yashanyu1 Posted November 11, 2013 Posted November 11, 2013 Just tried Terumi for the first time, this man is mad fun but how do you handle a solid zoning game? Do we have any gimmicks to go through projectiles or do I just have to man through it and find a way in? Damn playing Haz for like 3 years spoils you like mad :|
Red Reaper Posted November 11, 2013 Posted November 11, 2013 Just tried Terumi for the first time, this man is mad fun but how do you handle a solid zoning game? Do we have any gimmicks to go through projectiles or do I just have to man through it and find a way in? Damn playing Haz for like 3 years spoils you like mad :| 41236C is projectile invincible so you kan use that for 50% Heat. You kan also stuff them out with 6C if you're in range and on CH you get a dash 5B into full kombo. Just make sure you have meter for a Rapid Kancel if you do that as it is really unsafe on block. Additionally you kan just run in which is something you kan't normally do with Hazama. From what I kan tell (and I am fairly new to this game) you usually want to play footsies at Midrange against good zoners until you kan find an opening. 5C and j.C work the best for that as they give you meter.
Henjin Posted November 11, 2013 Posted November 11, 2013 So when they say yuuki terumi is a beat down character, they really mean BEAT DOWN character. If you get blue beats or your opponent seems like he is afk, dont wait for them to get up!! And if youre concerned about getting DP'ed, get enough distance away to use 2D... or go balls out and cross over them. Sent from my LG-MS770 using Tapatalk
Ctrlaltwtf Posted November 11, 2013 Posted November 11, 2013 (edited) Okay so as I discovered while combo grinding, Orochi is actually a pretty decent reversal-AA. You can use it on reaction to stop people air dashing in, and you can follow it up with run forward > 2B (unlike Soutenjin). It's hitbox is very similar to 6A. Edited November 11, 2013 by Ctrlaltwtf
Red Reaper Posted November 11, 2013 Posted November 11, 2013 Okay so as I discovered while combo grinding, Orochi is actually a pretty decent reversal-AA. You can use it on reaction to stop people air dashing in, and you can follow it up with run forward > 2B (unlike Soutenjin). It's hitbox is very similar to 6A. I always have to look it up when people mention the distortions by name... =/ Sounds good though..
Henjin Posted November 11, 2013 Posted November 11, 2013 Has anyone experience lag with terumi? Ive faught so many 0brs and hadnt notice much of a difference aside from my opponent missing his/her timing. Sent from my LG-MS770 using Tapatalk
Blue Link Posted November 11, 2013 Posted November 11, 2013 you usually want to play footsies at Midrange against good zoners until you kan find an opening. 5C and j.C work the best for that as they give you meter. I agree with that, I feel the same thing whenever I'm playing on neutral with him, but btw, didn't you mean 5D and j.D? those are the moves with good hitboxes and that gives you tons of meter.
Pssych Posted November 12, 2013 Posted November 12, 2013 Enjoy your translated frame data: https://docs.google.com/spreadsheet/ccc?key=0An7cYKdiiTD6dGp3Ql9EQnM0RllyWW5EZ3V3MElJSUE&usp=drive_web#gid=0
Putin Posted November 12, 2013 Posted November 12, 2013 Sorry if it's been already discussed (probably has), but what are the optimal enders in the corner? Off really short combos I find that I can punish rolls after Jagaku with 2B, but off full combos they roll out for free. It seems that 6D > safejump works, also 3C feels much better than 236D. I've also seen 2C > jc ender but idk about that. Burensen is obviously good too, but needs meter
Ctrlaltwtf Posted November 12, 2013 Posted November 12, 2013 Sorry if it's been already discussed (probably has), but what are the optimal enders in the corner? Off really short combos I find that I can punish rolls after Jagaku with 2B, but off full combos they roll out for free. It seems that 6D > safejump works, also 3C feels much better than 236D. I've also seen 2C > jc ender but idk about that. Burensen is obviously good too, but needs meter An early 3C > 2D for oki is a good way of ending combos you don't want to spend meter on. Not sure if the 2D is truly meaty but I think it is.
Putin Posted November 12, 2013 Posted November 12, 2013 By early you mean early on in the combo? If that's the case, I could just go for Jagaku ender for that meter and punish the roll into Messenga > 4k > get back meter > enemy's in the corner again. Something like 5B > 5C > 3C > 22C > 2C > 5C > 3C > 6C > 5C > 3C ender > 2D wouldn't work, would it? I guess I can check this on my own, but I was wondering what most people use as enders in case I'm missing on something
Ctrlaltwtf Posted November 12, 2013 Posted November 12, 2013 By early you mean early on in the combo? If that's the case, I could just go for Jagaku ender for that meter and punish the roll into Messenga > 4k > get back meter > enemy's in the corner again. Something like 5B > 5C > 3C > 22C > 2C > 5C > 3C > 6C > 5C > 3C ender > 2D wouldn't work, would it? I guess I can check this on my own, but I was wondering what most people use as enders in case I'm missing on something I think it might prorate so badly near the end of long combos that they could tech in midair, but it may work. 3C>2D is a really standard, reliable oki setup just about anywhere.
