BBCPE/Yuuki Terumi: Difference between revisions

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[[Category:BlazBlue]]
[[Category:BlazBlue]]
[[Category:BlazBlue Characters]]
[[Category:BlazBlue Characters]]
==Move List==
{{warning|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===
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
|image=BBCP_Terumi_5A.png
|caption=Classic backhander
|name=5A
|data=
{{AttackData-BBCPE
|damage=300
|cancel=CSOJR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=5
|active=3
|recovery=9
|frameAdv=0
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/5A
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
|image=BBCP_Terumi_5B.png
|caption=Dance and sting like an evil hornet
|name=5B
|data=
{{AttackData-BBCPE
|damage=480
|cancel=SOR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=8
|active=2
|recovery=14
|frameAdv=+2
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/5B
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=BBCP_Terumi_5C.png
|caption=Two are better than one
|name=5C
|data=
{{AttackData-BBCPE
|damage=380, 380
|cancel=SOJR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=11
|active=2(11)2
|recovery=19
|frameAdv=-2
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/5C
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
|image=BBCP_Terumi_2A.png
|caption=
|name=2A
|data=
{{AttackData-BBCPE
|damage=300
|cancel=CSOR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=7
|active=2
|recovery=9
|frameAdv=+1
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/2A
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
|image=BBCP_Terumi_2B.png
|caption=
|name=2B
|data=
{{AttackData-BBCPE
|damage=420
|cancel=SOR
|p1=
|p2=
|smp=
|starter=
|guard=L
|startup=9
|active=3
|recovery=19
|frameAdv=-8
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/2B
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
|image=BBCP_Terumi_2C.png
|caption=
|name=2C
|data=
{{AttackData-BBCPE
|damage=580
|cancel=SOJR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=13
|active=4
|recovery=25
|frameAdv=-12
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/2C
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">6A</font> ======
{{MoveData
|image=BBCP_Terumi_6A.png
|caption=From above?
|name=6A
|data=
{{AttackData-BBCPE
|damage=520
|cancel=SOJR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=9
|active=3
|recovery=24
|frameAdv=-10
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=H
|hitbox=Terumi/6A
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">6B</font> ======
{{MoveData
|image=BBCP_Terumi_6B.png
|caption=Sooo satisfying to ram your knee into someone else
|name=6B
|data=
{{AttackData-BBCPE
|damage=600
|cancel=SOR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=24
|active=3
|recovery=13
|frameAdv=+3
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=F,T
|hitbox=Terumi/6B
|description=
* 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 Counter Drive, Noel's Chain Revolver Drive, Jin gale).
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
|image=BBCP_Terumi_6C.png
|caption="Slice aaand dice!"
|name=6C
|data=
{{AttackData-BBCPE
|damage=520, 520, 960
|cancel=R
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=13
|active=2(10)6(14)4
|recovery=31
|frameAdv=-14
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/6C
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
|image=BBCP_Terumi_3C.png
|caption=Always good to sweep someone of their feet
|name=3C
|data=
{{AttackData-BBCPE
|damage=660
|cancel=SOJR
|p1=
|p2=
|smp=
|starter=
|guard=L
|startup=10
|active=2
|recovery=30
|frameAdv=-13
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/3C
|description=
* 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
}}
}}
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|image=BBCP_Terumi_jA.png
|caption=
|name=j.A
|data=
{{AttackData-BBCPE
|damage=300
|cancel=CDOJR
|p1=
|p2=
|smp=
|starter=
|guard=H
|startup=7
|active=3
|recovery=8
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/jA
|description=
* Jumping jab. One of his best options for hitting crouchers on a jump-in.
* It is also a good anti-air option.
}}
}}
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=BBCP_Terumi_jB.png
|caption=
|name=j.B
|data=
{{AttackData-BBCPE
|damage=350, 350
|cancel=DOJR
|p1=
|p2=
|smp=
|starter=
|guard=H
|startup=10
|active=4(2)2
|recovery=14
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/jB
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
|image=BBCP_Terumi_jC.png
|caption=
|name=j.C
|data=
{{AttackData-BBCPE
|damage=300, 300, 500
|cancel=DOJR
|p1=
|p2=
|smp=
|starter=
|guard=H
|startup=11
|active=2(3)2(4)2
|recovery=18
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/jC
|description=
* 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===
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
|image=BBCP_Terumi_5D.png
|caption=
|name=5D
|data=
{{AttackData-BBCPE
|version=Normal
|damage=460
|cancel=SOR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=13
|active=4
|recovery=18
|frameAdv=-3
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/5D
|description=
* Gains 14% 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 counterpoke 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.
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive
|damage=460
|cancel=SR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/5D
|description=
Greatly increased horizontal and vertical range. Gains 18% Heat on hit and 11-12% Heat on block. Steals 2% Heat from the opponent on hit and block.
}}
}}
====== <font style="visibility:hidden" size="0">2D</font> ======
{{MoveData
|image=BBCP_Terumi_2D.png
|caption=Great for oki, and not much else.
|name=2D
|data=
{{AttackData-BBCPE
