heavymetalmixer Posted March 25, 2014 Posted March 25, 2014 If worse comes to worse, A burensen can be a troll combo ender. Let's hope it has a very good minimum damage.
Guymam Posted March 25, 2014 Author Posted March 25, 2014 A Orochi in OD does the exact same animation as B orochi. This mixup isn't that great. If they have low life and you get it to connect neato, but overall block high and you won't take more than like... 2k? Unless he has 100 meter, but you could do dirtier mixups for that amount of meter. I don't know about Zanrouga at the moment since no one lands that move, especially in od, anyways. New combo routes are (crouching) stuff 5D 6B 6D and (corner) stuff 22C 5C 3C 5D 6D. 5D P2 buff means you can use it later in a combo and juggle 6D will connect. I haven't confirmed this myself, but apparently he can do 22C Lvl3 midscreen and do 665D 236D. I know he can at least connect 6C. If not, he definitely can get a meaty 2D.
Assassinine Posted March 25, 2014 Posted March 25, 2014 5D P2 buff means you can use it later in a combo and juggle 6D will connect But isnt hitstun entirely determined by combo starter and elapsed time during combo, and completely independant of damage proration? If anything i would think the level increase would make the 5D 6D link better.
TD Posted March 25, 2014 Posted March 25, 2014 It's the level increase Sent from my iPhone using Tapatalk
Owner Posted March 30, 2014 Posted March 30, 2014 So currently some japanese player have a hard time guessing Burensen A or B: https://www.youtube.com/watch?v=hnNnQ_Difx0#t=4m10s But it's only practical in the corner I guess Dirty, dirty mixup: https://www.youtube.com/watch?v=fwN0evPbVqE#t=10m10s 5C > Rapid > j.5D whiff > 3C Instead of the j.5D whiff you could mix in other jumping normals that will not whiff to keep them guessing
BigHatcH Posted April 2, 2014 Posted April 2, 2014 About Terumis 22C How do you get the max nuber of hits? i can only seam to get the middle and the minimum.
BigHatcH Posted April 2, 2014 Posted April 2, 2014 Thats what i have been doing but i can only get six hits isn't there a way to get more or am i just crazy?
heavymetalmixer Posted April 2, 2014 Posted April 2, 2014 Thats what i have been doing but i can only get six hits isn't there a way to get more or am i just crazy? Play P4U and practice All Out Attack to get a forced Fatal (15 hits and the final 16th with C or D), it's even harder that Garengeki Level 3.
Justice7541 Posted April 2, 2014 Posted April 2, 2014 Play P4U and practice All Out Attack to get a forced Fatal (15 hits and the final 16th with C or D), it's even harder that Garengeki Level 3. It's actually a lot easier since you can mash two buttons and you also have a lot more time to do it.
AvariceX Posted April 2, 2014 Posted April 2, 2014 What do you guys use to bait and punish tech rolls out of the corner? I've been using 5D to punish, but I find that if I position myself for it then it becomes obvious and they just neutral tech, but that's not so bad I guess since they're still stuck in the corner. At that distance I also have to cancel into Jagaku to combo which means I'm not getting an optimal combo if it connects, and I'm getting punished if I mess up the tech trap timing. Are there any good resources out there for tech traps with Terumi (and safe jumps while we're at it I guess)?
MotokoChill Posted April 4, 2014 Posted April 4, 2014 ^ 5D is perfect for pressuring an opponent into the corner, If you can go for jagaku, make sure you have meter built up beforehand to follow up. 6A > j.C(x4) > j.2D works well in the corner. You can also throw j.B & j.D in for more damage, try to RC somewhere and have it fall into jagaku & you'll be golden.
Justice7541 Posted April 7, 2014 Posted April 7, 2014 Terumi gets wrecked by rolls pretty badly in general. I believe you can safejump off any Orochi or Fuuenjin ender in corner but you won't get much in the way of a punish if they just roll. His 2B isn't as good as Hazama's for catching rolls either so your best bet is probably just to mash 2A and hope they don't DP. I assume by tech traps you're referring to punishing rolls, etc. not specific resets like 6A > airthrow or something.
