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Everything posted by LaowPing
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What's the difference between them? Also, is there a way to open a change log on the wiki? I wanna ask the other character forums to put their changes as well. Sent from my ZTE-X500 using Tapatalk 2
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Jagaku should also have less recovery, 6D should have a fuckton of recovery, A burensen has more invul, and air Messenga is now combo-able. We should make a complete change log. I have nothing better to do except play games so I can try to keep track of everything. I don't have 2.0 yet so I'm mostly going off of what I heard.
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https://www.youtube.com/watch?v=NgIDC-qeBFM Go to 3:06 Dear god why.
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Because there are so few of us and I don't have the game yet. I got a bunch of stuff I've been wanted to try out. Sent from my ZTE-X500 using Tapatalk 2
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I always got 4k with 2C, 5C, 4D, stance B, jump loops. Seems like the same damage to me Sent from my ZTE-X500 using Tapatalk 2
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[CP] Hakumen VS Terumi: The Black Susanooh
LaowPing replied to mAc Chaos's topic in Hakumen Matchups
And a good Terumi can be creative with his options. Double J.2D and 5B, pause J.2D or grab or just about anything for example Sent from my ZTE-X500 using Tapatalk 2 -
Chrono Phantasma Story Discussion [fun tentatively allowed again]
LaowPing replied to Chaoschao222's topic in Zepp Museum
As a fan of a certain woman and her tragedy, this actually made me laugh out loud. -
[CP] Hakumen VS Terumi: The Black Susanooh
LaowPing replied to mAc Chaos's topic in Hakumen Matchups
Wow, never thought of that. Thanks Hakumen players. As a reward, piece of advice... 2C, J.2D isn't a true blockstring. You can 2A after his 2C for a free punish if he does this. Though I'm not sure if people still even use J.2C in extend since it got nerfed but just in case. -
Is midscreen sekkajin a safe jump set up?
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For the first combo, why not end it with 236D? You could add another super after that. Also, does 623B have better minimum damage than super stomps or 632146D at 50 heat?
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You sure you are timing the 2A consistently? If so they are delaying the roll more than likely. 2B should punish that. Back in 1.1 I used stance, 66, A to catch all rolls but i don't think that's as good now since it a causes a knockdown. Does the super OS still work? Sent from my ZTE-X500 using Tapatalk 2
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Just to make sure I read that right, you're saying we can spend 50 heat in a combo... And get 65 back! Now that's a fair trade. I think we just brought Terumi from C- to C. Progress ladies and gentlemen. Sent from my ZTE-X500 using Tapatalk 2
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That explains a lot. Thought people simply did that on reaction. What about on air hit though? Does it still combo? I feel like you should be better off punishing jump outs and FCs on reaction instead of 6D os. Unless your opponent just randomly stops blocking. Just noticed the 6C edit. Now that is pretty fucking awesome. Sent from my ZTE-X500 using Tapatalk 2
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Kind of a weird place for that question Sent from my ZTE-X500 using Tapatalk 2
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Terumi has full screen corner carry now? Also, the last one doesn't seem optimal. As far as drive loops go, if you ever have to use messenga (like as a reversal, especially when you're in the corner) it seems like the drive loops work better. Of course he has more optimal combos but if you don't reach the corner the other combos don't work. But if Terumi has more corner carry than the previous version than disregard that last comment.
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Calamity Trigger since he wasn't playable. And technically difficult and difficult aren't the same but I've gotten a warning for being off topic before so I'm not getting back into that. Back to actual pet peeves, i hate when people with 0 bar connections stay in the lobby. Sent from my ZTE-X500 using Tapatalk 2
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Mind informing us of these better ways of which you speak? I don't have the game myself but so far the loops seem to give Terumi more than just about anything else he does midscreen. Sent from my ZTE-X500 using Tapatalk 2
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Throwing out chains gets you punished like a mofo if you fight someone good. It's when to use the chains and how to use then that takes time. Especially when creativity goes so far with hazama. Lack of midrange is also a big deal but maybe that's just me. Sent from my ZTE-X500 using Tapatalk 2
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Um... Hazama? Sent from my ZTE-X500 using Tapatalk 2
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A friend of mine pointed out the way Celica stares into Terumi's eyes during the combo video after each safe jump and called them the OTP (one true pair). I cannot unsee it.
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Anyone find anything with OD dp B mid combo? I was fond of it at the end of 1.1 but i don't have extend yet and wonder what we can do with it. Maybe even combine it with jump loops? Sent from my ZTE-X500 using Tapatalk 2
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So it seems that 2B, 2C, jc is the best way to deal with the frog. Kind of annoying that it takes two moves.