This is starting to annoy me
In the corner it feels like im forced to either cut my combos short at 6d or pay the Orochi meter tax to get basic oki.
236D is a fraudulent ender, a large chunk of the cast can forward roll past you unopposed. Some characters can be picked up by 2B after they have passed you, but this gives up corner pressure. Even then you have to commit to 2B if you want to prevent the roll, and 2B has pretty long recovery. OS backwards Soutenjin works, but still gives up corner, gives air tech, and is back to square one of spending 50 meter to get basic oki.
It feels like one of Terumi's primary sources of heat in combos, 236D, comes with the caveat that you have to spend 50 meter just to make it viable in the corner.
To add insult to injury, the entire cast can forward roll out of the corner if they survive Fuuenjin, making the super feel incredibly lackluster, as it can only be used midscreen, or when its sure to kill. To top it off, OD Soutenjin into OD Orochi beats OD Fuuenjin in damage in most scenarios.
It looks to me like as soon as someone realizes how free terumi is to forward rolls, you automatically lose like 25 meter per combo (omit 236D), use 50 meter and go into heat cooldown (236D - Orochi), or lose a large chunk of potential damage (omit Fuuenjin) just to make sure they cant roll out of the corner.
Am i missing something here?