Poultrygeist Posted July 18, 2015 Posted July 18, 2015 So if you hit a crouching opponent with Jagaku do they stay in hitstun and just don't get slammed, kind of like counterhit hell's fang? Also any idea if we can do something like bnb 22C 665D 6C and then followup since last hit of 6C bounces now?
heavymetalmixer Posted July 18, 2015 Posted July 18, 2015 So if you hit a crouching opponent with Jagaku do they stay in hitstun and just don't get slammed, kind of like counterhit hell's fang? Also any idea if we can do something like bnb 22C 665D 6C and then followup since last hit of 6C bounces now? 22C lvl 2 lost the wallbounce, so it should be something like 5B > 5C > 5D > 6C, 66 6C
Djqubil Posted July 18, 2015 Author Posted July 18, 2015 Adding to that, Garenegi seems to not combo into anything in the corner, so I guess we must use it as a combo ender? Sent from my iPhone using Tapatalk
heavymetalmixer Posted July 18, 2015 Posted July 18, 2015 Adding to that, Garenegi seems to not combo into anything in the corner, so I guess we must use it as a combo ender? Sent from my iPhone using Tapatalk Anything? Not even supers? If ASW leaves these nerfs in the final version, it would be very obvious that they hate Terumi.
Poultrygeist Posted July 18, 2015 Posted July 18, 2015 Why does it have to be a nerf? Maybe they're trying to change the direction of his playstyle. That seems to be the case with a lot of characters, like Rachel losing her pumpkins for whatever reason.
o Nereus o Posted July 18, 2015 Posted July 18, 2015 Why does it have to be a nerf? Maybe they're trying to change the direction of his playstyle. That seems to be the case with a lot of characters, like Rachel losing her pumpkins for whatever reason. That's what im thinking as well. He must have new BnB's now if they're basically removing his old ones
Omortus Posted July 18, 2015 Posted July 18, 2015 I think it's more of a change of direction as well. Pretty common for characters to change BnBs between games. I imagine a lot of things are being changed up because of Active Flow.
Antihero11 Posted July 18, 2015 Posted July 18, 2015 yea i use zato in xrd. That was the first game is decided to use a puppet because i legitlly liked using him. I would use relius here but i don't really like how he works here. Fame, you are me, and I am you. Zato was the first puppet character I decided to pick up since I love his character. Came back to BlazBlue, wanted to main Relius, but I don't like him as much. So I'll probably end up with Naoto/Terumi. Great minds think alike I suppose. I really feel Terumi will be way better/more consistent now. Change is a good thing guys. This character was probably the worst in the game before. For example: It's impossible to escape from Terumi's pressure. If the opponent Barriers, you can reset the pressure with 6B or a jump, and it might be possible to mash jabs to discourage them from jumping away. This is insane. This makes Terumi's frame trapping ability godlike. Also, we have 4D, which goes into 2D since it's faster now. Endless pressure and an overhead we can rapid/cancel into super is amazing. Also, 6C wallbouncing will be the new combo routes, guaranteed. 5B > 5C > 6C > combo will work now. This will make Terumi strong and less reliant on 236D. Believe me, with this type of pressure, and his overhead, he'll at least be mid-tier. Change is good!
Fame96 Posted July 18, 2015 Posted July 18, 2015 Not to mention that the 6C change will make getting confirms in neutral potentially extremely damaging since we don't need to relay jakyou (scaling on that move was so ass)
LaowPing Posted July 19, 2015 Posted July 19, 2015 Garengeki and Burensen nerfs worry the shit out of me. I mean, yeah, I'm hype as hell for what might end up being the best pressure in the game (a playstyle I've been looking forward too) but with the nerfs to his stomps we'll all be stomping less. And that makes me sad :'(
Antihero11 Posted July 19, 2015 Posted July 19, 2015 Stomps are unreliable though since it's very easy to burst. Not that 6C isn't easy to burst, lol. But I wouldn't worry so much. Apparently Terumi's overhead is very fast as well, and his kick up sand in the face move helps a lot with frame traps and pressure. He's looking strong, I'll probably sub him.
heavymetalmixer Posted July 19, 2015 Posted July 19, 2015 http://www.dustloop.com/forums/index.php/topic/10979-cf-blazblue-central-fiction-news-and-gameplay-discussion/page-26#entry926062 We already know that 4D is a low, now we know that it launches and is jump-cancelable. And looks like 214C is a good overhead in terms of speed. Now all we need is a video to see these changes with our own eyes.
