AppleCoRe Posted November 1, 2013 Posted November 1, 2013 Semi-different topic, but a question: does anyone know what the hell actually goes on in Terumi's arcade story mode? Sucks not being able to read Japanese.
Antiquarian Posted November 2, 2013 Posted November 2, 2013 Semi-different topic, but a question: does anyone know what the hell actually goes on in Terumi's arcade story mode? Sucks not being able to read Japanese. No clue, but hearing Nakamura have a conversation with himself was gdlk lol.
susano Posted November 2, 2013 Posted November 2, 2013 Can someone actually post videos of some blockstrings he can do? Losing matches miserably and getting a little frustrated. Not sure how you approach with him in neutral unless my opponent doesn't know what they're doing. :/
AppleCoRe Posted November 2, 2013 Posted November 2, 2013 (edited) Can someone actually post videos of some blockstrings he can do? Losing matches miserably and getting a little frustrated. Not sure how you approach with him in neutral unless my opponent doesn't know what they're doing. :/ I'm prolly several days behind everyone, but have you also tried mixing up by jump canceling 5C after the first hit to do an air 5B overhead or 2D overhead/2D to jump over them? You can land some decent follow-ups afterward, especially heat-building and spending ones. If the overhead air 2D hits, you can chain 2A>2B>2C>5D>236D for ~1400 damage and 45 heat gain total. Not the fastest overhead, but hey, it works, and gives you heat for a crush trigger. I'm really thinking Terumi is going to have to make use of crush triggers more than any other character in this game. You can also jump cancel 5C to neutral jump 5B as you fall, or forward jump to leap over the enemy for a crossup 5B, which can be combo'd afterward using 5B>5C>6D>236D for ~2k and 50 heat gain, so you can tack on a super for extra damage or save the heat. I don't think air 5B is as fast as air 2D for an overhead, but in general the damage/heat yield seems greater and you can cross up with it. Edited November 2, 2013 by AppleCoRe
AppleCoRe Posted November 2, 2013 Posted November 2, 2013 Current favorite crush trigger combo: 100 heat, crush trigger guard break, 6D> air OD>j2D>236D> Full Heat Overdrive Fuuenjin.
susano Posted November 2, 2013 Posted November 2, 2013 I'm prolly several days behind everyone, but have you also tried mixing up by jump canceling 5C after the first hit to do an air 5B overhead or 2D overhead/2D to jump over them? You can land some decent follow-ups afterward, especially heat-building and spending ones. If the overhead air 2D hits, you can chain 2A>2B>2C>5D>236D for ~1400 damage and 45 heat gain total. Not the fastest overhead, but hey, it works, and gives you heat for a crush trigger. I'm really thinking Terumi is going to have to make use of crush triggers more than any other character in this game. You can also jump cancel 5C to neutral jump 5B as you fall, or forward jump to leap over the enemy for a crossup 5B, which can be combo'd afterward using 5B>5C>6D>236D for ~2k and 50 heat gain, so you can tack on a super for extra damage or save the heat. I don't think air 5B is as fast as air 2D for an overhead, but in general the damage/heat yield seems greater and you can cross up with it. I'll try that.
Solless Posted November 3, 2013 Posted November 3, 2013 Dang I can't get his darn jc into j.2D combos or loops. ;-;
TD Posted November 3, 2013 Posted November 3, 2013 whoo! played alot of this char today. he is lots of fun. notes; pokes used: 5d, jd, 2d, 6c 5d for standard zoning and heat gain. chains into several options that are +. ends pressure safely. jd for safely getting in and, zoning those diagnally under me/air to air pre-emptively 2d beats midrange double jumps, they fall right in it. after 6d for oki. gimmicky pressure strings. 6c great poke with heat/ch, good damage blockstrings!!! l do these 2a 2a... 2b delay 5b 2b 2c j2d 2b 2c 5d 2b 2c 7/8/9 jd 5d... 6b, 2d, 214d 6b links from every normal except 6/2d, 6c. very good properties, beats 2a's, FATAL. l abused the +4. it WILL reset pressure, but beware barrier block/max range 6b, you faster normals whiff l play him like a zoning pressure char, just wanting the foe to constant block moves. with 50 heat confirm any hit to 3k+. he can stay on the foe for a long long time. just need some good air combos...
