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Posted

But this doesnt always work. If they are just holding a button to break out the combo, then yes. But other than that, they can just drop controller and pick it up later, or barrier block it.

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Posted

Not really broken stuff to be honest, you're opponent would have to be paying attention to how the wind blows in his room or eating a sandwich to get hit by this, sadly this seems to be the case for a lot of people online so have fun xD.

Now to get something really juicy to the discussion, so far from the tests on the lab with mirrored Terumi's, it turns out that j.D even when done immediately during a jumps startup (ala TKj.2D) it will never be negative on block in fact when done immediately I was neutral on block and traded with Terumi's 2B with my own micro dashed one. So let's say we hit j.D just a tad bit later, we are already at plus advantage and could possible reach with 2B to get some nice pokes in and even go for pressure with a chain into 6B or omit 2B for 5B. Still testing but it seems to be giving positive results consistently. This is assuming j.D was done after a single jump, it will most likely not lead to the same results when done on a double jump (time will tell).

Also I tested 6C (when the opponent is not in midair) versus 236D and it seems 6C is the winner between the two. With 236D you can punish forward rolls/quick get ups with another 236D, backwards rolls with micro dash 5D and whiffs on neutral tech (safe on whiff).

Now with 6C you can punish backwards rolls/quick get ups with 236D, whiffs on neutral tech but you have frame advantage (possibly +2) and you can catch forward rolls with 2B for a full combo. You may not get the extra heat provided with 236D but this leads to a much more favorable position where you don't need to have a cold hard read to maintain pressure, and if you have a minimum of say 21 heat you get just enough for a 41236C for a full combo into our second best knockdown 22Clvl3.

If you happen to whiff a 236D during their forward roll you will be negative and back at neutral, but it's not such a bad situation considering it leaves you at just a little over max range 5D and if you have the life lead you could just jump back j.D or if your feeling ballsy 2D.

Now as for mix ups, jump barrier after 2C, 5B, or even 2A may be the way to go for better mix ups. J.2D albeit +3 on block can get predictable and will eventually get IB'ed. Terumi has such a fast jump that he can get away with going for jump barrier mix ups more so than other characters. Say after they respect dash 5B pressure you could sneak in a 2A then jump barrier and then empty jump low, or if you don't want to risk to much 2C > jc > barrier > empty jump > 2B.

Now this is assuming you have them respecting your pressure, good players can react to this with their respective anti airs (Koko 6A. Bitch). This is all I have so far and it will only improve from here my fellow curb stompers. If you find anything post it and I'll try to contribute so it gets fully explored.

Posted

Not really broken stuff to be honest, you're opponent would have to be paying attention to how the wind blows in his room or eating a sandwich to get hit by this, sadly this seems to be the case for a lot of people online so have fun xD.

Now to get something really juicy to the discussion, so far from the tests on the lab with mirrored Terumi's, it turns out that j.D even when done immediately during a jumps startup (ala TKj.2D) it will never be negative on block in fact when done immediately I was neutral on block and traded with Terumi's 2B with my own micro dashed one. So let's say we hit j.D just a tad bit later, we are already at plus advantage and could possible reach with 2B to get some nice pokes in and even go for pressure with a chain into 6B or omit 2B for 5B. Still testing but it seems to be giving positive results consistently. This is assuming j.D was done after a single jump, it will most likely not lead to the same results when done on a double jump (time will tell).

Also I tested 6C (when the opponent is not in midair) versus 236D and it seems 6C is the winner between the two. With 236D you can punish forward rolls/quick get ups with another 236D, backwards rolls with micro dash 5D and whiffs on neutral tech (safe on whiff).

Now with 6C you can punish backwards rolls/quick get ups with 236D, whiffs on neutral tech but you have frame advantage (possibly +2) and you can catch forward rolls with 2B for a full combo. You may not get the extra heat provided with 236D but this leads to a much more favorable position where you don't need to have a cold hard read to maintain pressure, and if you have a minimum of say 21 heat you get just enough for a 41236C for a full combo into our second best knockdown 22Clvl3.

If you happen to whiff a 236D during their forward roll you will be negative and back at neutral, but it's not such a bad situation considering it leaves you at just a little over max range 5D and if you have the life lead you could just jump back j.D or if your feeling ballsy 2D.

