BBCPE/Yuuki Terumi: Difference between revisions

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Line 1,660: Line 1,660:
*Notes: Covers almost all of 2A's range. At 2A's max range omit the 2C. Also  
*Notes: Covers almost all of 2A's range. At 2A's max range omit the 2C. Also  
possible from 2B, 5B, 5C and 2C but not at max range. If the 5D is done at max
possible from 2B, 5B, 5C and 2C but not at max range. If the 5D is done at max
range replace 236D with 6C.
range replace 236D with 6C, or omit the 2C and go for 2A > 2B > 5D > 236D.





Revision as of 03:16, 6 July 2015

Yuuki Terumi
BBCP Terumi Portrait.png

Health: 10,500

Combo Rate: 70%

Jump Startup: 4F

Backdash Time: 22F

Backdash Invincibility: 1-5F

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, High Meter Gain
Full Frame Data
BBCPE/Yuuki Terumi/Frame Data

Overview

Yuki Terumi, also known as Hazama, is a member of the Six Heroes, as well as the creator of the Azure Grimoire. He is to appear in Blazblue Chronophantasma and will be playable for the console release.

Drive: Force Eater
Terumi's drive is centered around meter gain. By using his "Force Eater" 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 meter when they block or get hit with Terumi's drive attacks.

Overdrive: Nightmare Reaper
Increases the meter gained from Drive attacks and generally improves them in terms of hitbox, damage, etc. Terumi will also drain the opponent's meter when his Drive attacks hit the opponent.

Pros/Strengths:

  • Very high meter gain means more Rapid Cancels/Counter Assaults/Crush Triggers/Distortions
  • Very good mobility with high speed
  • Strong rushdown and pressure options, decent mixup
  • Good defensive options with 50 meter
  • Builds meter extremely quickly


Cons/Weaknesses:

  • Lacks a true standing overhead
  • Lacks reversal options without 50 meter
  • Low average meterless damage
  • Below average health


External References:


Move List

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCP Terumi 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 5 3 9 0 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5B
5B
BBCP Terumi 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR All 8 2 14 +2 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5C
5C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
380, 380 SOJR All 11 2(11)2 19 -2 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2A
2A
BBCP Terumi 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR All 7 2 9 +1 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2B
2B
BBCP Terumi 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420 SOR L 9 3 23 -12 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2C
2C
BBCP Terumi 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 SOJR All 13 4 25 -12 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6A
6A
BBCP Terumi 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520 SOJR All 9 3 24 -10 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6B
6B
BBCP Terumi 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOR All 24 3 13 +3 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6C
6C
BBCP Terumi 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 520, 960 R All 13 2(10)6(14)4 31 -14 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3C
3C
BBCP Terumi 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOJR L 10 2 30 -13 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.A
j.A
BBCP Terumi jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CDOJR H 7 3 8 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.B
j.B
BBCP Terumi jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
350, 350 DOJR H 10 4(2)2 14 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.C
j.C
BBCP Terumi jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300, 300, 500 DOJR H 11 2(3)2(4)2 18 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Drive Moves

5D
5D
BBCP Terumi 5D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 460 SOR All 13 4 18 -3 - -
  • Gains 15% Heat on hit, 7% on guard.

A long range poke. Most of the time used in combos. Not a projectile even though it looks like one.

Overdrive 460 SR All - - - - - -

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2D
2D
BBCP Terumi 2D.png
Great for oki, and not much else.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 600 R All 40 15 7 +5 - -
  • Gains about 25% heat on hit, 8% heat on block.
Overdrive 966 R All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6D
6D
BBCP Terumi 6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1337 DOR All 18 3 27 -11 - -
  • Fatal Counter
  • Gains 35% Heat on hit.
Overdrive 1649 DR All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.D
j.D
BBCP Terumi jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 660 DOR All 20 4 23+6L - - -
  • Gains about 16% heat on hit.

A long range jumping attack. Used for poking and in combos. Not an overhead. Not a projectile.

