As a way to pass the time until the release of MKX, I've begun analyzing the reach of Takeda's attacks, because damn that boy's got some range!!! So without further adieu...
This is Takeda's overhead normal. We know it's an overhead because they say on stream it can be canceled into his low-hitting Kunai special for an easy overhead-low mixup. It was hard to stop right on the frame where it was extended straight, but if you look at the ground you can see the sparks where it hits, which means its horizontal range might be slightly further than what's in this image. I had to estimate what the average character width is, but I think the width I went with is a fairly good conservative estimate.
-----------------------------------------------
This is Takeda's Lasher anti-air. It travels just shy of 2 character lengths away.
------------------------------------------------------------
This is his special fist of fury move. This actually has way more range than I remembered it having, and might actually make for a viable wake-up move, depending on how safe it is on block.
------------------------------------
This is a very fast attack that starts on the ground and swings upward. It's a mid, and could be and effective anti-air if it actually connects with airborne opponents. On hit it launches and can be canceled into teleport for a 20%+ combo. I can't tell for sure, but I believe this is the 3rd hit of his 224 string.
--------------------------------------------------------
This is his neutral-J2. On hit it causes a ground bounce for starting or extending a combo.
----------------------------------------------------------------------------
This is the max range of his Shirai Ryu standing whip special. This is a mid-hitting move that travels just shy of full-screen. On hit it deals 10%, if meter-burned it launches for a combo. On block, it's roughly -30, making it relatively safe from max range.
This is Takeda's overhead normal. We know it's an overhead because they say on stream it can be canceled into his low-hitting Kunai special for an easy overhead-low mixup. It was hard to stop right on the frame where it was extended straight, but if you look at the ground you can see the sparks where it hits, which means its horizontal range might be slightly further than what's in this image. I had to estimate what the average character width is, but I think the width I went with is a fairly good conservative estimate.
-----------------------------------------------
This is Takeda's Lasher anti-air. It travels just shy of 2 character lengths away.
------------------------------------------------------------
This is his special fist of fury move. This actually has way more range than I remembered it having, and might actually make for a viable wake-up move, depending on how safe it is on block.
------------------------------------
This is a very fast attack that starts on the ground and swings upward. It's a mid, and could be and effective anti-air if it actually connects with airborne opponents. On hit it launches and can be canceled into teleport for a 20%+ combo. I can't tell for sure, but I believe this is the 3rd hit of his 224 string.
--------------------------------------------------------
This is his neutral-J2. On hit it causes a ground bounce for starting or extending a combo.
----------------------------------------------------------------------------
This is the max range of his Shirai Ryu standing whip special. This is a mid-hitting move that travels just shy of full-screen. On hit it deals 10%, if meter-burned it launches for a combo. On block, it's roughly -30, making it relatively safe from max range.
Last edited: