BBCF/Yuuki Terumi/Combos

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 Yuuki Terumi


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Notes

  • You can replace 2A/5A > 5B with 2A/5A > 5C, however as this chain is hard to do on reaction we will use the simpler route unless necessary.
  • j.C is always assumed to hit 3 times unless stated otherwise.
  • hjc > j.B > j.C can be replaced by hjc > j.C, however as the damage increment is very minimal (<0.5%) we will use the more stable route unless necessary.

Basic Combos

The Bread and Butter Combo

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Universal BnB ComboWorks against any grounded opponent, anywhere.
Very Easy

5A > 5B > 5C > 2C > 5D > 236D
This is Terumi's most basic combo which gives you a knockdown and decent amount of Heat. Works with any starter and anywhere on the screen. Good option for confirms after stray hits and 2A pressure To attack the opponent continuously and leave little room for counter attacks..

If you have above 50 Heat you can go into a super A type of attack that consumes meter, and is typically followed by a superfreeze. after 236D. 63214B for additional damage without losing okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., 41236C for a side switch or 623B for the most minimal damage, but with the downside that your opponent can tech To recover from a knockdown or air hitstun state, usually by pressing a button. in the air. If you have 100 Heat it is recommended to use 632146D for the most minimal damage instead of 623B.

When you are close to the opponent you can replace 2C with 3C. They will be airborne and you can use 6C as an ender for bigger corner carry and a safe jump. Keep in mind that you can only do safe jumps on opponents which got hit in-air by 6C. Grounded they recover fast enough to punish a safe jump attempt with a reversal.

The Basic Corner BnB Combo

The Basic Corner BnB ComboWorks against any grounded opponent, corner.
Easy

5B > 5C > 3C > 2CCCC > 236D(1) > 5B > 5C > 3C > 5D > 236D
A basic corner combo that works from any starter and nearly all ranges. The first 236D will not go into the full animation, and you have to link To perform a second action after the first action completely finishes its animation. 5B.

Though Terumi has more optimal corner combos which either deal more damage or generate more Heat, an advantage of this one is that you don't need to pay much attention on the amount of hits before 2CCCC, and it doesn't require much strict timing.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

The Midscreen Bread and Butter Combo

The Midscreen BnB ComboWorks against any grounded opponent, midscreen.
Medium

(2A) > 5B > 5C > 3C > 22CCCC > 236D(whiff) > 2A > 4D > high jump cancel > j.B(1) > j.C > jump cancel > j.C > j.2D
Terumi's most rewarding combo in midscreen without meter. Deals a decent amount of damage, builds a good amount of Heat and carries the opponent halfscreen.

There are multiple points in the combo where it can be made easier, with the disadvantage of losing damage or even risking to drop the combo:

  • 22C instead of 22CCCC
  • 5A instead of 2A
  • j.C instead of j.B(1) > j.C > jc > j.C

22CCCC > 236D(whiff) is the most difficult part of this combo, without an easier substitute. You can input 236D instantly after the last part of 22CCCC hit. Use sound cues, like the move's sound effects or Terumi's voice line, or look out for a specific frame in Terumi's animation to make it easier to get the timing down.

Be aware that in the corner or near corner the opponent will bounce off the wall and the combo needs to be altered. For these scroll down for combos tagged with "Corner" or "Near Corner", or in the video section.

The Optimal Corner BnB Combo

The Optimal Corner BnB ComboWorks against any grounded opponent, corner.
Medium

5B > 5C > 3C > 2CCCC > 236D(1) > 5B > 5D > 6D > 5C > 3C > 5D > 236D
Terumi's optimal corner combo, with multiple D moves for big Heat gain and high damage. After 236D(1) > 5B you can immediately go into 5D > 6D without any delays. Be aware that this combo can drop at either 5D or 6D if there were too many hits before.

This combo can be optimized with 2CCCC > Crush Trigger A chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2., omitting 236D(1) near corner and more. For these, scroll below to the combo and video section.

After the second 3C you co go for multiple different okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. routes. To see more about these, go to strategy page > Okizeme.

