Koori Posted October 19, 2014 Posted October 19, 2014 I dont remember in which video i saw it, but i think j.41236C can be antiair'd...could be wrong though
Kairos 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. We lost our best tool for high/low mixup yeah, but with whiff 236D mixup and 214D being faster (I'm about 80% on this. I saw a Terumi do 5B into it and it purpled, not sure if it was fast enough to do this in 1,1 or vanilla) so we still have some tools. Not to mention they have to respect our air options still with j.D being much better and air messenga being good now. Once we're in we're good.
o Nereus o Posted October 19, 2014 Posted October 19, 2014 BBCP 2.0 is going to test whether im a character specialist or not.. because this dude got hit with so many nerfs it's laughable lol
heavymetalmixer Posted October 19, 2014 Posted October 19, 2014 The more I play this guy, the more I think j.C is completely awesome . . . putting aside its vertical hitbox and that only the third hit has decent hitstun.
Kairos Posted October 19, 2014 Posted October 19, 2014 BBCP 2.0 is going to test whether im a character specialist or not.. because this dude got hit with so many nerfs it's laughable lol The nerfs balance out the buffs we got. We lost our ability to counter off of our best overhead, but we're not the first character in this game to lose that ability. 6D being almost entirely an ender now outside of the corner sucks, but we have so many other ways to star combos and do damage (J.D loop is hype). Not to mention our damage is overall better too. The few big nerfs we got got balanced out by really big buffs.
Fame96 Posted October 19, 2014 Posted October 19, 2014 The nerfs balance out the buffs we got. We lost our ability to counter off of our best overhead, but we're not the first character in this game to lose that ability. 6D being almost entirely an ender now outside of the corner sucks, but we have so many other ways to star combos and do damage (J.D loop is hype). Not to mention our damage is overall better too. The few big nerfs we got got balanced out by really big buffs. Damage buff? I haven't really seen much of a difference, but I'm most likely wrong. :P
Vulcan422 Posted October 20, 2014 Posted October 20, 2014 j.D loops are nothing short of a miracle. I say we should christen it the "Driveloop"., since it's similar to the very loop the site is named for
o Nereus o Posted October 20, 2014 Posted October 20, 2014 I was in the lab trying to come up with some OD combos since i rarely use them.. and i came up with this: 5B > 5C > 6C > RC > 66 OD > 22C lvl3 > 41236C > 5C (1) > j.2D > 663C > 5D > 236D > 63214B 6200 Damaging Midscreen combo Requires: 100 Heat and Terumi at 50% or lower health 5B > 5C > 63214B > OD > 22C lvl1 > 5C (1) > j.2D > 5D > 6D > 236D > 623B > 63214B Damage: 6860 Requires: 70 Heat or more, Terumi at 50% health or lower, and also corner-only. The first combo works on Bullet... unfortunately the second one doesn't Let me know what you guys/gals think and i apologize if these combos are already known :/
heavymetalmixer Posted October 20, 2014 Posted October 20, 2014 I was in the lab trying to come up with some OD combos since i rarely use them.. and i came up with this: 5B > 5C > 6C > RC > 66 OD > 22C lvl3 > 41236C > 5C (1) > j.2D > 663C > 5D > 236D > 63214B 6200 Damaging Midscreen combo Requires: 100 Heat and Terumi at 50% or lower health 5B > 5C > 63214B > OD > 22C lvl1 > 5C (1) > j.2D > 5D > 6D > 236D > 623B > 63214B Damage: 6860 Requires: 70 Heat or more, Terumi at 50% health or lower, and also corner-only. The first combo works on Bullet... unfortunately the second one doesn't Let me know what you guys/gals think and i apologize if these combos are already known :/If the second one doesn´t work on Bullet, probably it doesn´t work on Rachel, Kagura, Makoto, Amane, Tsubaki, Izayoi and Tager.
o Nereus o Posted October 20, 2014 Posted October 20, 2014 If the second one doesn´t work on Bullet, probably it doesn´t work on Rachel, Kagura, Makoto, Amane, Tsubaki, Izayoi and Tager. Testing now.. EDIT: Works on Kagura, Rachel, Makoto, Tsubaki (doesn't work on Izayoi though.. lololol), and Tager
Don Blow Jon Posted October 20, 2014 Posted October 20, 2014 So I just got back from the lab on testing out some new mix ups which could be a lot more common with the air messenga buff and below are some of my results. 2C > jc > barrier/whiff j.A(used for timing and baiting AA) > AD(air dash) > j.A > j.B(2) or j.B(1) > j.D > 2B or j.C > j.2D. The pattern here is to bait anti airs with jump barrier and then go for an air dash mix up with Terumi's air normals, it's mostly effective with j.B being easier to combo after then j.C in this case, but that all depends on timing. 2C/5C > jc > barrier > j.C > 2B. This one is more about timing j.C to make it so it either hits overhead twice or just once into a quick 2B. Overall air messenga should let us get away with a bunch of jump cancel mix ups if we apply it properly. I'm gonna start trying this stuff out with the current air messenga and see how it works out.
