KHTC Takgillo
Noob
Since those thread are popular what change would you like for Takeda all 3 variation buff and nerf.
F3: -3 on block 8% damage
Bf4: increased whiff recovery
F12+4: horizontal hitbox reduction
Blade Kall: consistent block disadvantage
Takeda doesn't need buffs lolChanges i would like to see for Ronin / and other universal changes
1. B1 -- is +1 on block ( Up from 0 )
2. B11 -- Is +1 on Block ( Up from 0 )
3. B3 -- is 2 frames Faster
4. BF4 -- is -5 on Block ( Up from -6 )
5. 1 -- is plus 2 on block
6. 2 -- is 1 Frame Faster
7. 21 -- Restand the opponent Slight near Takeda
8. DF3 -- is -7 on block but with more pushback (( For Example - current pushback is 1.00 -> 1.30 ))
9. Takeda switches sides better when the opponent jumps over Takeda ..... for better AAs
10. Regular Blade Kall has more Advantage on Block so that Takeda doesn't get punished by the Blade Call inconsistency ( 2 Hits is -3 ) ( 1 Hit Is -7 )
11. Regular Blade Kall Damage is reduced
12. EX Blade Kall is Super Disadvantage on Block
13. Njp Better Hitbox
14. B21 2+4 -- Has Less Whiff Recovery
15. F12+4 First Whip Has Better Hitbox Above Takeda's Head
@StealthyMuffin @hayatei .... so What do you guys think about this changes ?
Lasher need some though I would love If we could combos mid screen off a db1 AATakeda doesn't need buffs lol
Tanya would still be a pig problem though but not If lasher can combos midscreen off df1seriously they could just fix hitboxs/hurtboxes & armor cast wide in this game and figure out a way for takeda to not get locked down from Dragon fist and id be completely happy.
its better how it is right now so you can confirm off everythingI still want to be able to ex blade drop to do drop and call in one input.
Even though I learned how to do the double input I still want the easier version for combos ;___;
Also fix the brutality inconsistency
It's an old want from back when I was bad and couldn't do inputs lol. But I'm serious about that brutality thing.its better how it is right now so you can confirm off everything
agreed x100It would be nice if lasher df1 had a different input lol
You're quite right, I describe Lasher play style the same as I describe Kenshis in this game "annoy your opponent and build meter, then just armor the second they get near you." The problem being homeboy sucks at it, everything is unsafe and/or has gaps.Once I found out Whip Trip wasn't a hard knockdown I decided it is pointless to play Lasher over SR or Ronin. It seriously hinders his offense, and without the HKD it really has little to offer other than his jump attacks and ghetto b21/b2 wt 50/50.
could you post the video? i would care to seeLasher needs meterless damage, I'd love to see df1 (whip strike) combo into df1 (low slash) after a run. It does if you anti air with it, special moves don't connect though, so it's kinda useless. Looks cool as hell though. I can post video if anyone cares. @Phosferrax is right, change Whip Trip to be a hard knockdown and it's a new ball game for Lasher. This variation relies entirely on meter, and has no good way to build any.
Shirai Ryu seems fine to me, balance wise. If we're going for top tier here I say make tele cancels a little quicker, get our boy some more plus frames.
I have very little ronin practice but it seems hitbox inconsistency is the only issue I can see.
Sure thing, I start from an njp to make it easier, but same thing happens off a jump in from the opponent.could you post the video? i would care to see
So he clearly starts with his arms crossed then uncrosses them, that shouldn't leave a gap. If you slow the video down and look he clearly moves the whips through that space. I need to understand why that move doesn't hit over his head. It just seems like another NRS hitbox thing to me, I don't get why that move doesn't stop jump overs. It doesn't lead to a combo so it should be fair to have it actually anti air. He's a defensive character having a hilarious blind spot, that bugs me. I'm cool with being wrong, just trying to wring everything I can out of the character.also what's going on in the video you posted in the spoiler? it looks like you just need to have a better understanding of where it hits but i cannot tell what you're getting at
AGREED! What's everyone's max damage meterless combo? I think mine is 19%? Now rememver kids NJP doesn't count. Who is scared to do unsafe things against Lasher? That just makes me even more scared to throw a kunai to build meter. You can just armor all day against him.also so you're so right about him needing meterless damage... his upclose defense is so weak!!!! if they get in your likely done (Jax, Cage, Liu, any high pressure fighter). he relies so much on having an armor move to get them off you if they get in (which are all pretty weak/have gap as stated) and he relies so much on wasting 2 meters on a meter break that he seriously has a super rough time in certain match-ups. add to all of that he needs to use a meter for decent damage...
once/if they figure out his gimmicks he's almost a sitting duck
he needs help