Full Combo List

Meterless, Normals Starters

5A or 2A Starter

  Combo Damage Heat Gain Works on: Difficulty Position Notes
2A/5A > 5B > 5C(2) > 3C > 5D > 236D 1865 38.67 Everyone [2] Easy Everywhere Your basic press-and-work combo.
Opponent must be close.
2A/5A > 5B > 5C(2) > 3C > 5D > 6C(3) 1811 19.93 Everyone [2] Easy Everywhere An alternative to above if too far.
2A/5A > 5B/2B > 3C > 22C(Lv2) > 236D(whiff) > 5A/2A > 4D > hjc > j.B > j.C > j.c. > j.C > j.2D 2568(5B)
2464(2B)
~30 Everyone [3] Medium Not in the corner Your basic conversion combo from 22C. The use of 2A depends on the hitbox and is tighter; see above.
j.B is recommended as it gives an easier link to j.C.
2A/5A > 5B > 5D > 6B > 6D > 236D 1877 55.03 Everyone [2] Easy Everywhere Crouching Hit
Meter gain route.
  Combo Damage Heat Gain Works on: Difficulty Position Notes
2A/5A > 5B > 5C(2) > 3C > 22C(Lv1) > 214C > 2B > 5C(2) > 3C > 5D > 236D 2734 41.67 Everyone [2] Easy Corner Basic corner conversion on short combo time.
2A/5A > 5B > 5C(2) > 3C > 22C(Lv2) > 214C > 3C > 5D > 236D 2863 43.99 Everyone [3] Medium Corner 3C might be tight.
2A/5A > 5C(2) > 3C > 22C(Lv2) > 214C > 4D > hjc > j.B > j.C > j.c. > j.C > j.2D 3027 33.49 Everyone [2] Easy Corner Higher damage with 2A/5A > 5C.
With luck you might even get a reset starting with 5C.
2A/5A > 5C(2) > 3C > 22C(Lv1) > 236D(1) > 5B > 5D > 6D > 236D (> DD) 2459
3299 (623B ender)
51.12 Everyone [2] Easy Corner Trades damage for enormous heat gain.
With a DD this might give you enough to win the round.
2A/5A > 5C(2) > 3C > 22C(Lv1) > 236D(1) > 5B > 5D > 6D > 3C > 5D > 236D (> DD) 2648
3488 (623B ender)
57.90 Everyone [3] Medium Corner More damage, more heat.

There are no new combos for this Counter hit starter.

5B or 2B Starter

  Combo Damage Heat Gain Works on: Difficulty Position Notes
5B/2B > 5C(2) > 3C > 22C(Lv2) > 236D(Whiff) > 5A > 4D > hjc > j.B > j.C > j.c. > j.C > j.2D 3245 (5B)
2811 (2B)
35.07 (5B)
31.49 (2B)
Everyone [3] Medium Not in the corner Your basic conversion combo from 22C, must be close.
5B/2B starter
  Combo Damage Heat Gain Works on: Difficulty Position Notes
5B > 5C(2) > 3C > 22C(Lv2) > 236D(1) > 5B > 5D > 6D > 5C(2) > 3C > 5D > 236D 3628 66.41 Everyone [3] Medium Corner
5B > 5C(2) > 3C > 22C(Lv2) > 214C > 3C > 5D > 6D > 236D 3670 64.7 Everyone [3] Medium Corner
5B > 5C(2) > 3C > 22C(Lv2) > 214C > 2B > 5C(2) > 2C > 4D > hjc > j.B > j.C > j.c. > j.C > j.2D 3829 38.8 Everyone [3] Medium Corner

5C or 2C Starter

6A Starter

  Combo Damage Heat Gain Works on: Difficulty Position Notes
CH 6A > 6[B] > (66)5B > 5C(2) > 3C > 22C(Lv2) > 5A > 4D > hjc > j.B > j.C > j.c. > j.C > j.2D 2772 31.08 Everyone [2] Easy Not in the corner 6A anti-air.
Use either 6B feint or a dash to catch up.
CH 6A > 2D > 5C(2) > 3C > 22C(Lv2) > 5A > 4D > hjc > j.B > j.C > j.c. > j.C > j.2D 2806 42.51 Everyone [2] Easy Not in the corner Above but with 2D to pull, use when 6A is almost guaranteed to hit.
CH 6A > 2D > 6D > 236D 1906 61.5 Everyone [2] Easy Not in the corner Trade damage with meter.
CH 6A > 5C(2) > 3C > 22C(Lv2) > 214C > 2B > 5C(2) > 3C > 5D > 236D 3099 44.56 Everyone [2] Easy Corner Corner version.

