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General/Other - Takeda Takeda General Discussion Thread

aieches

#freeHomelee2016
Have y'all noticed that if you do the EX kunai and hold 1 then press 2 while still holding it you will do an interactable if you're over one but if you hold 1 normally and then press 2 you will not?
turn off all 3 of your options in the controller options.. this should fix it .
 

craftycheese

I tried to throw a yo-yo away. It was impossible.
turn off all 3 of your options in the controller options.. this should fix it .
I thought I had them all off, I'll check when I get home.

I hope that fixes it if that's the problem. I really wanna do some ex kunai stuff without worry about accidentally using the interactables.
 

ryublaze

Noob
I thought I had them all off, I'll check when I get home.

I hope that fixes it if that's the problem. I really wanna do some ex kunai stuff without worry about accidentally using the interactables.
It happens randomly if you have input shortcuts on. If u turn them off u lose option selecting with b3d3 and easier inputs. It sucks :( so go with whichever one u prefer.
 

craftycheese

I tried to throw a yo-yo away. It was impossible.
It happens randomly if you have input shortcuts on. If u turn them off u lose option selecting with b3d3 and easier inputs. It sucks :( so go with whichever one u prefer.
Going with it off, I like the setups. I just don't like the harder inputs now. Feels like I gotta relearn to play almost.

EDIT: I think I'm used to it now. Wasn't that bad of a transition.
 
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StealthyMuffin

Earth's Mightiest Knucklehead
Takeda has a very minor unlisted move.
BF4FB goes further than BF4B, but shorter than BF4.
Tornado Strike remains an enigma...

EDIT: Reptile has a similar move. His has no preset distances. Maybe it's the same for Takeda. I dunno. Who even cares? I know I don't. Whatever, I guess.
 
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craftycheese

I tried to throw a yo-yo away. It was impossible.
Does this mean you can do BF4BF and it will go a bit further than BF4 but not as far as BF4F?
 

StealthyMuffin

Earth's Mightiest Knucklehead
Does this mean you can do BF4BF and it will go a bit further than BF4 but not as far as BF4F?
There are three distances of the move. Each distance can be adjusted slightly. So, yes. There is a Close Far Whirlwind Strike. I think?

EDIT: Nevermind, I think. I dunno.
 

aieches

#freeHomelee2016
Takeda has a very minor unlisted move.
BF4FB goes further than BF4B, but shorter than BF4.
Tornado Strike remains an enigma...
So funny story.. I play takeda on very hard cause I wanna know what bullshit the cpu can pull out of its ass with him... So one day around like the second month, this cpu bastard pulled a combo that even I was impressed with... I been working on optimizing it but there's really zero point of using it but Damn does it look good.

It basically starts with f122+4 xx ex tornado far..once done right this should make the bounce switch sides from there you can go ham on style..

Sontimes in the corner the side switch doesn't happen so you have to adjust the follow up or the range of the tornado.

Damage is not worth it though .as there's way more efficient bnbs. Sometimes I use it just when I wanna show out.

You know..takeda is always showin dat ass in stylish combos Lmao
 
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craftycheese

I tried to throw a yo-yo away. It was impossible.
So I'm curious. So I've been throwing out 212 when I'm at full screen or the in-between full to mid screen range. It's been catching people off guard and they get hit by the low at the end, I guess because they think I'm just throwing out random punches. You really don't get much out of it except a knockdown and a little more advantage than if you did b21,2+4 or f12,2+4 from that range. Kinda gimmicky but I'm just curious if anyone else ha done this.

Also just notice this. Not that I'd ever use the string, but I'm seeing other long range moves and for the b1,1,2 string, you can only do the 2 if the 1 hits. I'm I just late to figuring that out?
 
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LucaTheRipper

RULES OF NATURE!
So I'm curious. So I've been throwing out 212 when I'm at full screen or the in-between full to mid screen range. It's been catching people off guard and they get hit by the low at the end, I guess because they think I'm just throwing out random punches. You really don't get much out of it except a knockdown and a little more advantage than if you did b21,2+4 or f12,2+4 from that range. Kinda gimmicky but I'm just curious if anyone else ha done this.

