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Assassinine

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Everything posted by Assassinine

  1. @TD: I know the wonders of OD soutenjin, i love having my combo damage shoot past 4000 within the first 5 hits of the combo, only to get all that meter back 2 seconds later. Its hilariously awesome that OD terumi ignores heat cooldown, even if his OD expires. Im thinking OD Fuuenjin might be worth doing even if it gives up corner, because it saps away precious meter from the opponent. I like that terumi's OD thresholds are rather uniform, the threshold that allows you to get full combo into OD fuuenjin is the same threshold that allows you to reach 6D in a cancel OD combo. However, im also starting to realize that Terumi OD doesnt really care much about how much HP you have, because an early OD soutenjin alone is a large enough boost to make OD worth it. - @Fogel: Terumi's run speed is gross, take advantage of it. I find if i know someone is going to backroll midscreen i can run in and pickup with 2B Depending on the character the 2b might catch them if they forward roll past you instead. Edit: i cant get 5a or 5c to work after 236D in corner, maybe its character specific? Im using ragna. At best i can 2a after he passes, and messenga him back into the corner. - I have recently realized just how disgusting a starter 6C is. Midscreen 7k combos, Terumi plz...
  2. In my short testing it seems this problem also exists with OD Orochi. Im quite infatuated with the OD mechanic, especially with Terumi ignoring heat cooldown in OD, but OD Orochi and OD Fuuenjin both give a free escape from the corner, wut do? End in OD Soutenjin? Only do OD combos in corner if they will kill? This character feels so awesome and fun but theres a few areas that just make me Orz
  3. This is starting to annoy me In the corner it feels like im forced to either cut my combos short at 6d or pay the Orochi meter tax to get basic oki. 236D is a fraudulent ender, a large chunk of the cast can forward roll past you unopposed. Some characters can be picked up by 2B after they have passed you, but this gives up corner pressure. Even then you have to commit to 2B if you want to prevent the roll, and 2B has pretty long recovery. OS backwards Soutenjin works, but still gives up corner, gives air tech, and is back to square one of spending 50 meter to get basic oki. It feels like one of Terumi's primary sources of heat in combos, 236D, comes with the caveat that you have to spend 50 meter just to make it viable in the corner. To add insult to injury, the entire cast can forward roll out of the corner if they survive Fuuenjin, making the super feel incredibly lackluster, as it can only be used midscreen, or when its sure to kill. To top it off, OD Soutenjin into OD Orochi beats OD Fuuenjin in damage in most scenarios. It looks to me like as soon as someone realizes how free terumi is to forward rolls, you automatically lose like 25 meter per combo (omit 236D), use 50 meter and go into heat cooldown (236D - Orochi), or lose a large chunk of potential damage (omit Fuuenjin) just to make sure they cant roll out of the corner. Am i missing something here?
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