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Guide - Takeda The Ultimate Takeda Guide

ryublaze

Noob

The Ultimate Takeda Guide


Table of Contents

  1. Introduction
  2. General
→ 2.1 Description
→ 2.2 Movelist
→ 2.3 Strategy
3. Shirai Ryu
→ 3.1 Description
→ 3.2 Movelist
→ 3.3 Strategy
→ 3.4 Combos
4. Ronin
→ 4.1 Description
→ 4.2 Movelist
→ 4.3 Strategy
→ 4.4 Combos
5. Lasher
→ 5.1 Description
→ 5.2 Movelist
→ 5.3 Strategy
→ 5.4 Combos
6. Miscellaneous
→ 6.1 Gaps
→ 6.2 Match-ups
→ 6.3 Playing Against Takeda
→ 6.4 Incorrect Frame Data
→ 6.5 Additional Information
→ 6.6 Credits

1. Introduction

Hey guys, I've decided to write a guide for Takeda and I hope it helps people learn the character. If there's anything wrong with the guide, please let me know and I'll fix it. I also want to thank the Takeda community for being awesome and breaking down the character.

2. General

2.1 Description
In my opinion, Takeda is a very solid character who excels at footsies and can compete with a variety of tools. He has some of the longest reaching normals in the game, and his moveset can really put your opponent's blocking and reactions to the test. If your opponent lacks the experience or match-up knowledge, they're going to have a hard time against Takeda.

2.2 Movelist
Punishers
112 [Start-up: 9 | Hit: 19 | Block: -6]
f12 [Start-up: 12 | Hit: 3 | Block: -5]
f21 [Start-up: 12 | Hit: 0 | Block: -3]
---
112 is a fast punisher with short range. f12 is an advancing punisher for good meterless damage, and f21 is an advancing punisher that requires meter to combo off of.

Mix-ups
b21 [Start-up: 24 | Hit: 2 | Block: -21]
b3 [Start-up: 21 | Hit: -1 | Block: -12]
---
b21 is an overhead that reaches 3/4 of the screen. In Ronin, it becomes a 12 frame overhead with short range followed by a quick low. b3 is an advancing low.

Footsies
b21 [Start-up: 24 | Hit: 2 | Block: -21]
f12+4 [Start-up: 12 | Hit: 1 | Block: -20]
f3 [Start-up: 11 | Hit: 18 | Block: -1]
---
b21 is great at long range (except in Ronin). Whiffing the first hit of f12+4 and letting the rest of the string come out is useful midscreen as its large hitbox can hit your opponent out of the air or behind you. f3 is a quick advancing normal useful outside of jump range that ends with a hard knockdown.

Pokes
d1 [Start-up: 8 | Hit: 16 | Block: -4]
d3 [Start-up: 12 | Hit: 17 | Block: 1]
d4 [Start-up: 16 | Hit: 27 | Block: 2]
---
d1 is a quick poke useful for counterpoking. d3 and d4 are good pokes used in the neutral game. On hit, d3 gives a free b2/b3 mix-up in Ronin. d4 on hit gives a free b2/b3 mix-up in Shirai Ryu and Lasher.

Anti-airs
d2 [Start-up: 8 | Hit: 25 | Block: -11]
d1 [Start-up: 8 | Hit: 16 | Block: -4]
1 [Start-up: 9 | Hit: 23 | Block: 1]
2 [Start-up: 14 | Hit: 3 | Block: -18]
---
d2 is the most reliable anti-air as it's very quick and has a good hitbox. d1 and 1 can be used to anti-air cross-up jump punches, but have short range. 2 can also be used as an anti-air because of its good vertical hitbox but it's also a bit slow to be used consistently.

Other
j3 [Start-up: 7 | Hit: 50 | Block: -3]
---
Takeda's j3 has a good horizontal hitbox and is useful when jumping in or to keep opponents out while running away.

njp [Start-up: 15 | Hit: 50 | Block: -8]
---
Takeda's njp has a great vertical hitbox that can be used to punish runs or pokes. It leaves you at disadvantage on the way up and advantage on the way down.

Throw [Start-up: 10 | Hit: 32 | Block: N/A]
---
Takeda's throw sends the opponent midscreen in perfect range for f12+4 or b2. It also gives enough advantage to run up for oki.

Kunai [Start-up: 31 | Hit: 24 | Block: 2]
Kunai (Close) [Start-up: 27 | Hit: 20 | Block: -2]
Kunai (Far) [Start-up: ? | Hit: 28 | Block: 6]
EX Kunai [Start-up: 33 | Hit: 62 | Block: 32]
---
Kunai is a low projectile that can be thrown close, mid or far. It's used to make all of Takeda's strings safe while also acting as a decent zoning tool. Any string besides f12+4 and f122+4 cancelled into Kunai can be armored out of. EX Kunai brings out all three kunais that can be delayed by holding 1. Ronin does not have this move.

Tornado Strike [Start-up: 37 | Hit: 31 | Block: -6]
EX Tornado Strike [Start-up: 37 | Hit: 55 | Block: -16]
---
This move is an extremely slow overhead that can be used close, mid, far and in the air. EX Tornado Strike has armor and launches. Tornado Strike is a good option to throw out while jumping in the air because it is safe and and can be very hard to punish on whiff. It can also be used to beat out anti-air attempts or whiff punish projectiles at fullscreen.

Fist Flurry [Start-up: 23 | Hit: 28 | Block: -26]
MB Fist Flurry [Start-up: 23 | Hit: 53 | Block: N/A]
EX Fist Flurry [Start-up: 23 | Hit: 53 | Block: -26]
---
This move is used at the end of combos for a hard knockdown. EX Fist Flurry is an armored launcher that is great for blowing through gaps. Lasher does not have this move.

Note: In combos, make sure to use MB Fist Flurry instead of EX Fist Flurry because it builds more meter.
Note: EX Fist Flurry has 19 frames of armor.


X-Ray [Start-up: 21 | Hit: 0 | Block: -15]
---
Takeda's X-Ray is an overhead with super armor that can only be used in the air or cancelled off of f4.

2.3 Strategy
Starting Round Options
There are a variety of ways to start the match. These include njp, d3, f3, jump back, etc. There is no one way to start the match as each option will beat one of your opponent's options and vise versa.

Wake-ups
Takeda's primary wake-up attack is EX Fist Flurry. It leads to big damage if it connects, however it's very slow and can be stuffed by quick multi-hitting moves.

Footsies
Takeda's best range is at midscreen where your longest reaching normals, b2 and f12+4, will be able to hit your opponent. Throwing these moves out too close can be risky because of their slow startup. At fullscreen they can be whiff punished by teleports or runs for a full combo.


b2
Throwing out b2 by itself can be difficult to whiff punish, especially if your opponent looking to whiff punish b21. It's a good idea to buffer a special move after b2 just in case the move connects. If you buffer a special move that involves a 1 input, such as Kunai (db1), then b21 will come out on whiff so you have to use a special that involves any of the other three buttons.

In Shirai Ryu, b2 Teleport is a good option because you can hit confirm it into a standing reset. In Lasher, you can do b2 Whip Assault or b2 Whip Trip, both of which are fairly safe at a distance.

b21
This string is very strong when used in footsies due to its long range. Be sure to hit confirm it into a special such as EX Kunai. If it's blocked, cancel into Kunai or another special to be safe.

b212+4
If your opponent is looking to whiff punish b21 with run, you can see if the first two hits whiff and press 2+4, which will catch their run.

d3
Unlike most d3s in the game, Takeda's d3 is actually advantage on block. You have many options off of a blocked d3, such as f12, njp, jump-in punch, and walk back to whiff punish pokes. Takeda's d3 is also really good to throw out in the neutral because of its fast recovery.

f1 Feint
Because you have to whiff the first hit of f12+4 in footsies, this allows you to throw out f1 by itself to fake out your opponent. f1 doesn't have the best recovery so be careful when throwing it out. Alternatively, whiffing 1 and d1 can work as well.

f12+4
This string is mainly used in the neutral game by whiffing the first hit and letting the rest of the string come out. The last 2 hits of this string can be hit confirmed into a full combo.

f122+4
This is Takeda's main pressure string because it's a forward-advancing string, can be hit confirmed, builds meter and does good chip.

Note: Make sure to always hit confirm this string because the last two hits are extremely punishable on whiff.

f12 Stagger
f12 can be used to stagger because of the slight pause in between f12 and 2+4, and f12 by itself is only -5 on block. Your options afterwards will depend on how your opponent reacts. Throw, njp, cross-over, d1, f12, etc. are all viable options.

Your opponent can mash out a string after f12 to interrupt your next move with a full combo, but this can be beat by finishing the entire f122+4 string. Your opponent can also armor option select out of this, in which case you can block and punish.

