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SavageWolff

Terumi (CF Changes)

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"j.2D isn't an overhead anymore, new special slow and only Distortion Drive cancelable"

1. Reaction

"Hehe... wait, you're for real?!" 2. Reaction

OK, before we throw ourselves into the next open Cauldron; these are just location tests. Everything can still be changed and the next version can look completely different... hopefully.  

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Wait wait, why are we all dying over j.2D not being an overhead anymore?

It's incredibly ass in Extend. You can barely combo off of it. 

Also, only jump cancelable normals are 5C and 2C. Everyone knows to block high against Terumi in air, so....it's pretty eh. 

However, now we have 214C which is a standing overhead! 

Also! J.B still exists, not only is it an overhead but it's a cross-up too! 

 

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Wait wait, why are we all dying over j.2D not being an overhead anymore?

It's incredibly ass in Extend. You can barely combo off of it. 

Also, only jump cancelable normals are 5C and 2C. Everyone knows to block high against Terumi in air, so....it's pretty eh. 

However, now we have 236C which is a standing overhead! 

Also! J.B still exists, not only is it an overhead but it's a cross-up too! 

 

Now that I think about it, even being only special, 236C is still better overhead than j.2D because you can cancel every normal (even drives) in it.

Let's just hope j.2D loses those fall recovery frames and becomes plus on block again, so we have our another pressure reset tool back.

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Wait wait, why are we all dying over j.2D not being an overhead anymore?

It's incredibly ass in Extend. You can barely combo off of it.

Totally this. Just trading a crappy overhead for a better one.

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No offence but I wouldn't take his opinion seriously. He seems as if he's never seen Terumi play or never played Terumi. 

I mean, he's good with Izayoi and that's good for him....I'll take his Izayoi opinions. Not his Terumi ones.

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More changes:

j.2D, I told you.

Wallstick on both Orochi Burensen versions . . . I don't how to feel about this, but maybe is a buff for the A version.

Air Messenga not comboable again . . . sigh.

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Terumi
- stomp supers A and B both corner wallstick now
*i don't know how to feel about this, it's good for the A version, but might be alittle problematic for the b version.
- air messenga has so much recovery you can't combo afterwards
*RIP :vbang:
- j.2D is + on block
We got our pressure reset option back! \o/
-ground messenga has more float allowing 5B to combo
*seems to be a mix of the current version and 1.0 messenga

-6C floats on hit

*this sounds very problematic as a combo ender and OD combo brancher. But as a regular combo extender........IDK i need footage of this.

I was able to catch a very quick peek at terumi's new moves on stream and a few changes.

214C- his overhead. On twitter it is said to be a moment starter. On air hit can at least be followed up by a 3C. Doesn't really look that fast, but sounds like it will also be a important new combo tool. RC and dd cancelable.

4D- his new drive normal. Terumi does a really quick upward kick that launches and gives meter. As i just said this move looks VERY fast, and most likely is another important combo tool. Range looks pretty bad though.

Make sure that you follow @HiagoXYZ on twitter. He's one of the main ones translating changes from the loketest. A true hero (;~;)7

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Which hit of 236D does the blowback happen? If it's the first, this seems like an opportunity to setup an air-reset in the corner. 6A, 5C, 6B are all pretty good for air-resets IMO, good way to pressure for more meaty combos while neutering most characters' wakeup reversal options.

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Another stream, another patch of changes. I most likely didn't catch everything but i'll post what i saw.

6C- animation speed up slightly and bounces on the last hit. Not sure if you can follow up meterless.

J.D- slight startup reduction?

6D- only has 2 meter slashes. Meter gain is still about the same.

2D- still ass :(

4D- confirmed to be at least 9 frames or slower. Terumi tried to followup OD soutenjin with it and it didn't work. Launches them straight up. Decent untechable time. If we still have driveloops, this will be the perfect move to set it up with.

236D- now has a minimum height requirement for the whole move to animate :vbang: blowback hitstun is decent though.

214D- still ass :(

22C- drastic change. Final hit now launches them and is special cancelable. XX, 22C, 214C, stuff did 3.5K despite the terumi player not finishing the combo.

214C- alot of untech time on air hit. New central combo tool.

41236C- R.I.P :vbang: No longer has strike invuln (jin player 2A terumi during the active frames) increased untechable time on the ground version.

63214 B & A- WALLBOUNCES MIDSCREEN!!!!!!!! Followups are very easy since they land right in front of you. Wallsticks in the corner.

Overall it looks like they are going the buff the offense and damage, but nerf the neutral route. These changes combined with the 5D nerf makes it to most likely be the case. We're still not out of the woods yet. I'll be sure to watch the stream tomorrow and lookout for more footage. (o_o)7

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Another stream, another patch of changes. I most likely didn't catch everything but i'll post what i saw.

6C- animation speed up slightly and bounces on the last hit. Not sure if you can follow up meterless.

J.D- slight startup reduction?

6D- only has 2 meter slashes. Meter gain is still about the same.

2D- still ass :(

4D- confirmed to be at least 9 frames or slower. Terumi tried to followup OD soutenjin with it and it didn't work. Launches them straight up. Decent untechable time. If we still have driveloops, this will be the perfect move to set it up with.

236D- now has a minimum height requirement for the whole move to animate :vbang: blowback hitstun is decent though.

214D- still ass :(

22C- drastic change. Final hit now launches them and is special cancelable. XX, 22C, 214C, stuff did 3.5K despite the terumi player not finishing the combo.

214C- alot of untech time on air hit. New central combo tool.

41236C- R.I.P :vbang: No longer has strike invuln (jin player 2A terumi during the active frames) increased untechable time on the ground version.

63214 B & A- WALLBOUNCES MIDSCREEN!!!!!!!! Followups are very easy since they land right in front of you. Wallsticks in the corner.

