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Everything posted by fogelstrom
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2B late cancel to dump/gustaf? All things considered you should be able to confirm the hit to 236A, RC, 3C, 2B/22C (corner/midscreen). My mu exp is also pretty weak but I was thinking about this one the other day as well since I got pretty blown up by 4D without having much to say about it. Overall when facing Noel I'm feeling a bit backed up against the wall wich feels strange considering she's not a zoner.
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[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
fogelstrom replied to zeth07's topic in Archive
Also don't forget if you have 100% meter you can do IAD, j.C, 6A, IAD, j.C, 2C, BHS if you need to finish them off which makes it even more versatile. Just tried it out this saturday and with 5BB starter it does 4,4k dmg albeit being 100% meter if you ever find yourself in that situation it's nice to know it's there. -
3C -1 is still in Kokonoe's advantage due to her moves. 5B avoids 2A. So now you have to use 5A to beat her out. But then she uses 2A wich is low profile so she get's CH. Also she can just backdash for free any day of the week. The biggest issue I have with this move is that her 2A is low profile. And they can just pick up on your habits of mashing 2A and use 5B to get CH bounce for good dmg. I never press anything after 3C anymore.
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Bump. I to really want to know about this... I've been Orange since... forever it seems and I got demoted to Yellow after one of my best online days with certainly over 70% win rate that day. I also only lost to Orange/Yellow/Pink people that day... I hope someone knows about this or care enough to send an e-mail to AWS directly demanding an explanation hah.
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I also use micro dash 2A mostly but if people are mashing just sit and do 2A without the dash and you'll CH them on their extended hitbox most of the time. Since it's 2A you barely get anything but when done enough times people eventually calm down and realize "okay... maybe I shouldn't press buttons and get 2A CH'd everytime" and when that happens... enjoy your 6B.
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I don't really have that much to critique on. You felt alot more stable than I do so.. I'll look forward to more matches but to bad about the quality Also you did the exact samt 6C CH combo as I usually do that bluebeated when doing 63214B as the 30th hit which was a bit funny that I knew it was gonna blue beat from my own experience >_> About Orochi in the corner alot people prefer to do 3C, 2D setup or even mess around with 2C. I never leave them after Orochi. Either I do 3C, 2D and if they late tech out of it I start doing 2C, j.D (neutral/back) / 2C, jump forward and look what they do, fallin j.B or whatnot / 2C, delayed jc j.2D / 2C, IAD air throw Leaving them is obviously fine as well, guess it comes to personal taste.
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http://www.dustloop.com/forums/showthread.php?17445-CP-Yuuki-Terumi-Combo-Thread&p=1584939&viewfull=1#post1584939 Do it as fast as possible, you can't delay 3C, 6D at all it has to happen immediately.
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I personally think it's a bit harder on Amane, atleast I feel you have more leeway on other characters than him specific. But if you just do 3C, 6D ASAP it works on everyone. Also it's as Guyman says. You can only hit 3C, 6D from people out of the air. The higher they are when you hit 3C the easier it is to hit 6D. So if you do 2C, slight slight delay 5C, 3C they get a little extra air but that can mostly only be applied more early on in combos.
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I respect you for calling me out on all that bullshit and I agree with everything. I get blown up alot and for obivous reasons listed above. I have not trained at 6A, 6B combos at all but obviously I have to since they are better. As for confirms.. I pretty much always play with a mindset of what I want to do next and when people randomly don't block or drop their block things get dropped by me since I wasn't able to confirm or expect. I have ended up with an auto-piloted Terumi because it works good since there are few really strong players in EU and only online available. Personally I also have a very hard time "seeing how things should be" since I very often copy stuff from others but there are just nothing available to copy. I just wish more Terumi players would post their matches. For me it's much easier to take in stuff when I can see it. All in all I understand you said nothing to be mean or whatnot, it's constructive criticism and I appreciate you took your time to watch the matches and write your comments/thoughts.
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2C CH links if hit on crouch. I missed that... so you were right in that TD. Tried with 6B fatal also and then you can combo just fine. That makes your idea actually good TD. Except 17+0F might be a bit good ^^ But if it was 25-26F and VS starter... would give him a nice much needed boost.
