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Everything posted by fogelstrom
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You can hit it on jump-ins but they have to be very low. If someone does an low IAD j.B/j.C whatever they probably are not getting hit. But I have countered Bullet doing j.D and a few jump-ins but as said they have to be deep. So deep that the character is basically landing within a few frames after. Also I'm 100% with Guyman on terumi regarding tier. In my circuits he's heavily overlooked because people think he's extremely bad. But he has alot of potential and with time I can see him landing as a solid mid, maybe upper mid tier. But definitely not higher.
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I did 2C when playing yesterday but it was mostly by accident to tell you the truth. I did hit people but I never followed up properly. I think 5C might be out of range after hitting 3C on people in the corner... still haven't tested properly. Too busy playing :V And 236236A is indeed really horrible. The only time you are going to want to use it is when you have 50% and back to corner for RC combo. Granted you get 7k without OD activation. But it's so bad that 623B RC is well worth that 100% meter instead. 236236A is nice for people who tend to overuse certain block string or patterns. Bullet players for example 90% of the time stick out 2A after 5C, her 5C is +0 on normal block and her 2A doesn't hit low. If you have good reactions you can 236236A common strings such as 5C, 41236C from Hakumen aswell. But as reversal it's just really stupid and bad.
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Needs more Terumi love. http://www.youtube.com/watch?v=x4vlGifdwzc http://www.youtube.com/watch?v=nC9XCzfG7gs
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Additional almost 2hr. (still being processed by YT while this was posted) http://www.youtube.com/watch?v=nC9XCzfG7gs http://www.youtube.com/watch?v=x4vlGifdwzc Mashing dat AH at end of pt2
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I have not experimented with this at all but the first thing that came to mind is to do 3C, 2B, 5C etc. Since the time between 3C and 2B you'd might pick them up and if done 2-3 times I bet they choose to eat a 2D block mixup rather than 3k dmg and giving you 50+ meter. If you try it out let us know the results!
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I haven't played around anything with 6A CH OD combos in the corner. I tend to always save my OD for the end (6D) out of bad habit. If you have 100% meter when you hit the 6A CH you'd probably want to do 6A CH, OD, 6B, 623B, 623B, 5B, 5C something something. But it all always depends on tension % and hp % when you land that 6A CH.
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Hmm.... Shouldn't something like 6A, OD, 6B, 2C, 5C, 22C (Lv3), CT, 623B, 5B, 5C, 3C, 6D, 236D be better? I guess they'd tech in Jagaku but you could try with 22C Lv2 instead. Also 22C and CT both in before Soutenjin to increase prorate.
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More footage from today then. 2½hr youtu.be/qUGqCCQhyJQ - Very good matches against a really good EU bullet. Unfortunately I get frustrated and loose alot but it was very enjoyable to play still. youtu.be/bcFJDGmQf4A youtu.be/au09elp7Ywo *EDIT* Replaced with YT vids instead.
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236236A, RC, 6B, 2C, 5C(2), 22C(Lv2), 2C, 5C, 3C, 6D, OD, j.2D, 236D, 63214B - 7172dmg They tech Jagaku if you do Lv3 22C and when doing Orochi you have 51% meter
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Based on minimum damage you are gonna want to do Soutenjin if below 100%, only for the kill below 100% meter that is. Orochi for oki for obvious reasons detailed above. Fuuenjin should only be used with 100% really. And even then if I don't personally kill with that I still go for Orochi just for oki if I'm not in OD and wanna steal that meter and also in that case Fuuenjin minimum damage is better and Orochi has bad oki.
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236236A on reaction
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Approx 5 hours of Terumi gameplay that I streamed today. It was a good evening for me with alot of fun games and I had a nice flow for quite some time. Finally got around to archive for your enjoyment. http://www.twitch.tv/inputlag/b/479972835 http://www.twitch.tv/inputlag/b/480010853
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Quick note for this matchup... if you do 41236C Kagura's hibox makes him end up really far away... I mean it's looks bugged compared to the other cast. At first I didn't think it was possible to do follow-up's because of this and was really upset. But after a while I realized you just have to dash further than a micro-dash. It's difficult if you're not used to it. My Kagura friend could only hit 1-2 in 20 tries but I got it down to 50% while playing after realizing this. Also if you're playing someone that is srk happy tone down on 6B! But that would be farily obvious ^^; I personally feel that throws are very good against Kagura players because they tend to focus on points to srk because of the charge.
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Yeah but still. I don't feel it's something people should be spending meter on unless the opponent has 25% or less barrier. If it's a scrub okay and if you want to use it for throw mixups for throw reject miss... but still not that heavily a dimension in his offense. (imo)
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Yeah sorry, meant 63214B. I have very sloppy inputs and always think of it as 214B. Also as it's kinda standard I type out moves to lessen confusion (though in this case it kinda failed)
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Luckily for me I'm playing against Haku and Kagura mostly so -7 isn't that big of a deal. But online against e.g Ragna... q_q
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The only time I'd feel it would add any layer of mixup for Terumi is if the opponent had 25% or less barrier meter left. I would never use it if these circumstances weren't met. Also when you say -8 is that when they barrier? (kinda stupid question but I want to make sure) Since it add's frames on block and it's still -8... damn.
