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[CP] Yuuki Terumi Combo Thread

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So what is the optimal 6C CH route ? I've been using two routes but I think only one of them is legit:

CH 6C > 22C > cancel the last stomp into messenga > 2A > 5C > 3C > 5D > 236D It deals about 3.7k damage I THINK.

Now to the flashy one:

CH 6C > 22C > cancel the last stomp into messenga > 2A > 5C > OD > grab reset > 6D (or CT if you have the meter) > 236D > 632146D It deals... tons of damage 

 

 

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If you have meter and OD, you can : CH 6C > RC > OD > 2CCCC> RC > 2D > 6B > 6D > 236D > DD finisher (works midscreen)

In corner, you can do something fancy like : CH 6C > 623B > RC on last hit > jc > OD > j2D > 22C > yada yada (don't have the exact notation in mind, but it's pretty standard stuff after that)

Edited by Neriam

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Made an account just so I can share my findings.

Midscreen 6C CH combo:

CH 6C > 2B > 2C > 5C > 6D > 236D > any super (I prefer soutenjin for damage). That would deal around 3.9k and it builds 50 ish meter. The timing with the 2B after 6C took a while to get used to but I really liked it once I got the hang of it.

Also the derpiest throw reset combo that is completely useless:

Throw > CT cancel > 6A or 5C jump cancel > air throw > 6D > 236D

Edited by SpookyBlast

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Made an account just so I can share my findings.

Midscreen 6C CH combo:

CH 6C > 2B > 2C > 5C > 6D > 236D > any super (I prefer soutenjin for damage). That would deal around 3.9k and it builds 50 ish meter. The timing with the 2B after 6C took a while to get used to but I really liked it once I got the hang of it.

Also the derpiest throw reset combo that is completely useless:

Throw > CT cancel > 6A or 5C jump cancel > air throw > 6D > 236D

Did you test the combo on everyone?

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Made an account just so I can share my findings.

Midscreen 6C CH combo:

CH 6C > 2B > 2C > 5C > 6D > 236D > any super (I prefer soutenjin for damage). That would deal around 3.9k and it builds 50 ish meter. The timing with the 2B after 6C took a while to get used to but I really liked it once I got the hang of it.

Also the derpiest throw reset combo that is completely useless:

Throw > CT cancel > 6A or 5C jump cancel > air throw > 6D > 236D

Is there any trick to do the 6D after de 5C ? I am missing it completly 

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Is there any trick to do the 6D after de 5C ? I am missing it completly 

From what I remember is charater-specific but is all about height, that combo is supossed to put the opponent very high so the 6D has enough time to hit him/her before touching the ground.

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From what I remember is charater-specific but is all about height, that combo is supossed to put the opponent very high so the 6D has enough time to hit him/her before touching the ground.

Is it character specific? I just know that with tager, 5C > 6D hits even when he's completely on the ground due to his massive size. I'll play around with it a bit more tomorrow when I have the time. If it really is character specific I'll be disappointed; I was so excited too :(

It seems that 6D only goes out fast enough when it is after a 5D, 6B, or a 5C when they are off the ground. Like you said, it only works when they are floating a bit off the ground after the second hit of 5C. 6D sure is funky.

A variation of this combo I often used before I "discovered" this one is:

CH 6C > 3C > 5D > 236D > Messenga > 2A > 5C > 22CCC > 66C.   It should be around 3.5k ish, I forget. 

Afaik that one is not character specific. Never liked 22CCC > 66C though, it sometimes drops if I put in too many hits. Sorry about about this long post.

Edited by SpookyBlast

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Is it character specific? I just know that with tager, 5C > 6D hits even when he's completely on the ground due to his massive size. I'll play around with it a bit more tomorrow when I have the time. If it really is character specific I'll be disappointed; I was so excited too :(

It seems that 6D only goes out fast enough when it is after a 5D, 6B, or a 5C when they are off the ground. Like you said, it only works when they are floating a bit off the ground after the second hit of 5C. 6D sure is funky.

A variation of this combo I often used before I "discovered" this one is:

(CH 6C > 2B >) 5C > 5D > 236D > Messenga > 2A > 5C > 22CCC > 66C.   It should be around 3.5k ish, I forget. 

Afaik that one is not character specific. Never liked 22CCC > 66C though, it sometimes drops if I put in too many hits. Sorry about about this long post.

If you get CH 6C and 50 Heat, better go for the route: CH 6C, 22C lvl 2, 6[6] 6C RC(3) > 66 2C 5C 3C 5D 6C

It does more than 4K of damage and the corner carry is awesome.

Edited by heavymetalmixer

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Alas, it is character specifc. It only works on characters with large hitboxes such as hakumen, ragna or tager. I was so excited too. I have wet dreams about 6D in midscreen.

I played around with the CH 6C combo that you suggested. It is really good for corner carry. What my combo does have is more heat build but I think corner carry is better.

Useless infos: CH 3C can be followed up by a crush trigger. Not very useful as CH 3C almost never happens. But you can do some throw reset combo and get a lot of heat and damage if you manage it. Example: CH 3C > CT > 5B > 5C > JC Throw reset > 4D > 214 D > Super, if you have extra heat. Does around 4.5k and builds 45 ish heat.

3C can be used after CH 6C as well apparently. I will be editing the messenga combo to use 3C instead of 2B > 5C (not that anyone will use it). 

I'm pretty sure people already know this but 2C can be jump canceled. Pretty useful for mixups if they block low. My new pressure string now has 2C > 82D for some falling fang like action.

That's it from me. I'm going to sulk that the 5C > 6D doesnt work. 

Edited by SpookyBlast

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Alas, it is character specifc. It only works on characters with large hitboxes such as hakumen, ragna or tager. I was so excited too. I have wet dreams about 6D in midscreen.

I played around with the CH 6C combo that you suggested. It is really good for corner carry. What my combo does have is more heat build but I think corner carry is better.

Useless infos: CH 3C can be followed up by a crush trigger. Not very useful as CH 3C almost never happens. But you can do some throw reset combo and get a lot of heat and damage if you manage it..

3C can be used after CH 6C as well apparently. I will be editing the messenga combo to use 3C instead of 2B > 5C (not that anyone will use it). 

I'm pretty sure people already know this but 2C can be jump canceled. Pretty useful for mixups if they block low. My new pressure string now has 2C > 82D.

That's it from me. I'm going to sulk that the 5C > 6D doesnt work. 

CH 3C gives a hard knockdown that can be followed with some normals, it can even followed with 2D but it must be inputted inmediatelly (the timing is strict) so it should only be used for punishes.

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