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heavymetalmixer

[CP2/EX] Yuuki Terumi Combo Thread

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I don't really know how to do a Combo Thread (I'm not a Mod anyways), but there are people that want this thing open, so here it is!

 

Enjoy it :D And try to post your combos in an organized way so other people can understand them easily.

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Discuss please:

 

https://www.youtube.com/watch?v=wr_jn7ie2O4

https://www.youtube.com/watch?v=P2FV0nC1-n8

 

The second video has something I think we need to test: there's no need for j.D to be in some combos to do loops, like in 6:14, only the three hits of j.C. How easy do think these loops would be without the j.D in them?

 

EDIT: in the same video there are the 5C (1) RC mixups and their combos, and really happy :'D

 

In 1.1 after the mixup (j.B(2), j.A > j.B(1) or 2B) I use 5C to continue the combo, so in the corner j.A > j.B (1) > 5C > 3C > 22C lvl 1 > 5B > 5D > 6D > 236D I think it does better damage than the last combo in the video, so you should test it to see if now it's different.

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Here is a combo to complete Yuuki Terumis mission #20:

 

OD > 63214B > RC at hit 28 > j.2D > 2C > 5C > jc > j.2D > 2B > 6A > jc > j.2D/ 2C > 5C > jc > j.2D > 5D > 6D > 5D > 22C > 63214B on hit 8 of 22C > (OD ends) > 63214B > 22C (SMP)

Damage: 5676  Heat: ~88

 

Seriously, it took me about 7 hours to find another combo which fullfill this challenge...

 

A tip if you want to find a combo yourself: You have to use two OD 63214B/A in your combo, because together they do 58 hits. You "simply" have to fill in another 42 hits.

 

@heavymetalmixer:

 

I tested it out and the loops without j.D feels a little easier for me, since the knockback on the last hit isn't as big as with j.D.(Tested on Hakumen, Azrael, Tsubaki and Kokonoe)

However, because of the two extra hits the combo limits your options towards the end of it. For example, if your combo starter is 6C RC and you loop only with j.C, you cannot link 5D to 236D.

Furthermore, the C-only-loop deals a little less damage and you gain hardly any Heat.

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Here is a combo to complete Yuuki Terumis mission #20:

 

OD > 63214B > RC at hit 28 > j.2D > 2C > 5C > jc > j.2D > 2B > 6A > jc > j.2D/ 2C > 5C > jc > j.2D > 5D > 6D > 5D > 22C > 63214B on hit 8 of 22C > (OD ends) > 63214B > 22C (SMP)

Damage: 5676  Heat: ~88

 

Seriously, it took me about 7 hours to find another combo which fullfill this challenge...

 

A tip if you want to find a combo yourself: You have to use two OD 63214B/A in your combo, because together they do 58 hits. You "simply" have to fill in another 42 hits.

 

@heavymetalmixer:

 

I tested it out and the loops without j.D feels a little easier for me, since the knockback on the last hit isn't as big as with j.D.(Tested on Hakumen, Azrael, Tsubaki and Kokonoe)

However, because of the two extra hits the combo limits your options towards the end of it. For example, if your combo starter is 6C RC and you loop only with j.C, you cannot link 5D to 236D.

Furthermore, the C-only-loop deals a little less damage and you gain hardly any Heat.

 

And what about about the first rep with j.D and the second without it? Or jB > jC in the reps?

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Tested first loop with j.D and second loop without j.D. First, you still cannot link 5D to 236D. Second, the damage and Heat gain is between loop with j.D and without j.D. In conclusion, I would not recommend it. You still have less options and it is quite hard to perform it, since you have to start the j.D loop a little bit later than the j.C loop.

 

I'll add information on the j.B > j.C later.

 

EDIT:

OK, everyone is free to correct me if I am wrong, but it seems that it is not possible to connect j.C loop > j.B loop and j.B loop > j.B loop into 5C, because the j.B in the second loops kicks your opponent too hight, so that 5C whiffs. Take this information with a grain of salt, since it seems that the j.B loop is the hardest of the three (you have to add a little delay between j.B and j.C) and it is quite possible that I made a mistake.

 

However, the j.D > j.B loop connects to the second hit of 5C. It is likely that j.D pushes the opponent lower than j.C.

 

EDIT 2:

Regarding j.D > j.B loop; it is also not possible to connect 5D into 236D and the third hit of 6C whiffs, like in loop j.C > j.C.

