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Omortus

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  1. Been playing Terumi for a couple weeks now, having too much fun playing him to call him a sub anymore. I discovered a combo-ender for corner combos that I've some success with and maybe you guys might find it useful. By ending lengthy combos with 5D > 6B, opponents will tech in mid-air just before 6B hits. This gets you a 6B knock-down combo if they neutral air tech and don't barrier-block, or a Fatal if they're mashing. An example combo using 5D > 6B ender: 5B > 5C > 3C > 22C Lv3, 2C > 5C > 3C > 5D > 6D, 5C > 3C > 5D > 6B 4004 damage, 67 Heat If your opponent doesn't wind up teching after 5D, 6B will knock them down and let you lay down corner pressure. Although forward and backward aerial rolls will avoid the 6B and set you up to eat a combo. Forward aerial roll will get you in the corner and screw you bad especially. It doesn't seem like 6B feint has a fast enough recovery to AA forward/back aerial rolls, but I need to do more testing on this. Gimmicky ender, but very useful for neutral techers. Great for people not expecting it, but I've seen some people late-tech or tech+barrier before I had a chance to hit them with it. Probably to avoid 22C reset shenanigans.
  2. I've found that this combo just requires you to take everything a little bit slower once you start with 3C > 6D. I still have some consistency issues 2-hit Gad Leis, but I feel like I can see which points of my execution caused it to 1-hit. Some things I've noticed about the delays that may help you: 1.) 3C > 6D: try to delay 6D as long as possible before Relius jump-cancels out of the 3C, but before opponents tech before 6D hits. This'll set opponents up for the right height to hit with j.B. 2.) 6D > j.B: Wait just a little bit to hit with j.B after you jump-cancel 3C, usually around the apex of Relius' jump. 3.) j.B > 2C: I tend to hit 2C right after landing from j.B. Doesn't seem like there's a lot of hit-stun to delay this part. 4.) 2C > 6C: There's a lot of hit-stun that can be used to delay between 2C and 6C. Personally though, I haven't found delaying these two to be crucial for getting Gad Leis to 2-hit. 5.) 6C > 41236B: The delays between these two attacks feels like the most important one to hit consistently IMO. I usually start the 41236B input right as 6C hits. My input usually finishes just after 6C's hit-stop ends, letting opponents fall just low enough for a 2-hit Gad Leis before they can tech. It seems like even if you nail all the previous delays spot-on, missing the timing on this one will still get you a 1-hit Gad Leis. Although it works vice versa sometimes; if your previous delays aren't that great, you can still pull off 2-hit Gad Leis if this one is perfect.
  3. GGs to sirweeabo, Lunaar_Chan and diospyros. Sorry our last match got cut short, dio.
  4. You're right, totally forgot I ordered the Asian version. Thanks, I'll give it a try in the HK store. Edit: Yup, that was the problem. Thanks again, sorry for the dumbassery.
  5. Just got my imported copy and tried redeeming the Terumi code via the instructions in the Importing Guide. Although I'm getting this error when I enter the code: http://imageshack.com/a/img404/386/oh86.jpg Anyone able to translate the error? I'm guessing it's something along the lines of invalid code entered. Thanks in advance.
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