Darky-Sama Posted April 16, 2014 Posted April 16, 2014 Did it occur to anyone that you could reduce the opponent's meter from 100 -> 20 or less with a <50% overdrive? All I see are combos and discussions about his meter GAIN, not what he can do to limit the opponent's options by reducing their meter. lol
TD Posted April 16, 2014 Posted April 16, 2014 the entire sequence from 5c can be buffered. it must be instant to be gapless though. without buffer the window for execution is small. ---meter steal is a situational concept that requires a burst (and heat; though its not hard to get for terumi, the burst is important and 50 heat is still required to start) and doesn't end in oki. if it is done, it may give the foe a chance to escape. it isn't as big to his gameplan as you may think. it's more of a secondary strategy due to the above points. more of a perk.
Darky-Sama Posted April 16, 2014 Posted April 16, 2014 Meter steal does require the burst to overdrive and it's nice to have 50 meter so that you can RC before hand instead of OD canceling (which you gain back 75 meter minimum regardless), but even if you OD cancel, you can still steal at least 75 meter from them. Any lower than that -- to my knowledge and exploration with combos for meter steal -- does need the initial 50 meter though. But hey, if they haven't reached 100 meter yet, you're guaranteed to reduce them to 0 meter. They'll have like... 5 meter when it's finished because the final hit of OD 632146D doesn't steal meter. It's not as situational as it seems though. I've been doing it at least 90% of my matches now.
Axle_the_red Posted April 16, 2014 Posted April 16, 2014 the entire sequence from 5c can be buffered. it must be instant to be gapless though. without buffer the window for execution is small. Ok, thanks! That's helpful! I've been executing it wrong or something then. I always either a) get both hits of 5c or b) jump high before j2d and leave a gap. PS3 tag: meester_muuffin
TD Posted April 16, 2014 Posted April 16, 2014 Meter steal does require the burst to overdrive and it's nice to have 50 meter so that you can RC before hand instead of OD canceling (which you gain back 75 meter minimum regardless), but even if you OD cancel, you can still steal at least 75 meter from them. Any lower than that -- to my knowledge and exploration with combos for meter steal -- does need the initial 50 meter though. But hey, if they haven't reached 100 meter yet, you're guaranteed to reduce them to 0 meter. They'll have like... 5 meter when it's finished because the final hit of OD 632146D doesn't steal meter. It's not as situational as it seems though. I've been doing it at least 90% of my matches now. by situational, l don't just mean resources. no meter will not keep ragna or litchi from dping. there's also the universal roll after fuuenjin method which puts the game back in neutral, one with teru's back to the corner if done there.
heavymetalmixer Posted April 20, 2014 Posted April 20, 2014 What are the speed values for Terumi?, I can't find them in the wiki. Â EDIT: Isn't it weird that in a lot of videos since the 1.1 patch, a lot of oponents don't tech out of the corner after finishing a combo with 236D? Maybe the fixed this, or maybe Terumi has a better way to punish tech rolls?
Axle_the_red Posted April 23, 2014 Posted April 23, 2014 Is 6b low/throw invuln if you feint it? PS3 tag: meester_muuffin
Dawn of Musou Posted April 24, 2014 Posted April 24, 2014 http://www.youtube.com/watch?v=C7b7BawjlN8 Thanks for the vid, Abelcru. Â They could have at least given A Burensen a little more minimum damage than B Burensen. Instead they gave it less, making it almost useless except for superflash mixups lol. At least you can RC it for a raw OD setup.
Zeromus_X Posted April 24, 2014 Posted April 24, 2014 What are the speed values for Terumi?, I can't find them in the wiki. Â EDIT: Isn't it weird that in a lot of videos since the 1.1 patch, a lot of oponents don't tech out of the corner after finishing a combo with 236D? Maybe the fixed this, or maybe Terumi has a better way to punish tech rolls? Â Apparently 236D moves Terumi back further during recovery, preventing opponents from rolling out of the corner against it. I am curious if this change also helps him roll punish in the middle of the screen, since I see Japanese players respect this ender even midscreen.
Ourozama Posted April 25, 2014 Posted April 25, 2014 After months of playing.. I just realised what I thought was Lv3 22C was instead Lv 2 22c all along. And now it's crucial to do Lv 3 22c in 1.1 for midscreen combo. I tried mashing C before the second stomp but it's either I'm doing it too slow or it's a pad button problem. Any tips?
Owner Posted April 25, 2014 Posted April 25, 2014 It's much easier on an arcade stick  Since you can't assign an input (like C) to multiple buttons you will have to mash harder until it works
Ourozama Posted April 26, 2014 Posted April 26, 2014 It's much easier on an arcade stick  Since you can't assign an input (like C) to multiple buttons you will have to mash harder until it works  Ok thanks. Guess I'll just have to grind on that mashing.
Abelcru Posted April 27, 2014 Posted April 27, 2014 Terumi Taunt Combos. They're the new Astrals :3  https://www.youtube.com/watch?v=LtOgdCL4wOE https://www.youtube.com/watch?v=pV_C6QxKB8w  A-Orochi has a high hit stun. So it works when you rapid after the second hit.
Skye Posted April 27, 2014 Posted April 27, 2014 Terumi Taunt Combos. They're the new Astrals :3 https://www.youtube.com/watch?v=LtOgdCL4wOEhttps://www.youtube.com/watch?v=pV_C6QxKB8w A-Orochi has a high hit stun. So it works when you rapid after the second hit. What about taunt combos INTO astral?
TD Posted April 27, 2014 Posted April 27, 2014 sigh. one shouldn't be surprised that these are legit coming from this troll of a character. nice job. whether you did the terumi boards a service or the rest of the world a disservice is still up in the air...
Assassinine Posted April 27, 2014 Posted April 27, 2014 http://youtu.be/pV_C6QxKB8w?t=49s (the second taunt combo video) Â Can anyone explain why this occurs? The video suggests that it has something to do with Ragna's health but that shouldnt have anything to do with Terumi's meter gain, right?
NecroTheReaper Posted April 27, 2014 Posted April 27, 2014 Through lots of pausing, all I can tell is that the second 5D for some reason gave more meter at a full hp ragna than low hp ragna. I feel like it -might- have something to do with Terumi's meter drain in OD, but I cant tell for sure.
Abelcru Posted April 27, 2014 Posted April 27, 2014 From what I get after a lot of tests, it looks like Terumi cant get full meter because when Ragna makes it to 30% health he starts getting meter and that messes up Terumis meter gain in OD. This only happens if Terumi is at 40% health (no meter gain)
Ctrlaltwtf Posted May 14, 2014 Posted May 14, 2014 You can now cancel into supers on any hit of Terumi's specials. This let's you do some extremely fast SMP tech traps with Soutenjin. You can also just go for RC SMP tech gimmicks.
NecroTheReaper Posted May 14, 2014 Posted May 14, 2014 Has OD 6D and regular 6D always been different SMP's?
Dawn of Musou Posted May 14, 2014 Posted May 14, 2014 Has OD 6D and regular 6D always been different SMP's? Yup.
Justice7541 Posted May 16, 2014 Posted May 16, 2014 What about taunt combos INTO astral? It might be possible with OD meter build but you're looking at a really long combo time here.
the kusanagi slayer Posted May 17, 2014 Posted May 17, 2014 It might be possible with OD meter build but you're looking at a really long combo time here. I'm going to see if i can find something to make that happen, Atleast we have arcade mode for now until then. https://www.youtube.com/watch?v=U7hPaeTII9U
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