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Everything posted by Don Blow Jon
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This was off the gatling from j.C at the lowest point possible which allows for normals such as 5C to connect which normally would not be possible with raw TK j.2D. Every time he got one in raw he could not confirm into a combo but this is likely due to execution error and if not were just gonna have to work around it, we got some pretty hefty buffs to go along with these known nerfs (6D, 236D range and j.2D). Honestly I haven't realized how scary a faster 236236D can be, we could set up reliable unblockables in OD and hopefully continue pressure with the opponent closer now (if they're still alive after eating 5.8k).
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Using 22C lvl3 should hopefully allow the same combo routes as lvl2 did and remove the need for delaying 5B also even with the 6D nerf it should be possible to perform a safe jump anywhere on the screen (the window for one now is huge), go for air dash mix ups in the corner, land meaty J.2D or go for resets with 5A. Bring on 2.0 Terumi, burning my heat to dive kick for days!
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It looks a bit finicky to combo after now, at least from what I saw this was after the j.C gatling which allows more time to confirm. I'm still watching the vid and the Terumi player just looks like he's having a hard time confirming raw J.2D into a combo. However if we can at least get a 2A consistently we will be fine. Also at around 3:21:16 he goes for a raw command grab, if possible we could do a side by side comparison to check if it really is faster. EDIT: Just finished the video and no J.2D was landed or properly confirmed, ah well.
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Yooooooo a bit late but I'm loving all these changes (will write up later on why they are so goooood, also command grab might be faster can't really tell) also at the vid posted by Koori (video thread) and Lem it is still possible to combo after J.2D at least from the gatling from j.C the time frame is at 3:01:50. EDIT: 3:21:16 Raw command grab.
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A-cho 9/30/2014 Some more Terumi matches vs Rachel and Tager https://www.youtube.com/watch?v=qHuGKdEf6Co&list=UUCfnriDcUslGMUMX4Ctkyjg
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This is a nice way mix them up in the corner and midscreen with our characters speed (might be a bit harder to apply due to requiring meter but still noteworthy none the less). If they block j.C we could go for an air throw, poke with 5A (or 6A for an air unblockable attempt) then jump cancel barrier for mix up or maybe even command grab as they land (risky, low reward). I should try and see if meaty j.C could work on other scenarios that involve forcing them to air tech, could really add to my game plan versus certain match ups. I haven't tested this set up yet but I would assume if they just fall to the ground we can just pick them up with 2B/2C/22C and blue beat the combo for a better knockdown so they will be forced to tech or risk getting closer to the corner. Terumi in general has some pretty good options to pick people up if they decide not to tech, notably with J.2D since it leaves such a large window to pick them up to continue the combo if they don't emergency tech allowing you to go for your favorite oki options of that (gotta test if a safe jump is possible when ending combos with J.2D).
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2C > jc > j.D can be decent, but you don't really get much of a reward for it. Still looking for ways to bait anti air attempts/DP's and get a proper punish. 6C ender in the corner I haven't tested yet, but from my experience in matches it seems to catch forward rolls pretty well with 2B and You should remain safe (maybe plus) even if you whiff it when they neutral tech.