6B Starter

  Combo Damage Heat Gain Works on: Difficulty Position Notes
FC 6B > 3C > 22C(Lv2) > 5A > 5C(2) > 2C > 6D > 236D 3327 55.35 Everyone [2] Easy Not in the corner 6B fatal allows 5A > 5C to connect, allow for a better oki and damage.
FC 6B > 5C(2) > 3C > 22C(Lv2) > 236D(1) > 5B > 5D > 6D > 5B > 5D > 6D > 236D 3612 77.21 Everyone [2] Easy Corner FC allows 2 5D > 6Ds.
FC 6B, 5B > 6D > 5A > 5D > 6D > 5B > 5D > 6D > 236D 2732 92.66 Everyone [2] Easy Corner M e t e r.
FC 6B > 6D > 5A > 5D > 6D > 5B > 6D > 5B > 5D > 6D > 236D 2896
4576 (632146D ender)
100.0
0 (632146D ender)
Everyone [2] Easy Corner Even full m e t e r.
6B > 6D must be a link, so this is used for guaranteed punish.

6C Starter

  • 6C must be RC'd on non-counter hits so it probably does not belong to "Meterless", but we are going to ignore that.

3C Starter

Air Normal Starter

Metered Combos

Required Heat does not take auto heat regen (<30 health) into account.

Crush Trigger Combos

Combo Damage Heat Gain Required Heat Works on: Difficulty Position Notes
2A/5A > 5B > 5C(2) > 3C > 22C(Lv2) > 5[A+B] > 6D > 236D 3058 -0.68 11 Everyone [2] Easy Corner
2A/5A > 5C(2) > 3C > 22C(Lv2) > 5[A+B] > 6D > 5B > 5C(2) > 3C > 236D 3533 15.30 12 Everyone [3] Medium Corner 3C > 236D can be tight due to combo time.
5B > 5C(2) > 3C > 22C(Lv2) > 5[A+B] > 6D > 5B > 5C(2) > 3C > 5D > 236D 4173 25.42 9 Everyone [3] Medium Corner

41236C (Messenga) Combos

Combo Damage Heat Gain Required Heat Works on: Difficulty Position Notes
41236C > 5B > 5C(2) > 4D > hjc > j.B > j.C > j.c. > j.C > j.2D 2941 -39.57 50 Everyone [2] Easy Everywhere Raw Messenga hit is short combo time.
2A > 5B > 5C(2) > 3C > 22C(Lv2) > dl.41236C > 2C > 5C(2) > 3C > 5D > 236D 3426 -29.23 36 Everyone [2] Easy Everywhere Basic Messenga combos from 5A.
Delay the Messenga, otherwise 5C(2) will not hit.
5B > 5C(2) > 3C > 22C(Lv2) > 41236C > 2C > 5C(2) > 4D > hjc > j.B > j.C > j.c. > j.C > j.2D 4185 -24.35 34 Everyone [2] Easy Everywhere Basic Messenga combos from 5B.
5B > 5C(2) > 3C > 22C(Lv2) > 41236C > 2C > 5C(2) > 3C > 5D > 236D 4106 -26.44 34 Everyone [2] Easy Everywhere Above but ends with ground parts.

Combo Damage Heat Gain Required Heat Works on: Difficulty Position Notes
2A > 5B > 5D > 6B > 6D > 236D > 41236C > 5B > 5C(2) > 3C > 5D > 236D 2659 10.43 0 Everyone [2] Easy Not in the corner Crouching Hit
Self-fed combo.
5B > 5C(2) > 5D > 6B > 6D > 236D > 41236C > 5B > 5C(2) > 3C > 5D > 236D 3351 16.48 0 Everyone [2] Easy Not in the corner Crouching Hit
5D > 236D > 41236C > 5B > 5C(2) > 4D > hjc > j.B > j.C > j.c. > j.C > j.2D 3090 0.68 8 Everyone [2] Easy Not in the corner 5D poke.
5D > 236D > 41236C > 5B > 5C(2) > 3C > 5D > 236D 2855 -1.95 8 Everyone [2] Easy Not in the corner

623B (Soutenjin) Combos

  • Soutenjin is only Counter hit follow-up able, unless you have 100 heat and OD in which its combo will be listed in the sections afterwards.
Combo Damage Heat Gain Required Heat Works on: Difficulty Position Notes
CH 623B > 6A > hjc > j.B > j.C > j.c. > j.C > j.2D 3531 -42.05 50 Everyone [2] Easy Everywhere Raw Soutenjin hit is short combo time.
CH 623B > 66 > 5B > 5C(2) > 3C > 5D > 236D 3763 -27.56 50 Everyone [2] Easy Everywhere Meter gain route. Input the microdash 66 as soon as Terumi's ground icon appears on the screen for timing.

