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Don Blow Jon

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Everything posted by Don Blow Jon

  1. I believe their's a typo in the mid screen one my friend, I believe you meant 66 2D. I actually tried 66 2C myself for quick pick ups and didn't get wanted results xD. As for the corner I like going for 5C(1) into j.2D from 22C or 6A > j.2D from 6D. It's harder to react to and allows for quick DP baits and double overhead set ups, so sick. He can live without it but it would go against what he was designed for, only allowing you to get the amazing meter gain from OD or a fatal counter. If they do keep this change we will need to get something much more valuable in return, I guarantee that.
  2. Mostly just miss out on damage with messenga and oki mid screen. But in the corner it's a necessity to use 22C to rack up some damage (just lvl 1 tho so it shouldn't be a problem for ya). I have been testing the high jump gimmicks (high jump seems to be easier execution wise) and it seems to be really effective versus Ragna (only tested with him at the moment) with the following block string, 2A > 2A > 2B > 2C into back high jump instant air dash j.A to attempt a j.B/2B mix up, j.C for a quick mix up (plus on block even with just one hit of j.C), go into j.2D (omit j.A to have a better chance of punishing their escape with a forward dash) if they try to forward dash away to hit in the front, cross up if they respect it and possible to whiff j.2D into low or throw (hard to react to but punishable), or barrier from j.A if you predict an anti air attempt. It trades with his 5A but other times I could only trade with instant block, just letting you all know what I have been working on, but it might take a while to flesh out but it seems pretty practical .
  3. Meh that kinda kills the whole get heat go insane play style Terumi's designed for, plus it kills off most of his combos so I don't see that staying unless we get some mad sexy buffs (return of tk loops or a standing overhead?).
  4. Here are some good combos which don't involve that tedious mashing. (Only on crouching) 2B/5B > 5C > 2C > 5D > 6D > 236D or (66)6C. Go to combo on crouching opponents, I forgot the damage value but should lead to decent damage and corner carry, also depending on the starter you might need to omit 2C (say with J.2D). Also on standing opponents go immediately into 5D > 6D like so 2B > 5D > 6D (J.2D won't combo on standing opponents unless you get a counter). Now with some meter go for, 2B/5B > 5C > 2C > 41236C > 2A > 5C > 2B > 5C > 3C > 5D > ender of choice or omit 5D to go into 2D for oki. Same rules as above except J.2D won't really allow for much flexibility in the combo. Or omit 41236C and go for 6C into 2C > 5C > 3C > 5D > 6C for max damage. A lot of OD combos mid screen don't even require 22C and just require this loop 2C > 5C > J.2D up to a max of 4 times (2 on J.2D starter) from 6C RC into it for max damage.
  5. Lol I stopped playing online 2 months ago when I got beat by quick wake up into throw, like really c'mon you think I didn't input a freaking attack to screw him up game. If you're playing online stick to short combos leading immediately into oki, don't ever go for (66)6C unless your feeling it, and save that meter for double overheads and kill combos. Also a gimmick I have been experimenting with is burning OD off the start of the round on 5C(1) into ODC for a pseudo RC mix up, I'm still experimenting but it's possible to feint J.2D into low with almost no recovery on everyone except Koko(dammit xD) and if you land a good hit instant 50 heat combo for continued pressure, some good potential here since even if you burn OD you get it back midway through the match.
  6. Something to keep note off is the gaps in Azrael's strings as well. The one that comes to mind is 2C into 6D/3D, you can usually just mash 5A for a quick punish or instant block tha bauldah for a 5B full combo punish. I believe there is a full list of the gaps in the Azrael forums so I suggest checking it out.
  7. Sadly they can roll past you, also tried 5C > 5D > 2D no luck, might just be smart to go for 3C > 2D after you conditioning them to emergent tech till we find a way to cover forward rolls. I'm trying to find a set up that matches the effectiveness of 22C lvl3 > (66)2D mid screen which blue beats if you don't emergency tech (possible to escape with a delayed emergency tech, but timing differs for some reason) allowing Terumi to easily follow up the combo without sacrificing damage or oki since you can go into either 5C > J.2D, straight into 6D, or just 5C > 3C. This is probably my new favorite set up along with just dash up 2A to pick up the opponent. Now to perfect those high jump gimmicks.
