Phones01 Report post Posted October 24, 2013 Has anyone finished his trial 30? I'm not very sure of his optimal fatal combo starters :/ Share this post Link to post Share on other sites
Sadeyo Report post Posted October 24, 2013 236236A Has anyone figured out the purpose of this super? A counter? A taunt? As of now I'm just mashing in the training room with any character I feel like playing with till I settle for a release or so forth. Share this post Link to post Share on other sites
Canine Report post Posted October 24, 2013 It's a counter. Share this post Link to post Share on other sites
Guymam Report post Posted October 24, 2013 Something I've been wondering: Can he combo after his CA using an RC? If he can, CA > RC might be a useful tool when he's under some heavy pressure. If it's blocked then the RC lets you pressure using the frame advantage and if it hits I'm sure he could get at least 30 Heat back. Anybody test this yet? CA have shitty proration, but I checked anyway. You can RC and do something like 236D, but not only is the damage severely prorated (420) it only gets him 5 heat. So unfortunately, no. Share this post Link to post Share on other sites
Ajantas Report post Posted October 24, 2013 Has anyone finished his trial 30? I'm not very sure of his optimal fatal combo starters :/ You could mess around with some Fatal starters into OD, then you can simply do double Soutenjin for to instantly get to 5k and the other 1.5k is just fiilling the gaps really, you should know by now. If you want a cheat sheet just look at the first combo in this video http://www.youtube.com/watch?v=KidTjN4KMYk&feature=youtu.be Share this post Link to post Share on other sites
Guymam Report post Posted October 24, 2013 236D Fatal Counters and you can OD the first hit before the snake animation kicks in for better scaling on your combo. Then you can simply do double Soutenjin for to instantly get to 5.5k and the other 1.5k is just fiilling the gaps really, you should know by now. If you want a cheat sheet just look at the first combo in this video http://www.youtube.com/watch?v=KidTjN4KMYk&feature=youtu.be That was his 6B. His 236D does not fatal counter and cannot be OD cancelled. Share this post Link to post Share on other sites
Ajantas Report post Posted October 24, 2013 That was his 6B. His 236D does not fatal counter and cannot be OD cancelled. Yeah I realised that and changed, I have to watch everything in low res cause shitty internet. So hard to distinguish between moves sometimes... Share this post Link to post Share on other sites
Kitsue Report post Posted October 24, 2013 Some (really) random notes I haven't see on the topic, sorry if it's too basic : - During OD, many of his drive moves have bigger range, except for 6D - After Orochi Burensen (63214B) in corner, you can do 2A > 5C > whatever, given the combo won't last very much longer - During OD, after Jakyou Messenga (41236C), if you want to continue it fast with another DD, you have to input it as if you were facing the opposing side. Meaning if you start by doing messenga from the left (41236C) and continue with Orochi Burensen, you'll have to input it 41236B even if the opponent is on the right, or 421B for Soutenjin. You can still wait the very end of Messenga's animation and use regular input, but it's much slower. - Againt characters with a relatively big hitbox (well, if azrael count as a big hitbox anyway), during blockstring and if you're close enough, you can do 5C(1) > jc j.2D and it will cross-up ; the jc must be done forward the opponent, of course. Kind of a gimmick, as you'll have to be really really close to do that,..I managed to cross up with 5A > 5C(1) and 2A too, 5B is doable but you have to delay j.2D a little - After 6B not counter, the only gatling is 6D, and you can also link a 5A, but that about everything, even 2A won't do no good (not counting specials and DD of course) Share this post Link to post Share on other sites
Guymam Report post Posted October 24, 2013 Taken from my ramblings on Twitter. These are my day 1 Terumi finds. -Terumi stomp super is an overhead. -Messenga (41236 C) doesn't CH ever for whatever reason. -Jarin (100 meter super) does a lot of barrier drain. At certain barrier amount for the opponent it's unblockable. It also can only be barrier blocked. -5B 6A 5C 2C shit works. Sometimes it does odd things for big bodies. like 5C(1) connecting instead of 5C(2). -Dash 5B 6A 5C combos into astral. j.B has the behind hitbox like Hazama. 2D catches rolls, throws them towards Terumi. -236236A (counter super) does not activate on projectiles. It also just guard points moves with invinc., like Ragna ID. Basically meaning it doesn't activate on ID, he just walks through it. Can't RC. Doesn't activate from behind, guardpoints. Gets grabbed. Gets hit by lows. If you do land it outside of OD, you can do dash crossunder 2B shenanigans. -CA whiffs most low profile normals. Choose your exit carefully. Soutenjin has startup invuln, and can be RC. Think about the situation. -Fuuenjin (meter variant super) has some startup invince as well. -6B, 6D FC. CT Staggers on ground hit midcombo, scoops on otg and air hit. -Soutenjin links to 6C and Messenga on CH. Proration is too bad for combos though. Easy 3K from a reversal though. -6D combos after 5C and 2C when the opponent is crouching. Use it for superior meter gain. -Corner combos deal good damage with meter. Fairly simple 5B starter combo did 4.9K, spent 50, but then gained it back. - 3C CH combos into 2D at max range. If there's anything in particular you want tested let me know. Share this post Link to post Share on other sites
Canine Report post Posted October 24, 2013 From my own quick practice session -6B is best starter. No questions. -CT can land after 22C in the corner, not to difficult to pull of either -CH 6A can be followed up by a delayed 6B midscreen, 6B on air hit can be followed up by CT Share this post Link to post Share on other sites
PhoenonX Report post Posted October 24, 2013 Anyone find a real use for 2D yet? I keep trying to use it on Oki after knockdown and even when it hits I can barely if ever follow it up. Share this post Link to post Share on other sites
