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|hitbox=Terumi/41236C | |hitbox=Terumi/41236C | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCP | {{AttackData-BBCP | ||
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|hitbox=Terumi/41236C | |hitbox=Terumi/41236C | ||
|description= | |description= | ||
{{ColumnList |text= | |||
*Costs 50% Heat | *Costs 50% Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
}}<br/> | |||
A Distortion Drive that makes Terumi rush forward with the aura of a gigantic snake. Invulnerable to projectiles from the first frame and full invul after the superflash. Best used as a fullscreen punish or as a means of extending combos or getting side-switch oki. If done in midair, the charge is then performed diagonally downwards. Air version downs on hit, ground version launches. Can be followed up with a dashing 5B or 2B to extend the combo. OD version adds a second attack back through the opponent, negating the side switch. Deals good raw damage but has a low minimum damage. | A Distortion Drive that makes Terumi rush forward with the aura of a gigantic snake. Invulnerable to projectiles from the first frame and full invul after the superflash. Best used as a fullscreen punish or as a means of extending combos or getting side-switch oki. If done in midair, the charge is then performed diagonally downwards. Air version downs on hit, ground version launches. Can be followed up with a dashing 5B or 2B to extend the combo. OD version adds a second attack back through the opponent, negating the side switch. Deals good raw damage but has a low minimum damage. | ||
}} | }} | ||
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|hitbox=Terumi/623B | |hitbox=Terumi/623B | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCP | {{AttackData-BBCP | ||
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|hitbox=Terumi/623B | |hitbox=Terumi/623B | ||
|description= | |description= | ||
{{ColumnList |text= | |||
*Costs 50% Heat | *Costs 50% Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
}}<br/> | |||
Two rising kicks that launch the opponent into the air. The go-to reversal choice since it has reversal invulnerability frames and starts up very quickly. Launches the opponent up and away, making it impossible to combo without RC or CH. Gives no oki, but has very high minimum damage making it an option for ending combos. In OD, Terumi adds a third kick that groundbounces the opponent and can be linked into 5B or Garengeki, making it a staple for OD combos. | Two rising kicks that launch the opponent into the air. The go-to reversal choice since it has reversal invulnerability frames and starts up very quickly. Launches the opponent up and away, making it impossible to combo without RC or CH. Gives no oki, but has very high minimum damage making it an option for ending combos. In OD, Terumi adds a third kick that groundbounces the opponent and can be linked into 5B or Garengeki, making it a staple for OD combos. | ||
}} | }} | ||
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|hitbox=Terumi/63214B | |hitbox=Terumi/63214B | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCP | {{AttackData-BBCP | ||
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|hitbox=Terumi/63214B | |hitbox=Terumi/63214B | ||
|description= | |description= | ||
{{ColumnList |text= | |||
*Costs 50% Heat | *Costs 50% Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
}}<br/> | |||
Terumi stomps on the opponent multiple times then kicks them away. Causes wallbounce and can be followed up easily in corner. For some reason, also hits overhead. Has good raw damage and decent minimum damage, making it a good option both for extending combos and ending them with oki. In OD, Terumi adds extra stomps as a well as a Hazama-esque bow at the end, which actually increases recovery and makes it impossible to follow up.In OD can input super motion at any point during the animation and have the super come out at the end of the stomping animation. | Terumi stomps on the opponent multiple times then kicks them away. Causes wallbounce and can be followed up easily in corner. For some reason, also hits overhead. Has good raw damage and decent minimum damage, making it a good option both for extending combos and ending them with oki. In OD, Terumi adds extra stomps as a well as a Hazama-esque bow at the end, which actually increases recovery and makes it impossible to follow up.In OD can input super motion at any point during the animation and have the super come out at the end of the stomping animation. | ||
}} | }} | ||
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|hitbox=Terumi/236236A | |hitbox=Terumi/236236A | ||
|description= | |description= | ||
{{ColumnList |text= | |||
*Costs 50% Heat | *Costs 50% Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
}}<br/> | |||
