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Posted

Terumi info: - 6D has so much recovery it can't be followed up apparently. It's not much, but it's all i have found so far for Terumi changes.

:vbang:

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Posted

Meh that kinda kills the whole get heat go insane play style Terumi's designed for, plus it kills off most of his combos so I don't see that staying unless we get some mad sexy buffs (return of tk loops or a standing overhead?).

Posted

This sounds a little inconsiderate but, did you try just grinding it out until it works? I practiced in training mode and found that getting the Lv3 version is more about speed rather than dexterity. The Lv3 version is mostly for a mid screen combo that I can't seem to do. It's Lv3 22C>run>5D>6D>236D. I can't time the forward run and 5D properly and my opponent always tecs through it. in the meantime I do 5D>236D at the end of my mid-screen combos instead.

 

I was missing in training mode last night and found that if you can't do the Lv3 22C pickup you can do the old 1.0 mid screen combo and replace snakebite with 6C if you want more damage in corner carryat the expense of some meter, but you're probably better offwith the extra meter from snakebite anyway.

 

I cannot physically do Lv3 22C with my hand. I simply don't have enough control over it to rapidly tap something that much. When I played pad, I couldn't even do Hazama's j.Cx5 with my right hand. It's simply an impossibility for me. The only way I can do it, is to do 3C, buffer 22 early, then switch my left hand over to the buttons and use that to mash C. But it's still a lot of stress and effort. 

 

Thanks for the combos Don Blow!

Posted

Going through the Terumi combos, it seems like I can get away with not being able to do 22C. Most of the time it just seems like a damage reduction, I think the only things you need it for are midscreen wallbounces for 66>6C?

Posted

Going through the Terumi combos, it seems like I can get away with not being able to do 22C. Most of the time it just seems like a damage reduction, I think the only things you need it for are midscreen wallbounces for 66>6C?

 

 

Mostly just miss out on damage with messenga and oki mid screen. But in the corner it's a necessity to use 22C to rack up some damage (just lvl 1 tho so it shouldn't be a problem for ya).

 

 

I have been testing the high jump gimmicks (high jump seems to be easier execution wise) and it seems to be really effective versus Ragna (only tested with him at the moment) with the following block string, 2A > 2A > 2B > 2C into back high jump instant air dash j.A to attempt a j.B/2B mix up, j.C for a quick mix up (plus on block even with just one hit of j.C), go into j.2D (omit j.A to have a better chance of punishing their escape with a forward dash) if they try to forward dash away to hit in the front, cross up if they respect it and possible to whiff j.2D into low or throw (hard to react to but punishable), or barrier from j.A if you predict an anti air attempt. It trades with his 5A but other times I could only trade with instant block, just letting you all know what I have been working on, but it might take a while to flesh out but it seems pretty practical :).

Posted (edited)

For what I've seen recently the better ways to get safe Okizeme with Terumi are like this:

 

Midscreen: After 22C lvl 3, do 66 2D. With the distance you have from your opponent, you have time to think to go for Oki or bait DPs.

 

Corner: After 236D or 6D(needs a back dash after touching the ground, depending on the oppponent you could want to walk back a little after 236D), do 5D > 2D for the same advantages the of the first one. For this option watch out for counter attacks: Hakumen, Litchi, Tager, Jin and Terumi.

 

In this moment I can't play, so anyone could tell the data of the next combos? Both are Midscreen:

 

1) 5B > 5C > 2C > 5D > 236D RC (3) > 66 2C > 5C > 3C > 22C lvl 3

 

2) 5B > 5C > 2C > 6C RC (3) > 66 2C > 5C > 3C > 22C lvl 3

Edited by heavymetalmixer
Posted

That 6D nerf cannot be true. I hope you're trolling sir, or Terumi may be a dead character if they stick with it. I mean... Can we at least do 6D into 236D? What the...

