Solless Posted November 7, 2013 Posted November 7, 2013 His backdash is piss poor though. WTF is chicken block?
toanenadiz Posted November 7, 2013 Posted November 7, 2013 "Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup."
Solless Posted November 7, 2013 Posted November 7, 2013 Doing that usually has me eating an unblockable in the air attack though. Specially with damn Tager.
Justice7541 Posted November 7, 2013 Posted November 7, 2013 Well it's a situational thing. Using barrier is usually a good idea though. Sent from my SAMSUNG-SGH-I747 using Tapatalk
OreoTheWolf Posted November 8, 2013 Posted November 8, 2013 (edited) How is it possible to link a 5B off of j.2D? I've never been able to do it without counter hit. Is there a trick to it I'm not getting? EDIT: Disregard, didn't realize it was crouching specific. Edited November 8, 2013 by OreoTheWolf
Chickzama Posted November 8, 2013 Posted November 8, 2013 (edited) How is everyone with winning matches with Terumi. I'm out of my comfort zone for zoning and trying a rushdown for once. It's a bit of a challenge and I do get cranky but I'm learning. Shout outs to rushing in the morning for work and posting a broken link. My bad~ This is a good visual representation: http://www.nicovideo.jp/watch/sm22204064 Edited November 8, 2013 by Chickzama
TD Posted November 8, 2013 Posted November 8, 2013 Halp! I need halp with defense. Without meter he has next to/no real defensive measures, and then with meter they're fairly obvious. in a nutshell you need to learn the matchups. not having a reliable dp is harder but there are myriad options to escape pressure that change between characters. double benefit from learning them, you'll be in these sorts of situations less. anyway, someone was right in saying he does somewhat better zoning with d, a gimmicky sort without heat. it a lot of ways he reminds me of a (better?) p4 elizabeth, very gimmicky and then hits like a truck with meter that she constantly gets. but then both have horrible counter assaults. hes definitely more spacing/pressure oriented, predicting the foe's action to punish, leaving fake holes in string, plenty of +moves and such. not sure he's particularly a zoner or rushdown, though. l don't think that guy chickzama linked is particularly great, but yes he does have the concept of what should be going on.
Dullyanna Posted November 8, 2013 Posted November 8, 2013 Anyone's got decent wake up setups against rolls? I mostly use timed 2As for forward rolls but it seems kinda sketchy, doesn't work really well. I run up 2B for back rolls but with the move's recovery frames on whiff, I seem open to counter attacks. Against forward roll and playing dead 2B into w/e works, I haven't found or tested against back roll yet. iirc I tried 2D, but neutral tech into mashing blows that up hard. Halp! I need halp with defense. Without meter he has next to/no real defensive measures, and then with meter they're fairly obvious. Learn to block a lot, then learn to IB at least the more abusable pressure options that other characters have (Or at least what your opponent is abusing), then learn how character's gatlings generally flow so you don't get fatal'd and know when it's a good idea to barrier block to push them out of range. 623B is a rubbish risk on wakeup, but once you're good at IB'ing it does a good enough job of interrupting pressure. Smart players will be aware of that and will most likely try to bait it out, and if you read that you can use that as a chance to escape. Chicken blocking and such is nice, but learning to be patient and block helps a lot in learning the opponent's tendencies, which is obviously important for more than just defense. On the topic of playstyle, outside of crappy-ish mixups and meh average damage, Terumi seems p versatile. He can fairly decently keep out characters that want to get in while still being able to pretty easily get in on those that want to do the opposite, and starting/keeping pressure on both . His offense sort of reminds me of MB or KoF in that his mixup stuff is all somewhat reactable so you have to be unpredictable instead of just relying on a single setup/string. Neutral is pretty much reactionary in that you play based on the other character and the opponent's playstyle/habits. He's also really goddamn annoying to play against because his shit is so safe, he can constantly stagger during his pressure, 6A is hella good AA, and jD is really annoying to beat/get around for some characters (Though the recovery is kind of deceptive).
