Assassinine Report post Posted May 16, 2014 Im with you Fogel, this patch almost entirely killed my Terumi hype. -Orochi corner carry gone, 3C 6D link gone. Replaced with a character specific OTG combo -Most raw OD combos removed. -6B crouching confirm is cool but 5C change removed TK loops, so we traded a strong confirm for a weaker, more braindead one. -Orochi mixup can whiff entirely if they simply barrier block the previous move, gives poor reward on hit without RC and OD, leaves you in a bad position on block. A lot of cool things were removed and the new things are either weaker than what we used to have, or plain underwhelming, imo. Share this post Link to post Share on other sites
Grifter Report post Posted May 16, 2014 Can you trigger lv3 22C by tapping at the right points, or do you have just mash it? Share this post Link to post Share on other sites
Raccoon Report post Posted May 16, 2014 Corner Throw > Lv 1 22C > 5B > 5C > 5D > 6D > 236D [3207 dmg] [63 Heat] or B Orochi ender [3868 dmg] Corner Throw > Lv 1 22C > 5C > 2C > 5D > 6D > 236D [3249/63] Normal Throw > 22C L3 > 5D > 6C [3067/29] Back Throw > 66 > 3C > 22C L3 > 5D > 6C [3039/29] Back Throw > 66 > 6D > 236D [2484/53] Share this post Link to post Share on other sites
Ourozama Report post Posted May 16, 2014 Can you trigger lv3 22C by tapping at the right points, or do you have just mash it? You've to mash 6 times or more just before the second stomp starts. Corner Throw > Lv 1 22C > 5C > 2C > 5D > 6D > 236D [3249/63] Thanks, didn't know 2C > 5D works. Share this post Link to post Share on other sites
Raccoon Report post Posted May 17, 2014 Dno if posted already (cba to read anything on Terumi since he sucks donkey balls in 1.1 and I'm dropping him like an anvil). Corner j.2D max dmg?! j.2D, (66), 5B, 3C, 22C Lv1, 5C, 5D, 6D, 236D, 632146D - 4,2k if I'm not mistaken. I was really surprised that his worked but it's nice. Raw heat gain is 80 as well. Character specific :-/ Share this post Link to post Share on other sites
chihiro Report post Posted May 18, 2014 Concept, used this as an opening, not bad, but uses the OD from the start. 4b+c->OD->66->6d->236d-> 63214b [3402/20*] Also found it reasonable to give a slight delay after 63214b & follow it with 2d allowing the opponent to do a wake up and go ->5d->6d->236d& go crazy with the then accumulated near100 heat. *Total gain of 70 but 50 is spent on the 63214b, making a final amount of 20 Share this post Link to post Share on other sites
Poultrygeist Report post Posted May 18, 2014 You know you can chain supers in OD right? You should be able to do like 623B and then 63214B if you have 100 heat. Share this post Link to post Share on other sites
chihiro Report post Posted May 18, 2014 I know but this is on opening, so after the 6d OD ends, but you could use it later on if location on screen allows it but it's pretty mid screen. Share this post Link to post Share on other sites
Raccoon Report post Posted May 18, 2014 Concept, used this as an opening, not bad, but uses the OD from the start. 4b+c->OD->66->6d->236d-> 63214b [3402/20*] Also found it reasonable to give a slight delay after 63214b & follow it with 2d allowing the opponent to do a wake up and go ->5d->6d->236d& go crazy with the then accumulated near100 heat. *Total gain of 70 but 50 is spent on the 63214b, making a final amount of 20 4BC > 66 > 5C > 22C L3 > 66 > 6C Does 3145 damage and gives you 22 Heat. Doesn't use OD. This would be a better "opening move," I guess. Share this post Link to post Share on other sites