Overdrive 660 DR All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.2D
j.2D
BBCP Terumi j2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 530 DOR H 15 8 6L +3 - -
  • Gains about 14% heat on hit.

Terumi's main overhead. Used only in mix-up and for ending air combos.

Overdrive 530 DR H - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCP Terumi ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw
Back Throw
4B+C
BBCP Terumi BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
j.B+C
BBCP Terumi AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault
Counter Assault
6A+B (When Blocking)
BBCP Terumi 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - All 13 2 32 -15 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger
Crush Trigger
5A+B
BBCP Terumi CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 - B 30 1 30 -8 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials

Snakebite - Jagaku
Snakebite - Jagaku
236D
BBCP Terumi 236D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
936 DR - 13 11 18 -4 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Retaliating Fang - Gasenshou
Retaliating Fang - Gasenshou
214D
BBCP Terumi 214D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1519 DR - 25 3 43 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Cleaving Fang - Garengeki
Cleaving Fang - Garengeki
22C
BBCP Terumi 22C.png
That stomping special.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- DR - 8 - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Gleaming Fang - Jakyou Messenga
Gleaming Fang - Jakyou Messenga
41236C air OK
BBCP Terumi 41236C.png
Best super
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1680 R All 4+8 8 50 -8 - 4~21
Overdrive 1960 DR All - - - - - -
Normal(Air) 1519 - All - - - - - -
Overdrive(Air) 1800 D All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Divine Twin Blades - Gouga Soutenjin
Divine Twin Blades - Gouga Soutenjin
623B air OK
BBCP Terumi 623B.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2486 R All 4+3 4.8(15)3 - -35 - 1~10
Overdrive 2771 DR All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Serpent's Laceration - Orochi Burensen
Serpent's Laceration - Orochi Burensen
63214A/B
BBCP Terumi 63214B.png
That 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
Overdrive(B) 3236 DR H - - - - - -
Normal(A) 2083 R L - - - - - -
Overdrive(A) 3236 DR L - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Venomous Bite - Ouja Zanrouga
Venomous Bite - Ouja Zanrouga
236236A
BBCP Terumi 236236A.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Catch - - - GP1~112 75 - - - -
Catch (OD) - - - - - - - - -
Attack 3200 R UNB - - - - - -
Attack (OD) 4200 DR UNB - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Serpent's Cursed Sting - Jabaku Fuuenjin
Serpent's Cursed Sting - Jabaku Fuuenjin
632146D
BBCP Terumi 632146D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Attack 1224 - All 7+10 4 34 -17 - 1~26
Attack (OD) 1224 - All - - - - - -
Additional Attacks 74-150 a hit - All - - - - - -
Additional Attacks (OD) 75-165 a hit - All - - - - - -
Finisher 700-2000 - All - - - - - -
Finisher (OD) 900-2500 - All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Screeches of the Condemned - Jarin Renshouga
Screeches of the Condemned - Jarin Renshouga
236236D/214214D
BBCP Terumi 236236D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 4594 - B 9+22 95 - ±0 - 1~32
Overdrive 5866 - UNB - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Unholy Wrath of the Basilisk - Orochizanto Reppuga
222D
BBCP Terumi 222D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
34500 - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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.

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
djc = double 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.

Midscreen

1) 2/5A > 2B > 2C > 5D > 236D: 1403 Dmg/ 36 Heat

  • Notes: Covers almost all of 2A's range. At 2A's max range omit the 2C. Also

possible from 2B, 5B, 5C and 2C but not at max range. If the 5D is done at max range replace 236D with 6C, or omit the 2C and go for 2A > 2B > 5D > 236D.


2) 2/5A > 5C > 3C > 22C lvl 2, 6[6] 6C: 2532 Dmg/ 18 Heat

  • Notes: Terumi needs to be close


3) 5A > 6A > hjc > j.B(1) > j.C > djc > j.C > j.2D: 1435 Dmg/ 16 Heat

  • Notes: If the opponent is airborne omit the j.B.


