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Guymam

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Everything posted by Guymam

  1. I play glorious purple Yosuke because I'm a real successful black man.
  2. Sho has 4 versions of knife. A and B versions are high and low shots respectively. Think Tiger Shot. C and D are the A and B versions greatly sped up. He has a pretty good sweep. It's like Guile's in that it's two hits and the second hit goes farther the the first. Command dash is okay. Can sometimes catch people asleep, but mashing can beat the start up and the recovery. His specials all psuedo rekka. You can do 236AAA to get all three specials to chain. He can JC his 214A/B on hit, but so far I'm having trouble crafting any sort of actual combo afterwords. He can reverse gatling from C into a B normal. However, it must be different from the B he previously used, so 5AA 2B 5C 5B etc. Also, C can't be sweep canceled. Sweep seems fairly hard to punish, so the aformentioned blockstring into sweep is pretty decent. I'm trying to work it out, but without training mode and the popularity of the game so far I can't just sit and test the stuff I want to test.
  3. Would you say he's
  4. He may be able to run fast, but he has nothing on Valk's Wolf form, Tao and Hazama's chains. Almost all of the top tiers give him huge problems. He has trouble chasing down Valk, and like everyone else, when put under pressure has to deal with Valk wolf mixup. He has trouble against Tao because she can move all around him, and stay out of 6A range. Also, with very little decent oki the match pretty much resets back to neutral after most combos, which she wins hands down at. Hazama out maneuvers him, though not as well as Tao, and does good damage when he gets in. Hazama also beats him in neutral. Litchi isn't as difficult, but her mixup and power is still strong. Hakumen's big normals keep Terumi out. Though he doesn't always have to deal with Unblockable, Kokonoe's graviton and fireballs and C buttons make that match hard for him anyways. He's fun, but he's definitely got pretty glaring weaknesses. Some tiers lists on the JBBS have put him as low as C Tier, but then again since it could have come from a random JP poster it's more than likely not totally accurate. it turns out I was kind wrong about the nature of Counter supers activation. It seems that its hitbox is on the ground, so since Tsubaki and Ragna and Jin aren't on the ground, it doesn't activated. It doesn't activate on Hakumen's Tsubaki either. I can test to see exactly what's happening, but basically, it comes down to this. That super sucks.
  5. Good damage, excellent meter gain. Good pressure, good throw game with + moves and 6B feints Useful OD for damage and meter gain utility plus buff on range of certain D normals Okay high/low game Little to no crossup game Bad neutral, bad midscreen buttons Gets zoned pretty hard, if put under pressure without meter has no reversal, can mash out Characters with good midrange buttons, reversals, zoners, and mobility characters give him problems. Probably solid B However, those are just my opinions on my time with him.
  6. The way stomps work is that you have to have a certain number of inputs before the second stomp. So, if you do 22Cx1 or 2, he'll do the lvl 1 version. 3-4 is when he does lvl 2, and 4+ is lvl 3. You have to do them before the first stomp ends, because the second stomp is dependent on the level.
  7. Terumi has easy fraud damage with 100 meter. Oh man.
  8. Yes. However, it's quite literally week 1, so no one is a real "expert" yet. A lot of it will be speculation, some of which may be wrong. I'll make one in about a week when people aren't literally finding new things for this character everyday.
  9. 5D gatlings into 6B. Use it to either feint and mixup or try to catch them mashing and get the FC. It's + on block so you can pressure afterwards.
  10. Terumi gains heat I'M SPEECHLESS.
  11. Will update video thread with new Noze combo video, will update combo video with my own personal finds. Please, post your completed and annotated combo with heat and damage to make my life easier.
  12. All of them. Taken from Twitter from JP hazama players 6B (FC) OD CT 5C 623C 5B 5C 3C 6D 236D 63214D 8321K, requires 100 heat.
  13. Funny thing about the command grab. If you input the super motion immediately, he'll still go through the entire animation of the command grab but do the super at the end. Stacked ques baby.
