LucaTheRipper
RULES OF NATURE!
Alright guys, we like so much to play with Takeda, hes definely viable and have a lot of potential but he need a few adjusts. We just want to play our character without those issues.
Here i'll show all known issues and problems of Takeda:
Hitboxes and Strings:
-One of the most important string with gap (f122+4) 112 have a gap too.
-Blade Kall is a inconsistent move, you don't know when it will hit once and twice
-If the opponent is blocking low but take the second hit of Hellspawn, he can block the rest of the string.
-NJP sometimes whiffs in air to air situations, giving advantage to the opponent.
-They can jump over b2, you can see them passing through the whips like nothing
-Hellspawn doesn't work correctly if the character is standing up (Probably a game gravity general)
-His 21 string is -27 ON HIT
Armor:
-Fist Whirlwind (EX bf1) is already a slow special and sometimes can be beaten with only one hit just like the teleport.
-EX Teleport as i said can also be beaten with one hit and get hit by projectiles too.
Huge thanks to @StealthyMuffin for this video: All Takeda's known issues and bugs:
Here some suggestions of the community.
General:
-Better cancel advantage on f12 or at least allow kunai to be a true string
-B2 strings = B21, B212+4 (Whip Snap & Fallen Warrior) = Adjust the hit box, no more jump over, reduce a lil bit the recover that goes around 37 and 55 at full string
-B1 strings = B11, B112 (Quick Lash & Old Grudges) = increase the range or at least give less startup frames, is too much for that range.
-Standing 2 strings = 212 = its just ridiculous how 21 its punishable even on hit, the same as the others, less start up and that can be used as AA and less recovery
-Take out the gaps at 112
-F1 strings = F122+4 (Hellspawn) = increase the block advantage.
Specials:
-EX Fist Flurry BF2 = with less start up and adjust the armor
-EX Teleport = the same, less startup is great but adjusting the armor is more important
-Tornado Kick = At least EX safe or less startup, let's give more utility to this move
-Whip Assault = hit more consistently, it's weird how this move hits sometimes
I would like to thanks everyone here of the community for every help and suggestions:
@aieches
@StealthyMuffin
@Maevar
@CrimsonShadow
@st9rm
@RedRaptor10
@EMPEROR PRYCE
@Pleasa
@SnowboardRX
@Immortal Kombat
@HomeLee1121
@hayatei
@Kinetic Balding1
@SOULWARRIOR 71K
@Zoidberg747
@colt
Tag any Takeda player you know too and leave your suggestions!
Here i'll show all known issues and problems of Takeda:
Hitboxes and Strings:
-One of the most important string with gap (f122+4) 112 have a gap too.
-Blade Kall is a inconsistent move, you don't know when it will hit once and twice
-If the opponent is blocking low but take the second hit of Hellspawn, he can block the rest of the string.
-NJP sometimes whiffs in air to air situations, giving advantage to the opponent.
-They can jump over b2, you can see them passing through the whips like nothing
-Hellspawn doesn't work correctly if the character is standing up (Probably a game gravity general)
-His 21 string is -27 ON HIT
Armor:
-Fist Whirlwind (EX bf1) is already a slow special and sometimes can be beaten with only one hit just like the teleport.
-EX Teleport as i said can also be beaten with one hit and get hit by projectiles too.
Huge thanks to @StealthyMuffin for this video: All Takeda's known issues and bugs:
Here some suggestions of the community.
General:
-Better cancel advantage on f12 or at least allow kunai to be a true string
-B2 strings = B21, B212+4 (Whip Snap & Fallen Warrior) = Adjust the hit box, no more jump over, reduce a lil bit the recover that goes around 37 and 55 at full string
-B1 strings = B11, B112 (Quick Lash & Old Grudges) = increase the range or at least give less startup frames, is too much for that range.
-Standing 2 strings = 212 = its just ridiculous how 21 its punishable even on hit, the same as the others, less start up and that can be used as AA and less recovery
-Take out the gaps at 112
-F1 strings = F122+4 (Hellspawn) = increase the block advantage.
Specials:
-EX Fist Flurry BF2 = with less start up and adjust the armor
-EX Teleport = the same, less startup is great but adjusting the armor is more important
-Tornado Kick = At least EX safe or less startup, let's give more utility to this move
-Whip Assault = hit more consistently, it's weird how this move hits sometimes
I would like to thanks everyone here of the community for every help and suggestions:
@aieches
@StealthyMuffin
@Maevar
@CrimsonShadow
@st9rm
@RedRaptor10
@EMPEROR PRYCE
@Pleasa
@SnowboardRX
@Immortal Kombat
@HomeLee1121
@hayatei
@Kinetic Balding1
@SOULWARRIOR 71K
@Zoidberg747
@colt
Tag any Takeda player you know too and leave your suggestions!
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