|version=Normal
|damage=600
|cancel=R
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=40
|active=15
|recovery=7
|frameAdv=+5
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/2D
|description=
* 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.
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive
|damage=966
|cancel=R
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/2D
|description=
* 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.
* Contrary to the normal one it causes 3 hits instead of one.
}}
}}
====== <font style="visibility:hidden" size="0">6D</font> ======
{{MoveData
|image=BBCP_Terumi_6D.png
|caption=Have a nice flight, haha!
|name=6D
|data=
{{AttackData-BBCPE
|version=Normal
|damage=1337
|cancel=DOR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=18
|active=3
|recovery=27
|frameAdv=-11
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/6D
|description=
* Fatal Counter.
* Gains 28% Heat on hit.
* Combo filler only. Not recommended for anything else because he has other normals that can fulfill those other purposes.
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive
|damage=1649
|cancel=DR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/6D
|description=
* 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)
}}
}}
====== <font style="visibility:hidden" size="0">j.D</font> ======
{{MoveData
|image=BBCP_Terumi_jD.png
|caption=
|name=j.D
|data=
{{AttackData-BBCPE
|version=Normal
|damage=660
|cancel=DOR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=20
|active=4
|recovery=23+6L
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/jD
|description=
* Terumi's main air to ground normal.
* Gains about 16% 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 thr 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.
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive
|damage=660
|cancel=DR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/jD
|description=
* Gains 18% 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.
}}
}}
====== <font style="visibility:hidden" size="0">j.2D</font> ======
{{MoveData
|image=BBCP_Terumi_j2D.png
|caption=
|name=j.2D
|data=
{{AttackData-BBCPE
|version=Normal
|damage=530
|cancel=DR
|p1=
|p2=
|smp=
|starter=S
|guard=H
|startup=15
|active=8
|recovery=12L
|frameAdv=-3
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/j2D
|description=
* Gains about 12-13% Heat on hit, 6-7% Heat on block.
* Terumi's “overhead”. Combined with jump startup, the fastest it can done is 20 frames.
* It is -3 on block on TK'd (-6 on instant block). Greatest possible frame adv on block is -2 (must be done right when landing from a jump).
* 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).
* Combos off of j.2D can only be gotten without resources when done right when landing from a jump. Other than that, either RC or use supers.
* This move's main use is as on Overdrive combo extender and as an air combo ender.
* Can occasionally use j.2D as a mixup option, but it's best not rely on it too much to open up people.
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive
|damage=530
|cancel=DR
|p1=
|p2=
|smp=
|starter=
|guard=H
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/j2D
|description=
* Gains 14-15% Heat on hit, 8-9% on block. Drains 2% from the opponent.
* Hitbox and heat gain doesn't change; however it now causes a hard knockdown, allowing follow-ups whenever it lands no matter what.
* It also becomes +3 on block.
* Great OD combo filler and pressure option.
}}
}}
===Universal Mechanics===
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
|image=BBCP_Terumi_ForwardThrow.png
|input=5/6B+C
|caption=
|name=Forward Throw
|data=
{{AttackData-BBCPE
|damage=1400
|cancel=SOR
|p1=
|p2=
|smp=
|starter=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/ForwardThrow
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
{{MoveData
|image=BBCP_Terumi_BackThrow.png
|input=4B+C
|caption=
|name=Back Throw
|data=
{{AttackData-BBCPE
|damage=1400
|cancel=SOR
|p1=
|p2=
|smp=
|starter=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/BackThrow
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
|image=BBCP_Terumi_AirThrow.png
|input=j.B+C
|caption=
|name=Air Throw
|data=
{{AttackData-BBCPE
|damage=1400
|cancel=SOR
|p1=
|p2=
|smp=
|starter=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/AirThrow
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
|image=BBCP_Terumi_6A.png
|caption=Sh**, missed again!
|input=6A+B (When Blocking)
|name=Counter Assault
|data=
{{AttackData-BBCPE
|damage=
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=13
|active=2
|recovery=32
|frameAdv=-15
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/6A
|description=
* Decent speed and range but EXTREMELY EASY to whiff with. Only use it in emergency situations.
}}
}}
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
|image=BBCP_Terumi_CT.png
|caption=
|input=5A+B
|name=Crush Trigger
|data=
{{AttackData-BBCPE
|damage=1000
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=B
|startup=30
|active=1
|recovery=26
|frameAdv=-4
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/CT
|description=
* 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===
====== <font style="visibility:hidden" size="0">Snakebite - Jagaku</font> ======
{{MoveData
|image=BBCP_Terumi_236D.png
|caption=
|input=236D
|name=Snakebite - Jagaku
|data=
{{AttackData-BBCPE
|damage=936
|cancel=DR
|p1=
|p2=
|smp=
|starter=
|guard=
|startup=13
|active=11
|recovery=18
|frameAdv=-9
|blockstun=
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|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/236D
|description=
* 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.
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">Retaliating Fang - Gasenshou</font> ======
