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Omortus
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Here's an anti-air side-swap starting with 2C CH. Looks like [Counter] 2C(2) > 6C, 2B > 5B > 6B(1) > 6C, 2A > 5B > 5C > hj.c. > j.A > j.B > j.C(1) > j.c. > j.B > j.C(2) > j.D
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The j.B crossup? Kind of both IMO since it's not safe and it gets countered with 2A later in the video.
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Liking more of this version's Terumi the more I see. 4D looks to be under-the-radar top-tier. Actual combos off of 623B counter-hits. Can OD cancel out of 22C. Good mid-screen meterless damage. My only complaint so far, and a minor one at that, is that visually his corner combos don't look that exciting; still a lot of repeated moves.
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Random observation, but 4D can't be cut by Hakumen. Doesn't look like it has projectile properties. https://www.youtube.com/watch?v=oO7paGHmVyY&feature=youtu.be&t=13m16s
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Found this in the CF News/Gameplay thread, posting it here for some more exposure. Mitsurugi's thoughts on Terumi: https://www.evernote.com/shard/s660/sh/60bcf7c3-9fbc-4345-97e5-4a35e48cd036/fcb8fe6db58eae3206d730f6b27dd236 I think the ratings are out of 10. Basically what most of us have concluded; overhead and more frametraps is awesome, Massenga sucks as a reversal now.
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First impression of the changes kind of confirms my theory that Terumi's designed to be a gimmick character; he gets a little more legit with standing overhead and FC Massenga, but kind of loses it with the other changes like 236D and 6D. He'll be very good at launch when everyone's learning the game, then he'll probably suck after people figure out how to fight him and his popular tricks. I had a big study of J Ansen's 50 minute match compilation against a Ragna, but unfortunately lost it from not saving it correctly and lost the motivation to rewrite it. TLDR though is that he looked godlike playing Terumi for the first five or so matches, and then gets shut down hard when the opponent starts figuring out all his tricks (Fun fact: J Ansen's 2D had 0% success rate, was always countered when possible). I feel like it won't be different for CF. 214C has potential for mid-combo resets that you'll be able to abuse early since people won't know how to block high against Terumi at first. If you're not into gimmicks, then you'll probably want to abuse 6B and j2D frametraps with throw mixups. Other than that, I think I gotta wait and see what his bread and butters are supposed to be now with some of the goofy changes.
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Is it just me or are the stages much wider now? Terumi vs Noel, seemed like it took him twice as long to run her all the way to the corner.
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Which hit of 236D does the blowback happen? If it's the first, this seems like an opportunity to setup an air-reset in the corner. 6A, 5C, 6B are all pretty good for air-resets IMO, good way to pressure for more meaty combos while neutering most characters' wakeup reversal options.
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Totally this. Just trading a crappy overhead for a better one.
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I tried it during some longer combos and couldn't really find anything, specifically trying to find some 22C resets. RC during 236D(1) causes them to land and tech before you can throw out anything. They tech really high up into the air during 236D(2) and (3).
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Noticed something kinda trolly in this video: https://youtu.be/OU5-20xMglQ?t=1m25s You can cancel into 236D before getting airborne on a front throw, which crosses under them. I found that you can then dash 2A cross back under again and get a meaty 5B starter right when they recover. Or you can delay the 662A slightly and make it look like you're crossing them under, but actually stay on the same side and still get a meaty 5B. Seems easier to early 236D under certain characters with smaller airborne hitboxes. I was always able to cross under Jin using it, but I wound up hitting Ragna out of the air half the time. Haven't really tried it on anyone else yet, but thought it was interesting enough to share. Edit: This trick doesn't work in the corner unless you use 2D to pull them away from the wall. Made a dinky video off my PS4 with some examples. https://www.youtube.com/watch?v=Omqcy-vna08
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I think it's more of a change of direction as well. Pretty common for characters to change BnBs between games. I imagine a lot of things are being changed up because of Active Flow.
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I think the 4D might actually be the overhead, seems weird to me that a C special would have the effects of a drive move.
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I think it's deceptively fast because of the animation. Half of it is that windup that has so little animation, then the other half is suddenly snake-powered forehead murder. Kind of similar to Hazama's 6A and 6B.
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Not sure I'd be the best fit for a moderator as well. If you need some threads organized or what not time-to-time, sure I can do that. But my time and interests tend to jump between games, so it's not a long-term dedication I can make.