Posted

I believe their's a typo in the mid screen one my friend, I believe you meant 66 2D. I actually tried 66 2C myself for quick pick ups and didn't get wanted results xD.

As for the corner I like going for 5C(1) into j.2D from 22C or 6A > j.2D from 6D. It's harder to react to and allows for quick DP baits and double overhead set ups, so sick.

He can live without it but it would go against what he was designed for, only allowing you to get the amazing meter gain from OD or a fatal counter. If they do keep this change we will need to get something much more valuable in return, I guarantee that.
Posted

I believe their's a typo in the mid screen one my friend, I believe you meant 66 2D. I actually tried 66 2C myself for quick pick ups and didn't get wanted results xD.

As for the corner I like going for 5C(1) into j.2D from 22C or 6A > j.2D from 6D. It's harder to react to and allows for quick DP baits and double overhead set ups, so sick.

He can live without it but it would go against what he was designed for, only allowing you to get the amazing meter gain from OD or a fatal counter. If they do keep this change we will need to get something much more valuable in return, I guarantee that.

 

Sorry, I just typed the wrong letter, it's 66 2D indeed.

Posted

Sorry, I just typed the wrong letter, it's 66 2D indeed.

Happens to the best of us my friend.

Also here are the damage values for the combos you posted, 2837 and 3417.

Posted

If there's one thing I want for CP2 Terumi, it's for the super counter to stop being so fucking worthless. Really, that shit's only good for online trolling, and even then it's super wonky. Wouldn't mind some other things we REALLY need ether.

ASW hear our pleas, Make Terumi super OP.

Posted

Can't say I've ever gone into OD with that specific purpose in mind, but sometimes I use it when scrubs try to counterattack rather than block or run away when they have the chance. Like, "Dufaq? U serious, bro?"

Posted

Has anyone attempted to go for an unblockable set up with 236236/214214D? It crossed my mind that this is probably the most underused tool we have due to how risky it can be, either way I decided to find some set ups.

2B > 2C > 6C > RC > OD > [ 2C > 5C(1) > J.2D ]x4 > (66)5D > 22Clvl1 > 236236D. Possible with 60% health or less (suggest 50% to have enough OD for guaranteed unblockable) and allows you to catch neutral tech on reaction, back roll on a read and quick rise on reaction. 236236D whiffs on forward roll but due to the wide buffering window with 22C you can opt to go for 236D > distortion of choice. This should set up should only be attempted on characters that don't have a burst in stock, or you know have means of escaping 236236D (DP's, distortions, etc).

Seems like a gimmick that could catch someone off guard every now and then plus it just feels satisfying to pull off.

Speaking off gimmicks, 623B after a 5D into 6B feint (on normal block) catches Jin's 5B trying to punish the feint. Which means if you expect a punish attempt, buffer 623B from the feint and get a counter hit punish for 3.1k or 2.4k into oki. Now this won't work on characters using DP's to punish the feint, and anyone that has a 6 frame normal that can normally hit Terumi during 6B (Azrael, Bang, Kokonoe, etc) but it is something to take note off when going for 6B feint mix ups, it's also possible to go for OD from the feint for more gimmicky goodness xD.

Posted

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.

 

Do you know how many frames has the gap in 2D > 6B?

Posted

So is there anything on what changes Terumi's had done to him for CP2 other than the 6D thing or is that literally it?

Sadly not a lot of people play Terumi in Japan so we didn't get much coverage for him in loketest. I'm positive other changes must have been implemented but besides the 6D nerf we might never know.

Do you know how many frames has the gap in 2D > 6B?

After 22Clvl3 > (66)2D, meaty 2D is +15 on block leaving a 9 frame gap when trying to follow up with 6B and the more vulnerable variant 3C > 2D leaves you at +17 (freaking amazingggg) for a 7 frame gap.

Posted

Yeah, I'm getting a bad feeling that we'd have to wait until the update's actually out before we know what other changes he's gotten if at all. The 6D nerf has me worried already though.

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