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Posted

Updated Terumi's page on the change log. Didn't add in the part about Jarin Reshouga since we seem to have some dispute about it. Going to add stuff for some of the characters I know about

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Posted

How do you get an account for the wiki? I wanted to make adjustments to the terumi page as a whole.

Posted

How do you get an account for the wiki? I wanted to make adjustments to the terumi page as a whole.

PM shtkn with your desired username and email.

Posted

So how many of you have the game? It's getting pretty lonely here. :(

Posted

So how many of you have the game? It's getting pretty lonely here. :(

I have the game, but I'm still new to Terumi so I'm pretty sucktastic at the moment. 

Posted

I have the game, but I'm still new to Terumi so I'm pretty sucktastic at the moment.

I'm enduring the struggle of matchups. I thought we were suppose to beat makoto's ass, that changed quickly.
Posted

I'm waiting to get a job so I can stop being a broke n-word and then buy the game. And Makoto got buffed a lot so... yeah. We're kind of the Makotos now tbh. Not as far as being bad but as far as how the character is seen.

Posted

Something interesting I confirmed this weekend with some friends: in 1.1 63214A clashes with Inferno Divider, so maybe it's something we (and the japanese players) just didn't know before.

Posted

But was it fully invincible? I can test it out on my ps3 if needed. I still have 1.1

 

Just tried this out too, doesn't seem like it had invincibility in 1.1. It gets countered by ID during startup before the super flash, but it can clash if ID comes out right at the end of A Burensen's startup. ID also beats A Burensen if used on reaction to the super flash.

Posted

I'm enduring the struggle of matchups. I thought we were suppose to beat makoto's ass, that changed quickly.

 

I have the most trouble with Nu-13 and Lambda-11, more specifically, I have trouble getting near them. But I guess coming from Hazama, that's to be expected.

Posted

I have the most trouble with Nu-13 and Lambda-11, more specifically, I have trouble getting near them. But I guess coming from Hazama, that's to be expected.

 

Patience and good execution are the keys in those match ups. Wait for the chance, it doesn't matter how much you have to wait and when the chance shows up . . . RUSH LIKE HELL into their faces and try to not let them get away. Of course, when rushing down don't get desperate or any mistake will screw up everything.

Posted

Patience and good execution are the keys in those match ups. Wait for the chance, it doesn't matter how much you have to wait and when the chance shows up . . . RUSH LIKE HELL into their faces and try to not let them get away. Of course, when rushing down don't get desperate or any mistake will screw up everything.

 

Thanks for the advice, I try my best to get to them as quickly as possible, then I try to do as much damage as possible. I find that Jakyou Messenga is useful when timed properly against them because it closes the distance and does damage, but if you mess it up, then you're in for a bad time. I'll keep practicing!

 

I also have a question regarding Garengeki (22+C) when I do it, Terumi only stomps the opponent 2 or 3 times before giving them that final kick in the face, but I know it can be done more than that, how can I do the extended version?

Posted

noob question:

can anyone tell me the timing to dash cancel from a 63214B?

((and I just realized that this was CP...  so I am sorta asking more towards CPX...if it's the same or different... or I need to take this question elsewhere))

Posted

It's not a dash cancel. The recovery just ends before the hit stun does. Around the time after the opponent hits the ground and Terumi returns to his idle pose you can move freely.

Posted

Thanks for the advice, I try my best to get to them as quickly as possible, then I try to do as much damage as possible. I find that Jakyou Messenga is useful when timed properly against them because it closes the distance and does damage, but if you mess it up, then you're in for a bad time. I'll keep practicing!

 

I also have a question regarding Garengeki (22+C) when I do it, Terumi only stomps the opponent 2 or 3 times before giving them that final kick in the face, but I know it can be done more than that, how can I do the extended version?

22CCC

Posted

You got used to it after a while. I spent a training mode session dedicated to nothing but getting out maximum stomps. It used to hurt my fingers but after a while it only hurt Noel.

Posted

When we are already talking about 22C:

Do we know any useful tech-traps with it? Like abuse SMP, the opponent techs during 22C and gets recaptured by the next stomp, so that we can continue with another combo.

I know something like that was possible with Ragna in 1.10. If he ends a combo with 3C and his opponent techs backward, so into the corner, he could recapture him with 2CC (Not-Over-Yet) while he was still in the air.

Posted

I was in Training just to not forget some combos and remembered the easiest and deadliest Terumi combo:

 

FC 6B > OD > 632146D: 7K Dmg

 

Needs 100 Heat

Posted

I was in Training just to not forget some combos and remembered the easiest and deadliest Terumi combo:

 

FC 6B > OD > 632146D: 7K Dmg

 

Needs 100 Heat

 

Damn, I should keep this in mind. I was trying some fancy crap in 1.1 recently with FC 6B > OD > 623B > 5B > 5D > 6D > 623B > 63214A/B for 7.7K. Honestly I'd rather take the easiest 7K in the world.

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