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Posted

http://www.twitlonger.com/show/n_1scmeqh

 

 

 

 

Edit: 

So could we say that 236D also has less startup?

Edit 2: Now I need to know if ASW changed 5D's pushback . . .

Oh.. so you only need 4 inputs simultaneously for the lvl 3? That's cool. A bummer they took out the lvl2 version of it.. i did use that once in awhile depending on the combo.

Posted

Is it just me, or is 214D faster?

I don't have a way to prove it right now (and it's not like it could affect combos) . . . but that would be scary and very trollish :v:

Posted

I don't have a way to prove it right now (and it's not like it could affect combos) . . . but that would be scary and very trollish :v:

Hmm, well have to wait and see if it is true then, and yeah it wont affect combos...but he doesnt really need help there, he needs better mixup so making 214D more viable would help him a bit in that regard, i think

Posted

There's no way of setting the arcade dummy to crouching, right? j.2D doesn't visually look that much slower from the youtube footage, at least, so maybe crouch confirms are still going to work.

Posted

Is it me or 236236D has its 1.0 speed back?

I don't know, but it does look alot faster.

Posted

Does someone knows if j.D is an overhead now? Or still a mid?

I believe it is still a mid

Posted

Tested j.D in the combos, and it doesn't work.

Now regarding to Okizeme:

1) In Midscreen he best option is 22C lvl 3 > 66 2D: It takes practice to know what's the distance of the microdash, but once you get it, the 2D covers every tech option.

2) In the corner, after a 5C do a 2C > jc > slightly delayed j.C. Already talked about this one, but is very good, like the first one in Midscreen is about practicing the timing.

3) In the corner, finishing the combo with 5D > 6C or with 6C if they're high in the air (something like 6D > delayed 6C). They have to tech in the ground, but due to the height at which they where hitted with 6C it gives Terumi a little bit more time to tech punish. As always, my preferred option for tech punishes is 2B.

Posted
Being Terumi in the air is suffering now. If j.2D is bad on hit, I can only imagine what it's like on block. This used to be a really good way to train your opponent to block high since it was quick and you had enough time to continue pressure on block. J.D has slow start-up (unless they changed that) so it's not as practical.

Don't do us like Makoto and nerf things that don't need nerfing. D:

Posted

Any chance anyone has found a way to listen to Terumi's new song without watching his gameplay?

Is there even 2.0 Terumi gameplay? :v:

Posted

Yooooooo a bit late but I'm loving all these changes (will write up later on why they are so goooood, also command grab might be faster can't really tell) also at the vid posted by Koori (video thread) and Lem it is still possible to combo after J.2D at least from the gatling from j.C the time frame is at 3:01:50.

EDIT: 3:21:16 Raw command grab.

Posted

Oh thank god. Lol You can 2A after a J.2D on a crouching Opponent to go into a full combo. I was so worried about that not being able to be done anymore.

It looks a bit finicky to combo after now, at least from what I saw this was after the j.C gatling which allows more time to confirm. I'm still watching the vid and the Terumi player just looks like he's having a hard time confirming raw J.2D into a combo. However if we can at least get a 2A consistently we will be fine.

Also at around 3:21:16 he goes for a raw command grab, if possible we could do a side by side comparison to check if it really is faster.

EDIT: Just finished the video and no J.2D was landed or properly confirmed, ah well.

Posted

Maybe with the new combo routes 22C lvl2 (or 3?); 5B > 5C(1) > jc > j.C > j.D they removed the anoying fact of having to delay the 5B for some characters and that if after 6D we can only do 236D, then 6D could be our Oki ender as it was in 1.0.

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