Jump to content
Dustloop Forums

Omortus

Members
  • Posts

    63
  • Joined

  • Last visited

Everything posted by Omortus

  1. Holy crap, I'd love to see how this works with wake-up Inferno Divider. The potential could be huge for making day 1 online Ragnas rage hard.
  2. Are the menus available in EN or is it strictly JP?
  3. I noticed this Terumi player had a hard time dealing with rolls on wake-up. What good options does Terumi have to punish rolls? I've seen 236D used a lot in 2.0, and even Burensen sometimes in the corner. I've tried using 2B in the past but never really caught anything with it.
  4. I think you guys summed-up Terumi's shortcomings pretty clearly. It definitely seems like he takes a greater deal of creativity and effort to get results that other characters don't require as much with. I feel one of his greatest assets is that his blockstrings are awesome at making people impatient and eating damage for pushing buttons. Though it seems like it's not as effective against players that use characters with DPs, know when to mash, simply DGAF or any combination of the three. This is most likely my lack of experience talking, but I feel like it's almost impossible to condition those kinds of players to sit still for any attempt at creative mix-ups and pressure when they know their character is better than yours. Regardless, he has potential to shine just like any character. He's also damn entertaining to watch not just because of his style, but because he's also underrated and it's so satisfying to watch him blow people up when it happens. I plan maining him still in Extend, and I'm looking forward to just finding crazy and hilarious ways to win matches with him.
  5. I've actually wondered about this too. Most of his weak-points were pretty apparent, even on paper, in 1.0, 1.1 and 2.0. Yet it feels like Aksys missed many chances to make him a strong, competitive character while simultaneously adding head-scratching "improvements" that just don't cut it. IMO, this narrows down the possibilities about Terumi's direction: 1. Aksys has a direction they're taking Terumi with, and it's different than what the community thinks it should be. 2. Aksys isn't sure what they want to do with the character. When you lack at his history of changes between the three versions, it's hard to decide which is the case. It's probably a combination of both. Things like Burensen mixup sounded like an awesome solution to a lack of standing overhead, but was pretty poorly executed with A Burensen requiring 100 meter to follow-up with and the damage just typically not being worth the investment of meter. Anti-air Renshouga was unexpected, but was pretty terrible in practice due to a specific trajectory, LONG start-up time and just the fact it could be barrier blocked to waste 100 meter. Things like this could have and should have been caught in testing unless they wanted them to be that way. So it might sound a little crazy, but I get the feeling Aksys want gimmicks to be a main part of Terumi's toolset. It's the reasoning I can think of that best explains "close but not close enough" mark that Terumi's been at in every version, and why some of his more practical things like J.2D combos and mid-screen Burensen corner-carry combos get patched out while things like unreliable-but-devastating 22C resets get left in, and why Burensen mixup and anti-air Renshouga get added but don't feel polished or thought-out. IMO they want Terumi to be a character that's fun to watch and wins matches in entertaining ways, but they're afraid of making him too reliable or consistent to the point that he's frustrating to fight against. What they might not get is that it's probably more frustrating for the person playing as Terumi because he might not feel like a complete, well-tuned character; the gimmicks are unreliable and they don't often win matches when they work, forcing players to use a standard, predictable toolset that feels less-rounded compared to other characters.