Cancelling f12 into Kunai (Close), EX Kunai or another special move can also catch your opponent trying to react because of the slight pause after f12.

Mix-ups
Since Takeda's overhead and low are so slow, throwing them out often can be risky. If they are respecting b2, you can run up and do b3. While b2 is 24 frames, the mix-up for the most part is unreactable because of how similar the b2 and b3 animations are.

Another option to throw your opponent off guard is to do a slight run before doing b2 because the animation of the run will look similar to Takeda's b3.

b3d3
When cancelling b3 into a special, your opponent can armor in between to punish you. However, b3d3 has no gap in between so it will catch people trying to armor out unless their armor inputs end with Down because the second hit is a low. This string is also good because it ends with a hard knockdown and is safe on block.

Okizeme
On knockdown you can check your opponent with a d3 or throw out f12+4 which will stuff the armor on slow wake-up attacks. f12+4 and f122+4 can also beat backdashes, but if your opponent does a delayed wake-up they can get up and poke out or armor.

If you think your opponent will stay blocking, you can then go for a 50/50 mix-up. Make sure to run before doing b2 and b3 because there is a timing where b3 will stuff wake-up attacks and also catch backdashes.

If your opponent does a delayed wake-up, you can either delay your 50/50 as they get up or throw out EX Kunai for a near unblockable setup.

D3 Fuzzy Guarding
Takeda's d3 has very good recovery as it only leaves him in recovery for 10 frames. After a hard knockdown if you time a d3 so that the very last frame of it connects, you will be able recover in time to block any 12 frame or slower wake-up attack. If they get up normally they have to block the d3, and if they do a delayed wake-up the d3 will whiff and you are able to go into pressure.

Characters with 12 Frame or Slower Armor Moves
Cassie Cage (Hollywood) Note: EX Flip Kick whiffs at max range.
D'Vorah (Swarm Queen)
Ermac (Master of Souls)
Erron Black (Outlaw) Note: Can mix up EX Sand Slide with EX Sand Trap.
Ferra/Torr (Vicious, Ruthless) Note: On wake-up, delayed d3 is grab immune. Can mix up EX Tuck 'n' Charge with EX command grab.
Goro (Tigrar Fury) Note: EX Shokan Grab trades with EX Kunai in Takeda's favor. On wake-up, delayed d3 is grab immune but can mix up EX Shokan Grab with EX Punch Walk.
Jacqui Briggs (Full Auto)
Kenshi (Balanced, Kenjutsu)
Kotal Kahn (War God) Note: On wake-up, can mix up EX Overhead Sword Strike with EX Sword Sweep.
Liu Kang (Flame Fist, Dragon's Fire)
Mileena (Ravenous)
Predator (Hish-Qu-Ten)
Quan Chi (Summoner)
Raiden (Thunder God) Note: On wake-up, can mix up EX Vicinity Blast with other armor moves.
Shinnok (Bone Shaper)
Takeda (Shirai Ryu, Lasher)
Tanya (Kobu Jutsu) Note: Pushback makes EX Low Spin Kick hit later.
Tremor (Aftershock, Crystalline)

* THIS IS STILL A WORK IN PROGRESS AND WILL BE UPDATED WITH EACH VARIATION.


Essentially, what this means is that any character with a 12 frame or slower wake-up attack cannot wake-up against Takeda. The only way to escape this is to get up and block the d3, short delayed wake-up or backdash.

Once your opponent starts blocking the d3, then you can mix in throws or do b21 since they will be blocking low. If they start backdashing then you can either do b21, f12+4 or EX Kunai to punish the backdash.

For wake-up attacks that are faster than 12 frames, you can whiff an early d3 to bait your opponent into doing a wake-up attack.

Note: An easy way to time the d3 is to dash forward once after a hard knockdown and input d3.

Armor Option Select
After a hard knockdown, you can cancel both your overhead and low into EX Fist Flurry or another armored special to absorb your opponent's wake-up attack. This only works against certain wake-up attacks, usually slow single-hitting wake-ups.

b3d3 Option Select
If you have Input Shortcuts turned ON, you can option select b3 to where it will cancel into a special on hit/block or the entire b3d3 string will come out on whiff. For Kunai (Close), input it as b3 db1 d3 then pause slightly and press back to get a close Kunai. This is useful because the second hit of b3d3 will catch backdashes as well as delayed wake-up on knockdown.

Cross-up Option Select
When crossing the opponent up with a jump 4, there is a way to make an air special only come out on hit and if the jump 4 is blocked, you will stay at advantage. Jump 4 is also difficult to anti-air which makes this option select even more useful.

To do this, after a jump 4 input the air special in the opposite direction as if you did not cross the opponent up. For example, for Air Spear you would input it as df1 instead of db1.


Whiff Cancelling
When whiffing a jump attack you are able to cancel it into an air special before landing. The best special move to use with this is Tornado Strike because it is safe on block and difficult to punish on whiff. This can catch opponents trying to punish a whiffed jump attack. This is especially useful in Lasher because of its long jump attacks.

Kunai
Kunais are used to make all of Takeda's blockstrings safe. They can be blocked on reaction which is why it's important to throw in stagger strings and cancel into other specials to make it difficult for your opponent to react.

Throwing out kunais in the neutral game can be risky because If timed right, your opponent can run past a kunai or jump over and punish you. Sometimes you will have to predict where your opponent will be and change the trajectory of your kunai.

Kunai Vortex
Takeda has a "mini vortex" with b21 Kunai (Close) and b3 Kunai (Close). On hit, the kunai gives enough advantage to follow up with b2 or b3. The follow-up can be armored out of, though the gap is extremely small. This is mainly used when you do not have meter for EX Kunai or if you want to keep the opponent on the same side.

Mid Kunai
Instead of ending f122+4 with Kunai (Close), you also have the option to end with mid Kunai. This will leave you at +2 rather than -2 on block. You can then follow up with f3 or d3 at midscreen. In the corner, you can follow up with either f12+4 or f122+4.

To follow up with a f1 at midscreen, you have to do f12+4 Kunai or cancel the 3rd hit of f122+4 into Kunai. This will allow you to sustain pressure at midscreen instead of ending with f3.

Your follow ups can be stuffed by pokes, so to beat this you will have to use d1. Because of the pushback your d1 will normally whiff, but it'll stuff any forward advancing move or poke.


The only problem to using mid Kunai is that it can be armored out of. It also whiffs randomly on some characters due to varying hitboxes.

Note: This does not work on characters who have low-profiling moves, such as Johnny Cage's d4, that can beat out both your d1 and f3 or f12+4 follow-up.

Mid Kunai Fuzzy Guarding
When ending f12+4 or f122+4 with a mid Kunai, you are able to block any armor move that is 20 frames or slower. This is especially useful against characters with slow armor moves because you can always be at +2 after a blockstring.

Characters with 20 Frame or Slower Armor Moves
D'Vorah
Predator
Quan Chi (Summoner, Sorcerer)
Takeda (Shirai Ryu)
Tremor (Crystalline)

Mid Kunai Corner Fuzzy Guarding
In the corner, after a throw you are at enough advantage to throw a mid Kunai and still be able to block 12 frame or slower wake-up attacks. If the kunai is blocked, you are at +2 and can continue pressure. After the throw, make sure to walk forward a bit before throwing the kunai so that once it's blocked, you can follow up with a f1.

This is useful to guarantee chip damage to close out a round. It can however be difficult to time so that you can still block 12 frame wake-up attacks.

Kunai Counter-poking
Using Kunai (Close) after low pokes such as d1 will trade with your opponent's pokes and give enough advantage for a free f12. The kunai can be jumped out of which most characters will be able to punish you for so it's also pretty risky.

Note: d1 Kunai (Close) can be stuffed by 6 and 7 frame pokes before the kunai comes out if your opponent is on point. However, d3 Kunai (Close) cannot be stuffed and the kunai will always come out.

EX Kunai
EX Kunai is an extremely good special move. It is useful after f12+4 and f122+4 because they cannot be jumped out of. On block it gives enough advantage for a free f1 so you will be able to continue pressure. If your opponent continues to block after EX Kunai, you can then apply your 50/50 with b2 or b3.

EX Kunai can also break armor on most armored moves, which means a lot of times you can throw out EX Kunai and run up for free pressure.