Also just notice this. Not that I'd ever use the string, but I'm seeing other long range moves and for the b1,1,2 string, you can only do the 2 if the 1 hits. I'm I just late to figuring that out?
212 blows, f12+4 is a better option for what you mentioned i think, b112 is a good option for this: When you're doing b21 pressure, the opponent will probably jump and sometimes they pass through the whips, b112 catches then in the air.
 

craftycheese

I tried to throw a yo-yo away. It was impossible.
212 blows, f12+4 is a better option for what you mentioned i think, b112 is a good option for this: When you're doing b21 pressure, the opponent will probably jump and sometimes they pass through the whips, b112 catches then in the air.
Like I said, it's kinda gimmicky and will prolly only catch people once or twice. Was just curious.
P.S. I feel like Tom Brady talking about Sub Zero gimmicks when I same gimmicky.
I do like the b1 thing you said though. Gonna try and apply it.
 
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aieches

#freeHomelee2016
So I'm curious. So I've been throwing out 212 when I'm at full screen or the in-between full to mid screen range. It's been catching people off guard and they get hit by the low at the end, I guess because they think I'm just throwing out random punches. You really don't get much out of it except a knockdown and a little more advantage than if you did b21,2+4 or f12,2+4 from that range. Kinda gimmicky but I'm just curious if anyone else ha done this.

Also just notice this. Not that I'd ever use the string, but I'm seeing other long range moves and for the b1,1,2 string, you can only do the 2 if the 1 hits. I'm I just late to figuring that out?

ive been actually making it my mission to try to find uses for every string he has.. i mean .. really... i dont think we will be getting any Kenshi or Kitana treatment so im going to need everything i have to be useful.

212 - (non Ronin)
i use this after ive condition my opponents to block high or im baiting them to break and come off that meter. one thing i have learned from @Tom Brady is that sometimes optimal to try to force breaks so other players dont have meter to fall back on. Esp charaters like us ( takeda) who need meter to contiue combos for big damage. also - yes it sucks 80% of the time but in that last 20% of the times it can make or break a match be the un expecting low or keeping the spacing.

b1 > string.

this falls into the same boat as 212 before.. if i condition someone to expect b21 and then they adapt by jumping through the gaps, b11 has been helping me out to swat them out of the air and take them off guard. especially when i manage to convert for bigger damage,--only prob with this is that it also has hitbox issues... b11 is actually a really good way to scare Kotals from doing their godlike jip. to be honest they actually get through the holes a few times but normally they get rather discouraged and stop jip as much..

so i use these but i just try to find the best way to use a sucky move. basically boils down to intimidation and GTFO of my face moves
 

aieches

#freeHomelee2016
We're getting buffed! I just wanted to let you all know that it's been an amazing experience, but...
THE STRUGGLE IS OVER

well so far all i seen was a hint about the pulse blades.. with screams Ronin... i wonder what they have in store for SR and Lasher

but still YESSSS .. hopefully its the fixes Ronin needed
 
Am I the only one that sees a problem with Takeda's neutral jump punch? As a reversal or anti air, emt he whip sometimes literally goes right thru the opponent but I get hit and full comboed even tho I made the correct read. It gets pretty frustrating not having a reliable anti air outside of lasher.
 

StealthyMuffin

Earth's Mightiest Knucklehead
Am I the only one that sees a problem with Takeda's neutral jump punch? As a reversal or anti air, emt he whip sometimes literally goes right thru the opponent but I get hit and full comboed even tho I made the correct read. It gets pretty frustrating not having a reliable anti air outside of lasher.
Works fine for me. :DOGE
I really hope they adjust it somehow in the new patch.
 

craftycheese

I tried to throw a yo-yo away. It was impossible.
I think I missed them saying this in the stream, but is the new jip just exclusive to Lasher or in his other variation as well?

Edit: nevermind, the patch notes are up now and I got my answer.
 

Agoat

Always Be Cmashing
  • 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
 

SOLEdier

IHideBehindIceClones
Pretty excited for some new content for Takeda. I wish they changed BF2 for Lasher into an OH, but I suppose these changes will suffice.

I like the idea of the MB on BF2s though.