  14. Primer: This was day 1 and 2 finds. Some new stuff has been found, and other stuff that I didn't think of. I'll take all practical and useful combos and add them to the first post sometime this week. Sorry, school. Also, I found more but I haven't written them all done because of school, so I'll do that either tonight or tomorrow. This was just the notes I took for myself, so yeah. Don't judge me. Note: His damage without meter is pretty bad, even in the corner, but by spending meter or OD his damage skyrockets. Normal Confirms: Midscreen 2A [or 5A] 5B 3C 5D 236D 1.4k 36 heat 662A or [5A] 5B 5D 6D 236D 1.6K 55 heat 2A [or 5A] 5B 5C 2C 5D 236D 1.7K and 40 heat 2A [or 5A] 5B 5C(1) jc j.2D 665A 5C 2C 5D 236D 1.8K and 43 heat. The swag. 665B 5C 5D 6D 236D 2.2K and 60 heat 662A 5B 6A jc j.C jc j.C j.2D 1.5K and 16 heat 2A 5B 3C 22(CxN) 66 etc. 3C 5D has more corner push than just the ground chain, but the best corner push comes from 6D. If you want damage, add a super to the end. Messenga (41236 C) can allow for crossunder gimmicks, Soutenjin (623B) generally does the most damage, and Orochi (63214B) pushes them into the corner and gives you time to lay a 2D on top of them. Jarin (236236D) works after 22C and 6D. It can make even a bad 2A 5B 5C confirm do 3.9. 5B 3C 22C Jarin is 5.1K. Can easily close a round. 665B 5C 5D 6D j.OD j.66 j.2D 5D 236D 2.4K and 81 heat If you really want that heat, then OD after the jump in 6D then airdash forward and 2D. Corner push and heat. For worse proration starters substitute 5D 236D ender with 3C 236D ender. If you want to use a super for about 3.5 to 3.7K, do land 3C Super after the j.2D. Should still get the overdrive version, even with full health. 5B 3C OD 665B 5C 3C 6D 236D 2.7k and 71 heat Another midscreen OD confirm, it nets good heat. With full life, this should pretty much only be used for the meter gain, the super afterwards may not completely justify using all those resources in that situation, but the option is still there. Also possible from an A starter, nets 6 less heat and does 4K less damage. With half health OD, you can end it with a super for the OD version. You have to be quick though, OD ends very shortly after your 236D. Orochi: 4K, Soutenjin: 3.8K, Messenga: 3.3K, Fuuenjin: 3.7K, Full Fuuenjin: 4.8k (Requires at least 29 heat), Jarin: 4.8 (Requires 49 heat, do Jarin after 6D, don’t be too close to the corner.) 236D is the far away ender, and the one that builds the most heat. However, you won’t be able to really control the opponent’s wakeup. They can roll away. If the roll towards you 2B can catch them, and if they try to delay tech that give you time to get in, but most of the time they’ll e.tech. Pretty much it’s back to the neutral game after this move. However, any combo that can end in 3C at near max range can add 2D for oki. If they don’t tech, they are thrown towards you. Depending on proration, do either 5C 3C 236D or 5C 3C 6D 236D after they thrown at you. End in 3C 5D if you want to give yourself some breathing room. You can also do ground chain into 6C for a different type of pseudo oki, (it's not that good) hoping to catch nontechs or bad rolls with 2B 5C stuff. If they e.tech, then you’re in their face for mixup. However, this can of course be reversalled, and Terumi’s 2B isn’t as good as Hazama’s in terms of recovery, so don’t expect it to do everything for you. Midscreen: Crouching Confirms. 2A 5B 5C 6D 236D 2k and 50 heat 665B 5C 2C 6D 236D 2.5K and 55 heat j.2D 665B 5C 5D 6D 236D 1.9K and 63 heat – -or- j.2D 665B 5C 2C 6D 236D 2K and 58 heat j.B 665B 5C 5D 6D 236D 1.9K and 56 heat. -or- j.B 665b 5C 2C 6D 236D 2.2K and 51 heat. Not much changes here. If you catch them crouching you just swap 5D for 6D if you’re close enough after 5C or 2C. Certain characters with thin or weird air hitboxes (Like Makoto) have 236D whiff on them after max range 6D. Midscreen: Counter Hit confirms 3C (CH) 2C 5C 3C 6D 236D 2.4K and 52 heat 3C (CH) 2D 5C 3C 6D 236D | Only works at max range 3C 2.3K and 64 heat 6C (CH) 665B 5C 5D 6D 236D 3.2K and 69 heat This puts you in or very near the corner. 