Jump to content
Guymam

[CP] Yuuki Terumi Combo Thread

Recommended Posts

There's no special input for this, you just have to practice to jump and j.2D as quick as possible. Sometimes is useful to do it after a backward jump in pressure.

OK ty. Was trying the OD 2c 5c(1) j.2d loop and couldn't get it to connect. So I really like terumi. But I feel like I made a mistake in maining him. And putting so much time into him. His mixups are so predictable..... I really hope he gets a normal over head

Share this post


Link to post
Share on other sites

Anyone got more info on the terumi changes? All I'm finding is that 6D recovers like a snail now.

That about sums up all we know at the moment, some more changes should probably surface by the end of the weekend (wouldn't count on it tho).

Share this post


Link to post
Share on other sites

This is going to suck though just from that single bit. That's a primary combo filler of mine. D:

Just about every single one of us takes a hit from that slight change xD. Don't put too much thought into it for now, just the first loke test and we don't know what Terumi has received besides this nerf (or if it will even stay intact at all).

Share this post


Link to post
Share on other sites

I'm not sure if they should nerf Terumi, if anything I would like ArcSys to make him a bit less beginner friendly, but then again spamming 6C ain't gonna and should never win all da matches.

I don't need an overhead, tbh he has great tools already, but I certainly would not like 6D to not be able to go into anything but supers and OD :E

 

I have faith in Arc Sys tho, it's Arc Sys, who knows if it could actually be a very good thing.

Share this post


Link to post
Share on other sites

Maybe in exchange for not following up with anything, he gains new routes to follow up a successful 6D. *Blind Optimism*

I just wish more people in japan played Terumi and would post his changes so we aren't left in the dark until the last minute.

Share this post


Link to post
Share on other sites

Maybe in exchange for not following up with anything, he gains new routes to follow up a successful 6D. *Blind Optimism*

I just wish more people in japan played Terumi and would post his changes so we aren't left in the dark until the last minute.

you masochist, you.

perhaps you should take a look in the loktest thread to see exactly why it isnt a good idea to get loktest info so early.

Share this post


Link to post
Share on other sites

you masochist, you.

perhaps you should take a look in the loktest thread to see exactly why it isnt a good idea to get loktest info so early.

Going through this list, now I'm scared for what they could've done to Terumi. Blockstrings and general pressure seems to be changing for everyone in the cast, with changes to seemingly most character's BnB moves. This is so odd to me, but I'll just chalk it up to the loktest.

Share this post


Link to post
Share on other sites

Random something in the corner:

 

6A(CH)>jcOD>Messenga>5C>3C>22C(Lvl1)>5B>5C>3C>5D>6D>236D>Double Orochi(timing is a little tight)

 

Damage: 6160

 

Done with 9% HP. fun combo if you anti-air someone trying to escape from the corner. At higher health, you can Soutenjin>Orochi or Fuuenjin

Share this post


Link to post
Share on other sites

Random something in the corner:

 

6A(CH)>jcOD>Messenga>5C>3C>22C(Lvl1)>5B>5C>3C>5D>6D>236D>Double Orochi(timing is a little tight)

 

Damage: 6160

 

Done with 9% HP. fun combo if you anti-air someone trying to escape from the corner. At higher health, you can Soutenjin>Orochi or Fuuenjin

 

Canceling on Orochi Burensen into another in OD is really easy, the problem comes with how much time is left in the OD gauge. Still, doing the B Normal Burensen after the OD version will get you a good knockdown and the damage difference isn't too high.

Share this post


Link to post
Share on other sites

Yeah, that's what I meant by timing, if you want to get two OD orochis, you gotta input the 2nd one as soon as possible or you'll get regular Orochi. At 30% HP, you'll have to Fuuenjin if you want full damage and at 20%, you can Soutenjin>Orochi

Share this post


Link to post
Share on other sites

This combo is freaking hilarious (does not work on Makoto, Platinum and Tsubaki).

