ 
which I modified but never published. That got me started on this one.
	Jy for being a vocal Taki fan and for contributing strategies and 
	All Taki players; this is for you!
	All the other SC nuts who populate the various SC Forums.

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