4) 5C > jc > j.C > j.2D: 1141 Dmg/ 14 Heat

  • Requirements: Airborne opponent


5) 6A > hjc > j.B(1) > j.C > djc > j.C(2) > j.D > j.2D: 1562 Dmg/ 21Heat

  • Notes: If the opponent is airborne omit the j.B.


6) 5B > 5C > 2C > 5D > 236D: 1990 Dmg/ 41 Heat

  • Notes: At 5B's max range omit 5C and 2C.


7) 5B > 5C > 5D > 6B > 6D > 236D: 2499 Dmg/ 61 Heat

  • Requirements: Crouching opponent


8) 5B > 5C > 3C > 22C lvl 2, 6[6] 6C: 3050 Dmg/ 21 Heat

  • Notes: It can't be done at 5B's max range.


9) 6B > 2C > 5C > 22C lvl 2, 6[6] 6C: 3357 Dmg/ 24 Heat

  • Requirements: Midair opponent


10) 5B > 5C > 3C > 22C lvl 3 > delayed 41236C, 5B > 5C > 3C > 5D > 236D: 4104 Dmg/ 23 Heat

  • Requirements: 50 heat
  • Notes: The last 3C can be replaced by 2C. 236D can be replaced with 6C.


11) 6C RC (3) > 66 2C > 5C > 22C lvl 2, 6[6] 6C: 3601 Dmg/ 17 Heat

  • Requirements: 50 heat


12) j.A > 2A > 5C > 2C > 5D > 236D: 1231 Dmg/ 32 Heat

  • Notes: For standing opponents use j.A twice.


13) j.A > 2A > 5C > 3C > 22C lvl 2 > 6[6] 6C: 1796 Dmg/ 12 Heat

  • Notes: On standing opponents use j.A twice.


14) Max range j.B > 2B > 5D > 236D: 1157 Dmg/ 34 Heat

  • Notes: 236D can be replaced with 6C for more damage.


15) Close j.B(1) > 5C > 5D > 6B > 6D > 236D: 1888 Dmg/ 55 Heat

  • Requirements: Crouching opponent.
  • Notes: Also possible from j.C and j.A(replacing 5C with 2A for j.A).


16) j.2D > j.41236C; 5A > 5C; 2B > 5C > 3C > 5D > 236D: 2676 Dmg/ 32 Heat

  • Requirements: 50 Heat.
  • Notes: This little loop can be done with j.41236C as starter too.


17) j.2D > j.41236C; 5A > 5C > 22C lvl 2 > 6[6] 6C: 3022 Dmg/ 18 Heat

  • Requirements: 50 Heat.


18) j.2D > 2A > 5D > 6B > 6D > 236D: 1806 Dmg/ 63 Heat

  • Requirements: Crouching opponent, lowest height (almost touching the floor).
  • Notes: Also possible con CH j.2D.


19) Throw > 22C lvl 2, 6[6] 6C: 3031 Dmg/ 21Heat


20) Back Throw, 6[6] 6D > 236D: 2484 Dmg/ 53 Heat


21) Air Throw, delayed 6D > 236D: 2484 Dmg/ 53 Heat

  • Notes: This combo is dependent if Terumi is in or near the corner.


22) Back Throw, 66 5B > 5C > 22C lvl 2, 6[6] 6C: 3155 Dmg/ 22 Heat


23) Air Throw, delayed 5C > 22C lvl 2, 6[6] 6C: 3145 Dmg/ 22 Heat


24) 236236A RC > 6B > 2C > 5C > 22C lvl 2, 6[6] 6C: 5301 Dmg/ 8 Heat

  • Requirements: 100 heat


25) CH 623B, 6C: 3193 Dmg/ 1 Heat


26) 5D > 236D > 41236C, 2A > 5C > 22C lvl 2, 6[6] 6C: 3101 Dmg/ 46 Heat

  • Requirements: 50 heat
  • Notes: It can't be done at 5D's max range.


27) 5D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3173 Dmg/ 21 Heat

  • Requirements: 50 heat
  • Notes:


28) 41236C, 2A > 5C > 22C lvl 2, 6[6] 6C: 3395 Dmg/ 8 Heat

  • Requirements: 50 heat
  • Notes: 3C can be replaced with 2C.


