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[CP] Yuuki Terumi Combo Thread

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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

 

In this video there's a 5B 5C j.2D loop combo, though I don't know how hard it is and if it is character specific:

 

https://www.youtube.com/watch?v=fR4GFWiO3rw

 

 

Edit: the combo: 5B > 2C > 66 6C RC(3) > 2C > 22C lvl 3 > 66 5B > 5C > 5D > 6D > 236D seems nice, overall because of its corner carry, and it doesn't seem character specific (and more than 50 heat after the combo :D ).

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https://www.youtube.com/watch?v=xHzwUNRoD8k

 

Nice combos, but it would be better with the notations, and combos from 2/5/j.A. and overheads other than j.2D.

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Yeah, my friend suggested annotations, too.

 

Lazy :3

 

(Terumi's combos are pretty straightforward, though, in terms of what you see on screen representing what is actually pushed)

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Big damage, easy combo

CH 6B>OD>CT>j.2D>lvl3 22C>Fuuenjin 8856dmg (9062 if you're at red health)

Requires corner, 92 heat, 80% life or less

This is the most damaging practical CH 6B combo I've found. The CH 6B>OD>CT>j.2D route is a really cool starter, I didn't know about it until recently (kudos to a random Terumi that did this in a Gamechariot video). And you don't have to be in 10% life to make a comeback combo :3
In midscreen, you can go:

6B CH>OD>CT>j.2D>lvl3 22C>236236D   7740dmg
 

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Pointless 200 heat combo:

5B>63214A>RC>2C>5C (1 hit)>c.OD>j.2D,>5D>6D>5D>236D>632146D OR 222D if possible

The timing on j.2D after c.OD can be tricky.

5D doesn't work on Amane, Bullet or Izayoi

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Three more Corner combos to my Bnbs list:

 

18) 5B > 3C > 22C lvl 3 >  63214B > 66 3C > 5D > 6D > 236D: 4596 Dmg/ 59 Heat (It needs 50 Heat)

 

Notes about this combo (18):

1. If you add another two hits before 3C like [5B > 5C], [2C > 5C] or FC 6B (I don't know why) you have to make 22C lvl 2, otherwise 236D won't connect.

2. If you already have 50 Heat, this is a really nice combo because you get back 59 Heat, so you don't lose anything, and even after the 6D you can turn on the Overdrive, do the 236D and input one or two supers for more damage (if you had amost 100 Heat before the combo).

 

 

19) 6C RC(3) > 66 2C > 22C lvl 1 > 63214B > 66 3C > 5D > 6D > 236D: 4580 Dmg/ 45 Heat (It needs 100 Heat)

 

Notes about this combo (19):

1. Not as practical as (18) for being based on it, but due to 6C being the starter and the dash after the RC, is useful to get the oponent in the corner.

2. Due to the nerf he got on 6C (amount of frames for following it on CH), this combo needs the RC even with CH 6C.

 

 

20) 5B > 2C > 6C RC(3) > 66 2C > 22C lvl 3 > 66 5B > 5C > 5D > 6D > 236D: 4226 Dmg/ 63 Heat

 

Notes about this combo (20):

1. Another combo from this video: https://www.youtube.com/watch?v=fR4GFWiO3rw

2. More practical than (19) as it just needs 50 Heat and can be done a little bit far away from the corner.

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Even though 6C got nerfed you can combo from CH without rapid. You can do either 22C straight away (kinda hard, probably alot easier offline) or 2B. 2B has bad P2 so your dmg isn't gonna be awesome but you save 50 meter. If you can land 22C however and close to corner bring the pain.

 

6C CH, 22C Lv1, 63214B, 3C, 5D, 6D, 236D - 4641dmg +45 heat. You need minimum of 35 heat when 6C lands.

6C CH, 2B, 22C Lv3, 5C, 2C, 5D, 6D, 236D - 3902dmg +68 heat

6C CH, 22C Lv1, 63214B, 3C, 5D, 6D, ODc, j.2D, 236D, 632146D - 6810dmg.

 

I have not experimented with your routes so I sat down some in training mode and they're slightly better than what I use.

I will have to look into this a bit more. Even though I hate not doing 22C Lv3. Just feels bad to leave out the added prorate even though it obviously isn't at all points.

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Even though 6C got nerfed you can combo from CH without rapid. You can do either 22C straight away (kinda hard, probably alot easier offline) or 2B. 2B has bad P2 so your dmg isn't gonna be awesome but you save 50 meter. If you can land 22C however and close to corner bring the pain.

 

6C CH, 22C Lv1, 63214B, 3C, 5D, 6D, 236D - 4641dmg +45 heat. You need minimum of 35 heat when 6C lands.

6C CH, 2B, 22C Lv3, 5C, 2C, 5D, 6D, 236D - 3902dmg +68 heat

6C CH, 22C Lv1, 63214B, 3C, 5D, 6D, ODc, j.2D, 236D, 632146D - 6810dmg.

 

I have not experimented with your routes so I sat down some in training mode and they're slightly better than what I use.

