BBCF/Yuuki Terumi

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Yuuki Terumi
BBCF Terumi Portrait.png

Health: 10,500
Combo Rate: 70%
Prejump:
Backdash Time 22F / Invul: 1-5F


Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, High Meter Gain
  

Overview

The man only known as Yuuki Terumi is one of the primary antagonists of the BlazBlue series and a former member of the Six Heroes, as well as the creator of the Azure Grimoire. He is also the founder of both the Novus Orbis Librarium and Sector Seven, often manipulating both sides to reach his goals. He first appeared as a playable DLC character in BlazBlue: Chrono Phantasma, and reappears as a playable character in BlazBlue: Central Fiction.

Drive: Force Eater

Terumi's Drive is centered around Heat gain. By using his Drive, Terumi gains extra meter on hit and block, far beyond what most characters normally get; note that meter gain from his Drive prorates along with the combo, so you will get less for doing multiple Drives in one combo. The opponent will also not gain any Heat when they block (or get hit by) Terumi's Drive attacks.

Overdrive: Nightmare Reaper

Increases the Heat gained from Drive attacks and generally improves them in terms of hitbox, damage, etc. Terumi will also drain the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks. It also allows Terumi to cancel his supers into other supers (even the same one he just performed) so long as he has enough Heat to perform another super.

Pros/Strengths

  • Very high Heat gain means more Rapid Cancels/Counter Assaults/Crush Triggers/Distortion Drives.
  • Very good mobility with high speed.
  • Strong rushdown and pressure options.
  • Good defensive options with 50 meter.
  • Astral Heat is extraordinarily easy to combo into, giving him an easy to quickly end a match.
  • Overdrive gives him a new loop,which can result in high-damage combos. This,combined with Active Flow,can make him a bigger threat.

Cons/Weaknesses

  • Mixup game is bad without meter.
  • Has a very hard time confirming punishes at his max range without meter: Snakebite does not connect at maximum range, and 6C can have issues connecting at that range.
  • The hurtboxes on some of his normals often extend before the attack becomes active, meaning he must be very careful against footsie-oriented characters.
  • Lacks reversal options without 50 Heat.
  • Low average meterless damage.
  • Below-average health.