Characters with Stuffable Armor using EX Kunai
f12+4:
Ermac (Master of Souls)
Kenshi (Balanced)
Quan Chi (Summoner) Note: follow up with f1 to stuff armor.
Tremor (Aftershock, Crystalline)

f122+4:
Ermac (Master of Souls)
Ferra/Torr (Vicious, Ruthless) Note: In Ruthless, EX Deep Stab trades with EX Kunai in Takeda's favor.
Kenshi (Balanced)
Kung Lao (Tempest) Note: Do not run after f122+4.
Quan Chi (Summoner) Note: Follow up with f1 to stuff armor.
Tremor (Aftershock, Crystalline)

Stuffable Wake-ups:
D'Vorah (Swarm Queen)
Ermac (Master of Souls)
Erron Black (Outlaw)
Jacqui Briggs (Full Auto)
Jason (Relentless)
Jax (Heavy Weapons)
Kano (Cybernetic)
Kenshi (Kenjutsu, Balanced)
Kitana (Royal Storm)
Kotal Kahn (War God)
Kung Jin (Bojutsu)
Kung Lao (Tempest, Buzz Saw)
Liu Kang (Flame Fist, Dragon's Fire)
Mileena (Ravenous)
Predator (Hish-Que-Ten)
Quan Chi (Summoner)
Raiden (Thunder God)
Sonya Blade (Covert Ops)
Sub-Zero (Grandmaster)
Takeda
Tanya (Kobu Jutsu)
Tremor (Aftershock, Crystalline)

Unstuffable Wake-ups:
Cassie Cage (Hollywood)
Ferra/Torr (Vicious)
Goro (Tigrar Fury)
Johnny Cage (A-List)
Reptile (Deceptive)
Scorpion (Ninjutsu)
Shinnok (Bone Shaper)

* THIS IS STILL A WORK IN PROGRESS AND WILL BE UPDATED WITH EACH VARIATION.

Delayed EX Kunai
Normally after blocking EX Kunai, the block advantage varies depending on how many kunais are blocked. If only 1 kunai is blocked, a follow-up f1 can be armored out of. However, slightly delaying EX Kunai will actually guarantee a f1 follow-up.

Delaying EX Kunai long enough will also let you follow up with b3 which cannot be jumped out of and can only be interrupted by armor.

EX Kunai Unblockable
Timing b2 to hit as the kunais explode will create a near unblockable. It is possible to jump or armor out before the b2 on reaction, which is why it's important to mix up the timing for exploding the kunais.

The most effective way to use the unblockable is to do a jump punch or jump kick and time it as the kunais explode. The reason being is that jumping forward will avoid a lot of wake-up attacks and if your opponent tries to jump out, you can hit them with an air-to-air. The only way out is for your opponent to do an instant jump attack.

Once your opponent starts to jump out, you can then mix it up by slightly delaying the kunais then running up and exploding them. If the opponent tries to jump out, they will get launched by the kunais. To combo off of this, run up and do f12+4. If the opponent blocks, you will get free pressure.


Njp and Tornado Strike can also be used with EX Kunai for a near unblockable. Running up and throwing the opponent can be done for an untechable grab for 16% damage. These don't lead to much damage though so they shouldn't be used often.

EX Kunai Setups
EX Kunai is good to use after a hard knockdown if you expect a delayed wake-up. You can also throw it out after strings like b2, b21, f12+4 or f122+4 if you condition them to block regular Kunai.

Another way to set up EX Kunai is to end your combos early and cancel a normal or string into EX Kunai, which will give you enough time to beat certain wake-up attacks. This is usually tech-rollable though.

EX Kunai Guide (By st9rm):
http://www.testyourmight.com/threads/takeda-too-stronk-ex-kunai-setup-guide.54412/

EX Kunai Blockstrings
EX Kunai cannot be jumped out of after f12+4 and f122+4, and because EX Kunai is +32 on block you can run up and do another f12+4 or f122+4 to repeat the process. This can be armored out of but If your opponent doesn't have meter, the chip damage can be useful for closing out the round. To get out of this, your opponent must take the hit of the overhead in f12+4 or f122+4 and eat 5%.

Another variant of this is by delaying EX Kunai then doing a f3. Explode the kunais at the end of f3 to be at advantage and follow up with f122+4 or f12+4. This blockstring only has 1 gap in it, which is before the f3, and it can be harder to escape. You can also combo off of f3 with EX Kunai.


EX Kunai Fuzzy Guarding
It's true that f12+4 or f122+4 EX Kunai can be armored out of, but you will still be able to block any armor move that is 12 frames or slower. To fuzzy guard, slightly delay the EX Kunai and block immediately. If the opponent tries to armor, you can block it and punish. If the opponent stays blocking, you can react to the explosion of the kunais and run up and do f12+4 or f122+4 again.


So technically, f12+4 or f122+4 EX Kunai is a true blockstring on any character with an 12 frame or slower armor move.

Characters with 12 Frame or Slower Armor Moves
Cassie Cage (Hollywood) Note: EX Flip Kick whiffs at max range.
D'Vorah (Swarm Queen)
Ermac (Master of Souls)
Erron Black (Outlaw) Note: Can mix up EX Sand Slide with EX Sand Trap.
Ferra/Torr (Vicious, Ruthless) Note: On wake-up, delayed d3 is grab immune. Can mix up EX Tuck 'n' Charge with EX command grab.
Goro (Tigrar Fury) Note: EX Shokan Grab trades with EX Kunai in Takeda's favor. On wake-up, delayed d3 is grab immune but can mix up EX Shokan Grab with EX Punch Walk.
Jacqui Briggs (Full Auto)
Kenshi (Balanced, Kenjutsu)
Kotal Kahn (War God) Note: On wake-up, can mix up EX Overhead Sword Strike with EX Sword Sweep.
Liu Kang (Flame Fist, Dragon's Fire)
Mileena (Ravenous)
Predator (Hish-Qu-Ten)
Quan Chi (Summoner)
Raiden (Thunder God) Note: On wake-up, can mix up EX Vicinity Blast with other armor moves.
Shinnok (Bone Shaper)
Takeda (Shirai Ryu, Lasher)
Tanya (Kobu Jutsu) Note: Pushback makes EX Low Spin Kick hit later.
Tremor (Aftershock, Crystalline)

The same can be done with b21 and b3 when cancelled into EX Kunai. After b21 EX Kunai you can fuzzy guard 16 frame or slower armor moves. After b3 EX Kunai you can fuzzy guard 17 frame or slower armor moves.

Characters with 16 Frame or Slower Armor Moves
D'Vorah (Swarm Queen)
Ermac (Master of Souls)
Erron Black (Outlaw) Note: Can mix up EX Sand Trap with other armor moves.
Ferra/Torr (Vicious, Ruthless) Note: Can mix up EX Tuck 'n' Charge with EX command grab.
Kotal Kahn (War God) Note: Can mix up EX Overhead Sword Strike with EX Sword Sweep.
Mileena (Ravenous)
Predator (Hish-Qu-Ten)
Quan Chi (Summoner)
Takeda (Shirai Ryu, Lasher)
Tremor (Aftershock, Crystalline)

Characters with 17 Frame or Slower Armor Moves
D'Vorah (Swarm Queen)
Erron Black (Outlaw) Note: Can mix up EX Sand Trap with other armor moves.
Predator (Hish-Qu-Ten)
Quan Chi (Summoner)
Takeda (Shirai Ryu, Lasher)
Tremor (Aftershock, Crystalline)

* THIS IS STILL A WORK IN PROGRESS AND WILL BE UPDATED WITH EACH VARIATION.

EX Kunai Wake-up Fuzzy Guarding
In the corner, there is a way to fuzzy guard wake-up attacks and guarantee pressure. After a Fist Flurry knockdown, immediately throw out EX Kunai and delay it for a split second while blocking. If done right, you'll be able to block any wake-up attack and punish it. If the opponent did not do a wake-up attack, the EX Kunais will explode and the opponent must block allowing for a free f122+4.


EX Kunai Exploit
There is a way to use an EX special move involving 1 while delaying EX Kunai. These moves are EX Spear Ryu (bf1+Block), EX Air Spear (db1+Block) and EX Whip Strike (db1+Block). To do this, input db1+Block for EX Kunai, let go of 1 then press and hold 1 again. Now input any of the special moves above without the 1 and they should come out while you are still delaying EX Kunai.

There isn't really much use for this besides getting guaranteed chip damage. It also requires 2 bars of meter so it usually isn't worth it.

3. Shirai Ryu

3.1 Description
Shirai Ryu is the most versatile variation with a good amount of tools to use in almost every situation. It has the best mobility because of its teleport, which can be used along with Air Spear for counter-zoning.

3.2 Movelist
Quick Phase [Start-up: 29 | Hit: 31 | Block: -17]
EX Quick Phase [Start-up: 26 | Hit: 63 | Block: -17]
---
This is a teleport that can be used to punish slow projectiles on reaction. It can be delayed by holding 3 and cancelled by pressing Down, Down. EX Quick Phase launches for a full combo with the second hit being a low. EX Quick Phase only has armor when used as a wake-up attack.

Note: Takeda stays in front for 16 frames before appearing behind the opponent.

