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General/Other - Takeda Takeda Patch Discussion

ryublaze

Noob
So Takeda got the most buffs out of every character in the game. I will list everything that got changed below and my thoughts on the buffs. Use this thread to discuss anything related to the patch. :)

  • Takeda – Removed gap in the towards +Fp, bp,bp +bk string
  • Takeda - Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Takeda - BP now has 14 startup frames (down from 20) and is now 3 on hit (up from -7)
  • Takeda - Away+FP,FP is now +3 on hit (up from -6)
  • Takeda - BP,FP is now +2 on hit (up from -27)
  • Takeda - Away+BP is now +8 on hit (up from -7)
  • Takeda - Away+BP,FP is now +3 on hit (up from -10)
  • Takeda - Towards+BK now has 20 startup frames (down from 24) and is 2 on block (up from -6)
  • Takeda - Fixed a bug that was causing Towards+FP,BP to sometimes be more negative on hit on ducking opponents
  • Takeda - Can now cancel into X-Ray after a blocked jump attack
  • Takeda - You can now meter burn Fist Flurry on hit
  • Takeda - Tornado Kick is now -6 on block (up from -21) and is now always a hard knockdown
  • Takeda - Adjusted the reaction to Tri Kunai to connect more consistently in combos
  • Takeda (Shirai Ryu) - You can now charge Quick Phase to delay for 2 seconds (up from 1)
  • Takeda (Lasher) - You can now meter burn Whip Assault on hit
  • Takeda (Lasher) - Removed 5 recovery frames on hit from Whip Strike & Whip Thrash
  • Takeda (Lasher) - Has 2 new air command attacks on Towards+FP & Towards+BP
  • Takeda (Lasher) - Down+Towards+FP Low Slash is now 19 on hit (up from 4)
  • Takeda (Ronin) - Fixed a bug that was causing BP,FP to sometimes be more negative on hit on ducking opponents
  • Takeda (Ronin) - Shirai Ryu Kan does 10 damage (up from 9) and Double Shirai Ryu Kan does 14 damage (up from 11)
  • Takeda (Ronin) - Piercing Spark has 2 less recovery frames
  • Takeda (Ronin) - Away+FP now hits mid, has 11 startup frames (down from 13) and is -2 on block (up from -23)
  • Takeda (Ronin) - Away+FP,FP is now 0 on block (up from -21)
  • Takeda (Ronin) - BP now has 12 startup frames (down from 14)
  • Takeda (Ronin) - BP,FP is now +2 on block (up from -10) and now causes a different air reaction
  • Takeda (Ronin) - Away+BP now has 12 startup frames (down from 15)
  • Takeda (Ronin) - increased active frames on Shirai Ryu Kan until he is done rising
Stealth Buffs/Nerfs:
- Removed gap in 112
- B11 no longer jails into (Close) Kunai
- Removed gap in F12+4
- F12+4 and F122+4 now jail into (Close) Kunai
- B21 hitbox hits opponents out of the air more consistently
- B21 horizontal range decreased
- F4 can be 2in1 cancelled into X-Ray
- Tri Kunai is now +62 on hit (up from +58)
- Tri Kunai is now +32 on block (up from ~10)
- Tri Kunai restands the opponent in the corner on hit
- Fist Flurry connects more consistently in combos
- Fist Flurry recovery reduced to 19 frames
- Takeda (Lasher) d+f+1 horizontal range decreased
 
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ryublaze

Noob
The biggest change is that f12+4 and f122+4 don't have gaps anymore so now you can safely pressure your opponent without having to worry about armor. Kunai also can't be armored out which is huge.

Standing 2 might be a decent anti-air since its hitbox reaches all the way to the top. It is a bit slow to use as a consistent AA but it could probably catch people who jump around a lot.

Making a bunch of his strings + on hit instead of - didn't really affect him IMO since they weren't really strings that were used and you'd just cancel into a special anyways to be +.

MB Fist Flurry seems kinda pointless since regular Fist Flurry is punishable on block and you could already hit-confirm b21 into it, and b3 EX Kunai combos in the corner now. The only good thing about MB Fist Flurry is that it builds more meter than doing EX Fist Flurry.

Tornado Strike being safe is pretty good because now you have a safe aerial special that you can just throw out and can also mess with opponent's anti-airs. This gives him more mobility in Ronin and Lasher too. The hard knockdown opens up a few new combos and setups.