Ambox warning.png Most of this data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCP Terumi 5A.png
Classic backhander
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 5 3 9 0 - -
  • Terumi's fastest normal at 5 frames, 5A is mainly used as either an anti-air or to interrupt the opponent's pressure.
  • Whiffs on all crouching characters except Hakumen and Tager.
5B
5B
BBCP Terumi 5B.png
Dance and sting like an evil hornet
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOR All 8 2 14 +2 - -
  • Terumi's 5B has much shorter range that the average 5B. However, it is +2 on block, making it an excellent pressure tool.
  • Thanks to Terumi's fast run speed, this can also be used as a high damage counter poke in his neutral game.
5C
5C Two are better than one
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
490, 490 SOJR All 11 2(11)2 19 -2 - -
  • 5C moves Terumi forward, allowing him to stay in his opponent's face and helps a little bit to prevent his normals from whiffing due to the opponent barrier blocking.
  • Terumi is also considered airborne at around the first active frame so it can be used as a throw bait if timed right.
  • 5C can be jump canceled on the first hit; however you cannot double jump or air dash after jump-canceling.
  • With meter, this is also his main mixup tool.
  • Due to 5C only being -2 on block, it can sometimes be used as a tick throw option.
2A
2A
BBCP Terumi 2A.png
Clenched fists don't have any class
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR All 7 2 9 +1 - -
  • 7 frame jab. +1 on block. This is one of the main pieces of Terumi's pressure game.
  • Can also be used to get out of pressure but the range is not that great.
  • Also useful for throw setups.
2B
2B
BBCP Terumi 2B.png
Not safe on block but fast enough for Terumi's victims
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR L 9 3 19 -8 - -
  • This move has some of the best range of his non-Drive attacks, and it is his main low hitting normal.
  • This is used in his mixup game and in neutral, where his Drive normals are too slow to cut it.
  • In CPEX the recovery was reduced making it -8 on block, but the recovery is still bad to the point where caution needs to be exercised.
  • Beware of opponents with good instant blocking skills, as it makes any gatling to a C or D normal from this move besides 3C have a gap.
2C
2C
BBCP Terumi 2C.png
Far reach, jump-cancelable, what you want more?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SOJR All 13 4 25 -12 - -
  • This is one of his longest ranged normals.
  • It reaches slightly farther than 2B and is jump-cancelable on block and hit.
  • Unlike 5C, you can double jump and air dash when you jump cancel it.
  • This is one of his main pokes. However, just like his other long range normals, it has pretty bad recovery on it, so be careful with its placement.
  • It is as one of his few gateways to a mixup, especially without meter. This can lead to his overhead and a damaging low option.
  • 2C also puts Terumi pretty low to the ground, which makes it a situational anti-air, as well as an excellent counter poke in certain matchups.
  • Hurtbox extends during the startup frames and is as long as the hitbox so be careful with it in footsies.
6A
6A
BBCP Terumi 6A.png
"From above?"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 SOJR All 9 3 24 -10 - H
  • This is Terumi's true anti-air.
  • Fast, hitbox covers his entire head, good horizontal range, and jump-cancelable on hit and block. In other words, this is a great anti-air.
  • The only downside is the damage off of it, even with Heat, can leave a lot to be desired on normal hit.
  • On Counter Hit, it has a lot more hitstun, allowing for good damage and Heat Gain.
6B
6B
BBCP Terumi 6B.png
Sooo satisfying to ram your knee into someone else
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 SOR All 24 3 13 +3 - F,T
  • This normal goes under highs, and also has lower body and throw invulnerability.
  • 6B can also be feinted by holding down B for throw setups and mind games.
  • The weaknesses of this normal is that it has no mid or projectile invulnerability whatsoever. Most 5Bs and DPs will blow Terumi up for abusing this move.
  • The feint has no kind of invuln whatsoever, meaning it is exclusively to play mind games with opponents that respect Terumi's pressure, and in certain matchups to bait reversals (Hakumen's Zanshin Drive, Noel's Chain Revolver Drive, Jin's Yukikaze).
  • How much this normal is used depends completely on the matchup and how well the opponent can instant block. Some matchups will be using it sparingly, but in others it will be spammed a lot.
6C
6C
BBCP Terumi 6C.png
"Slice aaand dice!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
980 R All 13 2(10)6(14)4 31 -14 - -
  • This is Terumi's longest ranged normal.
  • 6C cannot be canceled into anything but a Rapid Cancel. However, it is possible to combo after it without meter on Counter Hit.
  • It is very unsafe on block and whiff so if this does not connect or there is not enough meter to Rapid Cancel, Terumi will be punished heavily for it.
  • 6C will mainly be used as a combo ender, extender with meter, whiff punisher, and for all kinds of hard reads.
3C
3C
BBCP Terumi 3C.png
Always good to sweep someone off their feet
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOJR L 10 2 30 -13 - -
  • Terumi's other low attack. Can be used in mixup.
  • Allows for immediate use of 22C on hit.
  • The only normal that doesn't chain into 6B
  • On Counter Hit it gives a hard knockdown, allowing to link other normals for more damage and even 2D if done inmediately.
j.A
j.A
BBCP Terumi jA.png
Jab, jab, jab...
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CDOJR H 7 3 8 - - -
  • Jumping jab. One of his best options for hitting crouchers on a jump-in.
  • It is also a good anti-air option.
j.B
j.B
BBCP Terumi jB.png
Roundhouse kick, ha!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
380, 380 DOJR H 10 4(2)2 14 - - -
  • Great horizontal range, OK vertical range.
  • Can cross up in the later parts of the move, and hits twice.
  • All-purpose air normal, but compared to some of his other normals, it is not that good of a jump-in.
j.C
j.C
BBCP Terumi jC.png
Slash 'em!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
350, 350, 700 DOJR H 11 2(3)2(4)2 18 - - -
  • This is a heavily altered version of Hazama's j.C. Where Hazama mainly uses this for combo filler (Terumi does this too), Terumi's j.C sees a lot of use in neutral.
  • j.C would mainly be used as a way for Terumi to protect himself from an approach where j.D won't cut it due to its speed.
  • Not that great of a jump-in, but it is still good to use off of an instant air-dash.