Justice7541 Posted November 8, 2013 Posted November 8, 2013 Terumi is meh average damage? It takes him one random poke off anything to get a super then after that it's just anything to 4-5k and near complete meter regain. Sent from my SAMSUNG-SGH-I747 using Tapatalk
iBeK3n Posted November 8, 2013 Posted November 8, 2013 @fogelstorm: From what I've seen, he doesn't have really safe tools to immediately start rushing down from a neutral position. I first started playing him as a pure rush down and it didn't go well. Characters with great normals like Azrael stuff him all day. He's more of an aggressive zoner in neutral situations and he goes mad rushdown on an opening/knockdown, like Makoto in Street Fighter. You'll want to bait things at first, feel up how your opponent reacts. If he whiffs mid/long range pokes a lot (Azrael and Ragna players sure love doing so), you can use 6C to punish for huge combos on CH. Plus, keeping that RC can save your butt. Anyway, he isn't Makoto or Ragna. Terumi really isn't as safe as he seems to be. As people will learn to fight him, you'll see that you won't get away with as many things. Habits to watch our for: - Ending close range strings with 5D : Terrible idea, it's not half as safe as Hazama's and can get punished. - Non-Oki 2D : I think you know why. - 214D (Command Grab) : Don't use it too often and especially not too close. It can get grabbed and poked pretty easily once they get used to it, stay unpredictable or it becomes worthless and will get you punished consistently. Also, it's really unsafe to do it after 5C(2), plus a complete 5C pretty much ends your pressure. - 6B in block strings : The move gets stuffed by most mashed 5A and 5B, use it sparingly. - j.2D in neutral situations: Honestly, it gets stuffed by moves that aren't even AAs. I've found it to be a great air-to-air though. Now, onto his mixup game... Terumi seems go rely a lot more on frametraps than high/low mixups. Seems to me that if you wanna play as him, you have to be prepared to have most of your stuff blocked. He relies a lot on the opponent's mental fatigue / impatience. Here a few frame traps: - 5B > 2A : 5B leaves Teru with frame advantage. Like Haz, it stuffs pretty much everything. - 5B > 6B : Blows up throw/counter throw mashers, 2A mashers too. - Blockstring > delay > 236D : If your opponent doesn't have solid fundamentals though, feel free to disrespect his neutral game and RTSD.
Blue Link Posted November 8, 2013 Posted November 8, 2013 His backdash is piss poor though. WTF is chicken block? When in air just barrier block instead of block whenever you have the chance to, then air unblockables will stop being a nuisance.
Inthebookoflife Posted November 9, 2013 Posted November 9, 2013 Can someone explain how frame traps work and how its useful? I keep seeing it mentioned and would like to understand it better.
InWithTheAshes Posted November 9, 2013 Posted November 9, 2013 Basically, a frame trap is a sequence of moves with a small gap in them in which nothing aside from a DP (which is obviously unsafe) can interrupt them. Therefore, if somebody is trying to, say, mash a jab to get out of pressure, a frame trap will catch them and allow you to gain damage from it, thus dissuading them from doing so.
Chickzama Posted November 9, 2013 Posted November 9, 2013 Know your opponent mashes neutral tech? Here's two resets: Corner: 5B>5D>6D>3C>lvl 1 stomp>5D>6D>OD>632146D (Kills Ragna full health) Restand in corner: 2A>3C>5D>6D>5C>lvl 3 stomp>236D(RC last hit) They're not perfect, but it's worth a shot.
iBeK3n Posted November 9, 2013 Posted November 9, 2013 Know your opponent mashes neutral tech? Here's two resets: Corner: 5B>5D>6D>3C>lvl 1 stomp>5D>6D>OD>632146D (Kills Ragna full health) Restand in corner: 2A>3C>5D>6D>5C>lvl 3 stomp>236D(RC last hit) They're not perfect, but it's worth a shot. Really good to know. Somebody also posted a video of various neutral tech setups : http://www.youtube.com/watch?v=fqps06KqOuI Posting it to give some more meat to the bone. Sent from my Nokia Lumia 920 using Tapatalk
Henjin Posted November 9, 2013 Posted November 9, 2013 what are some of terumis overheads and blocked jump cancels?
Lucalibur Posted November 9, 2013 Posted November 9, 2013 lmao this character. Triple Orochi combos are hilarious, regardless of how impractical they are. Sadly I don't think he is for me. I like how 5C(1)>jc>J.2D combos on crouching enemies, though. Might have some combo potential there since it's probably better than just raw 5C(2). Don't know if char specific(Was testing on Bullet since tits make up for a good punching bag), though.
iBeK3n Posted November 9, 2013 Posted November 9, 2013 what are some of terumis overheads and blocked jump cancels? His only standing overhead is 63214B. Otherwise, go for instant j.2D. Jump cancellable moves are 5A, 6A, 5C(1) and 2C. 5A and 6A are really useful against chicken blocking. 5C(1) > j.2D is pretty good to maintain pressure but you'll notice that it'll get blocked 99% of the time. I like to condition my opponents to get used to block it, then suddenly go for j.B(2) when they respect my pressure (2nd hit often comes off as a surprise), j.C when they mash 2A or backjump cancel j.D if I know a reversal's coming (stops all momentum, though). Sent from my Nokia Lumia 920 using Tapatalk
Red Reaper Posted November 9, 2013 Posted November 9, 2013 Is 63214B even good to use as an overhead?
