BBCP/Yuuki Terumi: Difference between revisions

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*Costs 100% Heat
*Costs 100% Heat
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown

Revision as of 23:34, 15 March 2014

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.

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:


Move List

See also: Terumi Full Frame Data

Normal Moves

5A
BBCP Terumi 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR All 5 3 9 0 - - Click!

Same animation as Hazama's 5A. Similarly strong as an anti-air, and one of the only ways to link off an overhead j.2D on a standing opponent.

5B
BBCP Terumi 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
480 SOR All 8 3 12 +2 - - Click!

Same animation as Hazama's 5B. Unlike Hazama's version, cannot be jump-canceled on hit. Just like Hazama's 5B, is a comfortable +2 on block making it very good for stagger pressure.

5C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
380, 380 SOJR All 11 2(11)2 20 -3 - - Click!

A jumping kick followed by a dropkick that grounds airborne opponents. A 2-hit move that can be jump-canceled on the first hit. You can Rapid Cancel the first hit for some nasty mixup, as it'll put you very close to the ground.

2A
BBCP Terumi 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR All 7 2 9 +1 - - Click!

Same animation as Hazama's 2A. +1 on block, making for some nasty stagger pressure combined with Terumi's run speed and the fact that 5B is also + on block.

2B
BBCP Terumi 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
420 SOR L 9 3 23 -12 - - Click!

Same animation as Hazama's 2B. Comes out very quickly with better range than 5B and can low-profile some high-hitting pokes, making it better at a distance. However, prorates much more severely, substantially reducing the amount of damage you can squeeze out of a combo starting with 2B. Also, recovery is much longer than Hazama's version, so try not to whiff with it.

2C
BBCP Terumi 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
580 SOJR All 13 4 25 -12 - - Click!

Terumi twirls his knife at the opponent's feet, hits mid. Doesn't knock down. Can be jump canceled on hit or block.

6A
BBCP Terumi 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
520 SOJR All 9 3 24 -10 - - Click!

A diagonal knife slash used for anti-air. Misses on most characters crouching. On counter hit, floats the opponent more horizontally and can be followed up with a relaunch combo.

6B
BBCP Terumi 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
600 SOR All 28 2 13 +4 - - Click!
  • Fatal Counter

A roundhouse kick. Can hold the input to get a feint. Useful as a pressure reset to bait out mashing since Terumi gets lower-body invul while dashing. On air hit, downs the opponent and allows for a pickup combo.

6C
BBCP Terumi 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
520, 520, 960 R All 13 2(10)6(14)4 29 -12 - - Click!

A three-hit knife slash after a dash. Has no cancel other than Rapid Cancel. Crumples on the third hit, enabling RC into juggle combos. Counter hit properties carry over into the third hit, allowing meterless followups on counterhit.

3C
BBCP Terumi 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
660 SOJR L 10 2 30 -13 - - Click!

A low kick that knocks down.

j.A
BBCP Terumi jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CDOJR H 7 3 8 - - - Click!

The animation is the same as Hazama's j.A. Generally Terumi's best option for hitting below him on characters with small crouching hitboxes.

j.B
BBCP Terumi jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
350, 350 DOJR H 10 4(2)2 14 - - - Click!

The animation is similar to Hazama's, but deals 2 hits, making for some tricky mixups at the proper heights on a jump-in. Has the crossup hitbox behind Terumi in the later frames of the move.

j.C
BBCP Terumi jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300, 300, 500 DOJR H 11 2(3)2(4)2 18 - - - Click!

The animation is similar to Hazama's, but only deals 3 hits. Last hit has more Hitstun that the others.

Counter Assault
6A+B (When Blocking)
BBCP Terumi 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - All 13 2 32 -15 - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown


Has 6A's animation. Does not hit low profile moves.

Crush Trigger
5A+B
BBCP Terumi CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 - B 30 1 30 -8 - - Click!
  • Costs 25% Heat
  • Possible to charge
  • 180F Heat Gauge Cooldown


Has an animation like Hazama's Zaneiga (214D~C), but without the special effects. The range is short, but other than that, it feels about the same on hit. Relatively unsafe on block for a Crush Trigger.

Drive Moves

5D
BBCP Terumi 5D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 460 SOR All 13 3 23 -9 - - Click!
  • Gains 15% Heat on hit, 7% on guard.
Overdrive 460 SR All - - - - - - Click!
  • Placeholder
  • Gains about 25% Heat on hit.


Has Hazama's Jabaki (236D) animation. Like Hazama's Jabaki, knocks back on hit. Not strictly safe on hit, but range and pushback typically allows it to be used safely as a blockstring ender for some free meter.

2D
BBCP Terumi 2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 600 R All 40 15 7 +5 - - Click!
  • Gains about 25% heat on hit, 8% heat on block.
Overdrive 966 R All - - - - - - Click!
  • Placeholder
  • Causes 3 hits
  • Gains about 30% Heat on hit.


Summons Ouroboros from the ground behind the opponent. Vacuums the opponent and is very advantangeous on block, but also has an extremely obvious animation and very long startup making it of limited usefulness as a pressure tool. Best used as oki and in combos.

6D
BBCP Terumi 6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 1337 DOR All 18 3 27 -11 - - Click!
  • Fatal Counter
  • Gains 35% Heat on hit.
Overdrive 1649 DR All - - - - - - Click!
  • Fatal Counter
  • Gains about 46% Heat on hit.