Nakkiel Report post Posted October 24, 2013 - After Orochi Burensen (63214B) in corner, you can do 2A > 5C > whatever, given the combo won't last very much longer You can actually do 2C > 5C. Haven't bothered checking on all characters but it's been consistent. 41236C is invincible, not just projectile invuln. Nothing else to really add at the moment, have found a couple interesting things that I'd like to mess with before deciding whether it's even worth sharing. Anyone find a real use for 2D yet? I keep trying to use it on Oki after knockdown and even when it hits I can barely if ever follow it up. Easy meaty after CH 623B if you want to forgo an extra 500~ damage. Also meaties after 6D on most characters, seems to whiff some skinnier ones. You can even use it after 3C on some characters with slower reversals. Share this post Link to post Share on other sites
Guymam Report post Posted October 24, 2013 5C air hit 6D only works on Ragna, Rachel, Tao, Hakumen, and Tager. Any combo with that combo filler is character specific. Which in turn affects heat gain, damage, proration and combo ender. Share this post Link to post Share on other sites
Kitsue Report post Posted October 24, 2013 You can actually do 2C > 5C. Haven't bothered checking on all characters but it's been consistent. Ah yeah, better indeed ! I've tried it on different type of characters, it indeed seems pretty consistent. About that, the "best" combo I've found for now with that setup is : Orochi Burensen > 2C > 5C > 22C > 6D > 236D > any super, since you actually gain 50 heat during the combo. 5D after 22C doesn't allow any follow up, where as 6D yes. Anyone find a real use for 2D yet? I keep trying to use it on Oki after knockdown and even when it hits I can barely if ever follow it up. Personally, when used as Oki, I go for A > 6A > air combo, that's the most consistant combo I've been able to do. It's strongly dependant of the placement ofc, it won't work from full range 2D ; btw, the only follow up to full range 2D I've found is RC > dash > 5A > etc but it's far from consistant and not really worth it. Here's hoping we'll find better things for 2D. EDIT : Actually, here's an easy way to view the follow up ranges for 2D : In training, reset your characters position to midscreen ; this range between you and the opponent is the exact limit range where you'll have to use 5A > 6A as follow up. If you're closer from your opponent, then you can follow up 2D with 5C, and if you're further, well...Have fun trying ! By the way, feature that I've just discovered : When you reset your characters position in training mode, you can input left or right to put your characters in the corner ! Dunno if it was there before, but that awesome for me at least Share this post Link to post Share on other sites
Nakkiel Report post Posted October 24, 2013 Would 5C > 3C > 6D work in the cases you're using as a replacement? I imagine the tech time is too short at that point though. EDIT: 22C has slight reverse proration on it, you can also link crush trigger afterwards. CT did about an extra 70 damage after full mash compared to no mash. Share this post Link to post Share on other sites
Guymam Report post Posted October 24, 2013 So Soutenjin in OD can be straight cancelled into itself and Jakou Massenga. Like, as in you can interrupt the Soutenjin OD animation to do another Soutenjin OD animation. :V Share this post Link to post Share on other sites
Kitsue Report post Posted October 24, 2013 Ah yeah, better indeed ! I've tried it on different type of characters, it indeed seems pretty consistent. About that, the "best" combo I've found for now with that setup is : Orochi Burensen > 2C > 5C > 22C > 6D > 236D > any super, since you actually gain 50 heat during the combo. 5D after 22C doesn't allow any follow up, where as 6D yes. Some precision about this one : In order to be able to do the 236D > any super part, you MUSN'T mash 22C. Hell, if you mash it, the opponent will even tech DURING 6D (very ankward). Actually the combo will fail at different timing depending of how much you spammed 22C, like just after 236D the opponent will end the animation by just standing, no recover or anything, as if he recovered during 236D. And to finish about that, the combo actually give back 45 heat and not50, so you won't be able to super at the end if you had no stock before starting. Share this post Link to post Share on other sites
Solless Report post Posted October 24, 2013 Anyone know why sometimes a 6D will not properly juggle a wall bounced opponent? Sometimes that one kick comes out but it just has that one kick. Share this post Link to post Share on other sites
Guymam Report post Posted October 24, 2013 Distance. At a certain range it doesn't connect the rest of the move. Share this post Link to post Share on other sites
Solless Report post Posted October 24, 2013 Kinda stupid to be that fickle. Share this post Link to post Share on other sites
Kyosuke Kagami Report post Posted October 24, 2013 dudes is terumi bananas or he's "lol uber but also hard to use"? Share this post Link to post Share on other sites
NecroTheReaper Report post Posted October 24, 2013 Do any of his D normals have smp that limit his combo potential? Share this post Link to post Share on other sites
Kitsue Report post Posted October 24, 2013 I can confirm that 6D does have SMP, not sure for 5D, I tried to put it three times in a combo and I haven't got the SMP message. j.2D seems to be no smp too. Share this post Link to post Share on other sites
NecroTheReaper Report post Posted October 24, 2013 Thanks. And what about his block strings? I've seen plenty of combos, but I havnt seen how his pressure/mixup works Share this post Link to post Share on other sites
Betto Report post Posted October 24, 2013 I'm watching the streams, and I find it really funny that Terumi's counter super doesn't activate even though you're attacking him from behind. What's even worse is the long ass recovery time if you're unsuccessful lol Share this post Link to post Share on other sites