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Everything posted by Fame96
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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. -
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.
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Terumi OD combos by kurubushi https://youtu.be/7YUbN2V1aS0
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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.
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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.
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Yes tsuishouga is the overhead. Command is 214C.
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If you have the translations for Terumi's specials that would be an absolute godsent
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Luckily it can still cut projectiles. So it is a better option than 5D in some situations.
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No. Just matches. If one ever pops up though, I'll be on it.
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Yeeeeaaaahhhhh..........I'm still waiting on someone to make a combo video.....
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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.
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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.
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CF Terumi combo Evernote from gurafuu on Twitter. It's been getting updated more as time passes. Buuuutttt, not translated ;~;
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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.
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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.
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That was mostly because no one practiced how to punish it. Plenty of characters had answers. Since Terumi was ass and no one good used him much. No one bothered to learn how.
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But messenga was never really a reversal to begin with..........
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Honestly from the looks of things, this is literally a mix of all 3 versions of terumi with 2 new moves and some small tweaks. He got the damage potential of 1.0, a mix of 1.1 and 2.0 neutral (5D and possibly J.D is better but snake bite is still wacky), and 1.1's pressure game with a different overhead, an additional jump cancel option, and a CT that aren't complete shit. What is really bugging me here is that they didn't deal with one of the elephants in the room. They didn't touch on command grab's startup, damage potential, or starter value at all. All they would have to do is make it a reskin of tsubaki's command grab, only difference being that his is super cancelable and gives him heat instead of install gauge.
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It does less hits and reduced animation time but it still does the same damage as it does now, meaning you have more time to beat the crap out of your opponent and get your meter back after the super. It's a buff in my opinion but we'll see at release
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More changes have arrived, unless the changes intervene with the others I have posted before, I am going to assume that specific part didn’t change from last loketest. Previous loketest breakdown here:http://www.dustloop.com/forums/index.php?/forums/topic/11216-terumi-cf-changes/&do=findComment&comment=937795 1. Meter gain for D moves: 5D = 16; 4D = 13 on hit/8 on block; 6D = 30; j.D = 18 · These are generally all small buffs to his drive footsies and very slight buffs to his meter gain to his combos. The nerf to his J.D is also possibly busted but we’ll use when the game is released. Overall I like these buffs. 2. 2D, j.2D and 214D remain unchanged from CP2 · He is referencing to heat gain, so nothing too important here. 3. 4D: around 8~9f startup; flies upwards like 6A on hit; special/jump cancelable on hit and block; connects from 5/2ABC · DAMNIT! It’s not a low! At least it is a really fast drive normal and is jump and special cancelable. Making it very useful in pressure and combos. Please make it a low arcs sys ;~; 4. 214C (Tsuishouga): overhead; super cancelable; N combo starter value; if the opponent is high enough in the air you can 2B/3C after. around -4 on block; knockbacks far away on block · Overall it seems like a decent overhead. Somewhat safe on block, good starter, and good corner combo filler. Now it just depends on how fast it is. If we can get it somewhere in the low 20s we’ll be set. 5. 6C has less total duration (2nd/3rd hits are faster); harder to punish on block; bounces on both ground and air hit; deals 1013 dmg · Similar to what I said before, just more confirmation now. Overall great change. 6. 6D floats less on hit; 6D > 5A possible; if high enough in the air you can even 5B/4D follow-up; deals 946 dmg · I would say this is a nerf but 4D exists now, meaning that you can convert better off of 6D better no matter how far in the combo you are. Hopefully it applies to the OD version too so we don’t have to worry about 236D whiffing. 