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Guymam

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Everything posted by Guymam

  1. Dats not the 9K combo zzzzzz
  2. It happened. B tier here we come.
  3. The best part about all of this stupidity is that people still think Ragna is bad and that Jin is freezus, which is like Jesus except he's for polar bears and heathens.
  4. Terumi Distortion Drive Cancel Windows – The follow attacks can now be canceled from the stated point, and unless otherwise stated, until the end of the move Jagaku – First hit until before the second hit, and after the third hit Gasensho – Right as the last hit connects Garengeki – After the first hit (not cancelable just before the last hit) 5D – Increased attack level. Increased attack active frames. Decreased recovery 6B – Decreased attack startup. Increased attack active frames. 6C – Increased recovery, now counter hit state after active frames end. Decreased stagger time on counter hit Jagaku, Gasensho – Now absorb the opponent’s Heat Gauge during Overdrive Garengeki – The max version now wall bounds even midscreen Ground Verison Jakyo Messenga – Now hits the opponent diagonally, making it easier to follow up A Version Orochi Burensen – New move. A low version of Orochi Burensen B Version Orochi Burensen – Is now invincible during the superflash. Only causes wall bound in the corner now 214214D (Jarin Renshoga) – A new anti-air version of Jarin Renshoga. Terumi patch notes translated by Xie and posted on SRK. Some of them are interesting. He got buffed all around, except for a nerf to 6C (lolok I didn't touch that button anyways). Most interesting are Orochi invisible during superflash, only causes wall bound in corner, and 22C lvl 3 wallbounding midscreen.
  5. Superflash mixup. Aka "please input your reversal now" We'll need to wait until mid-March for the game to be released and for stuff to be inspected, but I'm most interested in these "few new moves" the translation talked about. Maybe one of them is a decent midscreen button? How about something that gives him mixup?
  6. BBCP2 is coming. New moves for Terumi including a low version of Burensin and an AA version of Jarin. ZZZZZZZZZZZ #whensbetterMixup
  7. P.Sho is pretty good. -amazing 5A, jump cancellable B normals, pretty good sweep, good j.B -high average damage -utility supers that cover most situations (very fast full screen projectile, very fast reversal, pretty good counter super) -j.2D, 2C, and 2D can appear behind the opponent, punishing badly spaced mashing or the like -Command grab that can be super canceled Among other things. He has a few weaknesses, but if played solid his strengths outweigh them. Bully people with 5A and 2B.
  8. Hey how many points did I end this season with I felt I did good.
  9. Argue your hearts out, but also make sure you guys are looking at JP Kokonoes to see what she can do at high levels. American Kokos still drop combos. Take into account her potential too.
  10. He's popular in arcades. DIE-chan was messing around with him. I saw a few of them on Saturday.
  11. Narukami is still a god. Easily one of the best characters in the game. He's still retarded.
  12. In the spirit of christmas and Terumi you are all banned for life.
  13. You know what's a combo? Do you want to know? It's retarded. Midscreen: 5C (CH) AB 18 hits D followup 236B j.236C j.2C and the stuff after that I forgot. It's retarded.
  14. You know what's called Orochi Burensou? This dick.
  15. Sukukaja only super is free. The 25 meter he spent made it the SB version.
  16. hey guys, hey guys, hey guys. Yosuke doesn't have projectile invince SB run. tee hee
  17. Hotenjin. Other than that, not really.
  18. It takes a lot of guts to put your play out there and ask for critique. As long as you keep up your positive outlook and mindset wanting to improve, you will improve. Next time you fight these guys try changing up your mindset and apply some of the new stuff you learned. You may lose to people you normally beat a few times because of it, but in the end once you get those good habits down you'll feel yourself improving.
