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Everything posted by fogelstrom
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Hey Sey! Thanks alot for all the input. I have some trouble in the Haz matchup, dealing with his movement is tough. But you and EvilCommie are the only 2 good Haz players I've come across anyway. I'll try and disrespect your chains more but I'm afraid of air throws if I up back too much since Haz gets good dmg out of it unlike many other characters. It's also really hard to react against. You avoided my Messenga's and j.D too well so I was stumped by that and renounced to 6C and IAD j.C alot indeed But 6C is a really good tool because of the deceptive range and with 50% meter you can just hail mary it. However I noticed you ib'd the last hit a few times and did good punish even though you didn't get CH wich even I was upset about! That IB, dash 5B CH, 214D~C would have been badass I also tend to use backdash more than abare 2A since I used to play Bang. But Terumi's backdash is awful! *EDIT* About the respect on block and in general I'm just that kind of player. When playing better then average players I prefer to block and try to download/adapt rather than up back and mash 2A in block strings ^^
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Thanks for the input Tsukahara and everything you said and assumed is 100% correct. About letting him get in that's because Sey789 has/had condition me since he usally does ALOT double snakes and it freezes me up. I tend to more want to move by dashing away so he wasted his meter. Afraid of j.2C, j.C, Houtenjin ^^; 6C round starter heh... since we have played a number of matches 6C wasn't that bad of an option considering how he had started his rounds. Just felt the flow. I always auto-pilot 6A into 2D. CH or no CH. I almost never get punished when 6A isn't CH so that's why. But it's indeed a bad habit as well and I'm aware of it. Double j.2D is also something I just do that has become a bit of a troll habit I'm trying to just do 5B, 6D after it as much as possible. I just hate it as a starter since you can barely get any dmg. I tried a few cmd throw, not in any of the matches recorded but Sey789 has really strong abare and understanding of Terumi's revolver chart so I got hit out of them unfortunately. Again, thanks. It's nice and good to get your play looked over by another set of eyes with input about what to improve. I feel it's still early and I only have about ~900 games played in total online+offline. Stupid full time job.
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From my lab testing you should be able to do 5A, 5C on 236D. If people roll forward and you do 5A ASAP you catch them. Granted they get out of the corner but obviously you are going to Messenga them either before grabbing meter or after. As for ending with Fuuenjin as others have said only when it's for the kill. OD combos... I can't really complain not getting oki since I'm probably doing 6-7k dmg anyway... getting the dmg and superb oki... I haven't tested but I bet 5A ASAP would beat forward rolls after Fuuenjin/OD Orochi as well. My biggest problem is that I can't catch back-rollers properly. I have NOTHING against it that isn't unsafe or forcing me to spend meter. I played a Kagura the other day that obviously backrolled 100% midscreen because he wanted his SRK charge. So I'd thought I'd 6C that sh*t after 236D midscreen but it just missed... so back-rolling after 236D against Terumi midscreen seems almost 100% free. Obviously I could do Messenga and risk getting punished along with wasting 50% meter. Yay.
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Let's get the ball running then ey? Since I gave some harsch and honest critiques I expect to get roasted! No but in all seriousness I have alot to work on myself but I always just tend to drop the ball on my bad habits and auto-pilot like hell when I get frustrated. I only remembered to save these 3 replays but me and Sey789 had some back and forth matches and we usally play around 50-50 I'd say. He's a good Haz but was a bit lacking today imo. Sorry about the quality. Forgot to change from 360p when I stream ^^; http://youtu.be/Ohc6beguxTg
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It's awful any day of the weak. You can't play on the premise that the other person is not paying attention.. Jagaku is probably one of the easiest SMP moves to react to and the fact that the last hit is the one that doesn't hit just makes it even worse. Granted I do it online to troll people for full 100% Fuuenjin after but I'd never pull it out offline, ever.
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You haven't played Terumi that much? There is room for alot of improvement.. 5D, 236D on all blocks? Not true blockstring and 236D is -3, with IB it's -6 and you got hit both between and after several times but just kept at it. 236D same attack combos will get you eaten alive. I can understand the oppponent not actually thinking about it but if they do they get easy FC and huge dmg. You should really know when you've already done 236D and not try to finish with it. Not a single attempt to beat out rolls in any of the matches. Huge waste of meter on 2A combos to 63214B. Since 2A is short starter you can't follow up after 63214B and the meter is wasted. They even air tech on 3C. The multitude of combos dropped also very un-optimized. You could have won so many times. Poor mixup with only 2C, jc, j.2D. No 5C(1), jc, j.2D. No cmd grab but that's personal taste I guess. Good with the 6B's even though you didn't know what to do when you got FC. Instead of just running headfirst and pressing 5D everytime you could pace yourself and punish with 6C for either RC or CH combo for huge dmg. You had a great amount of opportunities against Haku and Nu on this. Not a single 2D used also I've never seen a Terumi use j.D so little. When you already have 100% or 75%+ meter there is really no use in doing 236D ender, especially if you never try to catch rolls, but instead end with 6C for screen position. Not meant to be a douche just telling it like it is, trying to give constructive criticism.
