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[CP] Yuuki Terumi Combo Thread

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I found an easier way to do Challenge 30 than the one suggested by the game:

OD>6B>6D>5C(2)>22C(all hits)>632146D

you can also activate OD after you hit the 6B fatal(it doesn't matter if you end up doing a ODC,you have time to finish the combo)

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662A or [5A] 5B 5D 6D 236D

1.6K 55 heat

I think something we should work on is finding out optimal kombos for reversing your position (to put your opponent in the korner behind you). This most likely requires the use of 41236C but I'm thinking it'll be better to do the 41236C earlier in the kombo rather than later so that you kan proceed to push them into the korner after you switch positions rather than tacking it on as an ender.

Also, I noticed that some of these kombos simply don't work on Rachel. The most kommon issues are that either the 6D pushes them too far away to follow up with 236D or the 5D pushes them too far away for 6D to konnect like in the quoted example.

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Corner

5B > Orochi > 22C (max) > 6D > 5C > 236D > Orochi/Soutenjin/100Fuuenjin - DM: 5505/5737/6567 - HG: +53 (-100) Only requires 50 Heat to start, Requires 97-99 for Fueenjin (if you start with 100, do 22C (6 hits) > 5D > 6D instead. Otherwise you'll end up with 99 Heat at the end)

5B > OD > OD Soutenjin > 5B > 22C (max) > 5D > 6D > 5C > 236D > 100 Fueenjin - DM: 7088 - Requires 92+ Heat at start for 100 Fueenjin

Midscreen

6A > Orochi > run forward > 2B > 22C (max) > corner carries > run forward > 6D > 236D - DM: 3760 - HG: +47 (-50)

Apparently, Orochi actually has a pretty fucking huge AA hitbox. You don't even have to be very close at all for it to work.

Edited by Ctrlaltwtf

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just found a 50 HG full life with 50% heat start OD 5.6-5.7k combo 6D,ODC,IAD,623B,5C,3C,22C,236D,623B, close to the corner

Edited by TSHKN

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Corner

5B > Orochi > 22C (max) > 6D > 5C > 236D > Orochi/Soutenjin/100Fuuenjin - DM: 5505/5737/6567 - HG: +53 (-100) Only requires 50 Heat to start, Requires 97-99 for Fueenjin (if you start with 100, do 22C (6 hits) > 5D > 6D instead. Otherwise you'll end up with 99 Heat at the end)

5B > OD > OD Soutenjin > 5B > 22C (max) > 5D > 6D > 5C > 236D > 100 Fueenjin - DM: 7088 - Requires 92+ Heat at start for 100 Fueenjin

Midscreen

6A > Orochi > run forward > 2B > 22C (max) > corner carries > run forward > 6D > 236D - DM: 3760 - HG: +47 (-50)

Apparently, Orochi actually has a pretty fucking huge AA hitbox. You don't even have to be very close at all for it to work.

5B 3C 22C OD Soutenjin 5B 5C 3C 6D 5C 3C 236D Fuuenjin gives you more if you have less than 50% health. I think it gives more even if you don't get the OD Fuuenjin ender actually although I can't check that.

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Midscreen: CH 6A > 2D > 5C > 3C > 22C (lv. 2) > 41236C > 665B > 5C > 3C > 6D > 236D - DM: 3446, HG: +51 (-50)

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Here's a fun combo that confirms more easily than the 6A feint combo and deals more damage:

Midscreen: CH 6A delay 6B dash 3C 22C Messenga dash 5B/2B 5C 3C 6D 236D optional super ender

Corner: CH 6A delay 6B 22C 2C 5C 3C 6D 236D optional super ender

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Just a little thing I found out yesterday is that if you do 63214B midscreen you can follow up with 66, 2C, 6C.

I've been going into 63214B as a bad habit but if I still happen to do it and corner is to far away for a combo atleast I can add some damage and get better oki wich is nice.

Edited by fogelstrom

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Yeah sorry, meant 63214B. I have very sloppy inputs and always think of it as 214B. Also as it's kinda standard I type out moves to lessen confusion (though in this case it kinda failed)

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Messing around with Terumi, came up with this 9k combo

(22C reset) 22C lvl3 > 60%OD > Soutenjin > 5B > 5C > 3C > 6D > Jagaku > 100% Fuuenjin

9230 dmg and you obviously need 150 meter. My setup is this:

(already at 100% meter) 5D > Jagaku > Orochi > (66) 2C > 5C > 3C > 22C lvl2 > 6D > 22C resets instantly. Cool shit

edit: for some reason the setup won't build 100 meter in the end for Fuuenjin anymore, I'm probably doing something wrong since it worked last time 100%.

If you're 1 meter short in the end, do

5D > Jagaku > Orochi > (66) 2C > 5C > 22C lvl3 > 6D > 22C, it builds enough meter. Works if you have 59 meter or more prior to the first combo.

Also if you replace Fuuenjin with Soutenjin > Orochi the damage goes up to 9504. You need 50%OD for the Orochi to get powered up tho

Edited by Putin

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Here's a thing.

Forward Grab > j.OD after second hit of grab > j.Messenga > 66~5B > 5C > 3C > 6D > Jagaku > Fuuenjin

Need Full OD meter, so however little health applies to that. Does 5.9k, need 75 heat to start to get 100% Fuuenjin.

Edited by Lord Pwnge18

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Dunno if you guys are aware of this but Terumi can combo into his CT off 22C in corner. It gives a pretty sizeable chunk of extra damage (about 700) but puts you in heat cooldown so it doesn't always necessarily do more than not doing a CT. Here's some stuff I tested.