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You are wrong. 2C CH, 214D, 63214B. You are still not able to combo. Sorry man. Maybe 214D is special since it's a grab but I doubt it. I would assume any short/very short starter in a combo would add a huge amount of frames in hitstun decay so with your suggestion of 63214B being 17+0F as VS would most likely not make it the same combo fodder. You are welcome to do your own laborations with other characers short/very short starters to prove this wrong however if you wish. You're right about the 4 frames but I will seriously not do any extensive testing on 5D at different ranges to 236D to see if you're able to jump. In theory we already have the answer that if the time between 5D and 236D is greater than 4F you will be able to be airborne and block so if that happens for whatever reason, range, delay cancel, what have you... But you are indeed right.
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I can guarantee that 5D doesn't always combo on hit on standing opponents at far range. It happens to me quite alot and I haven't adapted enough to switch 236D to 6C in those cases unfortunately.
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Isn't hitstun decay removed in BBCP? From what I know everything boils down to X amount of frames depending on starter now. That's why you have to level down 22C for some combos to work and such. It seems to be a mix now that I read up on it. http://www.dustloop.com/wiki/index.php?title=Damage_(BBCP)#Hitstun_Decay But the time threshold is new and from my experience the one thing that f*cks things up the most. As you can see from the shart after 820F all moves have but one 1F hitstun regardless of hit... *EDIT* In the case of j.2D it has to be a minimum of Short starter so that's -360F of combo leaving 460F in time to combo. Now think about the amount of frames 63214B and 22C eats up. If it's Very Short we're just left with a measly 280F! But that can't be the case. His cmd grab however is easily Very Short and you can't do anything after 63214B since they instantly tech. This would depend on range when hitting 5D. I only assume people don't do 5D to close anyway since if you IB 5B that close you can probably be punished by alot of things. And at far range 5D, 236D is never tight which makes people able to air back barrier. Atleast you can press buttons after 236D on barrier air hit since it's +-0 on block and with them landing.
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If you had 17+0F startup (a.k.a 17F startup and +0F after flash so they can't stand up after flash) it would have been to great. And if it was short starter his bnb's would be worse. But he is what he is so. "jumpins" for overhead kinda disagree since you can jc 5A, 5C(1) and 2C for j.2D overhead. Even if it's a short starter and bad proration it's enough to get other mixups going. 6B/Throw. Just cancel into the command throw, that's how it's supposed to be used since it's so slow but with the added range. If you do 2A, 5C(2), 2C, 214D you'll catch people without purple, unless they don't block the 2C for whatever reason. Ofc they can jump out but it's always X beats Y beats Z in fighters. Dunno how to actually read that chart of yours... and you can't expect Terumi to just be able to press buttons and be in peoples faces constantly with block strings. Going to 5D in every single blockstring is just too much auto-pilot and people just have to sit, wait for 5D then jump back barrier that beats everything. Friend noted that 2B has very late cancel to 5B that can be used for frame trap/mixup since it's +2 on block so you're free to press more buttons after. Woop! :V
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17+0F startup super overhead that you can combo after anywhere on the screen? Would have been too sick man! Terumi for president :D
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http://youtu.be/9QAnQCY8FNg More replays. Input always welcomed. Already watched them 2-3 times and the errors and embarresment are just piling up for each time. @TD Hope you get some tips for your game *NOTE* As this is written clip is being uploaded. It's late here and need to sleep so just thought I'd post before crashing.
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I actually use the speed as a tool nowadays. Since I'm actually pretty good I get a decent amount of respect and for that I am able to dash in. The thing is also you really have to condition people with Terumi. If you auto-pilot you might as well throw your stick out the window because you are going to loose. You have to mix things up all the time. For example if you do 1/3 screen dash 5B all day they will know what's up. If you then instead do full screen dash they are either gonna jump or sit there and take it because they don't want to press buttons and get 5D CH. Also 5D, 6C is somewhat useful but it's not confirmable. If you have 100% meter it can be nice to get a free get in card. With that don't forget to "mixup" RC on second and third hit. If you always do it on third it's really easy to read and all of the sudden it's their mixups, not yours.
