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[CP] Terumi Critique Thread

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Let's keep all the threads active my fellow curb stompers!

Here are some game play vids from me in a tournament we had here in PR last week.

http://youtu.be/XtjxfvUxrO0

http://youtu.be/62DpXz-godM

http://youtu.be/rwLgtL6mwFs

Just by watching the vids over and over again I seem to develop a habit of disrespecting them with 2D during block strings and random 41236C's outta nowhere (it just works every time against them). Gotta fix that, also not drop my OD combos and confirm my safe jump set ups.

Go nuts with the feedback, got a big tournament coming up in December and need to surpass my best to beat banana ken (he showed up and bodied all of us August and I want to repay him with an asswhooping involving boot).

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Let's keep all the threads active my fellow curb stompers!

Here are some game play vids from me in a tournament we had here in PR last week.

http://youtu.be/XtjxfvUxrO0

http://youtu.be/62DpXz-godM

http://youtu.be/rwLgtL6mwFs

Just by watching the vids over and over again I seem to develop a habit of disrespecting them with 2D during block strings and random 41236C's outta nowhere (it just works every time against them). Gotta fix that, also not drop my OD combos and confirm my safe jump set ups.

Go nuts with the feedback, got a big tournament coming up in December and need to surpass my best to beat banana ken (he showed up and bodied all of us August and I want to repay him with an asswhooping involving boot).

*clap* *clap* *clap*

That was just awesome: The mixups and the trolling were high enough to make the salt levels brek through the stratosphere.

I feel like a complete newbie watching this, and also I think most of the Terumi japanese players aren't this good . . . they just don't give Terumi a chance to shine :(

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Let's keep all the threads active my fellow curb stompers!

Here are some game play vids from me in a tournament we had here in PR last week.

http://youtu.be/XtjxfvUxrO0

http://youtu.be/62DpXz-godM

http://youtu.be/rwLgtL6mwFs

Just by watching the vids over and over again I seem to develop a habit of disrespecting them with 2D during block strings and random 41236C's outta nowhere (it just works every time against them). Gotta fix that, also not drop my OD combos and confirm my safe jump set ups.

Go nuts with the feedback, got a big tournament coming up in December and need to surpass my best to beat banana ken (he showed up and bodied all of us August and I want to repay him with an asswhooping involving boot).

This has been on my mind for a bit but.. why do people refuse to tech even though they get bopped for it 20 times in a row? And yeah, im not a Terumi expert but i also agree that you were throwing out 41236C a bit too much. 

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 Overtime they will realize how much fun he can be and annoying when he gets in. There are some notable 1.1 players such as Noze, Shirushi and various game chariot players and they will increase with 2.0 buffs I can guarantee that.

I haven't told them that after a knockdown from J.2D (the main factor of the many bops) there is a large window for Terumi to pick them up for a blue beat combo unless they emergency tech, they weren't respecting that and got bopped for it and Terumi overall is very good at getting blue beats on players that don't respect your oki game. Oh and yeah, the messengas were real tooooo real.

I notice also that I was mistiming my back roll punishes on Kagura after landing 6C, gotta fix that.

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https://www.youtube.com/watch?v=aDqaU5lgDh8

A few recent matches i had. Critique away.

 

Problems from wahtching the video:

1. Execution (I have this problem too)

2. Very few blocktrings: You need to learn to more variations

3. Not using the 5C (1) > RC mixups (I have this problem too, my memory is a complete mess)

 

Even with those I think You and that Noel player are pretty good.

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Problems from wahtching the video:

1. Execution (I have this problem too)

2. Very few blocktrings: You need to learn to more variations

3. Not using the 5C (1) > RC mixups (I have this problem too, my memory is a complete mess)

 

Even with those I think You and that Noel player are pretty good.

DawnHikari is a tournament player so that was kind of expected.

 

Also, was 2:43 on reaction?

 

Edit: Meant to ask. Y U NO GRAB?

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https://www.youtube.com/watch?v=aDqaU5lgDh8

A few recent matches i had. Critique away.

-1:39 WTF

-Follow up your counter DP's

 

-If you notice, your opponent hardly barriers and performs a lot of instant blocks - As a Terumi player, barrier is seldom your friend, and the extra frames from IB are crucial in high level play. The only time you should Barrier is during strings that you know your opponent is going to commit to the next part and the Barrier is going to force them to whiff, or to block air unblockables.

 

-11:53 I would have done 632146D for the win

 

I've seen better, but I have definitely seen 100000000000x worse.

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Problems from wahtching the video:

1. Execution (I have this problem too)

2. Very few blocktrings: You need to learn to more variations

3. Not using the 5C (1) > RC mixups (I have this problem too, my memory is a complete mess)

Even with those I think You and that Noel player are pretty good.

Thanks. That will be noted. I keep barrier in the back of my mind alot so i may be letting that affect my blockstrings too much.