TITANIUM BEAST!!! Posted November 3, 2013 Posted November 3, 2013 Trying to pick up this character, but haven't had much time outside of training mode. From what I tested, his only frame advantage ground normals are 2A and 5B. Everything else is negative. 5D is actually punishably unsafe, but if you space it then it may be much harder to punish. Definitely not Jabaki, that's for sure.
farranpoison Posted November 3, 2013 Posted November 3, 2013 Is 6C punishable on block? When playing a friend (he uses Jin) I'd 6C and still be able to block a retaliatory 2A. Now it could be because he didn't IB but still, anyone know? Also this character is crazy fun, though I'll still probably stick to my core three of Makoto, Mu-12 and Azrael.
Putin Posted November 4, 2013 Posted November 4, 2013 I'm giving up on lvl3 stomp on pad, I have to hold it differently to get it to work which won't happen in a match. It's also really tiring and wears off my C button; it doesn't help that I'm also playing Hazama I guess. Stomp > Messenga > 66 2B, how do I make that work? I can connect 66 5B into combo but not 2B and it looks like it would work when they're not close enough. I also can't get 6D > Jagaku to work at the end of some combos, for example the aforementioned Messenga one; stuff > 22C > Messenga > 66 5B > 5C > 3C > 6D > Jagaku, they tech in front of my after 6D while Jagaku charges to them. air hit 3C > 6C also whiffs every now and then, but I guess I'm not fast enough or something Lastly, any truly safe ways to setup 2D oki? Burensou > (66) 2D seems to work some times, but I'm not quite sure.
iBeK3n Posted November 4, 2013 Posted November 4, 2013 Is 6C punishable on block? When playing a friend (he uses Jin) I'd 6C and still be able to block a retaliatory 2A. Now it could be because he didn't IB but still, anyone know? Also this character is crazy fun, though I'll still probably stick to my core three of Makoto, Mu-12 and Azrael. I believe that it is punishable on block, not sure if only on IB or not, as I remember getting punished by my friend's Makoto. Regardless, I'll try it out and get back to you on that. I'm giving up on lvl3 stomp on pad, I have to hold it differently to get it to work which won't happen in a match. It's also really tiring and wears off my C button; it doesn't help that I'm also playing Hazama I guess. Stomp > Messenga > 66 2B, how do I make that work? I can connect 66 5B into combo but not 2B and it looks like it would work when they're not close enough. I also can't get 6D > Jagaku to work at the end of some combos, for example the aforementioned Messenga one; stuff > 22C > Messenga > 66 5B > 5C > 3C > 6D > Jagaku, they tech in front of my after 6D while Jagaku charges to them. air hit 3C > 6C also whiffs every now and then, but I guess I'm not fast enough or something Lastly, any truly safe ways to setup 2D oki? Burensou > (66) 2D seems to work some times, but I'm not quite sure. What's exactly hard about Lvl3 Stomp's motion? Anyway, many combos require a lower level of it (combos starting with 2A/2B/5B+C), so don't sweat it. About 2B followup, I'm exactly sure, still ambiguous in my mind. But I know for one that following up stomp > messenga is easier because you actually hit the opponent in the air, making him float a little higher after the super (could explain 2B being harder to combo, if possible at all depending on your starters). 6D > Jagaku always works but you've got to time it properly. In fact, you can start the 236D motion a bit before he lands from 6D (deceptive, I know). The only safe Oki setup I've seen with 2D is 63214B > 2B > 2D in the corner.
