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Guymam

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  1. Guymam

    [CP] Yuuki Terumi Combo Thread

    3C 6D won't work if they're standing. Say you hit them standing 5A 5B 5C 3C 6D. That don't work. You have to pick them up, so something like Shit into 22C 2C 5C 3C 6D works. And yes, you have to do it almost immediately. Should be universal.
  2. Guymam

    [P4AU] News & Gameplay Discussion

    Would you say he's
  3. Guymam

    [CP] Yuuki Terumi Combo Thread

    Primer: This was day 1 and 2 finds. Some new stuff has been found, and other stuff that I didn't think of. I'll take all practical and useful combos and add them to the first post sometime this week. Sorry, school. Also, I found more but I haven't written them all done because of school, so I'll do that either tonight or tomorrow. This was just the notes I took for myself, so yeah. Don't judge me. Note: His damage without meter is pretty bad, even in the corner, but by spending meter or OD his damage skyrockets. Normal Confirms: Midscreen 2A [or 5A] 5B 3C 5D 236D 1.4k 36 heat 662A or [5A] 5B 5D 6D 236D 1.6K 55 heat 2A [or 5A] 5B 5C 2C 5D 236D 1.7K and 40 heat 2A [or 5A] 5B 5C(1) jc j.2D 665A 5C 2C 5D 236D 1.8K and 43 heat. The swag. 665B 5C 5D 6D 236D 2.2K and 60 heat 662A 5B 6A jc j.C jc j.C j.2D 1.5K and 16 heat 2A 5B 3C 22(CxN) 66 etc. 3C 5D has more corner push than just the ground chain, but the best corner push comes from 6D. If you want damage, add a super to the end. Messenga (41236 C) can allow for crossunder gimmicks, Soutenjin (623B) generally does the most damage, and Orochi (63214B) pushes them into the corner and gives you time to lay a 2D on top of them. Jarin (236236D) works after 22C and 6D. It can make even a bad 2A 5B 5C confirm do 3.9. 5B 3C 22C Jarin is 5.1K. Can easily close a round. 665B 5C 5D 6D j.OD j.66 j.2D 5D 236D 2.4K and 81 heat If you really want that heat, then OD after the jump in 6D then airdash forward and 2D. Corner push and heat. For worse proration starters substitute 5D 236D ender with 3C 236D ender. If you want to use a super for about 3.5 to 3.7K, do land 3C Super after the j.2D. Should still get the overdrive version, even with full health. 5B 3C OD 665B 5C 3C 6D 236D 2.7k and 71 heat Another midscreen OD confirm, it nets good heat. With full life, this should pretty much only be used for the meter gain, the super afterwards may not completely justify using all those resources in that situation, but the option is still there. Also possible from an A starter, nets 6 less heat and does 4K less damage. With half health OD, you can end it with a super for the OD version. You have to be quick though, OD ends very shortly after your 236D. Orochi: 4K, Soutenjin: 3.8K, Messenga: 3.3K, Fuuenjin: 3.7K, Full Fuuenjin: 4.8k (Requires at least 29 heat), Jarin: 4.8 (Requires 49 heat, do Jarin after 6D, don’t be too close to the corner.) 236D is the far away ender, and the one that builds the most heat. However, you won’t be able to really control the opponent’s wakeup. They can roll away. If the roll towards you 2B can catch them, and if they try to delay tech that give you time to get in, but most of the time they’ll e.tech. Pretty much it’s back to the neutral game after this move. However, any combo that can end in 3C at near max range can add 2D for oki. If they don’t tech, they are thrown towards you. Depending on proration, do either 5C 3C 236D or 5C 3C 6D 236D after they thrown at you. End in 3C 5D if you want to give yourself some breathing room. You can also do ground chain into 6C for a different type of pseudo oki, (it's not that good) hoping to catch nontechs or bad rolls with 2B 5C stuff. If they e.tech, then you’re in their face for mixup. However, this can of course be reversalled, and Terumi’s 2B isn’t as good as Hazama’s in terms of recovery, so don’t expect it to do everything for you. Midscreen: Crouching Confirms. 