6B (FC) 2D 665B 5C 5D 6D 236D [For thin characters swap 5D 6D for 6D] 2.6K and 75 heat. The timing after 6B into 2D is kinda tight, may miss it if you’re not paying attention, but a decent midscreen FC combo to get heat. 6B (FC) OD 623B 5B 5C 3C [5D 236D | 4.6K and 40 heat] –or- [22(CxN) | 4.9K and 14 heat] Requires 50 heat. 6B (FC) OD 623B 623B 5B 5C 3C [6D 236D | 6.4K and 39 heat] Requires 100 heat. If you’d like, you can swap out a Soutenjin for a Messenga. Makes the combo a bit harder and does less damage, but hey, it looks neato. 6D (FC) RC 665B 5C 3C 22(CxN) 66 2C 5C 3C 5D 236D | Requires 22 heat, ends in corner. 3.7K and 33 heat. 6D (FC) c.OD j.662D 662C 5C 3C 22C 662C 5C 3C 5D 236D | Full life OD 3.5K and 77 heat. If you happen to land this odd hit and want the meter, then this is the best route. Don’t mash the 22C, just do 22C and let it end quickly, or else the combo will prorate too hard for the ender to work. 6D (FC) c.OD j.662D 662C 5C 3C 6D 5C 3C 5D 236D | Half life OD 3.5K and 100 heat. The half life OD variation, since 6D and OD 6D are considered separate moves SMP wise, it has superior meter gain. For low health OD, you just end with 5C after the OD 6D and do a super. You’ll still be in OD so it’ll do the most damage. 4.5K with Orochi, 4.4K with Soutenjin, 3.7 with Messenga, 4.6K with Fuuenjin, and if you started with at least 10 heat 5.1K with full Fuuenjin. The purpose of this low health version will be to kill, but if you want you can do the half life version for the same damage and heat. You won’t get an OD super ender though. Midscreen: Air confirms 5A 5C(1) jc j.C j.2D 1.1K and 14 Heat 6A sjc j.B j.C jc j.C j.2D 1.5K and 16 heat 6A (CH) 6B 662C 5C 3C 6D 236D 2.4K and 51 heat Unlike Hazama, Terumi’s ground to air combos are generally pretty shitty. However, his 6A can be cancelled into 6B, and on CH 6A he can hit them with 6B which hard knockdowns an air opponent to go into ground chain. Requires timing. 5C also has a decent vertical hitbox. Can’t confirm into much on a single hit, but if they’re low enough to the ground do 5C(2 hits) 3C 6D 236D. Corner: Standing confirms. 2A [or 5A] 5B 3C 22C 665D 6D 5C 236D 2.4K and 57 heat Don’t mash the 22C. 2A [or 5A] 5C 3C 5D 6D 5C 3C 236D 2.1K and 56 heat 2A [or 5A] 5B 5C(1) jc j.2D 665A 3C 5D 6D 5C 236D 1.9k and 60 heat. The swag. 665B 5C 5D 6D 5C 3C 5D 22C 5D 236D 2.8K and 73 heat 5B [or 2B, 5C, 2C] 3C 22(CxN) 2C 5C 3C 5D 6D 5C 3C 236D 5B starter: 3.9K and 68 heat 2B starter: 3K and 60 heat 5C starter: 3.8K and 66 heat. 2C starter: 4K and 68 heat. Terumi’s corner combos are designed to get a large amount of heat, allowing you to either save it for a big combo or tack one on at the end of these for some extra damage. Generally Orochi (63214B) is the best choice. Lay a 2D on them afterwards (gotta time it a bit) for a little oki. Can lose to supers and DPs. If it’s timed perfectly it’s meaty, but it’s harder to time. Isn’t great, but it’s something. Crouching confirms: Corner As far as I can tell, Terumi’s corner crouch confirms don’t change all that much, save for being able to go straight into 6D after 5B, 5C, and 2C. Doesn’t change much else for the combos. Low proration version 2A [or 5A] 2B 5B [or 5C] 6D 5C 3C 236D
  15. I said in the combo thread you can post what you find, then I'll comb over them and add them if they're practical and have a purpose. I'd rather you post your random musings here and then take your completed and correctly annotated combo there anyways.
