Zoidberg747
My blades will find your heart
Discuss Takeda's Shirai Ryu variation here.
B3, ex teleport. Then go from there.Did anyone find any good combo with low start? The only one I saw was B3 into EX Kunai....
Pros:Not gonna lie I was diggin the Jackie/Takashi moments in the story mode. What are the pros and cons for the variants so far?
Good stuff man. Thanks for sharing. I didn't think to njp after that, clever and cool. It does 2% less damage, but if you want to end in fist flurry, you can do f2,1 instead of 44. Excellent find good sir.Thanks to @BC_Rayman I finally know a meterless damage confirm.
Here's a 28% combo, doesn't end in the fist flurry though
f1 2 2+4(1) xx db3 > nj.P > 44 xx bf1
You can easily confirm f1 2 2+4(1) into db1 if they block, beautiful.
I would recommend f1,2,2+4 as it is the fastest starter at 10 frames and hits mid (especially now that there is a solid meterless bnb with it).What is the best string to punish with. F1,2,1+2, f2,1, or 1,1,2?
f1 and f2 are both 11 frames -- it's Standing 1 that's 10 frames.I would recommend f1,2,2+4 as it is the fastest starter at 10 frames and hits mid (especially now that there is a solid meterless bnb with it).
I'll have to look again. You are probably right though.f1 and f2 are both 11 frames -- it's Standing 1 that's 10 frames.
I am starting to play Takeda like 16 Bit played Kitana in MK9. Meaning, lots of fraudulent offense and throws. After conditioning people to block with njp and d3 into f3, I start mixing it up with d3 throw and what not. Getting them to respect the njp with blocked njp into njp also leads to a njp throw opportunity.i've been using takeda this whole time and here what i think.
yesterday at the break was a real eye opener. i ended up getting 3rd place out of 21 people but lost to both arma's erron black and CDjr's dvorah. once corner by characters that have strings that leave them 0 on block you are pretty much hoping they do something you know is - at this point, his fastest normal is 7 frames uppercut and super - on block. once i was cornered by cdjr i couldn't do anything i tried armoring through but his strings hit fast and blew up my armor, i tried ex bf2 and ex tele. when knocked down you have to hold most mix ups with short recovery frames, because they can OS you the entire time. they can do a meaty and block and will hit you and block ex tele and ex bf2 and full combo punish. i've been experimenting with using ex bf4 far to get out of the corner but fast characters can punish it on whiff. these are his most glaring weaknesses so far. he doesn't have a get off me move he can really on like kenshi in MK9 and block breaker cost way too much and takeda is too meter dependent.
as for anti air i stick with just uppercut or instant j1 tele into full combo. that and if they decide to jump from farther to get over your overheads on a read and you read that jump b1 tele into full combo. i pulled this off at the break yesterday off stream and it was hype. mid range i like to use f3 since it leaves you at 0 if block and HKD if hit. if you are fighting slower characters you can get away with NJP punishing counter pokes after f3 or anything into close kunai if blocked. when spacing and footsies i like to throw ex kunai and catch them jumping either the 2nd one or 3rd one with an air tele into combo. also i just started to end every combo into bf2. give me full control of my oki whether i want to go low or overhead.
meterless combo i use for punish erron black's sand and such is f12 2+4 cancel into tele, NJP 44 spear or bf2 if you time it well enough. in footsies if they run up i try to jump back and catch them with either an air spear or tele into immediate NJP. when you whiff air tele you recover very fast and i caught most people with NJP right after whiffing, condition them to block or press there fastest button which usually be a high jab string. after conditioning them i like to d4 or throw them, after d4 you get a free 50/50 if unless you hit them from max range.
mashing d3 is viable because for some reason its hurt box is weird i can mash d3 on kung lao and his reversal spin wont hurt me. its +2 on block and good adv on hit so i found that if you land a d3 you can get a 50/50.
i also love to just do meterless standing combos just doing b21 kunai or b2 kunai, b3 kunai and repeat kunai gives enough adv to do them all for free and they can't jump UNLESS you mist time it or do close kunai. only do close kunai i they block since you can direct it after knowing if they get hit by the first string. once you hit them with kunai 50/50 town. you can run up and do b3 kunai if you hit it twice in a row from close already to keep doing b3 kunai until they block it lol (i've won games just doing b3 kunai, it works LOL).
i just started to day to use f1 2+4 in footsies, it has a good aerial hitbox and ends in overhead and you can hitconfirm either kunai or tele or spear. it catches people of guard thinking you whiffed (atleast high level players) and can be really handy.
anti air combo -
3 tele 33 bf3 25% meterless.
NJP j1 tele 33 bf2 25% .
you guys all had good stuff that i'll be incorporating into my game as well. also i think takeda will get buffed because rushdown is to OP in this game currently and zoning is all but obsolete.
His range isn't that easily negated considering his range has tons of armor(in Lasher at least).Can someone explain to me the point of Takeda?
His range is so easily negated by the OP rushdowns - The epic slowness of his whip attacks, the fact that most other players have a much faster projectile attack, and are usually better up close...
Anyone got any good tactics - I jumped to hard on Single player mode, but am really struggling, there doesn't seem to be anywhere where you're at an advantage, I feel this guy is spread way to thin.
I am an MK noob mind you -