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[CP] Yuuki Terumi Combo Thread

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Watched a JP player amaze me on Nicovideo.

You can combo off of 63214B midscreen. I had no idea this was possible and was always going for 41236C. But when you do 41236C they end back up midscreen so even if the dmg is slightly worse with 41236B I prefer it because of the screen position it gives wich really helps Terumi.

Combo example;

5D, 236D, 63214B, 66, 2B, 5C, 3C, 6D/6C/2D

I can't confirm that this works on all characters and it's one of his few things that actually requires some execution. I would be surprised if it didn't work on all characters as I have done it on at least 6.

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That is really tight. I usually see people do Orochi dash 3c 22c if anything. It is better to just gauge which corner you are closer to and decide whether Messenga or Orochi will be better.

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Someone please confirm but I'm almost 100% that Mesenga 66 5b does not hit Makoto deep enough to do anything after midscreen. If you can, its extremely tight and I haven't found it. 2b also whiffs. Do not like, playing a character with my run speed and better normals sucks, now the damage gap is lessened...ugh.

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I gave Orochi > 66 2B a try and it doesn't seem tough at all. Sometimes they'd be too far and 5C would whiff, but I was just doing 2B too early.

Only tried it on Noel, dunno if it's her hitbox making things easier but I doubt it.

The damage loss is pretty big, about 1K less off 5B > 5C > 3C, but the corner carry is really good especially if you end it with 6C. It definitely helps Terumi since he can do good damage once he gets them in the corner even without meter and get oki, good stuff

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Was working on CH 6A stuff with Lythium, here are two fun ones we came up with.

OD-Less:

CH 6A 2D 5C 2C 22C (max) Messenga 5B 5C 236D <Optional Finisher>

Requires 23 heat.

Heat -18 Net

Damage: 3461

OD Shwag:

CH 6A 2D 5C ODC Soutenjin 5B 5C 3C 6D 236D Optional Finisher.

Requires 30 min starting heat. 67 (and 10% life) to dump a full OD Fuuenjin. 80 to dump full

Fuuenjin above 35%.

Orochi Ender: 4411.

Fuuenjin: 4680-5480. 5860 if still in OD (10% or less)

Soutenjin: 4650

Net Heat gain: 8 (No ender). 25 if in OD for 6D. (60% or less) 33 if in red life.

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That is really tight. I usually see people do Orochi dash 3c 22c if anything. It is better to just gauge which corner you are closer to and decide whether Messenga or Orochi will be better.

It would not be better. 22C is worse oki, you lose damage and valuable heat gain from 6D. Also if you haven't used 236D and can end with that you will get even more meter. This is something worth training on. I can already do it 80% online on crap EU connections. I never get to play against a 4 connection mostly 2-3 bars. It get's some time getting used to the dash but it's worth it alot more. I now use Messenga SOLELY for the purpose of switching out of corner combos.

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It would not be better. 22C is worse oki, you lose damage and valuable heat gain from 6D. Also if you haven't used 236D and can end with that you will get even more meter. This is something worth training on. I can already do it 80% online on crap EU connections. I never get to play against a 4 connection mostly 2-3 bars. It get's some time getting used to the dash but it's worth it alot more. I now use Messenga SOLELY for the purpose of switching out of corner combos.

You do 22c to dash 2c or whatever. It's the same oki except it may prorate a bit more so you may need to alter your combo a bit.

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

4.7k, 45 heat gained (-50)

This is probably the best midscreen BnB I've seen thus far.

Here are some (unoptimized, I'm sure) combos using his crush trigger for swagz, just because it's rarely used.

5B 5C 6C Rapid CT 2C 5C 3C 6D 6C (4457, 25) *if 6D puts you in the corner, 5C then 6C for 4584*

Same as above with 236D instead of final 6C (4333, 41) *as above 4471 corner*

Corner 5B 5C 6C Rapid CT 22C as they fall mashed (♥) 2C 5C 3C 6D 6A as they fall into air grab/air unblockable normal/special/whatever (they will tech with enough time for you to air throw/hit them/oki) (5241, 47)

Each of these require 75 meter.

You can also cancel his throw into CT to open some other combo pathways.

