CharlieDowncast Posted December 31, 2013 Posted December 31, 2013 Let me tell you all something There is no greater feeling Then when you get pissed off as all hell because some stupid shit with Google Docs goes down And you go over to your friend's house You ask him if you and he can go play online with his imported copy You select Terumi AND STOMP THE MOTHERFUCKING SHIT OUT OF EVERY GODDAMN RAGNA PLAYER YOU COME ACROSS! .....Also 22C is still da god. I second this with an iron boot XD Sent from my iPhone using Tapatalk
TD Posted December 31, 2013 Posted December 31, 2013 For the combo that worked outi actually do level 3! Sometimes though if the combo gets lengthy i have to do lv 1. : / Id have to watch videos but i have to wonder if theres a way to link 3C to 6D without a walk. I dunno. Sent from my iPhone using Tapatalk 3c 6d works on two simple factors. The height which is required, and combo length which sometimes plays a part. Basically, the foe needs to be hit at the top of 3c's hitbox. It will knock the foe at the appropriate height to continue their untech time and allowing 6d to hit. It's why 2c 5c 3c 6d hits, because the other four hits knock them high enough. If the character is fat enough while on the ground, stuff like 5c 6d and even just 6d works depending on the combo, leading to different combo routes. Combo length is simply a dictator of the combo that sometime makes 3c 6d drop if the combo is too long. Basic stuff really but needs to be factored in basically every combo. If the combo is too long I recommend lv1 22c. The only times I think lv3 22c is good is: beginning of the combo (the magic number for beginning is 4), on a good hit that can be followed up with messenga/jarin mid screen or attacks in the corner, or in tandem with crush trigger early in the combo. Otherwise, lv2 is the equalizer between decent damage, meter, and time consumption.
FarStar Posted January 10, 2014 Posted January 10, 2014 just wanted to know if anyone knows about any really really good terumi players floatig around on youtube or nico. ive kinda been scouring jourdals channel looking for an exceptional terumi player, but the last good one ive seen in a while was noze and there havent been any videos of him in a good while. since im waiting til the game comes out in NA, i just wanna whet my whistle with a good player i can learn from.
Poultrygeist Posted January 11, 2014 Posted January 11, 2014 Hello all. I'm new to DL and don't really see myself posting much outside of the character subforums but who knows. Apologies if this is common knowledge by now, but I was messing around in training mode and I found something I thought was sort of interesting. So do this corner combo blahblah, 22C 2C 5C 3C 6D 236D and you should notice that 236D restands them meaning you can't properly cancel into anything. So I got to thinking would it be worth cancelling into the counter distortion? The move isn't generally regarded as good, but I can see at least one unsuspecting player seeing that they're restanding and trying to disrespect or punish Terumi now that they're back on neutral and maybe it will work? I guess they'd have to not know about this at all or they can see it coming cause AFAIK Terumi's counter is pretty ass.
TD Posted January 11, 2014 Posted January 11, 2014 Too risky and not worth it. They do anything but a mid on the ground and you get punished. They do nothing and you get thrown/fataled. You hit them, you do only decent damage without 100 heat, and you end up in the corner with no heat. Iirc they only stand on smp, but they can air tech as well (see: fatal). Basically there are so few ways to get into a favorable situation from this setup, and sooo many ways for it to go wrong.
REPTILE0009 Posted January 18, 2014 Posted January 18, 2014 So whenever you have 100 heat, in what situations would you use either Terumi’s Jabaku Fuuenjin or his Jarin Renshouga supers?
Dragon_Reaper85 Posted January 18, 2014 Posted January 18, 2014 Sup guys! I been playing with Terumi which who I think is awesome I needed help with some blockstrings. I know a lot of combos as it is....yeah I know I utilize practice mode for combos. I know only a little about Terumi and my winning ratio is meh all the depends of the level of the player. But I want to actually have a win where I don't feel like my combos were the only effect on a player.
drzero7 Posted January 26, 2014 Posted January 26, 2014 blockstring, like do some pressure and then continue with 6B is what I usually do. And here's a difficult blockstring that require 50% meter. 5B, 5C(1), RC at first hit in midair, jB, land, 2B, and then either pressure or combo. Depending on the timing (i.e. how fast you RC and then throw out jB) jB will either come out as 1 hit or 2 hit (2hit if done really fast) This usually open-up plays as ur doing 1 overhead into low or 2 overhead into low. My question, is there a point of Terumi's CT? It's real slow AND totally unsafe on block. And I don't think there's even a use in combos either. (Kinda like his counter assault totally whiffs on crouchers, and is only good if you block an airborn foe's attack.)
fogelstrom Posted January 26, 2014 Posted January 26, 2014 You can use CT after 22C in corner and 6C CH. As for blockstrings... I don't know Terumi kinda sucks and if someone IB's good you're pretty screwed especially at 5C. Things I like are 2C, 5C(1), jc, j.2D whatever, 2C, jc, j.2D whatever, 5C, 6B whatever, 5C, 2C, 6B whatever, 5C, 2C, 5D, 6B "mixups" To open them up to 6B if they just block all the time use the cmd grab, cancel into it obviously. Tick throws are good. Always use back throw midscreen for better dmg meterless. You can delay 5B really long after 2B to trap people. 5B is +2 on block so you can 5B, 66, 5B, 66, 5B if you are good with dash pressure. j.2D can be substituted for neutral/forward jump j.D if they always counter j.2D after a while since you only have 2 moves that have jc. gl winning.
Fame96 Posted January 27, 2014 Posted January 27, 2014 Does anyone know a good combo to use after the cmd grab? I'm not having any luck with one.
