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Fame96

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Everything posted by Fame96

  1. You know what really grinds my gears? Getting the entire buffet of the ragna netplay special. -.-
  2. While she definetely has us beat in range we do have a few options in the footsies game. 5B and 2C are excellent counter pokes in this matchup. 2C will make 5B whiff and 5B will also stuff it if timed properly. Of course 5D and j.D are your main pokes. Use them to get her to respect your space. Just ib the fireball or jump over it. If you have a read on her. You can run up and stuff the startup with 5D. Air to air, i kinda don't know yet. Idk where the hurtboxes are on her air normals are so i can't give an opinion here yet. 6A can be good just be mindful of the divekicks. 6A doesn't have that much invuln but it's really fast. If you are not comfortable using 6A, just try to avoid her or engage her in the air instead. Her fraud dp blows up 6B, her 5a blows up 6B (thanks ars -_-) more unorthidox frame traps are recommended. Be careful with ground messenga. She get's to punish it easily with her range. If you get cornered. I honesty don't know what her frame data is. I personally just wait for her to commit to a mixup option and try to blow her up. Just be patient when you're getting pressured. The mixup attempts are not too hard to react to. As for her reversal super, either make it whiff or OD raid. If you block it you have to return to netural. Overall she does give him problems but i don't find this matchup too much of a disadvantage. Her hurtboxes make her very susuptable to counter poking which i think terumi does a good job at. Her air game can be annoying just don't try to challenge her in the air all the time and avoid the situation sometimes. Celica needs specific starters or meter for her damage. We just need meter or the corner. Bear that in mind. While we can hold our own in neutral. At the end of the day she has more ways to disrespect our pressure than we can to her pressure. Imho this is 5.5-4.5 in celica's favor. 6-4 at the worst.
  3. In this video starting at 3:51 https://m.youtube.com/watch?v=8Soc0IOe5Is And a few here starting at 3:51 https://www.youtube.com/watch?v=1LlISR-hitg
  4. Part 2 of the driveloop demonstration covering the j.b(1), j.c(1), 6D variation with some bonus combos at the end. https://www.youtube....h?v=1LlISR-hitg
  5. How do you get an account for the wiki? I wanted to make adjustments to the terumi page as a whole.
  6. This almost brought me to tears. Thanks man.
  7. Let me rephrase that, very few terumi players that actually take him seriously.
  8. There are very few terumi players in general............. And i think a quick breakdown vid is in order.
  9. I was planning on making another video covering some routes i forgot to put in the first video, but i get distracted easily.
  10. Is it possible if we could get some of this translated? There were some details i think we really need to know.
  11. I'm just gonna leave this old combo video here....... https://m.youtube.com/watch?v=8Soc0IOe5Is
  12. Yeah stomp super. That was bliss for carry. And it would probebly make stomp super mixup worth humoring.
  13. Now if only stomps gave the midscreen wall bounce like in 1.0...........
  14. Honestly the only reasons i would say the kagura matchup isn't bad is because when he has meter, he can blowup stance almost on reaction with messenga, however the kagura players have gotten alot better and know to condition opponents so it is not as free anymore. His dinosaur limbs help us fight his neutral and terumi's 2C is a surprisingly good counter poke againest some of his moves. B orb can be a bitch and now if we guess wrong, we lose over half our life, but kagura can still lose a big chunk of life once we get around 38 heat.
  15. 236D whiff can help keep the pressure on the opponent. His damage is still pretty high and meter gain is still good. Air messenga buff is pretty big allowing him to. Confirm off of any punish with meter. J.2D now has a bigger super cancel window which allows for good damage with meter when it actually land the overhead. What is the serious thorn in my side is the 5D nerf. The increased startup and recovery is killing me right now. It is surprising how much 2 or frames can make a difference. The OD nerf was serious. The main reason i say kagura is a bad matchup are the buffs that kagura got as a character. The damage alone makes it that we can't afford to make mistakes. I haven't had too many issues with DPs mainly because i like to change my frame traps around alot. I've been trying to play around more with his other moves and i see potential to improve his foosies even if it's a small improvement, i won't lose hope.
  16. I've played against a lot of kagura with terumi in extend. I actually think that might be a bad matchup now.
  17. 1. I did the combo with bare minimum requirements. In order to add a super to the end of combo 1 your going to need around at least 60-70 heat at the start of the combo. 2. Yes 623b has better minimum damage than stomp super and fuenjin at 50 heat. At 75 and higher fuenjin is better for damage. This combos were focused with damage in mind. Which is way i choose to end combo 1 with 6C.
  18. @TD Rachel? Low tier?! What else happened besides the wind regen nerf?
  19. To be honest it always takes awhile when your character takes major changes. We just need to be patient and take care of that muscle memory.
  20. Been working on OD combos with 100% health. Here's what i got so far.... Midscreen 5b, 5c, OD cancel, 623B, 5c, 22ccccc, 665d, 6c Minimum heat req: 44, damage 5029 If you exclude 665D, damage is 5002 Corner 5b, 5c, OD cancel, 623b, 3c, 22ccccc, 5b, 5d, 6d, 236d, 623b Minimum heat req.: 44 Damage: 6034 If you exclude the second 623b, damage is 5134 and you get 51 heat back.
  21. In my honest opinion, we should probebly just start a new combo thread for extend. It will be better this way so new players will be able to quickly get access to the combos.
  22. Despite some of the changes to certain characters, i do like this version better than 1.1. The matchups while tough, are very winnable and i do like the universal system changes that they made.
  23. http://forums.shoryuken.com/discussion/185451/ground-game-guide I'm going back to fundamental land. If you want to join me in reading. You can click on the links. :i http://philosophyfighter.tumblr.com/post/82255565345/on-footsies http://philosophyfighter.tumblr.com/post/83457905224/on-spacing http://sonichurricane.com/?p=460 http://sonichurricane.com/?page_id=1702 http://insertcredit.com/2013/01/14/the-educated-gentlepersons-fighting-game-primer/ http://shoryuken.com/2013/07/24/domination-101-controlling-space/ http://www.sirlin.net/ptw/ https://www.youtube.com/watch?v=FQQCan5oo90 (this one is a video i found on my own, he gets a bit ranty, but he gets the point across.)
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