Air Teleport [Start-up: 20 | Hit: 9 | Block: -17]
EX Air Teleport [Start-up: 20 | Hit: 52 | Block: -15]
---
This is an air teleport that is useful for getting past zoning and appearing in your opponent's face immediately. The move will whiff on grounded opponents when done higher up. EX Air Teleport launches for a full combo with the second hit being an overhead.

Spear Ryu [Start-up: 15 | Hit: 19 | Block: -31]
EX Spear Ryu [Start-up: 15 | Hit: 58 | Block: -31]
---
The spear is a long-reaching special that is mainly used in combos. EX Spear is used to extend combos for more damage. It can be used to anti-air at midscreen.

Air Spear [Start-up: 10 | Hit: 2 | Block: -37]
EX Air Spear [Start-up: 10 | Hit: 40 | Block: -37]
---
This is an overhead air special used to whiff punish projectiles. EX Air Spear leads into a full combo.

3.3 Strategy
Wake-ups
In Shirai Ryu, Takeda gains EX Quick Phase as a wake-up attack. EX Quick Phase is slightly harder to stuff than EX Fist Flurry, however it does not net as much damage.

Air Spear
Air Spear is mainly used to punish projectiles. This is usually done by jumping on a read then reacting to the start-up animation of a projectile with Air Spear.

Teleport Cancel
Using Quick Phase and cancelling out of it can be effective when used in Takeda's pressure. Your options after a teleport cancel will depend on how your opponent reacts. Throw, njp, cross-over, d1, f12, etc. are all viable options. Mixing up teleport cancels with kunais and stagger strings can make it hard for your opponent to react. Be wary of your stamina meter because each teleport cancel costs 1 bar of stamina.

Teleport Cancel Frame Data:
Note: This assumes that these moves are done on block.
f12+4 (1st Hit) / f122+4 (1st Hit) -6
f12+4 (2nd Hit) / f122+4 (2nd Hit) -3
b2 -11
b21 -6
b3 -7


Delayed Quick Phase
By doing a delayed teleport at fullscreen, you are able to punish projectiles by reacting to the start-up of the projectile and letting go of teleport. You can also punish the opponent for jumping which makes it very hard for your opponent to move anywhere on the screen. This is a lot faster than doing the teleport by itself and it's easier to execute than doing an instant-air teleport.

Quick Phase Vortex
Similar to using kunais to restand the opponent, in Shirai Ryu you can use the teleport which gives a lot more advantage on hit. This is a true vortex that your opponent cannot armor out of. b21 and b3 can both be hit confirmed into Quick Phase.

To hit confirm b3, you have to delay the teleport slightly. If b3 gets blocked, you will be able to block confirm and cancel out of the teleport. This can also be done with b2.


If you think your opponent will press a button after guessing correctly, you can let go of the teleport instead of cancelling out of it to keep your opponent in the vortex. This is very risky however and should only be done sparingly.

Throw Tech Baiting
After landing a Quick Phase, you are at so much advantage that you can simply walk forward for a split second and continue with f122+4. Walking forward can trick the opponent into thinking that you are going to throw them. If they are trying to tech the throw they must let go of block which opens them up to being hit by f122+4.

b3 EX Quick Phase
If you are worrying about your opponent armoring through b3 EX Kunai, you can substitute EX Kunai for EX Quick Phase. You will be able to hit confirm into EX Quick Phase for a full combo. It does less damage and It's usually a waste of meter on block so it's not as good of an option.

Air Teleport
This move is great for getting in on your opponent, especially if they aren't expecting it. After the teleport you can go straight into pressure, njp or block depending on how your opponent reacts. It shouldn't be thrown out randomly because it can be punished usually by a d2 or other quick moves. It is also great for catching jumps.

Air Teleport Setup
Throwing EX Kunai and delaying it then doing an Air Teleport will catch opponents trying to jump out. If they don't jump, you can explode the kunais and get a free f122+4. Make sure to not do an instant-air teleport because the blockstun will create a gap between the kunais and f122+4. This is really useful at fullscreen if you need to get in on your opponent.

Wake-up Input Reversal
After a hard knockdown, doing an instant-air teleport as your opponent is trying to input a wake-up attack will reverse their inputs and prevent their wake-up attack from coming out. If done close enough to the ground, you'll remain at slight advantage after the teleport. Your opponent can still armor your follow-up or d2 if you try to jump.

This does not work against characters whose wake-up inputs cannot be reversed, such as Raiden's Electrocute (df2) and Vicinity Blast (db2).


EX Air Teleport
This move is useful for punishing people trying to punish a regular Air Teleport on whiff. It's extremely risky for only decent damage so it shouldn't be used often. The best time to use it is at the end of a round when the opponent is scouting a regular Air Teleport.

EX Air Teleport Setup
Throwing EX Kunai and delaying it then doing an instant-air EX Air Teleport is a very difficult setup to escape. The overhead from the EX Air Teleport will hit along with the EX Kunai making it almost unblockable and the teleport will catch them if they try to jump. This requires 2 bars of meter though and should only be used if you need to close out the match.

3.4 Combos
White - Meterless
Yellow - 1 Bar
Blue - 2 Bars
Red - 3 Bars

Note: In the corner, combos ending with b2 Fist Flurry can be replaced with b21 Fist Flurry for 1% more damage.

njp b2 Quick Phase [33 Fist Flurry 27%] [112 Spear Ryu 29%]
njp b2 Quick Phase 112 EX Spear Ryu [Air Spear 34%] [b2 Fist Flurry 36%] [run b21 Spear Ryu 37%]
njp b2 Quick Phase 112 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 40%] [(Far) Tornado Strike 40%]

(f1)2+4 Quick Phase [f12+4 (1st Hit) Fist Flurry 20%] [f12+4 Spear Ryu 23%]
(f1)2+4 Quick Phase f12+4 EX Spear Ryu [Air Spear 28%] [b2 Fist Flurry 30%] [run b21 Spear Ryu 31%]
(f1)2+4 Quick Phase f12+4 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 34%] [(Far) Tornado Strike 34%]
Note: These are for when you whiff the first hit of f12+4.

f122+4 (1st hit) Quick Phase njp [j3/j4 Air Spear 25%] [walk forward 33 Fist Flurry 26%] [run 44 Spear Ryu 28%]
f122+4 (1st hit) Quick Phase njp run 44 EX Spear Ryu [Air Spear 33%] [b2 Fist Flurry 35%] [run b21 Spear Ryu 36%]
f122+4 (1st hit) Quick Phase njp run 44 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 38%] [(Far) Tornado Strike 38%]

b21 EX Spear Ryu Quick Phase njp [j3/j4 Air Spear 35%] [run 112 Fist Flurry 37%] [run 112 Spear Ryu 37%]
b21 EX Spear Ryu Quick Phase njp j3/j4 EX Air Spear [Air Spear 39%] [33 Fist Flurry 42%] [112 Spear Ryu 43%]
b21 EX Spear Ryu Quick Phase njp j3/j4 EX Air Spear 33 MB Fist Flurry j3/j4 [Air Spear 45%] [(Far) Tornado Strike 45%]

Starters: b21, b3
[starter] EX Kunai Quick Phase njp [j3/j4 Air Spear 37%] [j3/j4 (Far) Tornado Strike 37%] [run 112 Spear Ryu 39%]
[starter] EX Kunai Quick Phase 44 EX Spear Ryu [Air Spear 43%] [b2 Fist Flurry 45%] [run b21 Spear Ryu 46%]
[starter] EX Kunai Quick Phase 44 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 49%] [(Far) Tornado Strike 49%]

Starters: 112, f21, b21, 44
[starter] MB Fist Flurry b21 Quick Phase [33 Fist Flurry 38%] [112 Spear Ryu 39%]
[starter] MB Fist Flurry b2 Quick Phase 112 EX Spear Ryu [Air Spear 44%] [b2 Fist Flurry 46%] [run b21 Spear Ryu 47%]
[starter] MB Fist Flurry b2 Quick Phase 112 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 50%] [(Far) Tornado Strike 50%]

EX Kunai (delayed) j3 Quick Phase [f3 30%] [f21 Fist Flurry 34%] [f21 Spear Ryu 35%]
EX Kunai (delayed) j3 Quick Phase f21 EX Spear Ryu [Air Spear 40%] [b2 Fist Flurry 42%] [run b21 Spear Ryu 43%]
EX Kunai (delayed) j3 Quick Phase f21 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 46%] [(Far) Tornado Strike 46%]
Note: Delay EX Kunai so it hits along with j3.

EX Kunai (delayed) b2 Quick Phase njp [j3/j4 Air Spear 36%] [j3/j4 (Far) Tornado Strike 36%] [run 112 Spear Ryu 38%]
EX Kunai (delayed) b2 Quick Phase 44 EX Spear Ryu [Air Spear 42%] [b2 Fist Flurry 44%] [run b21 Spear Ryu 46%]
EX Kunai (delayed) b2 Quick Phase 44 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 49%] [(Far) Tornado Strike 49%]
Note: Delay EX Kunai so it hits along with b2.

