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[CP] Yuuki Terumi Combo Thread

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Information:
  • Feel free to post your combo discoveries here. If the combo has a purpose, practicality, and efficiency and isn't slight variations of existing combos, it can be added to the great wall of combos. Add the necessary notations, Damage, Heat gain, and anything special about the combo, such as positioning, how a normal should hit and etc. Posting a video link is not sufficient. Please annotate the combos in video links (hyperlink preferable in the combos annotation) and provide damage and heat values.

  • I will also tolerate very light discussion of combos here, such as improvements or alternate routes that lead to a different situation. But I do mean EXTREMELY LIGHT. Take any heavy discussion to the Terumi Gameplay General.



    [table=width: 700, align: center]

    General Notations Used
    Guide Specific Notations Used


    [table=width: 350, class: grid, align: center]

    j
    Jump


    sj
    Super Jump


    ad
    Air Dash


    iad
    Instant Air Dash


    jc
    Jump Cancel


    sjc
    Super Jump Cancel


    CH
    Counter Hit


    FC
    Fatal Counter


    RC
    Rapid Cancel


    [ ]
    Hold Input


    (N)
    Attack must deal N amount of hits.


    [???] xN
    Repeat ??? N amount of times.


    c.OD
    Overdrive Cancel


    OD
    Overdrive

    [/table]
    [table=width: 350, class: grid, align: center]

    DM
    Damage


    HG
    Heat Gain %


    Text
    Challenge Mode Combo


    Text
    Input Replaceable

    [/table]

    [/table]


Mid-screen:

Normal Starters
  • -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.

  • 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

  • 665B 5C 5D 6D c.OD j.66 j.2D 5D 236D
    2.4K and 81 heat

  • 5B 3C OD 665B 5C 3C 6D 236D
    2.7k and 71 heat


  • Crouch 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.


  • 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

  • 6B (FC) 2D 665B 5C 5D 6D 236D [For thin characters swap 5D 6D for 6D]
    2.6K and 75 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.

  • 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.

  • 6D (FC) c.OD j.662D 662C 5C 3C 6D 5C 3C 5D 236D | Half life OD
    3.5K and 100 heat.


  • 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



    Special Starters
    • -


      Throw Starters
      • 4A+B IAD jC 2C 5C 3C 6D 236D Orochi
        DM: 3532 HG: +53~ (-50)



      • Distortion Drive Starters
        • -


Near-Corner:

Normal Starters
  • -


    Special Starters
    • -

    Throw Starters

      [*]-

      Distortion Drive Starters

        [*]-

        Corner:

        Normal Starters

          [*]- 2C 5C 3C 22C(C xN) 2C 5C 3C 6D 5C 3C 236D Fuuenjin | DM: 6057 HG : 50+{Meter maxes out} (-100)

          Special Starters

            [*]-

            Throw Starters

              [*]-

              Distortion Drive Starters

                [*]-

          Edited by Guymam

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          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

          Edited by Guymam

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          If you're at a certain distance from the corner when doing 22C, the opponent will soar for a bit before wallbouncing at the corner. This allows you to dash and connect a 2D afterwards.

          i.e.

          5B > 3C > 22C > 66 > 2D > 5C(2) > 3C > 6D > 236D

          Does about 100 less damage than the regular combo I've been using in this situation (5B > 3C > 22C > 66 > 2C > 5C(2) > 3C > 6D > 236D) but gains 71 heat (11 more than the regular combo)

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          From 5B starter, with back in the corner, you can get 6760 damage with 100% meter and full health OD by using 41236C to sideswap.

          5B 5C(2) 41236C 66 5B 5C 3C 22C 66D ODC j.2D 236D 631246D.

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          Terumi near corner 6B FC combo (100% meter was used due to RC and Orochi).

          FC 6B > 5C (both hits) > 3C > 6C (all three hits) > RC > 22C > 6D > 236D > 63214B (Orochi) > 3C | DM: 4872 HG: (-100) 35%

          I managed to find a way to milk more damage out of that.

          6B FC > 5C(2) > 3C > 6C(3) > RC > 22C (Max mash) > 666D > 5C > 3C > 236D > Orochi

          Damage: 5044

          Heat: End up with 0 if you start the combo with 50 heat.

