- See also: Terumi Full Frame Data
Normal Moves
5A
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
300
|
CSOJR
|
All
|
5
|
3
|
9
|
0
|
-
|
-
|
Click!
|
Same animation as Hazama's 5A. Similarly strong as an anti-air, and one of the only ways to link off an overhead j.2D on a standing opponent. It can also be applied as a quick pressure tool on crouching characters after a j.A, j.B and on certain occasions j.C.
|
|
5C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
380, 380
|
SOJR
|
All
|
11
|
2(11)2
|
19
|
-2
|
-
|
-
|
Click!
|
A jumping kick followed by a dropkick that grounds airborne opponents. A 2-hit move that can be jump-canceled on the first hit. You can Rapid Cancel the first hit for some nasty mixup, as it'll put you very close to the ground. Example: 5C(1), RC, j.B or 5C(1), RC, j.5D(whiff), 2B.
|
|
2B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
420
|
SOR
|
L
|
9
|
3
|
23
|
-12
|
-
|
-
|
Click!
|
Same animation as Hazama's 2B. Comes out very quickly with better range than 5B and can low-profile some high-hitting pokes, making it better at a distance. However, prorates much more severely, substantially reducing the amount of damage you can squeeze out of a combo starting with 2B. Also, recovery is much longer than Hazama's version, so try not to whiff with it.
|
|
6B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
600
|
SOR
|
All
|
24
|
3
|
13
|
+3
|
-
|
-
|
Click!
|
A roundhouse kick that can be chained from most normals notable 5D. Can hold the input to get a feint. Useful as a pressure tool and reset to bait out mashing since Terumi gets lower-body invul while dashing. On air hit, downs the opponent and allows for a pickup combo.
|
|
6C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
520, 520, 960
|
R
|
All
|
13
|
2(10)6(14)4
|
31
|
-14
|
-
|
-
|
Click!
|
A three-hit knife slash after a dash. Has no cancel other than Rapid Cancel. Crumples on the third hit, enabling RC into juggle combos. Counter hit properties carry over into the third hit, allowing meterless followups on counterhit.
|
|
Counter Assault 6A+B (When Blocking)
|
|
Crush Trigger 5A+B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
1000
|
-
|
B
|
30
|
1
|
30
|
-8
|
-
|
-
|
Click!
|
- Costs 25% Heat
- Possible to charge
- 180F Heat Gauge Cooldown
Has an animation like Hazama's Zaneiga (214D~C), but without the special effects. The range is short, but other than that, it feels about the same on hit. Relatively unsafe on block for a Crush Trigger and should only be considered with 75 heat in stock to continue pressure.
|
|
Drive Moves
5D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
460
|
SOR
|
All
|
13
|
4
|
18
|
-3
|
-
|
-
|
Click!
|
- Gains 15% Heat on hit, 7% on guard.
|
Overdrive
|
460
|
SR
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Placeholder
- Gains about 25% Heat on hit.
Has Hazama's Jabaki (236D) animation. Like Hazama's Jabaki, knocks back on hit. Not strictly safe on hit, but range and pushback typically allows it to be used safely as a blockstring ender for some free meter and depending on distance gatling into 6B to continue pressure.
|
|
2D
Great for oki, and not much else.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
600
|
R
|
All
|
40
|
15
|
7
|
+5
|
-
|
-
|
Click!
|
- Gains about 25% heat on hit, 8% heat on block.
|
Overdrive
|
966
|
R
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Placeholder
- Causes 3 hits
- Gains about 30% Heat on hit.
Summons Ouroboros from the ground behind the opponent. Vacuums the opponent and is very advantangeous on block, but also has an extremely obvious animation and very long startup making it of limited usefulness as a pressure tool. Best used as oki and in combos.
|
|
6D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
1337
|
DOR
|
All
|
18
|
3
|
27
|
-11
|
-
|
-
|
Click!
|
- Fatal Counter
- Gains 35% Heat on hit.
|
Overdrive
|
1649
|
DR
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Fatal Counter
- Gains about 46% Heat on hit.