Strife Report post Posted May 18, 2014 (edited) I don't know what you guys mean by "opening move", is it something to use at round start? In any case, throw > OD is something to keep in mind since it's unburstable damage, but I wouldn't really recommend doing OD cancel that early in the round (with high health), might as well just save it for later. Edited May 18, 2014 by Strife Share this post Link to post Share on other sites
chihiro Report post Posted May 18, 2014 Also found it just as affective, foregoing the OD and saving it for later you'll just have lower heat initially, but still enough for 63214b, which off of 236d could be swapped for about most other distortions. Share this post Link to post Share on other sites
Assassinine Report post Posted May 18, 2014 Why not just do the old round start backthrow OD combo? 4B+C > OD > 2D > 6D > 236D 95 heat 3097 damage Share this post Link to post Share on other sites
chihiro Report post Posted May 18, 2014 Hhmm, Ill have to try that out. Share this post Link to post Share on other sites
Raccoon Report post Posted May 18, 2014 Opponent a little past midscreen towards corner 60% or less health/50 heat 5B > 5C > 3C > 22C L3 > RC Last Hit > Dash in 5C (2) > ODC 2nd hit > 2C > 5D > 6D > 5D > 236D [3820/100] Higher than 60%/50 heat 5B > 5C > 3C > 22C L3 > RC Last Hit > Dash in 5C (1) > ODC 1st hit > j.2D > 2C > 5D > 6D > 5D > 236D [3774/100] Share this post Link to post Share on other sites
Raccoon Report post Posted May 30, 2014 Corner OD Combo 5B > 5C > 3C > 22C L1 > 2C > 5D > 6D > OD > 6D (Soon as you land) > 236D [3593/98] *you get 100 meter with less than 80% life* Other Combos Mid-Screen->Corner (100 heat required) 5B > 5C > Orochi A > Rapid 2nd hit*** -> Wait 5 seconds -> 2C -> 5C -> 3C -> 5D -> 6D -> 5D -> 236D [3094/53] 5B > 5C > Orochi A > Rapid 2nd hit*** -> Wait 5 seconds -> 2D -> 6D -> 5D -> 236D [2945/52] 5B > 5C > Orochi A > Rapid 2nd hit*** -> Get Corner Position -> OD -> 2D -> 6D -> 5D -> 236D [3417/100] ***Really, you can position their body ANYWHERE on screen during the 5 second downtime from the 2nd hit of Orochi A, hop over them to put them in the corner, etc. You are GUARANTEED A CORNER CARRY if you want*** Off of Raw Orochi A Rapid you can just 2D -> 6D -> 236D [2416/46] or OD 2D -> 6D -> 236D [2925/100] Share this post Link to post Share on other sites
heavymetalmixer Report post Posted June 10, 2014 EDIT: The list is now on this post: http://www.dustloop.com/forums/index.php?/topic/7014-cp-yuuki-terumi-combo-thread/page-6#entry812309 Share this post Link to post Share on other sites
DrWh00ves Report post Posted June 10, 2014 These are bnbs I got, and works for most of the situations. There are no Overdrive combos and all of them were tested on Carl. Midscreen: 1) 2/5A > 5B > 2B > 2C > 5D > 236D: 1538 Dmg/ 36 Heat 2) 2/5A > 5B > 5C > 3C > 22C lvl 3 > 66 6C: 2536 Dmg/ 18 Heat (Sometimes 5C must be omitted due to a lack of range, even more on crouchers) 3) 5B > 5C > 2C > 5D > 236D: 1990 Dmg/ 41 Heat 4) 5B > 3C > 22C lvl 3 > 66 6C: Pending (A 5C can be inserted after 5B, if 5B's hit isn't at max range. I didn't want to put 5D before 6C because is not an easy link, and playing online with most of the people makes it almost imposible). 