Ctrlaltwtf Posted November 9, 2013 Posted November 9, 2013 (edited) Is 63214B even good to use as an overhead? Short answer: no. Long answer: Hell no. Edited November 9, 2013 by Ctrlaltwtf
Chickzama Posted November 9, 2013 Posted November 9, 2013 (edited) Habits to watch out for: - 6B in block strings : The move gets stuffed by most mashed 5A and 5B, use it sparingly. - j.2D in neutral situations: Honestly, it gets stuffed by moves that aren't even AAs. I've found it to be a great air-to-air though. I was actually just talking about this with a few people. w Terumi is definitely not a zoner...he has so many frame traps, which can lead to throws/trms. Which is why I don't agree with this here... 6B is amazing. It's +4 on block, which is enough time to run up to people and throw. You can feint it to confuse people and it's throw and foot invulin, it's a Fatal on CH and, from what I've seen, it low-profiles some 5A's. 2A>5B>6B is strong. But yes, like any block string, change it up if they catch on to what they can hit you outta it. Also, I feel j.B is a much better air to air. Much faster, better range and can follow up with a combo. Edited November 9, 2013 by Chickzama
Pssych Posted November 9, 2013 Posted November 9, 2013 Terumi reminds me so much of Adon is terms of playstyle, he excels in jumps and pokes....but that's probably just the old Adon player within me talking....or I don't understand the character correctly.
iBeK3n Posted November 10, 2013 Posted November 10, 2013 I was actually just talking about this with a few people. w Terumi is definitely not a zoner...he has so many frame traps, which can lead to throws/trms. Which is why I don't agree with this here... 6B is amazing. It's +4 on block, which is enough time to run up to people and throw. You can feint it to confuse people and it's throw and foot invulin, it's a Fatal on CH and, from what I've seen, it low-profiles some 5A's. 2A>5B>6B is strong. But yes, like any block string, change it up if they catch on to what they can hit you outta it. Also, I feel j.B is a much better air to air. Much faster, better range and can follow up with a combo. My bad about that, I chose really poor words. He definitely isn't a zoner. I used the term "aggressive zoner" but in reality, on neutral grounds, he's more of a passive rushdown. And I would like to emphasize 'on neutral grounds', as he can go apeshit as soon as an opportunity presents itself. He cannot brainlessly get in like Ragna, Makoto or Bang. But I felt myself pressuring my opponent without actually pressing a button, just by chilling just outside his comfort zone, forcing a mistake/an opening. Same case for 6B, poor wording. I should've said: use it intelligently. Frametraps with 6B are great, but being hit out of is the risky part, and they ain't weak starters we're talking about! Anybody mildly skilled can start beating it on reaction if he gets used to blocking this move from about anything. Regardless, it gives great reward and beats out scrubs all day. About j.2D air-to-air, I was merely sharing an observation, j.B is a fantastic move (plus 2 hit fuzzy guard on grounded opponent is amazing!). I found myself beating a lot more air approaches I didn't expect/see, that's all! @Pssych: I don't know about that. Aside from his crazy violent personality and jaguar kick resembling j.2D somewhat, not exactly IMO. Adon's really comfortable at midrange footsies, has very safe pressure, crossups and deals crazy damage with really short combos/raw hits. He also doesn't rely on meter. I think Teru's more like Makoto. They both have moves that can be useful for positioning, they mostly counter poke (whiff punish), use frametraps a lot, command grabs, high-risk / high-reward, and Tsurugi (Axe kick) appears to have more similar uses to j.2D. Plus they both becomes much more dangerous with meter. Sent from my Nokia Lumia 920 using Tapatalk
Red Reaper Posted November 10, 2013 Posted November 10, 2013 Short answer: no. Long answer: Hell no. That's exactly what I thought. Reason I asked was because people keep saying that the only standing overhead he has is his Distortion. I was thinking you kould just block after the flash freeze.
Henjin Posted November 10, 2013 Posted November 10, 2013 That's exactly what I thought. Reason I asked was because people keep saying that the only standing overhead he has is his Distortion. I was thinking you kould just block after the flash freeze. I have actually tried that out once on someone who seemed like a complete noob and surprisingly i stood up and blocked it. like from barrier to no barrier block.
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