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Posted

Hoping these are less character specific than the ones we had in 1.1.

Do Relius and Nu have weird hurtboxes or can they be considered "normal"?

Posted (edited)

Hoping these are less character specific than the ones we had in 1.1.

Do Relius and Nu have weird hitboxes or can they be considered "normal"?

 

From what I saw months ago of testing with combo routes, I think their hurtboxes are normal, but maybe that changed in 2.0.

 

I think we can do (in 1.1) the combos at 2:15 and 2:35 but I haven't tested them yet. They're damn hard to do! You better don't try these two combos online if you don't wanna get screwed.

Edited by heavymetalmixer
Posted

These new routes look promising but it looks like damage and meter gain scale pretty hard. It might also be hard to start meterless too but i highly doubt they'll give us 1.0 6D back. It just another case of choosing between meter and damage,

Posted

If you're not at least 75 percent or starting with a low prorated starter, going for meter and corner carry is highly recommended. It's just too easy to catch terumi who has lost his meter or didn't gain enough. Unlike Haku, he has no options for getting out meterless, and his ca sucks, so with meter he needs an opening and rps to get out.

Not sure why 6d was needed to be nerfed but you take what you get lol

Posted

If you're not at least 75 percent or starting with a low prorated starter, going for meter and corner carry is highly recommended. It's just too easy to catch terumi who has lost his meter or didn't gain enough. Unlike Haku, he has no options for getting out meterless, and his ca sucks, so with meter he needs an opening and rps to get out.

Not sure why 6d was needed to be nerfed but you take what you get lol

So i do have the right mind set when choosing between meter and damage. Lol. I think the same way when it comes to that but i want be a bit too protective with meter in certain situations.

Posted

I tend to go for meter instead of damage. Someone I look up to told me: "There is little difference between an opponent's options when they have 100%HP~40%HP compared to the difference in options you receive when your gauge is 50% or more. Damage only comes into play when you can kill them or put them in jeopardy, otherwise you need resources for pressure oki and neutral. If you can land them somewhere in the zone of 30%~1%HP Meter starts becoming less important than damage, because their lack of HP starts affecting their options more than your lack of gauge is affecting yours."

 

As for how to think about meter management, think of it like a budget. With meter you can buy mix-up, damage, defenseive tools, and Messenga call-outs. All of these tools are wonderful, and it's up to you to be a responsible buyer and get what you need to take a win.

 

Meter is there to be spent, especially with Terumi. On one hand 100% meter gives you access to two rapids for mix-up or a heavy damage confirm should you land a hit otherwise, on the other hand every bit of meter that you don't get when you already have 100% can be counted as meter lost. There are good points to hoarding and good points to spending, and your task is to strike that balance in a way that wins you the match (or at least gives you an advantage)

 

Ultimately it's up to you how you spend it, and different situations and match-ups will call for different spending decisions. You can observe that an opponent is harder to open up because they don't fall for frame traps, tick throws, or get hit by tricks in neutral, you can then focus your meter spending on mix-up (I.E. 5C(1) rapids and the like) You will make a good portion of said meter back in the proceeding combo and the following oki and pressure string so spending this way is sensible. you gotta spend money to make money.

 

Likewise if your opponent is prone to falling for pressure traps hoarding meter would make more sense because off a fatal 6B you can blitz them for half their health and take the match. It's important to keep an eye on their HP, because if you blow your burst and meter on a confirm that won't kill you might regret it when you want to go for that counter assault or DP later. Keeping your meter in the 40~50% range unless I can kill is generally what I do with Relius, and I think the same principle applies to Terumi. At 40% gauge, you're only a stones throw from getting a counter assault or DP, and if you do land a confirm you'll get all the meter from it that you wouldn't were you at 100%

 

You can of course break the rules you set for yourself if you have a good reason to think your next read on them is accurate and will lead to them getting hit. Gambles /do/ sometimes pay off big and sometimes you gotta trust yourself and take the leap.

Posted

Ehh.. i honestly don't know if i should even stay with Terumi in 2.0. I feel like they just took away everything that made him decent, and gave him nothing that he really needed besides the Air Messenga buff. I'm probably just going to use him as a sub and focus more on Relius in 2.0. He does have his 3C > 6D route similar to 1.0 for those who are unaware of it.. http://youtu.be/vJrGTL6TZFw?t=4s

Posted

Ehh.. i honestly don't know if i should even stay with Terumi in 2.0. I feel like they just took away everything that made him decent, and gave him nothing that he really needed besides the Air Messenga buff. I'm probably just going to use him as a sub and focus more on Relius in 2.0. He does have his 3C > 6D route similar to 1.0 for those who are unaware of it.. http://youtu.be/vJrGTL6TZFw?t=4s

 

Bu from what I've seen is only useful in that combo, ouside of it is the 1.1 5D > 6D.

Posted

So i have noticed the terumi's 3c>6d route still exist. Its just very difficult to catch. The opponent has to be airborn and touch the top tip of 3c before you can get 6d. But even so, the timing is very complex. I have to use OD Rising twinblade to get it.

NOTE; OD Rising blade can only make it work if opponent is above terumis head.

  • 2 weeks later...
Posted

The Terumi in these a-cho vids is looking pretty nice, hopefully he shows up more.

 

http://youtu.be/CZZ_VPt81ds?t=17m8s

 

236D after knockdown is still looking pretty strong. And I really love that combo he does afterwards: 236D>B Orochi>22C>3C>5D>6D for 3.7K

 

http://youtu.be/CZZ_VPt81ds?t=38m15s

 

6A(CH)>iAD j.C>6D also works.

 

236D whiff is stronger than before because of it's shorter recovery on whiff, and it looks like a xx > 22C lvl 2 > 236D combo in Midscreen gives 34 Heat, so maybe it's our new bnb route now when close enough.

Posted

https://www.youtube.com/watch?v=EpME0GZw464&t=16m22s
5B > 5B > 3C > 22C lvl 2; 5B > 5B > 6B > 6D > 236D works in the Corner, maybe Rachel specific?

https://www.youtube.com/watch?v=EpME0GZw464&t=28m34s
Backthrow (Terumi in the corner) > 6B; 2C > 5C > 3C > 5D > 6D > 236D works in the Corner.

https://www.youtube.com/watch?v=EpME0GZw464&t=31m22s
41236C > 5A > 5C > 6B; 2C > 5C > 6B > 6D > 236D works with Terumi in the Corner, maybe another Rachel specific route.
 

Posted

https://www.youtube.com/watch?v=EpME0GZw464&t=16m22s

5B > 5B > 3C > 22C lvl 2; 5B > 5B > 6B > 6D > 236D works in the Corner, maybe Rachel specific?

https://www.youtube.com/watch?v=EpME0GZw464&t=28m34s

Backthrow (Terumi in the corner) > 6B; 2C > 5C > 3C > 5D > 6D > 236D works in the Corner.

https://www.youtube.com/watch?v=EpME0GZw464&t=31m22s

41236C > 5A > 5C > 6B; 2C > 5C > 6B > 6D > 236D works with Terumi in the Corner, maybe another Rachel specific route.

 

yeah, the 1st and 3rd combo are rachel-specific.

Posted

A guy just told me today on a Youtube comment that "our new top player" is called "Ikineba", could anyone that understand japanese confirm this?

Where?

  • 3 weeks later...
Posted

I showed him that vid btw and watched it. I didn't post it to say "ZOMG TERUMI IS GUD" but just to show that being a competent player and exploiting the opponent will take you a long way. I watched that whole set and yea, Rocha just capitalized on all of the Azrael's mistakes because he started out pretty strong.

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