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Posted

https://www.youtube.com/watch?v=pDI-4l4iez8&t=4m51s
CH 6A > jc > j.C > fall > max range 6D > 5B > 5C > 22C lvl 2 > 66 5D > 6C
works in midscreedn: 2818 Dmg / 14 Heat

https://www.youtube.com/watch?v=pDI-4l4iez8&t=7m6s
CH 6A > IAD > j.C > fall > 5C > 63214B > 66 3C > 5D > 6D > 236D works close
to the corner: 3991 Dmg

 

https://www.youtube.com/watch?v=pDI-4l4iez8&t=15m7s
2A > 5B > 2C > 5D > 236D works on midscreen (good to see is still there):
1478 Dmg / 37 heat. Maybe 5B has less pushback now.
 

CH 6A leads to crazy stuff now, I'll stop posting about it.

  • 2 weeks later...
Posted

Besides delayed 236D after 22C lvl 3 for tech punishes in Midscreen (even baits and mixups with neutral jump > barrier), do anyone of you know a way to tech punish in Midscreen after 236D or 6C?

Posted

Besides delayed 236D after 22C lvl 3 for tech punishes in Midscreen (even baits and mixups with neutral jump > barrier), do anyone of you know a way to tech punish in Midscreen after 236D or 6C?

After 236D you can use another 236D to catch no tech and forward rolls (will be much more effective come 2.0), micro dash 5D to catch back tech and go into a full combo with 41236C.

As for 6C, micro dash 2B or 236D will catch no tech and back rolls (might be character specific), any other normal (preferably 2A) will just catch them forward teching.

Posted

After the past 2 Xrd hype induced weeks I finally decided to freaking post my findings with our boy.

Mainly I've been focusing on applying mix ups that can get j.2D to hit on the later active frames so it stays plus on block and to make use of the changes to j.41236C.

Now on to the first goal, j.C gatlinged into j.2D is still the go to for the latter to hit on the later active frames as to allow a combo on crouching hit, j.B into j.2D is looking to be a viable option if timed properly but needs to hit on the early active frames and at a certain height to allow the gatling to be possible. Finally j.D into j.2D in my opinion has little potential as a mix up option and more as a free way in for Terumi if it's possible to time it right.

Now to make use of that new hotness j.41236C, after j.B is blocked in the later frames or j.C's third hit connects it gives you just the right amount of block stun to go for a fuzzy set up with instant j.A and allows you to combo into 623B (go to option) or j.41236C. Sadly in the current version j.41236C doesn't allow for a follow up unless it hits at a certain angle or you have your opponent cornered.

However this is not the case with 2.0, fuzzies will be even more rewarding and allow for his best oki knockdown with the following combo j.A > j.41236C > 2A > 5C > 2B > 5C > 22Clvl3(lvl2 in 2.0) which nets 2.1k.

Another thing I've been working on is jumping after a deep 2A to go for a cross up j.B which can lead into a guess between an empty jump into low or a jump cancel into j.2D.While it may be unsafe as all hell no one really expects it, and by the time they see you jumping you're probably already hitting them with j.B. This can work of other blocked normals such as 5B or 6B but 2A has the royalty of being throw cancelable for when they try to eagerly hit you out of your jump start up. It's also possible to make certain anti airs whiff such as Kokonoe's. Cross up j.B mix ups can also be applied with jump cancel 5C and 2C, I will continue testing tomorrow plus I'll be sure to keep you all updated. Gonna start applying these fuzzies to my game plan and make a video on em when I can.

Posted

Something has been in my head for some time now:

 

Why is that japanese Terumi players don't use 2C/3C after 5C while the oppponent is airborne to follow it with 22C? Like when you hit Messenga > 2A > 5C > 3C > 22C . . .

It works prefectly for me (3C, 2C gives problems with Ragna).

Posted

Something has been in my head for some time now:

 

Why is that japanese Terumi players don't use 2C/3C after 5C while the oppponent is airborne to follow it with 22C? Like when you hit Messenga > 2A > 5C > 3C > 22C . . .