  19. Everytime you random 6C you're asking your opponent to kill you. Everytime you random 2D midscreen you're asking your opponent to airdash in on you or punch you like the Azreal did. Vs. Hakumen: You didn't kill after the command grab with 100 meter. You tried to burst bait after a throw with doing anything. Their burst was still locked out. You baited it so hard they might have gotten wakeup OD if they were mashing it. In two games I don't think I've seen 6A once. And they've been jumping. 2nd Azrael match: You forward threw when you had no meter, which led to nothing. Back throw leads to decent corner push, meter, and damage, even with no starting meter. You never backthrow period. Nu Match: You don't confirm 5D CH, you drop a 2B confirm and try to reset which lets her out and loses you meter, you drop another 2B confirm. Basically, you don't confirm unless it's super obvious. You mash. Really hard. You do not like block for whatever reason. Your wakeup supers are working so more power to you, but it will get you killed at higher levels. I get that you have 100 meter to make it safe, but then you lose all your mixup and damage options for 1 wakeup. You'll get them back sure, but if you just blocked it could let you win a lot faster. 3rd Azrael Match: Don't confirm a j.2D overhead hit. Don't use counters unless in super specific scenarios because it's fucking ass (super flash buffering, obvious gatling routes), and have 100 meter when you do it to fuck them up. Random 6C again, this time with no meter. 4th Azreal Match: Didn't confirm a 2D hit, did j.D instead (why?) You don't know the airthrow combo of 6B 2C 5C 3C 6D Stuff. It's easy and pretty much always confirms. Hey look that crappy super got you hit. Don't use it. Koko match: ch j.D run up purple grab. Didn't confirm the CH j.D. Lots of in neutral mistakes, more random yolo 6Cs, but your opponents are really bad, so it's okay I guess. 5th Azreal match: Dropped confirm to a domi burst. 6th Az match: I notice you never jc 5C(1) at all or 2C much. Terumi's bad mixup is worse if you don't do these things. 6A CH confirm dropped. Walk up counter super. Getting to the heart of the matter. After watching all of your matches, I've concluded that you don't actually fight. You like to do "your thing". This isn't meant to sound mean or bag on you. If you want to improve it's going to take criticism. So here it is. 1) Your opponents are weak. 2) You all bursted terribly 3) You don't hit confirm. It'd be one thing to drop certain confirms to go for a reset or keep them on their toes, but you drop crucial and good things. 4) What I mean by doing "your thing" is that you want to do your Terumi thing. You're not fighting. You don't like to block, you burst as soon as you can most of the time, one time leading to an awful domi burst. You went for stomp reset which, while cute, means you're missing out on enders and damage. You're not going for the 6D ender high/low/throw setup in the corner either. You need strong opponents to punish your mistakes. Your random 6Cs, wakeup supers, and such should have been the death of you, but since you got away with it you kept doing it. But, keep at it and you'll improve.
  20. I've answered it elsewhere, but I'll do it again I guess. 22C works like this. You hit 22C and then you mash C again. Terumi does one stomp, then he does the rest depending on the level. Basically, you need to have a certain number of inputs before he starts the 2nd set of stomps. I forget the actual numbers, but I think it's 0-1 for lvl1, 2-3 for lvl2, and 4+ for lvl3? I think that's about it. Basically, mash really hard before he starts stomping.
  21. 3C 6D won't work if they're standing. Say you hit them standing 5A 5B 5C 3C 6D. That don't work. You have to pick them up, so something like Shit into 22C 2C 5C 3C 6D works. And yes, you have to do it almost immediately. Should be universal.
  22. High low mixup he doesn't have much. 5A wait j.AC 66 j.B or command dash cancel into 236A are kinda as tricky as it gets at the moment. His grab is actually pretty nice because you can do j.2C and it has a crossup hitbox. You can make it kinda hard to see by adjusting the time and angle of the jump. I went and tried some of his combos today. None are overly difficult, kinda tight timing on a few things like 214B C 236A and j.CD land super. 5B 5C j.B j.C is not universal either. I'm mad hype for SHO though.
  23. Post videos of your Terumi and get critiques. Keep it civil and beneficial.
  24. It's time. Terumi critique thread coming soon.
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