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Posted

Besides ari combos, I use j.2D only for mixups and pressure, what I do is jump backwards and try to do the input as quick as possible, because he advaces a lot.

Edit: Question:

Besides 214D, are there other ways to open defensive players?

I do the same too!

I start a combo like 5B 5C 2C then jump backwards then air dash with a j5C J2D. And if the opponent sees this coming you can always come at them with an air throw should they try to jump away.

Another thing im practicing is rapid canceling 5C. If you tend to jump cancel 5C into a J2D, instead you can rapid cancel on the first 5C hit and get em with 3C.

Posted

What is 214214d anyway? Is there a video of it or something?

Posted

What is 214214d anyway? Is there a video of it or something?

 

It's basically Hazama's Jakou with 236236D animation/damage.

Posted

Does it break guard like 236236d?

Posted

Hey there guys I was hoping if anybody can help me. Im trying find some oki set ups for terumi also some combos that lead into the A version of serpent's laceration.

Posted

Just look up BNB's and try out oki after them.

I personally try to switch up my oki with resets and whatnot.

I also don't really like 6C or 236D oki because 2B pickup is worthless imo.

 

My new favorite oki is <corner combo> and after 6D, 5C, 2C jc. They tech on 2C and you can do multiple stuff depending on how they tech.

If they neutral without barrier you can 6B for air hit and do really heavy stuff. If they air barrier do fake 6B to grab.

If they air tech you can 2C, jc, j.2D and if they don't tech immediately you can pick up with 2B or 22C.

If they tech up you can super jump cancel the 2C to air grab or j.A mash.

Alot of possibilites there.

 

Anyway... check out as many vids you can to get an idea. I think Terumi overall has poor oki, midsceen especially. In corner I find various setups works the best for me rather than to end with 236D.

 

Instead of saying the names of supers/distortions it's easier for everyone if you type them out by command like 63214A. Also there is no point going into this if it doesn't kill (very low minimum dmg) or on block for 50/50 between 63214A/B versions.

Posted

Cool I will continue to try out more combos I need to see more vids and just see what I can work with combos and figure out some things. I'm not really good at oki set ups. It's kinda depressing but I will find some combos vids and match in. Does anybody know any well known terumi players?

Posted

Cool I will continue to try out more combos I need to see more vids and just see what I can work with combos and figure out some things. I'm not really good at oki set ups. It's kinda depressing but I will find some combos vids and match in. Does anybody know any well known terumi players?

 

Look at this combo list: http://www.dustloop.com/forums/index.php?/topic/7014-cp-yuuki-terumi-combo-thread/page-6#entry812309

 

Maybe it'll help you.

Posted

I don't know the name of the only good JP Terumi player I've seen sadly enough xD But there are only a few matches of him anyway.

 

You're always gonna have trouble vs Kokonoe with any character you pick. But if you're looking for specifics against her you can always ask in the matchup sub forum and discuss it.

Posted

I'm looking for advice reguarding fighting Jin specifically. I'd post in the jin match up topic, but its so desolate I'm not sure it would get a response.

 

My question is how does one deal with pressure from jin safely and without meter?

My cousin mains Jin and his entire strategy is to get in close enough to start using a combo similiar to this.

 

4B>5BB>5C>2C>6C

He repeats this kinda thing until something hits which he thens uses to go into 2D or 6D

 

He gets 3100-3300ish on average if this hits just once, and then he just tries for it all over again.

I'm pretty bad at this game so I imagine I'm just a scrub for losing to this all the time, but its driving my nuts because nothing seems to be able to beat it, and its completely risk free to jin as far as I can tell, but if I dont punish it perfectly I lose 1/3rd of my health bar.

If I dont have any meter to spend I'm pretty helpless as it feels like its an air tight string of attacks, and its not easy with meter either.

 

Another question I'd like to ask is about grabs in a general sorta sense. There are times when I get grabbed out of attacks that have already started and the audio plays for the attack, but I just eat the damage anyway. I'm at a loss as to how this happens so often.

Posted

 it feels like its an air tight string of attacks

 

Why not go into training mode and try it out then?

I can tell you right of the bat that it's not tight.

Anything to 6C is horrid. You can mash 2A all day when they 6C if you got the reactions for it.

