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TAKEDA
OVERVIEW
MOVE LIST
COMBOS
STRATEGY
KAMEOS
GAMEPLAY
Takeda Render

OVERVIEW

Takeda Portrait
TAKEDA
Type: Setplay
Health: 700
OFFENSE
DEFENSE
DAMAGE
MOBILITY
RANGE
ZONING
1
2
3
4
5
More Details

MOVE LIST

Basic Attacks
Twisting Blades 1,2 High, Mid, Mid
A multi-hitting high into mid attack that is -1 on block and is mainly used at close-range for pressure.
Stomach Smasher 2,1 High, Mid, Mid
A high into mid attack that is used to punish unsafe moves.
Temple Razer B+2,1 Mid, Mid
A long-ranged mid attack that can be hit-confirmed into a combo.
Prey Maker B+3,4 Low, Low
An advancing low attack that is safe on block.
Hurrikane Kick F+4 Overhead
A slow 22 frame overhead attack that can be used to catch opponents off-guard for blocking low.
Lasher-ation U,D+B+1 or U,D+F+1 High
An aerial attack with great horizontal range. It can be used to attack from a distance.
Slasher-ation U,D+B+2 or U,D+F+2 Mid
An aerial attack with great vertical range. It can be difficult to anti-air.
Special Moves
Shooting Star DF1 Low
A low projectile that can be directed and used while airborne. It's primarily used for zoning to keep opponents away. When enhanced, Takeda throws 3 shurikens across the screen which can launch for a combo. Enhanced Shooting Star can be delayed by holding 1, granting higher block advantage.
Smart Shuriken DB1
A projectile that stays on the screen. If Shooting Star is used, it will detonate the Smart Shuriken, launching for a combo. Similar to Shooting Star, Enhancing Smart Shuriken allows Takeda to throw 3 shurikens across the screen, but the shurikens will detonate in the opposite direction.
Double Spear Ryu BF2 High
A high attack that travels across the screen. When enhanced, it launches the opponent for a combo. The opponent can be thrown forward by holding F. It's mainly used as a combo starter.
(Air) Spear Ryu DB2 Mid
A downwards aerial attack that can be used to counter projectiles. When enhanced, it launches for a combo. It's mostly used as a combo ender or to extend combos.
Swift Stride BF3 Mid
A mid attack that travels across the screen. By pressing U or B, Takeda will teleport behind the opponent with an attack that launches for a combo. It can be canceled by inputting D. When enhanced, it grants armor. It's mostly used as a combo starter.
(Air) Rushing Nimbus BF3
An aerial attack that allows Takeda to leap across the screen. It's mainly used in combos or to approach from a distance.
(Air) Rushing Nimbus Attack DB3 High
An aerial attack that allows Takeda to swing across the screen. It can be used as a combo ender.
Tornado Kick DB4 Overhead
An overhead attack that can be directed and used while airborne. It's mostly used as a combo ender, granting high hit advantage.
Whip Art DF4 High
A high attack that can be used after attacks. It can be done up to 3 times and delayed with each hit. The final hit can be enhanced, launching for a combo.

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).

B+2,1 BF3 Hold U FF 4 BF3 2,4 DB2
MEDIUM
313.48
After (Air) Rushing Nimbus, repeatedly tap 2 in order to easily perform a jump attack.

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).

(Air) Tornado Kick provides great hit advantage despite dealing less damage. Use Takeda's jump attack U+F+2,1 beforehand in order to consistently land this move in a combo.

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.

B+2,1 BF3 Hold U FF 4 BF3 2,4 DB2+EX 1 U+F+2,4 DB2
HARD
411.89
It can be difficult to time Takeda's jump attack U+F+1 after Enhanced (Air) Spear Ryu. For more consistency, use an immediate jump attack U+F+2,4 or U+F+2,1 into an aerial Special Move instead.

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.

1,2 BF2+EX,F U+F+2,4 BF3 2,1 DB4
MEDIUM
306.55

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.

(Air) Shooting Star (DF1) is slightly faster than the grounded version and hits as a low, which can be more effective for zoning.

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.

KAMEOS

Jax
Sektor
Scorpion
Janet Cage
Kano

GAMEPLAY