Myoro Posted July 20, 2014 Posted July 20, 2014 So, um... does anyone have the updated frame data for Terumi? The frame data on the wiki is old/and or missing pieces. I specifically need to know frame advantage and start-up on 6B, blockstun on 5D, frame advantage on 2A and 5B, and the frame gap between 2C>jump cancel j.2D. Many thanks, and sorry if I missed a similar post somewhere. ^_^"
Don Blow Jon Posted July 20, 2014 Posted July 20, 2014 So, um... does anyone have the updated frame data for Terumi? The frame data on the wiki is old/and or missing pieces. I specifically need to know frame advantage and start-up on 6B, blockstun on 5D, frame advantage on 2A and 5B, and the frame gap between 2C>jump cancel j.2D. Many thanks, and sorry if I missed a similar post somewhere. ^_^" The wiki was recently updated with 1.1 frame data, the frame advantage for 2A, 5B and 6B go as follows +1, +2 and +3. As for the block on 5D I'm not really sure how to calculate that, but as for the gap in 2C > J.2D if I remember correctly you can mash out with a crouching 7 frame jab (Terumi's 5A) on non instant block or just DP out. I should update the wiki with the gaps on the jump cancels, would definitely help to improve one's pressure.
Myoro Posted July 21, 2014 Posted July 21, 2014 The wiki was recently updated with 1.1 frame data, the frame advantage for 2A, 5B and 6B go as follows +1, +2 and +3. As for the block on 5D I'm not really sure how to calculate that, but as for the gap in 2C > J.2D if I remember correctly you can mash out with a crouching 7 frame jab (Terumi's 5A) on non instant block or just DP out. I should update the wiki with the gaps on the jump cancels, would definitely help to improve one's pressure. Are you sure the wiki was updated properly? Is this the right page then?: http://www.dustloop.com/wiki/index.php?title=Terumi_Frame_Data_(BBCP) When I go on it it's consistently missing all data for Health, combo rate, movement options, jump start-up backdash time, backdash invuln, overdrive, 5B, drive moves, specials, distortions, Astral, his gatling table,. Also across the board even for moves that do show up, P1, P2, starter type, attack level, Blockstun, Ground hit, Ground CH, air hit, air CH, and Invuln info are missing. Also the frame advantage for 6B was listed as +4 here and I thought it was changed to +3 as you stated so I wondered.
Don Blow Jon Posted July 21, 2014 Posted July 21, 2014 Oh my bad, I only updated this page with the recent frame data changes http://www.dustloop.com/wiki/index.php?title=Yuuki_Terumi_(BBCP) due to the convenience, if I knew how to calculate all that data I would definitely update that page. Details like the gatling table I can manage, but I don't know how to find stuff like proration value or attack levels. Only attack level's I know would be 5C's being 3 (recently nerfed from 4 in the patch) and 5D's being 4. Since attack level's attribute to block stun I would assume 5B and 2C are also level 3 with 2B having attack level 2.
Vgundam29 Posted July 23, 2014 Posted July 23, 2014 Hello. So I just got this game 4 days ago after watching evo. Gotta say I love it. I'm really liking teruki, he is feels really easy to play for a beginner. I pretty much finished his challenges in less than 3 hrs. Except for the combo DMG ones. So I have a few questions. I seen ppl talking about 6B comboing into stuff. How does this combo because I can't seem to get to work. Also why is teruki considered low tier? He seems incredibly powerful with his huge toolbox of distortions and all of them comboing from practically anything. And fast heat building. What are good combos to learn. I seen some but those are not for 1.1?
heavymetalmixer Posted July 23, 2014 Posted July 23, 2014 Hello. So I just got this game 4 days ago after watching evo. Gotta say I love it. I'm really liking teruki, he is feels really easy to play for a beginner. I pretty much finished his challenges in less than 3 hrs. Except for the combo DMG ones. So I have a few questions. I seen ppl talking about 6B comboing into stuff. How does this combo because I can't seem to get to work. Also why is teruki considered low tier? He seems incredibly powerful with his huge toolbox of distortions and all of them comboing from practically anything. And fast heat building. What are good combos to learn. I seen some but those are not for 1.1? First: 6B can only be canceled into Specials and Supers, unless you get Fatal Counter with it. Second: Terumi isn't Low Tier (A Tier I think), he just doesn't have good mixups. Third: In the wikia there are a lot combos for every situation (it will be updated with overdrive combos later): http://www.dustloop.com/wiki/index.php?title=Yuuki_Terumi_%28BBCP%29
Dawn of Musou Posted July 23, 2014 Posted July 23, 2014 On ground hit, you can: 6B>6C: Gives you a quick knockdown and you can rapid cancel it into a good 4K combo in the corner. 6B>6D: Gives you good meter, you can go into 236D midscreen from it or get a good combo in the corner. 6B also goes into all specials and distortions If you land a 6B on air hit, it can go into a lot of things since it downs for a pretty long time. Like 2B, 2C and 3C for good damage. Tbh though, unless it's in the corner or on air hit, most people won't combo after 6B when they land a hit and instead choose to keep their pressure going, which is important. Terumi is low tier because his mixup options are terrible, he only gets damage with meter or in the corner and only has defensive options when he has meter. His anti-air is good cause it's fast but the lack of head invincibility makes it not as good as it could be. If your opponent can put you in the corner, your defensive game has to be strongly patient until you can find a hole in your opponent's pressure and either punish or just get out(you can also use burst but you usually wanna save that). He's largely momentum based so you need to get in and stay in, which is hard against characters with a good reversal (Ragna, Makoto etc). Still though, he's incredibly fun to play and once he truly gets in, he can end the round pretty easily. Also Orochi mixup is hilarious. And the combos are in the link heavy posted.