2B > 5B > 3C > 5D > 6D > [5B > 5C > 3C > 6D]x2 > 236D. Dmg 2311 Heat 66 and below are some more practical uses of max range 6D for higher heat gain.

2B > 5B > 3C > 5D > 6D > 22Clvl3 > (66)3C > 5D > 6D > 5D > 236D Dmg/Heat: 2571/69 or 5B > 2B > 3C > 5D > 6D > 22Clvl3 > (66)3C > 5D > 6D > 5D > 236D Dmg/Heat: 3147/75

The key is to delay 5D by just an instant to get the max range 6D which would allow for that silly spinning animation and would lead into the rest of our combo. Add 63214A > RC > Taunt > 3C for the icing on the salt cake my friends xD.

I have a tournament coming up this weekend and have been preparing for weeks now, OD combos will be updated to the wiki by the end of August I can guarantee that!

Share this post


Link to post
Share on other sites

I have a few corner combos that use MR 6D. They're pretty practical and do really good damage if you have rapid/OD stocked. I've used them in tournaments and did alright with them.

The best range i've found to activate MR 6D near every time is to start the combo  in between the last dark line on either side of the screen in training room. It works in other stages, but from a positioning standpoint i thought to use that as a visual reference. Below is a visual example of what i mean. I'd actually post some combos, but I don't have my best ones completely memorized as text, just motions in my hands.

Just a random, stupid thing I do that works, if you land an SMP'd 6D>6A in the corner, you could go for an air grab if you know how your opponent likes to recover by super jumping if they like to air tech back/forward or normal jump if they neutral tech. You also have a degree of safety if you guess the tech wrong since you can always come down with a barrier/2D/5D on superjump or 6A them out of the air on normal jump.

Share this post


Link to post
Share on other sites

example.jpg

 

The stars are the assured MR 6D range I was talking about. The closer you get to the right star, the more delay you have to add to the 6D. It's not much, but I hope this helps you a bit. As I'm sure you've learned Don, but i'll state it for people who enter this post later on that don't know, MR 6D is burst safe.

Share this post


Link to post
Share on other sites

Airthrow combo in the corner for when you don't get a wallbounce.

 

 

Airthrow > 41236C > 2A > 5C > 3C > 22Clvl3. The trick is to land and wait for just an instant then input messenga, very efficient for when you try to go for a throw reset after 22C or 6D.

Share this post


Link to post
Share on other sites

I JUST FOUND THE MOST BROKEN SHIT WITH TERUMI.

 

Remember that stomp reset that i posted last page or so? I just did an 8k combo off it. Only the first hit of the stomps has same move proration, so after the reset, keep doing more stomps and cancel into super for a fuckton of damage.

 

Example: 22C (reset), 5C, 22C, 5C, 22C, super stomps before last hit, Overdrive, 22C, super stomps <----- 8k

 

Hell, by the time you get the third stomp (the one where SPM actually happens) you're at 4k. With this reset, we can essentially one shot anyone but Tager and Azreal, and if you already got them into the corner so that you can do this reset, they probably already took enough damage for this to finish them.

 

Please, my fellow curb stompers, abuse the living hell out of this before they nerf it to the ground. It is too fucking funny to actually use.

 

Edit: wow, just now realized I put this in the combo thread. Well, I did technically post a combo so I'll just copy it over.

Share this post


Link to post
Share on other sites

Ups, I erased the first last the last time I edited this bnbs list today. Basically is the same as in 1.1 with some changes and additions, mostly because of that DELICIOUS CH 6A (though I can't do the j.D loops). Another important thing: I didn't include the [ . . . 22C lvl 2 > 2366D] route, I know is simple, but it isn't easy at all to do (though I can't deny I really want to do it consistently).

