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[CP] Yuuki Terumi Gameplay Discussion

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Has anyone finished his trial 30? I'm not very sure of his optimal fatal combo starters :/

OD > FC 6B > Soutenjin > 5A > 5C > 3C > 22C > 2C > 5C > 5D > 6D > 5C > 236D > 632146D

That should give you over 7k.

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dudes :kitty:

is terumi bananas or he's "lol uber but also hard to use"?

From what I can tell, he's not very complex. It looks very easy to rushdown with him.

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Thanks. And what about his block strings? I've seen plenty of combos, but I havnt seen how his pressure/mixup works

Well, keep in mind it's first day impression and ideas so that means pretty much nothing, but as for now, I'll give my 2cents.

Pretty basic, you want to avoid 5C if you start to have some hit in your blockstring as it could miss due to a poor range, it's better to use 2C instead. You can use JC-able moves to press with j.2D, but it's risky as you could get countered easily. Speaking of JC, you can JC his A and C moves, but not his B, which is a bummer. As such, it's important to use 5C and 2C effectively. Aside from that, it goes like 5A-2A xn > B moves > 5C or 2C depending on range, then JC etc. It's best to avoid D moves if you want to keep pressuring, as they'll put you quite far from your opponent, and they are not JCable nor DCable. Let's not forget about 5Axn > dash, same with 2A and to an extend 5B; his run being very fast, you can keep the pressure on this way.

His 236D special is of course unsafe, so unless you can RC it, forget that. We've yet to see his framedata, but if it's 5B is the same as hazama's, that'll open some frametrap shenanigans. He also have a command grab but it's kinda slow, I guess it'll still open guard after some conditioning.

I don't think his pressure / mixup is fantastic ; I mean, he has only one overhead when he is on the ground, and that's a super. While the heat requirement isn't a problem for him, a super comes with a super flash, and thus is kinda easy to avoid. Aside from that, personally, I'm having trouble crossing up people, he only has his j.5B and j.2D to cross up, and even when they hit, it's not always that practical of a follow up. j.2D is still a good tool because of his speed and it's relatively easy to do a follow up, but I can't really say the same for j.5B personally. I miss the IAD j.2C from Hazama, I guess !

With all that said, he's still scary in blockstring, because he is reaaaaally fast and can constantly rush you, and if he hit you just once, he'll gain meter like crazy, which can be used to RC or guard crush almost freely. He also has got some good damage in corner, where he can carry you pretty fast with 6D > 236D. He also can do really gimmickly things with 6B and the feint that come with it, as well as his DD counter. Those kinds of tricks have a really, really good pay off. Generally speaking, I expect him to have some good resets.

TL;DR

While he doesn't have specific tools for pressing / blockstring (lack of overhead and crossup not that great), he'll make up with his high meter gain and the use of general mechanics of the game, + his speed. And most importantly, the player using him ! That and we've already seen rushdown character like ragna with very few options as well doing very well nonetheless, so hey. At least he had a quick overhead in the name of Gauntlet Hades, meh.

That's my 2 cent anyway after some matches / training today, but once again, first day impression are meaningless. That and I'm not pro, so take it with a grain of salt.

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This has probably been addressed but it surprised me during a match so I'll say it, the counter DD will not activate off of lows unless you are in OD. That always bugged me that people were hitting me out of a counter distortion but now it makes sense.

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If you're not trolling with Terumi in a match you're doing it wrong. If I can find a way to record my lobby matches I'll start posting them here, these moonrunes are killing my eyes and just guessing might screw up the settings all together. Give me two weeks before I play officially with this character, all I'm doing is feeling him out and doing minor bnb's instead of the excessive move sets.

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So does that mean its acceptable to do nothing but mash taunt even if you lose? xD still tryin to get my jp psn set up

That's fine. The moment you picked Terumi your opponent already knew they were fucked. Kind of upsetting this character is borderline easy mode but there's some rewarding aspects that some people may have not thought of.

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Question: What properties does 6B have? I know if I hold it it will cancel itself out but there have also been times I've seen have invuln but I don't know the specifics.

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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

oh nice find thanks for the link!

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Question: What properties does 6B have? I know if I hold it it will cancel itself out but there have also been times I've seen have invuln but I don't know the specifics.

Fatal Counters, +3~ ish, AUB, low invincible.

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Random notes after some testing :

- Moves that have SMP : 6D | 236D | 22C

I've tested every D moves, some were hard to put two time in a combo (like 2D or j.D) but I can say for sure that theses moves are the only ones with SMP

- A different OD setup : 6D > OD > 66 > j.2D > 2C > whatever

Basically you OD cancel the last kick of 6D, dash forward while in the air, and j.2D opponent. You'll be able to follow up easily. Of course, we rarely start a combo with 6D, so here are differents starters that are confirmed working : Backthrow, 5B > 5C > 5D (you'll have to do 2C > 236D just after j.2D with that, or a DD), and 5A > 5C > 5D. Good corner carry, moderate heat gain (around 70 heat), meh damage without super. Not that usefull tbh, but still.

