StealthyMuffin
Earth's Mightiest Knucklehead
It used to be a true blockstring. Now it only works when they crouch block.So was that string safe against slide when sub blocked standing? I don't get it. Hopefully NRS is back to the drawing board.
It used to be a true blockstring. Now it only works when they crouch block.So was that string safe against slide when sub blocked standing? I don't get it. Hopefully NRS is back to the drawing board.
So is it not possible to have the hit reaction dependent on when the move started instead of where takeda is? Simply, will this get fixed?The one where Sub-Zero is blown back and slides across the screen from the EX Kunai is just what happens if only the first Kunai hits them. It's them staggering and being pushed into the other two but they're going the other way because Takeda's air teleport switched sides so they're not hit by them.
I do from a gameplay POV but it does mess up my Jax mixups.In no particular order.
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I like OS removal
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The changes don't seem that significant to me as far as addressing his actual weaknesses. Nothing added in the way of extra armor frames or armor outside of wake-up on more than just DB3 and FF; tornado kick should be changed to track the opponent instead of frame changes; we still can't do fuck all to get out of corner pressure or respond to half the cast's safe pressure; startups still slow.takeda is super viable after the patch
i hope, that not too many tier whores will be jumping on the takeda train, just like they did with shinnok
pewpew
characters should have some weaknesses imoThe changes don't seem that significant to me as far as addressing his actual weaknesses. Nothing added in the way of extra armor frames or armor outside of wake-up on more than just DB3 and FF; tornado kick should be changed to track the opponent instead of frame changes; we still can't do fuck all to get out of corner pressure or respond to half the cast's safe pressure; startups still slow.
Fixing the gap is cool but I don't think this puts him anywhere above low-mid tier where he's always been. The Ronin changes might be more significant, I don't play that variation, but SR feels the same as always.
Agreed, but ones that major make it hard to consider him "top tier."characters should have some weaknesses imo
i think after this patch Takeda has all the tools he needs to deal with any characters despite some of those weaknesses, just use the variation system accordingly and it should cover most match upsAgreed, but ones that major make it hard to consider him "top tier."
I don't think there will be a new train for Takeda like at the start of the game, the fact that it is always possible to be cornered will dissuade a lot. And play with Takeda requires more skills than Shinnok, lol. XDtakeda is super viable after the patch
i hope, that not too many tier whores will be jumping on the takeda train, just like they did with shinnok
pewpew
i can't agree with that :/The changes don't seem that significant to me as far as addressing his actual weaknesses. Nothing added in the way of extra armor frames or armor outside of wake-up on more than just DB3 and FF; tornado kick should be changed to track the opponent instead of frame changes; we still can't do fuck all to get out of corner pressure or respond to half the cast's safe pressure; startups still slow.
Fixing the gap is cool but I don't think this puts him anywhere above low-mid tier where he's always been. The Ronin changes might be more significant, I don't play that variation, but SR feels the same as always.
ULTRAAAAAA COMMMBOOOOOOOO!Loooool
I'd already been using b1 and standing 2 into tele as an AA, I actually posted about it in the Openers poll thread, that's not new tech, the timing is just a bit different now.i can't agree with that :/
have you tried out his "fixed" normals?
2, 21, b11, b2 into tele all works super well now
these moves are great anti air from almost fullscreen (b11), and really really good anti crossups (standing 2 into tele)
also the f12 2+4 into close kunai jailing, is super ez meter building and a great pressure tool
regarding ronin, i have no idea, since i've only played SR since the game came out
he just seems so strong now to me
Ronin was good after one of the first patches where they gave him a blade recall.i can't agree with that :/
have you tried out his "fixed" normals?
2, 21, b11, b2 into tele all works super well now
these moves are great anti air from almost fullscreen (b11), and really really good anti crossups (standing 2 into tele)
also the f12 2+4 into close kunai jailing, is super ez meter building and a great pressure tool
regarding ronin, i have no idea, since i've only played SR since the game came out
he just seems so strong now to me