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Omortus

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Everything posted by Omortus

  1. 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
  2. The j.B crossup? Kind of both IMO since it's not safe and it gets countered with 2A later in the video.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Totally this. Just trading a crappy overhead for a better one.
  10. 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).
  11. 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
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. Ask for an overhead, Aksys literally gives us an overhead.
  17. Other people pointed out new distortions for the other characters as well. To me they look like a sort of OD-ender, mini-supers used to finish an early OD combo. Every character shown with a new OD distortion already has an expired OD. Most cases, both characters have about 15-20% health missing with left-over amounts of heat usually between 10-25. Terumi's the only one shown with more than 50 meter during his new distortion, so I think it's a pretty good indicator that they only cost 25 heat. Can only see the first three hits of the OD move in trailer, didn't see any meter draining like OD Fuenjin.
  18. You can definitely link 22C after 6D in the corner, but I think it's really only useful if you're trying to get a 22C reset for 8K gimmicky damage.
  19. I've got 2366D down consistently on the 1P side, 2P side is sadly a mess for me. Some more tips that'll hopefully help. * Turn on input display in Training Mode and set the dummy to blocking Everything. Practice the hell out of 236D on both sides until it's clean and consistent. * Start adding 56 at the end of your inputs, you'll see the micro-dash before Snake Bite if you're doing it right. * Start slow until you're comfortable with the input. You don't need to be fast on the 236D for Snake Bite to come out, just clean on the motion. * If you're doing 23656D and getting dashing 5D or 6D, it means your 236D input was not clean. In my case, I saw I was actually doing 266D every time I got 5D/6D. * When you feel good with 2366D, start trying it with 22C. You just need to find the right timing to do the input here now that you have the motion down. * If you get Snake Bite without the dash, it means you did the input early. Try waiting a little longer. I found waiting till the opponent hits the wall after the last kick works best for me.
  20. Still working on it, but I've got it down somewhat. I'm finding 23656D is working best for me. I start the input right as the opponent hits the wall. Helps to slow down your motion input, I noticed it's hard to get a consistent 236 motion if you rush it.
  21. Been messing around a little bit in training. Sad to find they took out overdrive cancels on j.2D; bad overhead is badder. Anyone got advice for learning the 2366D input after 22C midscreen? Having trouble trying to find the right timing after 22C, and my hand just doesn't seem to want to do 2366. Probably gonna have to spend a while grinding this one out.
  22. Digital version of CP Extend's up on the PSN store now. Edit: lol ^^^ Not sure how to delete this.
  23. Damn, I should keep this in mind. I was trying some fancy crap in 1.1 recently with FC 6B > OD > 623B > 5B > 5D > 6D > 623B > 63214A/B for 7.7K. Honestly I'd rather take the easiest 7K in the world.
  24. Just tried this out too, doesn't seem like it had invincibility in 1.1. It gets countered by ID during startup before the super flash, but it can clash if ID comes out right at the end of A Burensen's startup. ID also beats A Burensen if used on reaction to the super flash.
  25. Another video that popped up recently you might find useful, SF4 match with Sako (Elena) using a peripheral that tracks eye focus. It's more study material than a tutorial. https://www.youtube.com/watch?v=RmAwAefKZ8o&feature=youtu.be&t=54s The white dot on the screen is where he's looking at during the match.
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