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Posted

Today was Day One of CP for me and so far I'm really liking Terumi. I think I might main him, if not at least sub him. I understand how his combos typically should go, but could any of you tell me what my best options are for starting combos midscreen and in the corner? I find myself using 6C a lot midscreen, which works, but I'd like something more solid, like an actual combo.

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Posted

6C is pretty much only good as a starter on CH or RCing the last hit. 5D is his best footsie for range and it can be special cancelled or cancelled into 6B which has a possibility of being a FC and is + on block. Or 6B can be held down to cancel the attack thereby at least getting you in, but watch out for mashers.

Posted

I see. Thanks for the tips. I'll be sure to try them out. I always seem to use 5D at the wrong time though. Overestimating its range.

Posted

I think it's range is relatively similar to Ragna's 5B, maybe even his 5C. The problem is it's startup time is longer then his.

Posted
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.

1) what does it mean "high profiles 2A" ..? sorry, I didn't understand :( also "staggered 2A's"

2) does 6B have some invul/armor to bait 2A mashers or it just has a lot actives/very good hitbox?

Posted
1) what does it mean "high profiles 2A" ..? sorry, I didn't understand :( also "staggered 2A's"

2) does 6B have some invul/armor to bait 2A mashers or it just has a lot actives/very good hitbox?

A move that "high profiles" means that you won't have a low hurtbox, when using that move. Therefore, moves with very low hitboxes eg. 2B will miss.

6B doesn't have invuln, but since you can chain into it, it will frame trap the opponent

Posted

6B does in fact have invuln to low moves. It won't frame trap a mashing opponent by itself, the point is to frame trap mashing opponents after they block it - which is a very different thing.

Posted

After using Terumi for a few hours. He really doesn't seem like an easy mode character. Some of his combos are easy to pull off, but his 5C > j.2D loop has pretty tight timing. It's very hard to pull off (At least for me).

The main thing that makes him harder to use are the strange hitboxes on his normal and lack of an overhead. His pressure has to be gimmicky involving rapid cancels or frametraps. For some reason, I feel his 2A and 5B aren't as fast or reliable as Hazama's, but I could be wrong on that. Has anyone else had this experience?

Posted

Correct me if I'm wrong, but any move that knocks the opponent down goes into 22C. Like 5C air hit, 3C, throw, 6C (3), etc.

Posted

I tried playing Terumi online for a while and I like his super monger style, but his low health is just too much of a liability. He's almost the definition of a glass cannon.

Posted (edited)

Hey guys just picked up Terumi a few days ago and he seems pretty good, granted, its like day 3 for me playing him. j.2D seems good on block and leads to a knockdown combo.

Counter-hit 6C combos guarantees you at least around 60 meter. His anti-air seems to work fairly well and surprisingly stuff like 6D and 214D looks safe on block(I dunno at least 214D might be -2 or something.

Not to mention his guard crush combos still lead to super enders + corner carrying and 41236C goes through like everything lol. What do you guys think of him so far?

Edited by What!?
Posted
surprisingly stuff like 6D and 214D looks safe on block(I dunno at least 214D might be -2 or something.

I would hope a command grab would be safe on block :V

Posted

I defy you to name any majorly rushdown style character that isn't supposed to be a glass cannon.

Posted
I defy you to name any majorly rushdown style character that isn't supposed to be a glass cannon.

MvC3 Wolverine has more health than Sentinel and nearly as much as Ryu.

Posted

Can anyone confirm if 5B > 6B is a reliable blockstring? I know 5B leaves you at +2. And 6B may have invulnerability to lows, and most 5A's may whiff it. If this is reliable, I think it will be a key to his pressure and mid-screen game to confirm off of that Fatal Counter.

Also, once they're conditioned, mix them up with feints into command throws and frame traps using 2A. But I'm sure they can mash through the faint. I have a really hard time getting in with Terumi though. Maybe I need to rely on those counter distortions more.

Posted (edited)

5B > 6B has enough of a gap to at least be dp'd but like you said when they block 6B you can frame trap them.

I think that gatling is good to throw out every now and then though, especially when you notice they like to mash.

And I dunno Terumi's pretty fast and as far as pressure goes once he scores a knock of stuff like 5D 236D

he's in there. Oh and his counter super beats dps almost hakumen style lol

Edited by What!?
Posted
Terumi has 10.5k, 500 less than average. Come on now.

Oh it's not 9500 as people suggested? That's actually great.

Posted

Was experimenting with Terumi early this morning. He's ridiculously fun. So...add one more person to the growing Terumi army (or something like that). Two decent Terumis swayed me to the dark side. xD

Hi erryone. :3

Posted
Was experimenting with Terumi early this morning. He's ridiculously fun. So...add one more person to the growing Terumi army (or something like that). Two decent Terumis swayed me to the dark side. xD

Hi erryone. :3

Welcome to the Terumi hype club. I randomly started getting much better with the character yesterday. I think it's best to use safe blockstrings and zone with that 5D. It's godlike for building 35-50 heat off of one confirm. Also, use your throws a lot with Terumi. At least right now... it's one of the best ways for him to get in and break a guard. Considering he has no standing overhead at all.

He's a gimmicky character, and I see him being placed low through mid-tier due to his normals and spacing, lack of pressure and mixup. However, by rapid cancels, crush trigger, the right tricks, and fast movement, he can get in and do massive damage.

Posted
Welcome to the Terumi hype club. I randomly started getting much better with the character yesterday. I think it's best to use safe blockstrings and zone with that 5D. It's godlike for building 35-50 heat off of one confirm. Also, use your throws a lot with Terumi. At least right now... it's one of the best ways for him to get in and break a guard. Considering he has no standing overhead at all.

He's a gimmicky character, and I see him being placed low through mid-tier due to his normals and spacing, lack of pressure and mixup. However, by rapid cancels, crush trigger, the right tricks, and fast movement, he can get in and do massive damage.

Agreed on most points, been putting a ton of time in on this character. 5d is far and away his best neutral/standing normal. Something I learned last night as far as pressure goes, is if you are using 5c a lot in blockstrings, if the opponent barrier blocks lets say 5b, 5c, the pushback pretty much forces you back to a neutral situation due to distance. 5c to 5d on block is not a true string, and if 5c is ib'd, the 5d can be backdashed. So, i've tried to avoid using 5c so much in pressure, which really opened my eyes up to how good his 2b,2c,5d string is. Far reach, safe, and from the correct distance, the 2b,2c can be confirmed into 3c, 22clvl3. The 2c is also jump cancellable, giving you a couple more options. I've had some success by simply mixing in 6b, 6b feint, throws, and 2d in pressure. 2d can give you a ton of information based on how they react to it, and helps you plan your offense based on their reactions to it.

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