Solless Posted October 28, 2013 Posted October 28, 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. My question is 5D on block hard hitting enough to cover 6B's advance.
-Kid Posted October 28, 2013 Posted October 28, 2013 (edited) 6C (CH) 66 5C > 3C > 22C mash > 6D > 5C> 3C> 236D > (Orochi) 4245 / 64 Heat (4906 dmg / 64 - 14 = 14) Ah thanks, completely forgot about leaving the 2C. Also Terumi's 2B doesn't have quick recovery like Hazama's. So what was onced use to reset pressure with hazama can't be used to reset pressure with terumi. Terumi's 2B has too much recovery. It's probably better to use: 2A > 2B > 5B reset pressure. It's hard not to use Terumi like Hazama sometimes. Edited October 28, 2013 by -Kid
Nakkiel Posted October 28, 2013 Posted October 28, 2013 My question is 5D on block hard hitting enough to cover 6B's advance. It certainly won't be gapless, but you can't get mashed out by 2As due to 6B going over them.
Solless Posted October 28, 2013 Posted October 28, 2013 Is it a low enough profile for most 5As to whiff overhead? Also, I kept dropping combos against a Bullet the last few days, but I don't want to put all the blame on my poor execution. I think her hitbox is slightly weird when trying to juggle her 5C, as, for me at least, the 2nd hit would keep whiffing.
Neverender Posted October 28, 2013 Posted October 28, 2013 I'm having significant difficulty getting midscreen 236D to land consistently after 6D, like I can only get it to work 1 out of 3 times or so. It doesn't seem to be a distance issue since I've gotten it to connect at various distances so I assume it must be an issue with me timing it. Anyone got any tips?
Ctrlaltwtf Posted October 28, 2013 Posted October 28, 2013 I'm having significant difficulty getting midscreen 236D to land consistently after 6D, like I can only get it to work 1 out of 3 times or so. It doesn't seem to be a distance issue since I've gotten it to connect at various distances so I assume it must be an issue with me timing it. Anyone got any tips? Ignore the opponent's movement, just input 236D the moment you see Terumi touch the ground.
-Kid Posted October 28, 2013 Posted October 28, 2013 It's something you have to get a feel for. If you use 236D too early, the system will eat your input and nothing will come out.
TD Posted October 28, 2013 Posted October 28, 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? Input the dash around the time you're just about to land. If I remember correctly bb still has the 5 frame input buffer so use it to your advantage.
Antihero11 Posted October 28, 2013 Posted October 28, 2013 I've only had access to the game once since it's release from a friend who imported it, but I loved Terumi's playstyle in those few hours I was able to play him. (Haven't imported yet due to how busy grad school is these days. I know I wouldn't have the discipline to do my homework if I owned the game. ) Here's a combo I have created based on my playtime and combo videos I have seen: (it may drop due to proration, but I think it will connect) Anti-Air 6A > A+B+C+D (Overdrive) > sj. CC > j.CC > 6D > 41236C > (Dash) 2B > 5C > 3C > 6D > 236D > 63214B Requires 50 heat and OD, but should be a great combo to use near the end of the match after confirming an anti-air. I'm thinking it would do around 4.3-4.8k.
Solless Posted October 29, 2013 Posted October 29, 2013 I'm having trouble doing the 5C>jc j.2D consistently. Is there a trick to this or do I just need to practice it more?
Nakkiel Posted October 29, 2013 Posted October 29, 2013 Input the dash around the time you're just about to land. If I remember correctly bb still has the 5 frame input buffer so use it to your advantage. It's 3 frames now.
Solless Posted October 29, 2013 Posted October 29, 2013 Don't know but it would make a lot of sense. I'm trying to unwire my brain about dash cancelling because the old way doesn't work now.
Starlight777 Posted October 29, 2013 Posted October 29, 2013 Is it possible to activate the counter on certain DPs? I know it doesn't work on Tsubaki's though.
PhoenonX Posted October 29, 2013 Posted October 29, 2013 Any chance we could get a Terumi Video Critique Thread at some point?
Guymam Posted October 29, 2013 Author Posted October 29, 2013 Any chance we could get a Terumi Video Critique Thread at some point? Yes. However, it's quite literally week 1, so no one is a real "expert" yet. A lot of it will be speculation, some of which may be wrong. I'll make one in about a week when people aren't literally finding new things for this character everyday.
Solless Posted October 29, 2013 Posted October 29, 2013 Odd, it doesn't activate with Tsubaki's? Does he get hit out of it or just not respond?
Justice7541 Posted October 29, 2013 Posted October 29, 2013 Have you tried just doing 22c forward jump j.d as a safejump setup? I can't test it myself but it feels like it would work. Sent from my SAMSUNG-SGH-I747 using Tapatalk
Antiquarian Posted October 29, 2013 Posted October 29, 2013 6b is a strange move. Where is it useful? 6B gatlings out of a lot of your standard pressure tools, high profiles 2A's, is +4 on block, causes Fatal Counter, and holding in B will cause the move to feint for throw mixups. Experiment with using it after staggered 2A's, 5B > 6B and 5D > 6B fatal fishing, and to blow up 2A mashers. Once you have them scared of it mix in feints into throws / more buttons and standard command grab / j.2D mixups.
Guymam Posted October 29, 2013 Author Posted October 29, 2013 Terumi has easy fraud damage with 100 meter. Oh man.
Master Of Chaos Posted October 29, 2013 Posted October 29, 2013 It means we can make OD Hakumen cry like a little bitch.
Nakkiel Posted October 29, 2013 Posted October 29, 2013 Have you tried just doing 22c forward jump j.d as a safejump setup? I can't test it myself but it feels like it would work. Sent from my SAMSUNG-SGH-I747 using Tapatalk You can't safejump with j.D because it has landing recovery.
Solless Posted October 29, 2013 Posted October 29, 2013 What of his aerial moves that can really cover his approach DON'T have quit a bit of landing recovery? P.S. can we get video of that OD combo damage please? I'v e only seen really high numbers off a FC.
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