EX Quick Phase njp [j3/j4 Air Spear 24%] [run 112 Fist Flurry 26%] [44 Spear Ryu 28%]
EX Quick Phase njp 44 EX Spear Ryu [Air Spear 33%] [b2 Fist Flurry 34%] [run b21 Spear Ryu 35%]
EX Quick Phase njp 44 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 38%] [(Far) Tornado Strike 38%]

EX Air Teleport njp [j3/j4 Air Spear 25%] [run 44 Fist Flurry 28%] [run 44 Spear Ryu 29%]
EX Air Teleport njp run 44 EX Spear Ryu [Air Spear 34%] [b2 Fist Flurry 36%] [run b21 Spear Ryu 37%]
EX Air Teleport njp run 44 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 40%] [(Far) Tornado Strike 40%]

EX Air Spear njp b21 Quick Phase 3 [Fist Flurry 32%] [Spear Ryu 32%]
EX Air Spear njp b21 Quick Phase 3 EX Spear Ryu [Air Spear 36%] [b2 Fist Flurry 38%] [run b21 Spear Ryu 40%]
EX Air Spear njp b21 Quick Phase 3 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 41%] [(Far) Tornado Strike 41%]

EX Tornado Strike b2 Quick Phase [33 Fist Flurry 33%] [112 Spear Ryu 34%]
EX Tornado Strike b2 Quick Phase 112 EX Spear Ryu [Air Spear 40%] [b2 Fist Flurry 42%] [run b21 Spear Ryu 44%]
EX Tornado Strike b2 Quick Phase 112 EX Spear Ryu MB Fist Flurry j3/j4 [Air Spear 47%] [(Far) Tornado Strike 47%]

njp b21 Quick Phase j3 [Air Spear 26%] [Tornado Strike 26%]

b21 EX Spear Ryu b21 Quick Phase j3 [Air Spear 36%] [Tornado Strike 36%]

Starters: 112, f21, b21, 44
[starter] MB Fist Flurry b21 Quick Phase j3 [Air Spear 37%] [Tornado Strike 37%]

EX Tornado Strike b21 Quick Phase j3 [Air Spear 32%] [Tornado Strike 32%]

1 Quick Phase njp [j3/j4 Air Spear 25%] [walk forward 33 Fist Flurry 26%] [walk forward 112 Spear Ryu 27%]
1 Quick Phase njp walk forward 112 EX Spear Ryu [Air Spear 32%] [b2 Fist Flurry 34%] [run b21 Spear Ryu 35%]
1 Quick Phase njp walk forward 112 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 38%] [(Far) Tornado Strike 38%]

d1 Quick Phase [33 Fist Flurry 22%] [112 Spear Ryu 24%]
d1 Quick Phase 112 EX Spear Ryu [Air Spear 30%] [b2 Fist Flurry 33%] [run b21 Spear Ryu 34%]
d1 Quick Phase 112 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 38%] [(Far) Tornado Strike 38%]

j1 Quick Phase [33 Fist Flurry 23%] [112 Spear Ryu 25%]
j1 Quick Phase 112 EX Spear Ryu [Air Spear 30%] [b2 Fist Flurry 33%] [run b21 Spear Ryu 34%]
j1 Quick Phase 112 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 37%] [(Far) Tornado Strike 37%]

j1 b2 Quick Phase [33 Fist Flurry 26%] [112 Spear Ryu 28%]
j1 b2 Quick Phase 112 EX Spear Ryu [Air Spear 33%] [b2 Fist Flurry 35%] [run b21 Spear Ryu 37%]
j1 b2 Quick Phase 112 EX Spear Ryu b2 MB Fist Flurry j3/j4 [Air Spear 40%] [(Far) Tornado Strike 40%]

EX Spear Ryu [Air Spear 18%] [Spear Ryu 18%]
EX Spear Ryu EX Air Spear [Air Spear 26%] [Spear Ryu 26%]

EX Air Spear [Air Spear 19%] [Spear Ryu 19%]
EX Air Spear EX Spear Ryu [Air Spear 26%] [Spear Ryu 26%]

EX Kunai [Air Spear 22%] [Spear Ryu 22%]
EX Kunai EX Air Spear [Air Spear 29%] [Spear Ryu 29%]
EX Kunai EX Air Spear EX Spear Ryu [Air Spear 35%] [Spear Ryu 35%]

EX Kunai [Air Spear 22%] [Spear Ryu 22%]
EX Kunai EX Spear Ryu [Air Spear 29%] [Spear Ryu 29%]
EX Kunai EX Spear Ryu EX Air Spear [Air Spear 35%] [Spear Ryu 35%]

njp b21 Quick Phase run [1 Fist Flurry 24%] [112 Spear Ryu 28%]

f122+4 (1st Hit) Quick Phase run [112 Fist Flurry 24%] [d1 d1 d1 112 Spear Ryu 27%]


Starters: b21, b3
[starter] EX Kunai f122+4 (1st Hit) Quick Phase run [112 Fist Flurry 33%] [d1 d1 d1 112 Spear Ryu 35%]
[starter] EX Kunai 44 MB Fist Flurry njp j3/j4 [112 Fist Flurry 47%] [44 Spear Ryu 49%]
[starter] EX Kunai 44 MB Fist Flurry b2 Quick Phase 112 EX Spear Ryu b21 [Fist Flurry 56%] [Spear Ryu 57%]

Starters: 112, f21, b21, b3, 44, EX Tornado Strike
[starter] MB Fist Flurry njp j3/j4 [112 Fist Flurry 37%] [44 Spear Ryu 39%]

EX Tornado Strike njp j3/j4 [112 Fist Flurry 31%] [44 Spear Ryu 33%]

Credit: @YOMI Zyphox @CrimsonShadow @hayatei
Thank you to these guys for the unbreakable damage combos and BnBs.

4. Ronin

4.1 Description
Ronin is a more offensive variation that relies on pressure and frame traps while rushing the opponent down. It's the most technical variation because it requires a good understanding of how to use Blade Drop in pressure and has a bit more execution.

4.2 Movelist
b112 [Start-up: 13 | Hit: 36 | Block: -5]
---
This is mainly used for stagger string pressure and leads to decent meterless damage.

212 [Start-up: 14 | Hit: 27 | Block: -6]
---
The second hit of this string restands the opponent which is useful at the end of combos to prevent wake-up attacks. The last hit of this string ends with a hard knockdown. This string also gives advantage on block which can be good in the neutral game.

b212+4 [Start-up: 15 | Hit: 29 | Block: -10]
---
This is a quick overhead into low string that is great for starting pressure and mixing the opponent up. It can be difficult to block and can catch opponents off guard if they're not expecting it.

Blade Drop [Start-up: 1 | Hit: N/A | Block: N/A]
---
Takeda will drop his blade on the ground which can be placed close, mid or far. While it's on the ground Takeda loses all moves pertaining to his blade. These include: b112, 212, b212+4, Piercing Spark, Shirai Ryu Reflect and Shirai Ryu Kan. To recover the blade, you must use either Blade Kall or Quick Kall.

Blade Kall [Start-up: 7 | Hit: 33 | Block: -9]
EX Blade Kall [Start-up: 7 | Hit: 48 | Block: -9]
---
After using Blade Drop, this move will call the blade back. It is a low that hits twice allowing you to stuff armor and is only punishable by some characters. When used in pressure it can create frame traps that your opponent must respect. EX Blade Kall gives a bit of armor and launches for a full combo.

Note: Due to breathing hitboxes, Blade Kall will randomly get blocked once or twice. If it gets blocked once, the move is at least -14.

Quick Kall [Start-up: 7 | Hit: N/A | Block: N/A]
---
After using Blade Drop, this move will call the blade back without hitting your opponent. Certain strings cancelled into Quick Kall will give advantage, allowing you to continue pressure.

Piercing Spark [Start-up: 18 | Hit: 7 | Block: -5]
EX Piercing Spark [Start-up: 18 | Hit: 24 | Block: 4]
---
This is a projectile that hits high and is used to keep the opponent out. Since it is -5 on block, it can be used to end strings safely. EX Piercing Spark is a beam that hits mid and cannot be reflected or ducked. It also absorbs projectiles and lasts a bit longer making it difficult to jump over.

Shirai Ryu Reflect [Start-up: 10 | Hit: N/A | Block: N/A]
EX Shirai Ryu Reflect [ Start-up: 10 | Hit: N/A | Block: N/A]
---
This move is used to reflect projectiles. EX Shirai Ryu Reflect will regenerate 5% health instead of reflecting a projectile.

