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DerQ

[CP] Amane vs. Terumi

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Terumi is a very annoying character to fight against now. He was already a decent pick before 1.10 because of his incredibly fast dash that goes under 5C, but he's much harder now that his max range hit confirms are much more stable. Terumi's 5D and jD seem like incredibly strong footsie tools here and I need to experiment with counter options.

 

* If Terumi has 50 meter, be VERY careful about using drill setups. Messenga has frame 1 projectile invincibility and will punish everything except ones where Amane has already recovered from Hariken.

 

* If you do get him in a setup and he blocks 6D, DO NOT PRESS A BUTTON. His 6C has very fast start-up and the perfect range to stuff every ground button you have. YOLO 6C at round start also stuffs out most of Amane's ground buttons. The best way to counter it is to jump and then j2B on his head. 

 

* Terumi's 6A, while a difficult normal to hit confirm at certain heights, is deceptively large and very good at checking Amane. Get used to holding back on those jB's so you don't get hit by your enormous hurtbox, just running away for better positioning helps enough.

* Terumi's TK j2D is an incredibly fast high, and his  frame traps are decent against Amane's buttons are slow. Focus on IB barrier to get him off of you. Pay attention to his jump cancelable normals, namely 5C and 2C, and hold up-back since it's the easiest way to deal with TK j2D. Learn what his command throw (214D) looks like because its 25 frame start-up is easy to react to. Most of his oki isn't real so don't just blindly emergency tech into his 50/50 setups, neutral tech and roll are your friends.

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