Jump to content
Dustloop Forums

Recommended Posts

Posted
Actually, his 5A and 6A are also jump cancellable.

Is it perhaps not late cancelable on block / after 2-3 jabs? I guess I'm doing it wrong because I often ended up not moving at all.

Sent from my Nokia Lumia 920 using Tapatalk

  • Replies 1.2k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Terumi has a few plus on block moves to abuse, like 2a, 5b, 6b, and the constant presence of heat to RC. He's also good at tricking the opponent into thinking he is unsafe and putting out that next move to counter. Like, when I have meter I'll do a string like 2a 2a 2b 5d delay 236d to catch back dashes and jumps, RC if it fails to stay in. Then of they get used to that I'll start sneaking in some 2d's to gain meter and stay in. I've had people scared to push buttons for 10 seconds straight, something that didn't look possible at first glance, but oddly enough once he gets pressure from 2a, he's in there.

2c does something similar. After it, I would delay 6c with heat to get in, or I may 5d into more gimmicks, command throw if they like to block and 6b if they're just a little slow on reaction. Jumps can be a problem, so I'll let my foe think I'm doing something that will whiff on jump, then bust out the IAD throw.

Not really testing crush trigger, the range is so bad... There's also a funny setup I've been trying that I doubt is truly effective due to its frame data... On wakeup, I'll do a 2b delay orochi for a mixup. It hits a few times but indoubt it's legit.

Overall if nothing else he can stay in awhile and he has all the tools needed to stay in and open people up. Maybe not as quickly because he relies on conditioning but think about how much meter can be gain in such extended strings, already skipping past the low damage combos and going straight for the 6k in the next combo.

Posted (edited)
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.

Weird, I swear I tested this right in training mode on Ragna's 5A and got CHed before the j2D hit after a blocked 1 hit 5C at the lowest height.

Someone else can test it just to make sure since I won't be able to for awhile.

Edited by Rhapsody
Posted
Weird, I swear I tested this right in training mode on Ragna's 5A and got CHed before the j2D hit after a blocked 1 hit 5C at the lowest height.

Someone else can test it just to make sure since I won't be able to for awhile.

Just tested it.

5C(1) j2D is unmashable. However, you can 5A something like 2C j2D if the 2C is IB'd. It's very hard to do on reaction, but it's possible.

Still curious to know the frame avantage of j2D at the lowest height possible though. Seem's like +3-ish, but this extra frame will make the difference against characters with fast 2A.

Hope we will get Terumi's frame data this week !

Posted

Anyone else try RCing the first hit of 5C? It puts you really low in the air and you can do "instant" overheads with jump attacks.

You can do stuff like j.B (2) or j.B (1), j.C (whiff), 2B. If the j.B hits, you can do j.2D loops, which does good damage, wall carry, and most of your meter back.

Some people I've tried it on blocked it the first time I did it on them, so I'm guessing they were reacting to the 5C since it kinda looks like an overhead already. Just something I've been playing around with.

Posted
Just tested it.

5C(1) j2D is unmashable. However, you can 5A something like 2C j2D if the 2C is IB'd. It's very hard to do on reaction, but it's possible.

Still curious to know the frame avantage of j2D at the lowest height possible though. Seem's like +3-ish, but this extra frame will make the difference against characters with fast 2A.

Hope we will get Terumi's frame data this week !

Thanks. I only thought of it being mashable at the end of last night, but I guess I won't have to worry the next time I play.

Anyone else try RCing the first hit of 5C? It puts you really low in the air and you can do "instant" overheads with jump attacks.

You can do stuff like j.B (2) or j.B (1), j.C (whiff), 2B. If the j.B hits, you can do j.2D loops, which does good damage, wall carry, and most of your meter back.

Some people I've tried it on blocked it the first time I did it on them, so I'm guessing they were reacting to the 5C since it kinda looks like an overhead already. Just something I've been playing around with.

Yeah, I've been messing with it. Although people caught on and just react to 5C. Been trying to mix the different options you mentioned when I get it to connect though.

Posted

hey guys i was wondering how u preform this combo: (opponent in corner) forward throw > 22c mash > 2c > 5c > 3c > 6d >236d . i can't get the 6d to connect after 3c. any tips?

Posted
hey guys i was wondering how u preform this combo: (opponent in corner) forward throw > 22c mash > 2c > 5c > 3c > 6d >236d . i can't get the 6d to connect after 3c. any tips?

Hi!

If you do that combo with any type of mashing at all they'll flip out :( You'll get 3352 with a level 1 stomp, though!

In order to link the 3C to 6D, you'll want to do the entire combo as fast as possible, as combo length (in terms of time) affects hitstun scaling.