Shirai Ryu Kan [Start-up: 14 | Hit: 42 | Block: -11]
EX Shirai Ryu Kan [Start-up: 11 | Hit: 40 | Block: -15]
---
This is a "shoryuken" attack that is mainly used as a combo ender. EX Shirai Ryu Kan is faster, gives armor and hits twice. It is a great anti-air and wake-up attack and is very useful for getting out of pressure.

4.3 Strategy
b212+4
This is your main offensive string and punisher. You will want to run up and throw out b212+4 to start pressure. It is also hit confirmable, although it might be difficult to hit confirm the first two hits so you'll mostly be hit confirming all three hits.

b3
Although this is only a single hit, b3 can actually be hit confirmed into Blade Drop (Close) EX Blade Kall (Close) because it requires two inputs.

Mix-ups
Since b2 is 12 frames and b3 is 21 frames, this mix-up can be fuzzy guarded. To make it less fuzzy-able, you will have to delay the b2 so that it hits close to the same time that a b3 would hit.

d3
Takeda's d3 is very good in Ronin because it can be mixed up with b2. On hit, d3 is +17 and gives a free b2 or d3.

Blade Pressure
The way to pressure in Ronin is by utilizing Blade Drop and Quick Kall inside your strings to keep offense going. b212+4 Blade Drop is +1 on block. From there you can check your opponent with either a d1 or Blade Kall. Another option is to walk back and whiff punish pokes.

Since b212+4 Blade Drop (Close) Blade Kall is a true blockstring, Blade Kall will hit opponents trying to input an armor move.

This does not work against characters whose armor inputs end with Down, such as Cassie Cage's EX Nut Kracker (bd3), because Blade Kall is a low. However if delayed, Blade Kall will stuff the armor.

Once your opponent respects those options, you can now go for f12+4, f122+4, f21 or throw. You can do a mid Blade Drop instead of a close one so that these strings will push the opponent on top of the blade. This makes it so that your opponent has to respect Blade Kall at any moment in your string.

You can then cancel f12+4, f122+4 or f21 into Quick Kall, which will leave you at either +4 or +7 depending on the string. After Quick Kall, you can check your opponent with a d1 (unless you cancelled the last hit of f12+4 or f122+4 into Quick Kall which causes too much pushback for a d1). If you think they will try to armor out, you can either block and punish or jump over them. Once they respect this, you can go back into pressure or 50/50 and repeat the process again off of b212+4.

While the above is a very basic form of pressure, you can also do Blade Drop and Quick Kall at different moments in your strings. For instance, since your opponent will try to block the low in b212+4, you can instead do b2 Blade Drop. The downside to this kind of pressure is that it makes hit confirming more difficult or impossible.


Blade Drop Frame Data:
Note: This assumes that these moves are done on block.
f12+4 (2nd Hit) / f122+4 (2nd Hit) +2
b212+4 +2

Quick Kall Frame Data:
Note: This assumes that these moves are done on block.
f12+4 (1st Hit) / f122+4 (1st Hit) +5
f12+4 (2nd Hit) / f122+4 (2nd Hit) +9

Tick Throws
Tick throws are mainly used after Blade Drop and Quick Kall. A mid Blade Drop followed by a forward throw will put your opponent right on top of the blade.

Piercing Spark
Piercing Spark is a safe way to end your pressure without having to take risks since it's -5 on block and has good pushback.

EX Piercing Spark
Doing EX Piercing Spark leaves you at +4 on block which you can then follow up with f12+4. However, 8 frame or faster pokes or armor can get out of this.

b3 Piercing Spark
As opposed to doing b3d3, you can also do b3 Piercing Spark which does the same damage and leaves you at +7 on hit. This gives you a free f12+4 that can only be armored out of.

Zoning
Ronin has a variety of tools to zone with. Piercing Spark is a decent projectile and EX Piercing Spark is great for absorbing enemy projectiles while sending them back fullscreen. Blade Drop into Blade Kall is another good zoning tool because it's a quick low projectile with a good vertical hitbox. You can mix it up with Quick Kall and repeatedly throw out Blade Drop.


Blade Kall Counter-poking
Using the armor on EX Blade Kall will beat out counter pokes and give you a full combo. This is useful off of low pokes such as d1 and quickly doing Blade Drop (Close) EX Blade Kall. This can be jumped out of though.

Okizeme
When doing b212+4 make sure to hit confirm the first two hits. If your opponent does a delayed wake-up, b212+4 will whiff and they will be able to punish you while getting up. Hit confirming allows you to just do b21 if they do a delayed wake-up and you will be able to block in time and not be punished.

Stuffing Wake-ups
After a hard knockdown such as Fist Flurry or throw, you have enough time to do Blade Drop Blade Kall which will stuff most wake-up attacks and is usually safe at this distance. This doesn't work against fast wake-up attacks. Once they respect this, you can start running up for oki.

4.4 Combos
White - Meterless
Yellow - 1 Bar
Blue - 2 Bars
Red - 3 Bars

b112 f122+4 [Piercing Spark 23%] [Fist Flurry 24%] [Shirai Ryu Kan 24%]

33 Blade Drop Blade Kall d1 21 [Piercing Spark 23%] [Fist Flurry 25%] [Shirai Ryu Kan 25%]

njp 44 [Piercing Spark 21%] [Fist Flurry 23%] [Shirai Ryu Kan 23%]

njp 44 Blade Drop EX Blade Kall [21 Fist Flurry 33%] [44 Shirai Ryu Kan 36%]

njp 44 Blade Drop EX Blade Kall run [212 32%] [21 Shirai Ryu Kan 33%]
Note: Run switches sides.

(f1)2+4 [Piercing Spark 12%] [Blade Drop Blade Kall 13%]
(f1)2+4 Blade Drop EX Blade Kall njp run [21 Fist Flurry 28%] [21 Shirai Ryu Kan 28%]
Note: These are for when you whiff the first hit of f12+4.

f122+4 [Piercing Spark 16%] [Fist Flurry 17%]
f122+4 Blade Drop EX Blade Kall [njp run 21 Fist Flurry 30%] [44 Shirai Ryu Kan 30%]

f122+4 (1st Hit) Quick Kall run 21 [Piercing Spark 17%] [Fist Flurry 19%] [Shirai Ryu Kan 19%]
f122+4 (1st Hit) Quick Kall run 21 Blade Drop EX Blade Kall njp run [212 30%] [21 Shirai Ryu Kan 31%]
Note: These are for when you already have the blade out.

b21 Blade Drop Blade Kall d1 [f21 Piercing Spark 26%] [21 Fist Flurry 27%] [21 Shirai Ryu Kan 27%] Note: Does not work on female characters.

b212+4 Blade Drop (Far) Blade Kall d1 [Piercing Spark 23%] [Shirai Ryu Kan 25%]
b212+4 Blade Drop EX Blade Kall njp run [21 Fist Flurry 31%] [21 Shirai Ryu Kan 31%]

b212+4 Blade Drop EX Blade Kall run d1 [212 28%] [21 Shirai Ryu Kan 29%]
Note: Run switches sides.

b3 Blade Drop Blade Kall (delayed) d1 21 [Piercing Spark 26%] [Fist Flurry 27%] [Shirai Ryu Kan 27%]

Starters: 112, f2, b21, b3, 33
[starter] Blade Drop (Close) EX Blade Kall njp [21 Fist Flurry 27%] [44 Shirai Ryu Kan 29%]
[starter] Blade Drop (Close) EX Blade Kall d2 run [f3 27%] [f21 Shirai Ryu Kan 31%]

Note: (Close) Blade Drop switches sides for 112, f2 and 33 starters.

Starters: b21, b3
[starter] Blade Drop (Close) EX Blade Kall walk forward d1 [21 Fist Flurry 24%] [112 Shirai Ryu Kan 25%] Note: Walk forward switches sides.

Starters: 112, f21, b21, b3, 44
[starter] EX Fist Flurry walk forward [f122+4 Fist Flurry 26%] [44 Shirai Ryu Kan 28%]
[starter] EX Fist Flurry run 44 Fist Flurry 29%

[starter] EX Fist Flurry run 44 Blade Drop EX Blade Kall [njp run 212 42%] [44 Shirai Ryu Kan 43%]

Starters: 112, f21, b21, b3, 44
[starter] EX Fist Flurry run d1 njp run [4 Fist Flurry 29%] [44 Shirai Ryu Kan 32%]

Starters: 112, f21, b3, 44
[starter] EX Fist Flurry run f21 Quick Kall d1 [212 30%] [21 Shirai Ryu Kan 32%]
Note: This is for when you already have the blade out.

