I have a few questions:
what are his anti airs in terms
of normals, specials and supers?
What does he cross up with?
What are his wake up options?
Is there a reason why people dont do cr.B, cr.A to his forward, back, forward special move when he has no meter? It does more damage than his other options and i think it builds more meter also
Normals : j.CD, d.C
Specials : qcf.B / His fireball game in general (The hitbox of Takuma's projectile is realy high)
Super : qcf hcb C (The A version don't have any invincibility)
Crossup : j.A/j.B/j.C/j.D as far as i know (D/B are the easiest ones, A/C are the tricky ones, but very hard to see them because you're hitting late, and if you're on an appropriate jump you can cross up with the B version and don't with the A, the D version is maybe the best one though)
Wake up : Guard is the safest option, qcf.BD has armor, hcb.BD has invincibility
There are four mains cons of this combo and one pro:
Hard to confirm
Really unsafe in guard (-4 In the best case)
If guarded don't push back the opponent enough to push you away from lights
If your too far some hits will miss so you will only do ~100 Dmg so it doesn't worth it
You can DC it in command throw which is really powerfull
If i'm not wrong his close C and his d.B are starting at the same frame
And for the other one : cr.B,cr.B,qcf.B, does a quite good amount of damage (121 instead of 140)
But you're safe because of the pushback if not positive
The pushback enable you to do anew your zoning game