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Hey guys need your critique on my Terumi I had some online matches well various hours and I wanted to know what I need to do and not do...

 

https://www.youtube.com/watch?v=eRHrgC4LM78

 

https://www.youtube.com/watch?v=xPMHFasDc7c

First off, you should consider to divide the long streams into smaller parts. It is difficult to give good critique because there are so many matches and it will help you too if you pick out the matches were you think "I know this could have gone better but I don't know what the best reaction to attack/movement of [insert character] is" and seek advice here.

  1. I like that you use 214D (Retaliating Fang). It is an command which is barely used by many Terumi players so many opponents do not expect it. However, try to use not too often, otherwise he/she will jump out of the blockstring and will punish you. Furthermore, don't use a DD after the command grab otherwise it is a guarantee KO. The Heat is more useful in later combos, Rapid Cancels, etc.

  2. Especially in the first matches against Izayoi you often received a Counter Hit. Keep in mind not to spam a attack button during a gap in blockstrings or after a okizemi.

  3. Try to avoid to use j.2D in a blockstring after 5C if you don't have 50 Heat. Its his most obvious overhead and it can be punished if it gets Instand Blocked. Beside, you can only combo it into Gleaming Fang, Serpents Laceration (in corner) or RC it and continue the combo for a good amount of damage.

  4. Obviously there are some input errors, like 22C or Divine Twin Blades. You can easily work on them if you do the inputs in training mode until you are confident that you can execute them in CPU/player matches.

  5. Your blockstrings often have an open end. Try to follow up with 6B if they are close or mid away or with 2D if they are mid to far away and you can abuse microdash 5B after 5B for frametraps. You can also jump cancel 2C and instant air dash to them to continue, but watch out for anti-airs.

  6. Some midscreen combos which you used were not optimal or whiffed. With the time you will know which attack is optimal, but the rough-and-ready rule is: If you hit the opponent with the tip of 5D or 2C, use 6C or Gleaming Fang.

  7. Try not to sit on your full Heat too long or you not gain anything of your Drive attacks. Use it for RC, Serpent Laceration or Crush Trigger mix-ups. The best way to burn Heat is to use Gleaming Fang after Snake Bite midscreen for extra damage and sideswitch.

These are some things I noticed during the matches. I hope I don't overwhelm you with this wall and don't be discouraged, because the majority of these things come over time.

Fame also wrote a very good guide if you need further information.

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More of my matches againest an amane and a noel: https://www.youtube....eature=youtu.be

 

Well, your performance in these matches was very good. You mixed up your blockstrings, utilized the reach of your attacks with Messenga, 236D and 6C and especially the usage of the recovery of Instant Blocking was excellent.

While watching, there are some questions which came into my mind:

  1. Why did you used 6A against Amanes j.3C? Did you aimed for a clash or that the attack whiffs because of 6A head invulnerability?
  2. When is a good situation to use Overdrive in a combo?
  3. Was the IAD after 6C RC to evade Noels Counter Assault intentional? That is an awesome way to evade CAs and to keep the pressure on.

Overall that were some good matches. Keep that up!

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1. I was just trying to figure out my options. I went into the amane matchup completely blind, which was the main reason i included them.

2. I usually use it if i am confident i can turn the tides in my favor and have at least 50 heat. In my personal opinion if you don't have at least 50 heat when you're using OD with terumi, you're options are pretty limited unless you really just want 100 heat immediately.

3. Yes that was intentional, her CA doesn't really have a good vertical hitbox so i took advantage. I personally have a little trouble punishing CAs on block alot of the time.

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I wanted to post a video of my Terumi but I dont get the chance to play online and when I did the lag was madness. If i shared a recording of me in the lab would that be ok?

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I wanted to post a video of my Terumi but I dont get the chance to play online and when I did the lag was madness. If i shared a recording of me in the lab would that be ok?

Better wait for not-so-lagged matches, some day you will find them, unlike me.

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So heres some game play that I did today. Personally it felt i was really sloppy and could have been better. 

1. Work more on your confirms, you drop a lot of stuff.
2. Be more aware of the distance between you and the opponent, not every combo can be done at any distance, mostly if we talk about 6D.
3. It seems that 2D after 22C lvl 2 in Midscreen became more solid, still I think hey can scape with delayed Neutral tech and delayed Backwards Tech. Mix up your options there, some times go for the damage with 6C, sometimes go for the 2D and sometimes for a safejump mixup.
4. If you have enough meter and the opponent isn't jump-happy, 6C is awesome.
5. Work more on 236D after 6D, unless you're trying to go for the 236D whiff tech-punish OS. Also on the 2A after Messenga.

 

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Finally got my wifi up and working. I had a match up with a pretty cool Hakumen and wanted to share and get critiqued. I made alot of hiccups along the way due to nerves but overall i think I did pretty well.

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