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Hmm... I wonder if you can do 5B, 5C, 5D, 6D, 236D, 63214B, 66, 2B, 5C, 3C, 22C Lv2/3 alt end with 66, 2B, 5C, 2C, 6C instead.

I need to try this out when I get home. Should be good dmg and a very lenghty carry.

I really feel that 63214B is awesome midscreen with the available follow-up now.

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Hmm... I wonder if you can do 5B, 5C, 5D, 6D, 236D, 63214B, 66, 2B, 5C, 3C, 22C Lv2/3 alt end with 66, 2B, 5C, 2C, 6C instead.

I need to try this out when I get home. Should be good dmg and a very lenghty carry.

I really feel that 63214B is awesome midscreen with the available follow-up now.

Terumi is like a delicious Ferrero Rocher, with tasty and chocolatey ideas being presented in each new layer

:3

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Meh. After some testing it looks like 41236C is the way to go anyway due to P2 value of 63214B :/.

5B, 5C, 2C, 63214B, 66, 2B, 5C, 3C, 6D, 236D - 4133 dmg, gain 49 (-50) meter, if you want corner carry I guess.

Also depending on screen position you can do 66, 2B, 5C, 22C Lv1, (66), 6D, 236D - 4410 dmg, gain 56 (-50) meter. (Tech on Jagaku if Lv2 or Lv3 22C)

+900 minimum dmg if you need with Soutenjin. Highest minimum dmg for Terumi at 50% meter.

Edited by fogelstrom

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I found a nice but quite impractical combo for his trial #30

Corner: 6B(FC) j.OD j.Messenga 5B 5C 22C 5D 6D 236D Soutenjin x2 (make sure to let both finish)

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So, 6A CH combos! Didn't see this here, so enjoy:

6A(CH) > 6B(feint) > 5B > 5C > 22Clvl3 > 41236C > 5B > 5C > 3C > 6D > 236D. 4060dmg or 4960w/623B

The opponent can't tech 236D at the end so you can tackle a super finisher for extra damage (if you start the combo at 60 heat, you get super finisher.)

The thing with combo is that you have to hit pretty deep with 6A. If you hit them with the tip of 6A you won't reach them. Oh, and you can omit the first 5B if you hit them high enough in the air for 200~ more dmg.

One more thing. If they get smart and barrier block 6A in the air, you can let 6B come out normally (if you have those kinds of reactions :8/: ) and it will FC them for trying to punish you.

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So, 6A CH combos! Didn't see this here, so enjoy:

6A(CH) > 6B(feint) > 5B > 5C > 22Clvl3 > 41236C > 5B > 5C > 3C > 6D > 236D. 4060dmg or 4960w/623B

The opponent can't tech 236D at the end so you can tackle a super finisher for extra damage (if you start the combo at 60 heat, you get super finisher.)

The thing with combo is that you have to hit pretty deep with 6A. If you hit them with the tip of 6A you won't reach them. Oh, and you can omit the first 5B if you hit them high enough in the air for 200~ more dmg.

One more thing. If they get smart and barrier block 6A in the air, you can let 6B come out normally (if you have those kinds of reactions :8/: ) and it will FC them for trying to punish you.

Actually it works at every range with 6 dash 5B.

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Someone probably already asked this, but I'm really curious:

Is 3C > 6D character specific? Or is the timing just harder on some characters compared to others?

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Someone probably already asked this, but I'm really curious:

Is 3C > 6D character specific? Or is the timing just harder on some characters compared to others?

3C 6D won't work if they're standing. Say you hit them standing 5A 5B 5C 3C 6D. That don't work.

You have to pick them up, so something like Shit into 22C 2C 5C 3C 6D works. And yes, you have to do it almost immediately. Should be universal.

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I personally think it's a bit harder on Amane, atleast I feel you have more leeway on other characters than him specific. But if you just do 3C, 6D ASAP it works on everyone. Also it's as Guyman says. You can only hit 3C, 6D from people out of the air. The higher they are when you hit 3C the easier it is to hit 6D. So if you do 2C, slight slight delay 5C, 3C they get a little extra air but that can mostly only be applied more early on in combos.