  8. Basically yeah (can't recover fast enough for 6A either) still trying to find the right route to cover most options while leaving you plus on whiff and continue the combo if they no tech, so hard xD. Starting to just go for J.2D in the corner for oki, it just feels like to catch rolls and perform meaties with J.2D. Starting to implement gimmicks like high jump cancel > air dash > J.A > J.2D from 2C to try and catch the opponent off guard with their anti air attempts and try to go for a cross up, air throw attempts are beat out and it's possible to barrier after J.A or 41236C if you predict an anti air.
  9. For combos like the one above that involve 22C lvl3 near the corner, 5D > 2D sets up just the right distance for oki, but nowhere near as efficient if you were in the corner already. After 6D or 22C lvl 1 in most corner combos it's possible to go for 5C > 3C > 5D > 2D and cover just almost every option (whiff's on neutral tech but you are left plus on whiff, can air dash out) and continue the combo with J.2D on blue beat if they decide not to tech. I usually go for this combo when going for 2D oki in the corner and it works wonders: 2B > 5C > 3C > 22C lvl1 > 5C > 2C > 5D > 6D > 5C > 3C > 5D > 2D. Don't know the exact frame advantage but it sure has been doing work in the corner, possible to escape but it's still a work in progress.
  10. Instant block/barrier and try to 5A out of pressure, anti air 6A for attempted jump mix ups, high jump air dash (after a good barrier block) or reversal distortion out of the corner if you don't mind burning 50 heat, 41236C whiff should do the trick but is risky when blocked (-8 on block). If you land a 5A/2A while cornered convert into this combo to get some damage, oki and the corner: 5A/2A > 5B/2B > 5C/2C > 41236C > 2A > 5C > 22C lvl3 > 5D > 2D and have fun :P.
  11. I finally have refuge and internet for some good ol forum time! I noticed we don't really have a post for his gaps when cancelled into 6B or 214D, took the liberty of organizing one. 5A/2A > 6B 13 frames and 5A/2A > 214D 14 frames. 2B > 6B 11 frames and 2B > 214D 12 frames. 5B/5C/2C > 6B 8 frames and 5B/5C/2C > 214D 9 frames. 5D > 6B 6 frames and 5D > 214D 7 frames. Some extra details to keep in mind would be the attack levels and 214D will not trade due to it being a grab unlike 6B where the trade is in your favor. The attack level's for each move goes as follows: 5A/2A lvl1, 2B lvl2, 5B/5C/2C lvl3 and 5D lvl4. Also what do you all do to mix up (meter less) your opponents besides frame traps on a blocking opponent and during knockdown (both midscreen and corner)? Usually I try and go for J.B into 5A on block for a 50/50, this being the safest option I use. Although Terumi may be lacking lacking in this area but I'm curious to see what you all have in your bag of tools. I'm trying to implement as much as possible into my game plan for a tournament coming up here in PR and so far I've grinded out Terumi's pressure to a pulp and trying to find the best ways to use throw rejects, 214D, whiff J.2D into low and OD. Also In training I found that after 214D if they emergency tech and you J.2D, it will hit meaty and you can link 5A when normally it isn't possible, don't know the exact advantage but it looks to hit on the last active frame. I will post more off my training mode stuff over time but this one seemed to be the most notable. I'm guessing because you can avoid 2D that some Japanese players ignore it, but all it takes is a little conditioning and you can just reap the benefits off that advantage man! An example would be much appreciated, can't get this to work in training mode xD.
  12. Something to know about 6B in this match up being that his 5A can mash out of any normal cancelled into 6B on normal block that is not 5D (the frame gap between 5D to 6B being 6 frames), With that in mind, our representing badass Terumi player made good use of mixing up with 6B in this match.
  13. I'm guessing because the arcade's are set to best out of 5. Oh and yes the spacing between both players was nice and that Amane was pretty good too.