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Here is a combo to complete Yuuki Terumis mission #20:

 

OD > 63214B > RC at hit 28 > j.2D > 2C > 5C > jc > j.2D > 2B > 6A > jc > j.2D/ 2C > 5C > jc > j.2D > 5D > 6D > 5D > 22C > 63214B on hit 8 of 22C > (OD ends) > 63214B > 22C (SMP)

Damage: 5676  Heat: ~88

 

Seriously, it took me about 7 hours to find another combo which fullfill this challenge...

 

A tip if you want to find a combo yourself: You have to use two OD 63214B/A in your combo, because together they do 58 hits. You "simply" have to fill in another 42 hits.

 

@heavymetalmixer:

 

I tested it out and the loops without j.D feels a little easier for me, since the knockback on the last hit isn't as big as with j.D.(Tested on Hakumen, Azrael, Tsubaki and Kokonoe)

However, because of the two extra hits the combo limits your options towards the end of it. For example, if your combo starter is 6C RC and you loop only with j.C, you cannot link 5D to 236D.

Furthermore, the C-only-loop deals a little less damage and you gain hardly any Heat.

 

Here is a really easy solution for Challenge 20 : https://www.youtube.com/watch?v=Ll71buBz4C4

I tried starting a combo with 6B > Orochi but you need a FC to get 100hit.

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Guess we forgot this thread exists for CPEX combos so Ill put my bnbs list here too:

 

 

: > = cancel into the next attack
: , = link the next attack after preceding move's recovery
: jc = jump cancel
: djc = double jump cancel
: hjc = high jump cancel
: dc = dash cancel
: (N) = only use the Nth attack of the move (for example, if 5D(1) is
written, you only use the first hit of 5D)
: (move) = whatever listed in the parentheses is optional




===Midscreen===


1) 2/5A > 2B > 2C > 5D > 236D: 1403 Dmg/ 36 Heat
*Notes: Covers almost all of 2A's range. At 2A's max range omit the 2C. Also
possible from 2B, 5B, 5C and 2C but not at max range. If the 5D is done at max
range replace 236D with 6C, or omit the 2C and go for 2A > 2B > 5D > 236D.


2) 2/5A > 5C > 3C > 22C lvl 2, 6[6] 6C: 2532 Dmg/ 18 Heat
*Notes: Terumi needs to be close


3) 5A > 6A > hjc > j.B(1) > j.C > djc > j.C > j.2D: 1435 Dmg/ 16 Heat
*Notes: If the opponent is airborne omit the j.B.


4) 5C > jc > j.C > j.2D: 1141 Dmg/ 14 Heat
*Requirements: Airborne opponent


5) 6A > hjc > j.B(1) > j.C > djc > j.C(2) > j.D > j.2D: 1562 Dmg/ 21Heat
*Notes: If the opponent is airborne omit the j.B.


6) 5B > 5C > 2C > 5D > 236D: 1990 Dmg/ 41 Heat
*Notes: At 5B's max range omit 5C and 2C.


7) 5B > 5C > 5D > 6B > 6D > 236D: 2499 Dmg/ 61 Heat
*Requirements: Crouching opponent


8) 5B > 5C > 5D > 6D > 236D: 2325 Dmg/ 61 Heat
*Requirements: Zero distance and dash momentum.
*Notes: Can also be done from 2A, 5A, 2B, 5C and 2C.


9) 5B > 5C > 3C > 22C lvl 2, 6[6] 6C: 3050 Dmg/ 21 Heat
*Notes: It can't be done at 5B's max range.


10) 6B, 2C > 5C > 22C lvl 2, 6[6] 6C: 3357 Dmg/ 24 Heat
*Requirements: Midair opponent


11) 5B > 5C > 3C > 22C lvl 3 > delayed 41236C, 2B > 5C > 3C > 5D > 236D:
4054 Dmg/ 22 Heat
*Requirements: 50 heat
*Notes: The last 3C can be replaced by 2C. 236D can be replaced with 6C.


12) 6C RC (3) > 66 2C > 5C > 22C lvl 2, 6[6] 6C: 3601 Dmg/ 17 Heat
*Requirements: 50 heat


13) j.A > 2A > 5C > 2C > 5D > 236D: 1231 Dmg/ 32 Heat
*Notes: For standing opponents use j.A twice.


14) j.A > 2A > 5C > 3C > 22C lvl 2 > 6[6] 6C: 1796 Dmg/ 12 Heat
*Notes: On standing opponents use j.A twice.