Justice7541 Posted November 12, 2013 Posted November 12, 2013 You can always jagaku rc if you're doing a short starter combo (i.e. 2a 5b 3c 22c 5c 3c 6d 236d). It'll put them on the ground in front of you if they're just holding to tech so you can usually hit them with a surprise mixup since people usually don't expect to immediately come up in standing block. Also depending on the opponent 2a may catch rolls. I know it hits Tager lol. Sent from my SAMSUNG-SGH-I747 using Tapatalk
Putin Posted November 12, 2013 Posted November 12, 2013 I just tried 3C > 2D and it won't catch rolls/playing dead for me unless the 3C hits at about max range. Which rules out using it in the corner lol, unless you know they'll tech but reversals still beat it so idk Raw 3C ender though seems ok since it lets you punish rolls even with 5B, which means huge damage even if you're late and you catch them with it after they go through you, as long as you have 50 meter for Messenga. However... It loses to mashing even if you go for 2B instead of 5B. It will go through them and the recovery is bad enough to give the opponent enough time to press a button, Hazama can even 5B him out of it. So, the only reliable way to deal with everything but reversals is... 2A mash; but it seems to beat everything but mashing. Thing is, even when I time it correctly to catch rolls with 2A > 5B (recording it with the dummy), I can mash out of it if I tech. The 2A whiffs and I can hit Terumi before 5B comes out, which means that his only true option is 2A > 2A. All of this translates to 2A mash until you make your opponents tech properly (some of them refuse to, believe me). I hope I'm being stupid and doing something wrong, because this looks pretty sad. I get the same results as 3C off 6D and corner Burensen ender btw
Ctrlaltwtf Posted November 13, 2013 Posted November 13, 2013 I just tried 3C > 2D and it won't catch rolls/playing dead for me unless the 3C hits at about max range. Which rules out using it in the corner lol, unless you know they'll tech but reversals still beat it so idk Raw 3C ender though seems ok since it lets you punish rolls even with 5B, which means huge damage even if you're late and you catch them with it after they go through you, as long as you have 50 meter for Messenga. However... It loses to mashing even if you go for 2B instead of 5B. It will go through them and the recovery is bad enough to give the opponent enough time to press a button, Hazama can even 5B him out of it. So, the only reliable way to deal with everything but reversals is... 2A mash; but it seems to beat everything but mashing. Thing is, even when I time it correctly to catch rolls with 2A > 5B (recording it with the dummy), I can mash out of it if I tech. The 2A whiffs and I can hit Terumi before 5B comes out, which means that his only true option is 2A > 2A. All of this translates to 2A mash until you make your opponents tech properly (some of them refuse to, believe me). I hope I'm being stupid and doing something wrong, because this looks pretty sad. I get the same results as 3C off 6D and corner Burensen ender btw That's odd, I've never had any of these problems. Try using it after 2C then.
LionHeartx Posted November 13, 2013 Posted November 13, 2013 what the shit, why is his crush trigger so horribly minus on block? especially when every other characters CT's are +2 or +4. I mean I get he builds a lot of meter so he can abuse CT's more than other characters but damn. its like they were really really scared of him being busted.
TD Posted November 13, 2013 Posted November 13, 2013 bb already has one broken character with good meter gain. try for another?
LionHeartx Posted November 13, 2013 Posted November 13, 2013 clearly making terumi broken would fix the kokonoe problem but on a serious note he only feels a few buffs away from being a very solid/strong character. right now he just feels too lacking in a few areas like his midscreen game. thats how i feel anyway.
Solless Posted November 13, 2013 Posted November 13, 2013 Does his 6A even have any head invulnerability or anything?
C0R Posted November 13, 2013 Posted November 13, 2013 what the shit, why is his crush trigger so horribly minus on block? especially when every other characters CT's are +2 or +4. I mean I get he builds a lot of meter so he can abuse CT's more than other characters but damn. its like they were really really scared of him being busted. Only 13 CT's are actually plus, out of 24.
LionHeartx Posted November 13, 2013 Posted November 13, 2013 shit im getting exposed well how bad are the other CT's on block?
fogelstrom Posted November 13, 2013 Posted November 13, 2013 Hah. I too was really upset about his CT this weekend. Was paying a friend and thought I always had too much meter stocked up even in neutral and on block so I'd thought I'd spend some by using alot of CT... but I was really disappointed Gonna check out exactly what it is on block later today. But I don't see any reason to use it over 6B since it's +4 on block o/
TD Posted November 13, 2013 Posted November 13, 2013 it is -8. it just adds depth to his mixup. its only comboable if you do it immediately after certain counterhits and maybe the meterless stomp? yeah, it's bad. to use it you pretty much either need to know it will hit , or know it'll be blocked + have 50 heat (75 total).
fogelstrom Posted November 13, 2013 Posted November 13, 2013 The only time I'd feel it would add any layer of mixup for Terumi is if the opponent had 25% or less barrier meter left. I would never use it if these circumstances weren't met. Also when you say -8 is that when they barrier? (kinda stupid question but I want to make sure) Since it add's frames on block and it's still -8... damn.
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