EX Tornado Strike walk forward f122+4 [Fist Flurry 25%] [Shirai Ryu Kan 25%]
EX Tornado Strike run 44 Blade Drop EX Blade Kall [njp run 212 41%] [44 Shirai Ryu Kan 42%]

1 f122+4 Fist Flurry 18%
1 f122+4 Blade Drop EX Blade Kall [212 27%] [njp f21 Shirai Ryu Kan 30%]

j1 [run f122+4 Fist Flurry 20%] [Shirai Ryu Kan 13%]
j1 run f122+4 Blade Drop EX Blade Kall [212 27%] [njp f21 Shirai Ryu Kan 30%]

j1 EX Tornado Strike run f122+4 Blade Drop EX Blade Kall [212 33%] [21 Shirai Ryu Kan 34%]

njp 44 Blade Drop (Close) EX Blade Kall run d2 [f3 36%] [112 Shirai Ryu Kan 39%]

f122+4 (1st Hit) Quick Kall d1 njp 44 [Fist Flurry 25%] [Shirai Ryu Kan 25%]
f122+4 (1st Hit) Quick Kall d1 21 Blade Drop (Close) EX Blade Kall run d2 [f3 32%] [11 Shirai Ryu Kan 33%]
Note: These are for when you already have the blade out.

Starters: 112, f2, f122+4, b21, b212+4, b3
[starter] Blade Drop (Close) EX Blade Kall run d2 [f3 27%] [112 Shirai Ryu Kan 32%]

Starters: 112, f21, b21, b3, 44
[starter] EX Fist Flurry njp j3/j4 [f122+4 Fist Flurry 32%] [44 Shirai Ryu Kan 34%]
[starter] EX Fist Flurry 44 Blade Drop (Close) EX Blade Kall run d2 [f3 Fist Flurry 43%] [112 Shirai Ryu Kan 47%]

EX Tornado Strike njp j3/j4 [f122+4 Fist Flurry 31%] [44 Shirai Ryu Kan 33%]
EX Tornado Strike 44 Blade Drop (Close) EX Blade Kall run d2 [f3 Fist Flurry 43%] [112 Shirai Ryu Kan 46%]

Credit: @hayatei
Major thanks to him for 90% of the Ronin combos!

5. Lasher

5.1 Description
Lasher is a more defensive variation that is about keeping the opponent out. This variation has stronger armor moves and more mix-ups with the Whip Trip special. Lasher's special moves cover a large portion of the screen, making it difficult for opponent's trying to get in.

5.2 Movelist
d+f+1 [Start-up: 11 | Hit: 19 | Block: -19]
---
This is a mid-hitting poke that reaches half screen. It is useful for whiff punishing moves such as whiffed jump attacks and punishing moves that cause pushback. It's also a very good footsie tool because of its range, speed and the fact that it can lead into a full combo.

If you are playing on pad, sometimes you might accidently get Whip Strike (df1) instead when trying to input d+f+1. An easier way to use this move is to use the analog stick and press d+f on it while pressing 1. Another alternative is to always input forward before inputting d+f+1.

f+j1 [Start-up: N/A | Hit: N/A | Block: N/A]
This is a jump attack using Takeda's whip to attack from afar. The hitbox on this move makes it difficult to anti-air so it is very good to use for both running away and jumping in.

f+j2 [Start-up: N/A | Hit: N/A | Block: N/A]
This is a jump attack using Takeda's whip to attack from afar. The hitbox on this move makes it difficult to anti-air so it is very good to use for both running away and jumping in. f+j2 has a larger hitbox than f+j1 making it the more reliable jump attack.

Whip Strike [Start-up: 18 | Hit: 2 | Block: -21]
EX Whip Strike [Start-up: 18 | Hit: N/A | Block: -21]
---
Whip Strike is a move that reaches half screen and has the ability to anti-air both in front and behind. EX Whip Strike has armor and causes a hard knockdown. EX Whip Strike is also a very good anti-air attack because of its large hitbox.

Whip Assault [Start-up: 18 | Hit: 21 | Block: -12]
MB Whip Assault [Start-up: 18 | Hit: 53 | Block: N/A]
EX Whip Assault [Start-up: 18 | Hit: 53 | Block: -12]
---
This is high-hitting special that reaches half screen. EX Whip Strike is an armored launcher that can be used to punish projectiles at midscreen by absorbing the projectile with the armor.

Note: In combos, make sure to use MB Whip Assault instead of EX Whip Assault because it builds more meter.

Whip Trip [Start-up: 18 | Hit: 22 | Block: -11]
EX Whip Trip [Start-up: 18 | Hit: 50 | Block: -11]
---
This is a low-hitting special that reaches half screen and is used to mix up with b21. It's punishable by quick moves up close, but safer the farther away it's done. EX Whip Trip is an armored launcher.

5.3 Strategy
Wake-ups
In Lasher, Takeda gains a variety of wake-up attacks. EX Whip Strike is a decent wake-up attack for its large hitbox, but it's highly punishable for minimal reward. EX Whip Assault leads to the most damage, however it's a high and can be ducked or beaten by low pokes. The most effective wake-up attack is EX Whip Trip, which a low armored launcher and can be difficult to punish.

Mix-ups
Whip Trip is primarily used as a mix-up with b21. The second hit of b21 is an overhead so if your opponent tries to block high after b2, then you can start cancelling b2 into Whip Trip as it is a low.

After b21 you can cancel into (Close) Kunai for a safe overhead option while restanding the opponent. For a bar of meter, you can combo off of the overhead by cancelling b21 into either EX Kunai or Whip Assault.

Unlike (Close) Kunai and EX Kunai, which have gaps after b21, Whip Assault does not have a gap and it can also be difficult to punish on block. You can hit confirm Whip Assault into MB Whip Assault without having to immediately spend a bar if b21 is blocked.


f+j2
While f+j2 has great range, it doesn't have too much advantage on block so any follow-up can be armored out of. If you read that your opponent will armor out, you can either block it or jump back and whiff punish with f+j2.

After f+j2 is blocked, you can use d+f+1 which cannot be jumped out of. Once your opponent respects d+f+1, you can then apply your 50/50 mix-ups. However, f+j2 doesn't guarantee a 50/50 so your opponent can jump out and punish you.

d+f+1
This move is especially good after a mid Kunai on block. It has to be respected because mid Kunai is +2 on block and d+f+1 will beat out a lot of pokes. Once your opponent starts respecting d+f+1, you can go for your mix-up.

d+f+1 can be jumped out of by jumping backwards, but jumping back can be beat by b2.

Whiff Cancelling
When whiffing f+j1 or f+j2 you are able to cancel them into an air special before landing. The best special move to use with this is Tornado Strike because it is safe on block and difficult to punish on whiff. This can catch opponents trying to punish a whiffed jump attack.

EX Kunai Unblockable
In the corner, Lasher can utilize f+j1 or f+j2 in combination with EX Kunai to create a near unblockable. After a hard knockdown, throw out and delay EX Kunai. Then, jump back and input f+j1 or f+j2 so that it hits as the kunais explode.


5.4 Combos
White - Meterless
Yellow - 1 Bar
Blue - 2 Bars
Red - 3 Bars

njp b2 (Close) Kunai f122+4 [Whip Trip 28%] [Whip Strike 28%] [Whip Assault 29%]
Note: Run after njp to switch sides.

(f1)2+4 [Whip Trip 13%] [Whip Strike 13%] [Whip Assault 13%]
Note: This is for when you whiff the first hit of f12+4.

f122+4 (1st Hit) Tornado Strike 14% Note: Use (Far) EX Tornado Strike to switch sides.
f122+4 [Whip Strike 16%] [Whip Assault 17%]
f122+4 (1st Hit) EX Tornado Strike run [f3 21%] [f122+4 Whip Strike 26%] [f122+4 Whip Assault 26%] Note: Use (Far) EX Tornado Strike to switch sides.

b3 EX Kunai run b21 [(Far) Tornado Strike 30%] [(Far) Kunai 28%]

Starters: 112, f21, d+f+1, b21, b3, 44
[starter] MB Whip Assault njp run b2 (Close) Kunai [f3 35%] [f12+4 Whip Strike 37%] [f122+4 Whip Assault 38%]

EX Kunai (delayed) j3 (Far) Tornado Strike 27%

Note: Delay EX Kunai so it hits along with j3.

EX Kunai (delayed) b2 [(Far) Tornado Strike 26%] [Whip Assault 24%]
Note: Delay EX Kunai so it hits along with b2.

EX Whip Trip njp b2 (Close) Kunai [f3 28%] [f12+4 Whip Strike 30%] [f12+4 Whip Assault 30%]
EX Whip Trip [j3 (Far) Tornado Strike 21%] [run f122+4 Whip Strike 22%] [run Whip Assault 22%] Note: This is for when you are too far to land a njp.

