fogelstrom Posted November 13, 2013 Posted November 13, 2013 Luckily for me I'm playing against Haku and Kagura mostly so -7 isn't that big of a deal. But online against e.g Ragna... q_q
Justice7541 Posted November 13, 2013 Posted November 13, 2013 -7 isn't that bad, Jin is like the only character who can punish that meterless. Otherwise if you space it right and they instant barrier it's -10 and you're out a mile due to pushback and maybe punishable by like Ragna, Izayoi and Platinum and whoever else has a long 5b 10f or less. I think Valk too maybe. Sent from my SAMSUNG-SGH-I747 using Tapatalk
fogelstrom Posted November 13, 2013 Posted November 13, 2013 Yeah but still. I don't feel it's something people should be spending meter on unless the opponent has 25% or less barrier. If it's a scrub okay and if you want to use it for throw mixups for throw reject miss... but still not that heavily a dimension in his offense. (imo)
heavymetalmixer Posted November 14, 2013 Posted November 14, 2013 Jagaku doesn't care about SMP? https://www.youtube.com/watch?v=vjjAa-AJUDE#t=29m15s
Justice7541 Posted November 14, 2013 Posted November 14, 2013 That Terumi got butchered. Maybe the game felt bad for him and just gave him the one combo he managed to hit.
Justice7541 Posted November 16, 2013 Posted November 16, 2013 Okay so I'm starting to think it's always better to end combos with Orochi instead of Fuuenjin in most cases, just because the oki you get from it is way better. Off any Orochi in the corner: - 2C (opponent airtechs) forward jump to: -> Against neutral airtech: j.B(1) 2B (high -> low), j.B(2) 2B (high -> high -> low), OR j.B(2) j.2D (triple overhead). Loses to reversals but can safejump some of the slower ones, like Azrael's Scud Punishment. -> Against forward airtech: j.B (hits) dj.C j.2D. Straight-up punishes it. -> Against back airtech: j.B (gets blocked in air) > j.C (falling) > 5A mash > 6A OR 214D (AUB or throw mixup) - 5A (whiff) 8j.B 2B: Safejumps neutral tech, meaties forward and back roll In general, lets you autopilot to cover a bunch of bases.
fogelstrom Posted November 16, 2013 Posted November 16, 2013 Based on minimum damage you are gonna want to do Soutenjin if below 100%, only for the kill below 100% meter that is. Orochi for oki for obvious reasons detailed above. Fuuenjin should only be used with 100% really. And even then if I don't personally kill with that I still go for Orochi just for oki if I'm not in OD and wanna steal that meter and also in that case Fuuenjin minimum damage is better and Orochi has bad oki.
Fade Posted November 18, 2013 Posted November 18, 2013 (edited) Not sure how viable this is but I found this a little earlier, wondering if people will get hit by it. Fwd Throw in the corner. 22c, 2c 5c 3c 6d 22c airtechs into the 22 c reset On another note, does anyone know what Mesenga, Air Mesenga, and 6C are on Block? Edited November 18, 2013 by Fade
Giggles454 Posted November 19, 2013 Posted November 19, 2013 In general, lets you autopilot to cover a bunch of bases. Sweet, that's looking great
Justice7541 Posted November 19, 2013 Posted November 19, 2013 I just realized how hilariously short Terumi's throw range is. It is literally like one pixel long. You can be overlapping with the opponent and still whiff the throw. He may have the shortest throw range in the game. Maybe 6C kara will work.
LionHeartx Posted November 19, 2013 Posted November 19, 2013 yeah I really hate the shorter throw ranges in general. point blank 2A chained into throw (for TRM) whiffs if barrier-ed for most characters. also only took 3 weeks but people are now late teching 3C, 2D oki and i dunno what to do. RIP
Fade Posted November 19, 2013 Posted November 19, 2013 I think the throw range is short because of the 6b dash, not sure though. If they are late teching do more chasing, and 6c rc I want to say.
LionHeartx Posted November 19, 2013 Posted November 19, 2013 I dunno im not really comfortable tech chasing with him since 2B has such terrible recovery for whatever reason. Maybe I should try 2C since its jump cancleable? Also I'm mostly talking about 3C, 2D after Orochi ender so I think they would end up teching out of 6C. I'll try it though next time I get a chance to play.
Justice7541 Posted November 19, 2013 Posted November 19, 2013 You can tech chase with 2A too. You won't get as much out of it (2A 5B 6A j.C j.C j.2D is pretty much the extent of it) but it's still better than nothing. Plus you get oki again if you do that.
fogelstrom Posted November 19, 2013 Posted November 19, 2013 also only took 3 weeks but people are now late teching 3C, 2D oki and i dunno what to do. RIP I have not experimented with this at all but the first thing that came to mind is to do 3C, 2B, 5C etc. Since the time between 3C and 2B you'd might pick them up and if done 2-3 times I bet they choose to eat a 2D block mixup rather than 3k dmg and giving you 50+ meter. If you try it out let us know the results!