15) Max range j.B > 2B > 5D > 236D: 1157 Dmg/ 34  Heat
*Notes: 236D can be replaced with 6C for more damage.

 
16) Close j.B(1) > 5C > 5D > 6B > 6D > 236D: 1888 Dmg/ 55 Heat
*Requirements: Crouching opponent.
*Notes: Also possible from j.C and j.A(replacing 5C with 2A for j.A).


17) j.2D > j.41236C; 2A > 5C > 22C lvl 2 > 6[6] 6C: 3022 Dmg/ 18 Heat
*Requirements: 50 Heat.


18) j.2D > 2A > 5D > 6B > 6D > 236D: 1806 Dmg/ 63 Heat
*Requirements: Crouching opponent, lowest height (almost touching the floor).
*Notes: Also possible con CH j.2D.


19) Throw > 22C lvl 2, 6[6] 6C: 3031 Dmg/ 21Heat


20) Back Throw, 6[6] 6D > 236D: 2484 Dmg/ 53 Heat


21) Air Throw, delayed 6D > 236D: 2484 Dmg/ 53 Heat
*Notes: This combo is dependent if Terumi is in or near the corner.


22) Back Throw, 66 5C > 22C lvl 2, 6[6] 6C: 3145 Dmg/ 22 Heat


23) Air Throw, delayed 5C > 22C lvl 2, 6[6] 6C: 3145 Dmg/ 22 Heat


24) 236236A RC > 6B > 2C > 5C > 22C lvl 2, 6[6] 6C: 5301 Dmg/ 8 Heat
*Requirements: 100 heat


25) CH 623B, 6C: 3193 Dmg/ 1 Heat

 
26) 5D > 236D > 41236C, 2A > 5C > 22C lvl 2, 6[6] 6C: 3101 Dmg/ 46 Heat
*Requirements: 50 heat
*Notes: It can't be done at 5D's max range.


27) 5D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3173 Dmg/ 21 Heat
*Requirements: 50 heat


28) CH j.D > fall 66 5B > 6A > hjc > j.C > djc > j.C(2) > j.D > j.2D:
1771 Dmg/ 34 Heat
*Requirements: Airborne opponent


29) CH j.D > fall 5D > 236D: 1386 Dmg/ 48 Heat
*Requirements: Opponent on the ground.
*Notes: Not possible at j.D's max range.


30) j.D > j.41236C > 2A > 5C > 22C lvl 2, 6[6] 6C: 2998 Dmg/ 21 Heat
*Requirements: 50 Heat
*Notes: From the 5C you can go for 2B 5C 3C 5D 236D for more Heat


31) CH 6A > 2D > 6D > 236D: 2001 Dmg/ 62 Heat

 
32) 41236C, 2A > 5C > 22C lvl 2, 6[6] 6C: 3395 Dmg/ 8 Heat
*Requirements: 50 heat
*Notes: 3C can be replaced with 2C.


33) FC 6B, (66 AB) > 66 5B > 5C > 2C > 5D > 6B > 6D > 236D: 2900 Dmg/ 63 Heat
3800 Dmg/ 50 Heat with Crush Trigger.
*Requirements: 25 Heat for the Crush Trigger.


34) FC 6B > 66 Overdrive > 623B, 5B > 5C > 2C > 6D > 236D: 5004 Dmg/ 48 Heat
*Requirements: 50 Heat and Burst ready.
*Notes:  It can be done with 100% health, but if Terumi has less enough for the
6D to be enhanced, then the 236D must be delayed


35) FC 6B > Overdrive, 632146D: 3376 Dmg/4586 Dmg/7011 Dmg
*Requirements: 50 heat/75 heat/100 heat and Burst ready.




===Midscreen to Corner===


1) 2/5A > 5B > 2C > 5D > 6C RC(3) > 66 2C > 5C > 3C > 5D > 6C:
2507 Dmg/ 22 Heat
*Requirements: 50 heat


2) 6C RC(3) > AB > 5C > 22C lvl 2 > 6[6] 6C: 4289 Dmg/ 22 Heat
*Requirements: 75 heat


3) 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 2, 66 5B > 5D > 6D > 236D:
3947 Dmg/ 55 Heat
*Requirements: 50 heat
*Notes: If close enough, the 2C can be replaced with 5C for more damage and
heat.


