Been playing Terumi for a couple weeks now, having too much fun playing him to call him a sub anymore.
I discovered a combo-ender for corner combos that I've some success with and maybe you guys might find it useful. By ending lengthy combos with 5D > 6B, opponents will tech in mid-air just before 6B hits. This gets you a 6B knock-down combo if they neutral air tech and don't barrier-block, or a Fatal if they're mashing. An example combo using 5D > 6B ender:
5B > 5C > 3C > 22C Lv3, 2C > 5C > 3C > 5D > 6D, 5C > 3C > 5D > 6B
4004 damage, 67 Heat
If your opponent doesn't wind up teching after 5D, 6B will knock them down and let you lay down corner pressure. Although forward and backward aerial rolls will avoid the 6B and set you up to eat a combo. Forward aerial roll will get you in the corner and screw you bad especially. It doesn't seem like 6B feint has a fast enough recovery to AA forward/back aerial rolls, but I need to do more testing on this. Gimmicky ender, but very useful for neutral techers. Great for people not expecting it, but I've seen some people late-tech or tech+barrier before I had a chance to hit them with it. Probably to avoid 22C reset shenanigans.