AvariceX Posted April 8, 2014 Posted April 8, 2014 ^ 5D is perfect for pressuring an opponent into the corner, If you can go for jagaku, make sure you have meter built up beforehand to follow up. 6A > j.C(x4) > j.2D works well in the corner. You can also throw j.B & j.D in for more damage, try to RC somewhere and have it fall into jagaku & you'll be golden. I never thought of RC'ing in a launch combo for a ground combo and I've been doing that with Makoto for years. Thanks! Terumi gets wrecked by rolls pretty badly in general. I believe you can safejump off any Orochi or Fuuenjin ender in corner but you won't get much in the way of a punish if they just roll. His 2B isn't as good as Hazama's for catching rolls either so your best bet is probably just to mash 2A and hope they don't DP. I assume by tech traps you're referring to punishing rolls, etc. not specific resets like 6A > airthrow or something. Yeah I was referring to punishing rolls, I actually just played in my first BB tournament in a long time on Sunday (and first tournament ever as Terumi) and realized how far my Terumi has to go. I played pretty terrible though and did much better in casuals after, but the stuff I'm used to working just wasn't working on tournament players. Everyone waited to tech/roll on the ground so resetting into 6A never accomplished anything other than getting me punished (I should have picked up on this and blue-beat them but you only get so many opportunities in tournament). I guess it doesn't really help that the only matchup I know is Nu-13 (which is just lose really badly until you get in, then win really easily when you do).
Justice7541 Posted April 8, 2014 Posted April 8, 2014 People in general are going to want to roll against Terumi because by now everyone knows he has very few answers to it. Ending your combos in Orochi/Fuuenjin and/or resets is really your best option for keeping pressure on, you should never end with Jagaku if possible.
Assassinine Posted April 9, 2014 Posted April 9, 2014 Doesnt the 1.1 patch solve jagaku's issue by pushing Terumi back slightly further?
Axle_the_red Posted April 10, 2014 Posted April 10, 2014 Is there an eta on 1.1 being released? PS3 tag: meester_muuffin
Guymam Posted April 11, 2014 Author Posted April 11, 2014 Doesnt the 1.1 patch solve jagaku's issue by pushing Terumi back slightly further? In the corner, yeah. It helps. I think patch was sometime in May? I'm not sure.
Axle_the_red Posted April 11, 2014 Posted April 11, 2014 Awesome, thanks! Here's a question about actual playing Terumi. How do you apply pressure, especially when the opponent barriers? I feel like I can't do anything when they barrier. When I try to run back in, I get hit. About the only thing I catch people with is the command grab, since it's deceptively long ranged/hits in the air. PS3 tag: meester_muuffin
Giggles454 Posted April 11, 2014 Posted April 11, 2014 Try cancelling your normals into 6B or faking the 6B and going for a throw. You could also just jump cancel normals to keep pressure. Just make sure you don't end your blockstrings with 236D.
Axle_the_red Posted April 11, 2014 Posted April 11, 2014 Is there an easy way to go 5c->j.2d in blockstrings? You can make it gapless, right? PS3 tag: meester_muuffin
Owner Posted April 12, 2014 Posted April 12, 2014 Easy way? 5C > JC > j.2D is the one of the more easier ways to do it and its the only string into j.2D that is gapless 2C > JC > j.2D is also possible but it leaves a gab in which your opponent can just AA or 5A For advanced usage i prefer links: 5B linked into j.2D If you do the j.2D to early you stay on the ground and do 2D
TD Posted April 12, 2014 Posted April 12, 2014 2a , 2d (if it is blocked on the ground) and 6b are also good links into j2d. any deep jumpin -> 5a -> j2d also works. only 6c j2d is gapless but its probably his most famous mixup - and not in a good way.
Axle_the_red Posted April 12, 2014 Posted April 12, 2014 Every time I 5c-> j2d I jump too high to make it gapless. I guess it's just an issue of execution? Can you buffer it at all? 5c -> jc 2d? Or do you have to actually time all of it just right? PS3 tag: meester_muuffin
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