 

: > = cancel into the next attack
: , = link the next attack after preceding move's recovery
: jc = jump cancel
: djc = double jump cancel
: hjc = high jump cancel
: dc = dash cancel
: (N) = only use the Nth attack of the move (for example, if 5D(1) is
written, you only use the first hit of 5D)
: (move) = whatever listed in the parentheses is optional




===Midscreen===


1) 2/5A > 2B > 2C > 5D > 236D: 1403 Dmg/ 36 Heat
*Notes: Covers almost all of 2A's range. At 2A's max range omit the 2C. Also
possible from 2B, 5B, 5C and 2C but not at max range. If the 5D is done at max
range replace 236D with 6C, or omit the 2C and go for 2A > 2B > 5D > 236D.


2) 2/5A > 5C > 3C > 22C lvl 2, 6[6] 6C: 2532 Dmg/ 18 Heat
*Notes: Terumi needs to be close


3) 5A > 6A > hjc > j.B(1) > j.C > djc > j.C > j.2D: 1435 Dmg/ 16 Heat
*Notes: If the opponent is airborne omit the j.B.


4) 5C > jc > j.C > j.2D: 1141 Dmg/ 14 Heat
*Requirements: Airborne opponent


5) 6A > hjc > j.B(1) > j.C > djc > j.C(2) > j.D > j.2D: 1562 Dmg/ 21Heat
*Notes: If the opponent is airborne omit the j.B.


6) 5B > 5C > 2C > 5D > 236D: 1990 Dmg/ 41 Heat
*Notes: At 5B's max range omit 5C and 2C.


7) 5B > 5C > 5D > 6B > 6D > 236D: 2499 Dmg/ 61 Heat
*Requirements: Crouching opponent


8) 5B > 5C > 5D > 6D > 236D: 2325 Dmg/ 61 Heat
*Requirements: Zero distance and dash momentum.
*Notes: Can also be done from 2A, 5A, 2B, 5C and 2C.


9) 5B > 5C > 3C > 22C lvl 2, 6[6] 6C: 3050 Dmg/ 21 Heat
*Notes: It can't be done at 5B's max range.


10) 6B, 2C > 5C > 22C lvl 2, 6[6] 6C: 3357 Dmg/ 24 Heat
*Requirements: Midair opponent


11) 5B > 5C > 3C > 22C lvl 3 > delayed 41236C, 2B > 5C > 3C > 5D > 236D:
4054 Dmg/ 22 Heat
*Requirements: 50 heat
*Notes: The last 3C can be replaced by 2C. 236D can be replaced with 6C.


12) 6C RC (3) > 66 2C > 5C > 22C lvl 2, 6[6] 6C: 3601 Dmg/ 17 Heat
*Requirements: 50 heat


13) j.A > 2A > 5C > 2C > 5D > 236D: 1231 Dmg/ 32 Heat
*Notes: For standing opponents use j.A twice.


14) j.A > 2A > 5C > 3C > 22C lvl 2 > 6[6] 6C: 1796 Dmg/ 12 Heat
*Notes: On standing opponents use j.A twice.


15) Max range j.B > 2B > 5D > 236D: 1157 Dmg/ 34  Heat
*Notes: 236D can be replaced with 6C for more damage.

 
16) Close j.B(1) > 5C > 5D > 6B > 6D > 236D: 1888 Dmg/ 55 Heat
*Requirements: Crouching opponent.
*Notes: Also possible from j.C and j.A(replacing 5C with 2A for j.A).


17) j.2D > j.41236C; 2A > 5C > 22C lvl 2 > 6[6] 6C: 3022 Dmg/ 18 Heat
*Requirements: 50 Heat.


18) j.2D > 2A > 5D > 6B > 6D > 236D: 1806 Dmg/ 63 Heat
*Requirements: Crouching opponent, lowest height (almost touching the floor).
*Notes: Also possible con CH j.2D.


19) Throw > 22C lvl 2, 6[6] 6C: 3031 Dmg/ 21Heat


20) Back Throw, 6[6] 6D > 236D: 2484 Dmg/ 53 Heat


21) Air Throw, delayed 6D > 236D: 2484 Dmg/ 53 Heat
*Notes: This combo is dependent if Terumi is in or near the corner.


