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Kitsue

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    Kitsue

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  1. Kitsue

    [CP] Yuuki Terumi Combo Thread

    Welp, here are some combos with different starters / conditions if that can be of any help. Used the wiki layout for combos, I hope it's okay. ODC stands for Overdrive Cancel, btw. DD is usually every DD aside from Jabaku Fuenjin ; you can use it, but the damage could be really different from writted here, and of course, you'll end up with 0 Heat as the DD will use every last bit of heat you have. MIDSCREEN 6A Starter Notes: If you hit an airbone opponent, do a hjc instead. 6A > jc j.5C > jc j.5C > j.2D Requirements: None Damage: 1493, Heat Gain: 16 MIDSCREEN TO CORNER 2D Starter Notes: Damage and Heat Gain are for a full life OD, that will last only until 6D. Longer OD will net better damage. Very great Corner Carry. Your ideal distance with your opponent for this 2D follow up is the same distance as the one when you start a round. 2D > 5A > 6A > hjc j.5B > j.5C > jc j.5C > ODC > j.2D > 2C > 5C > 3C > 6D > 236D (> DD) Requirements: Overdrive Damage: 2171 (~2800), Heat Gain: 87 (37) 6A Starter Notes: Damage and Heat Gain are for a full life OD, that will last only until the 2nd j.2D. Longer OD will net better damage. Very great Corner Carry. If you hit an airbone opponent, do a hjc instead. 6A > jc j.5C > ODC > j.2D > 2C > 5C(1) > jc j.5C > j.2D > 2C > 5C > 3C > 6D > 236D (> DD) Requirements: Overdrive Damage: 2564 (~3200), Heat Gain: 70 (20) 5D Starter Notes: Took advantage of the 5D 6B Gatling, that combo if the 5D is CH. Great Heat Gain for the combo, it's advised to keep the heat if you don't have too much. 5D(CH) > 6B > 6D > 236D (> DD) Requirements: None Damage: 1998 (2735), 62 (12) CORNER ONLY 6A Starter Notes: Can be done near Corner as well, but not Midscreen. Damage and Heat Gain are for a full life OD, and as such can be different depending of your OD length. If you hit an airbone opponent, do a hjc instead. 6A > jc j.5C > ODC j.2D > 22C > 2C > 5C > 3C > 6D > 5C > 236D (> DD) Requirements: Overdrive Damage: 3202 (~3800) , Heat Gain: 66 (16) 6A > jc j.5C > ODC j.2D > 2C > 5C > 3C > 6D > 2C > 5C > 3C > 5D > 236D (> DD) Requirements: Overdrive Damage: 2669 (~3300), Heat Gain: 80 (30) Orochi Burensen Starter Notes: Orochi being Terumi's only standing overhead, even though it's easily readable, I thought it could be good to have combo with it. The first one will cause the opponent to tech during 236D depending of how much you mash 22C, and as such could be dangerous. It can still be used if you need those 600 damage to finish an opponent. 2nd one is the way to go for safeness. [*]Orochi Burensen (63214B) > 22C > 6D > 236D Requirements: 50 Heat Damage: 4304 , Heat Gain: 48 [*]Orochi Burensen (63214B) > 2C > 5C > 3C > 6D > 236D Requirements: 50 Heat Damage: 3771 , Heat Gain: Misc Starter Notes: A crush Trigger follow up if you only have 25 tension, and a j.2D startup. The j.2D combo end on 5C(1), at which point you can jump cancel it and start to mixup the opponent immediatly. I guess you could add a loop of the j.2D loop in the combo, but it won't give you enough heat to go to 50, and will probably have a lower damage output. Finally, a 5D CH starter, as it could happen quite a few times. Took advantage of the 5D > 6B and 6B > 6D Gatlings. [*]Crush Trigger (A+B) > 66 5C > 3C > 22C > 2C > 5C > 3C > 5D > 6D > 5C > 236D (> DD) Requirements: 25 Heat Damage: 3290 (~3900) , Heat Gain: 56 (6) [*]j.2D > 5A > 3C > 22C > 2C > 5C > 3C > 6D > 5C(1) (> jc j.2D) Requirements: None Damage: 2400 , Heat Gain: 42 [*]5D(CH) > 6B > 6D > 2C > 5C > 22C > 2C > 5C > 3C > 236D (> DD) Requirements: None Damage: 3307 (~3900) , Heat Gain: 69 (19)
  2. About BBCP Characters Wiki : When you let your mouse on the term Cancel of a move data, you can see a tooltip providing informations about how each letter corresponds each type of cancel. However, if you let your mouse on the actual cancel cell data, under the previous "Cancel Term Cell" of the move, where the cancels are written, you can see another tooltip that doesn't provide the same informations about each letter / each type of cancels -actually, it just miss one type of cancel. There's D for Distortion Drive on the second Tooltip, whereas there is nothing like that on the first, only S and Dr for Special and distortion / Drive and Distortion. I don't know what's the good version to use, but I'm guessing the 2nd. The first one should probably be updated as I don't think many people will see that there is a second tooltip, and therefore won't understand what "D" means. EDIT : Oh, and something else even though I'm sure it's me being stupid but who knows . When you edit a move data, you can see a data for smp (smp =''), but it's not visible in the view page of the wiki.
  3. Aw, okay, guess most of us will have to hope for a late release on the PSN then. Thanks for the information !
  4. Are there any chances that we could get the old BGM added in the console version ? I know it wasn't done with GG, but it's not the same time nor situation, read : DLC Besides, for GG, the quality of the tracks went from near MIDI (okay, exagerating) to instrumental with the change from GG to GGX.. Not that I don't like the new versions btw, I'm just curious about that. The same question could apply to the stages, since we don't have the old ones, at least in the arcade version of the game, I think ? I know that none stage were taken when we moved from CT to CS, but it was the same city.
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