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Don Blow Jon

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Everything posted by Don Blow Jon

  1. Ahh I see my bad, completely forgot about 5C getting a nerf in hitstun.
  2. Considering those moves are also used 100% of the match during pressure, Tager has to really work just to get Terumi off him so yeah, bad matchup.
  3. Ahh man, sadly you can loop with J.2D anymore unless it's a fatal counter. The reason behind this being a universal to all jump in a attacks getting a proration change which shortens the combos, and this affected Terumi greatly taking away his best confirm being the loop. Ya damn right my friend! Taunt combos are a godsend to playing this character.
  4. Those Terumi's must not be abusing 5A and 6A in this match up. A 5 frame jab that leads into a 50/50 and an anti air that can both be used to mix up and keep up the pressure to no end, coupled with Terumi's run speed and drives to keep his distance make this match up annoying for Tager, not Hazama levels of stupid but damn I feel bad for the Tager player who has to face a competent Terumi in a tournament match.
  5. I know what you mean man. I usually burst when I'm near the corner and out of heat, literally no way out against most of the top tiers and OD would not get much use outside of the typical cancel from 6D in the corner for the kill. Also that should probably be the way to go when using OD with Terumi, save it for the kill in case burst is needed. Gotta change that for myself tho since Terumi can rack up 6.4k (6.8k with non fatal 6B) mid screen with good corner carry from dash 5B pressure, not easy to get a raw 5B when they know the match up (at least for me) but capatilizing off that hit will lead me to wonders and a sense of euphoria when I land it in a match. A term I use for micro dashing would just be putting a (66) notation alongside the move that needs to be micro dashed or as one full motion like 665D. I went to and tried your combo and found that replacing 2B with 2C made it much more consisten, I couldn't get the last 6D to connect and just went for 236D and got around 5.3k but with 80% health (5.7k with 50% health), nice flashy combo and can be modified to your hearts content depending on health.
  6. I could ask him to update it when we have sufficient optimal combos to fill the opening post, I mainly just put combos in the wiki to flesh out the page and take out all the pre patch combos. Hah, I am guilty of going YOLO with taunt combos in locals man, double backdash then a quick bag before killing them, feels good. Mostly got motivated to do overdrive combos after watching a Japanese player show me the shenanigans with Terumi's overdrive in a combo video, man he can squeeze out the damage.
  7. No need to be sorry bro that's great that you updated the list, I'll just fix the wiki when I get the chance and add some more combos myself (possibly overdrive since there so much fun).
  8. Yeah for some odd reason probably hurt box related I find tk's easier on Ragna as opposed to everyone else, maybe I just like beating him up for unorthodox reasons xD. What specific combo are you trying exactly, is it like a jump in J.2D or using it during a combo?
  9. In whatever combo route you go for from 5C to J.2D buffer the input as soon as 5C hits to jc > J.2D, the input should go like this 5C > 82D (72D/92D) and that should get you the link consistently. As for normal tk's outside of combos just go with the above inputs and buffer J.2D like 82D.
  10. Wiki updated with all the combos from heavymetalmixer, shotouts to him for the list. Sick OD combo involving 623B. 5B > 5C > 3C > 623B > RC > JC > ODC > J.2D > (2C > 5C > J.2D)x2 > 5D > 6D > 236D > 632416D. Forgot the damage value but it is a nice flashy combo to go for when at starting match position. Possible with 70% health and with less of course adds more damage depending on the ender. EDIT: Damage for above combo is 6278 with the most damaging Fuuenjin ender, 5798 with anything above 70%. The ender with 632416D with 80% health allows for oki in the corner and with 50% health 6658 with Fuuenjin and 6932 with Sountenjin Orochi combo. Another route for more damage with the combo is to omit the 3C and go straight into 623B from the 2nd hit of 5B.
  11. BBCP 1.1 Overdrive Combos by Kurubushi Part 2 https://www.youtube.com/watch?v=yooHkZMYepk
  12. Updated most of the frame data to post patch standards, I'll probably just copy and paste all of heavymetalmixer's combo's to the wiki as well, keep it updated for future reference. Also 100 heat O.D combo from inspired by Kurubushi's combo video: 5B, 5C, 6C, RC, OD, 665D, 22Clv3, RC, 2D, 6D, 236D, Fuuenjin. WIth 100% health:5428, 90%/80%/70%/60%: 6116, 50%: 6496. Amazing combo to use at 80% health with the only strict link being 22C into 2D, you can also add 6B after 2D for some extra damage. EDIT: Omit 5D to work on the whole cast, above combo only possible on characters that allow for the OTG combo.
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