LaowPing Posted July 31, 2015 Posted July 31, 2015 So I got to play Extend today. Went over to a friends house and he had for PS4. Did some basic combo practice. Wanted to touch something that was mentioned a while ago. Now that I've started playing BBCPEX, I can feel the 2366D pain: no matter how many times I do it, it doesn't ends well, If I do 23656D it does a microdash and 5D, and if I do 236[6D] it does a microdash and 6D. What's the trick for doing that thing correctly? 236[6D] worked wonders for me. If you get the microdash 6D it's because the game is forgetting the 236 input because it was done too long ago.
Fame96 Posted August 2, 2015 Posted August 2, 2015 I'm updating the terumi wiki today . I'm tired of it looking bare bones.
heavymetalmixer Posted August 2, 2015 Posted August 2, 2015 I'm updating the terumi wiki today . I'm tired of it looking bare bones.What are you putting in it?
Fame96 Posted August 3, 2015 Posted August 3, 2015 THE ENTIRE GUIDE! I may even add more, but dustloop is tripping on my computer.
Fame96 Posted August 4, 2015 Posted August 4, 2015 I gave the Terumi wiki a huge update. I'm not done however because there are a few "problems" I need to sort out, and I still need to finish the strategy section. If any are able to help out, I will greatly appreciate it.
Neriam Posted August 4, 2015 Posted August 4, 2015 I've been wondering something about 6B. When does the throw invul starts ? I have seen it beat Tager's GETB with a nice fatal, but sometimes I get grabbed. Frame data doesn't seem to have the information or maybe I looked at the wrong one.
Fame96 Posted August 4, 2015 Posted August 4, 2015 I've been wondering something about 6B. When does the throw invul starts ? I have seen it beat Tager's GETB with a nice fatal, but sometimes I get grabbed. Frame data doesn't seem to have the information or maybe I looked at the wrong one.i don't know for sure but i was told that the throw invuln starts on the 4th frame and lasts until the end of the active frames.
Danaiden Posted August 4, 2015 Posted August 4, 2015 I gave the Terumi wiki a huge update. I'm not done however because there are a few "problems" I need to sort out, and I still need to finish the strategy section. If any are able to help out, I will greatly appreciateI went through the wiki and corrected some things, like Heat gain and drain, which was partially wrong (still data from 1.0/1.1) or nonexisting. If it doesn't bother you, I also optimized the format and added some information like 22C and 22CCC to it.Overall, Terumis page looks much better now. Good job all.I've been wondering something about 6B. When does the throw invul starts ? I have seen it beat Tager's GETB with a nice fatal, but sometimes I get grabbed. Frame data doesn't seem to have the information or maybe I looked at the wrong one.I cannot give any exact frame data, but as visualization; his invulnerabilities starts, when he uses his arm to shore up himself, so that he can ram his knee into the opponent.That also the reason why his feint doesn't have any invul. You just got grabbed before Terumi could support himself.
Fame96 Posted August 4, 2015 Posted August 4, 2015 I went through the wiki and corrected some things, like Heat gain and drain, which was partially wrong (still data from 1.0/1.1) or nonexisting. If it doesn't bother you, I also optimized the format and added some information like 22C and 22CCC to it.Overall, Terumis page looks much better now. Good job all.I cannot give any exact frame data, but as visualization; his invulnerabilities starts, when he uses his arm to shore up himself, so that he can ram his knee into the opponent.That also the reason why his feint doesn't have any invul. You just got grabbed before Terumi could support himself.Thank you so much! You even made look good. It's so good to look at.
LaowPing Posted August 7, 2015 Posted August 7, 2015 OMFG the new wiki looks sexy as hell. I just wanna lay it down on bed and do stuff to it. Such as changing the strategy section. I feel like the neutral part of the section isn't talking about neutral."Useful safety normals are 5B, 2C or his rekka 6C. As for Drives are 5D, 2D, or j.D. Recommended specials are his 236D (Snakebite/Jagaku) and 214D (Retaliating Fang/Gasenshou). Use 236D to catch forward and back rolls or to force your opponent to tech neutral after a knockdown. His 214D should be used sparingly on opponents who are incautiously or don't jump out of blockstrings."None of that info is on neutral. 5B is for pressure, 2C is rather slow, and 6C should only be used in neutral when you are ABSOLUTLY sure it'll hit and you have meter for an RC. The rest is just stuff to do during pressure. I wanted to change the section but I still haven't gotten my hands on BBCPEX so my experience might be a bit lacking. Has anything changed about Terumi's neutral game since Extend?
Danaiden Posted August 7, 2015 Posted August 7, 2015 Your right, that part rather belongs to the offense section. I am going to put it there.Terumi's neutral hasn't changed much: you still try to get Heat with his far-reaching Drives and short combos. The things which I think are notable differences are:He gains a little bit more Heat on blocked Drives, but less on Drives which hitDrive loops j.2D links after j.D236D has shorter range5D is little bit slower, while 2B is fasterOverall, his neutral is, I think, nearly the same. Fell free too improve this section.
Fame96 Posted August 7, 2015 Posted August 7, 2015 Your right, that part rather belongs to the offense section. I am going to put it there.Terumi's neutral hasn't changed much: you still try to get Heat with his far-reaching Drives and short combos. The things which I think are notable differences are:He gains a little bit more Heat on blocked Drives, but less on Drives which hitDrive loops j.2D links after j.D236D has shorter range5D is little bit slower, while 2B is fasterOverall, his neutral is, I think, nearly the same. Fell free too improve this section.You just reminded me that i need to add my fill on those sections.
heavymetalmixer Posted August 7, 2015 Posted August 7, 2015 Don't forget the hard knockdown Terumi's gets on CH 3C.
