Idk if this has been posted yet but after a blocked 6db if you wait a lilttle bit you can do 5db afterward. It's risky since you can get mashed out of it but it's something I was messing around with.
I need some help with hazama's midscreen bnb. 5B, 3C, 214d~b, 5a. After the gashoukyaku sometimes I can combo the 5a without dashing and other times I need to dash for the 5a to connect. Is the dash character specific or is it just specific timing?
2A, 5c block string is rlly good for fishing for FC i often use that blockstring to condition them for the low so I can tyen mix it up with 6A ir go for a throw or 720.
I only need trial 30 to finish but I'm uaving trouble getting to 10k. Most I've gotten is 9k butbi think inhave the right starters in mind. So far here's bwhat I do: 5c, CT, 6c,OD, 623c> 623D,5c, 5dd, dash 6a, 41236 c> 236d, 623c, rage aggressor.
Can anyone help with anymore to add to this or a different combo for 10k?
I got it from his wiki which i assume his DD list is in the same order as the in game cmnd list. http://www.dustloop.com/wiki/index.php?title=Yuuki_Terumi_(BBCP)
on akihiko try to delay the 2b a bit after the wallbounce. I only do 2 AoA combos on wallbounce.
2b,2c,5c, tentarafoo.
2b,236b,j.2c,2a,2c,5c, tentarafoo.
garudyne can get you out but you can also do the blowback with is a safer option for the same amount of meter. most of the time if they do 5c, 2c, agi they will hold it which is also your moment to roll, or super jump glide out of the corner. When they do fire break insto maragi on your wake up you can dp to avoid it (well atleast that is the only option I've used when I was put in that situation).
yosuke seems to have a better footsie and neutral game compared to chie but once she gets a knockdown its best to late tech to not get completley destroyed by her persona 5dd mixup.
one knockdown is all narukami needs for the match to go his way. Most yu's will control their space with Jb and 2b yosuke can bait 2b with moonsault but moonsault can be blocked or air grabbed.