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heavymetalmixer

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Everything posted by heavymetalmixer

  1. I nominate j.P as Millia's best normal!
  2. 1. Less range for 236D (shorter midscreen combos). But it has shorter startup and better recovery on whiff, making him able to do crazy meaties and frametraps (even more, he can in 1.1). 2. 5D is even more - on block, not sure how much. 3. j.2D has much less hitstun: doesn't combo unless the opponent is crouching and the j.2D is done at the lowest height possible. On the other side, it can be followed with supers and the damage is pretty good: https://www.youtube.com/watch?v=M9edGXQd2Mg&&t=3m27s 4. 6D sends the opponent flying lower, so the only possible follow up is 236D even in corner. (I'm not really sure about this one) IMO the j.2D and 6D were the only damaging nerfs, the other ones aren't very important. Also 236236D and 214214D are faster now, so if a Terumi player makes you block the 5D while having 100 Heat in Overdrive, prepare your ass for an unblockable attack for almost 6K ( https://www.youtube.com/watch?v=VEKQIFNIg2A&t=22m35s ).
  3. Maybe "The Burning Red" will be used as a countermeasure: As Seifer said in Remix Heart, The Burning Red makes the user able to use real Magic. Maybe Alchemy could be use too, and what about Noel's power (Mu-12)? Does she require Seithr to transform into it?
  4. No body has tested non-glide mixups yet? I want to know all his options from the knockdowns.
  5. Sorry if I'm annoying, but I don't have Twitter, so: 1. What's the link for the stream? 2. Which are the two lobbies and which of those should I be in? (I'll play in the casuals event, and in the tourney if you still have enough space).
  6. So, how should I be noticed where to play? somebody will add me to the room ro something like that?
  7. It has more range in 1.1, so a lot of Midscreen combos had to be shortened to finish them with 236D in 2.0.
  8. Generally, he's worse mostly because of two nerfs: 236D range and j.2D hitstun. IMO, beside those nerfs I don't see problems with him, even the j.41236C buff seems very useful for scarying people of antiairing. Something that I've seen is that looks that besides 5B's pushback was lowered, maybe this also applies vertically to airborne opponents, because a lot of combos that involve 5B after 22C in Corner or 41236C in Midscreen, now work on everyone without delays. j.D into j.2D seems nice for keeping pressure if Terumi doesn't fall quickly, also 2B on whiff is better now as a footsie (shorter recovery I think). I'll keep playing him, he still the funny asshole speedster I've always played . . . The mayor problem would be if there's gonna be an update for the actual players on PS3 on just a new game.
  9. So 22C SMP is less restrictive now? . . . I knew it! I knew that that the day when our 22C rules over everything would come! HYAHAHAHAHAHAHAHA!!!
  10. https://www.youtube.com/watch?v=l9J6bwAPLTM&t=15m16s (standing opponent) CH 66 2A > 5C > 5D > 6D > 236D works in corner
  11. I forgot to post here yesterday at night: GGs to everyone in my room, weird to see good players getting in rooms with 0 bar connections.
  12. You don't need to log in to edit posts in the Wiki.
  13. Well, the count me in. Juanary 31st, but what about the time? (EST).
  14. Question: Are these tournaments USA-only?
  15. 01/15/2015 Mikado 3on3 VS Slayer: https://www.youtube.com/watch?v=WAJtaJtb100&t=25s VS Potemkin: https://www.youtube.com/watch?v=WAJtaJtb100&t=2m42s VS Sol: https://www.youtube.com/watch?v=WAJtaJtb100&t=6m27s VS May: https://www.youtube.com/watch?v=Snq_nnW2UdY&t=18m25s VS Sol: https://www.youtube.com/watch?v=nuJc_5BgCeo&t=16s
  16. https://www.youtube.com/watch?v=oqVIFfw-bh8&t=4m52s CH 5AA > 5B > 5C > 2C > 2AB > 236B > j.214C > j.2C works in corner
  17. Don Blow Jon, do you remember you shared with us a video you made the last year about safe jumps? I tried doing the same with j.B(1) and it works. Just like with j.C, jump forward and do a deep j.B(1) so you can touch the floor and block if they try to DP. After watching sometimes, I couldn't get how the timing for the safe jump was, but I got it after going to Training for a while: 1. Midscreen: (In the video you do a microdash, I run more or less until half the distance 22C/6D put the enemy from Terumi) a) After 22C lvl3: wait until they "touch the wall" to start running and jump. b) After 6D: run after falling but don't jump too quick. 2. Corner: (always use Barrier while in the air before the j.B(1)) a) After 22C: jump instantly for lvls 1 and 2, a little delay for lvl 3. b) After 6D: wait for the opponent to touch the ground and jump. There are two advantages over j.C for the safejump: 1) It can be comboed. 2) Due to how deep j.B(1) must be done for this, it becomes an ambiguous mixup (j.B(1) is high, j.B(1) whiff > low, j.B(1) throw, j.B(1) > 63214X, etc), that can become into a knockdown and another mixup of the same kind or a tech punish (236D FTW). It's official now guys: Terumi is (more or less) a vortex character EDIT: I forgot to say that this mixup also works after 41236C in both Midscreen and Corner and 63214B in Corner: For 41236C you must wait for them to touch the ground (almost instantly), and for 63214B you must delay the jump even more, so the jump is done while they're neutral teching. This safe jump cannot be done after j.2D as ender because they touch the ground before Terumi : /
  18. GGXRDPLAYER, right? You should put your PSN ID clicking (at the top of the page) in your name > My Settings > Other info > PSN. And yeah, that light blue guy had a very laggy connection, weird enough, he had more lag with you and I'm not from USA, so maybe he neither.
  19. GGs to Ranked and the people that got in my room, not too many people but my memory is crap.
  20. Well yeah, that was a mistake. It's -1 on block, but is worse on whiff so YRC helps a lot.
  21. Isn't 236S -1 on block?
  22. Exactly xHENJIN_AFKx, is it you or someone else? I played him the last week and today.
  23. Dude, is it coincidence that "someone else" has as PSN ID "xHENJIN_AFKx"? Or something like that?
  24. GGs to Ranked, a lot of fun matches.
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