22) Back Throw, 66 5C > 22C lvl 2, 6[6] 6C: 3145 Dmg/ 22 Heat


23) Air Throw, delayed 5C > 22C lvl 2, 6[6] 6C: 3145 Dmg/ 22 Heat


24) 236236A RC > 6B > 2C > 5C > 22C lvl 2, 6[6] 6C: 5301 Dmg/ 8 Heat
*Requirements: 100 heat


25) CH 623B, 6C: 3193 Dmg/ 1 Heat

 
26) 5D > 236D > 41236C, 2A > 5C > 22C lvl 2, 6[6] 6C: 3101 Dmg/ 46 Heat
*Requirements: 50 heat
*Notes: It can't be done at 5D's max range.


27) 5D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3173 Dmg/ 21 Heat
*Requirements: 50 heat


28) CH j.D > fall 66 5B > 6A > hjc > j.C > djc > j.C(2) > j.D > j.2D:
1771 Dmg/ 34 Heat
*Requirements: Airborne opponent


29) CH j.D > fall 5D > 236D: 1386 Dmg/ 48 Heat
*Requirements: Opponent on the ground.
*Notes: Not possible at j.D's max range.


30) j.D > j.41236C > 2A > 5C > 22C lvl 2, 6[6] 6C: 2998 Dmg/ 21 Heat
*Requirements: 50 Heat
*Notes: From the 5C you can go for 2B 5C 3C 5D 236D for more Heat


31) CH 6A > 2D > 6D > 236D: 2001 Dmg/ 62 Heat

 
32) 41236C, 2A > 5C > 22C lvl 2, 6[6] 6C: 3395 Dmg/ 8 Heat
*Requirements: 50 heat
*Notes: 3C can be replaced with 2C.


33) FC 6B, (66 AB) > 66 5B > 5C > 2C > 5D > 6B > 6D > 236D: 2900 Dmg/ 63 Heat
3800 Dmg/ 50 Heat with Crush Trigger.
*Requirements: 25 Heat for the Crush Trigger.


34) FC 6B > 66 Overdrive > 623B, 5B > 5C > 2C > 6D > 236D: 5004 Dmg/ 48 Heat
*Requirements: 50 Heat and Burst ready.
*Notes:  It can be done with 100% health, but if Terumi has less enough for the
6D to be enhanced, then the 236D must be delayed


35) FC 6B > Overdrive, 632146D: 3376 Dmg/4586 Dmg/7011 Dmg
*Requirements: 50 heat/75 heat/100 heat and Burst ready.




===Midscreen to Corner===


1) 2/5A > 5B > 2C > 5D > 6C RC(3) > 66 2C > 5C > 3C > 5D > 6C:
2507 Dmg/ 22 Heat
*Requirements: 50 heat


2) 6C RC(3) > AB > 5C > 22C lvl 2 > 6[6] 6C: 4289 Dmg/ 22 Heat
*Requirements: 75 heat


3) 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 2, 66 5B > 5D > 6D > 236D:
3947 Dmg/ 55 Heat
*Requirements: 50 heat
*Notes: If close enough, the 2C can be replaced with 5C for more damage and
heat.


4) 5B > 5C > 3C > 22C lvl 2, 6[6] 6C RC(3) > 66 2C > 5C > 3C > 5D > 6C:
4153 Dmg/ 25 Heat
*Requirements: 50 heat
*Notes: In the corner, after the RC you can do 66 3C > 5D > 6D > 236D for more
heat.


5) 63214A RC(2) > 66 2C > 5C > 3C > 5D > 6C: 2423 Dmg/ 14 Heat
*Requirements: 100 heat
*Notes: After the 63214A RC(2) you have 3 seconds of hitstun, so you can run
through most of the screen, or if you feel like a troll and your timing is
good you can taunt and continue the combo.


