SoulCalibur VI: TAKI Beginner Guide Tutorial
This is a small guide to help people out if they're interested in Taki and would like an idea on how to approach learning her. This guide is mainly for letting you get your "feet wet" with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!
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*Note that Taki's a fairly advanced character
0:00 Introduction
6:04 Mid Range Approach
9:44 Close Range Focus & Introduction to Possession Stance
13:46 Taki's Mix-Up Game
19:18 Break Attacks
21:15 Guard Gauge Harassment & Guard Burst
25:07 Throw Game
27:30 Wall Game
29:17 Soul Charge Moves & Some Extra Notes
33:05 Outroduction & Some Extra Notes
*Additional Notes
- Input is K2 not K6. Had "A6" on the mind. Excuse my error.
- For A:6's timing, press the 6 the exact moment the A would connect with an opponent; it should feel like a smooth rhythm
- If you connect A:6/A6 (Shadow Shrine) on an opponent's side, you'll score a lethal hit
- 66B is a good move to fish for lethal hits
- 2A+B is a good move to cause guard gauge damage, ground Taki making her hard to punish, and can create space on block
- 4B is i12 (matching or beating out majority of the AA's in SCVI) and can cause chip damage on block making it a really good vertical strike
- A+B~A is one of the best ways to access this ridiculously fast i6 high strike
- WS~AAA can transition into possession stance and has a soul charge version
- Any attack that utilizes Taki's second ninja sword will have a purple tracing around the swing trajectory along with causing chip damage on block
- 2bA is a nice cancel into the "POS~A" i6 high strike
- If you roll to Taki's right (Distorted Breeze), you'll deal chip damage on block, rolling to Taki's left doesn't get the chip damage strike
- Ninja Cannon "Bomb attacks" (I.e. A+B) can be blocked standing or crouching
- Taki gets an extra attack on a Running~K inputted as WR (While Running)~K:K,B
- Taki's CE has strong invincibility frames allowing it to "go through" attacks making it a useful powerful whiff punisher.
For Directional Notation
7 8 9
4 5 6
1 2 3
Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.
For Input commands:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
B+G = Reversal Edge
A+B+K = Critical Edge
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