xInfra Deadx
Gimmick stolen by Jordan Peele
welpSo yeh... some more problems with Takeda lol
welpSo yeh... some more problems with Takeda lol
Clearly I'm new but I don't see what what you're trying to show here?So yeh... some more problems with Takeda lol
What's happening is that sometimes the Blade Kall will hit twice on block which he's around -8 or so (mostly safe) as to if it hits on block once it's less safer (around -14 or so) and you're more suspectible to being full combo punished.Clearly I'm new but I don't see what what you're trying to show here?
Gotcha. Thanks for the info.What's happening is that sometimes the Blade Kall will hit twice on block which he's around -8 or so (mostly safe) as to if it hits on block once it's less safer (around -14 or so) and you're more suspectible to being full combo punished.
Something I found with his DF3 that I thought was really cool was how if you use the EX version against an opponent who is throwing projectiles (Haven't tested all projectiles, though), it actually disintegrates their projectile and continues on hitting the opponent. Then I'll usually run in after that.Looking for a few things, though.
-Utilization of his projectile (DF3) as well as integration of it into combos
Oh damn, I didn't know that. That is cool, thanks.Something I found with his DF3 that I thought was really cool was how if you use the EX version against an opponent who is throwing projectiles (Haven't tested all projectiles, though), it actually disintegrates their projectile and continues on hitting the opponent. Then I'll usually run in after that.
That's great to know. Sub-Zero can do the same thing with his as well.Something I found with his DF3 that I thought was really cool was how if you use the EX version against an opponent who is throwing projectiles (Haven't tested all projectiles, though), it actually disintegrates their projectile and continues on hitting the opponent. Then I'll usually run in after that.
The combo routes also get switched depending if you are on P1 or P2 side (left or right side of the screen).So a person by the name of Hayateilolol brought this video up to me during one of wonder chef's streams.
now, there is a trick to this and it's a very weird and dumb one that requires more execution than you're used to with this variation and its that your stance affects your follow-ups and combo route. There's also gender specific rules to this combo as well as rules towards bigger bodied characters.
On all normal males (Scorpion, Sub-Zero, Johnny Cage, etc) you get the following combo routes:
Camera facing towards you: B21 or B3 xx Close Blade Drop xx Blade Return, F122+4 xx ender of choice. 25%
Camera facing behind you: B21 or B3 xx Normal Blade Drop xx Blade Return, D2 24%
On all females (Cassie Cage, D'Vorah, Jacqui, etc) you get the following routes:
Camera facing towards you: B21 or B3 xx Close Blade Drop xx Blade Return, F12+4 xx ender of choice
Camera behind you: standard route due to blade return getting all the hits
Key note for Females, Kitana and Sonya's tiny frames make this combo extra difficult on them.
And for Ferra/Torr, you switch your combo route for males. Camera facing towards, d2 combo. Camera away, full combo.
This requires a little more execution but pumps Takeda's damage in this variation by a potential 7% or higher as opposed to just doing B212+4 xx blade drop xx return or B3 into that. However, it's only worth doing for meterless damage as doing an EN Blade return in the combo routes nets you an extra 3% (for now, at least). Hoping one of the other 3 Ronin players out there can mess with this and try to see if we can pump up our 1 bar damage so that this version of Takeda finally has real ass damage.
so right side back towards camera gives you the full combo and face towards gives you the d2? if so, thats interesting.The combo routes also get switched depending if you are on P1 or P2 side (left or right side of the screen).
Yes, exactly. I only tested on Sub zero though.so right side back towards camera gives you the full combo and face towards gives you the d2? if so, thats interesting.
I'm a Liu kang main but I've been messing with ronin takeda. This is some awesome stuff you got here man. KudosDecided to hit up the lab and learn the Ronin variation, didn't know I would fall in love with this version of Takeda.
To start things off B212+4 xx DB1 leaves you at +2 on block (so with MKX's system it's +3 if they decide mash out with a normal) allowing them to mash out with a 7 frame poke if you decide to use your D1, however there many ways to earn respect from your opponent as to allow continued pressure.
One of your options is instant air NJ2 catches even 5 frame D1's (if they recover in about 15 frames) which allows for a quick meter less punish, however this can be risky because you risk giving up pressure for a punish attempt that can lead to you eating a full combo, thankfully this isn't your only option.
While the blade is set, Takeda's DB1 starts up in 6 frames (can be enhanced for full combo) and has the amazing trait of being a multi hit move which breaks armor. This is your go to option for getting them to respect multiple pressure strings that aren't granting you advantage after setting DB1 (at the moment I've only gotten B212+4 to succeed) and allows for some very creative scenarios to put your opponent in.
Now that you have it set you can gain access to using Quick Call which allows strings such as F21 and F122+4 to have advantage on block +2/3 and +4/5 (traded with Kotals D3 which is 6 frames with raw F1) respectively. I haven't been able to go into the specific examples on the strings (everything that is possible with B2122+4 xx DB1 should work with F21 xx DF1) but it lead to some interesting pressure options, I'll be sure to look into it when possible.
I made it quick video testing a lot of strings plus the ones mentioned and with a little example of the possible pressure with special cancels at the end.
EDIT: Thankfully there are miscalculations with strings canceled into Quick Call. F122+4 xx Quick Call is +6/7 and F21 xx Quick Call is +4/5.
Yeah, the reflect is SOOO much better now. You can actually use it on reaction now instead of practically having to use it preemptively before. The active frames for the reflect is so long too that you can still reflect even if you get hasty and input early. Also lasts long enough to reflect double projectiles from enhanced moves. One of the best changes!Anyone notice after this last patch that his reflect got much better? It seems to come out quick now and the timing of when it reflects something seems longer. ....or maybe I'm just crazy lol