  6. http://youtu.be/RElT_6emJvk?t=1h21m30s Fast recovery on Jagaku ender > Burensen whiff (Maybe anti-roll) makes for some dirty counter-hit starters.
  7. Looks like 236236D doesn't launch them across the stage anymore either, leaves them closer to put pressure on them afterwards. Looks like some pretty nice changes so far. That 236D recovery though, ora for days.
  8. OP = original post, first post in the thread. Echoing his sentiments, thanks for putting these together. I think Corner #2 is supposed to start with j.2D instead of j.2C. Also, I've noticed that Stuff > 22C > 5B > 5C doesn't work on Kagura in the corner, 5C tends to wiff completely on his mid-air hitbox. For Kagura, I've just started doing 22C > 5B > 5D > 6D > 236D.
  9. There's a similar combo in Noze's combo video: https://www.youtube.com/watch?v=fR4GFWiO3rw&feature=youtu.be&t=2m56s Looks like it's character specific to Ragna, Jin, Litchi, Arakune, Hakumen, Hazama and Terumi. I found that the 6D has to come out right after 5C for it to hit, kind if like 3C > 6D for 1.00 corner combos.
  10. 03/28/2014 Tachikawa VS Noel: https://www.youtube.com/watch?v=24-S3BDs898 VS Tager: http://youtu.be/24-S3BDs898?t=2m58s VS Arakune: http://youtu.be/24-S3BDs898?t=6m12s VS Mu-12: https://www.youtube.com/watch?v=A5Yo6Nma944 03/29/2014 Amipara Technoland VS Bang: http://youtu.be/E__3LEtd_C8?t=6m53s
  11. I saw that Japan/Asian region DLC is not compatible with the NA version. Is this the same case for save data?
  12. A Burensen looks pretty negative on block. I'll have to see if I can dig through the matches and find an example. I'm actually not sure about B Burensen now that you brought that up. Edit: Litchi barrier blocking A Burensen, punishing with 5B staff(?). Hakumen can't punish A Burensen with 5C. Barrier blocked B Burensen, no attempted punish though. Might just be A Burensen that could have problems with certain characters.
  13. Posted more links to matches above from TeamEXE's stream last night.
  14. More 1.10 Terumi matches from last night's TeamEXE stream: (Some of the archived videos started to overlap. Sorry if I reposted any repeat matches) Sources: www.twitch.tv/team_exe/b/513247426 www.twitch.tv/team_exe/c/3935715 www.twitch.tv/team_exe/c/3930385 www.twitch.tv/team_exe2/c/3930318 www.twitch.tv/team_exe2/b/513216393 Vs Arakune www.twitch.tv/team_exe/c/3935715?t=3h19m16s Vs Bullet www.twitch.tv/team_exe/c/3935715?t=3h08m12s www.twitch.tv/team_exe2/b/513216393?t=1h58m26s Vs Hakumen www.twitch.tv/team_exe/c/3935715?t=0h41m54s www.twitch.tv/team_exe/c/3935715?t=0h45m21s www.twitch.tv/team_exe/c/3935715?t=2h34m25s www.twitch.tv/team_exe/c/3935715?t=2h37m11s Vs Hazama www.twitch.tv/team_exe/b/513247426?t=0h26m20s www.twitch.tv/team_exe/c/3935715?t=3h16m04s www.twitch.tv/team_exe2/c/3930318?t=0h26m54s www.twitch.tv/team_exe2/b/513216393?t=4h11m38s Vs Jin www.twitch.tv/team_exe/c/3935715?t=1h22m42s www.twitch.tv/team_exe/c/3935715?t=3h05m02s Vs Kagura www.twitch.tv/team_exe/c/3935715?t=0h35m45s www.twitch.tv/team_exe/c/3930385?t=1h02m42s www.twitch.tv/team_exe2/b/513216393?t=0h24m00s Vs Litchi www.twitch.tv/team_exe/c/3935715?t=0h49m39s www.twitch.tv/team_exe/c/3935715?t=1h05m26s Vs Mu-12 www.twitch.tv/team_exe/c/3935715?t=1h25m57s Vs Noel www.twitch.tv/team_exe/b/513247426?t=0h13m32s www.twitch.tv/team_exe/b/513247426?t=0h56m16s www.twitch.tv/team_exe/c/3930385?t=0h47m35s Vs Nu-13 www.twitch.tv/team_exe2/b/513216393?t=2h01m23s Vs Terumi www.twitch.tv/team_exe/c/3935715?t=3h12m47s Vs Tsubaki www.twitch.tv/team_exe2/c/3930318?t=0h42m41s www.twitch.tv/team_exe2/b/513216393?t=4h07m10s Vs Valkenhayn www.twitch.tv/team_exe/c/3935715?t=1h28m22s
