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Everything posted by iBeK3n
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My bad about that, I chose really poor words. He definitely isn't a zoner. I used the term "aggressive zoner" but in reality, on neutral grounds, he's more of a passive rushdown. And I would like to emphasize 'on neutral grounds', as he can go apeshit as soon as an opportunity presents itself. He cannot brainlessly get in like Ragna, Makoto or Bang. But I felt myself pressuring my opponent without actually pressing a button, just by chilling just outside his comfort zone, forcing a mistake/an opening. Same case for 6B, poor wording. I should've said: use it intelligently. Frametraps with 6B are great, but being hit out of is the risky part, and they ain't weak starters we're talking about! Anybody mildly skilled can start beating it on reaction if he gets used to blocking this move from about anything. Regardless, it gives great reward and beats out scrubs all day. About j.2D air-to-air, I was merely sharing an observation, j.B is a fantastic move (plus 2 hit fuzzy guard on grounded opponent is amazing!). I found myself beating a lot more air approaches I didn't expect/see, that's all! @Pssych: I don't know about that. Aside from his crazy violent personality and jaguar kick resembling j.2D somewhat, not exactly IMO. Adon's really comfortable at midrange footsies, has very safe pressure, crossups and deals crazy damage with really short combos/raw hits. He also doesn't rely on meter. I think Teru's more like Makoto. They both have moves that can be useful for positioning, they mostly counter poke (whiff punish), use frametraps a lot, command grabs, high-risk / high-reward, and Tsurugi (Axe kick) appears to have more similar uses to j.2D. Plus they both becomes much more dangerous with meter. Sent from my Nokia Lumia 920 using Tapatalk
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His only standing overhead is 63214B. Otherwise, go for instant j.2D. Jump cancellable moves are 5A, 6A, 5C(1) and 2C. 5A and 6A are really useful against chicken blocking. 5C(1) > j.2D is pretty good to maintain pressure but you'll notice that it'll get blocked 99% of the time. I like to condition my opponents to get used to block it, then suddenly go for j.B(2) when they respect my pressure (2nd hit often comes off as a surprise), j.C when they mash 2A or backjump cancel j.D if I know a reversal's coming (stops all momentum, though). Sent from my Nokia Lumia 920 using Tapatalk
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Really good to know. Somebody also posted a video of various neutral tech setups : http://www.youtube.com/watch?v=fqps06KqOuI Posting it to give some more meat to the bone. Sent from my Nokia Lumia 920 using Tapatalk
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@fogelstorm: From what I've seen, he doesn't have really safe tools to immediately start rushing down from a neutral position. I first started playing him as a pure rush down and it didn't go well. Characters with great normals like Azrael stuff him all day. He's more of an aggressive zoner in neutral situations and he goes mad rushdown on an opening/knockdown, like Makoto in Street Fighter. You'll want to bait things at first, feel up how your opponent reacts. If he whiffs mid/long range pokes a lot (Azrael and Ragna players sure love doing so), you can use 6C to punish for huge combos on CH. Plus, keeping that RC can save your butt. Anyway, he isn't Makoto or Ragna. Terumi really isn't as safe as he seems to be. As people will learn to fight him, you'll see that you won't get away with as many things. Habits to watch our for: - Ending close range strings with 5D : Terrible idea, it's not half as safe as Hazama's and can get punished. - Non-Oki 2D : I think you know why. - 214D (Command Grab) : Don't use it too often and especially not too close. It can get grabbed and poked pretty easily once they get used to it, stay unpredictable or it becomes worthless and will get you punished consistently. Also, it's really unsafe to do it after 5C(2), plus a complete 5C pretty much ends your pressure. - 6B in block strings : The move gets stuffed by most mashed 5A and 5B, use it sparingly. - j.2D in neutral situations: Honestly, it gets stuffed by moves that aren't even AAs. I've found it to be a great air-to-air though. Now, onto his mixup game... Terumi seems go rely a lot more on frametraps than high/low mixups. Seems to me that if you wanna play as him, you have to be prepared to have most of your stuff blocked. He relies a lot on the opponent's mental fatigue / impatience. Here a few frame traps: - 5B > 2A : 5B leaves Teru with frame advantage. Like Haz, it stuffs pretty much everything. - 5B > 6B : Blows up throw/counter throw mashers, 2A mashers too. - Blockstring > delay > 236D : If your opponent doesn't have solid fundamentals though, feel free to disrespect his neutral game and RTSD.