5) j.2C > 2/5A > 5B > 2C > 5D > 236D: 1478 Dmg/ 49 Heat 6) j.2C > 2/5A > 3C > 22C lvl 3 > 66 6C: 2371 Dmg/ 29 Heat 7) 5B > 5C > 3C > 22C lvl 3 > 41236C > 5A > 5C > 3C > 5D > 236D: Pending 8) 5B > 3C > 22C lvl 3 > delayed 41236C > 5B > 5C > 6D > 236D: 4241 Dmg/ 38 Heat (It needs 50 Heat) 9) T > 22C lvl3 > 66 6C: Pending 10) BT > 66 6C > 236D: 2484 Dmg/ 53 Heat 11) AT > 6D > 236D: 2484 Dmg/ 53 Heat (Sometimes this combo doesn't work if Terumi is close enough to the corner) 12) BT > 66 5C > 3C > 22C lvl 3 > 66 6C: Pending 13) AT > 66 5C > 3C > 22C lvl 3 > 66 6C: PendingCorner: 1) 2/5A > 5B > 3C > 22C lvl 1 > 5B > 5C > 5D > 6D > 236D: 2568 Dmg/ 58 Heat 2) j.2C > 2/5A > 3C > 22C lvl 1 > 5B > 5C > 5D > 6D > 236D: 2109 Dmg/ 62 Heat 3) T > 22C lvl 1 > 5B > 5C > 5D > 6D > 236D: Pending 4) 5B > 3C > 22C lvl 3 > 5B > 5C > 5D > 6D > 5C > 3C > 5D > 236D: 3736 Dmg/ 73 Heat (It's also possible from 2B, 3C or FC 6B, of course, for the last one a microdash is needed) 5) 5C > 3C > 22C lvl 3 > 5B > 5C > 5D > 6D > 5C > 236D: 3419 Dmg/ 65 Heat (This combo also works if you get a 2C starter before the first 5C) 6) 6C RC (hit 3) > 66 3C > 22C lvl 3 > 5B > 5C > 5D > 6D > 5C > 236D: 3997 Dmg/ 62 Heat 7) CH 5C > 22C lvl 3 > 5B > 5C > 5D > 6D > 5C > 3C > 5D > 236D: 3720 Dmg/ 73 Heat 8) Max range 2C > 5D > 236D > 63214B > 2C > 5C > 3C > 22C lvl 3: 3459 Dmg/ 45 Heat (It needs 50 Heat) 9) Max range 2C > 5D > 236D > 63214B > 2C > 5C > 22C lvl 1 > 5B > 5C > 6C: 3732 Dmg/ 47 Heat (It needs 50 Heat. If you get 2B as starter, follow it directly with 5D, otherwise the oponent will tech before the third hit of 6C) 10) Max range 2C > 5D > 236D > 63214B > 2C > 5C > 3C > 5D > 6D: 3422 Dmg/ 67 Heat (It needs 50 Heat)Maybe I'll add more later. The ones with "Pending" were already confirmed, but I forgot to write their data. Thank you for putting a comprehensive list together. I'm new and with all the changes to Terumi I've been having trouble finding combos that I know will work and do damage. With that when will the OP be updated? It hasn't been since I started on stalking dustloop. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted June 10, 2014 Thank you for putting a comprehensive list together. I'm new and with all the changes to Terumi I've been having trouble finding combos that I know will work and do damage. With that when will the OP be updated? It hasn't been since I started on stalking dustloop. What do you mean with "OP"? Now talking about the combos: It's kinda weird to see that japanese players don't use or haven't discovered the Midcreen combos (2) and (6), and Corner combos (1), (2) and (3), that would boost their Short starter hit-confirms, and they're easy to do, like most of Terumi's combos. Share this post Link to post Share on other sites
Omortus Report post Posted June 11, 2014 What do you mean with "OP"? Now talking about the combos: It's kinda weird to see that japanese players don't use or haven't discovered the Midcreen combos (2) and (6), and Corner combos (1), (2) and (3), that would boost their Short starter hit-confirms, and they're easy to do, like most of Terumi's combos. OP = original post, first post in the thread. Echoing his sentiments, thanks for putting these together. I think Corner #2 is supposed to start with j.2D instead of j.2C. Also, I've noticed that Stuff > 22C > 5B > 5C doesn't work on Kagura in the corner, 5C tends to wiff completely on his mid-air hitbox. For Kagura, I've just started doing 22C > 5B > 5D > 6D > 236D. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted June 11, 2014 OP = original post, first post in the thread. Echoing his sentiments, thanks for putting these together. I think Corner #2 is supposed to start with j.2D instead of j.2C. Also, I've noticed that Stuff > 22C > 5B > 5C doesn't work on Kagura in the corner, 5C tends to wiff completely on his mid-air hitbox. For Kagura, I've just started doing 22C > 5B > 5D > 6D > 236D. Now that's weird, a big dude like him and 5C wiffs? :/ Then maybe you could try j.2D > 2A > 3C > 22C lvl3 > 3C > 5D > 6D > 236D Share this post Link to post Share on other sites
