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- B-A-K. This's good attack, open way for attacker. Now it's slow and can't hold K (for make stun to enemy)
- Can't cancel while doing PO. This thing is need for multi attacks non-stop (something like attack-PO-cancel-attack)
So no more air grab possible.
Also if its a lethal hit, it ♥♥♥♥♥ up ur timing, i mean, what the heck?
True the game is skill based and God knows skill is needed if you want any chance of surviving/ranking-up online but that's not the point here.
Taki's gimmick is supposed to be quick attacks that put pressure on the opponent at close range made even more dangerous by her chip damage from using possesion stance, or any other attacks that use the blade on her hip like A 6. To compensate, she has a much smaller range that makes close-up/rushdown fighting a necessity.
The skills needed to play Taki effectively should be how well you are able to get close to your opponent and stay there, the place where her attacks would (ideally) be their most effective.
Meanwhile, the opponent's ability to beat a Taki should be based on how well they can keep her back and, as with any other match, read what she's doing and what she's likely to do next.
The problem is that Taki's attacks are not nearly as effective as they could be because her gimmick is not very effective and that makes the opponent's job way easier when defending. The moment they see that purple aura all they need to do is put up standing guard, be wary of a grab, and wait for a move that puts Taki in negative frames to punish. That strategy wins out against all her possession moves.
Having a gimmick is fine. Learning to use it to the best of your ability to get the drop on opponents is great. But that gimmick needs to work and as things are now, I can't wholeheartedly say that it does. No amount of skill on my part can fix a lack of options that I have to throw off my opponent when using something that is essential to the character, I can't use tools that aren't there.
I plan to stick with Taki because you're right: at the end of the day she is viable. But I feel like she hasn't been balanced properly and for the sake of everyone who loves playing as the character, I hope there are some changes made in the future.
She has no speed advantage at all to make up for her low range.
There is a reason nobody plays taki / talim
Posession in general is an invitation to any CE.
Her kicks get matched by kicks pretty much all other characters.
She has only 1 GB attack without SC which got nerfed so hard. (44B is really not good at all)
Just look at Maxi he has multiple GB attacks in his strings!
Taki really needs some forwad moving attacks to create more pressure.
Or finally give her a Posession cancel or a Possession low attack.
It's just awful how u are at such a big disadvantage after blocking string because you are way out of range....
I refuse
Same, stay strong for Taki!!!!!!!!
Maybe some day we will have faster kicks than Sieg and Ivy :D
At the bare minimum she probably needs:
1) At least one low attack from possession stance or a cancel so that possession can be a part of the mind games instead of being beaten by standing guard all the time.
2) For her frames to be tweaked a bit so that her most basic moves don't constantly lose out to characters who are supposed to be slower attackers, to have plus guard on some of her attacks, and so other moves don't utterly fail in their intended purpose (why bother using the sideways roll when your opponent will just land the vertical on you anyway?).
3) For the tracking on her attacks to be fixed because in a fighting game the idea is to actually be able to hit something.
That's not even accounting for the many other issues raised by the list above like push back on her attacks and damage scaling.
That's OP to you? Cause from where I'm sitting those seem like some pretty basic balancing tweaks.
Just high block taki all day.
Seriously