-
Posts
358 -
Joined
-
Last visited
About Fame96
- Birthday 08/02/1996
Contact
-
Twitter
@OrochiFame96
Other Info
-
Location
Georgia
-
PSN
Fame96/uryuukid
Recent Profile Visitors
1,651 profile views
-
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Fame96 replied to Tong's topic in Zepp Museum
Is there anyone that is willing to recolor this for me? I wanted to have it recolored as a DIO pallete. Thank you in advance. -
Fame96 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
Fame96 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
Fame96 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
Fame96 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
Fame96 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
FKGunBlaze reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
Fame96 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
Fame96 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
FKGunBlaze reacted to a post in a topic:
[CP] Yuuki Terumi Video Thread
-
Fame96 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
Calamitus reacted to a post in a topic:
[CP] Yuuki Terumi Video Thread
-
heavymetalmixer reacted to a post in a topic:
[CP] Yuuki Terumi Video Thread
-
https://youtu.be/7YUbN2V1aS0 so the moral of the story here is that there is almost no reason not to use the 4D>J.2D loop.
-
Terumi OD combos by kurubushi https://youtu.be/7YUbN2V1aS0
-
WaltzOfTheWolf reacted to a post in a topic:
[CPEX] PSN Match Finder/GGs Thread
-
No. Hitbox is the still the same. Only thing that has changed are the properties on hit. It wall bounces midscreen but cannot be followed up without a Rapid. In the corner it wall sticks and you can use almost any normal except for raw 6D, 2D, and 6B.
-
In case your not on Twitter, a few things popped up. shows the potential damage off of command grab in CF. Messenga possibly has frame 1 projectile invuln. I WILL TAKE IT. visual confirmation that 5D is still CPEX in terms of range. I guess 1.1 5D was a mistake.
-
Yes tsuishouga is the overhead. Command is 214C.
-
Fame96 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
Fame96 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
If you have the translations for Terumi's specials that would be an absolute godsent
-
Luckily it can still cut projectiles. So it is a better option than 5D in some situations.
-
No. Just matches. If one ever pops up though, I'll be on it.
-
Yeeeeaaaahhhhh..........I'm still waiting on someone to make a combo video.....
-
Guess i'll get my thoughts typed out, this is going to be based on the footage in this videos Meter gain: Overall i think the meter gain is buffed. Before you go crazy on me let me explain. Before in past games, we generally didn't have much in terms of ways of gaining meter in pressure. With the addition of 4D and J.2D being +3 again, we have the ability to gain alot of meter with much less risk involved. As a trade off, it seems our meter gain in combos took a small hit, or people have not implemented routes specifically meant to gain meter. It looks like we are forced to choose between meter and damage at the moment. Considering that his damage off of random hits is fairly high this time around and we can get much better oki by using 6C, i am content with this. 214D: IT ACTUALLY GOT A BUFF! With 4D existing now, maximum damage potential has increased. Although you need OD to bring out it's full potential, with the addition of active flow, it is alot more appealing to use resources on it if you land it which I will elaborate on later. Here’s an example. 4D: I knew this was gonna be good for pressure, I didn't think it would be THIS good though. 4D literally puts alot of padding on previous issues I had with terumi (low rewards on command grab, meter gain in pressure being underwhelming). Not only is it great for pressure, but it's absolutely silly in OD. The hitstun on this move is pretty retarded (think of ragna blood kain drives) and leads to his new 4D>J.2D loop. You can use this loop even in cases where hitstun has been heavily prorated (2A starter, messenga starter). It seems you are guaranteed at least 2 reps minimum and depending on how much heat you drain from your opponent's gauge, that can still be alot of heat gained. Max amount is unknown, but you can do enough reps for 100 heat easily with the right starter. Two weakness it does have is the range and the mixup options. Range on the move is HORRID. Also since it doesn't have any other gatlings and is only special/super/jump cancelable, going for 214C doesn't seem that wise. Overall, I LOVE THIS MOVE. 5D: seems better in terms of priority but can't confirm. Also 5D>236D whiffs no where near as often as it does in CPEX. 214C: Looks very promising. It's still early so people aren't blocking it much, but when it is blocked, the pushback is huge. This is a double edged sword. It makes the overhead very hard, if not impossible to punish on block, but greatly discourages RC and super gimmicks (not that bad of a trade though). Range on it is pretty bad, so similar to hazama you have to go for your high/low mixups early. New potential with OD: Thanks to the addition of active flow, a new strategy has surfaced. As you will notice in the terumi matches, this terumi used his OD constantly for the 4D>J.2D loops into either 632146D to drain his opponent of their resources and do damage, or into exceed accel to get active flow, regain his burst, and/or save his meter for later. This looks potentially very powerful in certain matchups where your opponent is very meter reliant whatever the reason may be, but it also carries alot of risk. This is a very momentum based strategy and if you make the wrong call, you're going to wish that you still had your burst and/or meter. Overall,I feel this version of Terumi has alot of potential. I can't wait to see how the tech for him develops. Feel free to share your opinions on this as well.
-
If that's the case Terumi can use 632146D instead to punish because of the longer startup and invuln. Counter super could also work as well.
-
CF Terumi combo Evernote from gurafuu on Twitter. It's been getting updated more as time passes. Buuuutttt, not translated ;~;
-
FKGunBlaze reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
RWA Announcer reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
heavymetalmixer reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
Calamitus reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
FKGunBlaze reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
Jin- Gale on reaction (both messengas get beat), barrier block 665B (ground messenga), On IB he can get 5C Azrael- 6A (both messengas) Ragna- 5B on block (ground version), 6A on reaction to flash (air messenga) kokonoe- 6A (air messenga) izayoi- 236236C on block (strict, ground messenga) tager- barrier block 360B or 720C Keep in mind that ground messenga is -9 on block and the pushback can be reduced by barriering at the cost of making it -8 on block. The timing for the punishes can be weird at first but it is completely possible on netplay. This obviously isn't all of them but hopefully i got my point across.
-
http://www.twitlonger.com/show/n_1snsvq7 http://www.twitlonger.com/show/n_1snt3rp First link is a list of questions me and another terumi player asked about. The second link is the answers to said questions.