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mAc Chaos

[CP] Hakumen VS Terumi: The Black Susanooh

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Man, is this guy annoying. He's in your face all the time and when you think he's finally finished comboing you, he adds some more stuff in there.

Ok, so:

- Stay out of his range. He's going to do some blockstring on you and sitting there will get you nowhere. I don't know what's safe/unsafe here, so for now I'd advocate just getting the hell out or countering if you're feeling ballsy.

- Jumping out also prevents his annoying command throw. Get out of there.

- Watch out for his counter super. He'll start walking towards you and the animation lasts for a couple seconds. I believe you can throw him in this state.

- His AAs are good. I've had j.2C beat clean. Would recommend a strong spacing game instead.

- Keep an eye on his meter. Expect more frequent reversal supers just because he can do them.

Overall, you want a short match. This prevents him from building meter, which is where all his big damage comes from. He's got tools for most every situation, but nothing incredible. His weak point seems to be his range. Once you start spacing him out at around 5c length or so, his offence crumbles a bit. I would recommend keeping him at a safe distance while fishing for hits. This seems to be Haku's best bet at cutting this snake's head.

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from what i can say about this match up is :

the short version? this will be a very short match and you both can tear each others faces off as fast as the other OD or no OD. these character are equal in the damage output for the average damage range.

long answer?

hes fast, gains meter faster than you, lower damage at first until he hits you for 6k out of nowhere.

meter isnt a problem for this guy and you want to end this fight quickly before it gets bad.

points of interest before i start, his stomping super 63214B is an overhead with super flash. block it, especially in the corner, or you get comboed.

try as best as you can to outzone him, try to run the match as best you can or youll die.

214d or his command grab basically, its fast and has decent range dont under estimate it or youll take 1.5k+ and give him 30+ meter.

he can chain supers, or late chain them to tack on extra damage.

his 6C is a long range moving trio of slashes. if you block the 1st blow the second can be IBed so you can 2D the third. beware that using D~enma wont land you the fatal.

5B>5C>3C>5D is completey air tight even on IB it cannot be drived.

terumi 3C is unsafe on block and will usually be made safe with 5D. 5D will push you too far outside his range for you to 3c him.

his AA 6A is a diagnal slash with his knife, its very fast and can potentially lead to either good damage or meter gain or both. be smart about your air approaches.

his 6b is a very dangerous tool as it can be chained from his 5D. this move has decent reach, is low invulnerable, goes over our 2A/b and 3C and is +4 on block. it also fatals.

have fun with that. other tid bits: his OD vastly increases his meter gain and changes a few of his supers (read; all of them) to mode damaging and sometimes more easily comboable forms from there non OD counter part. some do neigh absurd levels of damage for how simple they are to combo into.

some of his combos can do as much damage as a haku mid HP OD combo from what ive tested but hell need enough heat to use it.

another thing is this: if you see him with 100 and he ODs full screen, GET AS CLOSE TO HIM AS POSSIBLE or technically within 2-3 character lengths from him (5C range) or youll take 6k to the face. its also unblockable, completely in OD. it guard smashes you on the 1st hit on normal form and hits you for nearly 4k anyway the normal version must be barrier blocked.

so stay close if he has almost 100 heat or time your jump.

the reversal of choice is his 623B , 236236A nd 41236C the prior being a 2 hit vertical super (3 in OD) and can lead him to getting 4k+ on you mid screen the second is a fast moving horizontal super that can land him 3k+ its a tad odd to 662B combo it so trying to tech is advised, 236236A is a walking reversal thats very...ineffective...ish.

it has 3 weaknesses: 1 it cannot counter any attacks coming from the air, 2 it can be counter grabbed, 3 it can be counter hit with lows. its like CT yukikaze except worse.

now for the actual write up:

Neutral: becareful he since this will usually set the tone for the fight, he may use 5D. its long its fast and give decent meter on hit and on block. getting hit or blocking puts him in control. id say block it, if you know the person tendencies you can try and 5D it to neutralize it but thats it, you wont reach him unless you enma but wont be able to combo from it minus JC for 1.4k.

generally at the start of the round back stepping may be the best idea as it gives space and keeps the neutrality at neutral, spacing with 5C,3C, JC and agito or nice ideas as well. always remember hes fast on the ground and in the air, his running speed is on par with noels or faster so misplacing a JC may get you AA'd and in trouble.

his damage will generally (unless you are in the corner) start off low then get higher as the match drags. the better sitaution would be you get 5 stars, Od combo him for 5-6k and be in control. or dont use Od keep the 5K and still be in control.

this usually wont happen, hes a figgety character played by figgety people and they wont hesitate to attempt to mash and disrespect you especially when the reward is so high it makes my head hurt. usually their block strings may consist of any random assortments of 2A 5A (for reasons unknown the 1st 5A in a string of 5As will miss you entirely, the rest will make you block) 2B 6B 5C and 3C. sometimes messing around with 5D, 2D (this can be countered but the timing is alot longer than it appears to be, delay your reaction) and 6D for the fatal. 6d is horridly unsafe on block and cannot be special canceled so watch for the rapid but feel free to 3c it anyway as it is a free counter hit.

there are some combos to watch out for considering the situation they will put you in:

in the corner especially be careful of grab>22C mash>2C>5C>3C>6D>236D. right at the ground slam you will auto tech standing straight up, this can set you up for a command grab. other combos consist of them adding in 2 6Ds it will cause you to tech mid 6D fataling you and adding to their damage and meter gain. if you are caught in a second one just take it or burst, dont tech or bad things will happen to you.

his only 3 overheads are 63214B (the super) and J2D. j2d being the experienced terumis oh of choice its especially fast on hakumen because of his height and can potentially cross up.

imho this match up if 5-5.

even though SOME PEOPLE like to claim haku can just out of the blue warp OD OHKO you its not that simple especially for a character thats not only rewarded for taking risks in disrepsecting you but usually will have the heat to do it in multiple ways, has very safe block strings, insane meter gain and generally high average to very high damage. you both can tear each others faces off as fast as the other, it just depends on who gains momentum 1st.