heavymetalmixer Posted October 20, 2014 Posted October 20, 2014 So I just got back from the lab on testing out some new mix ups which could be a lot more common with the air messenga buff and below are some of my results.2C > jc > barrier/whiff j.A(used for timing and baiting AA) > AD(air dash) > j.A > j.B(2) or j.B(1) > j.D > 2B or j.C > j.2D. The pattern here is to bait anti airs with jump barrier and then go for an air dash mix up with Terumi's air normals, it's mostly effective with j.B being easier to combo after then j.C in this case, but that all depends on timing.2C/5C > jc > barrier > j.C > 2B. This one is more about timing j.C to make it so it either hits overhead twice or just once into a quick 2B.Overall air messenga should let us get away with a bunch of jump cancel mix ups if we apply it properly. I'm gonna start trying this stuff out with the current air messenga and see how it works out.The 2C mixups looks pretty good, but I have three questions about it:1) Is the jump-cancel forward or backward?2) Is this mixup good in the corner? Given that we have to see if they forward tech.3) Isn't it dangerous to use the air dash if the mixup was already used before?
Don Blow Jon Posted October 20, 2014 Posted October 20, 2014 The 2C mixups looks pretty good, but I have three questions about it:1) Is the jump-cancel forward or backward?2) Is this mixup good in the corner? Given that we have to see if they forward tech.3) Isn't it dangerous to use the air dash if the mixup was already used before? Forward or neutral jump get the job done, and yes the mix up is much better in the corner as we have more combo options and they get desperate to escape. Also not really sure what you mean about forward tech as these are mix ups for when their blocking 2C.
heavymetalmixer Posted October 20, 2014 Posted October 20, 2014 Question for you all: How do you make people respect?
o Nereus o Posted October 20, 2014 Posted October 20, 2014 Question for you all: How do you make people respect? What do you mean by respect? As in making them respect your options?
heavymetalmixer Posted October 20, 2014 Posted October 20, 2014 What do you mean by respect? As in making them respect your options?Yeah, trying to do a mixup, even with a barrier for bainting DPs isn't something that stop people from mashing or jumping.What do you use to make people respect your options and playstyle?
TD Posted October 20, 2014 Posted October 20, 2014 you should mostly go for frame traps, pressure resets, and stopping jumps in the beginning. you should see what the foe likes to do, and try to stop it. baiting plays a huge part in this, especially vs character's with dp's; so a good perception of the foe and their character is a must. terumi has his best options at point blank range; if his 6b will miss the foe, returning to neutral is imminent. you don't want that in many matchups.
heavymetalmixer Posted October 21, 2014 Posted October 21, 2014 After practicing the las 2C mixup that Don Blow Jon made, I noticed that meaty 2C after 22C lvl3 in Midscreen and 236D in Corner, is a good option for mixups, pressure and baits because of its cancel possibilites.Could you all test it too?
Don Blow Jon Posted October 21, 2014 Posted October 21, 2014 After practicing the las 2C mixup that Don Blow Jon made, I noticed that meaty 2C after 22C lvl3 in Midscreen and 236D in Corner, is a good option for mixups, pressure and baits because of its cancel possibilites.Could you all test it too? I usually go the other way around and use 236D after 22Clvl3 midscreen to get some extra meter and catch people trying to roll away, plus if it whiffs you're at an insane advantage to go for a meaty normal of your choice (5B being the most practical choice). This is also more effective in the corner since you can now punish rolls with 2B thus allowing you to go for more pressure on oki. Haven't tested 2C after 22C in the corner but I did try 6D > 2C, if it whiffs you're at enough advantage to either continue the pressure if they emergency tech or punish roll attempts and if it hits you can go for an reset with air throw or meaty j.C (make sure to confirm if they tech in mid air, if not just wait for them to fall to the ground and continue your pressure from there). This could all be applied to 22C > 2C, gotta test it later in in the week. Also on the topic of getting people to respect you and apply said mix ups. TD probably broke it down precisely, using frame traps to check of they respect you, getting used to their habits and going from there. If they like to backdash catch em with 5D, if they're jump happy anti air with 6A or in the case of going into mix ups from 2C go into frame traps from the normal such as 2C > 5D/3C/5C. In the case of these air dash mix ups it's all about learning how to bait and punish accordingly with air messenga (still testing against whole cast), they're still a WIP and while they don't grant much damage, it gives great corner carry with 22Clvl3/6D if you open them up and can continue your game plan from there.
