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Posted

I've been working on putting my matchup notes on DL here's terumi vs jin.

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Posted (edited)

Apparently i have a discussion with people who dont think that Terumi's 5d is a projectile, however upon testing shows that it has both strike (body) and projectile properties and anti-projectile moves like Azrael's Growler and Tager's Sledge beats 5d and higher level projectiles like Platinum's misseles and Tager's Spark Bolt go through it as well. So is 5d a projectile or not?

Edited by bakahyl
Posted

It's a weird hybrid, some sorta strike-projectile. Unlike the greater-sum of projectiles, it hurts dolls now, when it didn't in 1.1. I'm pretty sure it freezes him for yukikaze too.

In this version a lot of things, like Noel's C buttons and Jin's drives hurt dolls now when they didn't in 1.1 so I'd classify it like those.

Posted

Apparently i have a discussion with people who dont think that Terumi's 5d is a projectile, however upon testing shows that anti-projectile moves like Azrael's Growler and Tager's Sledge beats it and higher level projectiles like Platinum's misseles and Spark Bolt go through it as well. So is 5d a projectile or not?

it acts as both a projectile and a physical attack. It can hit opponents while negating low level projectiles at the same. J.D also acts like this. This is why it gets blown up by any type of counter and why it can negate projectiles.

Posted (edited)

Well that sounds more like a nerf on the doll's anti-projectile properties than Terumi's 5d :p

That would also mean that other strike projectiles like Mu's 6c and her crush trigger can hurt the dolls as well

Edited by bakahyl
Posted

But some strike projectiles like Jin's j.D and Noel's 4D seem to have missed this buff IIRC. I drew up a whole list of what did and did not hurt doll not too long ago...

I consider it a buff to the moves themselves really, but that's just a matter of perspective, no real difference between viewing it one way or the other.

 

I feel like I'm getting dangerously close to driving things off topic here so I'mma ask for PMs or if you'll bring this over to the Rel forums if you have more questions or anythin' I can help with regarding doll. ^_^"

Posted

The good thing about 5D is that as an strike is Level 4, so it has good priority.

isnt the level 4 nothing more than an attack level , which means it only effects hit and blockstun?

Posted

isnt the level 4 nothing more than an attack level , which means it only effects hit and blockstun?

Part projectile tho

In other news, WTFH, ASW?

Posted

projectiles have their own level of hierarchy. I believe from 0 to 2.

Posted

What do you think about using RCs after finishing combos for safe-jumps and low air dash mixups?

Again i personally think using 50 meter just for alittle oki is a no no. Unless you need that side swap from messenga or the carry from 6C or stomp super, don't use meter to get oki.

For low airdash mixups, that's honestly your call. It's a decent mixup, but does poor damage. I wouldn't rely on it too much though. Focus more on getting your netural and pressure better and score hits from that. 

Posted

Mori wants us to fall in despair, I think he's in good terms with Monokuma

 

R.I.FUCKING P

Posted

The one nightmare I have left is him being good, but no longer fun.


And then there is shit like this.

Posted

Doesn't seem all that bad to me. His follow up's have gotten better due to all the sticks and bounces. And let's not forget the overhead (WE HAVE MIX UPS NOW).

Posted

Doesn't seem all that bad to me. His follow up's have gotten better due to all the sticks and bounces. And let's not forget the overhead (WE HAVE MIX UPS NOW).

Along with damaje to boot :v:

  • 5 weeks later...
  • 1 month later...
Posted

So I'm not sure if this has been posted yet and if this is still relevant in extend but I found a cute little reset that's pretty hard to punish afaik.

During a midscreen 6D, delay the 236D for a little bit so that the combo drops if they tech and then do a throw. If they emergency tech they most likely won't react fast enough to tech the throw. If they don't tech, you just blue beat and finish with the snakebite. Once they start teching the throw, you can just throw in some 5a's to mix it up.

Keep in mind I only have cp 1.1 atm so I'm not sure if it works in extend. But seeing as how recovery is buffed in extend it'll probably work just as well if not better. Idk guys, how is extend? Looking at snakebite's reduced range makes me cry. 

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