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zeth07

[CP] Azrael vs. Terumi Match-up Discussion

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Discussion about the Terumi match-up goes here.

Anyone is free to post info as long as it is constructive and helps with the discussion of the match-up.

Notable Matches:

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Okay, 90% of all the matches I play online are VS Terumi so I think I can share some tips. Again I haven't studied his frame data (because there isn't any yet!) and I don't play Terumi that much (all challenges cleared but however) so all this info I'm sharing is from experience of fighting against him.

- Terumi and Azrael are both close-combat characters and as such this match-up is in Azrael's favor (60-40?). Terumi is faster for sure (5f 5A) and he's got a good DP (it requires 50% but his heat gain is crazy too) but his damage is low, his health is low, his mixup is mediocre at best without meter and he's pretty much corner-dependant to land much damage at all.

- Terumi has no standing overhead, so the best solution for him is TK'd j.2D which isn't SO hard to react to, plus he can only jump cancel few of his normals on block. If you end up blocking just block low and react to his j.2D & command grab Gasenshou (214D), the second you hear him say it just Growler/5A/backdash and punish with 3D etc. for a CH combo. It's got 25 startup and 43 recovery so he won't do it often.

- If you get hit in the corner mash A and B to tech, Terumi has a lot of multi-hitting attacks which prorate in a weird way (his 22C for example, if he mashes C the additional stomps prorate "on their own", meaning he can purposely end a combo early to try a reset). Actually our very own Fogelstrom made a video about it.

- Don't try to backdash when he does his 6C, you'll get hit and you'll have to deal with his pressure.

- For some reason a lot of Terumi-players like to grab a lot, so get used to those. He lacks mixup tools, be ready to break throws.

- Growler is pretty good in this match-up (it pushes Terumi to distance where doesn't want to be + he doesn't have any fullscreen punishes, Messenga doesn't reach and Renshouga isn't fast enough).

- His Jagaku (236D, typical pressure ender) is -4 on block but it pushes Azrael's out of 5A distance, so immediately after Jagaku:

*Terumi does 5A: catches 2C, 6A/2B beats, Valiant/Hornet ok

*Terumi does 5B: catches 2C/2B, 6A beats, Valiant/Hornet ok

*Terumi does 2C/3C: catches 6A, 2C/2B beats, Valiant/Hornet ok

*Terumi does Gasenshou: catches Valiant/Hornet (GP), everything beats

Bottom line, either 2B/6A/backdash/GP/keep blocking.

- Terumi has 2 reversals but both require 50 heat, if he has 50 heat after knockdown think twice before meatying. If you think a reversal is coming -> Hornet a tad before they tech (GP catches Soutenjin + hits low so CHs Zanrouga)

- If you actually see him do Zanrouga (laughs/spins chain), just 3D for a free 5k punish (it only activates with mids and overheads).

That's all I can come up now.

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Yeah, the neutral in this MU is in Terumi's favor, he runs really fast and his 5D/j.D are fine pokes. 6C is like Tager's 2D, nasty blockstun but the last hit is easy to IB.

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I really don't like this match-up, mainly because of how annoying Terumi is a character, and partly because his corner combos last for about half a fucking century.

 

All I ever seem to do against Terumi is trade blows, but when he gets you in the corner, it feels very difficult to get out. And I don't know about you guys, my slow-ass brain can't react to his command grab, only time I ever get out of it is when I just decide to jump out of pressure. He seems to have superior A to A game as well, his j.B is about on par with us, and his j.D just out right beats it.

 

I know this isn't a desperate struggle of a match-up as the Murakumo units, but it's hard to stay calm when all he needs is a jump in attack to connect in the corner for you to stay there for about 10 uninterrupted seconds, sans a burst.

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You just need to be patient, as he doesn't have a strong mix-up game.

 

Block low for most things.

 

Block 5C standing because he can cancel it into j.2c

 

Block standing when he jumps.

 

Listen for the command grab, as I find hearing it is easier to react to than the animation.

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I don't see how this is anywhere close to a fair or good matchup. I'm trying to be patient, but when all he needs is to 6D to shut down literally EVERYTHING I can do it's a bit tough to keep composure.

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I don't see how this is anywhere close to a fair or good matchup. I'm trying to be patient, but when all he needs is to 6D to shut down literally EVERYTHING I can do it's a bit tough to keep composure.

6D? Do you mean 5D.

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The only thing he has that makes this MU annoying is j.D.

The hitbox is gigantic and it's extremely hard to punish due to Az's lackluster mobility.

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Oh yeah, that definitely sucks as well, but I still stick behind them being able to just throw out Jabaki to stop us from doing anything on the ground. 

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Terumi abuses air dash j.D zoning:

that move has ass startup + it's a projectile + 6f of landing recovery

> growler it or catch it with valiant/hornet GP. 6A should also work on reaction.

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6A goes through 5D btw, so if they're not at 5D's maximum range 6A beats them out.

j.D isn't as much a problem as 5D imo. I generally get by just calling out 5D and IADing over it. That or 6A. I'm sure there's a better way to deal with it though (you can also growler it but meh)

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6A goes through 5D btw, so if they're not at 5D's maximum range 6A beats them out.

j.D isn't as much a problem as 5D imo. I generally get by just calling out 5D and IADing over it. That or 6A. I'm sure there's a better way to deal with it though (you can also growler it but meh)

 

That's the biggest problem with 5D though, they will be zoning you with it, and fishing for hits so they can follow up with Snakebite and possibly with Serpent's Laceration (stomp distortion)

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