Now as for mix ups, jump barrier after 2C, 5B, or even 2A may be the way to go for better mix ups. J.2D albeit +3 on block can get predictable and will eventually get IB'ed. Terumi has such a fast jump that he can get away with going for jump barrier mix ups more so than other characters. Say after they respect dash 5B pressure you could sneak in a 2A then jump barrier and then empty jump low, or if you don't want to risk to much 2C > jc > barrier > empty jump > 2B.

Now this is assuming you have them respecting your pressure, good players can react to this with their respective anti airs (Koko 6A. Bitch). This is all I have so far and it will only improve from here my fellow curb stompers. If you find anything post it and I'll try to contribute so it gets fully explored.

 

2C > jc > j.D seems like a good way to get mashers to respect and bait some DPs, the problem is the distance between Terumi and the opponent after it.

 

And what about using 6C as ender in the corner? Is it good for anything?

Posted

2C > jc > j.D seems like a good way to get mashers to respect and bait some DPs, the problem is the distance between Terumi and the opponent after it.

 

And what about using 6C as ender in the corner? Is it good for anything?

2C > jc > j.D can be decent, but you don't really get much of a reward for it. Still looking for ways to bait anti air attempts/DP's and get a proper punish.

6C ender in the corner I haven't tested yet, but from my experience in matches it seems to catch forward rolls pretty well with 2B and You should remain safe (maybe plus) even if you whiff it when they neutral tech.

Posted

I don't know If someone said this, but . . .

I think I discovered something useful

 

It works Midscreen and Corner (in corner overall).

 

In a combo when the opponent is knocked, after a 5C do a 2C > jc > slightly delayed j.C. Basically the j.C is meaty but unlike 2D, they don't have too much time to think and when both are falling, Terumi can keep the pressure or even do mixups. It works without a problem if they air tech (no matter which direction), but if they wait until they touch the ground to tech, our options get a bit tricky:

 

1. Forward tech: it can be punished with 5B and 2B (only 2B on Mdiscreen).

2. Backward tech: it can be punished with 5B, 2B, 5C and 2C (only 2B on Mdiscreen).

3. Quick wake-up: use Terumi's fast options to do another combo (5/2A, 5/2B), or bait.

4. Neutral tech: I don't really know what to do in this situation, maybe mixups?

 

Note: if they air tech and you hit them, depending on the height you finish with j.2D or link a 2B to do a usual corner combo (obviosly shorttening the combo at the end). I don't know if the 2B works in Midscreen.

Posted (edited)

This is a nice way mix them up in the corner and midscreen with our characters speed (might be a bit harder to apply due to requiring meter but still noteworthy none the less). If they block j.C we could go for an air throw, poke with 5A (or 6A for an air unblockable attempt) then jump cancel barrier for mix up or maybe even command grab as they land (risky, low reward). I should try and see if meaty j.C could work on other scenarios that involve forcing them to air tech, could really add to my game plan versus certain match ups.

I haven't tested this set up yet but I would assume if they just fall to the ground we can just pick them up with 2B/2C/22C and blue beat the combo for a better knockdown so they will be forced to tech or risk getting closer to the corner.

Terumi in general has some pretty good options to pick people up if they decide not to tech, notably with J.2D since it leaves such a large window to pick them up to continue the combo if they don't emergency tech allowing you to go for your favorite oki options of that (gotta test if a safe jump is possible when ending combos with J.2D).

Edited by Don Blow Jon
Posted

Some of Terumi's changes on BBCP 2.0: http://youtu.be/Mw6fQFOem6c?t=1m27s

 

What i got from this:

 

j.D can now be canceled into j.2D on block and on hit.

 

Air messenga is.. easier to combo into? Not sure on this one since i barely use air messenga.

 

Air Messenga now has invincibility?

 

It looks like 236D lost some of it's range but has shorter recovery?

 

EDIT: Here's the translation of the changes by SoWL:

 

- j.D can now gatling into j.2D.
- Aerial Jakyou Messenga (j.41236C) now acts differently on hit.
- Jageku (236D) has less recovery on whiff.