Zeromus_X Posted January 27, 2014 Posted January 27, 2014 Combo'ing into a super is about all you can do. You can do cmd throw > Burensen > 22C in the corner but they'll tech before 22C finishes (the cmd throw is a Very Short starter iirc) Cmd throw > Burensen (2180 dmg) Cmd throw > 100 meter Fuuenjin (3248 dmg) Nice to get a good chunk of unburstable damage at least.
Assassinine Posted January 30, 2014 Posted January 30, 2014 I dont know if this was already known or not, but i just found something interesting. Normals that cannot be overdrive cancelled will buffer the overdrive input for as long as you hold the button. However, if you aren't extremely precise you can accidentally get a rapid cancel instead, so this is much safer if done using a 1-button macro. Normals that can be cancelled into other attacks seem to be unable to take advantage of this (for example, hakumen 6B cannot be OD cancelled, but it will cancel into drive if you try to buffer OD. This doesnt seem to be the case with specials, only with normals that cannot be OD cancelled. - What this means for Terumi, is that you can press and hold the OD command during 6C to get a frame perfect raw overdrive after 6C recovers. You can even press from the first hit of 6C and hold it until 6C finishes, and it will continue to buffer. This makes CH 6C , OD Soutenjin a much more forgiving link, especially online.
CharlieDowncast Posted January 30, 2014 Posted January 30, 2014 Im not sure if this is known either but i was in practice mode trying to figure out ways to combo after Terum's command throw, and i figure out that if you have heat, during the command throw, you can input and command to do a DD and it will link up Sent from my iPhone using Tapatalk
TD Posted January 30, 2014 Posted January 30, 2014 every little bit helps. Im not sure if this is known either but i was in practice mode trying to figure out ways to combo after Terum's command throw, and i figure out that if you have heat, during the command throw, you can input and command to do a DD and it will link up Sent from my iPhone using Tapatalk known already (in the wiki)
Guymam Posted January 30, 2014 Author Posted January 30, 2014 BBCP2 is coming. New moves for Terumi including a low version of Burensin and an AA version of Jarin. ZZZZZZZZZZZ #whensbetterMixup
Starlight777 Posted January 30, 2014 Posted January 30, 2014 (edited) BBCP2 is coming. New moves for Terumi including a low version of Burensin and an AA version of Jarin. ZZZZZZZZZZZ #whensbetterMixup Terumi gets Superflash mix-ups now? Not like this Arcsys, not like this. I can only hope that they at least buff Zanrouga. There is no reason it should be so hilariously easy to blow up. Edited January 30, 2014 by Starlight777
Assassinine Posted January 30, 2014 Posted January 30, 2014 Is that all they are, alternate versions of what we have, rather than new DDs entirely? If they do give us a silly 50/50 superflash mixup and expect us to use it, i hope they at least make Burensen a better starter. I think its Very Short right now, cant even recover much of the meter spent, let alone get good damage.
Justice7541 Posted January 30, 2014 Posted January 30, 2014 Isn't Burensen safe on block? And it's like 7f actual startup so it's basically an unstuffable overhead. Give him a low that looks sufficiently similar with a shorter superflash and hilarity ensues. If there's any change he needs, it's that Burensen needs to animate substantially quicker. Every time I fight some scrub Terumi who just does 5b 5c 236c Burensen for 2k over like 10 seconds of animation I just want to quit the game. Sent from my SAMSUNG-SGH-I747 using Tapatalk
Assassinine Posted January 30, 2014 Posted January 30, 2014 Burensen needs a starter rating buff and both versions need to be neutral or plus on block if they want us to use superflash mixup. VS starter for 50 meter is pitiful. We need N starter if we want to make back our meter investment.
Fame96 Posted January 30, 2014 Posted January 30, 2014 Burensen is -2 on block so it will just end your pressure if they block it. I'm worried that they are going to make it unsafe though. I hope that they buff his command grab through the roof. At least decrease the startup to 11 frames and i can put up with it being a very short starter.
Fame96 Posted January 30, 2014 Posted January 30, 2014 I found the translations for the terumi changes. - Garengeki made long combos too easy. - Has "few" new moves added - Orochi now has a low variant. But its start up is slow enough for it to be reacted and blocked. - So, and since the B Orochi is an overhead, you can now do 50/50 mix-up with B Orochi and the new version. - Anti-aerial version of Jarin Renshouga added. OD version is unblockable - Time when you can cancel his specials with distortions has increased - Jagaku can now be DD cancelled even when first hit is blocked. - So you can now close with Jagaku and throw 50/50 of two Lacerations
Myoro Posted January 30, 2014 Posted January 30, 2014 I found the translations for the terumi changes. - Jagaku can now be DD cancelled even when first hit is blocked. - So you can now close with Jagaku and throw 50/50 of two Lacerations Kind of a "well I'm already screwed" attempting 50/50 distortion here. Well at least you can do 236236A to catch 2A mashers now.
Justice7541 Posted January 30, 2014 Posted January 30, 2014 Well if Burensen remains safe on block it's basically an alternative to doing 236D RC > mixup. Sent from my SAMSUNG-SGH-I747 using Tapatalk
NecroTheReaper Posted January 30, 2014 Posted January 30, 2014 Maybe they'll make the high safe and the low + xD be so weird having a DD + on block.
Myoro Posted January 30, 2014 Posted January 30, 2014 Well if Burensen remains safe on block it's basically an alternative to doing 236D RC > mixup. Sent from my SAMSUNG-SGH-I747 using Tapatalk Except with the RC mixup you get better starters, more mix-up opportunities, and meter from driving their block.
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