Don Blow Jon Posted October 15, 2014 Posted October 15, 2014 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. Using 22C lvl3 should hopefully allow the same combo routes as lvl2 did and remove the need for delaying 5B also even with the 6D nerf it should be possible to perform a safe jump anywhere on the screen (the window for one now is huge), go for air dash mix ups in the corner, land meaty J.2D or go for resets with 5A. Bring on 2.0 Terumi, burning my heat to dive kick for days!
uraizen Posted October 15, 2014 Posted October 15, 2014 EDIT: Just finished the video and no J.2D was landed or properly confirmed, ah well. Isn't this him landing a j.2D into 2A? Â http://youtu.be/Wqb0mzeYSDo?t=3h1m54s
Don Blow Jon Posted October 15, 2014 Posted October 15, 2014 Isn't this him landing a j.2D into 2A? Â http://youtu.be/Wqb0mzeYSDo?t=3h1m54s This was off the gatling from j.C at the lowest point possible which allows for normals such as 5C to connect which normally would not be possible with raw TK j.2D. Every time he got one in raw he could not confirm into a combo but this is likely due to execution error and if not were just gonna have to work around it, we got some pretty hefty buffs to go along with these known nerfs (6D, 236D range and j.2D). Honestly I haven't realized how scary a faster 236236D can be, we could set up reliable unblockables in OD and hopefully continue pressure with the opponent closer now (if they're still alive after eating 5.8k).
Fangs Of Despair Posted October 15, 2014 Posted October 15, 2014 First post here! Â I really want to try out Terumi 2.0!!! How much the meter gain for Terumi has chainged?
Don Blow Jon Posted October 16, 2014 Posted October 16, 2014 First post here! Â I really want to try out Terumi 2.0!!! How much the meter gain for Terumi has chainged? All of his moves stayed the same as far as heat gain goes (same goes for combos), however he should be able to gradually gain more heat than before thanks to being able to gatling into j.2D from j.D which should give a total of 8 heat if I recall correctly on block. I'm also eager to try out the new Terumi but I'm content with 1.1 at the moment, plus Xrd's in less than 2 months.
LaowPing Posted October 16, 2014 Posted October 16, 2014 So about that question I asked last page that no one answered:Â Any chance anyone has found a way to listen to Terumi's new song without watching his gameplay?
Don Blow Jon Posted October 16, 2014 Posted October 16, 2014 So about that question I asked last page that no one answered:Â Any chance anyone has found a way to listen to Terumi's new song without watching his gameplay? Not direct links to it yet at the moment, sounds hype tho.
FKGunBlaze Posted October 16, 2014 Posted October 16, 2014 Can someone compile all confirmed Terumi changes in one post?
heavymetalmixer Posted October 16, 2014 Posted October 16, 2014 some 3v3 tournament matchesThis goes in the Video Thread: http://www.dustloop.com/forums/index.php?/topic/7012-cp-yuuki-terumi-video-thread
Don Blow Jon Posted October 17, 2014 Posted October 17, 2014 At 22:40 in the video he lands 236236D in OD during a blockstring, it looked hella fast.
heavymetalmixer Posted October 17, 2014 Posted October 17, 2014 16:09 . . . 5D > 6C: He punished forward tech with 2A (I think this was alreay possible)16:34 5B > 3C > 22C lvl2 (the new one) > 41236C > 5B > 5C . . . I didn't see any kind of delay on the second 5B (Kagura is one of those characters that need that 5B delay, otherwise the second hit of 5C whiffs).21:04 236D sure cover a much less distance now :/22:54 the Tsubaki player did Instant Block the Terumi's 236D, and tried to punish with DP but Terumi blocked . . . 236D "more-or-less" neutral on block now? Edit: Tsubaki's DP is 10 frames startup, so even with 236D being -4 on block and -3 of the Instant Block, Terumi is at -7 so he has 3 frames to block.
the kusanagi slayer Posted October 18, 2014 Posted October 18, 2014 Well judging from Jourdal's new video, looks like you HAVE to be at the lowest point possible to combo from a TK J.2D sadly. Or it's just really hard to land.
