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[CP] Yuuki Terumi Combo Thread

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Are you back on the team :O

You have an extra 3C in there :psyduck:

So I did! It's fixed now, my bad.

Thanks, bb~

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

4467 Damage [9 Net Heat]

Just topped that with

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

4615 Damage [10 Net Heat]

and

5B > 5C > 6C(3) > RC >6622C(lv.3) > 6D > 5C > 3C > 236D

4635 Damage [12 Net Heat]

Edited by Raccoon

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Assuming Max Opponent Meter for 632146D

Corner, 100 Heat

FC 6B (Pause) OD CT 263B > 22CL3 > 6D > 236D> 632146D [Combo must be done quickly, or Hitstun will fizzle at 236D)

(7618 at 100% Health, 8462 at 50% Health, and 8902 at Critical Health)

Alternatively with Critical Health

FC 6B (Pause) OD CT 263B > 22CL3 > 6D > 236D > 263B > 63214B [9116)

Past midscreen, a about a quarter screen close to corner, any Health %

FC 6B (Pause) OD CT 263B > 5B > 5C > 3C > 6D > 5D > 236D > 632146D ***Must be close enough to corner for 5D > 236D to immediately hit***

(100% Health/Partial Meter 632146D 7022 excluding hit after DP, 8186 at 50% Health and lower)

Alternatively with Critical Health

A) FC 6B (Pause) OD CT 263B > 5B > 5C > 3C > 6D > 5C > 3C > 236D > 632146D for 8421

B) FC 6B (Pause) OD CT 263B > 5B > 5C > 3C > 6D > 5C > 3C > 236D > 263B > 63214B for 8635

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Has anyone experimented with grab>CT? Gives oki and corner carry midscreen if you don't wanna force em away from the corner, but damage is still kinda crap. Better than 22C mash, but crap xD

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Has anyone experimented with grab>CT? Gives oki and corner carry midscreen if you don't wanna force em away from the corner, but damage is still kinda crap. Better than 22C mash, but crap xD

Forward grab to CT? It has the advantage of burning less meter but yeah, it's not really that good. If they're close enough to corner that corner carry is an option 22C will usually combo as well. Grab 22c dash 3c Orochi actually works from pretty far away. Otherwise if your back is to the corner you can just go straight into Messenga for the side switch.

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Hey guys. I have some combos.

Since I'm not really sure if I can post full videos on here without permission, I'll just link them and post combo descriptions here.

COMBO TIME!!

http://www.youtube.com/watch?v=L7TuKV6OERc

OD 236236A catch > OD 623B > 5B > 5C(1) > jc J2D > 5D > 6D > 5D > 22C (Lvl 1) > 236D > Fuuenjin ender, lvl 2.

Notes: Needs near death full OD duration and 100 meter. Deals around 8.9 to 9.1K, depending on opponents meter.

http://www.youtube.com/watch?v=KUD7qMtSQZo

OD 6B Fatal > CT > OD 623B > 5B > 5C(1) > J2D > 2C > 5C(1) > J2D > 2C > 5C > 3C > 6D > OD 236236D

Notes: The ending for this combo is midscreen only. You might want 100 meter to start this and it requires near death full OD duration. Deals 8.5K.

http://www.youtube.com/watch?v=vZHVd0aiGMg (AKA, the better counter super counter when IN the corner)

OD 236236A catch > OD 623B > 5B > 5C(1) > J2D > 22C (Lvl 3) > 6D > 236D > Fuuenjin ender, lvl 2

Notes: This is the better counter super variation. Follow the notes of the first combo and you deal around 9.3K damage on a full meter opponent.

http://www.youtube.com/watch?v=FkqV18P0Msg

OD 6B Fatal > CT > 663C > 22C (Lvl 3) > OD 41236C > 665B > 5C(1) > J2D > 2C > 5C > 3C > 6D > OD 236236D

Notes: It does less damage than the other midscreen combo I have above, but its a nice variation. Just follow the notes of the other 236236D combo and you are set. Deals 8.4K damage.

And with that out there, I hope you all have a very.... stomptastic day. TOH!!