{{MoveData
|image=BBCP_Terumi_214D.png
|caption="Enjoy the pain!"
|input=214D
|name=Retaliating Fang - Gasenshou
|data=
{{AttackData-BBCPE
|damage=1519
|cancel=DR
|p1=
|p2=
|smp=
|starter=
|guard=
|startup=25
|active=3
|recovery=43
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/214D
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">Cleaving Fang - Garengeki</font> ======
{{MoveData
|image=BBCP_Terumi_22C.png
|caption=That stomping special.
|input=22C
|name=Cleaving Fang - Garengeki
|data=
{{AttackData-BBCPE
|damage=
|cancel=DR
|p1=
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|startup=8
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|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/22C
|description=
* Purely combo filler. All of Terumi's most damaging combos use this move.
* Has Same Move Proration, which can be abused to go for very damaging but gimmicky resets.
* 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; Causes groundslide midscreen, wallbounce in the corner.
* Heavy version: Eight stomps, one kick; Causes wallbounce midscreen and in corner, groundslide if Terumi is in corner.
}}
}}
===Distortion Drives===
====== <font style="visibility:hidden" size="0">Gleaming Fang - Jakyou Messenga</font> ======
{{MoveData
|image=BBCP_Terumi_41236C.png
|caption=
|image2=BBCP_Terumi_41236C_Air.png
|caption2=Best super.
Who says that snakes can't be fast?
|input=41236C air OK
|name=Gleaming Fang - Jakyou Messenga
|data=
{{AttackData-BBCPE
|version=Normal
|damage=1680
|cancel=R
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=4+8
|active=8
|recovery=50
|frameAdv=-9
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=4~21
|hitbox=Terumi/41236C
|description= 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, 3k damage combos can be used with minimum requirements. The super has full invuln starting on frame 4 so it can't be used as a reversal on meaties. The super is -9 on block, but a lot of characters have trouble punishing it on such cases. Air version is not punishable on block in most situations by most of the cast; However it loses to well timed anti-airs with head invulnerability.
Overall, this is his best super in terms of utility.
}}
{{AttackData-BBCPE
|header=no
|version=Normal(Air)
|damage=1519
|cancel=
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|p2=
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|invul=
|hitbox=Terumi/41236C
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive
|damage=1960
|cancel=DR
|p1=
|p2=
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|guard=All
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|airHit=
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|invul=
|hitbox=Terumi/41236C
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive(Air)
|damage=1800
|cancel=D
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|p2=
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|guard=All
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|frameAdv=
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|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/41236C
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">Divine Twin Blades - Gouga Soutenjin</font> ======
{{MoveData
|image=BBCP_Terumi_623B.png
|caption=
|input=623B air OK
|name=Divine Twin Blades - Gouga Soutenjin
|data=
{{AttackData-BBCPE
|version=Normal
|damage=2486
|cancel=R
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=4+3
|active=4.8(15)3
|recovery=
|frameAdv=-35
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=1~10
|hitbox=Terumi/623B
|description= * Main reversal option. High minimum damage makes it good for closing out matches when below 75 heat. Can be followed up on Counter Hit.
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive
|damage=2771
|cancel=DR
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
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|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/623B
|description=
* 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.
}}
}}
====== <font style="visibility:hidden" size="0">Serpent's Laceration - Orochi Burensen</font> ======
{{MoveData
|image=BBCP_Terumi_63214B.png
|caption=His trademark: The stomping super.
|input=63214A/B
|name=Serpent's Laceration - Orochi Burensen
|data=
{{AttackData-BBCPE
|version=Normal(B)
|damage=2418
|cancel=R
|p1=
|p2=
|smp=
|starter=
|guard=H
|startup=13+2
|active=2
|recovery=16
|frameAdv=-1
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=9~16
|hitbox=Terumi/63214B
|description=
* B version is an overhead, while the A version is a low.
* The B version is Terumi's main corner combo extender.
}}
{{AttackData-BBCPE
|header=no
|version=Normal(A)
|damage=2083
|cancel=R
|p1=
|p2=
|smp=
|starter=S
|guard=L
|startup=13+2
|active=
|recovery=
|frameAdv=-13
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/63214A
|description=
* 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.
* When RCed on the second hit, the A version leaves them in a long untechable state, making it useful in specific combos.
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive(B)
|damage=3236
|cancel=DR
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|invul=
|hitbox=Terumi/63214B
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive(A)
|damage=3236
|cancel=DR
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|p2=
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|guard=L
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|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/63214A
|description=
* Increases the damage of both versions, making them do the same amount of damage. The recovery is also increased, limiting its use to only being a combo ender.
}}
}}
