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MKXL > Takeda
Takeda Mortal Kombat XL artwork

Takeda Mortal Kombat XL moves


Popularity: Shirai Ryu - 4th, Ronin - 57th, Lasher - 55th MKX Tiers
Tiers: Takeda Shirai Ryu, Takeda Ronin, Takeda Lasher

Takeda's Variations

Shirai Ryu - With the Shirai Ryu Variation, Takeda gains Scorpion-inspired unique special moves that involve his whip. Takeda can also use his "Quick Phase" teleport while in the Shirai Ryu Variation. Unlike a standard teleport, Quick Phase can be charged for a delayed teleport or cancelled before lift off in order to fake out the opponent.
Lasher - With an electrical current surging through his whips, Takeda becomes a long-range, kombo-heavy fighter in the Lasher Variation. Lasher gives Takeda access to unique long-ranged normals and special attacks, including a very effective anti-air attack and an overhead with tons of range.
Ronin - The Ronin Variation is Takeda's most unique Variation, as it equips him with both whips and two plasma swords. The dual sabres change many of Takeda's normal attacks and provide him with new sword-based special moves. In Ronin, Takeda gains the ability to fire a projectile and can even reflect oncoming projectiles back at his opponent. He can also toss one of the swords to the ground and summon it back at any time, popping the opponent up into a juggle state on contact.
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BananaTech posted November 3, 2015

I love Takeda a LOT, and you have no clue how much I love to play as him. As Egc pointed out, Takeda has good mix-ups and great reach, but has slow normals, which can be a problem. However, his F3 is a very good attack to get off some quick and easy damage, and in his Shirai Ryu variation, he has a BF1 attack which hits quite fast as well as an aerial DB1 attack which hits overhead, and can really screw with your opponent's mind. He has great mix0ups with his B22+DB1, which hits Overhead twice and then Low, which has great mix-up potential, or his B3+BF4, which is Low to Overhead, but it hits a bit slowly, but high risk=high reward, and this is a good reward, and an EX BF4 can lead to a 44+EX BF1 into a DB3 into 112+BF1 to get off some high damage.
One thing that Takeda lacks is X-Ray combos, as he has no meterless pop-up combos/attacks to get into his X-Ray easily, but, however, you could do a F12 1+2 into DB1 into the X-Ray, which gets off around 38-40 damage, I can't remember, but this combo is quite difficult to pull off, so that's why there's always the Neutral Jump 1/2 and then jump into X-Ray, which gets around the same damage.
The highest damage I have gotten with Takeda is 44%, with a 112+EX DB1 repeated at full meter until the meter was gone, and then I finished it off with a good ol' 112+BF1.
But, yeah, Takeda has good mix-ups with his Kunai(DB1), his Tornado Strike(BF4), his B22, his B3+D3, and his Air Spear(Air DB1). This has been a short guide to Takeda, and this is BananaTech, signing out.

Important Terms

1=square or X
2=triangle or Y
3=X or A
4=circle or B
Air=In midair

Egc posted May 7, 2015

Takeda main here. Now, Takeda's normals are rediculously slow. However, his mix ups with the kunai and his reach are outstanding. Shirai Ryu is great to pickup first when learning Takeda, simply because his specials are a lot like scorpion's. When I first picked up Takeda, I only used his 112 and 334 combo strings. I then advanced to F12-2+4, if you have trouble with this, F1-2+4 is much faster and easier to get out on the fly. At lower level play, you will notice that you can catch most players with your EX teleport and pop them into the air to start your combos without your opponent ever blocking low when you do your EX teleport. Practice landing a 112 into your BF1 special and once you get this down, practice EX teleport, Jump 1, and then move forward 112 into BF1. This is one of the easiest combos to teach yourself early on. You will find that it is easy to catch low level players off guard when jumping and throwing out your rope to pull them in. Learn these basics, throw in your kunai to mix it up, and go to town.

wingliger posted April 24, 2015

This goes all characters. When trying to punish attacks, if you use a normal move it will come out 1 frame later because recovery from blocking is 1 frame. So trying to punish a move that is -6 will mean you need an attack with 5 frame startup unless its a special attack. Special attacks start up normally because they are reversals.

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