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I would personally not ever spend 50 meter on something gimmicky as 5C(1) RC, 2B. Maybe if it was for the win but I'm really conservative with my meter since Messenga, 6C RC, Soutenjin are too valuable for me. I indeed need to get ALOT better with 5B stagger/dash pressure. Auto-piloting way too much at the moment just because how well it still works untill you encounter someone adaptive. Also still noboy uses 6B? Whenever I watch vids people never seem to use it.. I feel it's very valuable since you can go to 6B from every other move he has and since it's +4 you get pressure reset and if they know of 6B you can fake it for throws. In corner 6B fake, B+C, 22C Lv3, 100% Fuuenjin is 5k dmg and hilarious. Add OD after 22C for 6k :D
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Unless it's 6A CH. Then you can confirm with 6B. I always do 6A, 2D however. Only problem is when they barrier and punish but not enough people are doing IAD, barrier exactly. Without DP you realize he only has 5C(1) and 2C as jc and stand up after these since he can only go to 3C as low normal in which you can go to 5D, bad on block or 2D and get CH'd for big dmg at close range. I like j.2D alot but once people catch on about it Terumi's block pressure gets rather boring. Also with j.2D being short starter I don't feel any real reward for landing it besides 50-60 meter. But the meter is meh if you land another j.2D combo as it also has horrible P1. Alot of people are starting to jump out of my pressure completely free once they know how the revolver chart works. Just up back and barrier. Not alot Terumi can do against that.
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236236A all the time is my tactic. Their awesome active frames counts for nothing in counter hell!! No but seriously... I approach this match with alot of zoning. Alot of 6C to punish his moves and alot of 6A since they like to jump in alot when they can't dash in. 2D/5D is your friend so you gain alot of meter in the neutral. Once he gets ahold of you it gets complicated. Soutenjin also has a weird hitbox that hits behind you so you can use that to stop some teleport gimmicks atleast. Play around some with Azrael yourself and try to udnerstand him as a character and it gets a bit easier. I'm in the lab with him now checking out his revolver chart and various other things.
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Meh. After some testing it looks like 41236C is the way to go anyway due to P2 value of 63214B :/. 5B, 5C, 2C, 63214B, 66, 2B, 5C, 3C, 6D, 236D - 4133 dmg, gain 49 (-50) meter, if you want corner carry I guess. Also depending on screen position you can do 66, 2B, 5C, 22C Lv1, (66), 6D, 236D - 4410 dmg, gain 56 (-50) meter. (Tech on Jagaku if Lv2 or Lv3 22C) +900 minimum dmg if you need with Soutenjin. Highest minimum dmg for Terumi at 50% meter.
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Hmm... I wonder if you can do 5B, 5C, 5D, 6D, 236D, 63214B, 66, 2B, 5C, 3C, 22C Lv2/3 alt end with 66, 2B, 5C, 2C, 6C instead. I need to try this out when I get home. Should be good dmg and a very lenghty carry. I really feel that 63214B is awesome midscreen with the available follow-up now.
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It's a known gimmick. I use it sometimes against people visibly flustered and just laugh as I do 5C, 22C Lv3, 100% Fuuenjin after for 5k+ dmg. But as you said it has huge flaws and when the game hits the arcade things like these will be obsolote. Fun to to pull out now and again thou While we're on the subject of gimmicks and shenanigans... 5D, ODc, 5D, 236236D (unblockable in OD). It's hilarious. Obviously you have to space this correctly and not point blank.
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It would not be better. 22C is worse oki, you lose damage and valuable heat gain from 6D. Also if you haven't used 236D and can end with that you will get even more meter. This is something worth training on. I can already do it 80% online on crap EU connections. I never get to play against a 4 connection mostly 2-3 bars. It get's some time getting used to the dash but it's worth it alot more. I now use Messenga SOLELY for the purpose of switching out of corner combos.
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Watched a JP player amaze me on Nicovideo. You can combo off of 63214B midscreen. I had no idea this was possible and was always going for 41236C. But when you do 41236C they end back up midscreen so even if the dmg is slightly worse with 41236B I prefer it because of the screen position it gives wich really helps Terumi. Combo example; 5D, 236D, 63214B, 66, 2B, 5C, 3C, 6D/6C/2D I can't confirm that this works on all characters and it's one of his few things that actually requires some execution. I would be surprised if it didn't work on all characters as I have done it on at least 6.
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5D, 2D, j.D are all projectiles and you can sledge them. 2D can't be canceled but 5D can be canceled to 6C for example so you can't just mash it freely.
