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Everything posted by Tsukahara
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Sorry I should have been more clear with that line. The point I was trying to make wasn't that the normals were bad, 5b, and 2a are good, but they don't do anything for the character design of Terumi. You can stagger pressure with them, but they don't lead to anything against anyone that has experience against the character. You can't jump cancel them, you can't dash cancel them (may need to double check dash speed after 2a, I haven't taken him into training lately) and any dash to throw mixup, jump, or command throw is so slow that being +2 doesn't change anything.
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I agree he can have huge punishes on people mashing the wrong button, but if you try to slip 6b or something into a block string against a calm patient player that knows the match and is just looking for it, Terumi is getting hit. Yeah, he needs some minor tweaks and hopefully a few buff's that will help him. Unfortunately yes, it is very difficult to gauge how a new character will balance out when they are built from scratch, and Terumi and Koko are both good examples of that difficulty.
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WHY TERUMI IS MEDIOCRE AT BEST 101: Everyone says "Just RC and do mixups" but that almost isn't an option with Terumi. There is just to much startup and too much REALLY obvious animation. If you know how Terumi works, he can't mix you up, even with RC's. His 5c(1) > RC > High/Low being his only valid one in my opinion. If the opponent is crouch blocking, what are you going to RC too? A Really obvious dash up throw that requires you to be inside their character sprite? A really mediocre command grab that will give you ALMOST NOTHING if you RC into it, as RC'ing reduces meter gain briefly. So go high? As in, do a REALLY obvious reactable jump into 2d? If you hold crouching block, Terumi can open you up 3 ways. Throw, Command Throw, or overhead. So let's have a closer look at these. Command Throw - 25 frames startup.... How to beat it? DO ANYTHING on reaction. Push a button, Terumi loses. Backdash, Terumi Loses. Jump, Terumi Loses. Regular Throw - Needs to be POINT BLANK in your face How to beat it? You know Terumi can't open you up otherwise, so watch for it, and tech it, or poke out when you see him trying to dash into his terrible throw range. It's not hard to stop Terumi from throwing you. Jump 2d - It's a jump... stand up... Doesn't matter if he RC's into it, jump cancels 2c, or 5c... He is in the air, if you want to block it, just stand up. Heck if it's done out of 2c as low and fast as possible, some characters can mash 5a and just stop him. "So why don't you frame trap then? Terumi has amazing normals that are + on block, and 8k punishes" - a tonne of people have said something to this affect at some point. Except he doesn't. Go check out his frame data. Frame advantages on block 5b = +2 6b = +4 (has 28 frame startup to jump out/backdash, although this can be feigned into throws, it still loses to mid's) 5a = 0 2a = +1 5c= -3 2d= +5 (40 frame startup, I honestly think this move is ALMOST unusable against anyone that knows how to fight Terumi) EVERYTHING ELSE = roughly -10 or more If your opponent can instant block well, even 5b and 2a become negative. If they barrier block instead, then you get maybe 2-3 normals before you get pushed out of your stubby range and need to leave a punishable gap somewhere to get back in. Terumi has AMAZING damage potential (although he needs 50 meter to do it midscreen) but if you can see through his smoke and mirrors pressure, he has huge punishable weaknesses as a character.
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C can be held? are you free to move after C is set out and held? Could there ever be a time that a knockdown lasts long enough to set C and get movement back? And then potentially release C while you use sweep? Akihiko Unblockables? Hmmm although Caesar usually can't ever be followed up except on CH.... so 1500 dmg unblockables??? Why thats only 4-6 setups to kill! But it would be nice to be able to hold it and then potentially start pressure and throw an overhead in somewhere, depending on the speed that could be pretty powerful assuming you get to set it up.
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Well first you are doing a lot of good stuff. Opting for screen position when you have abundance of meter, cutting combos short to land more damaging fuuenjin, faking 6b's, and knowing how much you can do off poor starters like 2a are all strong positives. For negatives, I can't say too much, and some of them might be due to you not expecting a confirm/expecting a confirm and not getting it. So if any of these are entirely wrong feel free to correct me. -A few times the haz threw chain and followed up with B and they looked like pretty prime opportunities to 6a CH confirm, but you respected him as he flew in a big circle and landed point blank. (you may have been expecting another chain followup I assume? I only saw him chain followup into chain again a few times, but maybe he does it more often than I saw) -Round start with 6C..... While it did work, and I admit to doing this as well sometimes, its probably a pretty terrible idea for the most part, but you already know the risk/reward off that. It's not that bad to throw out once in a while. -I think pretty much all the 6A's you did were CH and you went straight to 2d, but I can't tell if you were confirming off CH or auto piloting and just expecting the counter hit. If they aren't in their active frames and air tech - air dash from the normal 6a, I would expect you to get counter hit for pushing 2d. - You seemed to be doubling up your j.2d's quite a bit, but didn't confirm off it in the corner. I assume you were auto piloting and didn't react to your confirm, which could have led to pretty solid damage. -No command throws? Other than that, your terumi looks pretty solid in these matches. I should probably attempt to get some Terumi footage of myself up here too, as the only thing thats currently up is like my day 1 terumi stuff.