4) 5B > 5C > 3C > 22C lvl 2, 6[6] 6C RC(3) > 66 2C > 5C > 3C > 5D > 6C:
4153 Dmg/ 25 Heat
*Requirements: 50 heat
*Notes: In the corner, after the RC you can do 66 3C > 5D > 6D > 236D for more
heat.


5) 63214A RC(2) > 66 2C > 5C > 3C > 5D > 6C: 2423 Dmg/ 14 Heat
*Requirements: 100 heat
*Notes: After the 63214A RC(2) you have 3 seconds of hitstun, so you can run
through most of the screen, or if you feel like a troll and your timing is
good you can taunt and continue the combo.


6) 63214A RC(2) > 66 3C > 22C lvl 1, 5C > 236D: 2565 Dmg/ 29 Heat
*Requirements: 100 heat
*Notes: Do this if you have enough time to get to the corner after
63214A RC(2).


7) CH 6A, delayed 6C RC(3) > 66 3C > 22C lvl 2, 5C > 5D > 6D > 236D:
3484 Dmg/ 58 Heat
*Requirements: 50 Heat, less than half stage distance to the corner.


8) CH 6A, delayed 6C RC(3) > 66 2C > 5C > 22C lvl 2, 6[6] 6C: 3106 Dmg/ 15 Heat
*Requirements: 50 Heat


9) CH 6A, delayed 6B > 66 2C > 5C > 3C > 5D > 236D: 2058 Dmg/38 Heat.
 

10) CH 6A, delayed 6B > 66 2C > 5C > 22C lvl 2, 6[6] 6C: 2781 Dmg/ 19 Heat
*Notes: It can't be done at 6A's max range


11) CH j.D > fall 5D > 6C RC(3) > 66 3C > 22C lvl 2, 66 5B > 5C > 5D > 6D
> 236D: 3146 Dmg/ 75 Heat
*Requirements: 50 Heat, opponent on the ground, less than half stage distance
to the corner.
*Notes: Not possible at j.D's max range.


12) CH j.D > fall 5D > 6C RC(3) > 66 2C > 5C > 22C lvl 2, 6[6] 6C:
2964 Dmg/ 37 Heat
*Requirements: 50 Heat
*Notes: If close enough to the corner, you can do 66 5D 236D for more Heat






===Corner Only===


1) 2/5A > 5C > 3C > 22C lvl 1, delayed 5B > 5D > 6D > 236D: 2557 Dmg/ 58 Heat
*Notes: It can't be done at 2/5A's max range. Also possible from j.A(twice on
standing opponents).


2) 5B > 5C > 3C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D: 3658 Dmg/ 67 Heat
*Notes: It's also possible from 2B, 2C, 5C, 3C, [2D, 5C], [FC 6B, 66 5C], j.B
or j.C (omitting the first 5B for j.B and j.C).


3) 5B > 3C > 22C lvl 2 > 63214B, 66 3C > 5D > 6D > 236D: 4596 Dmg/ 59 Heat
*Requirements: 50 Heat.
*Notes: Also possible from 3C and CH 5C > 22C lvl 2.


4) 5B > 5C > 3C > 22C lvl 2 > 5B > 5D > 6D > Overdrive > j.2D whiff > fall 6D
> 236D: 3812 Dmg/ 100 Heat
*Requirements: Burst ready.
*Notes: Also possible from [FC 6B, 3C]


5) CH 6A, delayed 6B > 2C > 5C > 22C lvl 2 > 5C > 2C > 5D > 6D > 236D:
3263 Dmg/ 63 Heat
*Notes: 236D can be replaced with 6C for more damage


6) CH 6A, delayed 6B > AB > delayed 5C > 22C lvl 2 > delayed 5B > 5D >
6D > 236D: 3720 Dmg/ 60 Heat
*Requirements: 25 Heat


7) 6C RC(3) > 66 2C > 5C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D:
4154 Dmg/ 62 Heat
*Requirements: 50 Heat


8) 6C RC(3) > AB > delayed 22C lvl 2 > 5C > 2C > 5D > 6D > 236D:
4837 Dmg/ 66 Heat
*Requirements: 75 Heat


9) 63214A RC(2) > 3C > 22C lvl 1, 5B > 5D > 6D > 236D: 2852 Dmg/ 30 Heat
*Requirements: 100 Heat.


10) 5D > 236D > 63214B, 22C lvl 2, 5B > 5C > 3C > 6C: 3831 Dmg/ 50 Heat
*Requirements: 50 Heat.