EX Tornado Strike run b2 (Close) Kunai f122+4 [Whip Strike 34%] [Whip Assault 34%]

1 njp b2 (Close) Kunai [f3 24%] [f12+4 Whip Strike 27%] [f12+4 Whip Assault 28%]

j1 b2 (Close) Kunai [f3 22%] [run f12+4 Whip Strike 26%] [run f12+4 Whip Assault 26%]

njp 44 Whip Strike f3 31%

f122+4 (1st Hit) Whip Strike njp j3 Tornado Strike 25%
f122+4 (Close) Kunai d1 Whip Strike f3 27%
f122+4 Whip Strike 112 Whip Strike 28%


Starters: b21, b3
[starter] EX Kunai njp 44 Whip Strike f3 39%

Starters: 112, f21, b21, b3, 44
[starter] MB Whip Assault 44 Whip Strike f3 40%

EX Whip Trip 44 Whip Strike f3 33%

EX Tornado Strike 44 Whip Strike f3 37%

6. Miscellaneous

6.1 Gaps
There are a number of gaps in Takeda's pressure that can be armored out of or backdashed.

[x] - Gap

b21 [x] 2+4

jip [x] b2/b3
Note: There is no gap if done at the lowest height.

[string] [x] Kunai
Note: b11, f12+4 and f122+4 are the only strings that have no gap before (Close) Kunai.

[string] [x] EX Kunai

(Close) Kunai (Hit) [x] b2/b3
Note: There is a 4 frame gap before b2 and 1 frame gap before b3.

[string] Blade Drop [x] [string]
Note: b212+4, f12+4 and f122+4 are the only strings that have no gap if cancelled into Blade Drop Blade Kall.

[string] Quick Kall [x] [string]

6.2 Match-ups
Shirai Ryu - This variation is very good against zoners because of the teleport and Air Spear. It struggles against rushdown characters.

Ronin - Ronin has great rushdown and zoning, and it's fast armor helps a lot against rushdown characters.

Lasher - The range on Lasher's f+j1 and f+j2 helps keep many characters out. Lasher's d+f+1 is also very useful for punishing moves with good pushback that the other variations cannot.

6.3 Playing Against Takeda
Playing against Takeda requires match-up knowledge and experience. Here is a short summary of what to do against each variation:

General
  • React to kunais and armor out or block since they have at least 27 frames of start-up.
  • Stay out of b2 range and whiff punish with run, teleport or another fast attack.
  • Neutral jump punch will avoid all of Takeda's wake-up attacks.
Shirai Ryu
  • Abuse his lack of fast normals and armor up close.
  • On knockdown, check him with a poke and block his wake-ups or stuff them with a multi-hitting move.
  • Punish whiffed Air Teleport on reaction with d2 or another fast attack.
Ronin
  • Know when he is at advantage and armor out of Blade Drop and Quick Kall.
  • Get used to blocking his overhead into low string.
  • Take advantage of when he drops the blade because he loses half of his moveset.
Lasher
  • Punish Whip Trip if possible and any other of his specials.
  • On knockdown, check him with a poke and block his wake-ups or stuff them with a multi-hitting move.
  • Fuzzy guard f12+4 and f122+4 when mixed with Whip Trike by blocking low and then high because it is not a true mix-up.
6.4 Incorrect Frame Data
Most of the in-game frame data pertaining to special moves are incorrect.

Strike-through - Incorrect

j3 [Block: 6] -3
j4 [Block: 5] -3
Kunai (Close) [Start-up: 27] 11
Kunai (Far) [Start-up: ?] 19
EX Kunai (1 Kunai) [Block: 3] 21
EX Kunai (2 Kunais) [Block: 10] 21

Quick Phase [Block: -15] -17
EX Quick Phase [Hit: ? | Block: -15] 0 | 0
Air Teleport [Block: -15] -29
EX Air Teleport [Block: -15] -58

Blade Kall [Block: -9] -5 Note: Blade Kall is -7 for normals and -9 for specials.
EX Blade Kall [Block: -9] -5 Note: EX Blade Kall is -7 for normals and -9 for specials.

EX Whip Strike [Hit: ?] -1

Note: Frame data might be off. This data was gathered using reversal attacks in Training Mode.

6.5 Additional Information
Teleport Cancel Frame Data:
Note: This assumes that these moves are done on block.
f12+4 (1st Hit) / f122+4 (1st Hit) -6
f12+4 (2nd Hit) / f122+4 (2nd Hit) -3
b2 -11
b21 -6
b3 -7

Blade Drop Frame Data:
Note: This assumes that these moves are done on block.
f12+4 (2nd Hit) / f122+4 (2nd Hit) +2
b212+4 +2

Quick Kall Frame Data:
Note: This assumes that these moves are done on block.
f12+4 (1st Hit) / f122+4 (1st Hit) +5
f12+4 (2nd Hit) / f122+4 (2nd Hit) +9

Other Frame Data:
  • For Quick Phase and EX Quick Phase, Takeda is in front for 16 frames.
  • EX Fist Flurry has 19 frames of armor.
Note: Frame data might be off. This data was gathered using reversal attacks in Training Mode.

EX Kunai Setup Guide (By st9rm):
http://www.testyourmight.com/threads/takeda-too-stronk-ex-kunai-setup-guide.54412/

Takeda Match-up Discussion Thread:
http://www.testyourmight.com/threads/takeda-matchup-discussion.52742/

The Compendium of Takeda Notes (By BorcuaHeat):
http://www.testyourmight.com/threads/the-compendium-of-takeda-notes.53014/

Takeda Match Footage Thread:
http://www.testyourmight.com/threads/takahashi-takeda-match-footage-thread.52815/

6.6 Credits
@The_REAL_xVAPORx - The guy who first taught me Takeda
@YOMI Zyphox - Unbreakable damage combos, original Takeda brother
@hayatei - Almost all of the Ronin combos
@CrimsonShadow - BnB combos
@st9rm - EX Kunai setups
@BoricuaHeat - Ronin pressure
@davo1270 - Takeda mirrors and other info.
@HomeLee1121 - For being the only other Asian Takeda player
@The Takeda Community

Last Updated: 3/30/15​

 
Last edited:

Maevar

Shirai-Ronin
Hey, dude!

Awesome guide! Really a great work and effort and it's something that should've been done long time ago! :)

I'd like to add something regarding Ronin 2x Bar combos:

[starter] EX Fist Flurry run 44 Blade Drop EX Blade Kall njp run [212 42%] [21 Shirai Ryu Kan 43%]

It's much easier to execute, due to only 1 RC, and the damage is higher: [starter] EX Fist Flurry run 44 Blade Drop EX Blade Kall 44 Shiray Ryu Kan

[starter]s and their respective damage output: b21 = 45%, 112 = 46%, b3 = 46%, f21 = 47%, 44 = 50%

@RedRaptor10
 

aieches

#freeHomelee2016
Man this is bloody awesome. Great job @RedRaptor10 .. amazing. Such hard work and dedication. From you and ofcorse all those tagged . Im pretty sure this will only bring more people into picking up takeda or reignite a flame in those who have maybe dropped him. Amazing man. Also this has pushed me back into taking ronin into the lab. .

Oh..and if we every meet at a tournament .. I'm copping you lunch and a drink... And a proper drink...you have no say so in the matter, haha.
 

ryublaze

Noob
Man this is bloody awesome. Great job @RedRaptor10 .. amazing. Such hard work and dedication. From you and ofcorse all those tagged . Im pretty sure this will only bring more people into picking up takeda or reignite a flame in those who have maybe dropped him. Amazing man. Also this has pushed me back into taking ronin into the lab. .

Oh..and if we every meet at a tournament .. I'm copping you lunch and a drink... And a proper drink...you have no say so in the matter, haha.
yea I've been noticing a lot of people being down on Takeda ever since Yomi put him at 2nd worst in the game, which might be true but i'm hoping this thread will show people the good things about the character and re-think themselves. I don't mind people asking for buffs since that seems to be the trend on TYM, but I also want to advance the character as much as possible and i hope we can use this thread as a start. Takeda may have holes, but he's still a good character IMO.

And I don't drink but thanks. :p
 

aieches

#freeHomelee2016
yea I've been noticing a lot of people being down on Takeda ever since Yomi put him at 2nd worst in the game, which might be true but i'm hoping this thread will show people the good things about the character and re-think themselves. I don't mind people asking for buffs since that seems to be the trend on TYM, but I also want to advance the character as much as possible and i hope we can use this thread as a start. Takeda may have holes, but he's still a good character IMO.

And I don't drink but thanks. :p
Haha you know I had a feeling you didn't drink... But that's why I hit it with that option select of you having zero choice hahaha...all good man..we will cancel the drink. Lol

And yeah I feel you... Changes or no changes.. I'm determined to take takeda as far as possible
 

ryublaze

Noob
yo I updated with these changes:
- Added a few more stuff to Shirai Ryu and Ronin sections
- More Blade Drop frame data
- A few more Shirai Ryu combos
- Midscreen d2 Ronin combos by @hayatei and side-switch combos (damn this variation has hella combos lol)