The final character forMortal Kombat 1’s Kombat Pack DLC is Takeda, a returning fighter fromMortal Kombat Xwho comes back with familiar combos and moves, but new fatalities for you to explore. In the New Era, Takeda comes equipped with his twin chain whips once again with fast attacks to overwhelm his rivals. Pairing Takeda with the right Kameo can create a team ready to take on anyone.

Similar toHomelander inMortal Kombat 1, you need to have purchased the Kombat Pack to have access to Takeda within the game. Takeda is the fifth DLC fighter within this group and is the only returning combatant from the series alongside Ermac. Those who played Takeda inMKXwill recognize many of his moves, but keep in mind that the character plays very differently in this title’s system.

Mortal Kombat 1 Hellfire Scorpion Guarding Klues in Invasions Mode that Players can Solve to Unlock Additional Rewards

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The single-player Invasion mode of Mortal Kombat 1 has several rewards you can get for solving every Klue scattered around various mesa world maps.

Every Takeda Move

Whip Around Stages To Overwhelm Enemies

All theKombat Pack characters inMortal Kombat 1have the same rules as fighters on the roster - they must perform Basic Attacks, Special Moves, or Aerial Attacks to injure opponents. These moves may demand directional inputs to perform various attack strings that all do unique amounts of damage. Feel free togo into Training Mode to see what moves doand visual examples of every attack Takeda has.

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Mortal Kombat 1 Takeda about to throw shurikens during his Fatal Blow attack

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Mortal Kombat 1 Goro Kameo with Tarkatan Colony Stage in Background

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Mortal Kombat 1 Takeda using whip spear attack to grapple opponent

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Mortal Kombat 1 Takeda performing a fatality on their opponent after winning a match

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Mid

Unlike Basic or Aerial Attacks,Special Moves can be empowered when you press R2as you perform them during a fight. Spending one bar of Super Meter can cause each move to have new properties, such as adding armor or increasing its damage.

Shooting Star

Down, Forward, Square

Takeda throws an explosive shuriken onto the ground near his opponent’s feet. You can hold forward, back, or up to make this projectile land far, close, or very far across a stage respectfully. The enhanced version of this move throws three Stars across the stage that detonate in quick succession.

Smart Shuriken

Down, Back, Square

Takeda once again throws a shuriken to the ground whose placement can be controlled by the direction you hold. However, these don’t explode and several can be placed on a stage at the same time. These disappear quickly unless you manually detonate them by throwing a Shooting Star or Falling Star projectile near them. Smart Shurikens that explode pop an opponent up for a combo if they get hit.

Falling Star

(Air) Down, Forward, Square

While jumping, Takeda can throw an exploding shuriken toward the ground once again based on the direction you hold. These projectiles detonate Smart Shurikens already on the ground. The enhanced version causes three explosions like Shooting Star, but the detonation can be delayed if you hold Square.

(Air) Smart Shuriken

(Air) Down, Back, Square

Same as Smart Shuriken, but only used when Takeda is in the air from a jump.

Double Spear Ryu

Back, Forward, Triangle

Takeda launches both chain whips at his opponent, latching onto them, dragging himself forward, and striking them with his knee. The enhanced version of this move pops an enemy up for a combo. Holding forward during the empowered version prevents Takeda from switching sides when launching an opponent.

Spear Ryu

(Air) Down, Back, Triangle

While jumping, Takeda shoots a spear whip at a diagonal angle toward an opponent, pulling himself down for a kick that switches sides. The enhanced version pulls the enemy fighter up to Takeda for an aerial combo.

Swift Stride

Back, Forward, X

Takeda sprints forward with a command dash that moves very quickly to kick opponents. The enhanced version of this move has armor.

(Cancel) Swift Stride

(During Swift Stride) Down

Takeda can stop the forward movement of Swift Stride, stopping in front of the opponent after closing the distance.

Swift Stride Phase

(During Swift Stride) UpORBack

During Swift Stride, Takeda teleports behind an opponent, changing the normal Mid kick into a slower but harder-to-block Overhead attack that launches an enemy into a combo.

Rushing Nimbus Technique

(Air) Back, Forward, X

Similar to Swift Stride in the air, where Takeda dashed forward to perform a swift kick. This move is normally used at the end of a combo.

Rushing Nimbus Attack

(Air) Down, Back, X

Takeda swings on his whip like a rope, knocking into his opponent several times. Enhancing this move will keep a rival in the air long enough for Takeda to follow up this move with an aerial combo.

Tornado Kick

Down, Back, Circle

Takeda spins forward to hit the opponent with an Overhead attack. Holding back or forward causes Takeda to land this attack either close or far. This move can also be performed in the air. The enhanced version launches an opponent for a combo.

Whip Art: Wretched Blow

Down, Forward, Circle

Takeda sets a whip on fire before lashing it outward into his opponent. Enhancing this move increases its damage.

Whip Art: Scattering Winds

Only after Whip Art: Wretched Blow, Takeda follows up one burning whip strike with another, which hit together in a chain of attacks.