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I can't say that I have found any universal way to go about playing Terumi, getting in, zoning and neutral. I use alot of j.D, j.2D and 5D to zone/keep away and feel about by opponent. Wether I'm going to be on the defensive or on the offense to "match" their play-style. I feel that j.D is excellent to get in with. IAD j.D and you're in. It's not 100% safe but they blockstun on it is heavy (hence the 'lag' like Azrael's 236A). It's hard to deal with this for people and once you hit that 2A you have a ton of choices. Also if you CH with it on grounded opponent you can link into 5D/2C/Messenga and more. j.C is really good air-to-air and j.D really only for air-to-ground. His j.A is also good since you can mash confirm it to jc, j.C, j.2D for knockdown. Other than that I have nothing on his air game. However hitting that j.2D after any random air-to-air hit is crucial since it nets you oki. As you mention 5D is good but you are not going to make anyone wet their pants with it's options. 2D they can just jump out of or press buttons for CH on you. Jagaku is -3 on block so -6 on IB and punishable, not that awesome either... if you are close you can actually do 6B but that also carries a risk but with a much better reward. However dat spacing... just do it if you are quite close. 6C I have found to be alot better then I initially thought. I use this to punish... as much as I can as it's a great combo starter. 13F startup same as 5D. The trouble with 6C RC is that it's obvious even just after the first one on block. Also if you use 6C RC on block as a mean to get in on your opponent for 50% meter... I just think you are wasting your meter. For good playing Terumi's I seriously haven't found any... in EU I have yet to find another Terumi that's better than me. And the only "good" (a.k.a not totally worthless) on Nico is Kuro and dodo-anso. But I even feel that I'm better then them both. Hubris? Yes. But there really aren't any good Terumi players... *EDIT* You don't have any matches to post to give critique on? I will try and upload a few replays I've saved during the last week.
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Obviously it works on Amane, I didn't say it didn't. I just said that due to his hitbox it's the hardest on the entire cast to hit. You can't lax at all when doing it against him and it's just one of those things that ticks you off. Like the distance on Kagura after Messenga as well. Just another thing you need to remember that is character specific that might alter your timing.
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Terumi 'practical' resets http://youtu.be/-uv0BYFbo6A
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If you are playing against Amane his hitbox is retarded when downed so 3C, 6D is even harder to hit. But it's as TD says. It's height dependant when hitting the 2C, 5C, 3C, 6D.
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Don't beat yourself up. I've yet to see someone handle j.2B. Eats me up as well in this matchup. Back jump j.D is somewhat useful but hard to get Messenga after depending on spacing
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Was laying in bed and thought about incorporating resets into my gameplan. So I woke up today and hit the lab and these are the ones I found and will try and use. http://youtu.be/-uv0BYFbo6A The 2C, 6B reset will probably work very poorly since people tend to forward/back tech and you can't even do 2C, 5C to stop it unfortunately. *EDIT* After playing online and strongly going for these I have come to the conclusion that people lack respect and or just press buttons and tech like mad men. Also if anyone is ever hit by reset and has burst they instant burst (they better xD) All in all the 22C resets is nice because people who avoid it most often neutral barrier tech so you end up in a kind of neutral situation with them still in the corner so not all bad. The 6D reset is god awful if they barrier block though the hitstun is insanely weird so people have a really hard time punishing it. Excellent stuff to throw out once in a while. Especially if they don't have burst. If they have it it's just a waste to drop dmg/ender/oki.
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A friend has calculated the Prorate values himself on all moves. Soutenjin (normal) has P2 of 77,8% Soutenjin OD has P2 of 65,9% That is quite low... But even with that value he has really no way of utilizing his OD better early on since you are going to get a ton of meter anyway. And Messenga whilst better P2 has 1k less dmg so... yeah well. Well if you use Soutenjin early on you get lots of dmg quick rather then canceling into OD on like 6D at the end to get boosted dmg on supers only since you'd been doing a burstable combo all the way there.
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Don't forget that even if Soutenjin is a good move it has rather low P2 so the rest of the combo is hurt. It's still good but if you want to 100% optimize the lab is the way to go. But for anti-burst it's the only way to go rather then saving it to the end for Soutenjin+Orochi or just Fuuenjin