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Posted

On side note, i just tested terumi's crush tigger, i can't punish it anymore on normal barrier. You have to instant barrier now for a punish.

 

Wait what?! So is not -8 on block now? Now we only need it to be an overhead :v:

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Posted

Anyone find anything with OD dp B mid combo? I was fond of it at the end of 1.1 but i don't have extend yet and wonder what we can do with it. Maybe even combine it with jump loops?

Sent from my ZTE-X500 using Tapatalk 2

Posted

A friend of mine pointed out the way Celica stares into Terumi's eyes during the combo video after each safe jump and called them the OTP (one true pair). I cannot unsee it.

Posted

As far as I know, Kagura's 6DC aka Wyvern vertical hitbox increases the closer it is to Kagura.  At the farthest range a few characters can crouch completely under it and have it whiff if it ends before its close enough.  Combine that with Terumi 2C lowering his hitbox and there is the most likely reason for that result.

 

Posted

I finished the combo video i was working on this is basically covering basic combos in certain situations and optimizing your damage based on the resources you have.

https://www.youtube.com/watch?v=8Soc0IOe5Is

Nice video :3

 

It's missing one of Terumi's easiest/most damaging combo paths, though.

From midscreen (start position-ish into corner)

 

Requires 36 Meter

5B 5C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D    (4154/49)

Requires 35 Meter

5B 5C 3C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D    (3931/47)

 

 

These combos are also self replenishing.

Posted

Nice video :3

It's missing one of Terumi's easiest/most damaging combo paths, though.

From midscreen (start position-ish into corner)

Requires 36 Meter

5B 5C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D (4154/49)

Requires 35 Meter

5B 5C 3C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D (3931/47)

These combos are also self replenishing.

Oh shit i forgot those......

I plan on making another driveloop demonstration for the other 6D variations. I'll be sure to add those as a bonus.

Posted (edited)

Oh shit i forgot those......

I plan on making another driveloop demonstration for the other 6D variations. I'll be sure to add those as a bonus.

 

The 2C >  22C usually whifs on some charcaters if not done fast enough, and it always whiffs on Ragna, so I preffer to use 3C > 22C.

Edited by heavymetalmixer
Posted

The 2C >  22C usually whifs on some charcaters if not done fast enough, and it always whiffs on Ragna, so I preffer to use 3C > 22C.

 

It works on Ragna 100% of the time for me O_O

Posted

It works on Ragna 100% of the time for me O_O

 

Ups, sorry, I forgot that it whiffs on the 236236A > RC > 2C > 22C corner combo on Ragna, but it works on others.

Posted

I'm going to drop a "bombshell."

Terumi's jump loops are not very good. I've never seen them done regularly in high level play, and there's generally always an easier way to net more damage. more meter, or better positioning using the same resources (maybe excluding raw Messenga loops).

 

I know a lot of people were looking to them as something to bring Terumi back from "garbage" tier, but you're going to have to rely on solid basic fundamentals for that.

 

:O

Posted

I'm going to drop a "bombshell."

Terumi's jump loops are not very good. I've never seen them done regularly in high level play, and there's generally always an easier way to net more damage. more meter, or better positioning using the same resources (maybe excluding raw Messenga loops).

 

I know a lot of people were looking to them as something to bring Terumi back from "garbage" tier, but you're going to have to rely on solid basic fundamentals for that.

 

:O

 

I think all of this is true, with the exception that we can't usually do a combo with 6D unless we hit a crounching opponent so the heat gain is still better than usual, but . . . oh well, on netplay is almost worthless, so I think it would be better to use that 50 heat to do a corner carry combo.

Posted

I'm going to drop a "bombshell."

Terumi's jump loops are not very good. I've never seen them done regularly in high level play, and there's generally always an easier way to net more damage. more meter, or better positioning using the same resources (maybe excluding raw Messenga loops).

I know a lot of people were looking to them as something to bring Terumi back from "garbage" tier, but you're going to have to rely on solid basic fundamentals for that.

:O

Mind informing us of these better ways of which you speak? I don't have the game myself but so far the loops seem to give Terumi more than just about anything else he does midscreen.

Sent from my ZTE-X500 using Tapatalk 2

Posted

If I'm blowing 50 meter midscreen, I'd rather - 

From midscreen (start position-ish into corner)

 

Requires 36 Meter

5B 5C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D    (4154/49)  (if you have at least 50 meter prior, you'll end with 64+)

Requires 35 Meter

5B 5C 3C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D    (3931/47) (if you have at least 50 meter prior, you'll end with 62+)

 

 

If you're starting in the corner and have 50 meter, you can always

5B 5C 6C (3) RC 66 2B 5C 5D 6D 236D  (3300/40)

or

5B 5C 6C (3) RC 66 2B 5C 5D 6D 6C for full screen corner carry (3405/24)

 

If you have 100 meter midscreen, you can pick whatever corner you want via

5B 5C Orochi A (RC) (Drag body to either corner) 2C 5D 6D 236D (2827/50)

Posted

 

If I'm blowing 50 meter midscreen, I'd rather - 

From midscreen (start position-ish into corner)

 

Requires 36 Meter

5B 5C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D    (4154/49)  (if you have at least 50 meter prior, you'll end with 64+)

Requires 35 Meter

5B 5C 3C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D    (3931/47) (if you have at least 50 meter prior, you'll end with 62+)

 

 

If you're starting in the corner and have 50 meter, you can always

5B 5C 6C (3) RC 66 2B 5C 5D 6D 236D  (3300/40)

or

5B 5C 6C (3) RC 66 2B 5C 5D 6D 6C for full screen corner carry (3405/24)

 

If you have 100 meter midscreen, you can pick whatever corner you want via

5B 5C Orochi A (RC) (Drag body to either corner) 2C 5D 6D 236D (2827/50)

 

Terumi has full screen corner carry now? Also, the last one doesn't seem optimal.

 

As far as drive loops go, if you ever have to use messenga (like as a reversal, especially when you're in the corner) it seems like the drive loops work better. Of course he has more optimal combos but if you don't reach the corner the other combos don't work. But if Terumi has more corner carry than the previous version than disregard that last comment.

Posted

5B 5C Orochi A (RC) can also be used to switch sides in the corner simply by jumping over the downed opponent. You can also 2D 6D 236D / OD 2D 6D 236D, the later of which gains you 99 (100 with critical life gain) meter along with 3362 base damage, excluding any supers you want to tack on.

 

If you use Messenga as a reversal (which I would not suggest, being that it is pretty unsafe on block) with the opponent pressuring you in the corner, you can 

5A 5C 22C 66 5B 5D 6D 236D for 3420/46.

 

Even simple combos at midscreen like 

5B 5C 3C 22CCC 66 5D 6C (3) (RC) 66 2C 5C 3C 5D 236D (3885/37) corner carry and provide similar meter gain.

 
Also, I'm pretty sure Terumi's carry game is identical to 1.1
Posted

Who wants to help me give the combo thread an overhaul?

 

Do it, even if I will test those thing on my own (like many others) with the american release, the more people testing them, the better.

Posted

Who wants to help me give the combo thread an overhaul?

My body is ready.

Posted

Alright! Now that i am pretty much finished with exams, i finally got free time again! Starting tomorrow, we are going to get that thread straight?

Two other things though, what happened to our moderator and has anyone been testing out terumi counter poking? I might have found something interesting....

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