Fame96 Report post Posted August 30, 2015 Wait, J.D doesn't knock down airborne opponents now. The fact that it doesn't knock down airborne opponents is what makes driveloops possible. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted August 30, 2015 Wait, J.D doesn't knock down airborne opponents now. The fact that it doesn't knock down airborne opponents is what makes driveloops possible.That's what I said BBCF day 2 and 3 loke test 2 videos.txt Share this post Link to post Share on other sites
Monochrome Magpie Report post Posted August 31, 2015 Long read with a few questions. I'd love if you guys could answer236D looks wacky...I mean 5D > 6B > 6D > 236D still worksAlso, 236D still connects into distortions (there was a leak earlier that it didn't). So maybe it's height-dependent and not so much whether if it connects on an opponent in air or not. However, in other news214C can be used in combos and is a fast overhead4D is really fast and launches. Can someone confirm if 4D is a low?214D seems a lot faster.j.2D is no longer an overhead BUT is + on block!5D seems the same? 2D seems a bit faster but still ass22C is weird. You can combo it into distortions since it launches at an awkward angle, or continue it into the first hit of 236D for the blow-back reset. 22C connects into 214C in corner, not sure if midscreen too. 214C also connects into 2B in corner, not sure if midscreen too. Exceed looks cool. Not sure if it's worth doing it since you'll almost always have meter anyways. Messenga connects into 5B Air Messenga doesn't connect into anythingIs the j.D drive loop dead or still alive?B and A orochi wall-stick in corner, so that's definitely good for A. How's it gonna work for B tho?Also, B orochi wall-bounces the opponent back to Terumi midscreen, does the A version do that too? Share this post Link to post Share on other sites
Fame96 Report post Posted August 31, 2015 at 15:38, terumi confirms 214C, orochi b wallstick, into 5C for a valid combo. At the very least, we have 11 frames to follow up, possibly more. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted August 31, 2015 at 15:38, terumi confirms 214C, orochi b wallstick, into 5C for a valid combo. At the very least, we have 11 frames to follow up, possibly more.Just remember we can't use 3C anymore, maybe we can replace it with 2C, 5C or even 5B. Share this post Link to post Share on other sites
Fame96 Report post Posted August 31, 2015 Just remember we can't use 3C anymore, maybe we can replace it with 2C, 5C or even 5B.Maybe he wasn't close enough, but we won't know until the game is released. I still think most of the followups are the same except for maybe OD 22C. I wish i was in japan so i could test it myself ; ~ ; Share this post Link to post Share on other sites
Fame96 Report post Posted September 6, 2015 decided to do some digging through twitter and found a jp player's notes. It could have some stuff we don't know about and i saw some sample combos in them. If we can find someone to translate that would be great.the twitter is @ren8938 Share this post Link to post Share on other sites
Monochrome Magpie Report post Posted September 6, 2015 decided to do some digging through twitter and found a jp player's notes. It could have some stuff we don't know about and i saw some sample combos in them. If we can find someone to translate that would be great.the twitter is @ren8938Uhm, I think you should post this in the main CF general news boards, I'm sure you might get a translation over there much faster.EDIT: Nevermind! Turnsout Heavymetalmixer already did that idea. Share this post Link to post Share on other sites
Monochrome Magpie Report post Posted September 24, 2015 214D seems to have returned to its normal speed (looked faster in 2nd test)Messenga > 5A still connects. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted September 24, 2015 214D seems to have returned to its normal speed (looked faster in 2nd test)Messenga > 5A still connects. Fuck Team Blue. Share this post Link to post Share on other sites
Monochrome Magpie Report post Posted September 25, 2015 Fuck Team Blue.Not happy with command grab being slow again xD?also, 2D doesn't look that much faster tbh. Share this post Link to post Share on other sites
Fame96 Report post Posted September 25, 2015 They took out the 2D change .........i'm already liking CF more just with the little bit i saw. I just hope that some of the weirder changes get addressed before launch. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted September 25, 2015 They took out the 2D change .........i'm already liking CF more just with the little bit i saw. I just hope that some of the weirder changes get addressed before launch. Where are you getting this Loke test 3 info? Or are there videos?PD: Now everyone is into Terumi's color 2 . . . well, it's awesome. Share this post Link to post Share on other sites