63214B (B Burensen) Combos

Combo Damage Heat Gain Required Heat Works on: Difficulty Position Notes
5D > 236D > 63214B > 5D > 6D(1) > 5B > 5C(2) > 3C > 5D > 236D 3215 15.78 8 Everyone [2] Easy Near corner [2] Easy poke confirm.
5B > 5C(2) > 3C > 22C(Lv2) > 63214B > 2C > 5C(2) > 3C > 5D > 236D 4350 -8.58 34 Everyone [2] Easy Near corner Basic damage combo.

63214A (A Burensen) Combos

Combo Damage Heat Gain Required Heat Works on: Difficulty Position Notes
63214A > 5C(2) > 3C > 5D > 236D 3377 -91.93 100 Everyone [2] Easy Corner A Burensen can only be combo'd by using RC, so only use it if you are going to kill.
63214A(2) > 22C(Lv2) > 236D(1) > 5B > 5D > 6D > 5C(2) > 3C > 5D > 236D 3296 -57.01 100 Everyone [2] Easy Corner Well if you regret all in the heats.

236236A (Zanrouga) Combos

  • Zanrouga requires 100 heat to RC the hit, unless you are in OD.

632146D (Fuuenjin) Combos

Combo Notes
~ > 236D > 632146D That's the beauty of special cancelable supers.
Pop OD beforehand (or after in case of 22C) to get massive damage and heat drain.
~ > 214C > 632146D
~ > 22C > 632146D Does not work on the following Characters unless in corner: Hazama, Terumi (what?), Hibiki
632146D must be delayed for the following characters: Carl, Makoto.
~ > 214D > dl.632146D Immediately do the move will miss, so delay it.

236236D/214214D (Renshouga) Combos

Special Starters

  • None of Terumi's Special are followup-able without Distortion or under Counter hits.
  • Garengeki Starter is 0% practical, so it will belongs to Misc. Combos.
  • Required Heat does not take auto heat regen (<30% health) into account.


Jagaku (236D) Starter

Gasenshou (214D) Starter

Tsuishouga (214C) Starter


Meterless, Overdrive Combos

Metered Overdrive Combos

Astral Combos

Misc. Combos

Combo Theory

Terumi's meter gain on his Drive largely affects his combo structure. With certain routes he can use his drives as filler to gain heat, or opt for more damaging routes and ignore heat gain. The heat gain allows Terumi to spend it on supers and Rapid Cancels far more than any other character in the game. If you have heat, spend it. While Terumi's Drives give a flat bonus HT gain, they still suffer from proration. This means that late in combos, the heat gain from Drive attacks will scale down to a degree.

Common Enders

  • 236D: Meter Gain
  • j.2D:Air combo ender
  • 6C: Damage
  • 632146B: Best Oki for your meter
  • 632146D(75-100 HT):Good Oki, great damage
  • 623B: Solid damage. If you're anywhere above 50 meter, 632146D is better.

Linking theories

The following link will not work after a set amount of time, so be aware when using in combos:

 After 120F / Normal + 60F After 300F / Very short starter After 480F
5D > 6D 5A > 4D 5D > 236D
22C j.C > j.2D
2B > 3C 4D > j.2D
5D > 6D
2C > 5C

The following links under either Fatal counter or crouching hit (+3F):

 Before 120F / Normal + 60F Before 300F / Very short starter Before 480F
5D > 6B 5A > 5D
5C > j.2D

Video Examples

CF2 Examples

Terumi Combo Primer by Fame96


Terumi Overdrive Combo Primer by Fame96


BBCF2 YUUKI TERUMI combo collections


BBCF2 Yuuki Terumi Basic Combos by Meno

CF1 Videos (Outdated)

BBCF Yuuki Terumi Combos by R-2 (Part 1)
BBCF Yuuki Terumi Combos by R-2 (Part 2)
BBCF Yuuki Terumi Overdrive Combos by Kurubushi
BBCF Yuuki Terumi Basic Combos by Meno


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