Takeda How To Do Air Moves Mk1

Takeda How To Do Air Moves Mk1 - Must hold d during hit. Final hit must come from (air) enhanced spear ryu (d, b+2+block). Final hit must come from. These moves are ex spear ryu (bf1+block), ex air spear (db1+block) and ex whip strike (db1+block). It can be difficult to time takeda's jump attack u+f+1 after enhanced (air) spear ryu. To do this, input db1+block. For more consistency, use an immediate jump attack.

To do this, input db1+block. Final hit must come from (air) enhanced spear ryu (d, b+2+block). For more consistency, use an immediate jump attack. Final hit must come from. These moves are ex spear ryu (bf1+block), ex air spear (db1+block) and ex whip strike (db1+block). Must hold d during hit. It can be difficult to time takeda's jump attack u+f+1 after enhanced (air) spear ryu.

These moves are ex spear ryu (bf1+block), ex air spear (db1+block) and ex whip strike (db1+block). Final hit must come from (air) enhanced spear ryu (d, b+2+block). For more consistency, use an immediate jump attack. To do this, input db1+block. Final hit must come from. Must hold d during hit. It can be difficult to time takeda's jump attack u+f+1 after enhanced (air) spear ryu.

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Must Hold D During Hit.

It can be difficult to time takeda's jump attack u+f+1 after enhanced (air) spear ryu. These moves are ex spear ryu (bf1+block), ex air spear (db1+block) and ex whip strike (db1+block). Final hit must come from. Final hit must come from (air) enhanced spear ryu (d, b+2+block).

To Do This, Input Db1+Block.

For more consistency, use an immediate jump attack.

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