Fame96 Report post Posted September 25, 2015 Where are you getting this Loke test 3 info? Or are there videos?PD: Now everyone is into Terumi's color 2 . . . well, it's awesome.they took out the 2D change in the 2nd loketest.also the command grab still looks obvious as hell to me. But i still see alot of potential. Also, are we ever going to get those tweets translated? We never got an answer back. ;~; Share this post Link to post Share on other sites
Monochrome Magpie Report post Posted September 28, 2015 they took out the 2D change in the 2nd loketest.also the command grab still looks obvious as hell to me. But i still see alot of potential. Also, are we ever going to get those tweets translated? We never got an answer back. ;~;Yeah, made me really sad that no one noticed it Maybe try again in the CF general boards? We have to get those translations! Also, damn it...2D Share this post Link to post Share on other sites
Fame96 Report post Posted September 28, 2015 Since it might be awhile before we get those translations, I’m going to post the Terumi changes breakdown based on the information that we have. I want to at least make sure that people that are actually interested in playing Terumi have some info to work with. Please bear in mind that a lot of this can change between now and the release of Central Fiction.I will be using hyperlinks to link you to footage that my help visually show you what I am talking about. Also due to some things being hard to notice, I recommend you have a desktop so you can use youtube’s option to play videos at 0.25 speed.How the system mechanics changes affect Terumi: The crush trigger changes GREATLY benefits Terumi. It makes Terumi’s crush trigger actually worth something when he only has 25 heat. At the moment his crush trigger is only really worth it at 75 heat or if you get a 6B fatal. This is very welcome change.Active flow- when utilized properly could possibly let us get two bursts in one round. This means that you could use OD twice in round, which in turn allows Terumi to access his huge OD burst damage more often. The 10% base damage buff is a nice touch too. This can help with his midscreen damage output issues.Overdrive changes- The fact that overdrive cancel activates whenever the opponent is in hitstun hits Terumi’s OD combos HARD. It may not be as bad considering some of his new moves, but at the moment, Terumi’s OD combos took a big hit, but he will still be able to dish out his huge burst damage, it just won’t be as burst safe anymore.Exceed Accel- Starts with the final kick from Terumi’s 6D, he then proceeds to launch a ton of dark energy at the opponent. The nice thing about it is that you can super cancel into it, and if I am correct, you should be able to cancel other supers into his exceed. This can give him very damaging OD combo ender possibilities but we need more info. Normals: Most of them didn’t change at all as far as we know at the moment. With that in mind, I’ll talk about the one that definitely did change.\5C- due to the crush trigger change, 5C>CT is now possible. Ø 6C- reduced hitstop, somewhat reduced animation time, now bounces on the final hitThe reduced hitstop is from the system changes. I don’t know the effect of this just yet. The reduced animation time is most likely to compensate for the faster hitstun decay in CF. The new bounce on the last hit is a very interesting change. This makes 6C>RC>6B possible on normal hit, which is great because 6B has very good proration. We don’t know if the bounce makes followups possible on normal hit or not (no one tested and we don’t have translations ;~; ) Overall right now, I’m really liking this change. Drives:5D: hitbox has been reported to be back to 1.1 status however we aren’t completely sure if that’s the case. Nobody really tried a max range 5D>236D so we don’t know if we still have the whiffing issue for certain. Heat gain has been increased to 16 from 14, making meter gain from footsies slightly better. (although it was never bad to begin with) still a normal starter.2D: nothing really changed, and considering the changes that terumi’s other moves have gotten, this move has only gotten worse. If anything needs to be looked at right now for a buff, it’s 2D.6D: reduced animation time to only two slashes. Heat gain increased to 30 from 28. Startup was possibility decreased slightly but I could be wrong. Not a lot of 6D was used at all in the loketest videos possibly due to the overhaul in his combo routes and the 236D change. The reduced animation time was most likely for the new hitstun proration.J.2D: No longer an overhead ;~; , but is now + on block again (play this clip at 0.25 speed). Heat gain is still the same. This move is back to being a pressure reset tool, and with his new overhead, this was probably the best move to make. NEW-4D: Terumi kicks some dark energy at his opponent, launching them. OD 4D causes a flipping launch state and has more untech time. 4D gains 13 heat on hit. It is also a low attack. 