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Posted

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.

 

A variation of this one in the corner if you only have 50 is:

 

FC 6B > dash > RAW OD > (6B, I don't remember if it really goes here) > 6D > 632146D: 6.3 K dmg

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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

You should always OS 632146D after a 6B if you have the meter. It does 5.5K off a non fatal without OD.

Posted

You should always OS 632146D after a 6B if you have the meter. It does 5.5K off a non fatal without OD.

What you OS should be situation shouldn't it? If you can kill, sure. But otherwise, about 90 percent of the time you get the hit with 6B it's off of a fatal counter or a jump out (at least in my experience), which have better follow ups on reaction. Even if you do have the meter, if you're not going to kill, you're doing 5.5 but you lose oki and all your meter. If you're going to option select with meter, just 6C into corner carry and save meter for later. 63214B actually seems like the best metered OS in the corner after 6B. Damage plus all your meter right back.

Posted

What you OS should be situation shouldn't it? If you can kill, sure. But otherwise, about 90 percent of the time you get the hit with 6B it's off of a fatal counter or a jump out (at least in my experience), which have better follow ups on reaction. Even if you do have the meter, if you're not going to kill, you're doing 5.5 but you lose oki and all your meter. If you're going to option select with meter, just 6C into corner carry and save meter for later. 63214B actually seems like the best metered OS in the corner after 6B. Damage plus all your meter right back.

 

I meant if it would kill T_T

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

 

Best combo evar :

 

FC 6B > OD > CT > j2D > roflstomp > 632146D

 

Over 9000 dmg and also works midscreen if you can do the micro dash before fuuenjin (if not 236236D still does solid damage)

Posted

What is the 236D OS?

Due to the decreased recover on 236D, Terumi can now use the move when the opponent has a chance to tech. If they tech and block, Terumi recovers and continues pressure. If they don't, they get hit. Normally, this is applied to when the opponent is knocked down and Terumi uses it immediately after his combo is over. Anything that isn't get-up-immediately will get caught and Terumi will get a combo. He uses it at 32:26 and 33:55 against Relius. Against Tager, he did a similar trick at 31:50 but uses it for a nifty reset which I am totally stealing once I get this game.

  • 3 weeks later...
Posted

After so much time (because I was really bored), I've tried something I should since long ago: j.2D > RC mixups

 

Given that in EX we got that shitty hitstun nerf these mixups aren't as safe as in 1.1 ('cause I don't have EX yet) adn the damage is low. Still it's another tool to troll mix up everything we have.

 

1. j.2D > RC > 2B/3C: Low. Usually the one you want to use to teach them they can't mash any button.

 

2. j.2D > RC > fall and walk > throw

 

3. j.2D > RC > air dash (not touching the ground): This one opens the door to other four possibilities (in 1.1 the j.A can't be antiaired with a 5 frames startup 5A):

 

      a) . . . > j.A > j.C: double overhead. Can be comboed with microdash > 5B > 5C > 5D > 6D > 236D/6C on standing oponents, and microdash > 5B > 5C > 2C > 6B > 6D > 236D/6C. Also you can do microdash > 5B > 3C > 22C lvl 2 >  66 6C/236D for more damage than usual.

 

      b) . . . > j.A > j.2D: another double overhead. I don't really know if you can combo from this in EX, but given that Terumi is at minimum height for the j.2D to be executed, along with the air dash, maybe it can be followed with 2A, or 5A only on Hakumen and Tager.

 

      c) . . . > j.A > fall > 2B: high then low, not a problem to combo from this.

 

      d) . . . > j.A > fall and walk > throw: High then throw.

 

 

Test these mixups by yourselves and tell me which ones works and if exaclty the way I describe them or in another way.

Posted

Please bear in mind that it wasn't the hitstun that got nerfed on j.2d. It simpily got abit of added landing recovery. (Which still wrecked him :\ )

Posted

Please bear in mind that it wasn't the hitstun that got nerfed on j.2d. It simpily got abit of added landing recovery. (Which still wrecked him :\ )

 

Well, in TK, j.2D was +3 in 1.1, and I think is -3 in EX. But if the hitstun is the same then is only mashable with DPs and counters.

Posted

Well, in TK, j.2D was +3 in 1.1, and I think is -3 in EX. But if the hitstun is the same then is only mashable with DPs and counters.

The landing recovery is what makes it -3 so these j.2d rc mixups should still work i'll test them later.
Posted

After so much time (because I was really bored), I've tried something I should since long ago: j.2D > RC mixups

Given that in EX we got that shitty hitstun nerf these mixups aren't as safe as in 1.1 ('cause I don't have EX yet) adn the damage is low. Still it's another tool to troll mix up everything we have.

1. j.2D > RC > 2B/3C: Low. Usually the one you want to use to teach them they can't mash any button.

2. j.2D > RC > fall and walk > throw

3. j.2D > RC > air dash (not touching the ground): This one opens the door to other four possibilities (in 1.1 the j.A can't be antiaired with a 5 frames startup 5A):

a) . . . > j.A > j.C: double overhead. Can be comboed with microdash > 5B > 5C > 5D > 6D > 236D/6C on standing oponents, and microdash > 5B > 5C > 2C > 6B > 6D > 236D/6C. Also you can do microdash > 5B > 3C > 22C lvl 2 > 66 6C/236D for more damage than usual.

b) . . . > j.A > j.2D: another double overhead. I don't really know if you can combo from this in EX, but given that Terumi is at minimum height for the j.2D to be executed, along with the air dash, maybe it can be followed with 2A, or 5A only on Hakumen and Tager.

c) . . . > j.A > fall > 2B: high then low, not a problem to combo from this.

d) . . . > j.A > fall and walk > throw: High then throw.

Test these mixups by yourselves and tell me which ones works and if exaclty the way I describe them or in another way.

These were a pain to test because i suck at doing things like this.

Pros: the airdash j.a from j.2d rapid can be made gapless on regular block with good timing ( i suck at it though)

Great screen carry on block ( even better on hit)

Good damage and heat gain on low and throw mixups

The range on j.2d makes it pretty easy to setup compared to 5c rc mixup

Cons: Damage and heat gain is PATHETIC on the overheads unless you blow 100 meter and OD.

No gapless way into j.2d adds a risk to even trying the mixup

Can be abit execution heavy to keep the overheads gapless

Instant blocking j.2d makes this mixup fall apart. Nothing but j.2d RC straight into 5a is safe on IB.

Posted

Also another thing due to the hitstun scaling in ex the combo after the overhead mixup must adjusted (can't do 6b on crouching opponents)

Posted

Also another thing due to the hitstun scaling in ex the combo after the overhead mixup must adjusted (can't do 6b on crouching opponents)

 

Maybe omiting the 2C, 6B can connect?

Posted

Maybe omiting the 2C, 6B can connect?

Using 5c takes up too much time. So you either need to do 5c-5d-6d or micro dash 5b-5d-6d.
Posted

Also another thing due to the hitstun scaling in ex the combo after the overhead mixup must adjusted (can't do 6b on crouching opponents)

 

Now this really screwed Terumi, eh?

Posted

Now this really screwed Terumi, eh?

He was already screwed when 2.0 was announced.. they can't do any more damage to him tbh  :v:

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