Corner:

5B 3C 22C (lv2) 2C 5C 3C 6D 5D 236D Fuuenjin (lv3) = 5.3k, builds 65% meter so needs to start with 35% meter

5B 3C 22C (lv2) CT 5C 3C 6D 5D 236D Fueenjin (lv3) = 5.9k, builds 47% - 25% meter so needs to start with 78% meter

So I did a bit of testing and here's basically what I found:

1) CT + Lv1 Fuuenjin > Lv2 Fuuenjin only

2) Lv3 Fueenjin only > CT + Lv2 Fueenjin

3) Lv1 Fuuejin only > CT only

So basically:

- Starting between 0-38 heat, omit CT and end with Fuuenjin

- Starting between 28-35 heat, use CT and end with Fuuenjin.

- Starting between 35-78 heat, omit CT and end with Fuuenjin.

- Starting between 78-heat, use CT and end with Fuuenjin.

This character seriously does way too much damage. 6k in corner off 5B for the equivalent of what is basically 30-40% meter on a character with normal heat gain rates is pretty broken. Even Kagura doesn't hit nearly that much and Kagura is a big slow slug.

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236236A, RC, 6B, 2C, 5C(2), 22C(Lv2), 2C, 5C, 3C, 6D, OD, j.2D, 236D, 63214B - 7172dmg

They tech Jagaku if you do Lv3 22C and when doing Orochi you have 51% meter :)

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Corner, requires 75 meter, OD, & 25% HP:

6A CH > OD > CT > 623B > 22C (max level) > 6D > 236D > 632146D

DMG: 7191

Edited by Elochai

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Hmm....

Shouldn't something like 6A, OD, 6B, 2C, 5C, 22C (Lv3), CT, 623B, 5B, 5C, 3C, 6D, 236D be better? I guess they'd tech in Jagaku but you could try with 22C Lv2 instead. Also 22C and CT both in before Soutenjin to increase prorate.

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I forgot to include Fuuenjin at the end of the combo when I posted it. My bad.

If you omit the 2C/5C from your combo, is it possible to get a super ender? I can fool around with it a bit more.

Edited by Elochai

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I haven't played around anything with 6A CH OD combos in the corner. I tend to always save my OD for the end (6D) out of bad habit.

If you have 100% meter when you hit the 6A CH you'd probably want to do 6A CH, OD, 6B, 623B, 623B, 5B, 5C something something. But it all always depends on tension % and hp % when you land that 6A CH.

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236236A, RC, 6B, 2C, 5C(2), 22C(Lv2), 2C, 5C, 3C, 6D, OD, j.2D, 236D, 63214B - 7172dmg

They tech Jagaku if you do Lv3 22C and when doing Orochi you have 51% meter :)

With less than 30% health:

Zanrouga RC OD dash 5C j.2D 2C 5C 3C 5D 6D 5C 3C 5D 236D Fuuenjin = 7.5k, unburstable

Balanced game.

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With less than 30% health:

Zanrouga RC OD dash 5C j.2D 2C 5C 3C 5D 6D 5C 3C 5D 236D Fuuenjin = 7.5k, unburstable

Balanced game.

You need to add 22C to this one mate. Always think about 22C. It adds prorate!

If you'd want to OD I'd suggest you'd do something like;

236236A, RC, 6B, 22C Lv2/3, OD.... etc

Here you get full OD as well and can do 2C, 5C, j.2D bla bla and probably gain enough to end with 100% Fuuenjin. Especially if below 30% hp.

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You need to add 22C to this one mate. Always think about 22C. It adds prorate!

If you'd want to OD I'd suggest you'd do something like;

236236A, RC, 6B, 22C Lv2/3, OD.... etc

Here you get full OD as well and can do 2C, 5C, j.2D bla bla and probably gain enough to end with 100% Fuuenjin. Especially if below 30% hp.

That is burstable and I don't even think it works. Plus, even without 22C in OD you barely get 100% (you actually get 99% and then the auto-meter gain gets you up to 100% before Fuuenjin starts draining the meter) so if you start dropping drives in the combo to fit in 22C you won't come anywhere close to 100%. 6B 22C is the best route outside of OD but seriously, if you saw someone land Zanrouga and RC it, you'd burst the instant 6B touched you.

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You'd still be able to add 22C in your combo even if you want it unburstable.

236236A, RC, OD, 5C(1), j.2D, ((2C, 5C(1), j.2D)), 22C, 6D, 236D?

Still no access to lab so can't check if you even can do 22C right after j.2D. Also when in OD his drive moves ignore the heat cooldown (duh). Maybe you could do 6D straight away after RC, OD? I don't know the meter gain of the moves in OD on the top of my head either. But I bet you can get more than 7,5k with OD atleast. If you keep it as simple as possible with focus on meter, 22C and 98-100% Fuuenjin.

But 236236A is still pretty sh*tty so not that worth to focus on at all ^^;

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3 things:

How do I land the follow up 2b after Ressenga? Am I supposed to slightly dash or walk after it?

How exactly am I "supposed to mash" Garengeki? It seems that the hits it does are at random, is it like Sol's GV, which is supposed to be mashed in a certain way? Are there any extra benefits to getting all the mashed hits outside of 2-3 hundred extra damage?

There's a typo in the description of Garengeki in the BBCP Dustloop-Wikia, on the word "neutral" at the end, it's written "neutrla".

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Micro dash. I use 5B. Better prorate and personally I think it's lot easier.

Lv2-3 adds prorate for extra dmg. Some combos are not possible with Lv2-3 however due to the time limit system on combos in BBCP.

It's the amount of presses at the start. You have to quickly input 4? Maybe 5 inputs I forgot. I just mash unless I want Lv2. The trials explained this when you demo combos with inputs shown.

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