TITANIUM BEAST!!! Posted November 4, 2013 Posted November 4, 2013 Quick note on 6C, can be punished by Terumi 5B on normal block. 2A probably works, depending on speed.
Solless Posted November 4, 2013 Posted November 4, 2013 (edited) 6C is very unsafe on block. I think just how much depends on the distance from the opponent at the end but Ragna 5B and Jin 5C(I think) can punish it. Edited November 4, 2013 by Solless
Guymam Posted November 4, 2013 Author Posted November 4, 2013 The way stomps work is that you have to have a certain number of inputs before the second stomp. So, if you do 22Cx1 or 2, he'll do the lvl 1 version. 3-4 is when he does lvl 2, and 4+ is lvl 3. You have to do them before the first stomp ends, because the second stomp is dependent on the level.
farranpoison Posted November 4, 2013 Posted November 4, 2013 So how are you supposed to use 2D? I know you can use it in some combos, but mostly I use it for midscreen ground control, though something tells me I'm using it wrong.
Ctrlaltwtf Posted November 4, 2013 Posted November 4, 2013 (edited) So how are you supposed to use 2D? I know you can use it in some combos, but mostly I use it for midscreen ground control, though something tells me I'm using it wrong. It's for oki, you can use it after Orochi most of the time. You can also use it after 3C if the enemy was on the ground and it times itself pretty well on an emergency roll. It's also a risky mid-pressure reset that can be called out with just about anything (not recommended). After you land it continue pressure with whatever you want. It's really + on hit. Edited November 4, 2013 by Ctrlaltwtf
iBeK3n Posted November 4, 2013 Posted November 4, 2013 Okay so I've tested it out and as Solless as said, it is simply distance dependent, it is VERY punishable. Personally, I barely ever use this move aside for very obvious whiff punish or if I have 50% to RC it. Anyway, better keep 'em on their toes and have some tricks up our sleeves. Anyway, although I love Terumi to death, I personally feel like he's amongst the weakest characters in the game (not in terms of damage by the way). He seems to have no way to effectively get/stay inside safely, thanks to his terrible pokes & terribly unsafe mixups, and his air attacks are either slow or have pretty bad air-to-ground hitbox, jumping and getting a hit in seems rarely rewarding. Anyone care to tell me if his throw range is shorter than average? I've noticed getting grabbed by Azrael in distances I'd whiff completely. Characters like him are such a nightmare! Sorry for the rant, I'm just salty because he seems to have such a harder time than any other character I play. Sent from my Nokia Lumia 920 using Tapatalk
Ctrlaltwtf Posted November 4, 2013 Posted November 4, 2013 (edited) He has one of the best overheads in the game imo. Use j2D off of a jc during his pressure strings. Very quick, combos, and is + on block enough to allow you to continue pressure. Combine that with the constant threat of a command grab and decent oki with 2D and his pressure/mix-up is actually pretty good. jD is a pretty useful spacing tool during neutral and beats out a lot of stuff. Not to mention it pops projectiles your enemies might throw out to try and catch you. His toolset is just a bit awkward to get used to, but I can see him doing alright for himself. 6C is a huge damage buff as a RC combo filler move, which also has massive corner carry. You can link it off of 5B, 2B, 5C, 2C, 3C, and CH 6A and it allows you to spend 50 heat at the very beginning of a combo, gain the heat back and end with a super. As far as I can tell, you always want to 6C ASAP. To the point that 5C(2) > 6C is actually less optimal than 5B > 6C because 5C has two hits. Edited November 4, 2013 by Ctrlaltwtf