2A 5B 5C 6D 236D 2k and 50 heat 665B 5C 2C 6D 236D 2.5K and 55 heat j.2D 665B 5C 5D 6D 236D 1.9K and 63 heat – -or- j.2D 665B 5C 2C 6D 236D 2K and 58 heat j.B 665B 5C 5D 6D 236D 1.9K and 56 heat. -or- j.B 665b 5C 2C 6D 236D 2.2K and 51 heat. Not much changes here. If you catch them crouching you just swap 5D for 6D if you’re close enough after 5C or 2C. Certain characters with thin or weird air hitboxes (Like Makoto) have 236D whiff on them after max range 6D. Midscreen: Counter Hit confirms 3C (CH) 2C 5C 3C 6D 236D 2.4K and 52 heat 3C (CH) 2D 5C 3C 6D 236D | Only works at max range 3C 2.3K and 64 heat 6C (CH) 665B 5C 5D 6D 236D 3.2K and 69 heat This puts you in or very near the corner. 6B (FC) 2D 665B 5C 5D 6D 236D [For thin characters swap 5D 6D for 6D] 2.6K and 75 heat. The timing after 6B into 2D is kinda tight, may miss it if you’re not paying attention, but a decent midscreen FC combo to get heat. 6B (FC) OD 623B 5B 5C 3C [5D 236D | 4.6K and 40 heat] –or- [22(CxN) | 4.9K and 14 heat] Requires 50 heat. 6B (FC) OD 623B 623B 5B 5C 3C [6D 236D | 6.4K and 39 heat] Requires 100 heat. If you’d like, you can swap out a Soutenjin for a Messenga. Makes the combo a bit harder and does less damage, but hey, it looks neato. 6D (FC) RC 665B 5C 3C 22(CxN) 66 2C 5C 3C 5D 236D | Requires 22 heat, ends in corner. 3.7K and 33 heat. 6D (FC) c.OD j.662D 662C 5C 3C 22C 662C 5C 3C 5D 236D | Full life OD 3.5K and 77 heat. If you happen to land this odd hit and want the meter, then this is the best route. Don’t mash the 22C, just do 22C and let it end quickly, or else the combo will prorate too hard for the ender to work. 6D (FC) c.OD j.662D 662C 5C 3C 6D 5C 3C 5D 236D | Half life OD 3.5K and 100 heat. The half life OD variation, since 6D and OD 6D are considered separate moves SMP wise, it has superior meter gain. For low health OD, you just end with 5C after the OD 6D and do a super. You’ll still be in OD so it’ll do the most damage. 4.5K with Orochi, 4.4K with Soutenjin, 3.7 with Messenga, 4.6K with Fuuenjin, and if you started with at least 10 heat 5.1K with full Fuuenjin. The purpose of this low health version will be to kill, but if you want you can do the half life version for the same damage and heat. You won’t get an OD super ender though. Midscreen: Air confirms 5A 5C(1) jc j.C j.2D 1.1K and 14 Heat 6A sjc j.B j.C jc j.C j.2D 1.5K and 16 heat 6A (CH) 6B 662C 5C 3C 6D 236D 2.4K and 51 heat Unlike Hazama, Terumi’s ground to air combos are generally pretty shitty. However, his 6A can be cancelled into 6B, and on CH 6A he can hit them with 6B which hard knockdowns an air opponent to go into ground chain. Requires timing. 5C also has a decent vertical hitbox. Can’t confirm into much on a single hit, but if they’re low enough to the ground do 5C(2 hits) 3C 6D 236D. Corner: Standing confirms. 2A [or 5A] 5B 3C 22C 665D 6D 5C 236D 2.4K and 57 heat Don’t mash the 22C. 2A [or 5A] 5C 3C 5D 6D 5C 3C 236D 2.1K and 56 heat 2A [or 5A] 5B 5C(1) jc j.2D 665A 3C 5D 6D 5C 236D 1.9k and 60 heat. The swag. 665B 5C 5D 6D 5C 3C 5D 22C 5D 236D 2.8K and 73 heat 5B [or 2B, 5C, 2C] 3C 22(CxN) 2C 5C 3C 5D 6D 5C 3C 236D 5B starter: 3.9K and 68 heat 2B starter: 3K and 60 heat 5C starter: 3.8K and 66 heat. 2C starter: 4K and 68 heat. Terumi’s corner combos are designed to get a large amount of heat, allowing you to either save it for a big combo or tack one on at the end of these for some extra damage. Generally Orochi (63214B) is the best choice. Lay a 2D on them afterwards (gotta time it a bit) for a little oki. Can lose to supers and DPs. If it’s timed perfectly it’s meaty, but it’s harder to time. Isn’t great, but it’s something. Crouching confirms: Corner As far as I can tell, Terumi’s corner crouch confirms don’t change all that much, save for being able to go straight into 6D after 5B, 5C, and 2C. Doesn’t change much else for the combos. Low proration version 2A [or 5A] 2B 5B [or 5C] 6D 5C 3C 236D
  4. Guymam

    [CP] Yuuki Terumi Video Thread

    Another reservation for my greatness.
  5. Guymam

    [CP] Yuuki Terumi Video Thread

    Reserved for me because I'm great.
  6. y u gotta expose me.