29) FC 6B, (66 AB) > 66 5B > 5C > 2C > 5D > 5D > 6B > 6D > 236D: 2900 Dmg/ 63 Heat 3800 Dmg/ 50 Heat with Crush Trigger.

  • Requirements: 25 Heat for the Crush Trigger.


30) FC 6B > 66 Overdrive > 623B, 5B > 5C > 2C > 6D > 236D: 5004 Dmg/ 48 Heat

  • Requirements: 50 Heat and Burst ready.
  • Notes: It can be done with 100% health, but if Terumi has less enough for the

6D to be enhanced, then the 236D must be delayed


31) FC 6B > Overdrive, 632146D: 3376 Dmg/4586 Dmg/7011 Dmg

  • Requirements: 50 heat/75 heat/100 heat and Burst ready.



Midscreen to Corner

1) 2/5A > 5B > 2C > 5D > 6C RC(3) > 66 2C > 5C > 3C > 5D > 6C: 2507 Dmg/ 22 Heat

  • Requirements: 50 heat


2) 6C RC(3) > AB > 5C > 22C lvl 2 > 6[6] 6C: 4289 Dmg/ 22 Heat

  • Requirements: 75 heat


3) 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 2, 66 5B > 5D > 6D > 236D: 3947 Dmg/ 55 Heat

  • Requirements: 50 heat
  • Notes: If close enough, the 2C can be replaced with 5C for more damage and heat.


4) 5B > 5C > 3C > 22C lvl 2, 6[6] 6C RC(3) > 66 2C > 5C > 3C > 5D > 6C: 4153 Dmg/ 25 Heat

  • Requirements: 50 heat
  • Notes: In the corner, after the RC you can do 66 3C > 5D > 6D > 236D for more heat.


5) 63214A RC(2) > 66 2C > 5C > 3C > 5D > 6C: 2423 Dmg/ 14 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) 63214A RC(2) > 66 3C > 22C lvl 1, 5C > 236D: 2565 Dmg/ 29 Heat

  • Requirements: 100 heat
  • Notes: Do this if you have enough time to get to the corner after

63214A RC(2).



Corner Only

1) 2/5A > 5C > 3C > 22C lvl 1, 5B > 5D > 6D > 236D: 2557 Dmg/ 58 Heat

  • Notes: It can't be done at 2/5A's max range. Also possible from j.A(twice on standing opponents).


2) 5B > 5C > 3C > 22C lvl 2, 5B > 5C > 2C > 5D > 6D > 236D: 3715 Dmg/ 67 Heat

  • Notes: It's also possible from 2B, 2C, 5C, 3C, [2D, 5C], [FC 6B, 66 5C], j.B or j.C (omitting the first 5B for j.B and j.C).


3) 5B > 3C > 22C lvl 2 > 63214B, 66 3C > 5D > 6D > 236D: 4596 Dmg/ 59 Heat

  • Requirements: 50 Heat.
  • Notes: Also possible from 3C and CH 5C > 22C lvl 2.


4) 6C RC(3) > 66 3C > 22C lvl 2, 5B > 5C > 2C > 5D > 6D > 236D: 3987 Dmg/ 60 Heat

  • Requirements: 50 Heat


5) 6C RC(3) > AB > delayed 22C lvl 2 > 5B > 5C > 2C > 5D > 6D > 236D: 4904 Dmg/ 66 Heat

  • Requirements: 75 Heat


6) 63214A RC(2) > 3C > 22C lvl 1, 5B > 5D > 6D > 236D: 2852 Dmg/ 30 Heat

  • Requirements: 100 Heat.


7) 5D > 236D > 63214B, 22C lvl 2, 5B > 5C > 3C > 6C: 3831 Dmg/ 50 Heat

  • Requirements: 50 Heat.


8) 5D > 236D > 63214B, 2C > 5C > 3C > 5D > 6D: 3333 Dmg/ 69 Heat

  • Requirements: 50 Heat.
  • Notes: It can be the same combo if you don't do more than two hits before 5D.