heavymetalmixer Posted October 22, 2014 Posted October 22, 2014 I usually go the other way around and use 236D after 22Clvl3 midscreen to get some extra meter and catch people trying to roll away, plus if it whiffs you're at an insane advantage to go for a meaty normal of your choice (5B being the most practical choice). This is also more effective in the corner since you can now punish rolls with 2B thus allowing you to go for more pressure on oki.Haven't tested 2C after 22C in the corner but I did try 6D > 2C, if it whiffs you're at enough advantage to either continue the pressure if they emergency tech or punish roll attempts and if it hits you can go for an reset with air throw or meaty j.C (make sure to confirm if they tech in mid air, if not just wait for them to fall to the ground and continue your pressure from there). This could all be applied to 22C > 2C, gotta test it later in in the week.Also on the topic of getting people to respect you and apply said mix ups. TD probably broke it down precisely, using frame traps to check of they respect you, getting used to their habits and going from there. If they like to backdash catch em with 5D, if they're jump happy anti air with 6A or in the case of going into mix ups from 2C go into frame traps from the normal such as 2C > 5D/3C/5C.In the case of these air dash mix ups it's all about learning how to bait and punish accordingly with air messenga (still testing against whole cast), they're still a WIP and while they don't grant much damage, it gives great corner carry with 22Clvl3/6D if you open them up and can continue your game plan from there.Tested 236D in Midscreen after 22C lvl3, and 5/2B in corner after 236D:They're really good options. The 236D forces the opponent to respect our options being 5B and 2B the best ones. After 236D in the corner, the best options is 5B because of its startup, but it doesn't hit everyone on quick tech, so the universal choice for punishing rolls and quick techs is 2B.
Fame96 Posted October 23, 2014 Posted October 23, 2014 http://www.nicovideo.jp/watch/sm24741841 At 0:53 you see the terumi player do a classic corner combo. Which means as long as we use normals that leave them higher in the air (5B>5D>6D or 5C>2C>5D>6D) we should be fine. 22:15- Driveloop for the win. https://www.youtube.com/watch?app=desktop&persist_app=1&v=M9edGXQd2Mg At 3:27 terumi links J.2D into orochi. He does this multiple times throughout the matches and even links ground messenga once after J.2D. The combo also did fairly good damage for an overhead starter and is a pretty long combo. This is leading me to believe that they either increased the super cancel window on J.2D or they also increased the hitstun along with the recovery on J.2D. None of this with J.2D works in 1.1 unless it was a crouching counter hit and even then you don't get as much damage off of it like in 2.0
Skye Posted October 23, 2014 Posted October 23, 2014 I think they just extended the super cancel window, it certainly didn't look like a link.
Fame96 Posted October 23, 2014 Posted October 23, 2014 I think they just extended the super cancel window, it certainly didn't look like a link. This along with making it a better starter because combos off j.2D do a bit more damage now.
heavymetalmixer Posted October 23, 2014 Posted October 23, 2014 http://www.nicovideo.jp/watch/sm24741841At 0:53 you see the terumi player do a classic corner combo. Which means as long as we use normals that leave them higher in the air (5B>5D>6D or 5C>2C>5D>6D) we should be fine.22:15- Driveloop for the win.https://www.youtube.com/watch?app=desktop&persist_app=1&v=M9edGXQd2MgAt 3:27 terumi links J.2D into orochi. He does this multiple times throughout the matches and even links ground messenga once after J.2D. The combo also did fairly good damage for an overhead starter and is a pretty long combo. This is leading me to believe that they either increased the super cancel window on J.2D or they also increased the hitstun along with the recovery on J.2D.None of this with J.2D works in 1.1 unless it was a crouching counter hit and even then you don't get as much damage off of it like in 2.0 This along with making it a better starter because combos off j.2D do a bit more damage now.So they're turning j.2D from a low-reward and "spammable" tool, into a more standard and rewarding one. Interesting, very interesting.
Skye Posted October 24, 2014 Posted October 24, 2014 In some ways it's a buff, having less use without meter makes it so your opponent isn't conditioned to block it so often. Hell look at Hazama, 5 years and 6a > hotenjin still works. It works so well they don't even hit confirm it, they just do it which creates some hilarious situations when it is blocked.
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