  15. Saw some more Terumi on TeamEXE stream. Mid-screen throw > 22Clv3, 665D > 6C 3062 damage. Some interesting corner shenanigans too. Saw something like 5B > 5C > 3C > 22Clv3, 2B > 5C, 2B > 5C > 3C > 5D > 6D > 236D. Didn't catch the damage. Looks like you have to follow-up Massenga with 2A now. A Burensen can't be followed-up in the corner. Opponent's tech at the end of Terumi's bowing animation. Only did 2036 damage. Edit: Few more notes on Burensen mix up: - Nobody tried to mash reversals out of the startup as far as I saw. - B Burensen is superior to A as some people expected, since it leads to corner combos (But not mid-screen combos anymore), dealing I think 3500-3800 damage IIRC with some meter gain back. - Terumi's screwed if the opponent guesses right and he doesn't RC. I don't think it opens him up for a counter, but definitely for meaty combo starters.
  16. 1.10 combo based off this video: http://youtu.be/kRX3G3Yauck?t=42m46s (Mid-screen, Crouching opponent) 5B > 5C > 2C > 5D > 6B > 6D > 236D 2645 damage, 52+ heat (At least) Note: 5D combos into 6B against crouching opponents. 6D still appears to have issues going into the full animation from certain distances.
  17. 1.10 Terumi vs Hakumen http://youtu.be/kRX3G3Yauck?t=42m26s http://youtu.be/kRX3G3Yauck?t=54m18s Terumi vs Mu http://www.youtube.com/watch?v=kRX3G3Yauck?t=45m56s http://www.youtube.com/watch?v=kRX3G3Yauck?t=50m27s
  18. After you do 22C, start mashing C as much as you can right as the move starts. I think it only counts mashing up until the end of the first initial stomp.
  19. I think it makes it so DDs after command grab would need some timing to follow-up with, making it a little less easier than it is now.
  20. I'm excited for 5D improvements, and having a tighter 5D>6B is icing on the cake. Hadn't thought about the implications of the 6D and 3C nerfs until someone pointed out that xx>3C>6D might not link anymore. Little worried on that. Hopefully 22C lvl 3 brings back some of that meaty mid-screen combo goodness if we don't have that link. Massenga blowback changes sound great, will definitely make it easier to link off of those more consistently. Still not really convinced that AA Renshouga is going to be practical, especially if its start-up time is the same as ground Renshouga's new start-up time. Not sure how much more useful the invincibility on Burensen's going be. Would it stop people from mashing out reversals during the super-flash to escape the mix-up? Also wondering if A Burensen has the same corner wall-bounce as B Burensen; would that let us combo off A Burensen in corner?
  21. It seems like they're adjusting multi-hit DDs to bee consistent with other DDs. It's a small change, but letting people see the full attack without Distortion Drive Finish! covering the screen looks flashier and a little more thought-out on the presentation side.
  22. Developers usually handle this in a couple ways, either by shipping the DLC content on the disc or by delivering it via patches. Aksys has been pretty good about maintaining compatibility between players, making sure everyone has access to the data whether they purchase the DLC or not. I played a few games last night with someone who had some of the Extend stages/soundtracks when I didn't, and I had no problems. I don't think it'll be a problem for the NA release.
  23. The idea of Orochi mixup sounds interesting, hopefully it doesn't turn out to be disappointing. I'm not feeling the anti-air Renshouga though. Maybe if it didn't cost 100 heat and did less damage? If only it they gave him an anti-air Massenga instead.
  24. Anyone have advice for linking 3C > 6D consistently in corner combos? Been trying to get this timing down for a while now. Still not sure how it works.
  25. Gotchya, sorry if it was already discussed in the thread. Didn't see a mention about it when I perused it. Didn't know about unblockable OD 236236D, I'll have to mess with that.
×
×
  • Create New...