In the corner EX Kunai is amazing now, increases his combo damage and he can safely combo off his low.

Shirai Ryu:
I think the extra second on teleport is to help in those situations where you forget that you're out of stamina so the extra second lets you recharge stamina back and do a teleport cancel safely.

Lasher:
MB Whip Assault is really good so you don't have to waste a bar of meter if they get hit by the overhead in b21 or f12+4/f122+4.

The new jump attack is interesting, I'm not sure if that's what Lasher really needed. I guess this and safe Tornado Strike helps him in the mobility department.

Ronin:
+9 on hit Piercing Spark seems like a good combo ender after 21 in the corner.

b112 looks like it can be used for stagger string pressure now that b1 and b11 are faster and safe on block. I'm not sure if this is a better alternative than b21. With b21 you got an overhead->low, it reaches farther and it leads to + frames.

The 21 standing reset is decent but you're giving up 6-10% guaranteed damage midscreen. But if it fits your playstyle then go for it. Tbh, I'd rather use it in the corner and off of one specific combo.

b2 is faster now so it's your go-to punisher but now you have to delay it to mix up with his low.

Overall the best buff to Ronin is that he gets more damage now because of 21 MB Fist Flurry.
 
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TKB

Noob
Ronin basically has a vortex in the corner with 21 or 21 spark. It can be armored but it's pretty strong and really fun. I'm definitely enjoying it. I'm sure there's a lot more you could show me man lol
 

StealthyMuffin

Earth's Mightiest Knucklehead
Here are the unlisted frame data changes:

1 cancel frames changed from 16 to 14
B1 startup reduced by 1, active increased by 1, recovery decreased by 1, from -3 to 12 on hit, cancel from 29 to 28
2 increased active by 2, decrease recovery by 2, cancel from 29 to 23
F4 from 27 to 37 on hit, recovery decreased by 10
JI3 startup decreased by 3, cancel from 40 to 43
JI4 cancel from 39 to 40
11 recovery increased by 1
112 decreased active by 2, decreased recovery by 2
B11 startup decreased by 1, active increased by 1, block adv. decreased by 1
B112 startup decreased by 1, active increased by 1, block adv. increased by 2, hit adv. increased by 1
F12 hit adv. increased by 1
F12+4 block adv. increased by 2
21 startup decreased by 2, recovery from 52 to 40, block adv. from -30 to -16, cancel from 30 to 27
B3d3 hit adv. from 15 to 5
Kunai active increased by 2, recovery decreased by 2
Tri-kunai active increased by 2, recovery from 4 to 14, block adv. from 21 to 32, hit advantage increased by 4
Tornado Strike recovery from 46 to 21
Tornado Kick block adv. increased by 5
Fist Flurry recovery from 43 to 19, block adv. increased by 4, hit adv. increased by 4

Shirai Ryu:
Quick Phase active increased by 3, recovery decreased by 3
Shirai Ryu Phase startup decreased by 3, active from 1(?) to 9, recovery decreased by 5
Air Shirai Ryu Port active increased by 4, recovery decreased by 4, block adv. from -52 to -15
Spear Ryu startup decreased by 1, active decreased by 1, recovery decreased by 3, block adv. increased by 4

Lasher:
Whip Flurry hit adv. increased by 4
Whip Flip hit adv. increased by 4

Ronin:
B1 active increased by 1, recovery from 40 to 18, hit adv. from -2 to 19, cancel from 25 to 21
2 active increased by 2, block adv. decreased by 2, hit adv. decreased by 2, cancel from 20 to 19
B2 active increased by 3, recovery decreased by 1, block adv. increased by 2, hit adv. increased by 1, cancel from 22 to 21
B11 active increased by 1, recovery from 47 to 25, hit adv. increased from -10 to 17
21 recovery from 36 to 24, hit adv. from -9 to 12, cancel from 20 to 25
212 startup decreased by 1, recovery from 32 to 22, hit adv. decreased by 1
Blade Drop recovery increased by 2, cancel from 26 to 24
Blade Kall block adv. decreased by 4
Shirai Ryu Kan startup decreased by 3, active from 4 to 12, recovery from 45 to 36, block adv. increased by 1, hit adv. increased by 1