A counter-super that triggers off mids and highs, but loses to lows and throws. Terumi walks and casually swings Ouroboros while laughing. If triggered, Terumi flips over then 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. In Overdrive it catches lows and can be canceled into Soutenjin with another 50 heat for 6k damage plus a combo that can bump the total damage to 8k. | A counter-super that triggers off mids and highs, but loses to lows and throws. Terumi walks and casually swings Ouroboros while laughing. If triggered, Terumi flips over then 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. In Overdrive it catches lows and can be canceled into Soutenjin with another 50 heat for 6k damage plus a combo that can bump the total damage to 8k. | ||
}} | }} | ||
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|hitbox=Terumi/632146D | |hitbox=Terumi/632146D | ||
|description= | |description= | ||
{{ColumnList |text= | |||
*Costs 50% or more Heat | *Costs 50% or more Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
<br/> | }}<br/> | ||
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. This move can be activated if you have more than 50% of Heat gauge, spending all of it. The more Heat you have, the more damage it deals. Locks the opponent in the animation on hit. Deals from about 2500 damage with 50% Heat to 4600 with 100% Heat (5928 with OD). Consumes 5% Heat for every attack and does 74 damage for every added attack, switches to finisher once the heat gauge reaches 0%. The finishing kick animation changes to something similar to Hazama's Gashoukyaku (214D~B) if Terumi has 75+% Heat and changes to the finishing kick of Orochi Burensen on 100% heat. Overdrive version has Hazama's OD Orochi Burensou animation as the finishing attack. OD Version also drains the opponent's heat gauge and deals additional damage based on the heat drain, a 100 heat opponent will take more damage compared to a meterless opponent. Deals the best minimum damage of all of Terumi's supers, even without any extra meter and gives decent oki, with the downside being that you lose all your stockpiled meter. | 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. This move can be activated if you have more than 50% of Heat gauge, spending all of it. The more Heat you have, the more damage it deals. Locks the opponent in the animation on hit. Deals from about 2500 damage with 50% Heat to 4600 with 100% Heat (5928 with OD). Consumes 5% Heat for every attack and does 74 damage for every added attack, switches to finisher once the heat gauge reaches 0%. The finishing kick animation changes to something similar to Hazama's Gashoukyaku (214D~B) if Terumi has 75+% Heat and changes to the finishing kick of Orochi Burensen on 100% heat. Overdrive version has Hazama's OD Orochi Burensou animation as the finishing attack. OD Version also drains the opponent's heat gauge and deals additional damage based on the heat drain, a 100 heat opponent will take more damage compared to a meterless opponent. Deals the best minimum damage of all of Terumi's supers, even without any extra meter and gives decent oki, with the downside being that you lose all your stockpiled meter. | ||
}} | }} | ||
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|hitbox=Terumi/236236D | |hitbox=Terumi/236236D | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCP | {{AttackData-BBCP | ||
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*Costs 100% Heat | *Costs 100% Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
* | *Normal version Guard Crushes, Overdrive version is unblockable | ||
}}<br/> | |||
Terumi throws 2 Ouroboros chains at the opponent. If they hit, he'll launch himself forward and kick them twice before striking from above with a powerful attack. Can be combo'd into from a Garengeki (22C) and 6D. The chains thrown causes a guard break, meaning that the first chain will break a non barrier guard and the second chain will land the distortion. Also note that if the first chain is barrier blocked, the second chain is still thrown and can cause a guard break if the opponent ceases to barrier block. In Overdrive, the chain becomes full unblockable and the attack ends up dealing ridiculous amounts of damage on hit. | Terumi throws 2 Ouroboros chains at the opponent. If they hit, he'll launch himself forward and kick them twice before striking from above with a powerful attack. Can be combo'd into from a Garengeki (22C) and 6D. The chains thrown causes a guard break, meaning that the first chain will break a non barrier guard and the second chain will land the distortion. Also note that if the first chain is barrier blocked, the second chain is still thrown and can cause a guard break if the opponent ceases to barrier block. In Overdrive, the chain becomes full unblockable and the attack ends up dealing ridiculous amounts of damage on hit. | ||
}} | }} |
Revision as of 23:33, 15 March 2014
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.