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Hi :3

It's wayyyyyyyy better to hit FC 6B first, pause a sec, than activate OD and use CT. That way, you're not committed to OD if your 6B is blocked.

Like this:

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Hi :3

It's wayyyyyyyy better to hit FC 6B first, pause a sec, than activate OD and use CT. That way, you're not committed to OD if your 6B is blocked.

Like this:

Ohhh, ok. I was unsure of the timing at first. Thanks you.

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wait does the 2 seperate distortions give more damage? or the 632146D OD ender?

anyways fun combo:

5B>5C>3C>5D>6D(1)>5B>5D>6D(1)>665D>22C~Cmash>6D>5D>22C~Reset Cmash

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Soutenjin > Burensen is always better in OD than Fuuenjin, probably Renshouga too.

Fuuenjin also does meter damage tho

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So I'm almost certain this has to have been found by now, but on the 1% chance it hasn't I'll post it here. 6D, and Overdrive 6D are counted as different moves and don't get Repeat Proration from one another. also the first hit of 6D doesn't experience repeat prioration, so the near corner combo trick where only the first hit hits and the follow-up doesn't come out can still be continued with another 6D later on.

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Pardon me if this had already been posted, been workin on this pain in the ass midscreen and thought it was pretty good.

5B>5C(1)>j.2D>665A>5B>5C(1)>j.2D>665A>5C>5D>6D>2D oki [2304/52%]

5B>5C(1)>j.2D>665A>5B>5C(1)>j.2D>665A>5C>3C>22Clvl3>6D>3C [2858/50%]

Decent damage, good meter, and good (lol) oki for Terumi imo. Dropping it doesn't really screw you up either and can lead to easy resets. Also, you can do a delayed 2D after 22C lvl 3 and I think it beats everything but delayed tech.

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huh?

2d is pretty standard after 6d and on a lesser note 3c. its sort of safe but inconsistent. 3c is a hard knockdown, thats about it.

its common knowledge. not to shit on your parade, but it is.

terumi's best oki would have to be orochi ender in the corner. you cannot roll past him and he covers quick rise, forcing neutral tech. meterless best oki is 6d in the corner because he gets a different mixup opportunity, and 6c is ok anywhere though heat is prioritized.

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After you do 22C, start mashing C as much as you can right as the move starts. I think it only counts mashing up until the end of the first initial stomp.

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How do you get extra stomps with 22C?

 

I get like 5 total. Im mashing 2 and C but its not happening.

 

If you mash 2 and C together, sometimes the 2s will "eat" up your C inputs.

 

Just hit 2 twice :3

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1.10 combo based off this video:

http://youtu.be/kRX3G3Yauck?t=42m46s

 

(Mid-screen, Crouching opponent) 5B > 5C > 2C > 5D > 6B > 6D > 236D

2645 damage, 52+ heat (At least)

Note: 5D combos into 6B against crouching opponents. 6D still appears to have issues going into the full animation from certain distances.

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All 22c levels are comboable in the corner, here you can see red beat 22C lvl1 > 5B > 5C > 5D > 6D

 

There's more to that than the 22C part though. 5C > 3C > 6D might not be a thing anymore, but 5C > 5D > 6D definitely works as portayed above, which wasn't previously possible IIRC unless you added a 3C before 5D which in turn made some combos impossible due to proration.

 

tl;tr 5D will probably replace 3C mid-combo while not ruining old corner combo routes, giving more meter, and potentially making combos easier since 3C > 6D was iffy on certain characters/heights. That, coupled with its subsequesent removal, might be a hint that they never intended 3C > 6D to be a thing in the first place.

We might not be able to combo into 6D after the regular Messenga combo midscreen anymore though, if Messenga followups remain the same in the first place that is. Which is sad either way, but might be a fair trade for the new lvl 3 Garengeki.

 

 

edit: ^ j.2D loops where known since week one, Noze was the first one to upload a video with it iirc ;O

edit2: Garengeki lvl3 > Messenga > dash 5B works, so does... air hit 5C > 6D? :v:

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