(→Combos) |
(→Combos) |
||
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 |
---|
|
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:
- Japanese Name: ユウキ=テルミ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
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 |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
Drive Moves
5D
5D |
---|
2D
2D |
---|
6D
6D |
---|
j.D
j.D |
---|
j.2D
j.2D |
---|
Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
---|
Back Throw
Back Throw 4B+C |
---|
Air Throw
Air Throw j.B+C |
---|
Counter Assault
Counter Assault 6A+B (When Blocking) |
---|
Crush Trigger
Crush Trigger 5A+B |
---|
Specials
Snakebite - Jagaku
Snakebite - Jagaku 236D |
---|
Retaliating Fang - Gasenshou
Retaliating Fang - Gasenshou 214D |
---|
Cleaving Fang - Garengeki
Cleaving Fang - Garengeki 22C |
---|
Distortion Drives
Gleaming Fang - Jakyou Messenga
Gleaming Fang - Jakyou Messenga 41236C air OK |
---|
Divine Twin Blades - Gouga Soutenjin
Divine Twin Blades - Gouga Soutenjin 623B air OK |
---|
Serpent's Laceration - Orochi Burensen
Serpent's Laceration - Orochi Burensen 63214A/B |
---|
Venomous Bite - Ouja Zanrouga
Venomous Bite - Ouja Zanrouga 236236A |
---|
Serpent's Cursed Sting - Jabaku Fuuenjin
Serpent's Cursed Sting - Jabaku Fuuenjin 632146D |
---|
Screeches of the Condemned - Jarin Renshouga
Screeches of the Condemned - Jarin Renshouga 236236D/214214D |
---|
Astral Heat
Unholy Wrath of the Basilisk - Orochizanto Reppuga 222D |
---|
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: |
---|
|
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.