7. j.2D is a mid; around +3 on block; 5C (1) > j.2D > 5B loop works even on standing hurtbox · We got the 1.0 loop back! Hype! J.2D is back to it’s former glory, just not an overhead anymore 8. j.D CH bounces less; untechable until landing · This seems like a buff to me. J.D CH bounce now is pretty inconsistent with the confirms you can get. The lower bounce and untechable until landing should make some confirms more consistent. 9. 236D deals 1091 dmg; opponent flies away on air hit instead of being pulled back. If hit high enough in the air while in the corner, you can follow up with 5B and other moves · Damage buff along with new corner confirms. I’m pretty sure the reason they did this is because they needed to give us something to extend combos when we already used the overhead early. Now that we got some more info on it. I’m content with this change. Example combo from notes: 5B>5C>3C>22C lvl 2>236D(1 hit)>5B>5D>6D 3200 10. 22C can't be followed up with normals even in the corner; is special/super/CT/OD cancelable · CT, Special, Super, and OD CANCELABLE?!?! 0_0 Wow. I can’t wait to see the combo videos now. He’s already doing more damage than he is now. Main combo now: 5B>5C>3C>22C lvl 2>5B>5C>2C>5D>6D>236D 3.7K New possible route in CF: 5B>5C>3C>22C lvl 2>214C>3C>5D>6D>5B>5C>3C>5D>6C 3.8K This most likely isn’t even an optimized route. The only thing I may be concerned about are the midscreen damage routes, but again I’ll wait until release to judge that. 11. 41236C has a Moment combo starter value; now FCs; both versions only have projectile invul now. Can easily be followed up with 5B; air ver. can't be followed up; when blocked you're glued to the enemy (easily punishable) air ver. damage increased to around 2,4k. · RIP Messenga spam. You will be missed. Messenga still fulfills its main purpose as an anti-zoning tool and long range whiff punisher, but I will admit that the moment starter is a bit excessive. Fatal counter buff feels random with the fact that it is such a bad starter. His biggest nerf at the moment. 12. 63214A: 2nd hit doesn't have super long untech time; dmg increased to 2253 · RIP Taunt combos! 13. 63214B: only hits 4 times now; can be followed up with 5C, 5D, etc · Even shorter animation time than the last loketest. Hopefully it still kept the midscreen wall bounce from last loketest too. 14. 236236A damage decreased to 2800 · No more one shooting unless you get active flow. It still bugs me that they nerfed the damage and didn’t make the counter less situational. 15. CT is around -4 on block · Same as it is now on block, just MUCH faster at minimum charge and harder to capitalize on the guard break unless you charge it. 16. 623B damage decreased to 2315 from 2486 · Not sure why they felt like they needed to nerf this super but oh well roll with it. Overall Most of the changes Terumi needed. There was absolutely no reason why the man shouldn’t have had a standing overhead, especially considering that he was a rushdown character. This new overhead isn’t the greatest thing in the world, but it is a welcome addition. I’m really bummed out that it seems that 4D isn’t a low, still a welcome move due to its speed and cancelablility. J.2D being almost fully restored to its former glory is awesome and we have our old pressure and combo tool back. 6C buff was nice since we could get better oki off of it. Whatever or not we get better combos remains to be seen. The changes to 236D and 22C are also very welcome in my book. Then at same time he got some nerfs. One justified and the rest questionable. Say what you want, but the messenga nerfs kind of needed to happen, some of them at least. I agree that you should always get consistent punishes if you block it. The way it acts on block right now is kinda BS, especially the air version. Now what I don’t agree with is everything else. No more strike invuln, moment starter (somewhat remedied by increased untech time and FC property), air version can’t be followed up (although this is somewhat remedied by the damage increase.). They went a little too ham on messenga. The damage decreases on varies other moves is whatever honestly. It’s shown that it doesn’t affect his average damage output too much. Do I think Terumi is decent now? Yeah it looks that way. A lot of his buffs were to his pressure, mixup, and combo damage. His new moves, 236D change, J.2D change, and the 22C change increase his damge output and give him new combo paths. 214C, 4D, and the J.2D buff help give his pressure alittle bit of a buff. Do I think that he is really good now? Hell no. Why? There were a few issues that were not addressed: Terumi’s 2D, 214D, Jarin, and his counter super. His command grab is still pretty bad unless they didn’t test it out and it secretly got buffed. With the way his routes are looking. 2D just got even worse. No one tested jarin and I’m going to assume his counter super is still ass. While Terumi is much better off than he was before, he still needs some tweaks before he can achieve greatness.
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i'm calling the overhead forehead murder but that sounds cool too. I really hope some of those messenga nerfs don't stay.
