What's new

Guide - Ronin Takeda Ronin Guide

Percimon

Sky above, Voice within


General info

In this variation Takeda has no teleport, no kunai, no whip special moves. But he has plasma swords so he has special attacks with 'em, unique basic attacks, projectile and reflect special move.

Strong sides of Ronin

- very good range of basic attacks. For example, b112 or b21(2+4) hit opponent on jump distance;
- most of basic attacks can be safely canceled into Blade Drop (db1) or Piercing Spark (df3);
- good and easy BnB's for 1 ex-bar that give ~35% of damage;
- basic attack which restand opponent in the end of combo: 21;
- ex-version of projectile absorbs opponent's projectile and hit him or just absorbs opponent's projectile (for example, ex-ice ball of Sub Zero);
- reflect special move which helps against some projectiles;
- overhead and low combo starters;
- quick overhead-low string that leads to the full combo;
- Blade Drop and Quick Call in Ronin give player opportunities to create many setups.

Weak sides of Ronin

- no teleport;
- 40%+ combos require good timing and 2 bars (in most cases).

Unique basic attacks and frame data:

1) b1:
Start-up: 11
Active: 2
Recover: 18
Block adv.: -2
Hit adv.: 19
Cancel: 21

2) 2:
Start-up: 12
Active: 3
Recover: 29
Block adv.: -9
Hit adv.: 1
Cancel: 19

3) b2:
Start-up: 12
Active: 4
Recover: 31
Block adv.: -12
Hit adv.: 2
Cancel: 21

Unique basic combos and frame data:

1) b11:
Start-up: 7
Active: 3
Recover: 25
Block adv.: 0
Hit adv.: 17
Cancel: 17

2) b112:
Start-up: 14
Active: 2
Recover: 30
Block adv.: -5
Hit adv.: 36
Cancel: 0

3) 21:
Start-up: 18
Active: 2
Recover: 24
Block adv.: 2
Hit adv.: 12
Cancel: 25

4) 212:
Start-up: 18
Active: 2
Recover: 22
Block adv.: -6
Hit adv.: 26
Cancel: 0

5) b21:
Start-up: 14
Active: 2
Recover: 28
Block adv.: -12
Hit adv.: 9
Cancel: 19

6) b21(2+4):
Start-up: 14
Active: 2
Recover: 45
Block adv.: -10
Hit adv.: 29
Cancel: 24

Unique special moves and frame data:

1) Blade Drop (db1):
Start-up: 1
Active: 0
Recover: 25
Block adv.: - 25
Hit adv.: -25
Cancel: 24

2) Blade Call (db1 after Blade Drop):
Start-up: 7
Active: 24
Recover: 16
Block adv.: -5
Hit adv.: 35
Cancel: 0

3) Blade Summon (db1+R2 after Blade Drop):
Start-up: 7
Active: 24
Recover: 16
Block adv.: -5
Hit adv.: 48
Cancel: 0

4) Quick Call (df1 after Blade Drop):
Start-up: 7
Active: 24
Recover: 16
Block adv.: -5
Hit adv.: 35
Cancel: 0

5) Piercing Spark (df3):
Start-up: 18
Active: 101
Recover: -70
Block adv.: -3
Hit adv.: 9
Cancel: 0

6) Piercing Beam (df3+R2):
Start-up: 18
Active: 26
Recover: 5
Block adv.: 6
Hit adv.: 26
Cancel: 0

7) Shirai Ryu Reflect (db3):
Start-up: 10
Active: 29
Recover: 18
Block adv.: -56
Hit adv.: -56
Cancel: 0

8) Shirai Ryu Absorb (db3+R2):
Start-up: 10
Active: 29
Recover: 18
Block adv.: -56
Hit adv.: -50
Cancel: 0

9) Shirai Ryu Kan (df1):
Start-up: 11
Active: 12
Recover: 36
Block adv.: -10
Hit adv.: 43
Cancel: 0

10) Double Shirai Ryu Kan (df1+R2)
Start-up: 11
Active: 35
Recover: 37
Block adv.: -15
Hit adv.: 40
Cancel: 0


Explanation of frame data on example
Let's take basic combo b11:
Frame data says that b11 has start-up 7 frames. But it means that the second hit ("1") has start-up 7 frames. The first hit ("b1") has start-up 11 frames. So, if you want to start b11 basic combo, you'll need 11 frames.
The same thing with recover, block adv.etc.


Safe basic combos cancels on block into Blade Drop and Piercing Spark


Both special moves can be safely used after following basic attacks:

1) b11;
2) b21(2+4);
3) f12(2+4);
4) 21;
5) f21;
6) 33;
7) b3.

Blade Drop and Quick Call usage

1) Setups that you can do on every character:


2) Setups and punishes which depend on opponents's character:


Combos (analysis of moves)

1) Common combo starters:
- b21(2+4). Start up: 12. Type: overhead;
- b112. Start up: 11. Type: mid;
- f21. Start up: 12. Type: mid;
- 33. Start up: 12. Type: mid;
- b3. Start up: 21 frames. Type: low.

