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Everything posted by heavymetalmixer
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Mexico y Sudamérica THREAD. We hablamos pocho here!
heavymetalmixer replied to Kyosuke Kagami's topic in International
Y pensar que existía este thread y yo no lo conocía : / Bueno, yo soy de Colombia, juego BBCP, P4U y MBAACC. Pienso comprar P4U2, GGXrd y UNIEL (todos tres cuando salgan las versiones americanas). Mi PSN: HeavyMeet91 -
I think this thread needs to be less "dead". Why don't you say when you all have free time to make more rooms through the week?
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[P4A/P4AU] PSN Match Finder/GG Thread
heavymetalmixer replied to Kurushii's topic in P4A Online Play
GGs to everyone in BaconZero's room tonight. -
Updated the Bnb list ( http://www.dustloop.com/forums/index.php?/topic/7014-cp-yuuki-terumi-combo-thread/page-6#entry812309 ) and the Wiki.
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Updated the Bnb list ( http://www.dustloop.com/forums/index.php?/topic/7014-cp-yuuki-terumi-combo-thread/page-6#entry812309 ) on the combo thread and the Wiki. After experimenting on the lab today, finally I can use j.C as a decent overhead in mixups, the trick lies is it's timing: In the jump there's a maximum height point where Terumi stops going up and starts going down. The j.C must be done in this point so the third hit connects (remember that the third hit has more hitstun that the first two) allowing it to be followed. With this in mind, I tried to see if this timing has to be changed in the blockstring [ . . . 5C/2C > jc > rising j.A(it doesn't matter if it hits of whiffs) j.C] . . . It works perfectly, and the same applies to j.B. This kind of blockstring makes it harder for the opponent to see and incoming low. Another two interesting thing I found: 1. 2B has less pushback than 5B. 2. If the opponent is in blockstun (up close, like after a 5B), 6A hits crouchers. Useful if they try to jump backwards and if it's blocked, just jump-cancel it.
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Exactly. My play style is passive, still he works pretty well that way, mostly because his fast pokes(punishes galore ), range and defensive tools with meter.
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Sorry this way to explain is not for "newbies", is just that I'm horrible at teaching 1) He's a character with a tools for a lot of situations but his main focus is Rushdown: get the hell in and kick their asses up close. 2) His 5D is very useful (and spammable) because of his range, his 6C and 236D have a very good range too but if they block them you're screwed. 3) His j.2D is very a very good overhead and plus on block, but the damage you get from it is very low. 4) Terumi doesn't have a full screen proyectile, so you have to get close carefully when facing zoners. 5) One of the very good things about Terumi is his run speed: not Valkehayn/wolf levels, but in the levels of Makoto and Bang, so if you see a chance to get in, you'll get there faster than most of the characters of the game. 6) He has a command grab (214D) that moves him forward a little, so if you wanna grab them but you don't want to get so close to use the normal throw, use 214D instead (watch out: it's very slow, if you fail it you're screwed.) 7) After 5D you can do 2D or 6B (the slow kick) so you can keep them blocking (or to hit them if you're lucky), you can even do 6C but you better have at least 50 heat to Rapid Cancel if they block it. 8) His j.D (the "X" shape green slash) has good range, but is very slow. You can use it to get in after a High Jump, or back jump (or back high jump) and j.D so you don't let them get close ("You wanna hit me? Lolnope "). Notice that it doesn't hit high, so they can block it while crouching. 9) He has two antiairs: 6A and 623B (usually his DP at the cost of 50 heat). 6A is very fast and has good horizontal range (can be jump-canceled on hit and block) and 623B has very good vertical range and damage (on counter hit you can follow it with 6C, or do a 2D to make them block). Both are very risky so don't abuse them (mostly 623B). There are two ways to play Terumi: 1. Damage and Heat gain: He's pretty good on this, mostly on the heat gain and given that he's got the easiest combos in the game, is a good choice for novices in Blazblue (watch tou for his 22C level 3, you have to press the C button with lightning speed to get it ). 2. Okizeme: He doesn't have very good mixups like Valkenhay, Rachel or Litchi, but once you knock them with 3C, 22C level 3 or even 236D (this one in the corner) you can 2D to make them block while their getting up, and then Terumi's mixups come (after the 236D on corner do a 5D > 2D at 5D's max range). He has 3 lows (2B, 3C and 63214A) and 5 highs (j.A, j.B, j.C, j.2D and 63214B). 5C can be jump-canceled in the first hit and use any air attack (the most used is j.2D), but you can't do air dash, air back dash nor jump again. His j.B has two hits as well and cross up in midscreen.
