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Posted

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.

 

After a 3C is good for characters with slow pokes like Kokonoe, I made some good Fatals today in midscreen with it.

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Posted

Updated the Bnb list ( http://www.dustloop.com/forums/index.php?/topic/7014-cp-yuuki-terumi-combo-thread/page-6#entry812309 ) on the combo thread and the Wiki.

 

After experimenting on the lab today, finally I can use j.C as a decent overhead in mixups, the trick lies is it's timing: In the jump there's a maximum height point where Terumi stops going up and starts going down. The j.C must be done in this point so the third hit connects (remember that the third hit has more hitstun that the first two) allowing it to be followed.

 

With this in mind, I tried to see if this timing has to be changed in the blockstring [ . . . 5C/2C > jc > rising j.A(it doesn't matter if it hits of whiffs) j.C]

.

.

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It works perfectly, and the same applies to j.B. This kind of blockstring makes it harder for the opponent to see and incoming low.

 

Another two interesting thing I found:

1. 2B has less pushback than 5B.

2. If the opponent is in blockstun (up close, like after a 5B), 6A hits crouchers. Useful if they try to jump backwards and if it's blocked, just jump-cancel it.

Posted

My fellow curb stompers I need some help editing the official frame data page for our boy http://www.dustloop.com/wiki/index.php?title=Terumi_Frame_Data_%28BBCP%29 I got most of the normals, revolver action table done so that's a plus and if you see anythings that's off go ahead for the edit.

 

 

 

Since you're all discussing mix ups I believe the best meterless mix up that we haven't explored enough (at least myself) is 2C > jc > j.A/Barrier(optional but helps with timing and for baiting) > j.C > j.2D/j.5D > 2B (has a gap, not exactly sure how much at the moment). The beauty of this jump cancel (from 2c in particular) is that it allows you to go for a much more ambiguous mix up with j.C into low, overhead, throw, and bait anti air attempts after the jump cancel with air dashes or another jump.

 

 

 

One of the greatest benefits this mix up has is that j.C > j.2D is +6 (at least with this particular string) on block and allows for 5A to link, this opens up a lot more pressure options for Terumi which can be applied on wake up to have them respect our mix up. It is possible to go into j.C > j.2D from 5C(1) > jc, 2C allows for more options and can be used to bait anti air attempts even with the larger gap. For an anti air example with Koko you can go 2C > jc > Barrier > Dash Backwards > j.2D to catch their reactionary anti air attempt with 6A, and if they don't anti air you're still at +3.

 

 

 

With these options at our arsenal, the opponent actually has to respect a noteworthy meterless mix up from Terumi. Overtime I don't think his mix up will be considered weak if we all learn to apply this into our game, either way keep on exploring you sadistic bastards and post it on here (don't be selfish)!

Posted (edited)

For what I see, given that Terumi is on of the "basic" characters he has good mixups, it's just that there are almost zero Terumi players and his tech is stil hidden.

 

Ragna has bad but solid mixups, Terumi has good but risky mixups (without 2D) and Jin is between the first two.

 

But the next fact makes rage a lot: "Terumi is newbies, pros don't use that garbage", "Just spam 5D, 6C and 236D FTW" and "That meter gain is OP". Even with the mixups we're discovering, his better options are with the use of meter because the gap after 5C(1) RC (no jc after the RC) is so little that guessing between a j.A/B, 2B/3C and a throw is a real pain in the ass (if you're the one blocking of course), but given that Terumi has a lot of uses for his meter, choosing between those options is confusing sometimes (not just damage, I love it, maybe because I play Melty Blood where meter has a lot of uses for most of the characters).

 

I usually choose to always go for mixups in midscreen and corner, keeping the heat for defense, corner carry and damage (if I know I'm gonna finish the round with it).

 

Now that my vacations are over, my practice time is very limited so cheer up, everyone here can discover countless interesting things about this guy.

 

EDIT: I can't know how to get frame date, but if someone else has it, maybe I can edit the wiki with it later.