  14. A-cho July 17th, 2014: http://youtu.be/o4DV_rze0n8 Gameplay starts at 41:30, good display RC mix up here from this player.
  15. Oh my bad, I only updated this page with the recent frame data changes http://www.dustloop.com/wiki/index.php?title=Yuuki_Terumi_(BBCP) due to the convenience, if I knew how to calculate all that data I would definitely update that page. Details like the gatling table I can manage, but I don't know how to find stuff like proration value or attack levels. Only attack level's I know would be 5C's being 3 (recently nerfed from 4 in the patch) and 5D's being 4. Since attack level's attribute to block stun I would assume 5B and 2C are also level 3 with 2B having attack level 2.
  16. The wiki was recently updated with 1.1 frame data, the frame advantage for 2A, 5B and 6B go as follows +1, +2 and +3. As for the block on 5D I'm not really sure how to calculate that, but as for the gap in 2C > J.2D if I remember correctly you can mash out with a crouching 7 frame jab (Terumi's 5A) on non instant block or just DP out. I should update the wiki with the gaps on the jump cancels, would definitely help to improve one's pressure.
  17. KrocoCola, usually just get on BB for training mode, the net code is a cruel mistress for me where I currently live. Also for the sake of the thread, here's an OD combo with 50 heat, J.2D > 5B > 2C > 6C > RC > OD > [2C > 5C(1) > J.2D]x2 > 5D > 236D > 632146D (distortion of choice). Possible with 100% and 30 heat, but the last distortion needs to be changed to Soutenjin to maintain decent oki. The same combo route can be taken for other starters and allows for more reps of tiger knee J.2D for a more optimal combo. J.B > 5B > 5C > 6C > RC > OD > [2C > 5C(1) > J.2D]x2 (depends on health and starter) > 5D > 236D > 632146D (distortion of choice) 2B> 5C > 2C > 6C > RC > OD > [2C > 5C(1) > J.2D]x2 (depends on health and starter) > 5D > 236D > 632146D (distortion of choice) 5BCH > 5B > 6C > RC > OD > [2C > 5C(1) > J.92D]x2 (depends on health and starter) > 5D > 236D > 632146D (distortion of choice) Another combo route midscreen for 50 would be OD cancelling to Soutenjin however the above combo allows for a brain dead easy confirm and full screen carry to the corner, but it always comes down to personal preference (showing off xD) so the previous combo is below for anyone that missed out. 2B > 5C > ODC > 623B > 5B > 5C > 3C > 22Clvl3 > 6C. You can modify this combo by omitting 5B and going into 5C(1) > J.2D for some extra heat gain and go into 2C > 5C > 3C then continue into 22Clvl3 and dash up or whiff 236D for some oki. That just about covers what I got so far, next up are optimal 50 heat OD combos in the corner which will most likely involve 63214B or just 6C and some loops, other than that O would to see what's possible oki wise in OD with the vacuum from 2D and meterless combos from J.2D, well one step at a time I suppose.
  18. Thank you for fixing that my friend, sadly only human over here xD.
  19. Wiki updated again with all of heavymetalmixer's updated list and a change to that outdated defense section (it strained my eyes just to read it). Overdrive combos will be added possibly tomorrow.