11) 5D > 236D > 63214B, 2C > 5C > 3C > 5D > 6D: 3333 Dmg/ 69 Heat
*Requirements: 50 Heat.
*Notes: It can be the same combo if you don't do more than two hits before 5D.
If the starter is 236D you can go after the 63214B for 22C lvl 1 > 5B > 5D
> 6D > 236D. If before the 5D you do between three and four hits, then the
63214B must be followed with 66 3C > 5D > 6D.


12) j.2D > j.41236C, 5A > 5C > 3C > 22C lvl 2: 2646 Dmg/ 15 Heat
*Requirements: 50 Heat
*Notes: Use it only on standing opponents and if you wan to finish the round,
because it leaves the opponent out of the corner.


13) j.2D, fall > 63214B > 66 3C > 5D > 6D > 236D: 3475 Dmg/ 60 Heat
*Requirements: 50 Heat, crouching opponent.


14) Throw > 22C lvl 1, 5C > 2C > 5D > 6D, 5C > 236D: 3243 Dmg/ 63 Heat


15) Throw > 22C lvl 2, 5C > 3C > 5D > 6C: 3384 Dmg/ 31 Heat
*Notes: A more damage variant. The 6C can be replaced with 236D for more Heat.


16) Back Throw, 66 5B > 5C > 23C lvl 2 > 6[6] 6C: 3155 Dmg/ 22 Heat
*Requirements: Opponent in the corner.
*Notes: It leaves the opponent out of the corner.


17) Back Throw, delayed 5C > 2C > 5D > 6D > 236D: 2752 Dmg/ 60 Heat
*Requirements: Terumi in the corner.


18) 236236A RC > 6B > 2C > 5C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D:
5751 Dmg/ 51 Heat
*Requirements: 100 heat and Terumi cornered.


19) CH 6C, 22C lvl 2, 5C > 2C > 5D > 6D > 236D: 4090 Dmg/ 71 Heat


20) 5D > 236D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3101 Dmg/ 46 Heat
*Requirements: 50 heat, Terumi in the corner.
*Notes: Side switch combo, possible to use with 9 heat.

 
21) 5D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3173 Dmg/ 21 Heat
*Requirements: 50 heat, Terumi int the corner.
*Notes: Side switch combo, possible to use with 9 heat. If close enough to the
corner after 41236C, after the 22C you can do 66 5D > 236D for more Heat.

 
22) 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3395 Dmg/ 8 Heat
*Requirements: 50 heat, Terumi in the corner
*Notes: Side switch combo, possible to use with 9 heat. If close enough to the
corner after 41236C, after the 22C you can do 66 5D > 236D for more Heat. If
the opponent was very close to Terumi, you can do 41236C, 2A > 5C > 22C lvl 1 >
66 5B > 5D > 6D > 236D.


23) 5B > 5C > 63214B, 22C lvl 1, 5C > 2C > 5D > 6D > 236D: 4485 Dmg/ 57 Heat
*Requirements: 50 Heat
*Notes: Also possible from 2B > 5C, 2C and 3C.


24) FC 6B > (66 AB) > 66 5C > 3C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D:
3892 (4812) Dmg/ 69(63) Heat
*Requirements: 25 Heat if Crush Trigger is used..


25) 6B > 63214B, 22C lvl 2, delayed 5B > 5D > 6D > 236D: 4875 Dmg/ 59 Heat
*Requirements: 50 Heat, Terumi close enough to the opponent for the 63214B to
connect.
*Notes: Also possible from 3C.


26) FC 6B, 66 AB > 63214B, 22C lvl 1, delayed 5B > 5D > 6D > 236D: 5470 Dmg/ 58 Heat
*Requirements: 75 Heat.


27) FC 6B > 66 Overdrive, 623B, 5B > 6D; delayed 22C lvl 1; 5C > 3C > 5D
> 236D: 5372 Dmg/ 56 Heat
*Requirements: 50 Heat and Burst ready.
 

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Not sure if posted before, but:

 

5B > 6A > iad* > j.C(1) > j.D > 5C ; 2B > 5C(1) > j.C(1) > j.D > 5B > 5C > 3C > 5D > 236D

 

Midscreen, gives 50 Heat and deals 2631 damage. Tested it on Hazama. *For the iad, I did super jump holding 7. So basically the input looks like 1766.

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