superscience890 Posted October 26, 2013 Posted October 26, 2013 Discuss this matchup, talk about how you approach the matchup, moves to use, watch out for, what not!
Justice7541 Posted November 16, 2013 Posted November 16, 2013 I don't think this is a particularly extraordinary matchup since I don't think either of them have anything that shuts down the other hard in any special way. Just one thing to note: If you get 4 seals, DO NOT TRY TO USE THE SUPER THROW ON TERUMI IN THE AIR. If he has meter, he can do Soutenjin (double flash kicks) for an easy escape. If he has burst AND meter, he can OD Soutenjin or Messenga and punish you for as much as 6k depending on how much meter he has. Even in the best case you will still take about 4.5k. Not worth just to see a cool-looking airgrab super.
GreekAngel Posted November 16, 2013 Posted November 16, 2013 Terumi is just kinda average. His overheads are basically his air moves, mainly J2D, and that stomp super, which is an overhead. Terumi needs to be exceptionally creative when he has to do some mixups. His ground speed is fast so he can be on par to your speed, so its hard to keep up with him at times. His 6A is OBVIOUSLY godlike, sooooo do not challenge that in the air. Best part about 6A is that it is his counter assault, so you can crouch it if he does it and you are prepared for it. Terumi doesn't gets much damage without meter, but because he will always be holding 50 meter, you are gonna be hurting once he hit confirms you and decides to spend it. Also, since astrlalling with Terumi is a legit strategy, do not get hit by him whenever he is close to 100 meter when the astral conditions are fulfilled. All in all, its a pretty ordinary matchup, since Terumi needs meter in order to DP, use the worst counter super in the game and pretty much punish you from full screen. At least thats my analysis of the situation. If anyone can prove me wrong, I would love to know... (Also an aspiring terumi as well soooo nyeeeehhhh)
Justice7541 Posted November 17, 2013 Posted November 17, 2013 If Terumi has 100 meter, screw the Astral, you're pretty much dead if he hits you anyway. Terumi is pretty much my textbook definition of "ridiculous practical damage output". It's not even an issue of something like "oh man Hakumen can 100% you if he hits you in corner with TK Tsubaki while in Mugen", Terumi can hit you for 4-5k midscreen with a single super (which is like half a combo's worth of meter gain for him) and as much as 6k in corner, off extremely easy and practical starters like non-CH 5B. In general Terumi isn't someone you want to get hit by, period. Even without meter he still hits pretty decent damage, he gets like 2k midscreen and 4k corner which is pretty par for the course. He also resets you really easily if you don't know his combo patterns. I think Terumi gets sold short a lot in general, you'd be surprised at how not-creative you can get away with being when you have a positive on block 19f overhead (TK j.2D) that goes over lows and can mixed up with an airtight low (3C) that leads into huge damage. Also don't forget stuff like j.B hitting overhead twice (which makes just doing j.B 2B a high/low mixup) and j.2D being cancelable off jump-ins for stuff like j.B j.2D/2B high/lows. 5B is also +2 on block and 5D is a 13f poke with huge range that can be confirmed extremely easily into a full combo. What I meant in my earlier post is that I don't think Terumi screws Bang in any special way, but he still screws him pretty hard in all the standard ways he screws everyone else. If he really has a major weakness it's that he can't reversal without meter, but that's true for a lot of the cast.
Ree301 Posted July 15, 2014 Posted July 15, 2014 I think it's Terumis 5B, his falling heel he does in blockstrings all the time? I daifunka through that crap all the time. It's too tight to jump out of, but DD's get out for discount. Can he combo off of his overhead??? Let's just block low and look for his command grab/ semi-circle chain.
GreekAngel Posted July 15, 2014 Posted July 15, 2014 I think it's Terumis 5B, his falling heel he does in blockstrings all the time? I daifunka through that crap all the time. It's too tight to jump out of, but DD's get out for discount. Can he combo off of his overhead??? Let's just block low and look for his command grab/ semi-circle chain. I think that may be 5C you might be talking about. ALso, Terumi can combo off of his overhead J2D. It MAY not be much, but you forget.... it gives him shit tons of meter and thats baaaaaaaaaaaaaaaaaaaaaaaaaad. ANY meter for terumi is bad for us, sooo yeah.
Ree301 Posted July 18, 2014 Posted July 18, 2014 Well if he hits you low, he's still going to get meter. High? Low? He's still going to hang you, but /I've/ never seen him get things off j.2D. I'd look for the jump cancelable normals and gamble on low, similar to how Hazama match ups go. Having said that, I don't know this match up all too well since he's so foreign and new to me. I've only really played a few online who have some awkward frame traps, and not much else. I still can't get over his stomp super being OH though.
Dreiko Posted July 19, 2014 Posted July 19, 2014 Well if he hits you low, he's still going to get meter. High? Low? He's still going to hang you, but /I've/ never seen him get things off j.2D. I'd look for the jump cancelable normals and gamble on low, similar to how Hazama match ups go. Having said that, I don't know this match up all too well since he's so foreign and new to me. I've only really played a few online who have some awkward frame traps, and not much else. I still can't get over his stomp super being OH though. The combo is: J2D > 662A > 5B > 5C > 5D > 6B > 6D > 236D It grants over 50 meter and does 2.5k or so. He can use meter in the end there too.
Felstalker Posted October 20, 2014 Posted October 20, 2014 What's up. I see that this thread is only mostly dead, so I'll ask for some help here in addition to the Gameplay thread again if I don't get assistance. So, looking at the logs, I fight Terumi about 30% of the time, with a low 30%ish chance of victory. So my idea is currently to improve my match up against the guy. I find myself unable to escape pressure strings without burst. In fact, I don't know when I can possibly escape any of his combo's that seem to end depending only on who is playing Terumi. If I want to escape, I need to know when I can make a move. I'm just being hit until he drops the combo, only to be hit again. I ain't too good, but my game has been improving against others as I learned when to spot the openings, what's Terumi's openings? If he never uses the slower drives, I never get of jump out. This is worded very poorly, I hope you can understand what I mean.
Dreiko Posted October 21, 2014 Posted October 21, 2014 You need to instant barrier block a lot or 6D specific things that can't be followed by overheads or quick moves, other than that, a good Terumi (or a good player of any char really) will never stop pressuring you until they hit you. This is the life of a char without a meterless reversal. Alternatively, you can simply be the one who hits him first, then be the one who pressures him endlessly, as he also is one of the chars who lacks a meterless reversal and thus is also just as unable to deal with pressure as you are. These kinds of matchups often work like this for Bang. You wanna make it so that your foe is in constant blockstun or hitstun or fear of being hit so that they never get to pressure you since you don't have any really good ways of dealing with pressure before obtaining meter.
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