Drive Moves

5D
5D
BBCP Terumi 5D.png
Jabak- I mean 5D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 620 SOR All 13 4 18 -3 - -
  • Gains 16% Heat on hit, 7-9% on block.
  • This is Terumi's 2nd longest ranged normal, as well as his go-to poke.
  • This move is NOT a projectile, but it can nullify projectiles and hit the opponent at the same time.
  • The hurtbox extends to the end of Terumi's hand, which is about half of the hitbox.
  • The max range of this move is NOT at the tip but at around the snake's eyes (just short of the tip).
  • At max range (especially if it was used to counter poke or whiff punish), Terumi is not going to get any reasonable damage or Heat Gain unless he already has Heat or gets a Counter Hit.
  • The startup and recovery are pretty sizeable, so Terumi must be careful when throwing this out.
  • While it is pretty negative on block (especially on Instant Block), the variety of Revolver Action options, special-cancels, super-cancels, and proper spacing will prevent punishment.
Overdrive 620 SR All - - - - - -
  • Gains 18% Heat on hit and 11-12% Heat on block. Drains 2% Heat from the opponent on hit and block.
  • Greatly increased horizontal and vertical range.
2D
2D
BBCP Terumi 2D.png
Great for okizeme and pulling them back into misery
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 680 R All 40 15 7 +5 - -
  • Gains about 24% Heat on hit, 9-10% Heat on block.
  • Only used for oki and specific combos. It is not good as a pressure reset due to the extremely long startup and progressive hitbox.
Overdrive 966(old) R All - - - - - -
  • Gains 35% Heat on hit and 22% Heat on block. Drains 6% Heat from the opponent.
  • Has a much bigger hitbox, but the uses are the same as the normal version.
  • Unlike the normal version, it hits 3 times instead of just once.
6D
6D
BBCP Terumi 6D.png
Have a nice flight, haha!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 946 DOR All 18 3 27 -11 - -
  • Fatal Counter.
  • Gains 30% Heat on hit.
  • Combo filler only. Not recommended for anything else because he has other normals that can fulfill those other purposes.
Overdrive 1649 DR All - - - - - -
  • Gains 42% Heat on hit. Drains 5% Heat from the opponent.
  • Very important combo filler for his OD combos, as it allows Terumi to tag a super at the end.
  • On last hit, kicks opponent farther/higher than the normal version. (Properties of 1.1 6D)
4D
4D Kicking the dog!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 600 JSOR All 9 - - - - -
  • Like 5D, it nullifies projectiles.
  • Gains 13% Heat on hit.
  • Being jump- and super-cancellable, it allows for mixups and safejumps.
Overdrive 600 JSR All - - - - - -
  • Untechable time lasts until touching the ground, allowing Terumi to loop 4D>j.2D more than once.
j.D
j.D
BBCP Terumi jD.png
Yay! No extended hurtbox!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 660 DOR All 20 4 23+6L - - -
  • Terumi's main air to ground normal.
  • Gains about 18% Heat on hit and 5-6% Heat on block.
  • The hitbox is massive and Terumi doesn't extend his hurtbox. This allows him to prevent his opponent from approaching too carelessly unless they want to give him free meter.
  • J.D's slow startup makes it bad to throw out if the opponent is too close. The small amount of landing recovery allows some characters to punish Terumi on whiff; however this isn't easy to do for a lot of the cast.
  • Can be very hard to confirm into combos. 5D only links if j.D is done as late as possible. j.D has a lot of pushback and knockback, making all of his other normals hard to link as well.
  • When an airborne opponent is hit, unless it is a Counter Hit, the only options are to use meter or chain into j.2D.
Overdrive 660 DR All - - - - - -
  • Gains 20% Heat on hit and 7-8% Heat on block. Drains 2% from the opponent.
  • Hitbox becomes even bigger, making it even harder to contest.
  • Thanks to j.2D's changes in OD, it can be used as OD combo filler.
j.2D
j.2D
BBCP Terumi j2D.png
Ressen- I mean J.2D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 640 DR All 15 8 12L +3 - -
  • Gains about 12-13% Heat on hit, 6-7% Heat on block.
  • Terumi's pressure reset tool. Combined with jump startup, the fastest it can done is 20 frames.
  • It is +3 on block when TK'd.
  • The only time Terumi can go into it without leaving a 10+ frame gap is from 5C or 2C (there is a small gap for the opponent to jab, but they don't get anything big unless they instant block, have a DP, or have meter).
  • This move's main use is as an Overdrive combo extender and as an air combo ender.
Overdrive 640 DR H - - - - - -
  • Gains 14-15% Heat on hit, 8-9% on block. Drains 2% from the opponent.
  • While the hitbox and Heat Gain don't change, it now causes a hard knockdown, allowing follow-ups whenever it lands no matter what.
  • Great OD combo filler and pressure option.

Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCP Terumi ForwardThrow.png
The heel must hurt...
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1500 SOR - - - - - - -
  • Can cancel into Crush Trigger, Overdrive, and any special (besides 22C) or super on the first hit of the grab.
  • All options above, including 22C, are possible on the 2nd hit.
Back Throw
Back Throw
4B+C
BBCP Terumi BackThrow.png
"Sucks to be you!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1500 SOR - - - - - - -
  • First hit works the same as the forward grab.
  • Second hit tosses the opponent behind Terumi and wall bounces, allowing follow-ups after dashing. Also special, super, and OD cancelable.
Air Throw
Air Throw
j.B+C
BBCP Terumi AirThrow.png
"Sucks to be you!", now in air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1500 SOR - - - - - - -
  • Works the same as back throw, except when the opponent wall bounces, they bounce back towards Terumi.
  • Beware of doing air grabs with the opponent too close to the corner. If they are, they will not wall bounce and they will simpily be put in a hard knockdown, where only Jakyou Messenga can reach in time to combo.
Counter Assault
Counter Assault
6A+B (When Blocking)
BBCP Terumi 6A.png
Sh**, missed again!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 2 32 -15 - -
  • Decent speed and range but EXTREMELY EASY to whiff with. Only use it in emergency situations.
Crush Trigger
Crush Trigger
5A+B
BBCP Terumi CT.png
Zanei- I mean Crush Trigger
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30 1 26 -4 - -
  • Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.
  • Since Terumi gains a lot of Heat, there are a lot of opportunities to use this. However, like most Crush Triggers, it is negative on block.
  • Can be used in some combo routes, but most of them require a Counter Hit or 75 Heat.
  • It is also decent to open up the opponent, but it is recommend to have 75 Heat before trying this, so Terumi can either keep the pressure going if they Barrier Block it or to do a devastating combo.

Special Moves

Snakebite - Jagaku
Snakebite - Jagaku
236D
BBCP Terumi 236D.png
You're gonna see this A LOT
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1091 DR - 13 11 18 -9 - -
  • Gains 29% Heat on hit.
  • In Overdrive: Gains 34% on hit and drains 5% from the opponent.
  • One of Terumi's main combo enders, extender with meter.
  • Super-cancelable on the first and third hit. Can RC throughout the move.
  • Has a minimun height restriction; due to this, the move doesn't fully animate on airborne opponents too far from the ground.
    • However, Terumi can follow up with 5A or 5B after hitting an airborne opponent, giving the move corner carry abilities.
  • Decent whiff punisher when meter is needed.
  • Can be used as a very gimmicky pressure reset and throw setup by putting the opponent in blockstun and making it whiff.
  • Very unsafe on block so be careful throwing it out.
  • Can be used to catch rolls on specific combo enders (6C, 22C)
  • When used as a combo ender, it can be very hard to punish rolls midscreen.
Retaliating Fang - Gasenshou
Retaliating Fang - Gasenshou
214D
BBCP Terumi 214D.png
"Enjoy the pain!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1519 DR - 25 3 43 - - -
  • Gains 34% Heat on a successful grab. In Overdrive: Gains 44% Heat and drains 10% from the opponent.
  • Has great range for a command grab, but it is very slow. Can be used sparingly as a mixup option to get the needed Heat, but if overdone, Terumi will be punished very heavily for it.
Cleaving Fang - Garengeki
Cleaving Fang - Garengeki
22C
BBCP Terumi 22C.png
That stomping special
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- SDOR - 8 - - - - -
  • Purely combo filler. All of Terumi's most damaging combos use this move.
  • Two versions exist for this move: 22C (Light version) and 22CCC (Heavy version). The heavy version can be triggered by pressing the C button at least three times before the second stomp connects:
    • Light version: Two stomps, one kick.
    • Heavy version: Five stomps, one kick.
  • Both versions send the opponent flying away very high. Must special-cancel to follow up in the corner.
Tsuishoga
Tsuishoga
214C Quite a literal overhead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 DR H 13 - - -4 - -
  • Decently fast overhead.
  • Relatively safe on block.
  • Can be used in corner combos thanks to Cleaving Fang being special cancelable.