Health: 10,500
Play-style: Offensive, High Meter Gain
Movement Options: 1 Double Jump/Airdash, Dash-type: Run
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 defensive options without 50 meter
- Low average meterless damage
- Low health
External References:
- Japanese Name: ユウキ=テルミ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Terumi Full Frame Data
Normal Moves
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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6A |
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6B |
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6C |
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3C |
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j.A |
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j.B |
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j.C |
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Counter Assault 6A+B (When Blocking) |
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Crush Trigger 5A+B |
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Drive Moves
5D |
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2D |
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6D |
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j.D |
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j.2D |
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Throws
Forward Throw 5/6B+C |
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Back Throw 4B+C |
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Air Throw j.B+C |
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Specials
Jagaku 236D |
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Gasenshou 214D |
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Garengeki 22C |
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Distortion Drives
Jakyou Messenga 41236C air OK |
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Gouga Soutenjin 623B air OK |
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Orochi Burensen 63214B |
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Ouja Zanrouga 236236A |
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Jabaku Fuuenjin 632146D |
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Jarin Renshouga 236236D |
Terumi throws 2 Ouroboros chains at the opponent. If they hit, he'll launch himself forward and kick them twice before striking from above with a powerful attack. Can be combo'd into from a Garengeki (22C) and 6D. The chains thrown causes a guard break, meaning that the first chain will break a non barrier guard and the second chain will land the distortion. Also note that if the first chain is barrier blocked, the second chain is still thrown and can cause a guard break if the opponent ceases to barrier block. In Overdrive, the chain becomes full unblockable and the attack ends up dealing ridiculous amounts of damage on hit. |
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Astral Heat
Orochi Zantou Reppuuga 222D |
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Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
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
Neutral
Combos
Combo Notation Guide: |
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
*5B starter
- 5B > 6A jc J.C jc J.C<J.2D
Requirements:Standing opponent.
Damage: 6-hit:1202, 7-hit: 1478, 8-hit: 1622, 9-hit: 1764
Notes:You can add an air 41236C to the end.
You can leave the j.2D out of the combo and use 623B as a finisher.
- 5B<5C<3C<236D RC Dash 2C<5C<3C<6D<6C`
Requirements:50% Heat.
Damage:
*5B starter
- 5B<5C<OD<3C<22C<41236C<Dash<2B<5C<3C<6D<236D
Requirements:50% Heat,Overdrive.
Damage:
Notes:You can add a super to the end if you have enough Heat.
- j.2D<2A<5C<6D<236D<623B
Requirements:50% Heat.
Damage:
Notes:You get 50% Heat in this combo so no Heat is needed in the beginning.
Midscreen to Corner
*5B starter
- 5B<5C<OD<3C<22C<41236C<Dash<2B<5C<3C<6D<236D
Requirements:50% Heat,Overdrive.
Damage: *5D starter
- 5D<236D<RC<Dash<2C<5C<3C<6D<6C
Requirements:50% Heat.
Damage:
Corner Only
*5B starter
- 5B<3C<22C<2C<5C<3C<6D<5C<3C<236D<632146D
Requirements:50% Heat.
Damage:
Notes:You can use a different super if you want to save some Heat.
- 5B<5C<3C<22C<6C<RC<2C<5C<3C<6D<5C<3C<63214B
Requirements:100% Heat.
Damage:
Notes:You can leave the 6C out of the combo so you don´t need a rapid and add 236D<632146D to the end.
This combo only works with minimum stomping in 22C.
*j.2D starter
- j.2D<2B<3C<22C<6D<236B
Requirements:50% Heat. Crouching opponent.
Damage:
Notes:You get 50% Heat from this combo.