Also after 6C hits on block... what can he do? Nothing, mash buttons again. Also if he does the same block string over and over... IB and mash 2A.

Even better since he is not using any low attacks just stand and do 5A, 2F faster than 2A!

 

Go into training mode and look at the frame data. Record whatever he is doing and press buttons and whatnot. This is how you should learn how to deal with most stuff anyway.

 

For the grabs it's just a matter of frame data. You are getting grabbed at the startup of an attack before the active frames.

Posted

Jin can do 6c DP for a mash trap but it's not safe without meter. Either way if he's just doing 6c 2d over and over it'll force him to actually think about his pressure game a bit.

Posted

Yeah but if all he does is 6C, C shoryu it's predictable and should end up with minimum 4k punish for you. With 6B FC fatal depending on meter and screen position 6-8k. Too many of those and he'll be sure to not do it again.

Posted

Hello everyone I need help regarding a few things with terumi.

 

Right it feel like I hit walls lots of them with him. My first problem is my approches I find it difficult to get in without being extremly predictable. When it comes to using 5D I can always hit with it at max range then 236D right in and get a KD but I ran into issue where if I use it too often my opponents can just jump it to get around it. Now when comes to opponents who seem to love the air alot I have problems as I find it difficult to 6A on them because I can't at all figure out their jump patterns.*sigh* and if I go with an air approch I can't seem to use j.b properly or my air approch is just too obvious. Right now I feel like if I don't overcome these walls I won't ever see anymore progress from myself.

Posted

I'm no expert on this game but I did win one round that one time online.

When I play, I usually start off with 5D and if it connects I follow with 6C or 236D. When enemy is KD I either do Retaliating Fang or grab > 222C. (2D is very risky and doesn't work of the time.)

Heavymetalmixer posted some pretty good combos, here's my favorite one: 5B > 5C > 3C > 22C lvl 3 > delayed 41236C > 5B > 5C > 3C > 5D > 236D. I like it because even I can pull it off and I feel a bit more confident that I can use meter.

 

In the air I just like using 5C/jumping back into 5D. Also, I suck at this game. I guess for now I'll just learn how to retaliate dat fang at the right time.

Posted

It's hard to say anything without seing you play.

 

5D is your go-to tool for space'ing obviously and you should only cancel it to 236D if you have 50% meter to spend. If they jump and barrier you're only -1 i think?

So dash pressure after it is kinda risky but works out most of the time.

Other then that you gotta keep as much pressure as possible when you get the kd.

 

For air situations... jump back j.D? You can confirma CH to Messenga.

Otherwise j.B has a poor hitbox so if you want to meet up people in the air I'd suggest j.A mash or j.C. I very rarely ever use j.B unless for the range.

Also if they get somewhat predictable air throw.

Posted

It's hard to say anything without seing you play.

 

5D is your go-to tool for space'ing obviously and you should only cancel it to 236D if you have 50% meter to spend. If they jump and barrier you're only -1 i think?

So dash pressure after it is kinda risky but works out most of the time.

Other then that you gotta keep as much pressure as possible when you get the kd.

 

For air situations... jump back j.D? You can confirma CH to Messenga.

Otherwise j.B has a poor hitbox so if you want to meet up people in the air I'd suggest j.A mash or j.C. I very rarely ever use j.B unless for the range.

Also if they get somewhat predictable air throw.

 

I use j.B a lot because of it's range and its two hits. For me j.A and j.B are the best options air-to-air for approaching, I use j.C more in a defensive way.

Posted

It's hard to say anything without seing you play.

 

5D is your go-to tool for space'ing obviously and you should only cancel it to 236D if you have 50% meter to spend. If they jump and barrier you're only -1 i think?

So dash pressure after it is kinda risky but works out most of the time.

Other then that you gotta keep as much pressure as possible when you get the kd.

 

For air situations... jump back j.D? You can confirma CH to Messenga.

Otherwise j.B has a poor hitbox so if you want to meet up people in the air I'd suggest j.A mash or j.C. I very rarely ever use j.B unless for the range.

Also if they get somewhat predictable air throw.

Ah thanks for the info much appreciated. I will go back and look at my matches and see what could I have done differently.

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