Koori Posted October 18, 2014 Posted October 18, 2014 OMG the change to A orochi burensen is so troll, i love it
the kusanagi slayer Posted October 18, 2014 Posted October 18, 2014 I think my favorite part about that Orochi A Change, is he uses the "I don't like bullying weak ones!" Quote as he's grinding the back of there head with his shoe. lol
Kairos Posted October 18, 2014 Posted October 18, 2014 So about that question I asked last page that no one answered: Any chance anyone has found a way to listen to Terumi's new song without watching his gameplay?  Here's a low quality training mode recording of it  But after some initial hesitation, I'm really loving CP2 Terumi. We loss some tools but we have some more rounded mixup options and (Whiff 236D into grab, 214D is faster) and we got more damage. Also Air Messenga is literally a dive kick now.  I honestly feel like this is the best Terumi yet, although in the end this won't help him with some of his worse MUs.Â
Don Blow Jon Posted October 18, 2014 Posted October 18, 2014 So what I noticed according to the video on first glance (besides OD durations reduced) is the additional changes done to 5C, 2B has less recovery (yessssssssss), 3C, J.2D got decimated and 5D and 236D is now -8 on block to offset it's new mix up potential and possible faster start up (since it now connects after 22Clvl3, could just be a change with 22Clvl3 or how 3C into 22Clvl3 positions the opponent).   Below is my breakdown while using slow mo on Google chrome starting from 3 minutes into the video (also compiled the combo notes for J.D and J.2D).    5D into 236D range reduced (already known) the max distance to hit is from a 2B >2C > 5D > 236D works (no delay between any of the gatlings).   J.41236C optimal damage follow up leads into 3k with 14 heat gain (2.5k if you omit the follow up for oki with 22Clvl3).   3C > 22Clvl3 > 236D now works midscreen.   J.D counter hit has less follow up time but J.D is now useful for midscreen juggles (this gun be good), J.D > 5B > 5C does not connect in the corner (this could be the new 5C change).   236D -8 on block (ouch) less recovery on whiff (known) and possible faster start up (22Clvl3 into 236D now works midscreen).   J.2D is now -1 on block even on TKJ.2D cannot combo after on hit unless it's Tager, still possible to universally combo after when done on the lowest point (j.C into j.2D is perfect for this as it places you on the lowest point and will allow for a follow up with 2A). 5C > jc > J.2D looks to be -1 while TKJ.2D is also -1 on block after watching the video in slow mo (not sure if the second example was done on the lowest point possible).   2B from the example shown it looks like 2B has faster start up (by 1 frame) and less recovery (about 3 frames?). On the 2.0 example he did 2B just a frame later then the 1.1 example and it obviously showed 2B starting up faster and recovered faster. EDIT: Scratch that just better recovery.    5D looks to start up at 14 frames now (previously 13) and has more recovery (about 4-5 frames of added recovery not really sure (almost at 1.0 recovery)). It seems they were going for a medium between the 5D from 1.0 (could not whiff it) and 1.1 (-3 on block which allowed to continuously poke with it), so now in 2.0 we have to be extra cautious for when he toss out 5D because now the opposition has a bigger window to whiff punish us. EDIT: Probably just more recovery.   Well that's just about everything I could gather from the video examples, what we need now is someone to translate the first 2 minutes.   From what I speculate 5C got a change on the second hit, 2B which he probably points out the faster start up and recovery, 3C has a question mark so Kurubushi is not sure what the change was, 5D which has 18 on it which is the current recovery frames on the move and 14 which is most likely the new start up, 6D changes which points out 6D > 6C (which is corner only now and he probably points out it doesn't work midscreen).   J.D changes (we know most of them by now), J.2D changes state something about DD which probably just means that it can only be followed up with distortion drives (OD version unchaged?), 236D changes, 22C lvl changes, 214D change with a question mark (probably not sure if it has faster start up but it definitely seems to be the case).   Not sure about the rest besides A burensen being the best DD in the game now.  I'm gonna try and compare both command grabs (1.1 and 2.0) in slow mo and see if it actually is faster (if it's just 2 frames faster we have ourselves another respectable mix up option off 5D now).   EDIT: I tried doing a comparison but it's really difficult unless I have two videos with the same quality (the one I had with 2.0's 214D had terrible quality and wouldn't allow for comparisons). However what I could gather is that it is at least a frame or two faster.Â
FKGunBlaze Posted October 19, 2014 Posted October 19, 2014 Here's a low quality training mode recording of it  But after some initial hesitation, I'm really loving CP2 Terumi. We loss some tools but we have some more rounded mixup options and (Whiff 236D into grab, 214D is faster) and we got more damage. Also Air Messenga is literally a dive kick now.  I honestly feel like this is the best Terumi yet, although in the end this won't help him with some of his worse MUs. Preserve this video!  Also, yes, I'm hype for 2.0 Terumi.