- New version of the corner combo after Orochi Burensen : 63214B (Orochi Burensen) > 22C(full) > 6D > 236D. 4308 DMG | 48 heat gain.

It's almost enough to gain a new super but I wasn't able to find better myself. Quite strangly, this route with 22C just after Orochi is better than the 2C > 5C one, even in damage. However, if you have OD, you can do this combo instead : 63214B (Orochi Burensen) > 3C > OD > 22C (no mash) > 6D > 236D > super(?). It provides you with 52 heat, and does 4016 damage without super at the end. I'm not sure about the super at the end of the combo, opponent seems to recover during 236D and could be able to block.

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RCing first hit of 5C puts you airbone similar to Azrael RCing his 3C and you get the same mixup. Building meter isn't a problem for Terumi so deciding when to do this mixup isn't as restrictive as Azrael.

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But his 5C is jump cancellable. Can you perform a faster mixup RCing it than jump cancelling it?

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I don't have the game so I can't test this but does RCing 5C put you closer to the ground than jump canceling it? If it does you get instant overhead, or airdash j.ab, airdash j.b>2b etc. I only got my friend to confirm RCing it allowed you to get instant overhead j.a

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snip

22C doing more damage isn't strange, as I said earlier it has slight reverse proration on it the more you mash it out. I guarantee all the strongest combos will use 22C as early as possible.

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Yeah, I forgot about that but you're absolutely right, too bad it has SMP though.

As for 5C RC, it'll be good for some instant overhead, but I don't think doing 5C > RC airdash is a good way, as it put you really above the opponent and you'll be unable to hit him with anything really if you're not in the corner. Basically it's 5C RC > j.B / j.A if you want to do some nasty stuff.

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Corner : (5B > 5C(1) jc)> j.2D > 5A > 3C > 22C > 6D > 236D > DD

58 heat gained, so you can finish the combo with a DD freely. Does ~3k damage depending of the super used, and ~2200 if you don't use the super. Work from straight j.2D and from 5C(1) jc. Also, you can add a 5C just before 3C, but it will make the opponent recover just after (or during) 236D so you won't be able to DD after that.

It can work midscreen as well, but there's a variation ofc. I don't really have a reason to why someone would do that after a hitting 5C, but it's possible nonetheless.

Midscreen : (5B > 5C(1) jc) > j.2D > 5A > 5C | 3C > 236D > DD

And sorry for posting combo there, but I've got the impression that the combo thread is not quite finished yet (There's usually more post reserved by the mod, etc). And we're still finding combo material, I guess.

On a side note, I've noticed something funny ; During OD, even if you steal heat from your opponent, the first and last hit of 6D actually give them meter anyway. That's the only D moves doing that, and as such you steal more than they actually lose, not by a far stretch though.

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Grab OD with 50 heat is about 3.9K midscreen, 4.3K in the corner. With pretty much all version of OD.

5C(1) RC j.B is pretty fast, and if they get used to that you can do land 2B and land grab. Meter gain is nerfed after RC, but the ensuing combo will net you at least 26 meter back and about 1.9K midscreen. In the corner it's about 2.2, unless you want to spend meter, in which case you can do Orochi and then end with 3C 2D to get that meaty.

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Corner : (5B > 5C(1) jc)> j.2D > 5A > 3C > 22C > 6D > 236D > DD

58 heat gained, so you can finish the combo with a DD freely. Does ~3k damage depending of the super used, and ~2200 if you don't use the super. Work from straight j.2D and from 5C(1) jc. Also, you can add a 5C just before 3C, but it will make the opponent recover just after (or during) 236D so you won't be able to DD after that.

It can work midscreen as well, but there's a variation ofc. I don't really have a reason to why someone would do that after a hitting 5C, but it's possible nonetheless.

Midscreen : (5B > 5C(1) jc) > j.2D > 5A > 5C | 3C > 236D > DD

And sorry for posting combo there, but I've got the impression that the combo thread is not quite finished yet (There's usually more post reserved by the mod, etc). And we're still finding combo material, I guess.

On a side note, I've noticed something funny ; During OD, even if you steal heat from your opponent, the first and last hit of 6D actually give them meter anyway. That's the only D moves doing that, and as such you steal more than they actually lose, not by a far stretch though.

I said in the combo thread you can post what you find, then I'll comb over them and add them if they're practical and have a purpose. I'd rather you post your random musings here and then take your completed and correctly annotated combo there anyways.

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Corner only:

2A > 5B > 3C > 22CxN > CT > 5C > 3C > 236D - 3236, 5 heat loss

5B > 5C(2) >3C > 22CxN > CT > 2C > 5C > 3C > 6D > 236D - 4669, 19 heat gain

Not entirely sure if these are optimized, perhaps someone else can help there. Not even sure if these are more useful than just using supers instead, however if you're looking to conserve meter I imagine these are nice to know.

Also 3C > 2D is not safe vs. fast reversals such as Ragna DP or Valk super.

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