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I think 5D, 236D on block is ok ONLY if you have seen people mashing backdash too much. You can use it to call people out, but you definitely shouldn't just throw it out at them every time. There is no reason to just hand the opponent free pressure/counterhit when you are pressuring. As a reset, I don't think it's ever worth trying to slip in, at the very least you should assume people are paying attention when you fight them. I think most of Terumi's "Resets" are pretty weak though. If your playing anyone decent, you will get away with it a few times at best, and then they will watch for any SMP move. And I admit it's easy to auto pilot terumi and I'm super bad for zoning out and not paying attention to my starters sometimes, but you should always try to pay attention to what drives you have/haven't used in a combo yet. I've SMP'd stuff or taken to much time in combos way more than I would like to admit, but in a tournament you probably should pay closer attention.
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Video of our 2nd hour of casuals from a few weeks back is up finally. http://www.youtube.com/watch?v=dK7-a2Daw_E Towards the end of this set it started getting closer to even, and I started using up coin more against him. I'm still crazy free to teleport grab and command grab oki though... and I was really trying to get better at air grabbing him when he jumped on me in the corner, to very little success I'd like to note... Also damn, reviewing my own gameplay finally as I've never been able to see my replays until now... I really need to work on my confirms in this match. I keep getting hits but not turning them into anything. Guess I'm going to go spend some more time grinding. Also general Johnny critique would be appreciated, although this feels like the sloppiest of my play, and I see a lot of stuff I usually don't drop as often. Plus all the flashy stuff I tried pretty much all blew up in my face. (ie trying to Jackhound/Return jack to kill him out of a burst, and then getting ahead of myself and doing it too fast, trying to return jack him out of alpha blade landing for the lols, etc) In reply to qwerty above: I caught a few backdashes with killer joker transport, but a lot of the time it's not him mashing, just doing stuff like teleport -> blah blah pressure -> and then backdash back to neutral and jump away shuriken, etc. He doesn't do pressure for very long, and then just takes off. I feel like if I tried KJT to catch him I would have to hard call out when he was abandoning his pressure to take off. Maybe I'm just not reacting fast enough.... 6P only leads to mistfiner loops if you hit them in front of johnny's body. Most times I land 6P when Chipp is pretty much inside me, and upcoin at that point gets level 2 instantly without extra damage. Although I'm sure I probably could have started a few MF high loops but didn't. You can pretty much watch the video above to see how he uses his teleports. For the first while I just spent a long time trying to find ways that actually beat it, because I feel like just neutral teleport behind should be super beatable. I catch him with coins a few times, but I miss just as many times if not more. Hmm I definitely do think I need to work on my spacing for the matchup, but I'm not quite sure how. It just feels like he has such a strong control over the pace of the match and the spacing for the most part. Are there any good places to find Johnny sets vs specific characters? I watch a lot of the Satou sets but it seems like 1/50 is vs chipp if that. Thanks for the tips! I will definitely keep grinding against him with those in mind going forward. Edit: Also damn I never realized I used 5H as much as I did in this match set.... I gotta stop that habit. Geez I just keep pushing buttons like an idiot trying to swat him out of the air, and I'm super exposed for it.... I didn't feel like I was doing it so much. That's definitely going to change. Think I'll definitely try to focus on defence going forward while looking for openings rather than just swinging blindly like an idiot at a chipp that is never there. Plus work on airdash confirms....
