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heavymetalmixer

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Everything posted by heavymetalmixer

  1. In the video there's nothing about 6D, where did ASW confirm the 6D nerf?
  2. 236D whiff recovery reduced, eh? Maybe doing somthing like 5B > 5C > 3C > 22C lvl3 > 66 5D > 236D (whiff) will become more useful for oki or gimmicks. Another thing: https://www.youtube.com/watch?v=m1y_b6_xblE&t=36s Edit: I was wrong about 22C, it just that the sound confused (it sounded different than usual.) Edit 2: It looks like ths sound changed because Terumi does the the 7 stomps faster than before, maybe that will help in extending some combos because of the game timer.
  3. Playing in a lobbie with some friends and my color became light green.
  4. BBCT all over again :D
  5. I did, and I don't know how
  6. Translation of the changelog, please?
  7. GGs tonight guys, sorry for not playing more matches this time, but I was waiting to play with a friend of my country that just began playing ASW FGs (I played agaisnt him in Melty Blood since the last year).
  8. GGs to mixedmethods room tonight.
  9. I don't know If someone said this, but . . . I think I discovered something useful It works Midscreen and Corner (in corner overall). In a combo when the opponent is knocked, after a 5C do a 2C > jc > slightly delayed j.C. Basically the j.C is meaty but unlike 2D, they don't have too much time to think and when both are falling, Terumi can keep the pressure or even do mixups. It works without a problem if they air tech (no matter which direction), but if they wait until they touch the ground to tech, our options get a bit tricky: 1. Forward tech: it can be punished with 5B and 2B (only 2B on Mdiscreen). 2. Backward tech: it can be punished with 5B, 2B, 5C and 2C (only 2B on Mdiscreen). 3. Quick wake-up: use Terumi's fast options to do another combo (5/2A, 5/2B), or bait. 4. Neutral tech: I don't really know what to do in this situation, maybe mixups? Note: if they air tech and you hit them, depending on the height you finish with j.2D or link a 2B to do a usual corner combo (obviosly shorttening the combo at the end). I don't know if the 2B works in Midscreen.
  10. Go download Peazip, it's free (totally legal).
  11. 2C > jc > j.D seems like a good way to get mashers to respect and bait some DPs, the problem is the distance between Terumi and the opponent after it. And what about using 6C as ender in the corner? Is it good for anything?
  12. GGs to the DL Meme room tonight :D
  13. GGs to the room tonight . . . damn, I feel like I never played this game before, it feels so different.
  14. 1)6C? Isn't it 6D? (at least that's what I see in the video) 2) After 3C > 2D in the corner is it possible to do those safe jumps? Or could we do something like jump > barrier > j.B (due to its range).
  15. This will be my first time in an P4U2 room, this will be awesome, I'm still not used to this game (studies everywhere). PD: I won't be able to play with you all the next Friday, There's a night work I have to do due to a Holyday in my city.
  16. This is . . . disturbing.
  17. There's no need for the j.236B~A, it can be done with j.236AA for the same damage and 46SP. And with j.2D FC, 236B > j.214D > j.2C > 2A > 2C > j.B > j.AB > j.236A~A > j214B~B > j.236D > j.2C: 5093 Dmg/ 48 SP
  18. Just got to use Yosuke today . . . damn, his new Moonsault variations are a little hand to comprehend at the beginning, but his combos are awesome even with just 25SP.
  19. Finally used P4U2 Yosuke today . . . and he's awesome, but his Moonsault variations make my hands go wrong.
  20. I'm still hoping for the complete set of JP voices to appear as a DLC T__T
  21. It sounds like the Roll Cancel in P4U2, but spending a burst. I think this benefits everyone (if you wanna use it like a DP), but mostly after blocking moves with good blockstun.
  22. Yosuke all the way. I've used him since P4U and he got even better :D
  23. If you're gonna stream it, please record it, I can't assist 'cause I'm busy.
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