GSD-SPL Report post Posted June 11, 2014 Now that's weird, a big dude like him and 5C wiffs? :/ Then maybe you could try j.2D > 2A > 3C > 22C lvl3 > 3C > 5D > 6D > 236D It works, you just need to do a delay before the 5B, while with other chars you don't. The hurtboxes in this game don't make a damn bit of sense to me. When doing 22C in the corner, 3C does not work on everyone. The only universal route seems to be 22C > 5B > stuff I think 5C > OTG 5D does not work on everyone either. You will need to pick some chars up again with 2C or 3C after a 5C. What does "T", "BT", and "AT" mean for the combo starters? Now talking about the combos: It's kinda weird to see that japanese players don't use or haven't discovered the Midcreen combos (2) and (6), and Corner combos (1), (2) and (3), that would boost their Short starter hit-confirms, and they're easy to do, like most of Terumi's combos. I've seen the midscreen combos used atleast. I think it's a matter of standing and crouch confirm along with the spacing. Not saying I haven't seen JP Terumis make bad choices though... On a close crouch confirm it's a 39~40 extra heat gain for 400~600 less damage. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted June 11, 2014 It works, you just need to do a delay before the 5B, while with other chars you don't. The hurtboxes in this game don't make a damn bit of sense to me. When doing 22C in the corner, 3C does not work on everyone. The only universal route seems to be 22C > 5B > stuff I think 5C > OTG 5D does not work on everyone either. You will need to pick some chars up again with 2C or 3C after a 5C. What does "T", "BT", and "AT" mean for the combo starters? I've seen the midscreen combos used atleast. I think it's a matter of standing and crouch confirm along with the spacing. Not saying I haven't seen JP Terumis make bad choices though... On a close crouch confirm it's a 39~40 extra heat gain for 400~600 less damage. T: Throw; AT: Air Throw; BT: Back Throw. Share this post Link to post Share on other sites
GSD-SPL Report post Posted June 11, 2014 Thanks. That should have been obvious to me. Is there any reliable way to get 6A > stuff > ODC > Air Messenga > 6D on all of the cast? It seems super wonky the way it catches people, and OD Air Messenga only seems useful if you can get an OD 6D afterwards. I haven't tried any of the char specific loops. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted June 12, 2014 (edited) Bnb list: no overdrive combos. Midscreen: 1) 2/5A > 5B > 2C > 5D > 236D: 1478 Dmg/ 37 Heat 2) 2/5A > 5B > 5C > 3C > 22C lvl 3 > 66 6C: 2536 Dmg/ 18 Heat (Sometimes 5C must be omitted due to a lack of range, even more on crouchers) 3) 5A > jc > j.A > j.C > djc > j.C > j.2D: 1150 Dmg/ 14 Heat (Oponent in the air) 4) 5C > jc > j.C > j.2D: 1141 Dmg/ 14 Heat (Oponent in the air) 5) 6A > jc > j.C(3) > djc > j.C(3) > j.2D: 1493 Dmg/ 16 Heat 6) 5B > 5C > 2C > 5D > 236D: 1990 Dmg/ 41 Heat 7) 5B > 5D > 6B > 6D > 236D: 2249 Dmg/ 61 Heat (Only on crouchers) 8) 5B > 3C > 22C lvl 3 > 66 6C: 2866 Dmg/ 20 Heat (A 5C can be inserted after 5B, if 5B's hit isn't at max range. I didn't want to put 5D before 6C because is not an easy link, and playing online with most of the people makes it almost imposible). 