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Chrono Phantasma Speculations/Theories [rules updated 10/14]
heavymetalmixer replied to Chaoschao222's topic in Zepp Museum
I don't remember her moves names, but maybe is "Zwei" is something she says in one of those. -
Blazblue: Another Memory [Alter Memory Parody Series]
heavymetalmixer replied to DEEsidia97's topic in Zepp Museum
Woof . . . -
After a 3C is good for characters with slow pokes like Kokonoe, I made some good Fatals today in midscreen with it.
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GGs to shadownlord and everyone else I played today.
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Terumi, that's why.
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Do you know how many frames has the gap in 2D > 6B?
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A lot of Rion matches :D https://www.youtube.com/watch?v=3F9RSSjCVRA
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GGs to ChainEater and the other I played today.
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1. Try to work on your hitconfirms: most of the time you tryed to follow 5B with 5C, the problem with this is that you have to know at what distance you're from your opponent and if they're crouching, otherwise it could whiff. Also try to practice more Terumi's combos. 2. Are you looking just for damage and heat gain? Because in midscreen ending the combo with 22C lvl3 > 66 2D gives you Oki (or pressure at least). And in the corner is good to do 5D > 2D after 236D or 6D (needs a backdash after this one), so you can keep the pressure in the safest way possible(watch for counters: Hakumen, Jin, Litchi, Bang, Terumi, Tager and maybe Makoto because of her parry). 3. Try to mix more: remember that 5C(1) is jump cancelable (after the jump you can't do another jump nor and air dash), and 2C too. Also, you need to use 2B a little bit more.
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[Xrd] News & (Theoretical) Gameplay Discussion
heavymetalmixer replied to Shinjin's topic in Guilty Gear General
These are two of the reasons why I love Melty Blood's training mode. -
3rd Party PS3 Controllers? [previously "Hori Gem Pad 3?"]
heavymetalmixer replied to cyanprime's topic in Hardware
For me, regarding inputs and execution the DS3 is better than DS2, but the DS2 is more durable and has less input lag. -
UNIEL Seth CMV by Garuo: Time Lag Cloud https://www.youtube.com/watch?v=ZkT3VXlhTSY Regarding the combo: I still don't play this game, but what about going 5/2A > 5C > 214C~C? Maybe skiping the 5B will give more time to do the 6C.
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07/13/2014 Gamechariot VS Kokonoe: https://www.youtube.com/watch?v=617hC0XhCvE VS Jin: https://www.youtube.com/watch?v=617hC0XhCvE&t=8m4s VS Kagura: https://www.youtube.com/watch?v=617hC0XhCvE&t=14m16s VS Mu-12: https://www.youtube.com/watch?v=617hC0XhCvE&t=17m17s VS Kokonoe: https://www.youtube.com/watch?v=_iWyOGEGWtg VS Hazama: https://www.youtube.com/watch?v=_iWyOGEGWtg&t=3m22s VS Kokonoe: https://www.youtube.com/watch?v=_iWyOGEGWtg&t=7m27s VS Terumi: https://www.youtube.com/watch?v=_iWyOGEGWtg&t=12m38s 08/2/2014 Game in Sanshou Kakeo Arc Revo Area Final VS Bang: https://www.youtube.com/watch?v=Y7VPIerAyyE&t=2m13s VS Noel: https://www.youtube.com/watch?v=Y7VPIerAyyE&t=6m41s
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Gamechariot 07/13/2014 https://www.youtube.com/watch?v=617hC0XhCvE https://www.youtube.com/watch?v=_iWyOGEGWtg 07/16/2014 https://www.youtube.com/watch?v=yRVDRDCXvUY
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But not in the normal version. Do you think is a good idea to activate OD to use a Counter Attack?
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I just want that it activates from lows too, that's all.
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[UNIEL] Under Night In-Birth Q&A Thread
heavymetalmixer replied to Tigre's topic in Under Night In Birth
The normal Shield and Guard Shield give the same -3 and -6 in the air. The difference (besides their colors) is that the Guard Shield costs 10 EXS per use, and the normal Shield is free but riskier to use (they cand GRD break you in you Shield wrong or if they throw you). -
Question: Why is that Terumi's 5D activates Ouja Zanouga(236236A)? Are there other projectiles that activate it?