I had the same problem earlier, and I just upped the speed of my inputs.

Posted (edited)

Terumi frame data from JP BBS.

Collapsed: Terumi Frame Data:
名称 発生 持続 硬直 硬直差

5A  5 3 9 ±0

5B  8 3 12 +2

5C 11 2(11)2 20 -3 空中9~26

2A  7 2 9 +1

2B  9 3 23 -12

2C 13 4 25 -12

6A  9 3 24 -10 頭無敵5~11

6B 26 2 13 +4 脚投無敵15~27

6C 13 2(10)6(14)4 29 -12 二段目直ガで隙間が出来る

3C 10 2 30 -13 ヒット時相手ヒットストップ+3

JA  7 3 8

JB 10 4(2)2 14

JC 11 2(3)2(4)2 18

5D 13 3 23 -9 ヒット時相手ヒットストップ+3

2D 40 15 7 +5

6D 18 3 27 -11

JD 20 4 23着地6 上段

J2D 15 8 着地6 +3 しゃがみラグナに最低空で24Fヒット 硬直差最低空時

CA 13 2 32 -15

CT 30 1 30 -8

前投げ  7 3 23

後投げ  7 3 23

空投げ  7 3 12

蛇顎   13 11 18 -4 相手に近付くと持続2F硬直18Fへ移行

牙穿衝 25 3 43 コマ投げ

牙鎌撃  8 追撃技

滅閃牙 4+8 8 50 -8 無敵4~21 低姿勢突進技

双天刃 4+3 4.8(15)3 30+着地21 -35 無敵1~10 空中版発生4+7 テルミ版蛇翼

武錬殲 13+2 2 16 -1 無敵9~16 P4U直斗のボコスカのような中段

懺牢牙 GP1~112 75 GP後9F以内に地上判定になると発動 

封焉塵 7+10 4 34 -17 無敵1~26 その場で斬り付けゲージ量で威力変化 OD版はゲージを減らされる

煉翔牙 9+13 全体95 ±0 無敵1~32 二つの鎖を伸ばし二段とも通常ガードでガークラ OD版はガー不[\

Also, I don't know if it's been mentioned here, but it looks like Teru can do Hazama's 2A>5B frame trap.

Edited by Chickzama
Posted

Anyone's got decent wake up setups against rolls? I mostly use timed 2As for forward rolls but it seems kinda sketchy, doesn't work really well. I run up 2B for back rolls but with the move's recovery frames on whiff, I seem open to counter attacks.

I love 6C btw, move's so good to get players who spam long range pokes. I'm still trying to figure out an optimal RC combo for when 22C won't corner carry.

I've found that anything > 6B block string can be very risky, you can get hit out of it by many standing attacks other than 5A. Use it sparingly! Great anti-grab/low though, it is really rewarding on CH.

I've been testing out setups for his command throw. I like using it after getting the opponent up close with 2D, for example: Combo > 41236B > 2B > 2D > dash 2A (>5b) > 214D. Most of the time, players are going to chicken jump that 2D and won't try to jump again as they land, because of the fear of not hitting barrier guard in time. Plus the effect of 2D can be distracting. Sneaking it after 5D can be deceptive too but be careful not to link them, as it turns into a purple throw.

All in all, it seems like I'm finally grasping Terumi properly. He's pretty much like Makoto from Street Fighter. Requires a lot of conditioning, so he has to start off pretty slow and conservative.

Sent from my Nokia Lumia 920 using Tapatalk

Posted

Quick question. Does Terumi have any overhead options that he can actually combo off of? It feels like I spend most the match spamming 5d on block till I have enough to sneak in crush trigger.

Sent from my SAMSUNG-SGH-I747 using Tapatalk

Posted
Quick question. Does Terumi have any overhead options that he can actually combo off of? It feels like I spend most the match spamming 5d on block till I have enough to sneak in crush trigger.

Sent from my SAMSUNG-SGH-I747 using Tapatalk

j.2D you can go into his mini loop: on stand j.2D>5A>5C(1)>j.2D>stuff

crouch j.2D>5B>5C(1)>j.2D

Posted

I love 6C btw, move's so good to get players who spam long range pokes. I'm still trying to figure out an optimal RC combo for when 22C won't corner carry.

I use 5B 5C 3C 5D 6C (RC 3rd) 2C 5C 3C 6D 236D :3

Posted
I use 5B 5C 3C 5D 6C (RC 3rd) 2C 5C 3C 6D 236D :3

Thank you, good sir!

@Chickzama: The frame data, although in Japanese, helps a lot, thank you! 2A > 5B frametrap is glorious. I've been using it since day 1 because I was trying to emulate Haz's pressure game. Keep that 6A prepared though, as many people try to disrespect it and jump out!