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3c 5d 6d works in corner if you are close enough but it's sort of pointless since 22c is almost always better in that case.

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Just found some new cool corner swap stuff starting off max range 2C, no CH required. I think it's new anyway, haven't seen anyone do it.

35 Meter Minimum Start (44 for Super ender), Back in corner:

(Max Range) 2C > 5D > Messenga > 66 2B > 5C(2) > 3C > 22C(lvl3) > 6B > 6D > (236D > Orochi or Soutenjin >) oki

End with:

6D - DM: 3.5k HG: -11%

Orochi - DM: 4.4k HG: -44%

Soutenjin - DM: 4.6k HG: -44%

...6D > (cOD10 > 236D > OD Orochi) - DM: 5k HG: -44%

Ending with 6D allows you to run the 6D oki, they are in untechable state until they hit the ground.

The 6B after the 22C works on all characters except Amane, but timing changes and / or a micro-dash may be required before the 6B. Kagura for example you need to delay or micro-dash the 6B for it to work where Kokonoe you can 6B immediately and it combos fine.

To do this on Amane you can substitute the 6B > 6D with 66 2C > 5C(2) > 3C > 6D to still get the 6D oki, but Jagaku no longer works so to end in super you would have to have enough meter without the additional 20 from Jagaku.

Still messing around with it to see what else can be done, but it seems practical and useful for what is otherwise a mediocre starter on max range hit.

Edited by Antiquarian

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I like it, and now you've made me spend time doing dumb Messenga corner swap stuff when I should be sleeping, haha. Here's a dumb OD combo, inspired by Antiquarian's corner swap combo:

(Max range) 2C > 5D > Messenga > 66 5B > 5C(2) > 3C > 22C(lv1) > OD > 66 2B > 5C(2) > 3C > 6D > 236D > Soutenjin > Orochi

6.1k damage, uses 150 meter. Requirements: 94 meter to start, 60% life, back to corner.

Edited by Lythium

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heres a fun fatal loop when you want to style.

6B(FC)>3C>5D>6D(1)>5B>5C>3C>5D>6D(1)>5B>5C>3C>5D>6D>5D>22C~(reset)CxN

The tip hit of 6D has no SMP and 100% P2

Edited by someonewhodied

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This is my B&B Rapid Cancel corner carry combo midscreen. (don't know if it's posted or not)

5B > 5C > 3C > 6C(3), RC, 2C, 5C, 3C, 6D

then if at corner already, finish with

land, 5C, 3C, 236D, Optional Super

3725dmg with 50% meter without super ender 4386 with 100% meter super ender

if still not at corner

land, 6C(3) or j623B at the air. (I prefer land 6C for farther corner carry plus hard knockdown.)

3641dmg without super ender, 4202 dmg with super ender (again, not worth 100% meter for just 4K damage IMO)

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This is my B&B Rapid Cancel corner carry combo midscreen. (don't know if it's posted or not)

5B > 5C > 3C > 6C(3), RC, 2C, 5C, 3C, 6D

then if at corner already, finish with

land, 5C, 3C, 236D, Optional Super

3725dmg with 50% meter without super ender 4386 with 100% meter super ender

if still not at corner

land, 6C(3) or j623B at the air. (I prefer land 6C for farther corner carry plus hard knockdown.)

3641dmg without super ender, 4202 dmg with super ender (again, not worth 100% meter for just 4K damage IMO)

Hi! :3

You can do 5B 5C 6C (3) RC 2C (as they hit their knees) 5C 3C 6D 236D midscreen for 3654, or if you hit the corner with the 6D,

you can do 5B 5C 6C (3) RC 2C (as they hit their knees) 5C 3C 6D 22C (L2 mash) 236D for 4049

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5B > 5C > 6C(3) > RC > 662C > 5C > 22C(lv.1) > 2C > 5C > 3C > 6D > 236D

4381 damage, P1 starting position.

Edited by Lythium

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5B > 5C > 6C(3) > RC > 662C > 5C > 3C > 22C(lv.1) > 2C > 5C > 3C > 6D > 236D

4381 damage, P1 starting position.

Are you back on the team :O

You have an extra 3C in there :psyduck:

Edited by Raccoon

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