Mortal Kombat 1/Takeda

From SuperCombo Wiki

Introduction

Enemy of the Underworld

"Like his cousin Kenshi, Takeda was raised a Yakuza. Unlike him, Takeda enjoyed this lifestyle. That's why he was chosen to end Kenshi’s crusade against his masters. The fight mortally wounded Takeda. Unwilling to let his cousin die, Kenshi rushed him to the nearest help: the Shirai Ryu. Even after Takeda was healed, Kenshi wouldn't release him. He feared that the Yakuza might kill him for failing his mission. Takeda resisted, attempting escape repeatedly. But as the months passed, he began to appreciate the Shirai Ryu’s selfless commitment to Earthrealm, and the contrast to his past lifestyle. Inspired by the Shirai Ryu, Takeda swore to rip up Earthrealm's underworld by the roots. But he soon learns they are stronger and more tangled than he ever thought possible."

Takeda is a Rushdown/Mixup assassin with Zoning/Setplay capabilities that excels at space control and playing neutral with long-range whip attacks and advancing moves (as well as projectile setups) to open opponents up from a distance for extensive kombos; some tools include a jab with safe 21f Low (S14) and 24f Overhead (1,2,2+4) options, a fast ranged stagger (F1) with confirmable options, a slow but ranged Mid confirm (B21) with an Overhead ender, a safe 22f Overhead knockdown (F4), and various additional whip pokes. His B3 is a safe 15f Low slide that can jail into itself at +27 with enough cancel advantage to connect into slower specials/Summons, as well as an optional safe double-Low knockdown (B34). His 25f Low projectile (DF1) is directable and can be used while grounded/airborne to enforce 50/50s with Overhead enders and jump normals which can lead to resets or kombos on hit; the EX version fires 3 Mid projectiles that cause a short launch. Smart Shuriken (DB1) throws a directable setup on the floor that can be detonated by DF1 or Back Throw for a higher launch. Whip Art (DF4) is rekka that can be inputted up to 3x in a row and stagger/hit-confirm the move, end with an Overhead knockback, or Enhance the final rekka hit into a Mid launcher. Takeda can bring opponents close to him for kombo extensions with BF2 and (Air) DB2 or advance on them with BF3 and DB4; although his EX DB4 is slow and interruptible, it is an armored launcher that can be directed. Fatal Blow puts him in Satsujin stance which allows him to throw up to 5 Mid projectiles (triggering the super on the last hit), throw the final projectile early, or cancel the Fatal Blow.

Strengths Weaknesses
  • Open Routes: Has multiple options for starting kombos, with his rekkas offering an easy hit-confirm, his command dash enabling meterless conversions, and enhanced spear enabling further extensions;
  • Lasher: He has a suite of long-ranged normals to control space with: standouts include D+F+1 being a slow but ranged version of his jab which can start kombos, B212+4 being a near 3/4 screen hit-confirmable string, and F2 being a single-hitting whiff-punisher which knocks opponents back and/or is special-cancellable;
  • Persistent Low Projectile Harassment: A recent patch made his Shooting Stars and Falling Stars hit Low instead of Mid, allowing him to better check his opponent in neutral;
  • Full Screen Projectile Fatal Blow: His Fatal Blow is a unique stance that lets him fire up to 5 projectiles at his opponent, making him dangerous to start projectile wars against him at low health. He can also cancel out of this stance as long as he doesn't use the shuriken which triggers the Fatal Blow proper, allowing him to save it for later;
  • Multiple Aerial Specials: Between his flips, air shurikens, two different whip swings, air command normals, and his air spear, Takeda's air approach is nothing if not varied;
  • Fake Pressure: Many of his strings and his rekka series are filled with gaps that can't be made safe even with delays;
  • Glacial Mids: The range his Mids offer are offset by their slow startup while other strings that are better up close start High. As such, it's hard to get people to stop mashing on him when he starts his pressure;
Takeda
Mk1 takeda portrait.png
Base Health 1000.00
Availability

Normals and Strings

Grounded

1

1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

d1
Crouching Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

2

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d2
Crouching Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

3

3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d3
Crouching Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

4

4
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d4
Crouching Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Aerial

j1

j1
Jumping Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j2

j2
Jumping Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j3

j3
Jumping Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -

j4

j4
Jumping Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -



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