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My overall thoughts on terumi in CF at the moment
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Since it might be awhile before we get those translations, I’m going to post the Terumi changes breakdown based on the information that we have. I want to at least make sure that people that are actually interested in playing Terumi have some info to work with. Please bear in mind that a lot of this can change between now and the release of Central Fiction. I will be using hyperlinks to link you to footage that my help visually show you what I am talking about. Also due to some things being hard to notice, I recommend you have a desktop so you can use youtube’s option to play videos at 0.25 speed. How the system mechanics changes affect Terumi: The crush trigger changes GREATLY benefits Terumi. It makes Terumi’s crush trigger actually worth something when he only has 25 heat. At the moment his crush trigger is only really worth it at 75 heat or if you get a 6B fatal. This is very welcome change. Active flow- when utilized properly could possibly let us get two bursts in one round. This means that you could use OD twice in round, which in turn allows Terumi to access his huge OD burst damage more often. The 10% base damage buff is a nice touch too. This can help with his midscreen damage output issues. Overdrive changes- The fact that overdrive cancel activates whenever the opponent is in hitstun hits Terumi’s OD combos HARD. It may not be as bad considering some of his new moves, but at the moment, Terumi’s OD combos took a big hit, but he will still be able to dish out his huge burst damage, it just won’t be as burst safe anymore. Exceed Accel- Starts with the final kick from Terumi’s 6D, he then proceeds to launch a ton of dark energy at the opponent. The nice thing about it is that you can super cancel into it, and if I am correct, you should be able to cancel other supers into his exceed. This can give him very damaging OD combo ender possibilities but we need more info. Normals: Most of them didn’t change at all as far as we know at the moment. With that in mind, I’ll talk about the one that definitely did change.\ 5C- due to the crush trigger change, 5C>CT is now possible. Ø 6C- reduced hitstop, somewhat reduced animation time, now bounces on the final hit The reduced hitstop is from the system changes. I don’t know the effect of this just yet. The reduced animation time is most likely to compensate for the faster hitstun decay in CF. The new bounce on the last hit is a very interesting change. This makes 6C>RC>6B possible on normal hit, which is great because 6B has very good proration. We don’t know if the bounce makes followups possible on normal hit or not (no one tested and we don’t have translations ;~; ) Overall right now, I’m really liking this change. Drives: 5D: hitbox has been reported to be back to 1.1 status however we aren’t completely sure if that’s the case. Nobody really tried a max range 5D>236D so we don’t know if we still have the whiffing issue for certain. Heat gain has been increased to 16 from 14, making meter gain from footsies slightly better. (although it was never bad to begin with) still a normal starter. 2D: nothing really changed, and considering the changes that terumi’s other moves have gotten, this move has only gotten worse. If anything needs to be looked at right now for a buff, it’s 2D. 6D: reduced animation time to only two slashes. Heat gain increased to 30 from 28. Startup was possibility decreased slightly but I could be wrong. Not a lot of 6D was used at all in the loketest videos possibly due to the overhaul in his combo routes and the 236D change. The reduced animation time was most likely for the new hitstun proration. J.2D: No longer an overhead ;~; , but is now + on block again (play this clip at 0.25 speed). Heat gain is still the same. This move is back to being a pressure reset tool, and with his new overhead, this was probably the best move to make. NEW-4D: Terumi kicks some dark energy at his opponent, launching them. OD 4D causes a flipping launch state and has more untech time. 4D gains 13 heat on hit. It is also a low attack. 