Edited by heavymetalmixer
Posted

My friends believe Terumi is top 5 xD, solid mid tier that can deal with many top tiers yes, but damn I hate those baseless comments with no facts.

I usually try to save the meter for mix ups as well, but most of the time find myself punishing people that don't bout dat messenga. Also mix up with meter is too good man, love it.

Hope you enjoyed your vacation and don't worry we'll keep on updating this forum with all the tech we can scrounge up! Also don't worry about the frame data, I'll get that done before September comes along.

  • 2 weeks later...
Posted

Question: What blockstrings do you all use for frametraps? I know what are his plus on block moves, but I need some blockstrings to get some respect and then to make some mixups.

Posted

The one I see is 2A>5B>5D>6B>662A

 

That can be looped against Rel at least because 5/2A come out too late and 6B and 2A are in no danger from Rel's DP.

 

I also see 2A>2A>662A>2A>662A>2A>2A and 2A>2A>5B>662A.

 

Once I learn to instant block your all in very big trouble you hear me?

Posted

The one I see is 2A>5B>5D>6B>662A

 

That can be looped against Rel at least because 5/2A come out too late and 6B and 2A are in no danger from Rel's DP.

 

I also see 2A>2A>662A>2A>662A>2A>2A and 2A>2A>5B>662A.

 

Once I learn to instant block your all in very big trouble you hear me?

 

You dirty son of a . . . xD, but it's true, maybe I should stick with his basic blockstrings.

Posted

Hi everyone,

 

First time posting here and I wanted to share something I discovered (totally by accident) about Terumi's 6D.

Basically, if you RC the 6D before the last hit connects, Terumi will launch himself in the air while the opponent stays on the ground.

The timing reminds me of Guilty Gear's FRCs, too soon and Terumi will stay on the ground, too late and the last hit will connect.

 

Once you RCed correctly the 6D, you can go for all sort of high/low mixups (jB will actually crossup most of the time midscreen)

Easiest way to go for this is hitting a crouching opponent with j2D and going for the 6B > 6D route.

Nothing too fancy but it can be another way to blow meter for mixups and since you RC before the last hit, the first part of the 6D still net you a good amount of heat.

Posted

^Sounds like something fun to try out, thanks.

 

As for something else fun to try out, Kaqn has been getting very creative with his play lately:

 

http://youtu.be/fUom6bfGdK0?t=2m32s

I haven't tested it out yet but I feel like it can hit the opponent on both delayed forward and backward tech.  If they do a delayed neutral tech, then things like what happened in the video can happen. Could make for very good results. He does it again here:

http://youtu.be/fUom6bfGdK0?t=7m45s

 

http://youtu.be/fUom6bfGdK0?t=4m58s

Didn't even know this was possible, wonder if we can do any super after 22C midscreen.

 

If any of these have already been known, don't be afraid to call me a slow idiot lmao.

Posted

http://youtu.be/fUom6bfGdK0?t=4m58s

Didn't even know this was possible, wonder if we can do any super after 22C midscreen.

 

If any of these have already been known, don't be afraid to call me a slow idiot lmao.

 

Even though we know that 632146D has good horizontal range, this links is hard (need a microdash) and probably wouldn't work online.

 

Midscreen what I usually do, is to input the 632146D before the last kick of 22C. From a throw with 100 Heat and 22C lvl3 it does like 4.8K damage.

  • 2 weeks later...
Posted

Here I am again, asking for advice in the frametraps department:

 

Which moves have good cancel windows? I mean, I know which are plus, but knowing what moves have big (enough) cancel windows could lead to do ambiguous frametraps.

Posted

Here I am again, asking for advice in the frametraps department:

Which moves have good cancel windows? I mean, I know which are plus, but knowing what moves have big (enough) cancel windows could lead to do ambiguous frametraps.

3C has a large cancel window that you can abuse and go for frame traps with 5D, but overall you want to be using 5B and delay the gattling that are possible from it like 2B, 2C, 5C and 5D. Mostly try and go for 5C or 2C jump cancel mix ups when they start respecting your pressure and bait anti airs accordingly with 2C jump cancel options such as double jump or backwards air dash into j.2D (timing is iffy).