heavymetalmixer Posted July 24, 2014 Posted July 24, 2014 Question: I've seen that after the combo 5B > 5C > 3C > 22C lvl 3 > delayed 41236C > delayed 5B > 5C > 2C I do a 6, do you think is useful for anything else besides a throw?
fogelstrom Posted July 24, 2014 Posted July 24, 2014 I actually use that as well. It's not really "good" in any sense at all. I just use it to keep my opponent on his toes but more than often it gets me blown up by reversals or mashing. However if they tend to up-back tech you can IAD the 2C and air throw. Or IAD delay j.B if they neutral. But you are really not in any kind of advantage for not wanting that 236D meter/oki. None the less I use it just to mix things up a bit.
heavymetalmixer Posted July 28, 2014 Posted July 28, 2014 Besides the +5 that 2D gives on block, did anyone use it for Oki? I use it after a lot of combos but I'm still trying to get the right timing.
Dawn of Musou Posted July 28, 2014 Posted July 28, 2014 Going into 2D from level 3 22C is a pretty viable thing. I do it most of the time midscreen. Characters with good DPs can easily disrespect it though.
heavymetalmixer Posted July 30, 2014 Posted July 30, 2014 I've been in the lab trying some moves as enders: 3C, 6D and 22C lvl 3. Why? Because the oppponent can't use tech roll unless the combo timer finishes it too soon. Obviously this reduces the damage and heat gain, but the difference isn't too high. So after any of this three moves Terumi has better options for okizeme and pressure, but these options depend on which move was used as ender and in which location of the screen are Terumi and the opponent: Midscreen: 1. 3C > 2D: The 2D must be done inmediately to be meaty, giving Terumi +5 of advantage for oki and pressure. 2. 22C lvl 3 > 66 2D: Because of the distance Terumi doesn't have as much advantage, but still is a good way to keep pressure. 3. 6D > 2D: Same as the last one. Corner: 1. 3C > 2D: Same as in Midscreen but without the j.B cross ups. 2. 22C lvl 3 > 2D: Better than it's Midscreen version, but with a timing a little harder than with 3C (otherwise it will be mashable). 3. 6D > 2D: Watch out as this one is completely mashable so is better in "Midscreen to Corner" combos to get some distance to make it safe. Notes: 1. It isn't need to use the meaty 2D for mixups as they can't roll, but is a safer way the keep the momentum. 2. After jump-canceling 5C(1), is nice to use j.A and then proceed with the mixups. Given than Terumi has to delay j.B (so it doesn't whiff) the j.A works as an OS for mashing and jumps unless they use a move head-invencibility frames. 3. For resets and mixups with Gasensho (214D): Good to use after 5B, 2B, 6B (on standing oponents), 5C and 2C. Don't try it after 5D, 2D or 6B(on crouching opponents) otherwise it will become a purple throw. After 3C is kinda tricky, you have to delay a lot (not a reset but a tech trap).
heavymetalmixer Posted July 31, 2014 Posted July 31, 2014 Sorry for the double post but . . . I don't understand why there are no japanese players implementing this. Don't they know about this? Or they just don't care? It's true that this character main focus is to gain meter FAST, but ASW gave him the 2D for something, don't you think?
ThatFreeDudeOnBlazblue Posted July 31, 2014 Posted July 31, 2014 Nevermind guys. Forget my post. I went full retard. Edit: Well might as well leave it there. Found a glitch where basically everyone that manages to quickly rapid cancel something into overdrive, the player WILL NOT lose his 50 heat. Though I thought it would leave you with a non canceled OD, it seems it was not the case. It's more like the game disregards the RC and basically gets overwritten. I don't know if this could prove beneficial though. I dunno, like, if there's a certain pressure that you're making and you RC but don't feel like totally wasting meter, then you rapid into OD or something. Will see if it could be any good against Yukikaze.
heavymetalmixer Posted July 31, 2014 Posted July 31, 2014 I tested the meaty 2D today a lot on Ranked . . . with the very good results. Though I'm not good doing mixups, even just for pressure is pretty good but you have to be careful with characters with good DPs and Tager's command grabs. Also, it seems that with a right timing, they can get out of it delaying backwards tech. But even with these flaws, I'm very pleased using 2D on opponent's wake up.