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Terumi player here.

I've noticed that, while playing online, a lot of Hakumens seem to be treating Terumi as Noel, patiently waiting for me to come to them. But this is actually backasswards with Terumi, his victory depends on the balance of the match. As some other Hakumens and Hell Hakumen have proven to me, once you rush his ass down he won't have a lot of chances to gain that balance because of his weaker defensive attacks. If he tries to get back up, to quote Psycho; "he's a figgety character played by figgety people and they wont hesitate to attempt to mash and disrespect you especially when the reward is so high it makes my head hurt.", he'll usually try to attack you as fast as he can just to get back in the lead. A well timed or predicted Drive Counter or Yukikaze wrecks that. Other then that, Psycho covers it pretty well.

Terumi is a douchebag, you'll have to be a bigger douchebag.

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- Watch out for his counter super. He'll start walking towards you and the animation lasts for a couple seconds. I believe you can throw him in this state.

It's only activated by mids and overheads, no throw invul whatsoever. If it whiffs it's either bye-bye to Burst or life.

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By the way, Jarin Renshouga (the 100% meter chain super) is terrible against Hakumen. You can buffer Kishuu during the superflash and it'll go right through it at any distance. Then you get a nice counterhit into death, as Haku tends to do.

Just a little tidbit, possibly more to come.

EDIT: Lv. 2 6C Fatal Counters a blocked Soutenjin (623B) on the ground. Since it's used as a reversal a good bit, I thought that info would be useful to note.

At any distance Messenga (41236C) would be useful for Terumi to use to get in, you can usually jump backwards over it in response to the superflash and hit him with a 5C CH combo. Or if you don't feel confident enough for that, IB it and get a CH with 3C.

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If Terumi blocks Agito he can just 6A just about all of your follow ups (except j.D of course but that's WAY too risky since you're in CH til you land) so just barrier guard and land.

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So anyone think this matchup has gotten slightly more annoying with his 5D buff? He can throw it out and recover faster and you can't even punish it because it's so far out of range and he recovers fast enough to block or jump out, and he can just go into 236D on hit, counter or not.

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I noticed that too. It's a good move. Just gotta space around it.

Re: that chain super, does that only extend a set distance or can it change depending where the opponent is?

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I've had mixed success kishuu'ing under it, but it's something you can try when you call it out... and it's easy to call out.  Terumis do it constantly in neutral.

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This match up to me has always been about knowing the gaps in the Terumi's pressure strings so you can get out, and punishing with good reads since he beats you at just about everything else.

 

If they use 2D at all during their strings(not sure why they do...), that's a great chance to get out and start spacing again.

 

Punish his jump ins.

 

You can 3C his 236D that they love to use to close, but I've had mixed results on that. If they do it raw you'll usually win, but if it's something like 5D > 236D you're usually safer blocking it out.

 

You can punish them pretty painfully with 5C/2C if you can hard read their jump cancels during pressure.

 

Oh yeah, they all mash like crazy. Use your drive counters and make them show some respect.

 

The worst thing for me was always how good his stupid 6B is. I think it has low invincibility or something. It's positive on block, fatal counters, and gives the Terumi players the most brainless frame trap in the game.

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Play as you normally would just don't let him get you in the corner which is his big advantage the match up requires some zoning

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So something that never occurred to me, he can Renshouga(236236D) the Shippu wave from full screen, so...try to be wary when you're poppin off those OD Shippus fishing for a hit and he's sitting on full meter.

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So something that never occurred to me, he can Renshouga(236236D) the Shippu wave from full screen, so...try to be wary when you're poppin off those OD Shippus fishing for a hit and he's sitting on full meter.

Wow, never thought of that. Thanks Hakumen players.

 

As a reward, piece of advice... 2C, J.2D isn't a true blockstring. You can 2A after his 2C for a free punish if he does this. Though I'm not sure if people still even use J.2C in extend since it got nerfed but just in case.

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Wow, never thought of that. Thanks Hakumen players.

 

As a reward, piece of advice... 2C, J.2D isn't a true blockstring. You can 2A after his 2C for a free punish if he does this. Though I'm not sure if people still even use J.2C in extend since it got nerfed but just in case.

 

Is it still true that Terumi's only jump cancelable normals are 2C and 5C(1)? Other than him spending heat to rapid cancel into a surprise overhead, knowing his j.c. options were always limited made it fairly easy to react to. With the nerf to j.2D, it looks like his biggest threats continue to be frame traps and tic grabs.

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Is it still true that Terumi's only jump cancelable normals are 2C and 5C(1)? Other than him spending heat to rapid cancel into a surprise overhead, knowing his j.c. options were always limited made it fairly easy to react to. With the nerf to j.2D, it looks like his biggest threats continue to be frame traps and tic grabs.

 

He also has 5A jump-cancelable that hits Hakumen and Tager when crouched, and because of his frametraps of 5A, 2A, 5B and 6B he can do  a lot of things out of nowhere.

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And a good Terumi can be creative with his options. Double J.2D and 5B, pause J.2D or grab or just about anything for example

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