9) 6B > 2C > 5C > 3C > 22C lvl3 > 66 6C: 3343 Dmg/ 23 Heat (Oponent in the air) 10) 5B > 5C > 3C > 22C lvl 3 > delayed 41236C > 2B > 5C > 3C > 5D > 236D: 4054 Dmg/ 22 Heat (It needs 50 Heat) 11) 6C RC (3) > 66 2C > 5C > 3C > 22C lvl 3 > 66 6C: 3587 Dmg/ 18 Heat (It needs 50 Heat) 12) j.A > 2A > 2B > 2C > 5D > 236D: 1106 Dmg/ 31 Heat 13) j.B > 3C > 22C lvl 3 > 66 6C: 2174 Dmg/ 15 Heat 14) j.B > 2B > 2C > 5D > 236D: 1324 Dmg/ 34 Heat 15) j.C > 2B > 2C > 5D > 236D: 1480 Dmg/ 35 Heat (The j.C must be done at the maximum height of the jump, so the third hit -it has more hitstun than the other two- allows the 2B to connect) 16) j.2D > 2/5A > 5B > 2C > 5D > 236D: 1478 Dmg/ 49 Heat 17) j.2D > 2/5A > 3C > 22C lvl 3 > 66 6C: 2371 Dmg/ 29 Heat 18) j.2D > 2A > 5D > 6B > 6D > 236D: 1644 Dmg/ 61 Heat (Only on crouchers) 19) T > 22C lvl3 > 66 6C: 3031 Dmg/ 21 Heat 20) BT > 66 6D > 236D: 2484 Dmg/ 53 Heat 21) AT > 6D > 236D: 2484 Dmg/ 53 Heat (Sometimes this combo doesn't work if Terumi is close enough to the corner) 22) BT > 66 5C > 22C lvl 3 > 66 6C: 3145 Dmg/ 22 Heat 23) AT > 66 5C > 3C > 22C lvl 3 > 66 6C: 3128 Dmg/ 22 Heat 24) 236236A RC > 6B > 2C > 5C > 3C > 22C lvl3 > 66 6C: 5288 Dmg/ 8 Heat (It needs 100 Heat) 25) CH 623B > 6C: 3193 Dmg/ 1 Heat 26) 5D > 236D > 41236C > 2A > 5C > 3C > 22C lvl 3 > 66 6C: 3094 Dmg/ 45 Heat (It needs 50 Heat, and the 3C can be replaced with 2C) 27) 5D > 41236C > 2A > 5C > 3C > 5D > 236D: 2693 Dmg/ 22 Heat (It needs 50 Heat, and the 3C can be replaced with 2C. [5D > 236D] can be replaced with [22C lvl 3 > 66 6C] for more damage but less heat gain) 28) 41236C > 2A > 5C > 3C > 22C lvl 3 > 66 6C: 3383 Dmg/ 7 Heat (It needs 50 Heat, and the 3C can be replaced with 2C. Using [5D > 236D] as ender does less damage and the same heat gain) 29) FC 6B > 66 5B > 5C > 2C > 5D > 6B > 6D > 236D: 2900 Dmg/ 63 Heat 30) FC 6B > 66 AB > 66 5B > 5C > 2C > 5D > 6B > 6D > 236D: 3820 Dmg/ 50 Heat (It needs 25 Heat). 31) 66 5B > 5C > 5D > 6D > 236D: 2325 Dmg/ 61 Heat (It needs dash momentum and zero distance for the 6D to hit) 32) 66 5B > 5C > 2C > 5D > 6B > 6D > 236D: 2645 Dmg/ 61 Heat (It needs dash momentum and zero distance for the 6D to hit. Only on crouchers). Midscreen to Corner 1) 2/5A > 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3: 2455 Dmg/ 13 Heat (It needs 50 heat) 2) 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3: 2942 Dmg/ 15 Heat (It needs 50 heat) 3) 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3 > 66 5B > 5D > 6D > 236D: 3947 Dmg/ 62 Heat (It needs 50 heat. 236D can be replaced with 5C > 3C > 2D Okizeme) 4) 5B > 5C > 3C > 22C lvl 3 > 66 6C RC(3) > 66 3C > 5D > 236D: 3748 Dmg/ 29 Heat (It needs 50 heat. In the corner, after the 5D it can be followed with 6D > 236D for more damage and heat). 5) 5B > 5C > 63214A RC(2) > 66 2C > 5C > 3C > 22C lvl 3: 2936 Dmg/ 8 Heat (It needs 100 heat, but 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 troll and your timing is good you can taunt and continue the combo). 6) 5B > 5C > 63214A RC(2) > 66 22C lvl 1 > delayed 5B > 5D > 6D > 5C > 236D: 3433 Dmg/ 50 Heat (It needs 100 heat. Do this if you have enough time to get to the corner after 63214A RC(2). The 236D can be replaced with 3C > 2D Okizeme). Corner: 1) 2/5A > 3C > 22C lvl 1 > delayed 5B > 5D > 6D > 5C > 3C > 236D: 2588 Dmg/ 58 Heat 2) 5B > 5C > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 5D > 236D: 3677 Dmg/ 72 Heat (It's also possible from 2B, 3C or FC 6B > 66 5C) 3) 5C > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C> 3C > 5D > 236D: 3373 Dmg/ 70 Heat (This combo also works with a 2C before 5C). 