After kicking them once, Terumi kicks them again in a wild dance-like motion that blows the opponent into the air. Only the slashes actually give the increased heat gain. Terumi will not do the slashes followup if the kick is blocked or hits an airborne opponent who is too far away. Vacuums on both hit and block. Primarily used as combo filler since it builds a ton of heat and has a very long untech time, making followup combos extremely easy, and useful to set up midscreen oki.
|
|
j.D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
660
|
DOR
|
All
|
20
|
4
|
23+6L
|
-
|
-
|
-
|
Click!
|
- Gains about 16% heat on hit.
|
Overdrive
|
660
|
DR
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Placeholder
- Gains about 18% Heat on hit
Terumi slashes in an X shape. Attacks diagonally downward with a very good hitbox. Ground-bounces on air counter hit for easy follow ups (normal air hit height dependent for follow up) and on ground counter hit possible to link 6C or dash up 5B. Note that this does not hit overhead. Has very big pushback making it difficult to combo off of on normal hit , but also difficult to punish the long landing recovery.
|
|
j.2D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
530
|
DOR
|
H
|
15
|
8
|
6L
|
+3
|
-
|
-
|
Click!
|
- Gains about 14% heat on hit.
|
Overdrive
|
530
|
DR
|
H
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Placeholder
- Gains about 16% Heat on hit.
Similar looking to Hazama's Ressenga (214D~A) animation and staple of Terumi pressure. Can be used for cross-ups, overhead, and to extend pressure since it is positive on block. Can be TK'd very close to the ground as an overhead. On hit, a low j.2D can be comboed into 5A on a standing opponent and 5B on a crouching one.
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|
Throws
Forward Throw 5/6B+C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
1400
|
SOR
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Terumi trips up the opponent with his foot and slams them to the ground while they're airborne with the other foot. Can be followed up with Garengeki, Jagaku, or astral. The actual kick has more severe proration, meaning that you can generally squeeze out more damage if you RC or OD cancel right after Terumi trips the opponent.
|
|
Air Throw j.B+C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
1400
|
SOR
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Terumi grabs the opponent and launches them backwards with his foot. Wallbounces and can be followed up with dashing normals. Note that if you do this throw on an opponent in the corner who is too low to the ground, they will not reach the wall and instead groundslide and become uncomboable.
|
|
Specials
Snakebite 236D
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
936
|
DR
|
-
|
13
|
11
|
18
|
-4
|
-
|
-
|
Click!
|
- Gains about 30% Heat.
- Overdrive version steals 5% heat from the opponent.
A 3-hit special. Terumi hits the opponent with a rush attack similar to Hell's Fang, lifts them up with Ouroboros and slams them back down. A special that can be used to finish combos since it always downs the opponent in front of you. Can be super canceled into a followup combo although it prorates heavily making it impractical early in the combo. Has severe SMP allowing the opponent to tech out immediately into standing position if done a second time, which can be taken advantage of for resets by RCing the last hit.
|
|
Retaliating Fang 214D
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
1519
|
DR
|
-
|
25
|
3
|
43
|
-
|
-
|
-
|
Click!
|
- Gains about 35% Heat.
- Overdrive version steals 10% heat from the opponent.
A command grab. Terumi wraps the opponent in Ouroboros chains, lifts them up and the chains close in around the opponent, causing damage. Startup animation seems a little slow and somewhat easy to see, use sparingly. Can be followed by a super.
|
|
Cleaving Fang 22C
That stomping special.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
DR
|
-
|
8
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Causes wallbounce near and in the corner.
- Maximum stomping causes wallbounce even in the middle.
Terumi stomps on the opponent a couple of times before kicking them away. Like all OTG specials, can only be used once the opponent has been knocked down. Mash C for more stomps; note that additional stomps prorate the combo more and may cause longer combos to drop. Last hit wallbounces on hit and can be followed up. Wallbounce allows emergency tech and allows for oki.
|
|
Distortion Drives
Gleaming Fang 41236C air OK
Best super
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
1680
|
R
|
All
|
4+8
|
8
|
50
|
-8
|
-
|
4~21
|
Click!