4D is jump cancelable on block and hit. You can chain into 4D from 5a, 2a, 5b, 2b, 5c, and 2c. Somewhat decent range on the move. What’s going to determine 4D’s worth in combos is whatever or not driveloops are still in the game. If they are, then we got a meterless way to start driveloops and gain a lot of meter at once at more ranges, if not then it will be limited as a pressure tool. Since J.2D is + on block again and 4D is jump cancelable, this allows Terumi more ways to get lots of meter during his pressure, making it very bad to block him out for too long since when he gets meter, he can tag you with his new overhead and get 3K+ damage from anywhere on the screen. Specials: 236D: Distance traveled seems to be similar to CPEX? 236D seems a lot better on block too. (look at this clip at 0.25 speed.) However, 236D now has a height restriction, meaning that if your opponent is too high in the air it will not fully animate. The requirements for the full animation are very vague at the moment. Without knowing the full extent of what you need to do, this makes ending combos and tagging on supers very inconvenient. What makes this weird is that some situations when they are knocked airborne, it will cause the blowback, and in other situations it will get the full animation. It may also lead to interesting combos in the future as well (possibility). We need more info on this move right now ASAP. 214D: nothing appears to have really changed. Still slow as hell, still gives tons of heat, but we are not sure if the starter is still moment or not (again, no one tried on stream, and no translations on it.). 22C: Possibly his biggest change. 22C now launches up forward on the last kick, does not wall bounce at all. Recovery increased so you can no longer link normals afterwards. Now 22C is cancelable into his other special moves as well as his supers. These changes make all of his old optimized combos from the previous games obsolete. We will have to learn completely new combos when the game comes out. One of the new corner combos does 3.6K without even using 6D or any meter. This change also allows him to get max damage from his stomps and connect almost all of his supers with relative ease anywhere on screen, boosting his midscreen damage output. You’ll be using his new overhead A LOT in his new corner combos. Very curious to see the optimized stuff at release. NEW-214C: Terumi’s new overhead option. Literally an overhead. Terumi does a dark energy enhanced headbutt. Causes a hard knockdown on normal hit and is RC and super cancelable. Despite how it looks, this DOES NOT have the properties of a drive move meaning you don’t get a ton of heat or cause heavy proration. Gains 8 heat on hit. This move is essential in mixups and his new combos. The animation is not that subtle, but there is no sound cue and is not as obvious like his old overhead and his command. Has potential to do hilarious amounts of damage. (btw that did 5.3K in case it was hard to see) This new overhead is his best buff BY FAR. Supers: 41236C: Lost its strike invulnerability. T^T. more untech time on the ground version, makes linking 5B possible. If landed raw, 5A/2A> to 5C is no longer possible. Air version has increased recovery on hit and block making it impossible to followup and possible to punish. This is arguably his biggest nerf at the moment. It allowed him to disrespect A LOT of shit. Although both versions are still punishable now (just by different means and can get character specific) too many people must have complained about best super :V 63214B&A- NOW WALL BOUNCES MIDSCREEN AGAIN! You have plenty of time to follow up the B version too, possibly leading to huge amounts of damage midscreen. Wall sticks in the corner. The Terumi followed it up with 5C meaning we have at least 11 frames to follow up the wallstick. In my opinion, this is a slight nerf for corner combos because it doesn’t look like your options are as varied as before (example). A version still has the bow at the end, making it impossible to follow up on the A version -_-. 623B- slight damage nerf. Down to 2299 from 2486. Not sure why but we can live with it. Other than that nothing has changed here. 236236A- no info at the moment. L 236236D & 214214D- no info at the moment L Overall: They gave Terumi a lot of things that he desperately needed, being a standing overhead, more midscreen damage, and his J.2D back as a pressure reset option. They also gave him extra perks such as his new 4D, slight heat gain increases, and a improved 6C. However he like a lot of other characters are plagued with some wacky changes. In terumi’s case it is his new 236D. Without more info on it, I don’t know what to think of this move now. Can he be practiced in CPEX if I want to use him in CF?: YES YOU CAN! Terumi’s playstyle is still the same in CF as it is now in CPEX. In CF you will gain more options in your pressure and maybe your combos. So if you are trying to just wait for CF to learn Terumi, LEARN HIM NOW! Thank you for reading my post. Feel free to like and comment.
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FT10 I had with DawnofScrubs https://m.youtube.com/playlist?list=PL4Fh5-aFNjOmsqvXPWFztvf7en-v6NkZ5
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they took out the 2D change in the 2nd loketest. also the command grab still looks obvious as hell to me. But i still see alot of potential. Also, are we ever going to get those tweets translated? We never got an answer back. ;~;