iBeK3n Posted November 4, 2013 Posted November 4, 2013 (edited) He has one of the best overheads in the game imo. Use j2D off of a jc during his pressure strings. Very quick, combos, and is + on block enough to allow you to continue pressure. Combine that with the constant threat of a command grab and decent oki with 2D and his pressure/mix-up is actually pretty good. jD is a pretty useful spacing tool during neutral and beats out a lot of stuff. Not to mention it pops projectiles your enemies might throw out to try and catch you. His toolset is just a bit awkward to get used to, but I can see him doing alright for himself. You do realize that anything > jc > j.2D is not a real block string, right? It gets beaten CLEAN by a simple 5A. And after testing in training mode, I've noticed that crossup j.2D does not require to switch blocking sides, like an auto guard or something His command grab is more of a gimmick than a 'constant threat', as it is so slow that a jump forward > big punish on reaction is possible, I try to keep it low with that one because it is high-risk, pretty low reward, gimmicky. His pressure is fine but his mixup game is sub par at best due to the safety of said mixups. And I've yet to find any sort of decent 2D Oki setup other than 2B > 2D after 63214B super. I do agree with j.D being a great tool. But my gripes are with j.B and j.2D, the hit stun is just terrible and they combo mostly to 2A unless you get to hit your opponent really low. Doesn't happen often, people can AA nowadays, so it's mostly about baiting and hitting pretty high. Some obvious comparisons are with popular characters like Jin, Ragna and Hazama (everybody knows 'em) Jin has j.B > j.2C, j.2C > j.C and j.2C > j.D to easily combo from air to ground. Ragna's j.C has so much hitstun that he doesn't need anything else. I don't really need to name them all. Hazama has better angles and can safely hit very close to the ground with j.B thanks to his chain, he also has j.2C absolutely easy to combo from. Either way, he's tremendously fun. I just hate dealing with characters like Azrael and Hakumen, that type of matchup annoys me to no end. Sent from my Nokia Lumia 920 using Tapatalk Edited November 4, 2013 by iBeK3n
kodimt Posted November 4, 2013 Posted November 4, 2013 Bullet's 623B snatches it right out of the air. Rather funny to see.
Ctrlaltwtf Posted November 4, 2013 Posted November 4, 2013 (edited) You do realize that anything > jc > j.2D is not a real block string, right? It gets beaten CLEAN by a simple 5A. And after testing in training mode, I've noticed that crossup j.2D does not require to switch blocking sides, like an auto guard or something You are doing it far too slow then and off of the wrong normals. Hazama can't 5A it and Hazama's 5A has a 5F startup. He can't even 5A it on IB. Try using it off the first hit of 5C. If you're doing it right you can actually do 5C > jC 2D > 5A and it all red beats. The reason it's "auto guarding" is because it's so fast it blockstrings on normal block. His command grab is more of a gimmick than a 'constant threat', as it is so slow that a jump forward > big punish on reaction is possible, I try to keep it low with that one because it is high-risk, pretty low reward, gimmicky. That's basically the definition of a non-grappler command throw. And the reward is a giant pile of meter. Should only ever be using if it you're not having success with your mixup and the opponent is getting used to blocking everything. Edited November 4, 2013 by Ctrlaltwtf
iBeK3n Posted November 4, 2013 Posted November 4, 2013 You are doing it far too slow then and off of the wrong normals. Hazama can't 5A it and Hazama's 5A has a 5F startup. He can't even 5A it on IB. That's basically the definition of a non-grappler command throw. And the reward is a giant pile of meter. Which normal would that be? His only jump cancelable normals are 5C(1) and 2C. I'm gonna have to check out my timing, I guess. Thing is, I've seen videos of dudes getting beat clean by 5A (up close) and 2A (farther). And I'll give to you for the meter, didn't think about that at all, silly me. Sent from my Nokia Lumia 920 using Tapatalk
Lythium Posted November 4, 2013 Posted November 4, 2013 Which normal would that be? His only jump cancelable normals are 5C(1) and 2C. I'm gonna have to check out my timing, I guess. Thing is, I've seen videos of dudes getting beat clean by 5A (up close) and 2A (farther). Actually, his 5A and 6A are also jump cancellable.
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