Exceed Accel

Jaraku Enkokusen
ABCD during Overdrive What are you looking at?
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2040 - All - - - - - -
Active Flow 4020 - All - - - - - -
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Terumi performs a flying kick to the opponent on startup, then summons a portal from which several snakes attack the opponent. Puts Terumi in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.

Distortion Drives

Gleaming Fang - Jakyou Messenga
Gleaming Fang - Jakyou Messenga
41236C [Air OK]
BBCP Terumi 41236C.png
Still best super.
BBCP Terumi 41236C Air.png
Who says that snakes can't be fast?
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1440 R All 4+8 8 50 -9 - 4~21
Normal (Air) 1440 - All - - - - - -
  • Fatal Counter
  • Minimum gamage 360.

Terumi rushes at the opponent enveloped in a snake-shaped aura, covering up to ¾ of the screen (air version varies depending on how high Terumi is when used).

On a successful hit, around 3000 damage combos can be used with minimum requirements. Now only has projectile invulnerability, so it can't be used as a reversal. It is -9 on block, but a lot of characters have trouble punishing it on such cases. Air version, on the other hand, is very punishable on block in most situations by most of the cast; it also loses to well timed anti-airs with head invulnerability.

Overall, this is his best Distortion Drive in terms of utility.

Overdrive 2040 DR All - - - - - -
Overdrive (Air) 2040 D All - - - - - -
  • OD version adds an additional rush to the attack (ground and air version), negating the side switch.
  • Does more damage and gives more time to follow up.
  • Minimum gamage 540.
Divine Twin Blades - Gouga Soutenjin
Divine Twin Blades - Gouga Soutenjin
623B [Air OK]
BBCP Terumi 623B.png
10 frames of invul! Hold that Haz!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2315 R All 4+3 4.8(15)3 - -35 - 1~10
  • Main reversal option.
  • High minimum damage makes it good for closing out matches when below 75 heat.
  • Can be followed up on Counter Hit.
  • Minimum gamage 840.
Overdrive 2563 DR All - - - - - -
  • OD version adds an extra kick at the end which groundbounces the opponent, allowing follow-ups.
  • Ground version gives 8 frames to follow up, while the air version gives 11 frames.
  • Staple OD combo extender.
  • Minimum gamage 1100.
Serpent's Laceration - Orochi Burensen
Serpent's Laceration - Orochi Burensen
63214A/B
BBCP Terumi 63214B.png
His trademark: The stomping super.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal (B) 2418 R H 13+2 2 16 -1 - 9~16
  • B version is an overhead.
  • Wallbounces towards Terumi midscreen; wallsticks in the corner.
  • The B version is Terumi's main corner combo extender.
  • Minimum gamage 715.
Normal(A) 2253 R L 13+2 - - -13 - -
  • The A version is a low. With 100 Heat, this is a legit mixup, but the damage is low for the amount of resources used.
  • A version cannot be followed up without 100 Heat.
  • Wallbounces towards Terumi midscreen; wallsticks in the corner.
  • When Rapid Canceled on the second hit, the A version leaves them in a long untechable state, making it useful in specific combos.
  • Minimum gamage 545.
Overdrive(B) 3236 DR H - - - - - -
Overdrive(A) 3236 DR L - - - - - -
  • Increases the damage of both versions, making them do the same amount of damage.
  • Unlike in BBCP the B version doesn't have the bow at the end of the OD version.
  • Minimum gamage 890.
Venomous Bite - Ouja Zanrouga
Venomous Bite - Ouja Zanrouga
236236A
BBCP Terumi 236236A.png
When it works, then with a big, venomous grin...
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Catch - - - GP1~112 75 - - - -
Attack 2800 R UNB - - - - - -

Terumi walks and casually swings Ouroboros while laughing.

A counter-style super that triggers off mids and highs, but loses to lows, projectiles, unblockables, and throws. Counters on frame 1, and if triggered, Terumi flips over them and slashes with his chains for a side-switch combo. Deals massive damage and can be Rapid Canceled 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.