Fame96 Posted August 8, 2015 Posted August 8, 2015 Added my fill to the strategy section and added a few more details in the movelist section. I may add more to the offense section later.
LaowPing Posted August 8, 2015 Posted August 8, 2015 So I added some stuff in the neutral section under 5D concerning it's follow ups. While I was there, I noticed something: "Anti Airs 6A and 5A pretty much cover almost any situation. J.A and air throw are great if you just want to meet them in the air instead, while 2C in very specific matchups (jin J.B and J.C, hazama chaining in just to name some) can be used as a hard read anti air for much higher damage than 6A and 5A however the risk is much higher than 6A and 5A."Is that 2C thing supposed to be 5C or is there some secret, low profile Terumi tech I don't know about (like how Jin's 2A can AA)
Fame96 Posted August 8, 2015 Posted August 8, 2015 So I added some stuff in the neutral section under 5D concerning it's follow ups. While I was there, I noticed something: "Anti Airs 6A and 5A pretty much cover almost any situation. J.A and air throw are great if you just want to meet them in the air instead, while 2C in very specific matchups (jin J.B and J.C, hazama chaining in just to name some) can be used as a hard read anti air for much higher damage than 6A and 5A however the risk is much higher than 6A and 5A."Is that 2C thing supposed to be 5C or is there some secret, low profile Terumi tech I don't know about (like how Jin's 2A can AA)Due to 2C's hitbox and low profile, you can use like like a jin would use 2A in specific matchups but due to how good 6A and 5A are and how risky it can be, it is no where near as practical as say a Jin 2A ghetto anti air.
Danaiden Posted August 8, 2015 Posted August 8, 2015 OK, formatted the whole strategy section so it is clearer to separate the information and better to look at it. The only things we are missing now is his exact frame data, which is major hurdle to overcome, and maybe adding some things to his Overview, like which attacks are affected by his Overdrive and some information who Terumi is (of course only some things and not his whole BlazBlue Wiki page)Overall: Congratulation, Yuuki Terumi's Dustloop wiki page is now top tier.Bwahahahaaa...! Oh, it feels soooo good to be in the vanguard!!
heavymetalmixer Posted August 8, 2015 Posted August 8, 2015 I'm happy to be part of this community :'D
pokemonblaze234 Posted August 13, 2015 Posted August 13, 2015 Here's a stolen OS from a good character given to a bad one:You know how Terumi's knockdowns suck and that idk why people even play him?Well, I stolen something from Ragna to give Terumi somewhat real oki in the corner22A~CYou either:22C reset on delay tech2A a forward or backwards rollor whiff a 2A on neutral tech/delayed roll but yah know, you still have the advantageI did this off a 6C ender, well, the only problem that I'm having is that he doesn't sideswap to beat forward rolls after a 6C ender on an airborne opponent, but it works fine on a standing one because he's spaced differently.I don't play this character cuz i don't play bad characters, I play good characters like Nu and Minazuki cuz they don't suck. I only made this cuz I was bored and I wanted to find something so I stole Ragna's 22A~C OS and thought of the first character that had a "Only on downed opponents" special.But yea, someone make use of this or whatever since it actually seems GOOD.Also, the timing is weeeeird.
Fame96 Posted August 13, 2015 Posted August 13, 2015 Here's a stolen OS from a good character given to a bad one:You know how Terumi's knockdowns suck and that idk why people even play him?Well, I stolen something from Ragna to give Terumi somewhat real oki in the corner22A~CYou either:22C reset on delay tech2A a forward or backwards rollor whiff a 2A on neutral tech/delayed roll but yah know, you still have the advantageI did this off a 6C ender, well, the only problem that I'm having is that he doesn't sideswap to beat forward rolls after a 6C ender on an airborne opponent, but it works fine on a standing one because he's spaced differently.I don't play this character cuz i don't play bad characters, I play good characters like Nu and Minazuki cuz they don't suck. I only made this cuz I was bored and I wanted to find something so I stole Ragna's 22A~C OS and thought of the first character that had a "Only on downed opponents" special.But yea, someone make use of this or whatever since it actually seems GOOD.Also, the timing is weeeeird. hmm.... I gotta test that. Thanks for the info.PS: terumi is not THAT bad. Him being absolute garbage is a bit overexaggerated.
pokemonblaze234 Posted August 13, 2015 Posted August 13, 2015 hmm.... I gotta test that. Thanks for the info.PS: terumi is not THAT bad. Him being absolute garbage is a bit overexaggerated.Tier whores gotta say bad things about low tier characters yah know
Fame96 Posted August 13, 2015 Posted August 13, 2015 I tested it out. Like you said the timing is weird. Since you can only use it off of a 6C ender, use of this can be rather limited but it is a good thing to keep in your backpocket.
pokemonblaze234 Posted August 13, 2015 Posted August 13, 2015 hmmm... come to think of it, maybe you can use meter to end in orochi for KD and you will prolly be spaced right, idk really, im not on my PSTriple anyways, but that might work
Fame96 Posted August 14, 2015 Posted August 14, 2015 hmmm... come to think of it, maybe you can use meter to end in orochi for KD and you will prolly be spaced right, idk really, im not on my PSTriple anyways, but that might workit does work but spending 50 meter just for some oki is not exactly the best idea. Especially since his oki is much better when he has the opponent cornered.
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