If the starter is 236D you can go after the 63214B for 22C lvl 1 > 5B > 5D > 6D > 236D. If before the 5D you do between three and four hits, then the 63214B must be followed with 66 3C > 5D > 6D.


9) j.2D > j. 41236C, 5A > 5C > 3C > 22C lvl 2: 2646 Dmg/ 15 Heat

  • Requirements: 50 Heat
  • Notes: Use it only on standing opponents and if you wan to finish the round,

because it leaves the opponent out of the corner.


10) j.2D, fall > 63214B > 66 3C > 5D > 6D > 236D: 3475 Dmg/ 60 Heat

  • Requirements: 50 Heat, crouching opponent.


11) Throw > 22C lvl 1, 5C > 2C > 5D > 6D, 5C > 236D: 3243 Dmg/ 63 Heat


12) Throw > 22C lvl 2, 5B > 5C > 3C > 6C: 3435 Dmg/ 24 Heat

  • Notes: A more damage variant. The 6C can be replaced with 236D for more Heat.


13) Back Throw, 66 5B > 5C > 23C lvl 2 > 6[6] 6C: 3155 Dmg/ 22 Heat

  • Requirements: Opponent in the corner.
  • Notes: It leaves the opponent out of the corner.


14) Back Throw, delayed 5C > 2C > 5D > 6D > 236D: 2752 Dmg/ 60 Heat

  • Requirements: Terumi in the corner.


15) 236236A RC > 5C > 22C lvl 2, 66 5B > 5C > 2C > 5D > 6D > 236D: 5730 Dmg/ 51 Heat

  • Requirements: 100 heat and Terumi cornered.


16) CH 6C, 22C lvl 2, 5B > 5C > 2C > 5D > 6D > 236D: 4157 Dmg/ 70 Heat


17) 5D > 236D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3101 Dmg/ 46 Heat

  • Requirements: 50 heat, Terumi in the corner.
  • Notes: Side switch combo, possible to use with 9 heat.


18) 5D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3173 Dmg/ 21 Heat

  • Requirements: 50 heat, Terumi int the corner.
  • Notes: Side switch combo, possible to use with 9 heat. If close enough to the

corner after 41236C, after the 22C you can do 66 5D > 236D for more Heat.


19) 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3395 Dmg/ 8 Heat

  • Requirements: 50 heat, Terumi in the corner
  • Notes: Side switch combo, possible to use with 9 heat. If close enough to the

corner after 41236C, after the 22C you can do 66 5D > 236D for more Heat. If the opponent was very close to Terumi, you can do 41236C, 2A > 5C > 22C lvl 1 > 66 5B > 5D > 6D > 236D.


20) 5B > 5C > 63214B, 22C lvl 1, 5C > 2C > 5D > 6D > 236D: 4485 Dmg/ 57 Heat

  • Requirements: 50 Heat
  • Notes: Also possible from 2B > 5C, 2C and 3C.


21) FC 6B > (66 AB) > 3C > 22C lvl 2; 5B > 5C > 2C > 5D > 6D > 236D: 3844 (4764) Dmg/ 68(62) Heat

  • Requirements: 25 Heat if Crush Trigger is used..


22) 6B > 63214B, 22C lvl 2, delayed 5B > 5D > 6D > 236D: 4875 Dmg/ 59 Heat

  • Requirements: 50 Heat, Terumi close enough to the opponent for the 63214B to connect.
  • Notes: Also possible from 3C.


23) FC 6B, 66 AB > 63214B, 22C lvl 1, delayed 5B > 5D > 6D > 236D: 5470 Dmg/ 58 Heat

  • Requirements: 75 Heat.


24) FC 6B > 66 Overdrive, 623B, 5B > 6D; delayed 22C lvl 1; 5B > 5C > 3C > 236D: 5393 Dmg/ 50 Heat

  • Requirements: 50 Heat and Burst ready.



BlazBlue: Chrono Phantasma Extende
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