====== <font style="visibility:hidden" size="0">Venomous Bite - Ouja Zanrouga</font> ======
{{MoveData
|image=BBCP_Terumi_236236A.png
|caption=When it counters, then with a big, venomous grin.
|input=236236A
|name=Venomous Bite - Ouja Zanrouga
|data=
{{AttackData-BBCPE
|version=Catch
|damage=
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=
|startup=GP1~112
|active=75
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/236236A
|description= A counter-super that triggers off mids and highs, but loses to lows, projectiles, unblockables, and throws. Terumi walks and casually swings Ouroboros while laughing. Counters on frame 1, and if triggered, Terumi flips over them and slashes for a side-switch combo. Deals massive damage and can be RC'd 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.
}}
{{AttackData-BBCPE
|header=no
|version=Catch (OD)
|damage=
|cancel=
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|airCH=
|invul=
|hitbox=Terumi/236236A
}}
{{AttackData-BBCPE
|header=no
|version=Attack
|damage=3200
|cancel=R
|p1=
|p2=
|smp=
|starter=
|guard=UNB
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|frameAdv=
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|airHit=
|airCH=
|invul=
|hitbox=Terumi/236236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Attack (OD)
|damage=4200
|cancel=DR
|p1=
|p2=
|smp=
|starter=
|guard=UNB
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|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/236236A
|description=
* Does increased damage, super cancelable on successful counter, and can now counter lows. Other limitations still apply, however.
}}
}}
====== <font style="visibility:hidden" size="0">Serpent's Cursed Sting - Jabaku Fuuenjin</font> ======
{{MoveData
|image=BBCP_Terumi_632146D.png
|caption=Drain everything until nothing is left
|input=632146D
|name=Serpent's Cursed Sting - Jabaku Fuuenjin
|data=
{{AttackData-BBCPE
|version=Attack
|damage=1224
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=7+10
|active=4
|recovery=34
|frameAdv=-17
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=1~26
|hitbox=Terumi/632146D
|description= Terumi slashes the opponent with one of his knives. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll then drain their life 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 super 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.
}}
{{AttackData-BBCPE
|header=no
|version=Attack (OD)
|damage=1224
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|hitbox=Terumi/632146D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Additional Attacks
|damage=74-150 a hit
|cancel=
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|hitbox=Terumi/632146D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Additional Attacks (OD)
|damage=75-165 a hit
|cancel=
|p1=
|p2=
|smp=
|starter=
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|blockstun=
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|airHit=
|airCH=
|invul=
|hitbox=Terumi/632146D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Finisher
|damage=700-2000
|cancel=
|p1=
|p2=
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|guard=All
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|hitbox=Terumi/632146D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Finisher (OD)
|damage=900-2500
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=All
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/632146D
|description=
*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.
}}
}}
====== <font style="visibility:hidden" size="0">Screeches of the Condemned - Jarin Renshouga</font> ======
{{MoveData
|image=BBCP_Terumi_236236D.png
|caption=
|image2=BBCP_Terumi_214214D.png
|caption2=Get over here and let me hear you cry!
|input=236236D/214214D
|name=Screeches of the Condemned - Jarin Renshouga
|data=
{{AttackData-BBCPE
|version=Normal
|damage=4594
|cancel=-
|p1=
|p2=
|smp=
|starter=
|guard=B
|startup=9+22
|active=95
|recovery=
|frameAdv=±0
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=1~32
|hitbox=Terumi/236236D
|description= Costs 100 heat. Terumi shoots out a chain either straight (236236D) or at a 45 degree angle (214214D). Has a good amount of invulnerability. If it connects, he shoots another chain and leads into a cinematic super. It guard-crushes on normal guard, and if barrier blocked, it sucks his opponent in, leaving him in a good position. This is mainly used to close out matches midscreen and against zoners to blow up projectile throwers. 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.
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive
|damage=5866
|cancel=-
|p1=
|p2=
|smp=
|starter=
|guard=UNB
|startup=
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|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/236236D
|description=
*OD versions are completely unblockable.
* Can be used to play mind games with the opponent or on GCOD against projectiles to punish them for massive damage.
}}
}}
===Astral Heat===
{{MoveData
|image=BBCP_Terumi_222D.png
|caption= "Feel the wrath of the true Susano'o!"
|input=222D
|name=Unholy Wrath of the Basilisk - Orochizanto Reppuga
|data=
{{AttackData-BBCPE
|damage=34500
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Terumi/222D
|description=
Terumi makes a red portal on the ground. If the opponent is caught in it, he proceeds to shoot out dozens of green energy blasts at the opponent from a portal behind him while laughing like a maniac, then turns into Black Susano'o and uses Evil Shippu to finish the opponent off. A very easy Astral Heat to land. Can connect from 22C (midscreen before the last hit), 236D, 6D, CH 6A and numerous other things. Compared to other Astral Heats, Terumi's is a very practical way to finish the match.
}}
}}