|
Overdrive
|
1960
|
DR
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Costs 50% Heat
- 180F Heat Gauge Cooldown
A Distortion Drive that makes Terumi rush forward with the aura of a gigantic snake. Invulnerable to projectiles from the first frame and full invul after the superflash. Best used as a fullscreen punish or as a means of extending combos or getting side-switch oki. If done in midair, the charge is then performed diagonally downwards. Air version downs on hit, ground version launches. Can be followed up with 5A or 2A to extend the combo. OD version adds a second attack back through the opponent, negating the side switch. Deals good raw damage but has a low minimum damage.
|
|
Divine Twin Blades 623B air OK
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
2486
|
R
|
All
|
4+3
|
4.8(15)3
|
-
|
-35
|
-
|
1~10
|
Click!
|
Overdrive
|
2771
|
DR
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Costs 50% Heat
- 180F Heat Gauge Cooldown
Two rising kicks that launch the opponent into the air. The go-to reversal choice since it has reversal invulnerability frames and starts up very quickly. Launches the opponent up and away, making it impossible to combo without RC or CH. Gives no oki, but has very high minimum damage making it an option for ending combos. In OD, Terumi adds a third kick that groundbounces the opponent and can be linked into 5B or Garengeki, making it a staple for OD combos.
|
|
Serpent's Laceration 63214A/B
That stomping super.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
2418
|
R
|
H
|
13+2
|
2
|
16
|
-1
|
-
|
9~16
|
Click!
|
Overdrive
|
3236
|
DR
|
H
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Costs 50% Heat
- 180F Heat Gauge Cooldown
- A version hits low (unsafe on block), B version works as an overhead (-1 on block)
Terumi stomps on the opponent multiple times then kicks them away. Causes wallbounce and can be followed up easily in corner. Has good raw damage and decent minimum damage, making it a good option both for extending combos and ending them with oki. The 2nd hit of the A version can be Rapid Cancelled leaving the opponent in a state where you can combo for a long time, even after taunting. In OD, Terumi adds extra stomps as a well as a Hazama-esque bow at the end, which actually increases recovery, but possible to cancel into other distortions in OD or after duration ended, can input super motion at any point during the animation and have the super come out at the end of the stomping animation, or do the super after the last kick.
|
|
Venomous Bite 236236A
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Catch
|
-
|
-
|
-
|
GP1~112
|
75
|
-
|
-
|
-
|
-
|
Click!
|
Catch (OD)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Attack
|
3200
|
R
|
UNB
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Attack (OD)
|
4200
|
DR
|
UNB
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Costs 50% Heat
- 180F Heat Gauge Cooldown
A counter-super that triggers off mids and highs, but loses to lows and throws. Terumi walks and casually swings Ouroboros while laughing. If triggered, Terumi flips over then and slashes for a side-switch combo. Deals massive damage and can be RC'd for even more, but the downside is that it loses to almost everything. When triggered, creates a hitbox on the ground in front of Terumi which activates the counter if the opponent is caught by it. As such, it will guardpoint but not counter jump-ins, crossups, and rising moves like Inferno Divider. In Overdrive it catches lows and can be canceled into Soutenjin with another 50 heat for 6k damage plus a combo that can bump the total damage to 9k.
|
|
Serpent's Cursed Sting 632146D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Attack
|
1224
|
-
|
All
|
7+10
|
4
|
34
|
-17
|
-
|
1~26
|
Click!
|
Attack (OD)
|
1224
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Additional Attacks
|
74-150 per hit
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Additional Attacks (OD)
|
75-165 per hit
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Finisher
|
700-2000
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Finisher (OD)
|
900-2500
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Costs 50% or more Heat
- 180F Heat Gauge Cooldown
Terumi slashes the opponent with one of his knives. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll then drain their life before dropping them to the ground and kicking them away. This move can be activated if you have more than 50% of Heat gauge, spending all of it. The more Heat you have, the more damage it deals. Locks the opponent in the animation on hit. Deals from about 2500 damage with 50% Heat to 4600 with 100% Heat (5928 with OD). Consumes 5% Heat for every attack and does 74 damage for every added attack, switches to finisher once the heat gauge reaches 0%. The finishing kick animation changes to something similar to Hazama's Gashoukyaku (214D~B) if Terumi has 75+% Heat and changes to the finishing kick of Orochi Burensen on 100% heat. Overdrive version has Hazama's OD Orochi Burensou animation as the finishing attack. OD Version also drains the opponent's heat gauge and deals additional damage based on the heat drain, a 100 heat opponent will take more damage compared to a meterless opponent. Deals the best minimum damage of all of Terumi's supers, even without any extra meter and gives decent oki, with the downside being that you lose all your stockpiled meter.
