AMB Bakery Posted October 30, 2013 Posted October 30, 2013 Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
heavymetalmixer Posted June 30, 2014 Posted June 30, 2014 As a Terumi player (and maybe Hazama player in the future) I can say that basically Hazama kills Terumi. Jabaki has the same range as Terumi's 5D and if Hazama stays in the air, he just has to do chains until he hits Terumi. Also, he easily evades Terumi's 6C, 236236A and 41236C (if high enough). As Hazama, watch out for j.B (as it has 2 hits and it has the most range of his air normals), j.C (3 hits; any of them can be jump-canceled or into j.2D for a knockdown), 623B (it's an awesome antiair, and it can be made in the air), 214214D (breacks guard and the overdrive version is unblockable, though it's damn slow) and 6A (fast startup, but there's no info in the wikia about head-invulnerability frames). As Hazama, be careful with framestraps because Terumi could do 236236A (the counter super). Note that this super is vunerable to lows (unless he is in overdrive) and throws, you can even junp to be at his back and then attack when Terumi does the "Oe, don't run away"-animation for a good CH or FC. Terumi and Hazama have the same startup, but no the 2A: Terumi's 7 frames, Hazama's 6 frames. Both 5Bs are the same: 8 frames tartup and +2 on block. Terumi's 5C makes him airborne so he can't be throwed out of it, both hits are jump-cancelable on hit and the first on block too, that is usually followed by his j.2D. The same goes for his 2C, is jump-cancelable on hit and block. His 3C has less range than Hazama's, but can be canceled in 5D and then the other moves than follow it. Be careful at long range because he can do 6C (3 hits and is fast for the range it covers, though Terumi's is fucked is this is blocked cause it can only be RCed), 41236C (that hits almost fullcreen and eats projectiles, so no chains for this one) and 236236D (same as 214214D but horizontall, you better double jump while blocking to evade it). At mid range range Terumi has 6C (again . . .), 6B (very slow, but it has more range than it looks, like 5D, it causes FC and it's +3 on block; usually used as a blockstring reset and special cancelable), 5D (-3 on block so is kinda safe to spam it, and it's cancelable into 6B, 6C, 6D and specials; this drive is just too good but it doesn't have a good vertical hitbox) and 236D (the 3 hit special; -4 on block but it catches jumps and backdashes). Terumi's game is being up close to do frametraps and lots of overheads or at midrange to spam 5D. As I said before, Hazama has superior range and using it in the air is how Terumi gets wrecked, like with all the zoners in the game.
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