 

Guess it was my imagination then... felt like they nerfed the range on 236D.

Posted

Looks like 236236D doesn't launch them across the stage anymore either, leaves them closer to put pressure on them afterwards. Looks like some pretty nice changes so far. That 236D recovery though, ora for days.

Posted

Reliable Overhead setups? Air Messenga being useful? New theme composed by Saint Daisuke and named Silent Scream?!

Posted (edited)

236D whiff recovery reduced, eh? Maybe doing somthing like 5B > 5C > 3C > 22C lvl3 > 66 5D > 236D (whiff) will become more useful for oki or gimmicks.

 

Another thing: https://www.youtube.com/watch?v=m1y_b6_xblE&t=36s

 

Edit: I was wrong about 22C, it just that the sound confused (it sounded different than usual.)

 

Edit 2: It looks like ths sound changed because Terumi does the the 7 stomps faster than before, maybe that will help in extending some combos because of the game timer.

Edited by heavymetalmixer
Posted

Damn.. it sucks that the 6D nerf stayed. My character-specific 5.1k combo is pretty much gone now. As well as some OD combos i JUST LEARNED a few days ago..   :cry:

 

EDIT: Wait... hold on.. if they only changed the regular version of 6D and didn't change the OD version... one of my OD combos should still work.

Posted

Damn.. it sucks that the 6D nerf stayed. My character-specific 5.1k combo is pretty much gone now. As well as some OD combos i JUST LEARNED a few days ago..   :cry:

 

In the video there's nothing about 6D, where did ASW confirm the 6D nerf?

Posted

In the video there's nothing about 6D, where did ASW confirm the 6D nerf?

The video above (not yours) has a Terumi that did not seem to be able to follow up with 236D after finishing the combo with 6D. Now, I reserve judgement until release.

Posted

This one? https://www.youtube.com/watch?v=DrsWN7pMjDM&feature=youtu.be&t=15m40s

 

It's true that it looks like it has a faster startup, but the combo that the player used wasn't available to be followed:

 

1) He already used 236D, so using it once more results in SMP making the Nu-13 tech inmediately.

2) I always finish that combo with 6D, because of the timer, it can only be followed with 22C lvl1 and depending on how many hits Terumi did before the 63214B.

Posted

2.0 training mode (goes up through about 2:28, so 30+ minutes without the breaks)

Quality is pretty low.

 

6D > 236D works both midscreen and in the corner

Looks like 6D > 5C doesn't work, even off 6D raw (2:11:45, 2:18:45)

6D > 6C works, though? (2:13:30)

6D > 5A works (2:27:25)

Posted

2.0 training mode (goes up through about 2:28, so 30+ minutes without the breaks)

Quality is pretty low.

 

6D > 236D works both midscreen and in the corner

Looks like 6D > 5C doesn't work, even off 6D raw (2:11:45, 2:18:45)

6D > 6C works, though? (2:13:30)

6D > 5A works (2:27:25)

 

It looks like 5C got slower, just look at 1h:59m, he was trying to do 5C after 22C lvl1 (possible in 1.1) but he couldn't. And it coudn't be used to follow 22C lvl3 in the corner.

 

2h:11m:29s, Terumi's backthrow in the corner (Terumi facing thg the corner), can be bollowed with 66 5B.

 

2h:16m13s, Backthrow into 236236D works (I don't know if it works on 1.1).

Posted

http://www.twitch.tv/central804/b/576264996?t=413m

 

6h:55m50s, 5B > 3C > 22C lvl3 > 5C worked

 

Something that I think did change about 6D is that it sends them flying lower than before, so following it with 5C doesn't seem to be possible. At least we know that it can be followed with 5B and maybe there are other options.

 

That's for the moment, I'll watch the rest of the video later.

Posted

http://www.twitch.tv/central804/b/576264996?t=413m

 

6h:55m50s, 5B > 3C > 22C lvl3 > 5C worked

 

Something that I think did change about 6D is that it sends them flying lower than before, so following it with 5C doesn't seem to be possible. At least we know that it can be followed with 5B and maybe there are other options.

 

That's for the moment, I'll watch the rest of the video later.

 

So far 5B and 236D still works after 6D

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