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Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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)?

Posted

^ 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.

Posted

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.

Posted

^ 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). 

Posted

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.

Posted

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.

Posted

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

Posted

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.

Posted

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

Posted

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.

Posted

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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