4) 6C RC (hit 3) > 66 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 236D: 3923 Dmg/ 60 Heat 5) CH 5C > 2C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 5D > 236D: 3539 Dmg/ 72 Heat 6) Max range 2C > 5D > 236D > 63214B > 2C > 5C > 3C > 22C lvl 3: 3459 Dmg/ 45 Heat 7) Max range 2C > 5D > 236D > 63214B > 2C > 5C > 22C lvl 1 > 5B > 5C > 6C: 3732 Dmg/ 47 Heat (If you get 2B as starter, follow it directly with 5D, otherwise the oponent will tech before the third hit of 6C) 8) Max range 2C > 5D > 236D > 63214B > 2C > 5C > 3C > 5D > 6D: 3422 Dmg/ 67 Heat 9) j.A > 2A > 3C > 22C lvl 1 > delayed 5B > 5D > 6D > 236D: 1720 Dmg/ 50 Heat 10) j.B(2) > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 5D > 236D: 2518 Dmg/ 22 Heat 11) j.B(1) > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 5D > 236D: 2710 Dmg/ 64 Heat 12) j.C > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 5D > 236D: 2797 Dmg/ 65 Heat (The j.C must be done at the maximum height of the jump, so the third hit -it has more hitstun than the other two- allows the 3C to connect) 13) j.2D > 2/5A > 3C > 22C lvl 1 > delayed 5B > 5D > 6D > 236D: 2011 Dmg/ 62 Heat 14) T > 22C lvl 1 > delayed 5B > 5D > 6D > 5C > 236D: 3168 Dmg/ 63 Heat 15) BT > 66 6C: 2178 Dmg/ 15 Heat (Terumi faces the corner, exactly the same for AT as starter) 16) BT > 5C > 2C > 5D > 6D > 5C > 3C > 236D: 2927 Dmg/ 60 Heat (Terumi is in the corner) 17) 236236A RC > 5C > 22C lvl 3 > 66 5B > 5D > 6D > 5C > 3C > 5D > 236D: 5698 Dmg/ 57 Heat (It needs 100 Heat) 18) CH 6C > 2B > 5C > 3C > 22C lvl 1 > delayed 5B > 5D > 6D > 5C > 3C > 236D: 3571 Dmg/ 64 Heat 19) 2D > 5C > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 5D > 236D: 3573 Dmg/ 91 Heat 20) 5D > 236D > 41236C > 2A > 5C > 3C > 22C lvl 3: 2814 Dmg/ 43 Heat (It needs 50 Heat and Terumi is in the corner. The 3C can be replaced with 2C) 21) 5D > 41236C > 2A > 5C > 3C > 22C lvl 3 > 66 5D > 236D: 3079 Dmg/ 42 Heat (It needs 50 Heat and Terumi is in the corner. The 3C can be replaced with 2C, and [5D > 236D] can be replaced with [22C lvl 3 > 66 6C] but the oponent can tech out of the corner) 22) 41236C > 2A > 5C > 3C > 5D > 236D: 2731 Dmg/ 7 Heat (It needs 50 Heat and Terumi is in the corner. The 3C can be replaced with 2C, and [5D > 236D] can be replaced with [22C lvl 3 > 66 6C] but the oponent can tech out of the corner) 23) 5B > 5C > 63214B > 22C lvl 2 > delayed 5B > 5D > 6D > 236D: 4421 Dmg/ 57 Heat (It needs 50 heat) 24) FC 6B > 66 AB > 66 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 236D: 4682 Dmg/ 65 Heat (It needs 25 heat, don't charge the crush trigger or the combo will drop at the end) 25) 6B > 63214B > 22C lvl 3 > delayed 5B > 5D > 6D > 236D: 4875 Dmg/ 59 Heat (It needs 50 heat, this combo is the same on FC 6B) 26) FC 6B > 66 AB > 63214B > 22C lvl 1 > delayed 5B > 5D > 6D > 236D: 5470 Dmg/ 57 Heat (It needs 75 heat, don't charge the crush trigger or the combo will drop at the end) Notes for the Corner combos 18, 19 and 20: http://www.dustloop.com/forums/index.php?/topic/7014-cp-yuuki-terumi-combo-thread/#entry816058 Edited August 15, 2014 by heavymetalmixer Share this post Link to post Share on other sites
MahouShoujoA Report post Posted June 14, 2014 Do 5b 5c j.2d loops not work anymore? Ive been trying to look for 6b fatal combos, and i really like the one that goes straight into OD then 623b, etc reliable confirm, but i cant think of anyting i can take advantage of outside of that. All my 6bs just end up being my regular bnbs while they crumple Share this post Link to post Share on other sites