4D is jump cancelable on block and hit. You can chain into 4D from 5a, 2a, 5b, 2b, 5c, and 2c. Somewhat decent range on the move. What’s going to determine 4D’s worth in combos is whatever or not driveloops are still in the game. If they are, then we got a meterless way to start driveloops and gain a lot of meter at once at more ranges, if not then it will be limited as a pressure tool. Since J.2D is + on block again and 4D is jump cancelable, this allows Terumi more ways to get lots of meter during his pressure, making it very bad to block him out for too long since when he gets meter, he can tag you with his new overhead and get 3K+ damage from anywhere on the screen.Specials:236D: Distance traveled seems to be similar to CPEX? 236D seems a lot better on block too. (look at this clip at 0.25 speed.) However, 236D now has a height restriction, meaning that if your opponent is too high in the air it will not fully animate. The requirements for the full animation are very vague at the moment. Without knowing the full extent of what you need to do, this makes ending combos and tagging on supers very inconvenient. What makes this weird is that some situations when they are knocked airborne, it will cause the blowback, and in other situations it will get the full animation. It may also lead to interesting combos in the future as well (possibility). We need more info on this move right now ASAP.214D: nothing appears to have really changed. Still slow as hell, still gives tons of heat, but we are not sure if the starter is still moment or not (again, no one tried on stream, and no translations on it.).22C: Possibly his biggest change. 22C now launches up forward on the last kick, does not wall bounce at all. Recovery increased so you can no longer link normals afterwards. Now 22C is cancelable into his other special moves as well as his supers. These changes make all of his old optimized combos from the previous games obsolete. We will have to learn completely new combos when the game comes out. One of the new corner combos does 3.6K without even using 6D or any meter. This change also allows him to get max damage from his stomps and connect almost all of his supers with relative ease anywhere on screen, boosting his midscreen damage output. You’ll be using his new overhead A LOT in his new corner combos. Very curious to see the optimized stuff at release.NEW-214C: Terumi’s new overhead option. Literally an overhead. Terumi does a dark energy enhanced headbutt. Causes a hard knockdown on normal hit and is RC and super cancelable. Despite how it looks, this DOES NOT have the properties of a drive move meaning you don’t get a ton of heat or cause heavy proration. Gains 8 heat on hit. This move is essential in mixups and his new combos. The animation is not that subtle, but there is no sound cue and is not as obvious like his old overhead and his command. Has potential to do hilarious amounts of damage. (btw that did 5.3K in case it was hard to see) This new overhead is his best buff BY FAR.Supers:41236C: Lost its strike invulnerability. T^T. more untech time on the ground version, makes linking 5B possible. If landed raw, 5A/2A> to 5C is no longer possible. Air version has increased recovery on hit and block making it impossible to followup and possible to punish. This is arguably his biggest nerf at the moment. It allowed him to disrespect A LOT of shit. Although both versions are still punishable now (just by different means and can get character specific) too many people must have complained about best super :V 63214B&A- NOW WALL BOUNCES MIDSCREEN AGAIN! You have plenty of time to follow up the B version too, possibly leading to huge amounts of damage midscreen. Wall sticks in the corner. The Terumi followed it up with 5C meaning we have at least 11 frames to follow up the wallstick. In my opinion, this is a slight nerf for corner combos because it doesn’t look like your options are as varied as before (example). A version still has the bow at the end, making it impossible to follow up on the A version -_-.623B- slight damage nerf. Down to 2299 from 2486. Not sure why but we can live with it. Other than that nothing has changed here.236236A- no info at the moment. L236236D & 214214D- no info at the moment LOverall: They gave Terumi a lot of things that he desperately needed, being a standing overhead, more midscreen damage, and his J.2D back as a pressure reset option. They also gave him extra perks such as his new 4D, slight heat gain increases, and a improved 6C. However he like a lot of other characters are plagued with some wacky changes. In terumi’s case it is his new 236D. Without more info on it, I don’t know what to think of this move now.Can he be practiced in CPEX if I want to use him in CF?: YES YOU CAN! Terumi’s playstyle is still the same in CF as it is now in CPEX. In CF you will gain more options in your pressure and maybe your combos. So if you are trying to just wait for CF to learn Terumi, LEARN HIM NOW! Thank you for reading my post. Feel free to like and comment. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted September 28, 2015 Japanese players got mad because of best super :v4D looks good as a launcher and is fast, but you have to remmeber that it's range is VERY short. Also a good change for mixup.214C: I think it's name is "Seishouga", that's what I've heard on the last Loke Test 2 video. Share this post Link to post Share on other sites