LarsMasters Posted August 1, 2014 Posted August 1, 2014 Everything i tried many times doing his stomping to Lv.3, by tapping the button, it won't work
heavymetalmixer Posted August 1, 2014 Posted August 1, 2014 Everything i tried many times doing his stomping to Lv.3, by tapping the button, it won't work The problem with this move is that it doens't have an easy way to achieve lvl 3. You have to do it with practice, just don't care about how many times you press the button, just mash it like hell (unless you want lvl 1 or 2, then you want to know how many Cs you pressed).
o Nereus o Posted August 1, 2014 Posted August 1, 2014 The problem with this move is that it doens't have an easy way to achieve lvl 3. You have to do it with practice, just don't care about how many times you press the button, just mash it like hell (unless you want lvl 1 or 2, then you want to know how many Cs you pressed). I think it's a lot easier on stick. I play on stick myself and i have no problems with it since i can use two fingers to do it.
Raccoon Posted August 1, 2014 Posted August 1, 2014 Everything i tried many times doing his stomping to Lv.3, by tapping the button, it won't work Don't hit down more than twice.
Myoro Posted August 1, 2014 Posted August 1, 2014 If you are trying something like 3C>22C(lvl3) I have a suggestion. the 3 from 3C counts as one of the 2s in the 22C input, so you can do 3C (lift thumb) 2C for 22C. Because the additional 2 will eat a input you this is better for getting lvl3. Even I with my slow as molasses thumb can get a lvl3 occasionally this way.
Don Blow Jon Posted August 3, 2014 Posted August 3, 2014 I finally have refuge and internet for some good ol forum time! I noticed we don't really have a post for his gaps when cancelled into 6B or 214D, took the liberty of organizing one. 5A/2A > 6B 13 frames and 5A/2A > 214D 14 frames. 2B > 6B 11 frames and 2B > 214D 12 frames. 5B/5C/2C > 6B 8 frames and 5B/5C/2C > 214D 9 frames. 5D > 6B 6 frames and 5D > 214D 7 frames. Some extra details to keep in mind would be the attack levels and 214D will not trade due to it being a grab unlike 6B where the trade is in your favor. The attack level's for each move goes as follows: 5A/2A lvl1, 2B lvl2, 5B/5C/2C lvl3 and 5D lvl4. Also what do you all do to mix up (meter less) your opponents besides frame traps on a blocking opponent and during knockdown (both midscreen and corner)? Usually I try and go for J.B into 5A on block for a 50/50, this being the safest option I use. Although Terumi may be lacking lacking in this area but I'm curious to see what you all have in your bag of tools. I'm trying to implement as much as possible into my game plan for a tournament coming up here in PR and so far I've grinded out Terumi's pressure to a pulp and trying to find the best ways to use throw rejects, 214D, whiff J.2D into low and OD. Also In training I found that after 214D if they emergency tech and you J.2D, it will hit meaty and you can link 5A when normally it isn't possible, don't know the exact advantage but it looks to hit on the last active frame. I will post more off my training mode stuff over time but this one seemed to be the most notable. I'm guessing because you can avoid 2D that some Japanese players ignore it, but all it takes is a little conditioning and you can just reap the benefits off that advantage man! An example would be much appreciated, can't get this to work in training mode xD.
ChaChi444 Posted August 3, 2014 Posted August 3, 2014 What's the best way for Terumi to get out of corner pressure?
heavymetalmixer Posted August 3, 2014 Posted August 3, 2014 What's the best way for Terumi to get out of corner pressure? What I do is try to use one of these options: 5/2A (depending if the opponent is standing or crouching), 5B (to punish something I already know is not safe on block at all), 5C (only if I know they're comming for a throw), 623B (don't use it too much, a lot of people expect it), 41236C (better to get out of corner than 623B IMO), 6A (if they're comming from above) and 236236A (only if I know they're gonna do something that isn't a low or a throw, and with 100 heat to take them to corner and a delicious 5K+ combo).
Don Blow Jon Posted August 3, 2014 Posted August 3, 2014 What's the best way for Terumi to get out of corner pressure? Instant block/barrier and try to 5A out of pressure, anti air 6A for attempted jump mix ups, high jump air dash (after a good barrier block) or reversal distortion out of the corner if you don't mind burning 50 heat, 41236C whiff should do the trick but is risky when blocked (-8 on block). If you land a 5A/2A while cornered convert into this combo to get some damage, oki and the corner: 5A/2A > 5B/2B > 5C/2C > 41236C > 2A > 5C > 22C lvl3 > 5D > 2D and have fun :P.
heavymetalmixer Posted August 3, 2014 Posted August 3, 2014 Instant block/barrier and try to 5A out of pressure, anti air 6A for attempted jump mix ups, high jump air dash (after a good barrier block) or reversal distortion out of the corner if you don't mind burning 50 heat, 41236C whiff should do the trick but is risky when blocked (-8 on block). If you land a 5A/2A while cornered convert into this combo to get some damage, oki and the corner: 5A/2A > 5B/2B > 5C/2C > 41236C > 2A > 5C > 22C lvl3 > 5D > 2D and have fun :P. Do you know if 5D > 2D works as a ender for other corner combos?
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