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Raccoon

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Everything posted by Raccoon

  1. I'm going to drop a "bombshell." Terumi's jump loops are not very good. I've never seen them done regularly in high level play, and there's generally always an easier way to net more damage. more meter, or better positioning using the same resources (maybe excluding raw Messenga loops). I know a lot of people were looking to them as something to bring Terumi back from "garbage" tier, but you're going to have to rely on solid basic fundamentals for that. :O
  2. It works on Ragna 100% of the time for me O_O
  3. Nice video :3 It's missing one of Terumi's easiest/most damaging combo paths, though. From midscreen (start position-ish into corner) Requires 36 Meter 5B 5C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D (4154/49) Requires 35 Meter 5B 5C 3C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D (3931/47) These combos are also self replenishing.
  4. Hi Guys! May I join the Celica family? I think she is 100% pretty cool.
  5. Do 2366D. Can you post a video of Level 2 Stomps? I refuse to believe that I can't do the easiest version anymore O_o
  6. Can anyone get Level 2 Stomps to work anymore?
  7. Tried it on Sho, couldn't get the 2nd 2A to connect.
  8. Killing Zone is THE WORST fighting game ever made.
  9. Bear in mind that with 66C routes, you can corner carry from *almost* anywhere. You're also guaranteed the corner after ANY hit with 100 meter. (whether with 2x 6C or Orochi A Rapid)
  10. Oh, it does. It's just harder to do on certain characters like Kagura that float/fall faster. You'd be better off doing 5B > 2C > 6C RC(3) > 22C lvl 3 > 66 5B > 5C > 3C > 5D > 6D > 236D: 4286 Dmg/ 64 Heat
  11. I generally try to go for universal (works on all cast) combos that do 4000+ with positive meter gain. That's my current benchmark for most combos.
  12. Don't hit down more than twice.
  13. Vs. all characters?
  14. Yeah, my friend suggested annotations, too. Lazy :3 (Terumi's combos are pretty straightforward, though, in terms of what you see on screen representing what is actually pushed)
  15. https://www.youtube.com/watch?v=xHzwUNRoD8k
  16. You can beat anyone using any character if they don't know where the gaps in Terumi's pressure are. He had no idea about how unsafe 6B setups are. That guy could have DP'ed you 70000000000 times if he was knowledgable in the match-up. He also fed you damage by doing drives mid screen when you had meter, which is definitely not good. Finally, his combos were far from optimal.
  17. That Kagura was very bad Please don't base the notion of a 7-3 match-up off of your sets with him.
  18. Corner OD Combo 5B > 5C > 3C > 22C L1 > 2C > 5D > 6D > OD > 6D (Soon as you land) > 236D [3593/98] *you get 100 meter with less than 80% life* Other Combos Mid-Screen->Corner (100 heat required) 5B > 5C > Orochi A > Rapid 2nd hit*** -> Wait 5 seconds -> 2C -> 5C -> 3C -> 5D -> 6D -> 5D -> 236D [3094/53] 5B > 5C > Orochi A > Rapid 2nd hit*** -> Wait 5 seconds -> 2D -> 6D -> 5D -> 236D [2945/52] 5B > 5C > Orochi A > Rapid 2nd hit*** -> Get Corner Position -> OD -> 2D -> 6D -> 5D -> 236D [3417/100] ***Really, you can position their body ANYWHERE on screen during the 5 second downtime from the 2nd hit of Orochi A, hop over them to put them in the corner, etc. You are GUARANTEED A CORNER CARRY if you want*** Off of Raw Orochi A Rapid you can just 2D -> 6D -> 236D [2416/46] or OD 2D -> 6D -> 236D [2925/100]
  19. You only need 5 (including the initial C from 22C), according to my input display. There is no reason to miss this unless you are mashing 2.
  20. It's REALLLLLLLY easy to do. I'd imagine most people are adding extra 2 inputs which kill the max mash.
  21. Opponent a little past midscreen towards corner 60% or less health/50 heat 5B > 5C > 3C > 22C L3 > RC Last Hit > Dash in 5C (2) > ODC 2nd hit > 2C > 5D > 6D > 5D > 236D [3820/100] Higher than 60%/50 heat 5B > 5C > 3C > 22C L3 > RC Last Hit > Dash in 5C (1) > ODC 1st hit > j.2D > 2C > 5D > 6D > 5D > 236D [3774/100]
  22. 4BC > 66 > 5C > 22C L3 > 66 > 6C Does 3145 damage and gives you 22 Heat. Doesn't use OD. This would be a better "opening move," I guess.
  23. Character specific :-/
  24. Corner Throw > Lv 1 22C > 5C > 2C > 5D > 6D > 236D [3249/63] Normal Throw > 22C L3 > 5D > 6C [3067/29] Back Throw > 66 > 3C > 22C L3 > 5D > 6C [3039/29] Back Throw > 66 > 6D > 236D [2484/53]
  25. Midscreen to Corner (Req 50 Heat) - Opp must be at least where they are when the round starts to reach corner. A) 5B 5C 6C (3) Rapid 66 22C (L2) 66 5B 5C 2C 5D 6D 236D (4148/63) - Do as fast as possible, or Tech will occur. B) 5B 5C 3C 6C (3) Rapid 5C 22C (L1) 66 5B 5C 2C 5D 6D 236D (3913/54) - Do as fast as possible, or Tech will occur.
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