Combo | Damage | Heat Gain | Works on: | Difficulty | Position | Notes |
---|---|---|---|---|---|---|
2A/5A > 5B > 5C(2) > 3C > 5D > 236D | 1865 | 38.67 | Everyone | 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 | 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 | 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 | Easy | Everywhere | Crouching Hit Meter gain route. |
Line 54: | Line 54: | ||
| Video = BBCF Yuuki Terumi Midscreen BNB.mp4 | | Video = BBCF Yuuki Terumi Midscreen BNB.mp4 | ||
| Size = 256x192 | | Size = 256x192 | ||
| Recipe = ({{clr|A|2A}}) > {{clr|B|5B}} > {{clr|C| | | Recipe = ({{clr|A|2A}}) > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|22CCCC}} > {{clr|D|236D}}(whiff) > {{clr|A|2A}} > {{clr|D|4D}} > high jump cancel > {{clr|B|j.B}}(1) > {{clr|C|j.C}} > jump cancel > {{clr|C|j.C}} > {{clr|D|j.2D}} | ||
| content = | | content = | ||
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. | 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. | ||
Line 68: | Line 68: | ||
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. | 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. | ||
}} | }} | ||
===<span style="visibility:hidden;font-size:0">The Optimal Corner BnB Combo</span>=== | ===<span style="visibility:hidden;font-size:0">The Optimal Corner BnB Combo</span>=== | ||
{{TheoryBox | {{TheoryBox |
Revision as of 02:11, 6 October 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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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.
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
Core combos balance potency with consistency. They:
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(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.
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 > 22C(Lv1) > 214C > 2B > 5C(2) > 3C > 5D > 236D | 2734 | 41.67 | Everyone | 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 | 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 | 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 | 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 | Medium | Corner | More damage, more heat. |
5B or 2B Starter
Combo | Damage | Heat Gain | Works on: | Difficulty | Position | Notes |
---|---|---|---|---|---|---|
5B/2B > 5C(2) > 3C > 22C(Lv2) > 5A > 4D > hjc > j.B > j.C > j.c. > j.C > j.2D | 3245 (5B) 2811 (2B) |
35.07 (5B) 31.49 (2B) |
Everyone | Medium | Not in the corner | Your basic conversion combo from 22C, must be close. |
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 | Medium | Corner | |
5B > 5C(2) > 3C > 22C(Lv2) > 214C > 3C > 5D > 6D > 236D | 3670 | 64.7 | Everyone | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Easy | Corner | FC allows 2 5D > 6Ds. |
FC 6B, 5B > 6D > 5A > 5D > 6D > 5B > 5D > 6D > 236D | 2732 | 92.66 | Everyone | 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 | 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 | Easy | Corner | |
2A/5A > 5C(2) > 3C > 22C(Lv2) > 5[A+B] > 6D > 5B > 5C(2) > 3C > 236D | 3533 | 15.30 | 12 | Everyone | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Easy | Not in the corner | 5D poke. |
5D > 236D > 41236C > 5B > 5C(2) > 3C > 5D > 236D | 2855 | -1.95 | 8 | Everyone | 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 | Easy | Everywhere | Raw Soutenjin hit is short combo time. |
CH 623B > 66 > 5B > 5C(2) > 3C > 5D > 236D | 3763 | -27.56 | 50 | Everyone | Easy | Everywhere | Meter gain route. |
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 | Easy | Near corner | Easy poke confirm. |
5B > 5C(2) > 3C > 22C(Lv2) > 63214B > 2C > 5C(2) > 3C > 5D > 236D | 4350 | -8.58 | 34 | Everyone | 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 | 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 | 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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