Sent from my Nokia Lumia 920 using Tapatalk

Posted
Didn't realize that worked. Probably not mashing it fast enough.

Sent from my SAMSUNG-SGH-I747 using Tapatalk

Mashing? Niggah please!

Also remember that j.2D has short starter so all combos are crap after it really. You have to end it really fast and don't expect any huge damage.

If you can confirm them crouching you can do 5C(2), 6D aswell. Really handy to know. For corner I use; j.2D, 5B, 5C(2), 6D, 236D just for the meter and it's what? 2k dmg or something? You can obviously add supers or even use OD from 5C(1) or 5C(2).

I tried 22C combos but the short starter makes them really bad and they always tech out from 236D so you have to give that up after 6D :/

Posted

How is everyone with winning matches with Terumi. I'm out of my comfort zone for zoning and trying a rushdown for once. It's a bit of a challenge and I do get cranky but I'm learning.

Posted

Srsly is Terumi supposed to be Rushdown solely based on his runspeed or what?

I don't feel that his main game revolves around this even though he's insanly safe and hard to punish on almost everything.

I'm playing the zoning game until I score a knockdown then try to mix it up with throw/6B/j.2D.

Also I'm using 41236C to wiff punish alot.

I also feel that I want to use 214D! I think it's heavily overlooked due to it's speed but if you cancel into it from let's say 5C(2), 2C, 214D not alot of people can stick out things that's gonna blow you up. They can backjump ofcourse but you can exploit that in other ways. Especially if you end with 2C since you can jc that and do IAD air grab :D

I wish I can play again really soon and hope that I can post some videos. I'm pretty sure I have atleast over 50% win ratio but with the new sucky D card I can't know :(

Posted
Srsly is Terumi supposed to be Rushdown solely based on his runspeed or what?

I don't feel that his main game revolves around this even though he's insanly safe and hard to punish on almost everything.

I'm playing the zoning game until I score a knockdown then try to mix it up with throw/6B/j.2D.

Also I'm using 41236C to wiff punish alot.

I also feel that I want to use 214D! I think it's heavily overlooked due to it's speed but if you cancel into it from let's say 5C(2), 2C, 214D not alot of people can stick out things that's gonna blow you up. They can backjump ofcourse but you can exploit that in other ways. Especially if you end with 2C since you can jc that and do IAD air grab :D

I wish I can play again really soon and hope that I can post some videos. I'm pretty sure I have atleast over 50% win ratio but with the new sucky D card I can't know :(

Maybe thats the problem. I've been trying to play him like a rushdown. Ive had mixed results with him. Ill post some videos of myself playing. I just want to get better and not feel like a joke.

Posted
Mashing? Niggah please!

Also remember that j.2D has short starter so all combos are crap after it really. You have to end it really fast and don't expect any huge damage.

If you can confirm them crouching you can do 5C(2), 6D aswell. Really handy to know. For corner I use; j.2D, 5B, 5C(2), 6D, 236D just for the meter and it's what? 2k dmg or something? You can obviously add supers or even use OD from 5C(1) or 5C(2).

I tried 22C combos but the short starter makes them really bad and they always tech out from 236D so you have to give that up after 6D :/

I've been doing 5b 6d 236d, it's short and not that fancy but gives a bunch of meter.

Sent from my SAMSUNG-SGH-I747 using Tapatalk

Posted (edited)

Halp! I need halp with defense. Without meter he has next to/no real defensive measures, and then with meter they're fairly obvious.

Edited by Solless
Posted
Halp! I need halp with defense. Without meter he has next to/no real defensive measures, and then with meter they're fairly obvious.

That is pretty much everyone without a DP? Backdash, IB 2a/2b, chicken block, etc. There's also just blocking which I never do but I hear it is good too.

Sent from my SAMSUNG-SGH-I747 using Tapatalk

Posted
Mashing? Niggah please!

Also remember that j.2D has short starter so all combos are crap after it really. You have to end it really fast and don't expect any huge damage.

If you can confirm them crouching you can do 5C(2), 6D aswell. Really handy to know. For corner I use; j.2D, 5B, 5C(2), 6D, 236D just for the meter and it's what? 2k dmg or something? You can obviously add supers or even use OD from 5C(1) or 5C(2).

I tried 22C combos but the short starter makes them really bad and they always tech out from 236D so you have to give that up after 6D :/

Midscreen

j.2D > dash 5B > 5C(1) > j.2D > dash 5B > 5D > 6D > 236D (1963 Dmg, 69 meter)

Corner

j.2D > dash 5B > 5C(1) > j.2D > dash 5B > 3C > Lv.1 22C > 6D > 236D (2400 Dmg, 65 meter)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...