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Stalf

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    Stalf
  1. Actually it works at every range with 6 dash 5B.
  2. Dunno if someone posted it before me, but I think I found a safe jump in the corner. After a 6D combo ender, just do dash jB. I think it beats every reversal except the ones with armor (mu's DP, tager's tech wheel...). If your opponent doesn't have a reversal or doesn't mash it on wakeup, with the same setup, you can then start messing with jC and j2D for a random number of overheads, depending on your timing. If you want to go the mixup route, you can also 2A (w) jB. It will touch 1 or 2 hits depending on your timing, beats everything but reversals, and allows you to perform a tricky mixup..
  3. Just tested it. 5C(1) j2D is unmashable. However, you can 5A something like 2C j2D if the 2C is IB'd. It's very hard to do on reaction, but it's possible. Still curious to know the frame avantage of j2D at the lowest height possible though. Seem's like +3-ish, but this extra frame will make the difference against characters with fast 2A. Hope we will get Terumi's frame data this week !
  4. Hi guys ! Finally decided to register and contribute to the forums... Took me a long time :p Anyways, here are the combos I use with Terumi. I think some may be optimized a little. Everytime an orochi (63214B) is used, you can also use a fuuhenjin (632146D), but I think it's not worth it unless you have 75% heat. I didn't listed every starter possible, but the combo routes I use are good for pretty much any starter. Midscreen Standing opponent 2A 5B 2B 2C 5D 236D (63214B dash 3C) 1509 damage / +36 heat (2255 / -14) 5B 3C 22C (mash) 41236C dash 5B 5C 3C 6D 236D (63214B) 4755 / -7 (5291 / -57) Crouching opponent 2A 5C 2C 6D 236D (63214B) 2118 / +50 (2821 / 0) B+C 22C (mash) 41236C dash 5B 5C 3C 236D (63214B) 4199 / -38 (5860 / -78) 4B+C dash 2C 5C 3C 6D 236D (41236B) 2864 / +54 (3525 / +4) 6A CH 6 dash (5B) 5C 22C (mash) 41236C dash 5B 5C 3C 6D 236D (63214B) 4060 / -12 (4721 / -62) 6A CH 6 dash 5B 5C 3C 6D 236D (63214B) 2210 / +60 (2871 / +10) Corner 2A 5B 3C 22C (mash )6D 236D (63214B) 2787 / +61 (3462 / +5) 5B 3C 22C (mash) 2C 5C 3C 6D 5C 236D 63214B 3825 / +62 (4486 / +12) A+B 22C (mash) 6D 236D 63214B (2C/3C) 3441 / +60 (4126 / +10) 4A+B (Terumi in the corner) dash 5C 22C 6D 236D (63214B) 3011 / +57 (3848 / +7) 6C (CH/RC) dash 5B 5C 3C 22C 6D 5C 3C 236D (63214B) 4079 / +63 (4740 / +13) If you have any suggestion to make these better... Especially to get an okizeme after a combo !! I also have question. How do you guys deal with characters like Ragna and Tsubaki, who have very good normals with long reach, in neutral game ? EDIT : About the oki, I found a setup, I'd like to hear your opinion guys... After any combo midscreen, use the Messenga super (41236C). There, you can j2D 5B for a perfectly timed meaty, j2D throw, dash 2A crossunder... Seems cool to me.
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