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Micro dash. I use 5B. Better prorate and personally I think it's lot easier. Lv2-3 adds prorate for extra dmg. Some combos are not possible with Lv2-3 however due to the time limit system on combos in BBCP. It's the amount of presses at the start. You have to quickly input 4? Maybe 5 inputs I forgot. I just mash unless I want Lv2. The trials explained this when you demo combos with inputs shown.
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Well go ahead and try it yourself in training. No point in arguing. 6B blows up 360s. Whatever the reason I'm happy. I assume it has throw invul.
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6A, j.C(3), jc, j,C(3), j,2D - Only non CH combo I ever use. Indeed crappy pay-off. But for CH. 6A CH, 2D, 5C, 3C, 6D, 236D 6A CH, 2D, 5C, 22C Lv3, Messenga, 66, 5B, 5C, 3C, 6D, 236D 6A CH, 2D, 5C, 22C, (66), 2C, 5C, 3C, 6D, 236D, whatever distortion 6A CH, 6B, 2C, (5C), 22C, 6D, 2C, 5C, 236D, whatever distortion Just a few things. Also you can add OD to any combo with 22C in corner or just OD cancel 5C(1) and do j,2D, 2C and whatnot, Doing 6A, 2D is commiting though. If they barrier and fall down you are probably getting blown up.
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Terumi has upper and lower but not full body invul on 6B. It just cleanly beat both 360A and 360B.
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I'd only use it on Gadget Finger if the Tager more or less always used 5A after it. But I'd probably always prefer to do reversal Soutejin/623B any day. You can't do anything when activated besides pray to god the person hits a high/mid attack really, hail mary of counters. For this matchup I can also let people know that 6B eats 360A and 360B. Even if Tager fully charges 360A 6B will still FC from when me and a friend tried things out. Funny as hell. 720 can just be held longer and eats it though </3
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He can dash 5B you and hit you airborne in the backdash. 236D to backdash get's me blown up when overused especially against characters such as Jin and Ragna. I don't think Platinum would be an exception. Maybe you should enlighten him about this so you don't make it a bad habit like I already have. If you can add some range to the block string ending with 5D, 2D to atleast mix it up is nice. Dunno what 41236C is on block but I know Haku kan punish with 2B that is 8F. So Plat's best bet would be 2B but that's 10F startup. If he baits it and atleast IB he get's free punish with 2B CH. But you're out of the corner so 50% meter for eating a small combo and getting out of the corner/pressure... ah well personal taste. I'd save the meter for 623B personally. Unfortunately I've had just a handful of matches versus not so good people.
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You'd still be able to add 22C in your combo even if you want it unburstable. 236236A, RC, OD, 5C(1), j.2D, ((2C, 5C(1), j.2D)), 22C, 6D, 236D? Still no access to lab so can't check if you even can do 22C right after j.2D. Also when in OD his drive moves ignore the heat cooldown (duh). Maybe you could do 6D straight away after RC, OD? I don't know the meter gain of the moves in OD on the top of my head either. But I bet you can get more than 7,5k with OD atleast. If you keep it as simple as possible with focus on meter, 22C and 98-100% Fuuenjin. But 236236A is still pretty sh*tty so not that worth to focus on at all ^^;
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Has anyone noticed that people tend to burst second hit of Jagaku/236D? Happens for me quite often. Someone has any good punishes for this? I have so little time for the lab. I guess you would be able to hit them with 6B when falling down for 2C, 5C, 3C, 22C -> whatever midscreen/corner that floats your boat. Also anyone found anything else in the way of burst bait? Most part I just try and hit 2C for jc, block. Works alright. Terumi not having alot of jc moves makes it a bit awkward.
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Agreed. I have been thinking of experimenting with 5B, 2B, 5B stuff and 66, 5B frame traps since it's +2 on block along with spamming 6B way more. I just hate having to resort to this kind of pressure as it doesn't suit me coming from a Bang background in EX. At the moment I'm overusing 2C, jc, j.2D/j.D. I'm using forward, straight and back jump j.D to keep people atleast a bit on their toes if they try to counter but just going between 2C, jc and 2C, 5D isn't all that. Also with j.2D having horrible prorate as starter and short starter you're never getting alot out of it. I think I topped 3,8k dmg with 100% Fuuenjin in corner from it. Albeit decent dmg I'm not going to spend 100% of my meter unless it's for the kill.
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You need to add 22C to this one mate. Always think about 22C. It adds prorate! If you'd want to OD I'd suggest you'd do something like; 236236A, RC, 6B, 22C Lv2/3, OD.... etc Here you get full OD as well and can do 2C, 5C, j.2D bla bla and probably gain enough to end with 100% Fuuenjin. Especially if below 30% hp.