Also I started practicing the 632146D link mid screen and it's actually really forgiving, just buffer the super as 6321466D right as he stomps them away for that sweet damage. I tried with other supers but no luck.

MAN ITS GOOD TO BE BACK FROM COLLEGE HOMEWORK HELL!

Posted

Not sure if this was known already but if you block Izayoi's Justice Phorizer, it can actually be punished by 6C if you're in close range. This thing can't be punished by most of the cast so that's pretty cool.

Posted

Not sure if this was known already but if you block Izayoi's Justice Phorizer, it can actually be punished by 6C if you're in close range. This thing can't be punished by most of the cast so that's pretty cool.

 

Our godlike (and unsafe) 6C strikes again :v:

Posted

These are probably super old and have already been discovered but I hate to not share things sooooooo...... two things

 

1)  Terumi's command grab can work as an option select against people who roll behind him. Just try to command grab on wake up and if they roll behind, you catch them with snake bite (sorry, don't know the Japanese names)

 

2)During a long combo, if you use stops twice, you can reset your opponent. My BnB in the corner for example: 5B, 5C, 3C, lvl 3 stomps, 5C, 2C, 5D, 6D, 5C, 3C, 236D. Replace the last move with stomps and it's a reset. It gets beaten by up and forward techs though. Also, I think SMP only applies to the first hit of the stomps, so you know.... more stomps!!!

Posted

These are probably super old and have already been discovered but I hate to not share things sooooooo...... two things

 

1)  Terumi's command grab can work as an option select against people who roll behind him. Just try to command grab on wake up and if they roll behind, you catch them with snake bite (sorry, don't know the Japanese names)

 

2)During a long combo, if you use stops twice, you can reset your opponent. My BnB in the corner for example: 5B, 5C, 3C, lvl 3 stomps, 5C, 2C, 5D, 6D, 5C, 3C, 236D. Replace the last move with stomps and it's a reset. It gets beaten by up and forward techs though. Also, I think SMP only applies to the first hit of the stomps, so you know.... more stomps!!!

 

There's another reset on that point: after 3C, do 5D then 6B. If they neutral tech inmediatelly without using barrier (they're airborne in that moment) the 6B will hit them for a new combo, that IMO the better follow up is 22C lvl 3. This reset is beaten by upwards tech and using barrier in neutral tech, if they don't tech and you use 22C the SMP will work (they can't tech in that moment, but I don't know if they could before the last stomp) or you can 236D to finish the combo.

Posted

So I came up with a tricky reset.

 

During a grounded 6D if you Rapid between hit 5 and 6 (right before the kick) you will jump over a crouching opponent and if you immediately j.B it'll cross them up and overhead them on crouching, also leaving you in place to do j.B>5B>5C>5D>6B>6D>236D

 

on a successful attempt this will net you a good bit of meter back too.

 

If they block high you still get pressure when you land.

 

It even crosses up in the corner.

Posted

What about trying to do meaty 4B in the corner? I they neutral tech they block, if they forward tech Terumi does 6B. Can anyone here test it? I don't have time to play for the moment.

I got this idea from the 214D OS in the corner: 214D if they neutral/backward tech and 236D if they forward tech.

Posted

They'd just block the 6B too and be out of the corner, not very scary.
You could do the 421B OS though. Those kicks aren't as great as Haz's for an option, but it definitely lets your opponent know they can't just roll out for free when Terumi has meter to burn.
Which ideally, should be all the time.

  • 2 weeks later...
Posted

Time for so e rambling and a video to go along with it.

Here are some safe jumps and WIP mix ups with Terumi http://youtu.be/l0369m4dO-8

The safe jumps are relatively easy to perform once you get the timing down so not much to go into there.

Terumi has a pretty quick jump and can lead to some actual decent mix ups outside of jump cancels from 2C/5C, also j.C can be timed to either hit for a double overhead or a quick overhead to low which can be hard to react to. At first I thought j.C canceled into j.2D was the way to go but you just can't convert on a standing opponent with that option.