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Hah. I too was really upset about his CT this weekend. Was paying a friend and thought I always had too much meter stocked up even in neutral and on block so I'd thought I'd spend some by using alot of CT... but I was really disappointed Gonna check out exactly what it is on block later today. But I don't see any reason to use it over 6B since it's +4 on block o/
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Just a little thing I found out yesterday is that if you do 63214B midscreen you can follow up with 66, 2C, 6C. I've been going into 63214B as a bad habit but if I still happen to do it and corner is to far away for a combo atleast I can add some damage and get better oki wich is nice.
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j.2C is a b*tch to deal with. Keep on your toes because all the scrubby ones will mash this to no end. Also make sure to ALWAYS quick tech this immediatly because you're just going to get really angry if they pick you up up 5B/2B into 3k combo on blue beat. Obviously 6A is your friend here! Due to Terumi's revolver chart I don't feel to threatened by her 22C like other characters would. Don't let her set up stuff with gravity and fireballs. Terumi has excellent ground movement so use this if you can spot them trying. You will most likely be able to sprint and hit with 5D or 236D then into 214B or 41236C depending on screen position. 3-5k punish so hopefully they learn. Aside from 22C her reversal is her Super Ball, just watch out for this on wakeup and you'll be fine. Don't be afraid to keep the pressure up. If you're a troll 236236A works on IAD j.2C most of the time since she's falling rather quickly to the ground.
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Srsly is Terumi supposed to be Rushdown solely based on his runspeed or what? I don't feel that his main game revolves around this even though he's insanly safe and hard to punish on almost everything. I'm playing the zoning game until I score a knockdown then try to mix it up with throw/6B/j.2D. Also I'm using 41236C to wiff punish alot. I also feel that I want to use 214D! I think it's heavily overlooked due to it's speed but if you cancel into it from let's say 5C(2), 2C, 214D not alot of people can stick out things that's gonna blow you up. They can backjump ofcourse but you can exploit that in other ways. Especially if you end with 2C since you can jc that and do IAD air grab :D I wish I can play again really soon and hope that I can post some videos. I'm pretty sure I have atleast over 50% win ratio but with the new sucky D card I can't know
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Mashing? Niggah please! Also remember that j.2D has short starter so all combos are crap after it really. You have to end it really fast and don't expect any huge damage. If you can confirm them crouching you can do 5C(2), 6D aswell. Really handy to know. For corner I use; j.2D, 5B, 5C(2), 6D, 236D just for the meter and it's what? 2k dmg or something? You can obviously add supers or even use OD from 5C(1) or 5C(2). I tried 22C combos but the short starter makes them really bad and they always tech out from 236D so you have to give that up after 6D :/
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I haven't had extensive experience with the match-up but I'm a very adaptive player. Also now in the beginning when people are lacking advanced experience with their own characters they are very easy to download if you just play on fundamentals. But you can imagine playing as a Bullet being totally locked down by gdlk 6A from Terumi so no jump-in's without ATLEAST H1. And if he has 50% meter never be able to do Flint Shooter/Afterburner. You're quite locked, and when people get locked they get frustrated and do stupid things which makes you win *EDIT* Use 6A, 2D at own risk btw. If you wanna play really safe always go for jc combo rather then CH 6A, 2D combos since you'll risk eating a combo, but the worst part giving Bullet H2 and oki.
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I feel that this matchup is very even. If Bullet does Flint Shooter -> Afterburner you can 80% of the time punish this with either IAD CH j.D, 5D, 236D and depending on screen you can go to 214B and continue combo from there. If you have the meter to spend on 421236C you also get a 3,5k+ punish. For neutral game I feel an advantage to Terumi with 5D, 2D, j.D and 6A (gdlk in this matchup since Bullet's tend to abuse their gdlk j.C). But when Bullet has H2 it get's rough. H1 is still managable you just have to be careful but H2 is when she's taking the advantage from you in neutral. If you have good reactions/reflexes 236236A is a good tool in this matchup if the Bullet tends to spend Heat on block since it's fairly obvious move to spot but hard to do anything about. My general game-plan is to play keep away with D moves until I can get a knockdown and go from there. And always try to save 50% meter for 41236C when they use Flint Shooter and/or Afterburner.
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From my experience this matchup is bad. As Kairos says you are going to be out-poke'd in the neutral game that heavy favors Haku not just in term of keeping Terumi out but for building meter to lay havoc upon you. 6B is really great in this matchup however since Haku can only stop it by guessing/reading it and stick out a 5B. Anything else get's beaten out. When you are in you're also gonna wanna stay in and on top of Haku since he favours so heavily in the neutral. Getting hit by 4C -> Gurren -> Zantetsu or whatever is just awful... 5D, 2D, j.D and 6A great moves for this matchup. You build alot of meter and can hold Haku out. The thing is when one catches the other Haku will most likely destroy you way more then you destroy him.