|
|
Screeches of the Condemned 236236D/214214D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
4594
|
-
|
B
|
9+22
|
95
|
-
|
±0
|
-
|
1~32
|
Click!
|
Overdrive
|
5866
|
-
|
UNB
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Costs 100% Heat
- 180F Heat Gauge Cooldown
- Normal version Guard Crushes, Overdrive version is unblockable
Terumi throws 2 Ouroboros chains at the opponent. If they hit, he'll launch himself forward and kick them twice before striking from above with a powerful attack. Can be combo'd into from a Garengeki (22C) and 6D. 236236D throws the ouroboros straight forward, but 214214D throws them at a small angle. The chains thrown causes a guard break, meaning that the first chain will break a non barrier guard and the second chain will land the distortion. Also note that if the first chain is barrier blocked, the second chain is still thrown and can cause a guard break if the opponent ceases to barrier block. In Overdrive, the chain becomes full unblockable and the attack ends up dealing ridiculous amounts of damage on hit.
|
|
Astral Heat
Unholy Wrath of the Basilisk 222D
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
35000
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Costs 100% Heat
- 180F Heat Gauge Cooldown
Terumi makes a red portal on the ground. If the opponent is caught in it, he proceeds to shoot out dozens of green energy blasts at the opponent from a portal behind him while laughing like a crazy person, then turns into Black Susano'o and uses Evil Shippu to finish the opponent off. Very easy Astral to land in general, both due to Terumi's insane heat gain and the fact that it can be comboed into off pretty much anything, including but not limited to Jagaku, throws, Garengeki, and sweeps.
|
|
==Strategy== Terumi's drive is everything!!! Use them wisely, and you may end in with a super ender or a tight situation. Make sure you have you heat gauge lit up at 25 or 50 for a great come back in a match. So make sure you have your combos featuring drive attacks.
Offense
Terumi is very strong pressure character with a decent mid range game. The goal is to constantly gain meter with small combos or D footsies. His 6b is a valuable tool in that it can be used to reset pressure since it is plus on block, it can be faked by holding b and throw them when they are expecting a hit, or can be used to fatal counter obvious lows, it can even hit chicken blockers for a full combo of they forget or dont have barrier. Its throw invulnerable to boot. However since it does have a lengthy start up it can be mashed out of or dp'ed. Terumi's lack of overhead is a problem with opening up cautious opponent, sometimes the best offense is a good defense. You'll find yourself unable to hit. Take to range with standing D to gain some meter and jump back d for air rushers who try to jump over it.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Terumi's defensive options mostly consist of abusing his speed or universal mechanics without the proper heat in stock such as barrier or instant block (barrier) and poking out of pressure with 5A or just jumping away. After a good read on their pressure high jump (backwards air dash optional) and use j.D to create some distance between you and the opposition (also use 41236C in midair to catch any punish attempts). You can also mix up this escape option with j.2D to quickly land on the ground and use 5D to turn the escape option into pressure. I would also advise against using counter assault with Terumi due to how extremely situational it can be since it's hit box misses on crouching opponents.
For more traditional reversals we have his distortion 623B, works like a traditional dragon punch along with it's high risk high reward factors. On counter hit you can follow up with either 41236C or 6C for extra damage or set up oki with 2D, but on block prepare for a fatal counter. Another reversal would be his 41236C, longer start up but not as punishable on block (-8), goes through projectiles and can lead into a full combo on hit. Finally you have the biggest gamble for reversal options his distortion counter 236236A, only use it when you have a cold hard read on their pressure otherwise welcome the corner and enjoy some pain. Both noteworthy options but I recommend having 100 heat in stock to use 623B and in some specific match ups (Hakumen) or used right next to the corner for 41236C to avoid punishment.
Neutral
Useful safety normals are 5b, 2c or his rekka 6c. As for drives are 5d, 2d, 236d or j.5d.