I will have to look into this a bit more. Even though I hate not doing 22C Lv3. Just feels bad to leave out the added prorate even though it obviously isn't at all points.

 

These combos are very interesting, but notice the my combos (19) and (20) are still useful because they don't need CH 6C and because they can be made a little far away from thr corner.

Now, I see that even you used 22C lvl 1, so it's good to see it's useful besides 2/5A starter combos :D .

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Was messing around some with CT.

 

6C RC, CT, 5C, 22C Lv1, 5C, 2C, 5D, 6D, 236D - 4531 dmg. Need 66 heat start minimum and end up back with 54 heat.

 

Also if you hit 6B on air opponents you can cancel straight into CT so you need to option select it in. But you can do tons of stuff after it.

Just basic example

 

6B, CT, 5C, 22C Lv1, 5C, 2C, 5D, 6D, 236D - 4508 dmg / 58 heat. Starting from 21 heat.

6B, CT, 5C, 22C Lv1, 5C, 2C, 5D, 6D, 5D, 236D, 632146D - 6282dmg - Needs 62 heat or more.

6B, CT, 5C, 22C Lv1, 5C, 2C, 5D, 6D, ODc, j.2D, 236D - 623B, 63214 - 6987dmg / Needs ~50% hp or less. Fuuenjin hits at what? 80% or something.

 

If you feel you need extra heat in sacrifice of dmg you can do 5D, 22C after CT but you sacrifice quite alot of dmg with the P2 of 5D.

 

For funsies.

6B, 2C, 5C, ODc, 22C Lv3, 632146D - 7401dmg

6B, CT, 5C, 2C, 5D, 6D, ODc, j.2D, 22C Lv3, 632146D - 6469dmg

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Yeah i think it is outdated. 3C into 6D was common before the latest patch but it doesn't work anymore.

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The wiki isn't really a good source for anything related to Terumi. The best information you'll find in these various threads save for frame data. The frame data on the wiki is also not accurate but gives you the general idea for each move.

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Updated most of the frame data to post patch standards, I'll probably just copy and paste all of heavymetalmixer's combo's to the wiki as well, keep it updated for future reference.

Also 100 heat O.D combo from inspired by Kurubushi's combo video: 5B, 5C, 6C, RC, OD, 665D, 22Clv3, RC, 2D, 6D, 236D, Fuuenjin. WIth 100% health:5428, 90%/80%/70%/60%: 6116, 50%: 6496. Amazing combo to use at 80% health with the only strict link being 22C into 2D, you can also add 6B after 2D for some extra damage.

EDIT: Omit 5D to work on the whole cast, above combo only possible on characters that allow for the OTG combo.

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Wiki updated with all the combos from heavymetalmixer, shotouts to him for the list.

Sick OD combo involving 623B. 5B > 5C > 3C > 623B > RC > JC > ODC > J.2D > (2C > 5C > J.2D)x2 > 5D > 6D > 236D > 632416D. Forgot the damage value but it is a nice flashy combo to go for when at starting match position. Possible with 70% health and with less of course adds more damage depending on the ender.

EDIT: Damage for above combo is 6278 with the most damaging Fuuenjin ender, 5798 with anything above 70%. The ender with 632416D with 80% health allows for oki in the corner and with 50% health 6658 with Fuuenjin and 6932 with Sountenjin Orochi combo. Another route for more damage with the combo is to omit the 3C and go straight into 623B from the 2nd hit of 5B.

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Wiki updated with all the combos from heavymetalmixer, shotouts to him for the list.

 

 

Sick OD combo involving 623B. 5B > 5C > 3C > 623B > RC > JC > ODC > J.2D > (2C > 5C > J.2D)x3 > 5D > 6D > 236D > 632416D. Forgot the damage value but it is a nice flashy combo to go for when at starting match position. Possible with 70% health and with less of course adds more damage depending on the ender.

 

A note about on the combos you wrote in the wiki:

 

Midscreen (15), (16) and Corner (13) can be used on standing oponents if 5A is used after j.2D, for crouchers 2A replaces 5A.

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I have a question fellas/ladies.. a bit new to the BB franchise and to Terumi and im trying to do his 5C jump cancel into his J.2D. I heard you can tk it but im not sure on the exact input for the tiger knee to work for j.2D. Any tips?

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I have a question fellas/ladies.. a bit new to the BB franchise and to Terumi and im trying to do his 5C jump cancel into his J.2D. I heard you can tk it but im not sure on the exact input for the tiger knee to work for j.2D. Any tips?

In whatever combo route you go for from 5C to J.2D buffer the input as soon as 5C hits to jc > J.2D, the input should go like this 5C > 82D (72D/92D) and that should get you the link consistently. As for normal tk's outside of combos just go with the above inputs and buffer J.2D like 82D.

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In whatever combo route you go for from 5C to J.2D buffer the input as soon as 5C hits to jc > J.2D, the input should go like this 5C > 82D (72D/92D) and that should get you the link consistently. As for normal tk's outside of combos just go with the above inputs and buffer J.2D like 82D.

 

Ahh ok thanks man... ill try that out :)

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