==Strategy==
==Strategy==

Revision as of 01:11, 7 August 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
  

Yuuki Terumi, also known as Hazama, is a member of the Six Heroes, as well as the creator of the Azure Grimoire. He appears in Blazblue Chronophantasma as a playable character.

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 opponent blocks or is gets hit by his Drive attacks. Also allows Terumi to cancel his supers into other supers even the same one he just preformed 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
  • Builds meter extremely quickly


Cons/Weaknesses

  • Mixup game is nearly non-existent without meter
  • Lacks a true standing meter-less overhead
  • 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 meter
  • Low average meterless damage
  • Below average health


External References




BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc

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 a very strong pressure character with a decent mid-range game. The goal is to constantly gain Heat with small combos or D footsies. His 6B is a valuable tool that can be used to reset pressure since it is plus on block (+3 frames). It can be feigned 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 opponents who try to jump out of Terumi's blockstring for a full combo if they forget or don't have Barrier. Moreover, it is throw invulnerable from the point when Terumi supports himself with his arm. However, since it does have a lengthy start up it can be mashed out of or DP'ed. Terumi's lack of overheads is a problem with opening up cautious opponent, so sometimes the best offense is a good defense. You'll find yourself unable to hit them. Take to range with standing D to gain some Heat and jump back D for air rushers who try to jump over it.


Defense

Terumi's defensive options mostly consist of abusing his speed or universal mechanics without the proper Heat in stock such as using Barrier or Instant Block/Barrier and poking out of pressure with 5A or just jumping out. After a good read on their pressure high jump outs (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. It is advised against using Counter Assault with Terumi due to how extremely situational it can be since its hit box misses easily on crouching opponents.

For more traditional reversals Terumi has his Distortion Drive 623B (Divine Twin Blades/Gouga Soutenjin), which works like a Dragon Punch along with its high-risk-high-reward factors. On Counter Hit you can follow up with either 41236C or 6C for extra damage or set up okizemi with 2D, but if it is blocked prepare for a Fatal Counter and/or massive punish. Another reversal would be his Distortion Drive 41236C (Gleaming Fang/Messenga). It has a longer start up (invincibility starts on frame 4) but it is not as punishable on block (-8), goes through projectiles and can lead into a full combo on hit. Finally, he has the biggest gamble for reversal options with his Distortion Drive counter 236236A (Venomous Bite/Ouja Zanrouga). 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 it is recommended to have 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, or j.D. Recommended specials are his 236D (Snakebite/Jagaku) and 214D (Retaliating Fang/Gasenshou). Use 236D to catch forward and back rolls or to force your opponent to tech neutral after a knockdown. His 214D should be used sparingly on opponents who are incautiously or don't jump out of blockstrings.