Combo Notation Guide:
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- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = 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
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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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
- Notes: Sometimes 5C must be omitted due to a lack of range, this issue becomes more apparent on crouchers.
3) 5A > jc > j.A > j.C > jc > j.C > j.2D: 1150 Dmg/ 14 Heat
- Requirements: Midair opponent
4) 5C > jc > j.C > j.2D: 1141 Dmg/ 14 Heat
- Requirements: Midair opponent
5) 6A > jc > j.C > jc > j.C > j.2D: 1493 Dmg/ 16 Heat
- Requirements: Standing/Midair opponent
- Notes: Optimal meterless anti air combo, must use high jump depending on enemy height, can modify to your own preference.
6) 5B > 5C > 2C > 5D > 236D: 1990 Dmg/ 41 Heat
7) 5B > 5D > 6B > 6D > 236D: 2249 Dmg/ 61 Heat
- Requirements: Crouching opponent
8) 5B > 3C > 22C lvl 3 > (66)6C: 2866 Dmg/ 20 Heat
- Notes: 5C can be added for increased damage depending on how deep 5B hits.
9) 6B > 2C > 5C > 3C > 22C lvl 3 > (66)6C: 3343 Dmg/ 23 Heat
- Requirements: Midair opponent
10) 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.
11) 6C RC (3) > 66 2C > 5C > 3C > 22C lvl 3 > 66 6C: 3587 Dmg/ 18 Heat
- Requirements: 50 heat
- Notes: Delay 2C to hit just as they make contact with the ground.
12) j.B(2) > 5B > 5C > 3C > 22C lvl 3 > (66)6C: 2194 Dmg/ 15 Heat
13) j.B > 5B > 2B > 2C > 5D > 236D: 1445 Dmg/ 34 Heat
14) j.A/j.C > 2A > 5B > 2B > 2C > 5D > 236D: 1187/1489 Dmg/ 31/33 Heat
15) j.2D > 2/5A > 5B > 2C > 5D > 236D: 1478 Dmg/ 49 Heat
- Notes: Easier on crouching opponent.
16) j.2D > 2/5A > 3C > 22C lvl 3 > (66)6C: 2371 Dmg/ 29 Heat
- Notes: Easier on crouching opponent
17) j.2D > 2A > 5D > 6B > 6D > 236D: 1644 Dmg/ 61 Heat
- Requirements: Crouching opponent
18) Throw > 22C lvl3 > 66 6C: 3031 Dmg/ 21 Heat
19) Back Throw > 66 6D > 236D: 2484 Dmg/ 53 Heat
20) Air Throw > 6D > 236D: 2484 Dmg/ 53 Heat
- Notes: This combo is dependent if Terumi is in or near the corner.
21) Back Throw > (66)5C > 22C lvl 3 > (66)6C: 3145 Dmg/ 22 Heat
22) Air Throw > (66)5C > 3C > 22C lvl 3 > (66)6C: 3128 Dmg/ 22 Heat
23) 236236A RC > 6B > 2C > 5C > 3C > 22C lvl 3 > (66)6C: 5288 Dmg/ 8 Heat
24) CH 623B > 6C: 3193 Dmg/ 1 Heat
25) 5D > 236D > 41236C > 2A > 5C > 3C > 22C lvl 3 > (66)6C: 3094 Dmg/ 45 Heat
- Requirements: 50 heat
- Notes: 3C can be replaced by 2C and it is possible to use this combo with 9 heat in stock
26) 5D > 41236C > 2A > 5C > 3C > 5D > 236D: 2693 Dmg/ 22 Heat
- Requirements: 50 heat
- Notes: 3C can be replaced with 2C, 5D > 236D can be replaced with 22C lvl 3 > 66 6C for more damage but less heat gain, it is possible to use this combo with 36 heat in stock.
27) 41236C > 2A > 5C > 3C > 22C lvl 3 > (66)6C: 3383 Dmg/ 7 Heat
- Requirements: 50 heat
- Notes: 3C can be replaced with 2C.
28) FC 6B > (66)5B > 5C > 2C > 5D > 6B > 6D > 236D: 2900 Dmg/ 63 Heat
29) FC 6B > CT(Full Charge) > (66)5B > 5C > 2C > 5D > 6B > 6D > 236D: 3820 Dmg/51 Heat
- Requirements: 25 heat
- Notes: Crush Trigger must be fully charged for optimal heat gain.
