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Everything posted by heavymetalmixer
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If they made her not too spammable, then I'm happy. If they made her useless . . . well, there's nothing I can say.
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GGs to iMainJacky and xds3000
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So they're turning j.2D from a low-reward and "spammable" tool, into a more standard and rewarding one. Interesting, very interesting.
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Calm down dude, drink some beers
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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.
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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?
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Some combos I got today in the lab: 1) 5A > 5B > 5C > 2C > 236B > j.214C > j.2C (It needs dash momentum and zero distance. The 5B can be replaced with 5AA). 2) 236C/D/C+D > RC > dc > dl > 2B > 2C > jc > j.BB > j.A+B > jc > j.B > j.236C > j.2C: 2.4K Damage (Omit the dash cancel for zero distance with 236C. Omit the delay after the dash cancel for 236C at zero distance, and 236C+D). 3) 236C/D/C+D > 214214C > dc > 5C > dc > 5AAAAA > j.2C > 236A > 214214D: 3.6K Damage, pretty good for corner carry and esay to do. (Omit the first dash cancel if close enough with 236C. Omit the 5C for max range 236C+D). 4) (After 214214D) 5AAAAA > j.236B~B > j.214B~B > j.236D > j214B~B > j.214214D
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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?
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Question for you all: How do you make people respect?
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GGs to everyone I played on Ranked today.
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[P4A/P4AU] PSN Match Finder/GG Thread
heavymetalmixer replied to Kurushii's topic in P4A Online Play
GGs to everyone I played on Ranked today . . . o not? Tha amount of DP spam in this game is too damn big. -
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?
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If the second one doesn´t work on Bullet, probably it doesn´t work on Rachel, Kagura, Makoto, Amane, Tsubaki, Izayoi and Tager.
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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.
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Very appreciated.
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From here, I'll try to use j.2D just after j.C in a mixup . . . I don't want to cry later when I won't have other choice T__T EDIT: How do we know that 2B is 8 frames startup? In the Basics video we see that 5B can punish 236D, but 2B can´t. Or maybe 2B is 8 and 5B is 7.
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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.
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[P4A/P4AU] PSN Match Finder/GG Thread
heavymetalmixer replied to Kurushii's topic in P4A Online Play
GGs to ScrawtVermillion, KarzeonFortune, BaconZero and X_XXDNAXX_X. -
GGs to everyone I played on Ranked today.
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If the oppponent is completely against the wall use 236B > j.236C > j.2C. If there's a gap between the opponent and the wall use 236B > j.214C > j.2C.
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GGs to everyone tonight, a lot of weird and fun things happened xD Personal recommendation: In Training Mode, always practice against Kuma. Why? Unlike in Blazblue there are no weird hurtboxes, and Kuma has the smallest one. So if a combo or mixup works on him, it works on everyone. PD: Why do I see so much Yosuke hate? I know that the guy is fast as hell, not exactly kind, pervert, stupid, and has very bad luck, but he's cool guy.
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[P4A/P4AU] PSN Match Finder/GG Thread
heavymetalmixer replied to Kurushii's topic in P4A Online Play
GGs to everyone on mixedmethods room tonight. I really need to work on the glide, it's awesome. -
16:09 . . . 5D > 6C: He punished forward tech with 2A (I think this was alreay possible) 16:34 5B > 3C > 22C lvl2 (the new one) > 41236C > 5B > 5C . . . I didn't see any kind of delay on the second 5B (Kagura is one of those characters that need that 5B delay, otherwise the second hit of 5C whiffs). 21:04 236D sure cover a much less distance now :/ 22:54 the Tsubaki player did Instant Block the Terumi's 236D, and tried to punish with DP but Terumi blocked . . . 236D "more-or-less" neutral on block now? Edit: Tsubaki's DP is 10 frames startup, so even with 236D being -4 on block and -3 of the Instant Block, Terumi is at -7 so he has 3 frames to block.
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This goes in the Video Thread: http://www.dustloop.com/forums/index.php?/topic/7012-cp-yuuki-terumi-video-thread
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*clap* *clap* *clap* That was just awesome: The mixups and the trolling were high enough to make the salt levels brek through the stratosphere. I feel like a complete newbie watching this, and also I think most of the Terumi japanese players aren't this good . . . they just don't give Terumi a chance to shine