heavymetalmixer Posted October 19, 2014 Posted October 19, 2014 In general, I'm hype for 2.0 Terumi, but that j.2D change . . . it's just too awful, one of our best tools became shit.
Don Blow Jon Posted October 19, 2014 Posted October 19, 2014 In general, I'm hype for 2.0 Terumi, but that j.2D change . . . it's just too awful, one of our best tools became shit. Â To make up for it we will have to abuse the fear of j.41236C, they would have to respect our jump cancel pressure now or risk eating 2.5k into a 50/50 on wake up. We could go for 2C > jc > barrier > cross up empty jump j.b > 2B or 5C > jc > j.C > j.2D (if were at -1 then this should end up being +2 on block hopefully and this allow us to go for 5A on a crouching opponent into more jump cancel pressure) or my personal favorite 2A/5B > jump barrier > j.C (j.B to mix it up with it's 2 hits) or cross up j.B (or empty jump). I'm also testing out j.C so it either hits twice or just once into a quick low (this should end up being more effective with 2B starting up at 8 frames (this change alone makes me happy)). Â Â We'll just have to adapt to the new change, we have plenty of tools to compensate for the loss of TKj.2D, I'm still wondering if you're at advantage after 5D > 236D whiffed.
Myoro Posted October 19, 2014 Posted October 19, 2014 Don't know if this was already here, but I'll post it anyway. Â https://www.youtube.com/watch?v=xnquflNjd48 Â J.D loops lookin pretty slick.
heavymetalmixer Posted October 19, 2014 Posted October 19, 2014 (edited) To make up for it we will have to abuse the fear of j.41236C, they would have to respect our jump cancel pressure now or risk eating 2.5k into a 50/50 on wake up. We could go for 2C > jc > barrier > cross up empty jump j.b > 2B or 5C > jc > j.C > j.2D (if were at -1 then this should end up being +2 on block hopefully and this allow us to go for 5A on a crouching opponent into more jump cancel pressure) or my personal favorite 2A/5B > jump barrier > j.C (j.B to mix it up with it's 2 hits) or cross up j.B (or empty jump). I'm also testing out j.C so it either hits twice or just once into a quick low (this should end up being more effective with 2B starting up at 8 frames (this change alone makes me happy)).  We'll just have to adapt to the new change, we have plenty of tools to compensate for the loss of TKj.2D, I'm still wondering if you're at advantage after 5D > 236D whiffed.From here, I'll try to use j.2D just after j.C in a mixup . . . I don't want to cry later when I won't have other choice T__TEDIT: How do we know that 2B is 8 frames startup? In the Basics video we see that 5B can punish 236D, but 2B can´t. Or maybe 2B is 8 and 5B is 7. Edited October 19, 2014 by heavymetalmixer
Don Blow Jon Posted October 19, 2014 Posted October 19, 2014 From here, I'll try to use j.2D just after j.C in a mixup . . . I don't want to cry later when I won't have other choice T__T EDIT: How do we know that 2B is 8 frames startup? In the Basics video we see that 5B can punish 236D, but 2B can´t. Or maybe 2B is 8 and 5B is 7.  I would enjoy it while I can as a pressure tool (could never open someone up with raw TKj.2D after they learnt the match up).  Ah thank you for that, I had just edited my post, 2B just has less recovery now.Â
FKGunBlaze Posted October 19, 2014 Posted October 19, 2014 Don't know if this was already here, but I'll post it anyway. Â https://www.youtube.com/watch?v=xnquflNjd48 Â J.D loops lookin pretty slick. Dat A Burensen...
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