Justice7541 Posted January 30, 2014 Posted January 30, 2014 Except with the RC mixup you get better starters, more mix-up opportunities, and meter from driving their block. It's also gives them the option to try to mashing out of the actual high/low. Terumi can of course frametrap mashing for huge damage but there are definitely reasons why you'd want to opt for a safe airtight high/low rather than gambling on a punishable mixup with a gap. Sent from my SAMSUNG-SGH-I747 using Tapatalk
Starlight777 Posted January 30, 2014 Posted January 30, 2014 (edited) I found the translations for the terumi changes. - Garengeki made long combos too easy. I hope this doesn't mean 22C>6D in the corner is gone. It was such a lag friendly input. The scrub in me doesn't want his combos to become hard, he's already kind of all or nothing. Wait 236D can be super cancelled on block? Oh god I can see some hilarious shenanigans coming out of this. It more than makes up for possibly harder combos. Edited January 30, 2014 by Starlight777
Myoro Posted January 30, 2014 Posted January 30, 2014 It's also gives them the option to try to mashing out of the actual high/low. Terumi can of course frametrap mashing for huge damage but there are definitely reasons why you'd want to opt for a safe airtight high/low rather than gambling on a punishable mixup with a gap. Sent from my SAMSUNG-SGH-I747 using Tapatalk Does that reason rhyme with Benferno Bivider?
Raccoon Posted January 30, 2014 Posted January 30, 2014 Dunno if it is useful, but you can super cancel OD Gouga Soutenjin at any point between hits 4 and 5 :-/
TD Posted January 30, 2014 Posted January 30, 2014 Even if burensen remains vs starter it would be ok, as long as it stays safe and the other option too, I'm just happy to have an actual standing overhead that is useful. It would solve, albeit very poorly, a huge problem terumi has, being mixup. Nothing game breaking, make it'll be "end the round" tier like the command grab. Shit, even if the second option is terrible I just hope it can be used as an actual mixup, or at least take the 3f after superflash from burensen away. I hope this doesn't mean 22C>6D in the corner is gone. It was such a lag friendly input. The scrub in me doesn't want his combos to become hard, he's already kind of all or nothing. Wait 236D can be super cancelled on block? Oh god I can see some hilarious shenanigans coming out of this. It more than makes up for possibly harder combos. It said "too easy", so I doubt it'll get harder, lol. As for what that means... Well who knows. Maybe the last hit of 22c will wall splat making follow ups easier all around. Just speculation of course These changes sound good
Justice7541 Posted January 30, 2014 Posted January 30, 2014 Even if burensen remains vs starter it would be ok, as long as it stays safe and the other option too, I'm just happy to have an actual standing overhead that is useful. It would solve, albeit very poorly, a huge problem terumi has, being mixup. Nothing game breaking, make it'll be "end the round" tier like the command grab. Shit, even if the second option is terrible I just hope it can be used as an actual mixup, or at least take the 3f after superflash from burensen away. It said "too easy", so I doubt it'll get harder, lol. As for what that means... Well who knows. Maybe the last hit of 22c will wall splat making follow ups easier all around. Just speculation of course These changes sound good It's saying the Garengeki combos are too easy now so they're being nerfed, i think. Sent from my SAMSUNG-SGH-I747 using Tapatalk
TD Posted January 30, 2014 Posted January 30, 2014 Too easy now? They are easy indeed... But what does it mean, more character specifics? I hope not. Unless combos are compensated in some way.
Master Of Chaos Posted January 30, 2014 Posted January 30, 2014 Any buffs are good buffs at this point. Still...WE NEED BETTER THINGS. COME ON ASW. DON'T LEAVE US HANGIN.
Omortus Posted January 30, 2014 Posted January 30, 2014 The idea of Orochi mixup sounds interesting, hopefully it doesn't turn out to be disappointing. I'm not feeling the anti-air Renshouga though. Maybe if it didn't cost 100 heat and did less damage? If only it they gave him an anti-air Massenga instead.
Guymam Posted January 31, 2014 Author Posted January 31, 2014 (edited) Superflash mixup. Aka "please input your reversal now" We'll need to wait until mid-March for the game to be released and for stuff to be inspected, but I'm most interested in these "few new moves" the translation talked about. Maybe one of them is a decent midscreen button? How about something that gives him mixup? Edited January 31, 2014 by Guymam
TD Posted January 31, 2014 Posted January 31, 2014 l find it extremely funny that in no way he uses chain to get in. it really feels like he just goes into matches with him limbs, knives, and venom sword. it's both cool and lame. l suppose a good midscreen button is too legit for this sort of character. AA rensho sounds like the new spark bolt. it sounds pretty gimmicky but it will definitely be useful depending on the angle. (in general it doesn't feel like his signature move at all :/ it's missing something, the badassery isn't all there.)