Whip Art: Mad Dance

Only after Whip Art: Scattering Winds, Takeda uses a third and final whip strike that hits Overhead to knock opponents down in the last hit of this special move chain.

Whip Art: Death

Down, Forward, Circle + R2

Only after Whip Art: Scattering Winds, Takeda launches an opponent into the air for a combo instead of knocking them down for the third hit of the Whip Art attack chain. This is technically the enhanced version of Whip Art: Mad Dance.

The Best Kameos For Takeda

String Together Some Devastating Combo Techniques

Some of thebest Kameos inMortal Kombat 1areGoro, Mavado, orCyrax, but the one that is best for you depends on what kind of offense you form with Takeda. The update to the game has improved many Kameos, making it harder to determine which ones pair with different characters best. However, some of Takeda’s consistent strengths synergize the most with characters who can improve his strongest qualities.

Mavado is a Kameo that functions similarly to Takeda, with whips of his own and a variety of traps to create safety. The tricky offense of Takeda can open opponents up to Mavado’s electric traps to create unique combo situations. In addition, the long-range whips of Takeda are complimented by Mavado’s surprise attacks from behind and above enemy fighters, making you dangerous from anywhere on a stage.

Mavado is also a decent defensive assist as well since he can be used to armor Takeda and launch himself into an opponent to stop them from starting a combo against you.

Cyrax’s recent changes make the robot a perfect Kameo partner for Takeda due to their bomb and net assist attacks. When you catch an opponent in Cyrax’s net, you can easily set up Takeda’s Smart Shurikens to lay down explosives needed for a flashy combo or a way to create tricky offensive pressure. The bombs used by Cyrax can be combined with these Shurikens to turn a stage into a minefield your rivals will have a hard time navigating.

Goro can also be used reliably with Takeda by oppressing enemy characters and increasing your overall combo damage. On his own, Takeda doesn’t struggle to inflict heavy damage with the right combos, but Goro can be used to increase the injury you inflict by a significant amount. With assists that surprisingly grab opponents or create tons of pressure through punches, Goro can make your offense extremely hard to overcome.

How To Play Takeda

Don’t Let Enemies Approach With Whip Strikes

Mobility and range are the two tools that have defined Takeda’s tool kit in the past, and the same philosophies remain inMortal Kombat 1. Takedacan use whip attacks to keep enemies at baywhileusing Overhead and Low strikes with fast moves to open up defensive foes. Many Basic Attacks extend Takeda’s whips to dominate the mid-range, preventing characters with shorter attacks from getting too close.

The range you create with Takeda gives you enough time to set up Smart Shurikens on the ground, especially if you are paired with a defensive Kameo. Once you have one or more projectiles waiting, you can use Swift Stride to try and open up your opponent or try to catch them whiffing attacks with either version of Spear Ryu. Speed turns into explosive power with Takeda as you punish enemies severely for making a mistake.

Don’t forget to use a Fatal Blow attack when you have your Kameo and are in low health with Takeda. This powerful technique deals huge damage and can be used again if you miss it after a short recharge time.

Using the Whip Art moves or Tornado Kick can help to continue your mid-range pressure with Takeda in addition to his regular attacks. Try toimplement the different ranges of various special movesto throw your opponent off, as they will be unable to tell where your attacks are coming from. The less likely your enemy knows what you’re doing, the more chance you will have to land combos and deal damage.

Sample Combos With Takeda

Launch Opponents Into The Air With Long-Reaching Attacks

Due to the long range of many of Takeda’s attacks and moves, you will be finding more opportunities to combo your opponent than with most characters. Unfortunately, Takeda is not one of the bestcharacters for beginners inMortal Kombat 1simply because his combos are incredibly detailed. While not too hard to perform, the strongest combos require multiple launches or precise Shuriken placements to work properly.

As you’re able to see in the above video by YouTube creatorDaryus P, combos are made with building blocks of Takeda’s moves put together one after the other. Try to complete each step at a time individually instead of trying to complete the entire combo in one attempt. While you won’t be able to do this in a match, you can practice each step carefully in Training Mode to make it easier to use together when competing against another player.

Some basic combos you may use as you are learning Takeda are:

How To Do Takeda’s Fatalities

Opponents Will Never Lash Out Again

Reducing your opponent’s health to nothing will cause them to enter a staggered state where you can perform a brutal fatality. Fatalities inMortal Kombat 1are finishers that turn fighters into a bloody mess throughout a gory cutscene that enforces an already violent victory. You canlevel up Takeda by using him in matches regularlyto unlock his two fatalities, which are done using a specific input.

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Mortal Kombat 1 has some of the best Fatalities of any game in the franchise; however, some of its Fatalities are far more brutal than others.

Back, Forward, Back, Y

Back, Forward, Back, X

Nothing drives home your success more than a fatality against a character that was giving you a hard time during a fight. There are no penalties to using these finishers, except perhaps a newfound rivalry with an opponent who doesn’t appreciate you killing off their favorite fighter. Those who know the right moves and combos with Takeda inMortal Kombat 1will have plenty of chances to see his fatalities as they continue to win.