  16. Grab OD with 50 heat is about 3.9K midscreen, 4.3K in the corner. With pretty much all version of OD. 5C(1) RC j.B is pretty fast, and if they get used to that you can do land 2B and land grab. Meter gain is nerfed after RC, but the ensuing combo will net you at least 26 meter back and about 1.9K midscreen. In the corner it's about 2.2, unless you want to spend meter, in which case you can do Orochi and then end with 3C 2D to get that meaty.
  17. Distance. At a certain range it doesn't connect the rest of the move.
  18. So Soutenjin in OD can be straight cancelled into itself and Jakou Massenga. Like, as in you can interrupt the Soutenjin OD animation to do another Soutenjin OD animation. :V
  19. 5C air hit 6D only works on Ragna, Rachel, Tao, Hakumen, and Tager. Any combo with that combo filler is character specific. Which in turn affects heat gain, damage, proration and combo ender.
  20. Taken from my ramblings on Twitter. These are my day 1 Terumi finds. -Terumi stomp super is an overhead. -Messenga (41236 C) doesn't CH ever for whatever reason. -Jarin (100 meter super) does a lot of barrier drain. At certain barrier amount for the opponent it's unblockable. It also can only be barrier blocked. -5B 6A 5C 2C shit works. Sometimes it does odd things for big bodies. like 5C(1) connecting instead of 5C(2). -Dash 5B 6A 5C combos into astral. j.B has the behind hitbox like Hazama. 2D catches rolls, throws them towards Terumi. -236236A (counter super) does not activate on projectiles. It also just guard points moves with invinc., like Ragna ID. Basically meaning it doesn't activate on ID, he just walks through it. Can't RC. Doesn't activate from behind, guardpoints. Gets grabbed. Gets hit by lows. If you do land it outside of OD, you can do dash crossunder 2B shenanigans. -CA whiffs most low profile normals. Choose your exit carefully. Soutenjin has startup invuln, and can be RC. Think about the situation. -Fuuenjin (meter variant super) has some startup invince as well. -6B, 6D FC. CT Staggers on ground hit midcombo, scoops on otg and air hit. -Soutenjin links to 6C and Messenga on CH. Proration is too bad for combos though. Easy 3K from a reversal though. -6D combos after 5C and 2C when the opponent is crouching. Use it for superior meter gain. -Corner combos deal good damage with meter. Fairly simple 5B starter combo did 4.9K, spent 50, but then gained it back. - 3C CH combos into 2D at max range. If there's anything in particular you want tested let me know.
  21. That was his 6B. His 236D does not fatal counter and cannot be OD cancelled.
  22. CA have shitty proration, but I checked anyway. You can RC and do something like 236D, but not only is the damage severely prorated (420) it only gets him 5 heat. So unfortunately, no.
  23. It doesn't counter projectiles at all. Nor does it activate on grabs. Also it gets hit by lows. USE AT YOUR OWN RISK.
  24. Follow me on twitter and check my tweets I tweeted a bunch of shit for the character about misc. things. I'll find somewhere to put them later. Donate. Send me pictures of your girlfriends. Buy me dinner.
  25. Another reservation for my greatness.
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