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A-cho 9/23/2014 A little over 27 minutes of Terumi vs Ragna http://youtu.be/0r8S_LOpfWw
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Not really broken stuff to be honest, you're opponent would have to be paying attention to how the wind blows in his room or eating a sandwich to get hit by this, sadly this seems to be the case for a lot of people online so have fun xD. Now to get something really juicy to the discussion, so far from the tests on the lab with mirrored Terumi's, it turns out that j.D even when done immediately during a jumps startup (ala TKj.2D) it will never be negative on block in fact when done immediately I was neutral on block and traded with Terumi's 2B with my own micro dashed one. So let's say we hit j.D just a tad bit later, we are already at plus advantage and could possible reach with 2B to get some nice pokes in and even go for pressure with a chain into 6B or omit 2B for 5B. Still testing but it seems to be giving positive results consistently. This is assuming j.D was done after a single jump, it will most likely not lead to the same results when done on a double jump (time will tell). Also I tested 6C (when the opponent is not in midair) versus 236D and it seems 6C is the winner between the two. With 236D you can punish forward rolls/quick get ups with another 236D, backwards rolls with micro dash 5D and whiffs on neutral tech (safe on whiff). Now with 6C you can punish backwards rolls/quick get ups with 236D, whiffs on neutral tech but you have frame advantage (possibly +2) and you can catch forward rolls with 2B for a full combo. You may not get the extra heat provided with 236D but this leads to a much more favorable position where you don't need to have a cold hard read to maintain pressure, and if you have a minimum of say 21 heat you get just enough for a 41236C for a full combo into our second best knockdown 22Clvl3. If you happen to whiff a 236D during their forward roll you will be negative and back at neutral, but it's not such a bad situation considering it leaves you at just a little over max range 5D and if you have the life lead you could just jump back j.D or if your feeling ballsy 2D. Now as for mix ups, jump barrier after 2C, 5B, or even 2A may be the way to go for better mix ups. J.2D albeit +3 on block can get predictable and will eventually get IB'ed. Terumi has such a fast jump that he can get away with going for jump barrier mix ups more so than other characters. Say after they respect dash 5B pressure you could sneak in a 2A then jump barrier and then empty jump low, or if you don't want to risk to much 2C > jc > barrier > empty jump > 2B. Now this is assuming you have them respecting your pressure, good players can react to this with their respective anti airs (Koko 6A. Bitch). This is all I have so far and it will only improve from here my fellow curb stompers. If you find anything post it and I'll try to contribute so it gets fully explored.
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Edited the post to be a bit more direct. Usually with Terumi my most common enders are both 236D and 6C (yeah you read that right xD) usually due to how amazing of a whiff punisher 5D can be, but this leads to unfavorable scenarios where we have to call them out on their rolls. I'll probably find something useful with 6C but for now 236D it is. Also for 3C > 2D sadly no, even with +17 (might be +16, haven't really gone much in depth with 2D set ups) it is not possible to go for jump >barrier > j.B without having a huge gap for them to anti air us and even if we bait them we probably won't get a decent punish. I will test out 2D set ups in the near future, but for now it's all about finding them mix ups and continued pressure (mostly with safe jumps)! Also another thing to note that I edited into my previous post is that TKj.2D is officially a 20 frame overhead. I tested it versus Kagura's 5D~A (-19 on block) and Nu's OD 4DD (-20 on block), I could not for the life of me punish Kagura with j.2D however Nu could be punished with perfect timing. So for now I will assume that TKj.2D is a 20 frame overhead.
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Thank you showing me the beauty of 236AA as a whiff punisher my friend, the knockdown it gives also allows Adachi to go for a safe jump with j.B (same concept as the ones I posted). But that's not the best part, with 50 meter it allows for a follow up with 236236A (which gives you plenty of time to hit confirm it). The combo goes as follows, 236AA > 236236A > (66)2C > 2AC > j.C > 5B > 2B > 2C, 3264 Dmg or you could go for fear. I would only use stance cancels for pressure, but with 50 meter Adachi turns into a whole different beast for whiff punishing.
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Yoooooo, Fear is amazing man. (Midscreen fear inflicted) 214CD > (66)5B > 2C > 2AC > j.C > 5B > 5C/2B > 236D/2C 2949/3377 Dmg. You either have the choice of going for continued pressure with 2C knockdown or keeping fear inflicted to reap the benefits (ohhhhh 5C counter hit). Also here's a combo for whiff punishing with 236AA 236AA > 236236A > (66)2C > 2AC > j.C > 5B > 5C/2B > 236D/2C, 2683/3264 Dmg (lading fear depends on the position you have on screen, if in the corner just use 236CD).