6) 63214A RC(2) > 66 3C > 22C lvl 1, 5C > 236D: 2565 Dmg/ 29 Heat
*Requirements: 100 heat
*Notes: Do this if you have enough time to get to the corner after
63214A RC(2).


7) CH 6A, delayed 6C RC(3) > 66 3C > 22C lvl 2, 5C > 5D > 6D > 236D:
3484 Dmg/ 58 Heat
*Requirements: 50 Heat, less than half stage distance to the corner.


8) CH 6A, delayed 6C RC(3) > 66 2C > 5C > 22C lvl 2, 6[6] 6C: 3106 Dmg/ 15 Heat
*Requirements: 50 Heat


9) CH 6A, delayed 6B > 66 2C > 5C > 3C > 5D > 236D: 2058 Dmg/38 Heat.
 

10) CH 6A, delayed 6B > 66 2C > 5C > 22C lvl 2, 6[6] 6C: 2781 Dmg/ 19 Heat
*Notes: It can't be done at 6A's max range


11) CH j.D > fall 5D > 6C RC(3) > 66 3C > 22C lvl 2, 66 5B > 5C > 5D > 6D
> 236D: 3146 Dmg/ 75 Heat
*Requirements: 50 Heat, opponent on the ground, less than half stage distance
to the corner.
*Notes: Not possible at j.D's max range.


12) CH j.D > fall 5D > 6C RC(3) > 66 2C > 5C > 22C lvl 2, 6[6] 6C:
2964 Dmg/ 37 Heat
*Requirements: 50 Heat
*Notes: If close enough to the corner, you can do 66 5D 236D for more Heat






===Corner Only===


1) 2/5A > 5C > 3C > 22C lvl 1, delayed 5B > 5D > 6D > 236D: 2557 Dmg/ 58 Heat
*Notes: It can't be done at 2/5A's max range. Also possible from j.A(twice on
standing opponents).


2) 5B > 5C > 3C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D: 3658 Dmg/ 67 Heat
*Notes: It's also possible from 2B, 2C, 5C, 3C, [2D, 5C], [FC 6B, 66 5C], j.B
or j.C (omitting the first 5B for j.B and j.C).


3) 5B > 3C > 22C lvl 2 > 63214B, 66 3C > 5D > 6D > 236D: 4596 Dmg/ 59 Heat
*Requirements: 50 Heat.
*Notes: Also possible from 3C and CH 5C > 22C lvl 2.


4) 5B > 5C > 3C > 22C lvl 2 > 5B > 5D > 6D > Overdrive > j.2D whiff > fall 6D
> 236D: 3812 Dmg/ 100 Heat
*Requirements: Burst ready.
*Notes: Also possible from [FC 6B, 3C]


5) CH 6A, delayed 6B > 2C > 5C > 22C lvl 2 > 5C > 2C > 5D > 6D > 236D:
3263 Dmg/ 63 Heat
*Notes: 236D can be replaced with 6C for more damage


6) CH 6A, delayed 6B > AB > delayed 5C > 22C lvl 2 > delayed 5B > 5D >
6D > 236D: 3720 Dmg/ 60 Heat
*Requirements: 25 Heat


7) 6C RC(3) > 66 2C > 5C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D:
4154 Dmg/ 62 Heat
*Requirements: 50 Heat


8) 6C RC(3) > AB > delayed 22C lvl 2 > 5C > 2C > 5D > 6D > 236D:
4837 Dmg/ 66 Heat
*Requirements: 75 Heat


9) 63214A RC(2) > 3C > 22C lvl 1, 5B > 5D > 6D > 236D: 2852 Dmg/ 30 Heat
*Requirements: 100 Heat.


10) 5D > 236D > 63214B, 22C lvl 2, 5B > 5C > 3C > 6C: 3831 Dmg/ 50 Heat
*Requirements: 50 Heat.