Now these are meant for best case scenarios but our most common knockdowns are sadly either 236D or 6C (when their standing) at least in my case with how I always seem to hit them with 5D.

For the moment I'm thinking of going for just 236D due to the heat gain, the ability to punish back rolls with a micro dash 5D (if they neutral tech/forward roll your safe on whiff and can just jump away to safety with j.D) and due to 6C just feeling awkward at the moment. Everything that's possible with 236D should work with 6C but it needs some lab work.

 

Finally TKj.2D is possibly a 20 frame overhead (punishing Nu's (OD) 4DD  (-20) but failing to punish Kagura's 5D~A (-19), so for now 20 frame overhead till further testing. 

Posted

Time for so e rambling and a video to go along with it.

Here are some safe jumps and WIP mix ups with Terumi http://youtu.be/l0369m4dO-8

The safe jumps are relatively easy to perform once you get the timing down so not much to go into there.

Terumi has a pretty quick jump and can lead to some actual decent mix ups outside of jump cancels from 2C/5C, also j.C can be timed to either hit for a double overhead or a quick overhead to low which can be hard to react to. At first I thought j.C canceled into j.2D was the way to go but you just can't convert on a standing opponent with that option.

Now these are meant for best case scenarios but our most common knockdowns are sadly either 236D or 6C (when their standing).

For the moment I'm thinking of going for just 236D due to the heat gain, the ability to punish back rolls with a micro dash 5D (if they neutral tech/forward roll your safe on whiff and can just jump away to safety with j.D) and due to 6C just feeling awkward at the moment. Everything that's possible with 236D should work with 6C but it needs some lab work.

 

1)6C? Isn't it 6D? (at least that's what I see in the video)

 

2) After 3C > 2D in the corner is it possible to do those safe jumps? Or could we do something like jump > barrier > j.B (due to its range).

Posted

1)6C? Isn't it 6D? (at least that's what I see in the video)

 

2) After 3C > 2D in the corner is it possible to do those safe jumps? Or could we do something like jump > barrier > j.B (due to its range).

 

 

Edited the post to be a bit more direct. Usually with Terumi my most common enders are both 236D and 6C (yeah you read that right xD) usually due to how amazing of a whiff punisher 5D can be, but this leads to unfavorable scenarios where we have to call them out on their rolls. I'll probably find something useful with 6C but for now 236D it is.

 

 

Also for 3C > 2D sadly no, even with +17 (might be +16, haven't really gone much in depth with 2D set ups) it is not possible to go for jump >barrier > j.B without having a huge gap for them to anti air us and even if we bait them we probably won't get a decent punish. I will test out 2D set ups in the near future, but for now it's all about finding them mix ups and continued pressure (mostly with safe jumps)!   

 

 

Also another thing to note that I edited into my previous post is that TKj.2D is officially a 20 frame overhead. I tested it versus Kagura's 5D~A (-19 on block) and Nu's OD 4DD (-20 on block), I could not for the life of me punish Kagura with j.2D however Nu could be punished with perfect timing. So for now I will assume that TKj.2D is a 20 frame overhead.

Posted

I JUST FOUND THE MOST BROKEN SHIT WITH TERUMI.

 

Remember that stomp reset that i posted above just did an 8k combo off it. Only the first hit of the stomps has same move proration, so after the reset, keep doing more stomps and cancel into super for a fuckton of damage.

 

Example: 22C (reset), 5C, 22C, 5C, 22C, super stomps before last hit, Overdrive, 22C, super stomps <----- 8k

 

Hell, by the time you get the third stomp (the one where SPM actually happens) you're at 4k. With this reset, we can essentially one shot anyone but Tager and Azreal, and if you already got them into the corner so that you can do this reset, they probably already took enough damage for this to finish them.

 

Please, my fellow curb stompers, abuse the living hell out of this before they nerf it to the ground. It is too fucking funny to actually use.

Posted

That use to to 10k before the patch. And the unlimited version does 16k with the reset.

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