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How do you guys feel about this matchup? I finally got a chance to play our Chipp player in my scene last night for a few hours and it felt pretty rough. Note the giant blurb below. I had some trouble with this matchup in AC, and +R feels like it's both easier and harder and the same time. Pro's from +R -Up coin feels like it shuts down a lot of his air movement. At least the Chipp in my scene loves to fly around and this helped stop some of that double jump airdash movement. -Slightly higher launch lets me nail the optimized MFlvl2(S) j.k > j.s > j.s >j.h KJ blah blah ender for around 70-80% life/recoin much much easier -Because return jack is now unburstable, I've used it to punish backdashes if I need a level 2 -if I catch him with a 6p or with something in the air, the Air super lets me get back to the ground to get level 2 (super, 6k, upcoin usually) Cons (Our Chipp player has steadily gotten better as well, so some of this I might have just not had to deal with in AC) -Command Grab.... I used to 5p > Coin for a free level 2 every time I saw him use this in AC, but in +R the only thing I have managed to beat it with is reaction super. It just feels... really really hard to punish and way more invulnerable. I tried just IAD'ing away, but he recovers quickly and teleports as soon as he does just to end up back in my face. I tried neutral jumping, he recovers and jumps for a free air grab. Maybe I should be punishing with TK Divine blade? I didn't try it in last nights set, but next time I will see if it works out. Plus I'm still way to free to this in general, so that's something I will have to work on. Maybe I should just backdash this? I tried a few times, but if done to early I still get grabbed. -6P... His 6P is on par with Ky, and it feels like he can just run up and do it as an opener for free. It outranges my 2k, and I feel too slow trying to react with 2s (maybe I just need to do this faster) and flat out beats f.S, 5k and 5H feels like too big of a risk as he is fast enough to capitalize on that whiff very easily. -Teleport.... Man... teleports... I feel like its just a 3 way guess everytime. If I see him appear above me, 6p on reaction seems to lose most times, coin can work sometimes, but if he teleports somewhere else then you lose. I tried option selecting close slash and throw, but teleport throw still catches me. (Maybe I just need to work on doing this faster? Sometimes I try and do it too fast and SB by accident before I move my 4 input to 6, so maybe this is viable and I'm just too scrubby still) So I started trying to backdash/forward dash out of teleports to some degree of success, but it didn't feel reliable. -Alpha blade... catches me at almost full screen any time I try and dash forward predictably -Sweep His sweep is really far reaching and you always need to be watching for it I guess I only really got to play him for one long set so I don't have that much experience against him yet. We recorded our set and will probably put it up in a few days or so, so I will go back and watch what I'm doing more closely and I might put that up to show what I was having issues with/ask for critique on how I'm playing the matchup... TL;DR I do huge damage, but feel like his neutral and teleports give him huge advantages that I'm not totally sure how to deal with reliably.
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I was slashbacking them initially, and it gives you a bit of a tension reward, but I felt like with Johnny's already high tension gain, I felt like after you upped your tension pulse it became insane. Slashback doesn't increase it too right? If he throws them and you IB a few, any combo generates around 40% tension pretty much, and walking back and forth is the same and just gives tonnes of meter. Also after watching some Satou casuals today and double checking, you can actually j.ks dj.ksde Ky for the one hit as well for a tiny bit more damage. Edit: Now I'm an idiot. Just checked after posting and Slashback is noted in the wiki as below. The Risks Must perform the SB 2-3F right before an attack hits Can not block for 30F (speculated) after a SB attempt (but can attempt another SB) Costs 2% Tension (speculated) Can not SB for the first 10F (speculated) after wakeup Ground SB must be performed in the correct direction (4+S+H versus high attacks, 1+S+H versus low attacks) Air SB works against air unblockable attacks (like air Faultless Defense) The Rewards Reduces blockstun significantly: Ground blockstun is reduced to 2F (reduced to 4F if SB is performed after a SB failed attempt) Air blockstun is reduced to 4F Negates chip damage Prevents Guard Gauge from increasing Tension Pulse increases significantly So that's my bad, as I thought it was all the rewards except for Tension Pulse..... So I guess I'm going to start slashbacking now.... Thanks for pointing that out!
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Ohhhhh, a fresh matchup thread... It's so squeaky clean in here still. I haven't been around anywhere near as long as you guys, but here is what I have found just based off matchups I've played. Also note that I've only had +R for about a week. If you know any good tools or options in this match then please correct me. -Don't approach from the air too often. Ky's 6p is just as good as ever and it beats pretty much all your stuff including j.H. Even if you block it, he can force you into a blockstring where he excels. -Your f.S trades with his f.s, but his 6p beats your f.s from all distances except the very tip. use f.s sparingly as he does not need to be afraid of it. - On the flip side, your 6p does the same. At the proper distance you will catch him through is f.s, However you need to hard call out a f.s to use this effectively. It's there, but not that great from your side. -I find 2.S and 5k to be your strongest pokes in this match -Seriously... watch out for his 6.p ..... if done with the proper timing as a meaty he will clash or go through your super so be iffy and don't just toss out your super on wake up to try and get out. Unless he throws it too early it's very hard to beat it. -As terrible as 2h is, its fast... and if he has you in a corner and isn't letting up pressure, then I like to throw it out every now and again to interrupt his onslaught of stun edge frc's and normals. -Early in the match if he throws a few long distance stun edges, I like to Instant block them to get my Tension Pulse higher so I can stock up meter for shenanigans. -He is pretty average to combo and not too terrible to enkasu in the corner so at least you have that. Hijacking this from Nattak, as I thought it was nice to have the top post listed with the according Enkasu's Enkasu: corner throw: j.k, j.s, j.d, ensenga coinloop wallbounce ender: coin, IAD j.p,j.k,j.d,ensenga coinloop Corner MF(k) ender: coin, IAD j.p,j.k,j.d,ensenga
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I only got it today, but just messing out trying some stuff, and WOAH, throw is a million times better too. Throw > coin > MF-P(2) >Delayed coin >IAD >j.PKDE can snag a one hit from midscreen and carries pretty much all the way to the corner. Alternatively you can easy mode it with MSJH, but eehhhh would prefer not to waste the meter for no damage. Seems to work on everyone I have tried it on so far anyway. Does it feel like the corner MF -k (2) loop is a lot easier to hit now? The corner throw ones feel just a bit easier too. Not as much as the MF ones, but just a bit. I dunno maybe it's all in my head.