11) 5D > 236D > 63214B, 2C > 5C > 3C > 5D > 6D: 3333 Dmg/ 69 Heat
*Requirements: 50 Heat.
*Notes: It can be the same combo if you don't do more than two hits before 5D.
If the starter is 236D you can go after the 63214B for 22C lvl 1 > 5B > 5D
> 6D > 236D. If before the 5D you do between three and four hits, then the
63214B must be followed with 66 3C > 5D > 6D.


12) j.2D > j.41236C, 5A > 5C > 3C > 22C lvl 2: 2646 Dmg/ 15 Heat
*Requirements: 50 Heat
*Notes: Use it only on standing opponents and if you wan to finish the round,
because it leaves the opponent out of the corner.


13) j.2D, fall > 63214B > 66 3C > 5D > 6D > 236D: 3475 Dmg/ 60 Heat
*Requirements: 50 Heat, crouching opponent.


14) Throw > 22C lvl 1, 5C > 2C > 5D > 6D, 5C > 236D: 3243 Dmg/ 63 Heat


15) Throw > 22C lvl 2, 5C > 3C > 5D > 6C: 3384 Dmg/ 31 Heat
*Notes: A more damage variant. The 6C can be replaced with 236D for more Heat.


16) Back Throw, 66 5B > 5C > 23C lvl 2 > 6[6] 6C: 3155 Dmg/ 22 Heat
*Requirements: Opponent in the corner.
*Notes: It leaves the opponent out of the corner.


17) Back Throw, delayed 5C > 2C > 5D > 6D > 236D: 2752 Dmg/ 60 Heat
*Requirements: Terumi in the corner.


18) 236236A RC > 6B > 2C > 5C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D:
5751 Dmg/ 51 Heat
*Requirements: 100 heat and Terumi cornered.


19) CH 6C, 22C lvl 2, 5C > 2C > 5D > 6D > 236D: 4090 Dmg/ 71 Heat


20) 5D > 236D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3101 Dmg/ 46 Heat
*Requirements: 50 heat, Terumi in the corner.
*Notes: Side switch combo, possible to use with 9 heat.

 
21) 5D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3173 Dmg/ 21 Heat
*Requirements: 50 heat, Terumi int the corner.
*Notes: Side switch combo, possible to use with 9 heat. If close enough to the
corner after 41236C, after the 22C you can do 66 5D > 236D for more Heat.

 
22) 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3395 Dmg/ 8 Heat
*Requirements: 50 heat, Terumi in the corner
*Notes: Side switch combo, possible to use with 9 heat. If close enough to the
corner after 41236C, after the 22C you can do 66 5D > 236D for more Heat. If
the opponent was very close to Terumi, you can do 41236C, 2A > 5C > 22C lvl 1 >
66 5B > 5D > 6D > 236D.


23) 5B > 5C > 63214B, 22C lvl 1, 5C > 2C > 5D > 6D > 236D: 4485 Dmg/ 57 Heat
*Requirements: 50 Heat
*Notes: Also possible from 2B > 5C, 2C and 3C.


24) FC 6B > (66 AB) > 66 5C > 3C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D:
3892 (4812) Dmg/ 69(63) Heat
*Requirements: 25 Heat if Crush Trigger is used..


25) 6B > 63214B, 22C lvl 2, delayed 5B > 5D > 6D > 236D: 4875 Dmg/ 59 Heat
*Requirements: 50 Heat, Terumi close enough to the opponent for the 63214B to
connect.
*Notes: Also possible from 3C.


26) FC 6B, 66 AB > 63214B, 22C lvl 1, delayed 5B > 5D > 6D > 236D: 5470 Dmg/ 58 Heat
*Requirements: 75 Heat.


27) FC 6B > 66 Overdrive, 623B, 5B > 6D; delayed 22C lvl 1; 5C > 3C > 5D
> 236D: 5372 Dmg/ 56 Heat
*Requirements: 50 Heat and Burst ready.
 

Edited by heavymetalmixer

Share this post


Link to post
Share on other sites

×