Zeromus_X Posted January 31, 2014 Posted January 31, 2014 All I want for Christmas is a grounded overhead. And maybe make 2D faster so it would be better for oki.
Starlight777 Posted January 31, 2014 Posted January 31, 2014 All I want for Christmas is a grounded overhead. Also maybe make 2D faster so it would be better for oki. A hundred times yes to both of these. He would feel far less gimmicky if he got at least one of these.
pulsr Posted February 3, 2014 Posted February 3, 2014 236D into DD is probably the only notable thing he has. They need to make his 2b not ass and give him an air normal worth a damn. Oh and fix his god damn air throw that thing is such a POS.
Guymam Posted February 13, 2014 Author Posted February 13, 2014 Terumi Distortion Drive Cancel Windows – The follow attacks can now be canceled from the stated point, and unless otherwise stated, until the end of the move Jagaku – First hit until before the second hit, and after the third hit Gasensho – Right as the last hit connects Garengeki – After the first hit (not cancelable just before the last hit) 5D – Increased attack level. Increased attack active frames. Decreased recovery 6B – Decreased attack startup. Increased attack active frames. 6C – Increased recovery, now counter hit state after active frames end. Decreased stagger time on counter hit Jagaku, Gasensho – Now absorb the opponent’s Heat Gauge during Overdrive Garengeki – The max version now wall bounds even midscreen Ground Verison Jakyo Messenga – Now hits the opponent diagonally, making it easier to follow up A Version Orochi Burensen – New move. A low version of Orochi Burensen B Version Orochi Burensen – Is now invincible during the superflash. Only causes wall bound in the corner now 214214D (Jarin Renshoga) – A new anti-air version of Jarin Renshoga. Terumi patch notes translated by Xie and posted on SRK. Some of them are interesting. He got buffed all around, except for a nerf to 6C (lolok I didn't touch that button anyways). Most interesting are Orochi invisible during superflash, only causes wall bound in corner, and 22C lvl 3 wallbounding midscreen.
Fame96 Posted February 13, 2014 Posted February 13, 2014 Complete patch notes http://shoryuken.com/2014/02/13/arc-system-works-releases-changelist-for-upcoming-blazblue-chronophantasma-balance-patch/
Zerashi Posted February 13, 2014 Posted February 13, 2014 So 6B was buffed, this is amazing as it was already pretty good, besides that alot of this is wait and see how it pans out.
heavymetalmixer Posted February 13, 2014 Posted February 13, 2014 Man, they didn't reduce 2B recover on block, why? Why does a 2B have an special recovery time?
Fame96 Posted February 13, 2014 Posted February 13, 2014 Hopefully the invincibility added to orochi will actually make the superflash mixups legit.
Assassinine Posted February 13, 2014 Posted February 13, 2014 With invincibility on Orochi, and having a high/low option, does this mean we could potentially perform mixup on the opponent on our own wakeup? "Oh you just finished performing a combo? Heres a 50/50 reversal mixup" *Trollface Probably too good to be true, but the concept amuses me. It seems like a lot of the new cancel windows are designed to work with the new 214214D, but i dont see why you would ever want to use 214214D in those situations when you can just do Fuuenjin and get better screen position and damage. What could we possibly do with a 22c(first hit) super cancel window?
Myoro Posted February 13, 2014 Posted February 13, 2014 Maybe the SMP will get moved to a later hit and you can use it to ground a foe in a combo.
BladeOfJustice7 Posted February 14, 2014 Posted February 14, 2014 Terumi is looking nice this time around.
Putin Posted February 14, 2014 Posted February 14, 2014 Terumi's definitely looking stronger. I wonder if this Garengeki – The max version now wall bounds even midscreen means rip Messenga? If he can do 22C > 66 2B/2C midscreen now there's no real reason to go for Messenga unless you need the side swap. You can instead use the meter gained (which will be more since there won't be meter cooldown) for Burensen ender for pretty much the same damage, corner carry and actual oki if you end up close to the corner. If that's the case, it's definitely a buff but it's sad that a super-based character's super becomes obsolete. A buff to Messenga's range would be a nice addition, since it would make it more viable for punishing stuff and therefore less useless.
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