After kicking them once, Terumi kicks them again in a wild dance-like motion that blows the opponent into the air. Only the slashes actually give the increased heat gain. Terumi will not do the slashes followup if the kick is blocked or hits an airborne opponent who is too far away. Vacuums on both hit and block. Primarily used as combo filler since it builds a ton of heat and has a very long untech time, making followup combos extremely easy.

j.D
BBCP Terumi jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 660 DOR All 20 4 23+6L - - - Click!
  • Gains about 16% heat on hit.
Overdrive 660 DR All - - - - - - Click!
  • Placeholder
  • Gains about 18% Heat on hit


Terumi slashes in an X shape. Attacks diagonally downward with a very good hitbox. Ground-bounces on air counter hit. Note that this does not hit overhead. Has very big pushback making it difficult to combo off of, but also difficult to punish the long landing recovery.

j.2D
BBCP Terumi j2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 530 DOR H 15 8 6L +3 - - Click!
  • Gains about 14% heat on hit.
Overdrive 530 DR H - - - - - - Click!
  • Placeholder
  • Gains about 16% Heat on hit.


Similar looking to Hazama's Ressenga (214D~A) animation. Can be used for cross-ups, overhead, and to extend pressure since it is positive on block. Can be TK'd very close to the ground as an overhead. On hit, a low j.2D can be comboed into 5A on a standing opponent and 5B on a crouching one.

Throws

Forward Throw
5/6B+C
BBCP Terumi ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1400 SOR - - - - - - - Click!
  • 100% minimum damage


Terumi trips up the opponent with his foot and slams them to the ground while they're airborne with the other foot. Can be followed up with Garengeki, Jagaku, or astral. The actual kick has more severe proration, meaning that you can generally squeeze out more damage if you RC or OD cancel right after Terumi trips the opponent.

Back Throw
4B+C
BBCP Terumi BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1400 SOR - - - - - - - Click!
  • 100% minimum damage


Terumi trips up the opponent with his foot and launches them backwards with his other foot. Wallbounces and can be followed up with dashing normals.

Air Throw
j.B+C
BBCP Terumi AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1400 SOR - - - - - - - Click!
  • 100% minimum damage


Terumi grabs the opponent and launches them backwards with his foot. Wallbounces and can be followed up with dashing normals. Note that if you do this throw on an opponent in the corner who is too low to the ground, they will not reach the wall and instead groundslide and become uncomboable.

Specials

Jagaku
236D
BBCP Terumi 236D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
936 DR - 13 11 18 -4 - - Click!
  • Gains about 30% Heat


A 3-hit special. Terumi hits the opponent with a rush attack similar to Hell's Fang, lifts them up with Ouroboros and slams them back down. A special that can be used to finish combos since it always downs the opponent in front of you. Can be super canceled into a followup combo although it prorates heavily making it impractical early in the combo. Has severe SMP allowing the opponent to tech out immediately into standing position if done a second time, which can be taken advantage of for resets by RCing the last hit.

Gasenshou
214D
BBCP Terumi 214D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1519 D - 25 3 43 - - - Click!
  • Gains about 35% Heat


A command grab. Terumi wraps the opponent in Ouroboros chains, lifts them up and the chains close in around the opponent, causing damage. Startup animation seems a little slow and somewhat easy to see. Can be followed by a super. Can input super motion at any point during the animation and have the super come out at the end of the animation.

Garengeki
22C
BBCP Terumi 22C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- DR - 8 - - - - - Click!
  • Causes wallbounce near and in the corner


Terumi stomps on the opponent a couple of times before kicking them away. Like all OTG specials, can only be used once the opponent has been knocked down. Mash C for more stomps; note that additional stomps prorate the combo more and may cause longer combos to drop. Last hit wallbounces on hit and can be followed up.

Distortion Drives

Jakyou Messenga
41236C air OK
BBCP Terumi 41236C.png
Best super
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 1680 R All 4+8 8 50 -8 - 4~21 Click!
Overdrive 1960 DR All - - - - - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown

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.

Gouga Soutenjin
623B air OK
BBCP Terumi 623B.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 2486 R All 4+3 4.8(15)3 - -35 - 1~10 Click!
Overdrive 2771 DR All - - - - - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown

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.

Orochi Burensen
63214B
BBCP Terumi 63214B.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 2418 R H 13+2 2 16 -1 - 9~16 Click!
Overdrive 3236 DR H - - - - - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown

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.

Ouja Zanrouga
236236A
BBCP Terumi 236236A.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Catch - - - GP1~112 75 - - - - Click!
Catch (OD) - - - - - - - - - Click!
Attack 3200 R UNB - - - - - - Click!
Attack (OD) 4200 DR UNB - - - - - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown

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.

Jabaku Fuuenjin
632146D
BBCP Terumi 632146D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Attack 1224 - All 7+10 4 34 -17 - 1~26 Click!
Attack (OD) 1224 - All - - - - - - Click!
Additional Attacks 74-150 per hit - All - - - - - - Click!
Additional Attacks (OD) 75-165 per hit - All - - - - - - Click!
Finisher 700-2000 - All - - - - - - Click!
Finisher (OD) 900-2500 - All - - - - - - Click!
  • Costs 50% or more Heat
  • 180F Heat Gauge Cooldown

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.

Jarin Renshouga
236236D
BBCP Terumi 236236D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 4594 - B 9+13 95 - ±0 - 1~32 Click!
Overdrive 5866 - UNB - - - - - - Click!
  • Costs 100% Heat
  • 180F Heat Gauge Cooldown
  • Normal version Guard Crushes, Overdrive version is unblockable

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.

Astral Heat

Orochi Zantou Reppuuga
222D
BBCP Terumi 222D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Death - - - - - - - - Click!
  • Costs 100% Heat
  • 180F Heat Gauge Cooldown


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 crazy person, then turns into Black Susano'o and uses Evil Shippu to finish the opponent off. Very easy Astral to land in general, both due to Terumi's insane heat gain and the fact that it can be comboed into off pretty much anything, including but not limited to Jagaku, throws, Garengeki, and sweeps.

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:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = 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's 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

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.

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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc