TD Posted October 27, 2013 Posted October 27, 2013 gonna play this char seriously as paradoxical as that sounds. was just reading some earlier post looking for blockstring, thank you guys for the tips.
MikelAL93 Posted October 27, 2013 Posted October 27, 2013 Okay, since I recently picked up Terumi as a sub character (My mains being Kagura and Tsubaki), I have a couple of questions regarding his gameplay. While the opponent is blocking, what moves are considered safe, and which ones are unsafe? and also, what are some good tips I can use to help improve my game plan with him?
Fluck Posted October 27, 2013 Posted October 27, 2013 From testing against Ragna's 3C > j.B meaty/safe jump setup, the supers had the following result: Ouja Zanrouga (236236A) activated and countered Ragna. Meaning, thankfully, that Terumi can't be safejumped with 50 meter. Jakyou Messenga (41236C) got counter hit before superflash. Gouga Soutenjin (623B) activated but was safe jumped. Orochi Burensen (63124B) got counter hit before superflash. Jabaku Fuuenjin (632146D) activated but was safe jumped. Jarin Renshouga (236236D) activated but come on why would you ever use this. So basically if you want to use a reversal either use counter or Soutenjin, I guess.
Elochai Posted October 27, 2013 Posted October 27, 2013 Do you have to microdash to combo 6D > 236D from midscreen? I can never seem to get this.
Fluck Posted October 27, 2013 Posted October 27, 2013 I don't know if it's even possible to microdash but if you don't, a max range 6D (even if all the hits come out) can't link to 236D on some characters, I think. For example it works on Ragna but not Hakumen.
Solless Posted October 27, 2013 Posted October 27, 2013 I did something weird in a mirror match. I don't know how the counter DD reacts specifically to projectiles (they just kind of pass through him and he continues or he gets hit out of it) but someone started his counter and I tried 41236C and instead of one of us being hit out of our DD, I just kind of phased through the guy. And then we tried to beat each other to a pulp without meter. Just kind of odd it did that, I guess terumi's considered a projectile during 41236C?
Ctrlaltwtf Posted October 27, 2013 Posted October 27, 2013 (edited) Really important tip for playing this character that you can easily miss if you grind in Training mode with 100 Heat set (the default): Terumi gains insane amount of heats from his D moves and D specials. You really don't want to use BnBs that end with 22C, use ones that end with 236D instead. Example: 5B>5C>3C>22C(max) does 2407 and gains 17 Heat 5B>5C>3C>5D>236D only does 1981 but gains 41 Heat 5B>5D>6D>236D only does 1954 but gains 59 Heat Heat is critical to Terumi's success, so don't skip on the D button when you're doing meterless BnBs, even if it results in less damage. When you have Heat, you bust out 6C for huge damage and corner carry and follow it up RC Also, Terumi's 6D does 1337 damage all by itself, which is very important. Edited October 27, 2013 by Ctrlaltwtf
fogelstrom Posted October 27, 2013 Posted October 27, 2013 Do you have to microdash to combo 6D > 236D from midscreen? I can never seem to get this. I think you're just doing it to late. Also it's hard to say without The context of the combo you're trying. 6D, 236D works on Haku. I almost only train against him. But as said, starters can mess things up.
Elochai Posted October 27, 2013 Posted October 27, 2013 (edited) The combo I was trying was 2A > 5C > 5D > 6D > 236D. Saw it in that Noze video, I guess it might be specific to Ragna? Edited October 27, 2013 by Elochai
Ctrlaltwtf Posted October 27, 2013 Posted October 27, 2013 Terumi gains heat I'M SPEECHLESS. He has supers that need heat too.
NecroTheReaper Posted October 27, 2013 Posted October 27, 2013 Got my first hands on with Terumi... a lot easier than Relius xD but I think that's just me adapting to the reduced hitstop woth Relius. I got up to challenge either 22 or 23 with him before calling it for the night. So is 2D like Terumi's main oki tool? I got konda tired xD
Ctrlaltwtf Posted October 27, 2013 Posted October 27, 2013 Got my first hands on with Terumi... a lot easier than Relius xD but I think that's just me adapting to the reduced hitstop woth Relius. I got up to challenge either 22 or 23 with him before calling it for the night. So is 2D like Terumi's main oki tool? I got konda tired xD He is really easy, you're not imagining anything. 2D is for oki yes.
AkiraBalance Posted October 27, 2013 Posted October 27, 2013 It's possible on Azrael at least, I just tried it out. The micro dash isnt necessary, you just have to time it correctly
Nakkiel Posted October 27, 2013 Posted October 27, 2013 I really want to stress again, since it seems to have been looked over, that 3C -> 2D enders are not safe on a lot of characters with faster reversals. The only 100% safe places to oki with 2D is after 6D or after CH Soutenjin (623B).
Kakimori Posted October 27, 2013 Posted October 27, 2013 I know it's early days, but is it just me or does Terumi seem really GOOD?
TD Posted October 27, 2013 Posted October 27, 2013 How are his pokes? The ones that are long range seem to end pressure fast. I've been sort of zoning with them at midrange with moderate success, only failing to hit confirm any ch so I still lost a lot. The pokes I've been using are jd which is fast and huge, lots of ch; 5d, would 2d at max range because I didn't know what to do after, sometimes it worked; 2c, which didn't work out too much; and 6c with heat. I don't know his gatlings or how to continue pressure just yet from longer hits so I'll have to watch a video or two for reference.
Her_Omen Posted October 27, 2013 Posted October 27, 2013 Got to fiddle with him. I'm in love. That is all. Anyone got some good combo sauces to check out? Someone shared a nico vid with me the other day.
Arawn Posted October 27, 2013 Posted October 27, 2013 Just refer to Stalf's post at page 10, I've worked a lot on these combos with Stalf, and I've got to say these are some of the most optimal combos Terumi has.
miller483 Posted October 27, 2013 Posted October 27, 2013 I'm having difficulty with the microdashes in the J.2D loops. Is there a certain buffer window, or do I just need to figure out the timing?
Nakkiel Posted October 27, 2013 Posted October 27, 2013 I know it's early days, but is it just me or does Terumi seem really GOOD? His midgame/footsies are terrible. He's solid when he gets 50 meter but I don't think he'll be contesting any high tier spots.
-Kid Posted October 27, 2013 Posted October 27, 2013 (edited) 6C (CH/RC) dash 5B 5C 3C 22C 6D 5C 3C 236D (63214B) 4079 / +63 (4740 / +13) 6C (CH) > 665C > 3C > 22C mash > 6D > 2C > 5C > 3C > 236D > (Orochi) 4122 dmg / 63 Heat (4783 dmg / 63 -50 = 13) I need to go test other optimal routes when I get the chance. By the looks of it, it seems that Terumi's j.D is going to be used a lot when jumping in due to the large hitbox and the little risk involved. Looks like it can stuff the best of anti airs Edited October 27, 2013 by -Kid
Guymam Posted October 27, 2013 Author Posted October 27, 2013 5D gatlings into 6B. Use it to either feint and mixup or try to catch them mashing and get the FC. It's + on block so you can pressure afterwards.
Arawn Posted October 28, 2013 Posted October 28, 2013 6C (CH) > 665C > 3C > 22C mash > 6D > 2C > 5C > 3C > 236D > (Orochi) 4122 dmg / 63 Heat (4783 dmg / 63 -50 = 13) 6C (CH) 66 5C > 3C > 22C mash > 6D > 5C> 3C> 236D > (Orochi) 4245 / 64 Heat (4906 dmg / 64 - 14 = 14)
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