  7. Did you guys watch that Mitsurugi vs. Souji Valkenhayn set? Really interesting stuff to see on both sides.
  8. Guymam

    [CP] News & Gameplay Discussion (Old)

    #GuymamforTerumiMod2013 Coliseum has a silent version now. On the stage select screen it's Coliseum -Silent- Kokonoe: Kokonoe ice does 2K Raw, and does a ton of chip (we knew that from the preview vid tho) can RC before the gatling guns for a fairly long freeze time. Kokonoe blocks with a blast shield, her CT is a bat swing. Kokonoe astral a command grab(? seems like it was one). Punches them repeatedly very fast before kicking them into a device, summons a giant fire rock (read: HUGE AS FUCK) that falls down and destroys the stage. Kokonoe stands there arms crossed while her sleeves are blown in the wind standing on a destroyed stage, which is now cracked earth and lava. Motion is unknown to me. Can hold her overhead(? seems like sometimes she spun her wrench longer before doing it) Can gatling in and out of it(? fairly sure, but I didn't play her so I can't be 100%) Kokonoe gut punch has an explosive left on the opponent afterwords. Can control the timing of the explosion(? sorry, again I'm not sure. It seemed to change. Perhaps a difference among A, B, and C version or something?) Terumi: Nakamura goes fucking ham into his lines. Astral works off of corner 22C combo ender, and midscreen forward grab. Probably more, but these I have confirmed 100%. Astral animation is that he throws a snake hook into the ground, it catches the opponent and hold them there. He laughs insanely while a portal opens behind him and launches a large stream of green and black projectiles (like his aura) at the opponent. Then he transform into Dark Susano'o (color of the lines can change depending on color of character, Red Terumi = Red lines) and slashes them with a large shadow sword. Terumi has jump cancels on 5C(1) and 2C (both on hit or block) Pretty fast and far airdash. Dash can cancel into normals quickly. Has Hazama like gatlings. 5B can go into 6A, 5C and 2C can go into each other, and into 3C (i.e. 5C 2C 3C or 2C 5C 3C works) and 3C gatlings into 6C(? I honestly can't remember, I'm kinda sure it did) 100 meter super: Jarin Reshougan 4.5K raw, has a distance requirement. 5A 5C gatling connects, AA 5A 5C works, 5C(1) can be jc into an air combo, 5C(2) brings them down to the ground which can be chained into 2C etc. Air Grab is like ground backgrab except they fly closer to you. (i.e. if you air throw an enemy that's in the corner, he throws them out of the corner.) Burst animation is him with both hands in his pockets, kicks his legs out slightly like he's sitting, and has his tongue out. 5D pushes back on block, perhaps like Hazama's Jabaki? Sorry, can't say. 2D catches rolls, knocks them airborn and I saw someone follow up with an attack afterwords. Saw it both catch and not catch non-tech. Must be spacing dependent. 6C has a fair amount of block stun. Stomp super is an overhead (lolwut) and is fairly fast startup before and after super flash. j.2D is like Hazama Rassenga on hit and block? Seemed fairly good, again not sure. Can follow up Soutenjin on CH J.D has a pretty huge hitbox, takes a second for the hitbox to come out. Can cover his retreat with it, or do a sort of Ragna thing where the move doesn't actually fully come out before he lands. Need to double check recovery, I don't remember. Special Intros: vs. Hakumen Terumi says something (probably talking that mad smack) before pulling his hood up, Hakumen then fully charges a Shippu (that's the projectile super right? Terumi just flip kicks it. vs. Ragna (I honestly can't remember this one 100% I may have been hallucinating) Terumi walks onscreen using his counter super walk (swinging a chain), Ragna attacks him, and Terumi does his counter super animation. Ragna ID's out, and then they trade CS and Terumi rush super. S'all I got. Some of it may be wrong speculation on my part. I was getting pretty tired there. So I wrote this on Sunday night after I got home from TGS, but apparently no one read it. If information has been confirmed or some of the stuff I have is known, neat. It was about 45~ mins. to wait for one best 2/3 game. So I gleamed as much as I could. Most of the Kokonoe stuff I got from watching it in line.
  9. Corner 22C Astral connects. Bess character.
  10. https://twitter.com/Guymam/status/381726039883673601 Here you go nerds. Warning: Terumi and Kokonoe astral animation spoilers. If you're like super into that or something. I don't know how you get your rocks off man.
  11. Nothing in particular yet. I've seen Mitsurugi at HEY a couple times now, I fought him a couple times. He's as good as he is on video. His greatest strength is he doesn't fuck up. Sometimes he'll do 3C > 214D~66A and it'll whiff, but there's nothing super interesting I've seen. Corner crossup Oki shenanigans actually works fairly well, and ending with Combo shit > 623D 214D~C Dash under normal jump forward j.2C seemingly caught a late tech, but since training mode dummies just stand there it's hard to test out. Other than that, no, I don't see the Hazamas doing much besides moving well, not dropping their combos, and being general shithead. There is a combo path where you can drop one rep and do land 3C 214D~A instead, that was pretty neato. Hard to do though. I'll experiment more later