Catch (OD) - - - GP1~112 75 - - - -
Attack (OD) 3200 DR UNB - - - - - -
  • Does increased damage, becomes super-cancelable on a successful counter, and can counter lows.
  • Other limitations still apply, however.
Serpent's Cursed Sting - Jabaku Fuuenjin
Serpent's Cursed Sting - Jabaku Fuuenjin
632146D
BBCP Terumi 632146D.png
Drain everything until nothing is left
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Attack 1160 - All 7+10 4 34 -17 - 1~26
Additional Attacks 74-150 a hit - All - - - - - -
Finisher 700-2000 - All - - - - - -
  • Damage increases with the amount of heat you have.
  • Always uses all of your heat on hit, but on whiff or block just 50.
  • Minimum damage with 100 heat 1680.

Terumi slashes the opponent with a sword made out of his evil greenish energy. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll proceeds in pumping his vile force into the opponent while draining their power before dropping them to the ground and kicking them away.

Very strong combo ender due to its very high minimum damage if Terumi has at least 75 Heat. Also doubles as his third reversal option, although it is slower than 623B. It will always use up all of Terumi's Heat on a successful hit. That being said, unless Terumi has at least 75 Heat to spend, it is not recommended to use this Distortion Drive because 623B outdamages it in that case. When at 75 Heat and below 100, Terumi has 8 frames to follow up with a normal; however, the follow-up only comes into play if this move is used as a reversal.

Attack (OD) 1160 - All 7+10 4 34 -17 - 1~26
Additional Attacks (OD) 75-165 a hit - All - - - - - -
Finisher (OD) 900-2500 - All - - - - - -
  • OD version drains a lot of the opponent's Heat (up to 53%; 5% Heat for every 5% Heat Terumi has).
  • 100 Heat version does insane damage on hit. 75% version does more damage, and follow-up is still possible, but Terumi cannot get as much from it as the regular version. 50% version, besides the Heat drain, remains unchanged.
  • Minimum damage with 100 heat 2030, but if opponent has heat it's 2180.
Screeches of the Condemned - Jarin Renshouga
Screeches of the Condemned - Jarin Renshouga
236236D/214214D
BBCP Terumi 236236D.png
BBCP Terumi 214214D.png
Get over here and let me hear you cry!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 4594 - B 9+22 95 - ±0 - 1~32
  • If first hit guard crushes, the second hit confirm into the rest of the attack.
  • Minimum gamage 1740.

Terumi shoots out a chain either straight (236236D) or at a 45 degree angle (214214D). If it connects, he shoots another chain and lifts the opponent into the air. He then pulls himself to the opponent, inflicting great pain with his mightily kicks and slashes. In the great final, he lunges into his victim from above while covered in his diabolic energy resembling a green lindworm and devours them, including their screams of pain.

Costs 100 Heat and has a good amount of invulnerability. It guard-crushes on normal guard, and if Barrier Blocked, it pulls his opponent to him, leaving him/her in a good position. This is mainly used to close out matches midscreen and against zoners to blow up projectile throwers and punish them fiercly. Has a minimum distance at which the opponent must be away from Terumi (roughly half screen; anti-air version is roughly 1 1/2 character lengths, although if they are too close, it becomes inconsistent) or it will completely pass through the opponent.

Overdrive 5866 - UNB - - - - - -
  • OD versions are completely unblockable.
  • Can be used to play mind games with the opponent or on Overdrive Raid (GCOD) against projectiles to punish them for massive damage.
  • Last hit can be cancelled into Terumi's Exceed Accel for insane damage.
  • Minimum gamage 2330.

Astral Heat

Unholy Wrath of the Basilisk - Orochizanto Reppuga
222D
BBCP Terumi 222D.png
"Feel the wrath of the true Susano'o!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
34500 - - - - - - - -

Terumi creates a red portal with his Ouroboros chains on the ground in front of him. If the opponent is caught in it, he proceeds to shoot out dozens of green snake-like energy blasts at the opponent from a portal summoned behind him while laughing like a maniac, then turns into the Black Susano'o and uses a mighty slash to finish the opponent off.

A very easy Astral Heat to land. Can connect from 236D, 6D, CH 6A and numerous other things. Compared to other Astral Heats, Terumi's is a very practical way to finish the match.


External References