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Thanks for the detailed post Nattak. I pretty exclusively go for damage usually, but I hadn't thought of instant re-coining into an air trap for the throw. I'm going to have to mix that into my game for sure!
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I guess to answer my own questions, to combo it onto lighter characters, don't lift them as high. After MSJH, only use 5k instead of 5k > 5H and then it doesn't launch as high and works. As well a nice reliable unblockable can be setup if you have another 25 tension, by MSJH after the 2nd coin hit. Although I would still like to hear what you guys like to use midscreen. And I re-skimmed through the thread and found confirmation about j.s dj.s link so ignore that too.
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A few more questions. What do you guys tend to use if you want to combo and keep your Lvl 2 midscreen? I have been practicing the heck out of working on kjt ones, but they still aren't as reliable as I'd like. I can do them in practice mode fairly well, but seem to always try to FRC to fast, or whiff the falling S when im playing actual matches. So I was messing around trying to find other ways that I could do damage midscreen but still keep my lvl 2. I started trying to 5k > 2d > MSJH > 5k > 5H > highMF > coin > highMF > coin > iad ksd Enkasu. I can land it on sol fairly well, but lighter characters seem to launch too high. I tried it on jam, and just could not get the 2nd coin to hit, and if I tried to follow up the 1st coin I never managed to get the iad k to connect with her. Any tips on keeping recoining combos with decent damaging combos/Enkasu? And any advice for doing the high mist finer loop on different character weights? Edit: Oh and in the air, does j.s dj.s not connect after so many hits? It seems like if I try and get over 10 hits or so it seems to whiff no matter how tight I try to make it.
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GG's Rybuster, You crushed me pretty hard in those opening matches but those neck and neck fights were intense!
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I also nominate Daddy Courage... Or any other skilled Akihiko's from the forums if he doesn't want to. Although Aki players seem few and far between, and sadly none show up for Ranbats/Casuals. Someone step up and represent him!
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This would be great to see! I would also really like to see some super awesome Akihiko players duke it out.
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Ah ok then it is just me mucking up, I will play around with spacing tonight and see if I can nail those down. And yeah I thought I might have to FRC the Bacchus sigh, although its not as good, I will make due with ll I nail down those 1hits. Thanks for the info qwerty! I will practice those tonight then.
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Ah gotcha, thanks for the quick reply Chrome. I will have to double back and check video's to see what exactly he is doing to get that knockdown.
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Hi all, a few questions to enlighten the new guy. I'm definitely a beginner when it comes to GG and Johnny, as I really only started down the path of the gentleman maybe a month or two ago, so i figured I could bounce some stuff off you more experienced Johnny players. 1st. Is there a KJT KJ (FRC) combo that works across most of the cast? Something like the fairly generic j.KSdj.KSDE off the other launchers, which covers most people. For example 5h KJT (KJ) j.S dj.SHDE ? or can you fit another KJ~blah blah after the j.H on most characters? I've kinda got down what to do for each character off of 6P,LMF(2), and throws but KJT combos seem by far the hardest for me to nail down. Maybe it's just my timing and I need to keep working at it, or maybe it's spacing but I whiff a lot of falling S' when I try to use it. Mostly practicing against Sol and Zappa as those are the main characters played locally. 10Stars, I checked out your video of KJ stuff, and I definitely want to start using this more because of it. A 200+ dmg combo off a 5k with no coins is a pretty powerful too that I really wish I had at my disposal all the time. 2. Same question as above, but situation. If you K mist finer (2) someone into the corner but are too far away for the dash followup is there a general KJT combo that you can use to pick them up off the ground? I've seen it done in some video's, but not that often. 3. How many wallbounces is too many wallbounces? Almost every time I see Satou hit a PMF(2) he always does 2 before the followup. Is that just the best proration you can get off most PMF's? I tend to follow suit and do 2, but was curious. 4. Do you guys ever use MSJH for unblockable setups? I still have a super super iffy time landing 1 hit Enkasu's on the majority of characters, so I have been wondering if I can do stuff like 2D MSJH Baccus Sigh if I need to and can't seem to get the 1 hit. I know that I really really need to learn those 1 hits to get close to Johnny's full potential, but wondering if there was a workaround till I can get them down well enough that I feel like I can pull them off in a tournament setting. Thanks in advance guys.