Elochai Posted November 19, 2013 Posted November 19, 2013 Why does Terumi's counter super "lose" to some DPs? I noticed that Ragna's DP, Tsubaki's DP, and for some reason, Jin's Hizangeki (not a DP) completely ignore the counter. It's kind of silly that you try to bait someone to DP, input the super, and then they just land behind you .
Chaoschao222 Posted November 19, 2013 Posted November 19, 2013 Why does Terumi's counter super "lose" to some DPs? I noticed that Ragna's DP, Tsubaki's DP, and for some reason, Jin's Hizangeki (not a DP) completely ignore the counter. It's kind of silly that you try to bait someone to DP, input the super, and then they just land behind you . does not activate on projectiles. It also just guard points moves with invinc., like Ragna ID. Basically meaning it doesn't activate on ID, he just walks through it. Can't RC. Doesn't activate from behind, guardpoints. Gets grabbed. Gets hit by lows.
LionHeartx Posted November 20, 2013 Posted November 20, 2013 I have not experimented with this at all but the first thing that came to mind is to do 3C, 2B, 5C etc. Since the time between 3C and 2B you'd might pick them up and if done 2-3 times I bet they choose to eat a 2D block mixup rather than 3k dmg and giving you 50+ meter. If you try it out let us know the results! hmm sounds viable. thanks. will definitely let you know how it works out for me. and yeah his counter super is turrible. least its less bad in OD, not like that matters much lol.
fogelstrom Posted November 20, 2013 Posted November 20, 2013 I did 2C when playing yesterday but it was mostly by accident to tell you the truth. I did hit people but I never followed up properly. I think 5C might be out of range after hitting 3C on people in the corner... still haven't tested properly. Too busy playing :V And 236236A is indeed really horrible. The only time you are going to want to use it is when you have 50% and back to corner for RC combo. Granted you get 7k without OD activation. But it's so bad that 623B RC is well worth that 100% meter instead. 236236A is nice for people who tend to overuse certain block string or patterns. Bullet players for example 90% of the time stick out 2A after 5C, her 5C is +0 on normal block and her 2A doesn't hit low. If you have good reactions you can 236236A common strings such as 5C, 41236C from Hakumen aswell. But as reversal it's just really stupid and bad.
Justice7541 Posted November 20, 2013 Posted November 20, 2013 Having a counter that stuffs safejumps is always a good option regardless. Especially when said counter goes into big damage in the most common pressure situation. Sent from my SAMSUNG-SGH-I747 using Tapatalk
Justice7541 Posted November 20, 2013 Posted November 20, 2013 Anyway, now that Terumi's been out for a while, how are we evaluating him overall? Personally I think he's really strong, maybe even OP, but I play Izayoi and Kagura otherwise so everyone seems OP by comparison. Still though: - Outrageously high damage output off standard pokes like 5b and 2b. Non-CH 5b can net you as much as 5k+ midscreen. - Really good pressure. 2a and 5b being plus on block coupled with his super fast run speed and ability to start decent combos off random long range pokes like 5d, 2c etc. gives him very good risk/reward in his offensive game. - Strong mixup. Nothing Izayoi-tier but j.2d, j.b, 3c, 2b, etc. all make for nasty high/low/frametrap options. - Strong defensive game. Requires meter to reversal but so does most of the cast and it's not like Terumi doesn't always have meter. 6a is a very strong AA and becomes 5a on crossup which is also a good AA. Has huge damage potential off his pressure escapes which skews the risk/reward substantially in his favor. - Strong neutral overall. Covers all distances with good pokes for everything. I was going to list his weaknesses but I'm not even sure he has any.
TD Posted November 20, 2013 Posted November 20, 2013 personally l think hes average maybe a little less than that but l don't have much time to justify my claim, so i'll do so later.
Guymam Posted November 20, 2013 Author Posted November 20, 2013 (edited) Good damage, excellent meter gain. Good pressure, good throw game with + moves and 6B feints Useful OD for damage and meter gain utility plus buff on range of certain D normals Okay high/low game Little to no crossup game Bad neutral, bad midscreen buttons Gets zoned pretty hard, if put under pressure without meter has no reversal, can mash out Characters with good midrange buttons, reversals, zoners, and mobility characters give him problems. Probably solid B However, those are just my opinions on my time with him. Edited November 20, 2013 by Guymam
Justice7541 Posted November 20, 2013 Posted November 20, 2013 Hmm, I feel like his range game isn't that bad. He's got 5d to beat out long pokes/short zoning and Messenga punishes fullscreen stuff hard. Not to mention just running really fast is also a huge plus against zoners. As for mobility characters I dunno, I don't see why he'd have problems keeping up considering he is basically one himself. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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