          * I found that If you delay the 22C slightly, you'll gain enough heat at the end to use Orochi. Must be something to do with heat cooldown. You can also delay 6D

          Edited by -Kid

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          Some basic stuff I've been running with in corner. Probably not optimal but it's a decent place to start. Basic combo route is just wallbounce (either super or 22C) into 2C 5C 5D into another wallbounce or 6D. Best super enders are 63214B and 632146D it seems. Double 236D is also interesting because SMP causes them to tech immediately and end up standing in front of you for a reset. I think it's - on hit on that case but it's not like Terumi can't just frametrap with a super or RC for a reset.

          Don't have the game in front of me so no exact numbers. Typically goes to about 4k with plenty of meter regain.

          Near corner:

          2B/5B 3C 5D 236D RC dash 2C 5C 3C 5D to:

          - If in corner, 5D 6D 5C > super or 236D

          - If not yet in corner, 22C dash 5C 5D > super or 236D

          Corner:

          2B/5B 3C 5D 22C 2C 5C 3C 5D 6D 5D 236D > optional super ender

          2B/5B 3C 63214B 2C 5C 6D 5D 236D > optional super ender

          2B/5B 3C 5D 236D 63214B 2C 5C 6D 236D RC (smp reset)

          Edited by Justice7541

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          If you land an air throw against a cornered opponent you can follow up with a dashing Messenga (412366C)

          Air Throw > land > 6641236C > 66 > 5B > 5C[2] > 3C > 6D > 236D > (63214B) DMG: 3545 (4206) HEAT: [37]-50 ([37]-100)

          Useful since the only other way to combo after a corner air throw seems to be OD canceling the throw before it knocks the opponent away. Bear in mind the dashing Messenga input can be a little tricky.

          Edited by LiamManTheAngry

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          Welp, here are some combos with different starters / conditions if that can be of any help. Used the wiki layout for combos, I hope it's okay. ODC stands for Overdrive Cancel, btw. DD is usually every DD aside from Jabaku Fuenjin ; you can use it, but the damage could be really different from writted here, and of course, you'll end up with 0 Heat as the DD will use every last bit of heat you have.

          MIDSCREEN

          6A Starter

          Notes: If you hit an airbone opponent, do a hjc instead.

          • 6A > jc j.5C > jc j.5C > j.2D

            Requirements: None

            Damage: 1493, Heat Gain: 16



            MIDSCREEN TO CORNER
            2D Starter
            Notes: Damage and Heat Gain are for a full life OD, that will last only until 6D. Longer OD will net better damage. Very great Corner Carry. Your ideal distance with your opponent for this 2D follow up is the same distance as the one when you start a round.

            • 2D > 5A > 6A > hjc j.5B > j.5C > jc j.5C > ODC > j.2D > 2C > 5C > 3C > 6D > 236D (> DD)

              Requirements: Overdrive


              Damage: 2171 (~2800), Heat Gain: 87 (37)



              6A Starter
              Notes: Damage and Heat Gain are for a full life OD, that will last only until the 2nd j.2D. Longer OD will net better damage. Very great Corner Carry. If you hit an airbone opponent, do a hjc instead.

              • 6A > jc j.5C > ODC > j.2D > 2C > 5C(1) > jc j.5C > j.2D > 2C > 5C > 3C > 6D > 236D (> DD)

                Requirements: Overdrive

                Damage: 2564 (~3200), Heat Gain: 70 (20)



                5D Starter
                Notes: Took advantage of the 5D 6B Gatling, that combo if the 5D is CH. Great Heat Gain for the combo, it's advised to keep the heat if you don't have too much.

                • 5D(CH) > 6B > 6D > 236D (> DD)

                  Requirements: None

                  Damage: 1998 (2735), 62 (12)



                  CORNER ONLY
                  6A Starter
                  Notes: Can be done near Corner as well, but not Midscreen. Damage and Heat Gain are for a full life OD, and as such can be different depending of your OD length. If you hit an airbone opponent, do a hjc instead.