2) The best basic attack to punish opponent is b11, because it has decent range, 11 frames start up and it's mid.
Bit worse are b21(2+4) and f12(2+4) (decent range too, but start up is 12 for 1st and 10 for 2nd)
But if you blocked special move or attack with long recovery, the best starter is 44, because every combo with 44 starter has big damage.

3) The best combo ender is 21.
At first, it has decent range, at second and most important, this attack restands your opponent. It means that if you end combo with 21, your opponent can't do wake up attack or backdash. Plus, after ypu do 21, you have time to think what to do next. You have 4 options:

А: combo -> combo ends with 21 -> run cancel into b21(2+4)
B: combo -> combo ends with 21 -> run cancel into b3

So, 21 let you to do mixups.

C: combo -> combo ends with 21 -> run cancel into throw
D: combo -> combo ends with 21 -> run cancel into pressure

Video is an example of options C and D;


And here's final option.
E: combo -> combo ends with 21 -> bf4 (or bf4+R2 to start new combo)
bf4 is overhead attack which is safe on block and gives hard knockdown on hit.


Combos (videos + inputs)

Here are some old and new combo videos (but all of them works after latest patch & hotfix). Of course you can start them with another starters and they'll be still working, just another damage.
(Inputs will be added a bit later)

1) Midscreen:



2) Corner:


3) Maximum damage:

45-50%:


61%:


61-76%:


I'll add new info as soon as I find smth new.
 
Last edited:

Zoidberg747

My blades will find your heart
Good guide but there are two things you should correct:

"Only 1 special move which is armored"- EX Shirai Kan is armored and has fast startup. Its actually one of the better points about the variation as it gives him a fast armored wakeup, Anti-Air, and armored reversal.

"Its pretty hard to play against zoning characters"- He has a reflect and his EX spark absorbs all other projectiles. I think he handles zoners fine.

I really like the rest of it though. Good job.
 

Percimon

Sky above, Voice within
Good guide but there are two things you should correct:

"Only 1 special move which is armored"- EX Shirai Kan is armored and has fast startup. Its actually one of the better points about the variation as it gives him a fast armored wakeup, Anti-Air, and armored reversal.

"Its pretty hard to play against zoning characters"- He has a reflect and his EX spark absorbs all other projectiles. I think he handles zoners fine.

I really like the rest of it though. Good job.
ok, I agree with first.

About second: Reflect will not help against Kenshi or low laser shot of Predator =(
And yes, ex-verison absorbs projectiles, but what will you do when you will run out of ex-bar?

Anw, thanks for critics, etc!
 

Zoidberg747

My blades will find your heart
ok, I agree with first.

About second: Reflect will not help against Kenshi or low laser shot of Predator =(
And yes, ex-verison absorbs projectiles, but what will you do when you will run out of ex-bar?

Anw, thanks for critics, etc!
Walk in like other characters do. You can also sneak in a far blade drop and kall it to interrupt their zoning.

Also as far as kenshi goes all it takes is one whiffed teleflurry and you can run f12 for a full combo.
 

AssassiN

Noob
ok, I agree with first.

About second: Reflect will not help against Kenshi or low laser shot of Predator =(
And yes, ex-verison absorbs projectiles, but what will you do when you will run out of ex-bar?

Anw, thanks for critics, etc!
Good stuff man.
Also EX Blade Recall is armored. You'll rarely get the opportunity to use it, but it can be so good.
 

The Celebrity

Professional Googler
When I read B1 had 7 startup frames, I had a mini heart attack. Could you imagine? Ronin would be top 3 for sure.

As x-azeez said, its 11 frames

Great guide though. We need to compile some solid frame data for Cancels into Blade Drop and Cancels into Quick Blade Call. Its probably his most deadly tool.
 

x-azeez

Bullet with your name on it
When I read B1 had 7 startup frames, I had a mini heart attack. Could you imagine? Ronin would be top 3 for sure.

As x-azeez said, its 11 frames

Great guide though. We need to compile some solid frame data for Cancels into Blade Drop and Cancels into Quick Blade Call. Its probably his most deadly tool.

Frame Data for Blade drop & Blade call Cancels would be VERY Helpful
 

Percimon

Sky above, Voice within
"Unique basic attacks" and " --- combos", "Explanation of frame data on example" were added to the main post. And I corrected other little mistakes in guide.

Gonna add more info soon.
 
Last edited:
Ive been playing Takeda and only Takeda since Launch

Started with Lasher then Shirya Ryu

I tried Ronin for like 2 sec before I was like nope

But I just came to this forum and yall convinced me

Imma give Ronin another shot
 

Percimon

Sky above, Voice within
In part "Combos (analysis of moves)" option E was added! (found out this option while playing with other players, it was really effective)
 

SnowboardRX

^ You have no idea who this guy is ^
Maximum damage combos were added to the guide!

Here's video:

Every single one of those combos is impractical and very situational. First few you need to uppercut off the wall and last ones you obviously need to reflect Tremors' rocks to execute the damage from those combos.

None the less, good job though. Great damage outputs.