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Dark Ranger88

[CP] Makoto vs Terumi

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I think this Match Up is fairly evenly matched.

Makoto has the proper defensive tools that makes it hard for him to completely curb stomp her, but the range and priority of his pokes can make it hard for Makoto to lay a punch.

When blocking, be sure to watch out for any jump cancelable moves, and block high when ever he's in the air. Terumi lacks a standing over head, so I'm pretty sure he uses his J.D. He needs meter to perform reversals, but that's not exactly a tall order for him. But like it's stated in the op, He can't really build meter if he's sliding on his face in the corner.

Also, be careful about him cornering you. He can go completely ham there, and it improves his damage output quite a bit.

Other then the above, this match up is very straight forward.

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You'll learn in this matchup that you won't have as much meter that you'd like because of how Terumi's D moves don't give you any Heat when you are getting combo'd. IB'ing and hitting him will be the main building of meter for you so the better you are at maintaining pressure the better off you'll be in meter.

Up close Terumi can try to frame trap with 2A (+1 on block) and 5B (+2 on block) and can end strings with 5D as the push back back gives him space and effectively puts it back to neutral.

His mixups are rather weak with no standing overheads (outside of stomp super) but his pressure with J.2D (Is an overhead) can frame trap you as it gives some frame advantage depending on how close to the ground he is.

Its a 5-5 matchup since without meter Terumi's damage and reversal options are rather weak and having to spend meter on wakeup reversals can be baited and punished. Never underestimate Yolo supers from Terumi though, as any combo into 6D > 236D will net him enough meter to do a super.

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