It works prefectly for me (3C, 2C gives problems with Ragna).

Can't say, maybe they don't know the optimal combo routes.

Posted

Guys... what ever happened to Noze?

 

Not only him, it looks like the entire Japan stopped playing Terumi. And it doesn't seems to be because of the tier list, he's not at the bottom.

Posted

Not only him, it looks like the entire Japan stopped playing Terumi. And it doesn't seems to be because of the tier list, he's not at the bottom.

Players were just starting to get the grasp of his playstyle in 1.1 and to have it changed again in less than 7 months is a bit discouraging. Not to mention most of his notable changes were nerfs.

I can imagine he won't get much players until the console version comes out for some lab time to get used to his new tools.

Posted

I forgot to it before, but in the 5C(1) RC mixups, j.A, j.B, j.C and j.2D work (j.C has an strict timing to combo). j.A looks like an Instant Overhead, j.B is the usual option and . . . mmm, maybe in BBCP 2.0 j.2D can be comboed from this mixups too.

Posted

Is j.2D really not an overhead now?

Pretty sure it's still an overhead.

I'm curios, why did you come to this conclusion?

Posted

Pretty sure it's still an overhead.

I'm curios, why did you come to this conclusion?

someone in a skype group told me it wasn't an overhead anymore

Posted (edited)

Today I was really bored because I couldn't play on the PSN, so here goes some notes on the 5C(1) > RC mixups:

 

First, you have to know that while these are Terumi's stronger mixups, their damage is low so don't expect a lot of damage unless you use resources.

 

After falling you can always use 2B, 3C or 63214A as lows, you can even use 2B > 63214A or 2B > 3C for two lows, or 2B > 63214B for low and then high. Usually, after 3C Terumi is too far away to do 63214X. Don't forget about 214D too.

 

1. Simples: 

a) delayed j.A

b) delayed j.B(1)

c) j.2D

d) fall > throw

e) fall > low

f) fall > backwards TK j.2D

 

2. j.A:

a) j.AA

b) j.2D

c) fall > delayed throw

d) fall > low

 

3. j.AB (A little hard to do, and does the worse damage but is the more ambiguous):

a) fall > backwards TK j.2D (maybe my timing is bad, but it doesn't seem like I could do a jump cancel after j.AB)

b) forward jump > j.B(2) (crossup, do it only on respectful opponents)

c ) fall > low

d) fall > microdash > throw

 

4. j.B(2) (easier to do than j.AB and the best damage, but easier to block):

a) jc > backwards TK j.2D

b) forward jump > j.B(2) (crossup, do it only on respectful opponents)

c ) fall > low

d) fall > microdash > throw

 

As you can see this guy can do a lot with 50 Heat in a blockstring, he can even do 4 overheads and one low in the same mixup with 100 Heat (or 3 overheads and 2 lows).

Edited by heavymetalmixer
Posted

https://www.youtube.com/watch?v=jB-WqrdMhkw&t=11m49s
j.2D cross-up on standing oponent. On 1.1 Is pretty hard to do (almost impossible).

https://www.youtube.com/watch?v=jB-WqrdMhkw&t=16m3s
This guy does us the (airborne opponent) 5C > 3C route, so that confirms there wasn't a nerf on the 3C.

https://www.youtube.com/watch?v=jB-WqrdMhkw&t=17m56s
236D whiff after 22C lvl 2 (lvl 3 in 1.1) in Midscreen leaves Terumi farther than in 1.1.

https://www.youtube.com/watch?v=jB-WqrdMhkw&t=18m36s
236D whiff in blockstring works as a pressure reset.

Posted (edited)

LAWL... that parry is so dumb lmao

 

We already know that 236236A catches the second hit of Inferno Divider but not the first, that's supossed to be because it doesn't catch "rising moves", maybe TK moves are in that category.

Edited by heavymetalmixer

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