Guymam Posted July 19, 2015 Posted July 19, 2015 I watched Jagaku do nothing on hit a few times. I watched B burensoi not have extrea stomps rip
Fame96 Posted July 19, 2015 Posted July 19, 2015 I watched Jagaku do nothing on hit a few times. I watched B burensoi not have extrea stomps rip I'm just gonna pray that terumi is unfinished and block this out my mind. That is some scary stuff.
Kitten Burglar Posted July 19, 2015 Posted July 19, 2015 what do you mean do nothing? like as if the first hit connect and it was cancelled from there?
FA-ST Posted July 19, 2015 Posted July 19, 2015 I wonder if we'll be able to use 2D in combos without having to land a counter hit 6A now that it's faster. It'd be cool if we could do stuff like 4D>2D>6D>236D or something.
heavymetalmixer Posted July 21, 2015 Posted July 21, 2015 Is it just me or no one cares about Terumi in the loke test? Every character besides him gets a lot of info every day.
Guymam Posted July 21, 2015 Posted July 21, 2015 He pretty much only got worse. I think 236D dropped after 6D, 22C looked awful midscreen and looked awkward to combo in the corner. His pressure is supposedly scary I guess
Poultrygeist Posted July 21, 2015 Posted July 21, 2015 I really don't know what they were thinking with that 236D change, maybe they found something to justify it that we don't know about. Otherwise I can't think of why they would do such a thing.
Manga-Shinigami Posted July 21, 2015 Posted July 21, 2015 After looking back at the trailer again, Terumi seems to have a new distortion (big shock) that raises up snake ghosts from a crest. It's on 2:13, and it's "blink and it's gone" noticeable. There is an important question though. While using the distortion, Terumi has 64 Meter, and unless Terumi gains a new ability to use Distortions half the cost in OD, it should normally be 50 meter at max. Interesting... From what i understand with the new OD super is that it doesn't cost any meter. but this is what i heard though.
Manga-Shinigami Posted July 24, 2015 Posted July 24, 2015 I wonder if we'll be able to use 2D in combos without having to land a counter hit 6A now that it's faster. It'd be cool if we could do stuff like 4D>2D>6D>236D or something. I'm thinking maybe you can connect 6C into 2D. since 6C wallbounces and 2D is faster. Maybe that could combo?
heavymetalmixer Posted July 24, 2015 Posted July 24, 2015 I'm thinking maybe you can connect 6C into 2D. since 6C wallbounces and 2D is faster. Maybe that could combo? Now that I think about it, maybe 2D being faster is the reason behind his pressure buff.
Fame96 Posted July 24, 2015 Posted July 24, 2015 I just had a crazy thought. If smp doesn't effect normals, and we still have the 6D>6C gatling, we could potientally have some nasty loops.
ThisPerson08 Posted July 25, 2015 Posted July 25, 2015 I just had a crazy thought. If smp doesn't effect normals, and we still have the 6D>6C gatling, we could potientally have some nasty loops. I wonder if 6Bfc>6D>6C(wallbounce) 6B>6D>6C could work as a loop
LaowPing Posted July 26, 2015 Posted July 26, 2015 I wonder if 6Bfc>6D>6C(wallbounce) 6B>6D>6C could work as a loop Or we can RC the 6D and 6D again, then RC again until we reach the corner. With Terumi's meter gain it's completely possible.
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