  20. Some basic OD combos I was practicing this morning, mainly meant to be used anywhere on the screen to get to the corner (forgot most of the damage values xD). (Minimum 90% health, 100 heat) 2B > 5C > 623B > RC > OD > JC > J.2D > (2C > 5C > 92D)x3 > 5D > 236D > 632146D. Depending on your health the difficulty will vary, if done right it should finish with the rising kick which allows for oki in the corner, or you can choose to end with 63214B and save about 25 heat and sacrifing about 400 points of damage if I recall (still get some good oki for this little exchange). (Minimum 90% health, 100 heat) 5B > 5C > 2C > 623B > RC > OD > JC > J.2D > (2C > 5C > 92D)x3 > 5D > 236D > 632146D. Same concept as above but different starter. (Minimum 90% health, 100 heat) 5BCH> 5B > 5C > 623B > RC > OD > JC > J.2D > (2C > 5C > 92D)x3 > 5D > 236D > 632146D. Good combo to get from dash 5B pressure and with practice easy to confirm. (Minimum 90% health, 100 heat) J.B > 5B > 5C > 623B > RC > OD > JC > J.2D > (2C > 5C > 92D)x3 > 5D > 236D > 632146D. At the moment I don,t have a good midscreen J.2D combo so this will have to do for the time being, best way to land this combo is from midscreen oki (preferably after 22Clvl3 bounce, J.2D knockdown, or 6D). Also tried some good OD combos from 2A. Midscreen (minimum 90% health, 100 heat) 2A > 5B > 5C 623B > RC > OD > JC > J.2D > 5D > 236D > OD 623B. Grants 4.4k, ypu can get even more damage from omitting 5C but hell of a lot harder to confirm. Corner (minimum 90% health, 100 heat) 2A > 5B > 5C 623B > RC > OD > JC > J.2D > 5D > 6D > 236D > OD 632146D. 5.1k damage and rising kick ender allows for continued oki without sacrificing damage and to save some heat, replace the last distortion with OD 623B. And for the climax, a 5D combo (midscreen only) incorporating OD for that sweet damage. (Minimum 90% health, 100 heat) 5D > 6B (if crouching) > 6C > RC > OD > 22Clvl3 > RC > 2D > 6D > 236D > 632146D. It will usually range at around 4.5(?) to 6k,, great damage off our best poke and great carry across the stage (forgot the heat towards the end so I don't know the 632146D ender). Also a quick easy corner combo for 5D. (Minimum health 90%, 100 heat) 5D > 236D > 63214B > OD > 22Clvl1 > 3C > 5D > 6D > 5D (3C) > Distortion depends on previous normal. Will update the wiki this Monday with heavymetalmixer's finished list and with other combos (mostly OD combos). Till then keep posting people!
  21. There's been a lot of great Terumi matches posted in the past week in the video thread or check out the game chariot video channel, if I would have to name a player it would probably be Shirushi and Noze, both have some mean Terumi's.
  22. Man were all gonna go through that phase, hell I'm going through it right now considering I just burst instantly so I can hope to have another in stock for the next round. But every time I hit the lab and see that bastard Hakumen's (insert character of choice) health go down by half I get the feeling like, man maybe I got like the ghetto unit cookie bro gonna be raining 6k everywhere, get's me motivated xD. Online= Rage burst is best burst!
  23. Overall Terumi will be taking more risks with pressure and capitalizing on nice clean hits for damage and just staying away with that life lead, being an annoying ass to win man Hazama style. Oh my don't get me started on online Tager's that right there is 10-0 for me, freaking full screen sledge hammer into 720 on whiff -_-. Yo Azrael getting away with murder man, give me that backdash over a gimmicky add like 214214D any day xD. I'll hold off my verdict till I play a decent Tager offline, but definitely gonna be a brain buster when I get caught with no heat for reversals.
  24. Make sure to OD as soon as the back ground starts to return to normal and input 22C (hell mash the input like 2222C, make sure that boot hits) should connect consistently and allow for good follow ups. Let's not forget the insane corner carry, 5B/2B > 5C > 623B > RC > JC > OD > J.2D > [ 2C > 5C(1) > J.92D ]x3 > 5D > 236D > Distortion of choice goes from corner to corner, it's so sick. Also in the corner with 80% health, Front Throw > ODC > 22C > 632146D freaking 6.5k (5.6k mid screen with 236236D) unburstable damage! Oh yeah definitely putting in the lab time to apply overdrive into my game.
  25. You raise a good point, completely forgot to account for all that. I need more experience with the match up myself but I believe it will just go down to whoever can get the first hit or keep the pressure up. Terumi can just back off after getting a lucky hit with 5A and j.D until Tager makes a mistake trying to go in, or Tager gets knockdown into GF and well you obviously know the rest xD. It does sound unfair that we have to put in so much work compared to the Tager player but 5A and 6A (mostly 5A) really help in this match up to open them up and get them to the corner, but other than that I we do have to find an os specifically for a better reward on punishing his backdash.
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