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Guymam

[CP] Terumi vs. Kokonoe

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j.2C is a b*tch to deal with. Keep on your toes because all the scrubby ones will mash this to no end. Also make sure to ALWAYS quick tech this immediatly because you're just going to get really angry if they pick you up up 5B/2B into 3k combo on blue beat.

Obviously 6A is your friend here!

Due to Terumi's revolver chart I don't feel to threatened by her 22C like other characters would.

Don't let her set up stuff with gravity and fireballs. Terumi has excellent ground movement so use this if you can spot them trying. You will most likely be able to sprint and hit with 5D or 236D then into 214B or 41236C depending on screen position. 3-5k punish so hopefully they learn.

Aside from 22C her reversal is her Super Ball, just watch out for this on wakeup and you'll be fine. Don't be afraid to keep the pressure up.

If you're a troll 236236A works on IAD j.2C most of the time since she's falling rather quickly to the ground.

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So I was testing what could punish Koko's super ball, and found out that 6C was the answer. It works anywhere, anytime. These work with normal and instant block.

Midscreen?

CH 6C carries you away from the ball. Do a 6C CH combo of your choice.

You can also OD during superflash and 6B FC her, run a bit so the ball doesn't hit you and start comboing.

Corner?

6C CH -> (ball hits) -> 6C > RC > 2C > 5C etc... (OR if you activated OD during her superflash, you can OD Messenga after the ball hits and combo from there)

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If you're having trouble with her wake-up teleport; after your 6D in the corner, jump and do a meaty 5B>2B. You can get a combo or pressure if she doesn't teleport. If she does, the 5B will whiff but the 2B will catch her leading to a full combo. (If you have 50 heat, you can proceed to messenga and put her back in the corner.)

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Fuck everything about this match up. Everything.

How does her tele work? Full invincible? It's throw invuln, I know that much.. can't ever punish u t

PS3 tag: meester_muuffin

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