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.
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