                  • 6A > jc j.5C > ODC j.2D > 22C > 2C > 5C > 3C > 6D > 5C > 236D (> DD)

                    Requirements: Overdrive

                    Damage: 3202 (~3800) , Heat Gain: 66 (16)



                    • 6A > jc j.5C > ODC j.2D > 2C > 5C > 3C > 6D > 2C > 5C > 3C > 5D > 236D (> DD)

                    Requirements: Overdrive

                    Damage: 2669 (~3300), Heat Gain: 80 (30)

                    Orochi Burensen Starter

                    Notes: Orochi being Terumi's only standing overhead, even though it's easily readable, I thought it could be good to have combo with it. The first one will cause the opponent to tech during 236D depending of how much you mash 22C, and as such could be dangerous. It can still be used if you need those 600 damage to finish an opponent. 2nd one is the way to go for safeness.

                    [*]Orochi Burensen (63214B) > 22C > 6D > 236D

                    Requirements: 50 Heat

                    Damage: 4304 , Heat Gain: 48

                    [*]Orochi Burensen (63214B) > 2C > 5C > 3C > 6D > 236D

                    Requirements: 50 Heat

                    Damage: 3771 , Heat Gain:

                    Misc Starter

                    Notes: A crush Trigger follow up if you only have 25 tension, and a j.2D startup. The j.2D combo end on 5C(1), at which point you can jump cancel it and start to mixup the opponent immediatly. I guess you could add a loop of the j.2D loop in the combo, but it won't give you enough heat to go to 50, and will probably have a lower damage output. Finally, a 5D CH starter, as it could happen quite a few times. Took advantage of the 5D > 6B and 6B > 6D Gatlings.

                    [*]Crush Trigger (A+B) > 66 5C > 3C > 22C > 2C > 5C > 3C > 5D > 6D > 5C > 236D (> DD)

                    Requirements: 25 Heat

                    Damage: 3290 (~3900) , Heat Gain: 56 (6)

                    [*]j.2D > 5A > 3C > 22C > 2C > 5C > 3C > 6D > 5C(1) (> jc j.2D)

                    Requirements: None

                    Damage: 2400 , Heat Gain: 42

                    [*]5D(CH) > 6B > 6D > 2C > 5C > 22C > 2C > 5C > 3C > 236D (> DD)

                    Requirements: None

                    Damage: 3307 (~3900) , Heat Gain: 69 (19)

          Edited by Kitsue

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          Using Justice's combo as a springboard (2B/5B 3C 5D 236D 63214B 2C 5C 6D 236D RC (smp reset)) I think I have a reset in the corner

          2B/5B>(5C)>3C>5D>236D>Orochi>2C>5C>3C>5D>22C>2C>j.c.

          Req:Corner, at least 25 heat.

          Dmg: 2345 (2578)

          HG:~43 (~44)

          After jump cancelling the 2C you have a few options.

          J. 5D seems like the safest bet and seems to be a good meaty in the corner. If the enemy techs in the air and you get a counter hit the j.5D will ground bounce them and you can continue with another combo. Course, it's not an overhead.

          J.2D is the next choice, and roughly will cover their escape almost as well as j.5D. It's an overhead too which is nice. However, if you hit anyone in the air, even a counter hit, the combo will stop there.

          j.A+B is the next option I've found. However, to combo after it you must j.c the 2C straight up and the enemy must aerial tech forwards or backwards. If you j.c. forward the enemy will lodge in the opposite corner of the screen and that's bad.

          Will test this more tomorrow afternoon. Let me know if you guys find anything wrong, because heaven's to Betsy I'm hoping this one doesn't just work on the computer like the last one I thought I found.

          Edit: Also, it's a good FC combo after FC 6B.

          Edited by Solless

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          6D has some weird properties sometimes when you hit at the very tip while they're already in the air...and you can juggle from that, might be worth looking into since it looks stylish as hell, made a video as well showing something small I was able to cook up off a throw starter.

          http://www.youtube.com/watch?v=8Uzw_KBzd_o

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          found a fun one against a corner 2a masher today.

          fc 6b>CT>66>5c>3c>mid level 22c>2c>5c>3c>ODC>236D>641236D

          7021 damage. 125 heat.

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          Above combo video's notation, damage, and meter changes.