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Man j.C is freaking amazing xD. 6ACH > jc > j.C(1) > [5C(1) > jc > j.C]x4 > 6A > highjc > j.C > jc > j.C > j.2D
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Hey guys I could use some advice on the following video I put together for our cabbage loving murderer http://youtu.be/lbjD-ftk0co It's a collection of what I believe are legitimate safe jumps for Adachi, but I only assumed this due to Mitsurus DP being one of the fastest in the game that these set ups should in theory work against every other character (minus Kanji cause well, machismo).
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Time for so e rambling and a video to go along with it. Here are some safe jumps and WIP mix ups with Terumi http://youtu.be/l0369m4dO-8 The safe jumps are relatively easy to perform once you get the timing down so not much to go into there. Terumi has a pretty quick jump and can lead to some actual decent mix ups outside of jump cancels from 2C/5C, also j.C can be timed to either hit for a double overhead or a quick overhead to low which can be hard to react to. At first I thought j.C canceled into j.2D was the way to go but you just can't convert on a standing opponent with that option. Now these are meant for best case scenarios but our most common knockdowns are sadly either 236D or 6C (when their standing) at least in my case with how I always seem to hit them with 5D. For the moment I'm thinking of going for just 236D due to the heat gain, the ability to punish back rolls with a micro dash 5D (if they neutral tech/forward roll your safe on whiff and can just jump away to safety with j.D) and due to 6C just feeling awkward at the moment. Everything that's possible with 236D should work with 6C but it needs some lab work. Finally TKj.2D is possibly a 20 frame overhead (punishing Nu's (OD) 4DD (-20) but failing to punish Kagura's 5D~A (-19), so for now 20 frame overhead till further testing.
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3C has a large cancel window that you can abuse and go for frame traps with 5D, but overall you want to be using 5B and delay the gattling that are possible from it like 2B, 2C, 5C and 5D. Mostly try and go for 5C or 2C jump cancel mix ups when they start respecting your pressure and bait anti airs accordingly with 2C jump cancel options such as double jump or backwards air dash into j.2D (timing is iffy). Also I started practicing the 632146D link mid screen and it's actually really forgiving, just buffer the super as 6321466D right as he stomps them away for that sweet damage. I tried with other supers but no luck. MAN ITS GOOD TO BE BACK FROM COLLEGE HOMEWORK HELL!
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Airthrow combo in the corner for when you don't get a wallbounce. Airthrow > 41236C > 2A > 5C > 3C > 22Clvl3. The trick is to land and wait for just an instant then input messenga, very efficient for when you try to go for a throw reset after 22C or 6D.
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My friends believe Terumi is top 5 xD, solid mid tier that can deal with many top tiers yes, but damn I hate those baseless comments with no facts. I usually try to save the meter for mix ups as well, but most of the time find myself punishing people that don't bout dat messenga. Also mix up with meter is too good man, love it. Hope you enjoyed your vacation and don't worry we'll keep on updating this forum with all the tech we can scrounge up! Also don't worry about the frame data, I'll get that done before September comes along.
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My fellow curb stompers I need some help editing the official frame data page for our boy http://www.dustloop.com/wiki/index.php?title=Terumi_Frame_Data_%28BBCP%29 I got most of the normals, revolver action table done so that's a plus and if you see anythings that's off go ahead for the edit. Since you're all discussing mix ups I believe the best meterless mix up that we haven't explored enough (at least myself) is 2C > jc > j.A/Barrier(optional but helps with timing and for baiting) > j.C > j.2D/j.5D > 2B (has a gap, not exactly sure how much at the moment). The beauty of this jump cancel (from 2c in particular) is that it allows you to go for a much more ambiguous mix up with j.C into low, overhead, throw, and bait anti air attempts after the jump cancel with air dashes or another jump. One of the greatest benefits this mix up has is that j.C > j.2D is +6 (at least with this particular string) on block and allows for 5A to link, this opens up a lot more pressure options for Terumi which can be applied on wake up to have them respect our mix up. It is possible to go into j.C > j.2D from 5C(1) > jc, 2C allows for more options and can be used to bait anti air attempts even with the larger gap. For an anti air example with Koko you can go 2C > jc > Barrier > Dash Backwards > j.2D to catch their reactionary anti air attempt with 6A, and if they don't anti air you're still at +3. With these options at our arsenal, the opponent actually has to respect a noteworthy meterless mix up from Terumi. Overtime I don't think his mix up will be considered weak if we all learn to apply this into our game, either way keep on exploring you sadistic bastards and post it on here (don't be selfish)!