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Thank you, good sir! @Chickzama: The frame data, although in Japanese, helps a lot, thank you! 2A > 5B frametrap is glorious. I've been using it since day 1 because I was trying to emulate Haz's pressure game. Keep that 6A prepared though, as many people try to disrespect it and jump out! Sent from my Nokia Lumia 920 using Tapatalk
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Anyone's got decent wake up setups against rolls? I mostly use timed 2As for forward rolls but it seems kinda sketchy, doesn't work really well. I run up 2B for back rolls but with the move's recovery frames on whiff, I seem open to counter attacks. I love 6C btw, move's so good to get players who spam long range pokes. I'm still trying to figure out an optimal RC combo for when 22C won't corner carry. I've found that anything > 6B block string can be very risky, you can get hit out of it by many standing attacks other than 5A. Use it sparingly! Great anti-grab/low though, it is really rewarding on CH. I've been testing out setups for his command throw. I like using it after getting the opponent up close with 2D, for example: Combo > 41236B > 2B > 2D > dash 2A (>5b) > 214D. Most of the time, players are going to chicken jump that 2D and won't try to jump again as they land, because of the fear of not hitting barrier guard in time. Plus the effect of 2D can be distracting. Sneaking it after 5D can be deceptive too but be careful not to link them, as it turns into a purple throw. All in all, it seems like I'm finally grasping Terumi properly. He's pretty much like Makoto from Street Fighter. Requires a lot of conditioning, so he has to start off pretty slow and conservative. Sent from my Nokia Lumia 920 using Tapatalk
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Is it perhaps not late cancelable on block / after 2-3 jabs? I guess I'm doing it wrong because I often ended up not moving at all. Sent from my Nokia Lumia 920 using Tapatalk
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Which normal would that be? His only jump cancelable normals are 5C(1) and 2C. I'm gonna have to check out my timing, I guess. Thing is, I've seen videos of dudes getting beat clean by 5A (up close) and 2A (farther). And I'll give to you for the meter, didn't think about that at all, silly me. Sent from my Nokia Lumia 920 using Tapatalk
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You do realize that anything > jc > j.2D is not a real block string, right? It gets beaten CLEAN by a simple 5A. And after testing in training mode, I've noticed that crossup j.2D does not require to switch blocking sides, like an auto guard or something His command grab is more of a gimmick than a 'constant threat', as it is so slow that a jump forward > big punish on reaction is possible, I try to keep it low with that one because it is high-risk, pretty low reward, gimmicky. His pressure is fine but his mixup game is sub par at best due to the safety of said mixups. And I've yet to find any sort of decent 2D Oki setup other than 2B > 2D after 63214B super. I do agree with j.D being a great tool. But my gripes are with j.B and j.2D, the hit stun is just terrible and they combo mostly to 2A unless you get to hit your opponent really low. Doesn't happen often, people can AA nowadays, so it's mostly about baiting and hitting pretty high. Some obvious comparisons are with popular characters like Jin, Ragna and Hazama (everybody knows 'em) Jin has j.B > j.2C, j.2C > j.C and j.2C > j.D to easily combo from air to ground. Ragna's j.C has so much hitstun that he doesn't need anything else. I don't really need to name them all. Hazama has better angles and can safely hit very close to the ground with j.B thanks to his chain, he also has j.2C absolutely easy to combo from. Either way, he's tremendously fun. I just hate dealing with characters like Azrael and Hakumen, that type of matchup annoys me to no end. Sent from my Nokia Lumia 920 using Tapatalk
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Okay so I've tested it out and as Solless as said, it is simply distance dependent, it is VERY punishable. Personally, I barely ever use this move aside for very obvious whiff punish or if I have 50% to RC it. Anyway, better keep 'em on their toes and have some tricks up our sleeves. Anyway, although I love Terumi to death, I personally feel like he's amongst the weakest characters in the game (not in terms of damage by the way). He seems to have no way to effectively get/stay inside safely, thanks to his terrible pokes & terribly unsafe mixups, and his air attacks are either slow or have pretty bad air-to-ground hitbox, jumping and getting a hit in seems rarely rewarding. Anyone care to tell me if his throw range is shorter than average? I've noticed getting grabbed by Azrael in distances I'd whiff completely. Characters like him are such a nightmare! Sorry for the rant, I'm just salty because he seems to have such a harder time than any other character I play. Sent from my Nokia Lumia 920 using Tapatalk
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I believe that it is punishable on block, not sure if only on IB or not, as I remember getting punished by my friend's Makoto. Regardless, I'll try it out and get back to you on that. What's exactly hard about Lvl3 Stomp's motion? Anyway, many combos require a lower level of it (combos starting with 2A/2B/5B+C), so don't sweat it. About 2B followup, I'm exactly sure, still ambiguous in my mind. But I know for one that following up stomp > messenga is easier because you actually hit the opponent in the air, making him float a little higher after the super (could explain 2B being harder to combo, if possible at all depending on your starters). 6D > Jagaku always works but you've got to time it properly. In fact, you can start the 236D motion a bit before he lands from 6D (deceptive, I know). The only safe Oki setup I've seen with 2D is 63214B > 2B > 2D in the corner.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
iBeK3n replied to BladeOfJustice7's topic in International
Yo! Ken (T.Kang) there, if anyone remembers the scrub that I was (and probably still am). I've been getting back into BB recently with Extend, and Eb encouraging me to actually reappear from the dead. So anyway, with all the different prices being shot around, up to how much would it cost for a copy of BB? (Price for Digital Copy and imported one plox). How hard is it to actually memorize the menu's options? Now, bear with me, last question: do you think that Terumi will come as a pre-order bonus in North America? I'll hopefully show up at a meetup soon enough, peace. -
Kind of a random question, since I don't know where to ask and this thread is the closest to being related to it. I've noticed in the Video Thread that Buppa is not in the notable players anymore. Did he stop / dropped down from Elite level? I haven't kept up with BB and only am now getting back into it. With Hazama's chains changes, how's he looking difficulty-wise?