Overall it looks like they are going the buff the offense and damage, but nerf the neutral route. These changes combined with the 5D nerf makes it to most likely be the case. We're still not out of the woods yet. I'll be sure to watch the stream tomorrow and lookout for more footage. (o_o)7

They're trying to give us a nerfed version of CP 1.0 Terumi, like if he was good in that version ¬_¬ .

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Stream VS Litchi: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=13m23s

Overhead as a reset, it seems pretty fast to me: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=13m43s
6C RC(3) 6B possible: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=14m3s
63214B corner wallstick: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=14m8s

VS Noel: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=6m31s
6C bounce looks like a good finisher for Oki: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=16m42s
22C lvl 1 > 214C > 2B works in the corner: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=16m46s
22C lvl 2 bounces too high, so it can't be followed with 214C: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=16m54s
214C again: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=17m44s
2D > 6D whiffs in the last kick: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=18m2s
22C lvl 1 > 236D(1) > 5A is possible in the corner: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=18m7s

VS Hibiki: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=19m57s
Backthrow bounces too far away, hard to follow up: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=21m40s
22C lvl 2 causes a normal knockdown in midscreen (not wallbounce anymore): https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=21m43s
6C bounce seems good in midscreen to: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=22m14s
Exceed Accel: https://www.youtube.com/watch?v=wXI5BWTM3PQ&t=22m46s

 

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More observations

VS Jin: https://www.youtube.com/watch?v=jL9OkPXLIKc&t=2m39s

5D whiff recovery reduced: https://www.youtube.com/watch?v=jL9OkPXLIKc&t=3m9s

41236C lost invulnerability: https://www.youtube.com/watch?v=jL9OkPXLIKc&t=3m26s

22C lvl 2 > 632146D works in midscreen: https://www.youtube.com/watch?v=jL9OkPXLIKc&t=3m46s

 


VS Hazama: https://www.youtube.com/watch?v=odB_-NEdDCk&t=2m21s

Close 5D > 6D > 236D whiffs on the 236D in the corner: https://www.youtube.com/watch?v=odB_-NEdDCk&t=3m

4D after the OD 623B (invalid combo): https://www.youtube.com/watch?v=odB_-NEdDCk&t=3m16s

4D has very short range and is super-cancelable: https://www.youtube.com/watch?v=odB_-NEdDCk&t=3m24s

Close 5D > 6D > 236D does only the first hit of 236D and blows away : https://www.youtube.com/watch?v=odB_-NEdDCk&t=4m28s

22C lvl 2 > 236D works in midscreen: https://www.youtube.com/watch?v=odB_-NEdDCk&t=5m18s

236D does the three hits on crouchers (or maybe it really is a matter of height?): https://www.youtube.com/watch?v=odB_-NEdDCk&t=5m30s

 


VS Hibiki: https://www.youtube.com/watch?v=odB_-NEdDCk&t=6m4s

 

 

VS Naoto: https://www.youtube.com/watch?v=odB_-NEdDCk&t=7m8s

Gasensho(214D) looks faster: https://www.youtube.com/watch?v=odB_-NEdDCk&t=8m35s

 


Vs Hibiki: 5D > 236D > 41236C > 2A > 5C whiffs on the 5C: https://www.youtube.com/watch?v=odB_-NEdDCk&t=9m12s&t=9m40s

4D is jump-cancelable on hit and block: https://www.youtube.com/watch?v=odB_-NEdDCk&t=9m54s
https://www.youtube.com/watch?v=odB_-NEdDCk&t=10m1s

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Overall it seems they want to let us get bang for your buck with our meter in terms of damage, but the 236D change still makes no sense to me. We'll just have to wait for more info.

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More stuff, and let's hope there's even more coming

 

VS Noel: https://www.youtube.com/watch?v=a1Via-CzVOc&t=20m52s

 


VS Kagura: https://www.youtube.com/watch?v=a1Via-CzVOc&t=24m29s

41236C, 2A > 5C whiffs on the 5C: https://www.youtube.com/watch?v=a1Via-CzVOc&t=25m43s

j.D doesn't knock down airborne opponents (bye bye j.D loops): https://www.youtube.com/watch?v=a1Via-CzVOc&t=25m47s

Yep, Gasensho (214D) definitely looks faster: https://www.youtube.com/watch?v=a1Via-CzVOc&t=26m57s

 


VS Hazama: https://www.youtube.com/watch?v=vPViovh2YPw&t=7m46s

41236C, 5A > 5C whiffs on the 5C: https://www.youtube.com/watch?v=vPViovh2YPw&t=8m32s

 


VS Platinum: https://www.youtube.com/watch?v=vPViovh2YPw&t=29m42s

236D's first hit adds almost no Heat: https://www.youtube.com/watch?v=vPViovh2YPw&t=30m32s

 


VS Tager: https://www.youtube.com/watch?v=vPViovh2YPw&t=41m29s

5B > 5C > 3C > 5D > 236D 236D hits only once: https://www.youtube.com/watch?v=vPViovh2YPw&t=42m17s

5D > 236D > 63214B > 66 3C whiffs on the 3C (or the timing is hard, but is Tager, so . . .): https://www.youtube.com/watch?v=vPViovh2YPw&t=42m21s

214C seems to have good proration (214C > 631146D with 100 Heat does 5.3K damage): https://www.youtube.com/watch?v=vPViovh2YPw&t=43m1s

 

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Is it just me or are the stages much wider now? Terumi vs Noel, seemed like it took him twice as long to run her all the way to the corner.

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Is it just me or are the stages much wider now? Terumi vs Noel, seemed like it took him twice as long to run her all the way to the corner.

I didn't notice that, and the game is faster now, but also remember that 6C doesn't travel as far this time.

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