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This combo is freaking hilarious (does not work on Makoto, Platinum and Tsubaki). 2B > 5B > 3C > 5D > 6D > [5B > 5C > 3C > 6D]x2 > 236D. Dmg 2311 Heat 66 and below are some more practical uses of max range 6D for higher heat gain. 2B > 5B > 3C > 5D > 6D > 22Clvl3 > (66)3C > 5D > 6D > 5D > 236D Dmg/Heat: 2571/69 or 5B > 2B > 3C > 5D > 6D > 22Clvl3 > (66)3C > 5D > 6D > 5D > 236D Dmg/Heat: 3147/75 The key is to delay 5D by just an instant to get the max range 6D which would allow for that silly spinning animation and would lead into the rest of our combo. Add 63214A > RC > Taunt > 3C for the icing on the salt cake my friends xD. I have a tournament coming up this weekend and have been preparing for weeks now, OD combos will be updated to the wiki by the end of August I can guarantee that!
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Sadly not a lot of people play Terumi in Japan so we didn't get much coverage for him in loketest. I'm positive other changes must have been implemented but besides the 6D nerf we might never know. After 22Clvl3 > (66)2D, meaty 2D is +15 on block leaving a 9 frame gap when trying to follow up with 6B and the more vulnerable variant 3C > 2D leaves you at +17 (freaking amazingggg) for a 7 frame gap.
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Has anyone attempted to go for an unblockable set up with 236236/214214D? It crossed my mind that this is probably the most underused tool we have due to how risky it can be, either way I decided to find some set ups. 2B > 2C > 6C > RC > OD > [ 2C > 5C(1) > J.2D ]x4 > (66)5D > 22Clvl1 > 236236D. Possible with 60% health or less (suggest 50% to have enough OD for guaranteed unblockable) and allows you to catch neutral tech on reaction, back roll on a read and quick rise on reaction. 236236D whiffs on forward roll but due to the wide buffering window with 22C you can opt to go for 236D > distortion of choice. This should set up should only be attempted on characters that don't have a burst in stock, or you know have means of escaping 236236D (DP's, distortions, etc). Seems like a gimmick that could catch someone off guard every now and then plus it just feels satisfying to pull off. Speaking off gimmicks, 623B after a 5D into 6B feint (on normal block) catches Jin's 5B trying to punish the feint. Which means if you expect a punish attempt, buffer 623B from the feint and get a counter hit punish for 3.1k or 2.4k into oki. Now this won't work on characters using DP's to punish the feint, and anyone that has a 6 frame normal that can normally hit Terumi during 6B (Azrael, Bang, Kokonoe, etc) but it is something to take note off when going for 6B feint mix ups, it's also possible to go for OD from the feint for more gimmicky goodness xD.
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Just about every single one of us takes a hit from that slight change xD. Don't put too much thought into it for now, just the first loke test and we don't know what Terumi has received besides this nerf (or if it will even stay intact at all).
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That about sums up all we know at the moment, some more changes should probably surface by the end of the weekend (wouldn't count on it tho).
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Happens to the best of us my friend. Also here are the damage values for the combos you posted, 2837 and 3417.