          6C RC 22C 662C 5C 3C 6D 236D :: DMG: 4169 HG: (-50)46

          6C(CH) 665B 5C(1) JC j.2D 5A 5C 5D 6D 236D :: DMG: 3006 HG: 67

          6C(CH) 663C 22C 662C 5C 3C 6D 236D :: DMG: 4169 HG: 63

          6C(CH) 663214B 663C ODC.lv3 22C 6D 632146D :: DMG: 6775 HG: (-100)

          5B 5C 5D 6D ODC.lv1 j.66C(1) 662C 632146D :: DMG: 4195(?) HG: ~35-40(-100)

          5B 5C 5D 6D ODC.lv2 j.66 j.C(1) 5C 3C 632146D :: DMG: 4955 HG: 60(-100)

          5B 5C 3C 22C 41236C 662B 5C 3C 6D 236D :: DMG: 4683 HG: (-50)45

          5B 5C 3C 22C 41236C 662B 3C ODC.lv1 665B 5C 6D 236D 632146D :: DMG: 6378 HG: 50(-50)

          6A(CH) 41236C 662B 5C 3C ODC.lv1 665B 5C 3C 6D 236D 63214B :: DMG 3922 HG: (-50)50(-50)

          3C 22C 236236D :: DMG: 5008 HG: (-100)

          6B(FC) ODC.lv1 663C 22C 236236D :: DMG: 6401 HG: (-100)

          OD.lv1 6B(FC) 632146D :: DMG: 7011 HG: (-100)

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          Midscreen: 5B+C > 236D > 41236C > 66 > 5B > 5C > 3C > 6C/6D

          3157 damage with 6D ender, 5 additional heat after super. 3184 damage with 6C ender, 1 additional heat after super.

          Requires 16 heat to start.

          SUPER LATE EDIT: After messing around in training mode (drunk lab time, aw yiss), I realized this combo is much easier to do if you replace the 236D with 22C. I'm not able to test the values at the moment though, apologies.

          Edited by Lythium

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          Midscreen: 5B > 5C > 3C > 22C(mash) > 41236C > 66 > 5B > 5C > 3C > 6D > 236D

          4.7k, 45 heat gained (-50)

          Edited by Lythium

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          Turn this:

          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.

          Into this

          6B (FC) OD 623B 5B 5C 2C 6D 236D | 5043 Damage and 49 Heat | Requires 50 Heat (Net Heat: -1)

          Evidently 2C > 6D is possible on FCs.

          Alternate ender: ...6D > 66 6C more damage, significantly less Heat. Only use it when you're already maxed or if you're desperate for damage. DM: 5162 HG+32 (-50)

          Note: I tested these with the Dummy having 0 Heat at the start and 100 Heat. OD Fuuenjin does even more damage the more Heat the enemy has.

          100 Heat 100% HP OD Fuuenjins

          5B > OD > 5B > Fuuenjin [DM: 5909-6490 & Meter drained] Enemy meter drained ~53 or =12 whichever is higher

          6C (FC) > OD > Fuuenjin [DM: 6562-7240 & Meter drained] Enemy meter drained ~53 or =12 whichever is higher

          Basically you want to use Fuuenjin as soon as possible on whatever confirm you get. Scary easy 100 heat damage.

          Edited by Ctrlaltwtf

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          Personally I think he's bnb's all give decent oki. It's not good but it's not bad like air tech or whatnot.

          I have yet to see someone actually go for alternated combos containing special oki besides from 214B, (66), 2C. At this point you can either go for j.2D or 5C. If 5C you can obviously 5C(1), jc, j.2D etc.

          But that's about it.. otherwise it's just regular knockdown and beat forward rollers with 2A, 5C.

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          CH 6A > IAD > jC > 2C > 5C > 3C > 6D > 236D > Orochi

          DM: 2928 - HG: +49 (-50)

          Extremely experimental non-CH 6A stuff:

          6A > jump forward > jCx3 (falling) > 6A > sjCx3 > djCx1> jD

          DM: 1652 - HG: +15

          It's an extremely bizarre combo but it does actually lead to better stuff than normal routes.

          Edited by Ctrlaltwtf

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