Fame96 Report post Posted September 28, 2015 Japanese players got mad because of best super :v4D looks good as a launcher and is fast, but you have to remmeber that it's range is VERY short. Also a good change for mixup.214C: I think it's name is "Seishouga", that's what I've heard on the last Loke Test 2 video.i'm calling the overhead forehead murder but that sounds cool too. I really hope some of those messenga nerfs don't stay. Share this post Link to post Share on other sites
Myoro Report post Posted September 29, 2015 Really the only thing I could call that move is "mind games" because he's really using his head :v) Share this post Link to post Share on other sites
LaowPing Report post Posted September 30, 2015 Really the only thing I could call that move is "mind games" because he's really using his head :v)I like where this is heading. Terumi might finally get ahead of the rest. All we got to do is keep our head up and hope for the best.Also, what's the crush trigger changeSent from my 7040N using Tapatalk Share this post Link to post Share on other sites
heavymetalmixer Report post Posted September 30, 2015 I like where this is heading. Terumi might finally get ahead of the rest. All we got to do is keep our head up and hope for the best.Also, what's the crush trigger changeSent from my 7040N using Tapatalk Universal change: they're faster. Share this post Link to post Share on other sites
Myoro Report post Posted October 2, 2015 There's more to that story. They are indeed faster at minimum charge (roughly 17-ish frames) however they don't do full base damage of 1000 and they knock the opponent pretty far back on minimum charge guard crush. (a lot of characters can't really follow-up IIRC. In the corner minimum charge CTs are really gonna shine though because I don't think they push you back much if at all.)Oh and it looks like min charge CT still eats 40%-ish of their barrier so haVE FUN WITH THAT.It's yet to be confirmed if the maximum charge CT does above the 1000 base damage, but I'm hopeful! Share this post Link to post Share on other sites
Calamitus Report post Posted October 30, 2015 https://twitter.com/HiagoXYZ/status/660121254884691968 Terumi - CA blows opponent away the same way as 6A does now - 41236C now FCs - 623B deals less damage (2315) - j.D gives -1 meter Share this post Link to post Share on other sites
heavymetalmixer Report post Posted October 30, 2015 BRING HELL! Zoners are gonna cry! Share this post Link to post Share on other sites
Calamitus Report post Posted November 2, 2015 From https://twitter.com/HiagoXYZ - Meter gain for D moves: 5D = 16; 4D = 13 on hit/8 on block; 6D = 30; j.D = 18 - 2D, j.2D and 214D remain unchanged from CP2 - 4D: around 8~9f startup; flies upwards like 6A on hit; special/jump cancelable on hit and block; connects from 5/2ABC - 214C (Tsuishouga): overhead; super cancelable; N combo starter value; if the opponent is high enough in the air you can 2B/3C after - 214C: around -4 on block; knockbacks far away on block - 6C has less total duration (2nd/3rd hits are faster); harder to punish on block; bounces on both ground and air hit; deals 1013 dmg - 6D floats less on hit; 6D > 5A possible; if high enough in the air you can even 5B/4D follow-up; deals 946 dmg - j.2D is a mid; around +3 on block; 5C (1) > j.2D > 5B loop works even on standing hurtbox - j.D CH bounces less; untechable until landing - 236D deals 1091 dmg; opponent flies away on air hit instead of being pulled back - If hit high enough in the air while in the corner, you can follow up with 5B and other moves - 22C can't be followed up with normals even in the corner; is special/super/CT/OD cancelable - 41236C has a Moment combo starter value; now FCs; both versions only have projectile invul now - 41236C can easily be followed up with 5B; air ver. can't be followed up; when blocked you're glued to the enemy (easily punishable) - 41236C air ver. damage increased to around 2,4k - 63214A: 2nd hit doesn't have super long untech time; dmg increased to 2253 - 63214B: only hits 4 times now; can be followed up with 5C, 5D, etc - 236236A damage decreased to 2800 - CT is around -4 on block Share this post Link to post Share on other sites