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Posted

You can definitely link 22C after 6D in the corner, but I think it's really only useful if you're trying to get a 22C reset for 8K gimmicky damage.

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Posted

You gotta delay 41236C to when they've wall bounced a little. It makes them float higher and you have more untech for 5B.

Posted

How do you connect 41236C to 22C while being able to pick them back up with 5B?

Whenever I try it they tech before i can 5B.

Or does it not work in extend?

 

As seen here : https://youtu.be/9QAnQCY8FNg?t=2m50s

That still works in 2.0.. but the launch isn't the same. As Myoro said.. you have to delay the 41236C

Posted

That still works in 2.0.. but the launch isn't the same. As Myoro said.. you have to delay the 41236C

 

But now the  xx > 41236C, 5B > 5C > 3C > 5D > 236D route is universal, no more 2B :D

Posted

Thanks. I thought I was doing it too late and was trying to do it as early as possible. Got it all backwards.

 

Another question. I recently started playing and whenever I practice online and the opponent rushes me and starts pressuring me I don't really know what to do to get out of pressure. What attacks should I using to help get out of pressure or catch them when they use an unsafe move?

Posted

2A and 5A to punish un safe things. 5C can go over moves with a foot attribute if their blockstrings become really obvious. If you don't have meter you just have to barrier block/instant block/normal block and wait for an opening

Sent from my 7040N using Tapatalk

Posted

I am currently working on a terumi guide (not a video, fully readable) so we can help out newcomers to the character.

@heavymetalmixer

Could you link me the post to your bnbs? I want to attach them to the guide along with my combo videos.

Posted

I am currently working on a terumi guide (not a video, fully readable) so we can help out newcomers to the character.

@heavymetalmixer

Could you link me the post to your bnbs? I want to attach them to the guide along with my combo videos.

 

http://www.dustloop.com/forums/index.php/topic/10779-cp2ex-yuuki-terumi-combo-thread/#entry924708

 

Another thing I thought some days ago after fighting a good Terumi player is a really eays way to confirm 5A on an airborne opponent: 5A > 5C(1) > jc > j.C(3) > j.2D

Could you give me the damage/heat data of thus one?

Posted

http://www.dustloop.com/forums/index.php/topic/10779-cp2ex-yuuki-terumi-combo-thread/#entry924708

Another thing I thought some days ago after fighting a good Terumi player is a really eays way to confirm 5A on an airborne opponent: 5A > 5C(1) > jc > j.C(3) > j.2D

Could you give me the damage/heat data of thus one?

981 damage, 13 heat

Here are two better options......

5a,6a, super jump cancel, j.C (3), jump cancel, j.c(1), j.d,j.2d> 1404 damage, 20 heat

5a,5c, jump cancel, j.c(1),j.d,j.2d

1141 damage, 20 heat.

Posted

I don't remember, maybe it was you? If it helps you remember, I always use the color 2: Red and black.

i use the psn uryuukid atm and i have over 1000 player matches with terumi. I like to use color 23 alot, but usually cycle between all of them because terumi has a god tier color palete. :v
Posted

Also if possible can i also get that terumi character baner for the guide?

Posted

Character banner? What are you talking about?

Ye olde forum header on the first page. It's ded, though.

Posted

Is there any better way to get the JD loops down? Im not sure if its timing or the way im doing it is wrong. Or both XD

I do a 41236C then 2A 5C JC JD

I can never get a second loop in and finish the combo.

Posted

Yeah i watched but i just wanted to know if there was anything more too. Its pretty tricky.

The main tip I can give is make sure that you do J.C as late as possible. The J.D may need to be staggered abit to keep them low to the ground.

Be mindful of J.D's landing recovery, it becomes a bigger factor on the second rep.

Depending on how you start the combo, you can only get 1 rep. examples of this is raw messenga, 2B>2C>5D>6C RC.

Posted

Noticed something kinda trolly in this video:

https://youtu.be/OU5-20xMglQ?t=1m25s

 

You can cancel into 236D before getting airborne on a front throw, which crosses under them. I found that you can then dash 2A cross back under again and get a meaty 5B starter right when they recover. Or you can delay the 662A slightly and make it look like you're crossing them under, but actually stay on the same side and still get a meaty 5B.

 

Seems easier to early 236D under certain characters with smaller airborne hitboxes. I was always able to cross under Jin using it, but I wound up hitting Ragna out of the air half the time. Haven't really tried it on anyone else yet, but thought it was interesting enough to share.

 

Edit: This trick doesn't work in the corner unless you use 2D to pull them away from the wall. Made a dinky video off my PS4 with some examples.

https://www.youtube.com/watch?v=Omqcy-vna08

Posted

Speaking of which, I've been meaning to mention something. Have anyone ever tried to RC 236D during SMP (wow, lots of terms there)? I've always wanted to see if I could get a 3C reset since most of the time I see people standing when I do it on accident.

Posted

I tried it during some longer combos and couldn't really find anything, specifically trying to find some 22C resets. RC during 236D(1) causes them to land and tech before you can throw out anything. They tech really high up into the air during 236D(2) and (3).

Posted

Are you talking about in training mode? In regular matches when I accidentally do 236D twice in a combo I've always found them standing.

Posted

Are you talking about in training mode? In regular matches when I accidentally do 236D twice in a combo I've always found them standing.

Hmmm

 

It does need to be tested more but I do distinctly remember 236D SMP being RC and followed up with a dash and a forward grab since the opponent immediately stood up after recovery. 

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