OVERVIEW
MOVE LIST
COMBOS
Midscreen
Takeda's combos start by using attacks such as B+2,1 and hit-confirming into Swift Stride Phase (BF3,U or BF3,B). Following this, using 4 will briefly keep Takeda airborne, allowing him to perform (Air) Rushing Nimbus (BF3). Combos are ended with Takeda's jump attack U+F+2,4 into (Air) Spear Ryu (DB2).
While (Air) Spear Ryu will deal the most damage, it'll switch positions with the opponent and may not always be ideal. To keep the opponent on the same side, use combo enders such as (Air) Rushing Nimbus Attack (DB3) or (Air) Tornado Kick (DB4).
Combos can be extended by using Enhanced (Air) Spear Ryu (DB2+EX) and following up with a delayed jump attack U+F+1 or an immediate jump attack U+F+2,4.
Corner
Corner combos are mostly similar to midscreen combos. However, it's important to know is which moves to use in order to keep the opponent cornered. For instance, if starting a combo with Enhanced Double Spear Ryu (BF2+EX), holding F will keep the opponent on the same side. Ending corner combos with moves such as (Air) Tornado Kick instead of (Air) Spear Ryu is also advised to prevent switching positions.
STRATEGY
Takeda is a character that relies on long-ranged normals and projectiles to keep opponents at bay while using setups to create mix-ups up-close. While he doesn't have the strongest offense or zoning, his exceptional range, mobility, and setplay make him a versatile fighter who can adapt to various situations and maintain control over the pace of the match.
Close-Range
1,2 - This is a multi-hitting high into mid attack, best used up-close. If it connects, it can be easily hit-confirmed into Enhanced Double Spear Ryu (BF2+EX) for a combo. On block, it leaves Takeda at only -1 making it very safe. The string can also be completed by inputting 1,2,2+4 to stop opponents from attacking immediately after 1,2.
2,1 - Use this attack to punish unsafe moves. It can lead into Swift Stride (BF3,U) for a combo.
Mid-Range
B+2,1 - This is one of Takeda's primary long-ranged attacks. It has excellent reach and can be hit-confirmed into a combo for punishing opponents trying to close the gap. The string can also be completed by inputting B+2,1,2+4 to stop opponents from moving immediately after B+2,1.
B+3,4 - This advancing low attack has great range, is safe on block, and can lead to a combo when paired with certain Kameos. Without a Kameo, the first hit can be linked into Special Moves such as Whip Art (DF4) which can also lead into a combo, however this can be rather unsafe. It can be good to throw out to keep the opponent's movements in check, and is also a great whiff punisher.
Zoning
At longer distances, use Shooting Star (DF1) to control space. It can also be used while in the air, which can be useful when jumping back. Once the opponent is conditioned to block Takeda's shurikens, Smart Shuriken (DB1 can be used to lay traps on the ground. This will temporarily place a shuriken on the ground and will detonate upon making contact with Shooting Star. Although not an immediate threat, opponents will be more hesitant to move as the Smart Shuriken will launch for a combo.
Shuriken Setups
Takeda's Smart Shuriken (DB1) can be extremely useful for setups. The best way to set this up is to use a Kameo during a combo and place the shuriken while the opponent is being hit by the Kameo. Once set up and a Smart Shuriken is underneath the opponent, Takeda's offense becomes much deadlier. For instance, a Back Throw will cause the shuriken to detonate, launching for a combo.
Additionally, since Takeda's (Air) Shooting Star (DF1) hits as a low, it can be used as a mix-up with jump attacks which hit as overheads. While a Smart Shuriken set, jumping into the air and using (Air) Shooting Star will cause the shuriken to detonate. If the opponent is expecting a jump attack and blocks high, it'll launch for a combo. Conversely, if the opponent is afraid of the Smart Shuriken and blocks low, that'll open them up to being hit by a jump attack.
Enhanced Shurikens
When either Shooting Star (DF1) or Smart Shuriken (DB1) are enhanced, Takeda will throw 3 shurikens onto the ground, covering a large portion of the screen. The shurikens will detonate upon releasing 1. By delaying the shurikens, Takeda will be free to go on the offensive as the opponent will be hesitant to move. This can be a great way to quickly close the gap on the opponent, or to deal easy damage if the opponent is low on health. Furthermore, the shurikens will grant advantage on block. If timed correctly, performing any attack then detonating the shurikens immediately after will allow Takeda to apply pressure on the opponent.
Whip Art
Takeda's Whip Art (DF4) is a move that can create mindgames on block. It can be done after attacks such as B+3 and 1,2. It can be followed up with additional attacks by inputting 4 afterwards. This can be done up to 3 times, where each hit can be delayed. The longer each hit is delayed, the safer Takeda will be, however this will create gaps that can be interrupted. Ideally, it's best to delay each hit long enough to keep Takeda safe, but short enough where the opponent won't be able to interrupt with a normal. If the opponent is hit, Whip Art can be enhanced to launch for a combo.
The primary reason to use this move is to deal additional block damage while building Super Meter and to semi-safely combo off of attacks such as B+3 without the need for a Kameo. Due to its unsafe nature and being a high though, it should not be overused.