30)FC 6b > Overdrive > 632146D (3000?/5100?/7011 dmg) (50% heat/75% heat/100% heat)
Midscreen to Corner
1) 2/5A > 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3: 2455 Dmg/ 13 Heat
2) 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3: 2942 Dmg/ 15 Heat
3) 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3 > 66 5B > 5D > 6D > 236D: 3947 Dmg/ 62 Heat
- Requirements: 50 heat
- Notes: 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
- Requirements: 50 heat
- Notes: 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
- 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) 5B > 5C > 63214A RC(2) > 66 22C lvl 1 > delayed 5B > 5D > 6D > 5C > 236D: 3433 Dmg/ 50 Heat
- Requirements: 100 heat
- Notes: 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 Only
1) 2/5A > 3C > 22C lvl 3 > 5B > 5D > 6D > 236D: 2748 Dmg/ 61 Heat
2) 5B > 5C > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 5D > 236D: 3677 Dmg/ 72 Heat
- Notes: Also possible from 2B, 3C > 22C lvl 3 or fatal counter 6B, then dash to close in for the above combo
3) 5C > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C> 3C > 5D > 236D: 3373 Dmg/ 70 Heat
- Notes: Possible to use 2C gatling into 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
- Notes: 2B starter possible with combo, must perform 5D as soon as possible to link all three hits of 6C at the end.
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) > 5B > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 5D > 236D: 2488 Dmg/ 62 Heat
11) j.B(1) > 5B > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 5D > 236D: 2674 Dmg/ 64 Heat
12) j.C > 2A > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 5D > 236D: 2349 Dmg/ 60 Heat
13) j.2D > 2/5A > 3C > 22C lvl 1 > delayed 5B > 5D > 6D > 236D: 2011 Dmg/ 62 Heat
- Notes: 5A for stading opponent, 2A for crouching opponent.
14) Throw > 22C lvl 1 > delayed 5B > 5D > 6D > 5C > 236D: 3168 Dmg/ 63 Heat
15) Back Throw > 66 6C: 2178 Dmg/ 15 Heat
- Requirements: Opponent in the corner
16) Back Throw > 5C > 2C > 5D > 6D > 5C > 3C > 236D: 2927 Dmg/ 60 Heat
- Requirements: Terumi in the corner
17) 236236A RC > 5C > 22C lvl 3 > 66 5B > 5D > 6D > 5C > 3C > 5D > 236D: 5698 Dmg/ 57 Heat
- Requirements: 100 heat and Terumi cornered
18) 5B > 3C > 22C lvl 3 > 63214B > 66 3C > 5D > 6D > 236D: 4596 Dmg/ 59 Heat
- Requirements: 50 heat
- Notes: The last 3C can be replaced with 2C for 100 more damage, but is harder.
19) 6C RC(3) > 66 2C > 22C lvl 1 > 63214B > 66 3C > 5D > 6D > 236D: 4580 Dmg/ 45 Heat
20) 5D > 236D > 41236C > 2A > 5C > 3C > 22C lvl 3: 2814 Dmg/ 43 Heat
- Requirements: 50 heat
- Notes: Side switch combo, possible to use with 9 heat in stock
21) 5D > 41236C > 2A > 5C > 3C > 22C lvl 3 > (66)5D > 236D: 3079 Dmg/ 42 Heat
- Requirements: 50 heat
- Notes: Side switch combo, possible to use with 36 heat in stock, 3C can be replaced with 2C and 5D > 236D can be replaced with 22C lvl 3 > (66)6C but the opponent can tech out of the corner
22) 41236C > 2A > 5C > 3C > 5D > 236D: 2731 Dmg/ 7 Heat
- Requirements: 50 heat
- Notes: Side switch raw reversal distortion combo, 3C can be replaced with 2C and 5D > 236D can be replaced with 22C lvl 3 > 66 6C but the opponent can tech out of the corner
23) 2D > 5B > 3C > 22C lvl 3 > delayed 5B > 5D > 6D > 5C > 3C > 5D > 236D: 3435 Dmg/ 90 Heat