  12. What? TK loops don't work in the current version of the game. You guys should practice j.C loops and using his stance dash to catch people an- Oh. Oh that's right.
  13. Terumi Theory Fighting Discussion Chickzama sighed and looked around. Standing on a sandy beach leading out into a bright blue sea, she sunk her toes into the warm sand and felt the soft summer breeze gently blow across her face. The sun shown down bright despite the several clouds in the sky. She closed her eyes, took a deep breath and enjoyed that salty sea smell carrying in the wind. There in that picturesque painting of summer, she waited. She waited for a certain man she had longed to see. A man she loved, and vowed to give her whole life, her own soul, her own essence to. Would he accept her feelings? Would he take her soul? Or would he devour her whole? These thoughts stirred in her mind as she shifted the sand with her foot. She would try, and she would hope. A cloud moved over the sun, and threw her into shade. The rustling of sand from behind her woke her from her daydream and she turned to face him. It could only be him. Her heart pounded up in her chest. Her knees grew weak. A man, dressed in formal slacks with a dark yellow hoodie almost as if stained in blood. His vest and dress shirt were open and his bare chest glistened with the sweat accrued from walking in the slight summer heat. His eyes were cloaked in shadow, but a faint green glow seemed to radiate from his eye. It was a disturbing, neon-ish green. His mouth was curled into a smile. The sky parted, sun streamed down onto him. She wanted to run into his arms and hope he would return the embrace. She just couldn't get her legs to move. The way the sun parted on him, the way he stood there, she swore she could almost hear angels sing from above. It grew louder and louder, until she could almost make out lyrics. Wait, is that a word? She stopped and listened intently. The man continue to look at her. " "WWWWWWWWWAAAAAAAAAAAAAAAAAAAAAAAAA-" What the hell was that? She focused in. The man seemed to pick it up too. His smile faded slightly as he listened intently. "-RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRUUUUUUUUUUUUUUUUUIIIIIIIIIIIIIIIIIIIIIIIIIII- It continued to grow, and sounded like it was headed straight for them. What was it? "-NNNNNNNEEEEEEEEEEEEEEEEEEEEEEE." Another man stood up from where the previous man was standing. Sand was kicked up everywhere. The ground shook from the impact. She regained her balance and examined closer. The new figure stood there directly on top of the cloaked man's downed figure. His back faced her. He seemingly wore a Japanese boy's school uniform, with the collar popped up to his neck and dark navy blue in color. He held a screw in one hand and a bottle of Jose Cuervo in the other. The cloaked figure wasn't moving. Chickzama was stunned. She didn't know what to do. The man with the screw looked down at his feet, which were resting on top of the cloaked figures face. He stepped off the man. He eyed his bottle of booze, and after a moment of silent internal monologue over whether to waste good getting drunk juice, nodded slightly and pulled the cap off. He poured a little on the man's face before he took a giant swig. This finally snapped Chick. She rushed towards the man and pulled her arm back to strike him. Turning suddenly the man parried the blow at the last second, and suddenly the beach went dark. Before she could blink the man had somehow teleported behind her, and stood in a handstand above her head. Taking another drink, he flipped forward and threw her into the water. After doing a sweet ass pose he stood up and looked up into the sky. He had done it. He did what the gods had asked. For his trouble the gods would bestow strength and power onto him. He was now... the Terumi mod. He was kicked out of heaven 4 days later for being a huge asshole.
  14. I'll be gone around 1-2 years. Though I'll probably come home in the summer
  15. Guymam

    [CP] News & Gameplay Discussion (Old)

    Hue hue hue
  16. Guymam

    [CP] News & Gameplay Discussion (Old)

    Terumi's kick ender can be soon in his reveal trailer briefly, shortly before it is canceled into Soutenjin.
  17. Guymam

    [CP] News & Gameplay Discussion (Old)

    #GuymamforTerumiMod2013 Sup.
  18. Oh, no more generals huh? Okay, fuck this and peace out. If you make a skype group I might consider it. For now however, there is nothing that will keep this forum alive until October so no point in coming here to talk about things. Bye.
  19. I have dogs. Because I'm cool.
  20. Whatever you do, don't be helpful when his forum is up. That ain't the mod fast track.
  21. They'll do their usual mod selection of seeing who can use the most red boxes. [table=width: 500, class: outer_border] Shit I can't make my boxes red. Looks like I'm fucked. [/table]
  22. and give it a not stupid as fuck motion. Stupid pretzel. When I get made mod, someone tape Chickzama's reaction for me please. It'll be great.
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