BBCF/Yuuki Terumi

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Overview

Overview

Yuuki Terumi is a mobile rushdown character centered around meter. With his Drive, he can gain massive amounts of meter, and use it to effectively open up his opponent or use his vast number of Distortion Drives for damage or utility. However, without meter Terumi is quite lackluster. Terumi also struggles against neutral heavy characters that can fill up space. His pokes leave him exposed and he has to rely on meter to make his riskier options safer.

Thankfully, his air dash and run speed help make up for his lack of strong pokes. Once he's in, he can spend meter for effective pressure and potentially snowball out of control. His Overdrive is great, especially as a comeback factor. On top of gaining more meter with his Drive he can steal meter on block and force reactions out of opponents. It also vastly improves his combo potential. Terumi is easy to pick up and play for those seeking good mobility and high damage.
Lore:The man only known as Yuuki Terumi is one of the primary antagonists of the BlazBlue series and a former member of the Six Heroes, as well as the creator of the Azure Grimoire. He is also the founder of both the Novus Orbis Librarium and Sector Seven, often manipulating both sides to reach his goals. He first appeared as a playable DLC character in BlazBlue: Chrono Phantasma.
Voice:Yuichi Nakamura
Playstyle
Yuuki Terumi is a fast rushdown character centered around high meter gain and big damage.
Pros Cons
  • Excellent Meter Gain & Meter Usage: Incredibly high meter gain thanks to his drive, and a variety of Distortion Drives including (but not limited to) a fast reversal, a high-risk counter, and a projectile-invincible charge gives Terumi both ample options to spend meter on, and ample opportunity to do so.
  • High Pressure: Tools such as 2A, 5B, and 6B, as well as a high run speed allows Terumi to apply pressure on his opponent for extended periods of time.
  • Strong Overdrive: Terumi's Overdrive allows him to further boost his already high meter gain, deprive his opponents of options by sapping their meter, and finish combos with colossal damage.
  • Meter Hungry: Terumi is among the most meter-dependant characters in the cast, relying on it for damage, mix-ups, pressure, and defense.
  • Poor Neutral: A lack of safe approaches, and poor range on his strongest options makes neutral an uphill battle for Terumi.
  • Below Average Health: Terumi is frailer than the average rushdown character and cannot afford to be hit as much.
  • Nemesis=Barrier: Terumi's short buttons make him struggle a lot against Barrier/IBB.

Drive: Force Eater

Terumi's Drive is centered around Heat gain. By using his 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 Heat when they block (or get hit by) Terumi's Drive attacks.

Overdrive: Nightmare Reaper

Increases the Heat gained from Drive attacks and generally improves them in terms of hitboxes, damage, etc. Terumi will also drain the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks.

Also allows Terumi to cancel his supers into other supers (even the same one he just performed) so long as he has enough Heat to perform another super. It also gets rid of Heat gauge cooldown, meaning you can use a distortion and then proceed to gain meter as you normally would. Nightmare Reaper also allows Terumi to cancel any super into his Exceed Accel on hit and on block, allowing him to easily end his combos with big damage and gain Active Flow.

Normal Moves

5A


5B


5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
490×2 All 11 2(11)2 2+18L -2 B -

  • Hits twice.
  • Terumi is considered airborne at ~F11.

5C moves Terumi forward, helping him to stay in his effective range. It can be jump canceled on the first hit, although Terumi can't use an air action afterwards. Jump Cancelling can be used to reset pressure, or extend pressure with j.2D. With meter, 5C(1) can be Rapid Cancelled for a mix-up with either j.A/j.B, or a low/throw after landing.

Note: The second part of the move is programmed to only activate when Terumi's vertical velocity hits zero, so if some external force launches him upwards (Such as Kokonoe's Graviton), Terumi will be stuck in recovery from the first part of the attack until he starts falling.


2A


2B


2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
720 Mid 13 4 25 -12 F -

  • Not a low.
  • Terumi's hurtbox extends during the startup frames and is as long as the hitbox.

This is one of Terumi's longest ranged normals, but is quite poor as a neutral tool due to the startup, recovery and extended hurtbox. It's jump-cancelable on hit and block, and Terumi can use an air option after a jump cancel, unlike 5C. It's useful in pressure as you can jump cancel into j.2D without leaving much of a gap (4F), or as a frame trap after a 2A.


6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
550 Mid 9 3 24 -10 B 5~11 H

Terumi's primary Anti-Air. It has good horizontal range, only 9F startup, the hitbox covers Terumi's entire head, and it's jump-cancelable on hit and block. The only downside is that the damage off of it without a Counter-hit can leave a lot to be desired, even with meter.

On Counter-Hit, it has a lot more hitstun, allowing for good damage and meter gain.


6B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Attack
6B
650 Mid 24 3 12 +3 B 13~26 FT
Feint
6[B]
- - - - 31 - - -

  • Inflicts Fatal Counter.
  • Has Foot and Throw invuln starting on F13.
  • +3 on block (±0 on Instant Block).
  • Can be feinted by holding B.

Terumi does a short dash before ramming his knee into his opponent. In pressure, it can be chained into from almost all of Terumi's normals, and its useful for frame trapping due to the Foot and Throw invuln. However, this move can easily be beat out if the opponent has a DP.

The feint version is used almost exclusively for throw setups and mind games, due to lacking the Foot and Throw invuln of the non-feint version. Although it can be used to bait reversals in certain matchups (Ex: Jin's Yukikaze or Hakumen's Zanshin).

How much this normal is used depends entirely on the matchup and the opponent's defensive options. In some matchups it goes entirely untouched, but in others it'll be leaned on as a crutch.


6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
500, 300, 650 All 13 2(8)3(17)4 31 -14 B -

  • Puts Terumi in Counter-Hit state during the recovery.

This is Terumi's longest ranged normal. However, it doesn't lead to anything without a Counter-Hit or Rapid Cancel. Terrible neutral tool due to being -14 on block and putting Terumi in Counter-Hit state during the recovery. Useful for closing distance during pressure, and can be RC'd just before the third hit to mix in a surprise low/throw, but leaves you open to reversals and sometimes loses to mashing.


3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
700 Low 10 2 30 -13 F -

Terumi's other low attack. This can be be used in his mix-up game, but it's his only normal that doesn't gatling into 6B. Because it knocks the opponent down, it allows for immediate use of 22C on hit.

On Counter-Hit, it inflicts hard knockdown, allowing a link other normals for more damage and even 2D if done immediately.


j.A


j.B


j.C


Drive Moves

How Terumi's heat gain is calculated is as follows:

  • All Terumi's Drive moves will generates a fixed amount of heat, plus an additional portion which is proportion to damage. We will use X%+Y to denote that if this move hits, Terumi will gain Y heat, plus (the damage of that move in combo * X%). Do note that normal hit heat gain formula still applies.
  • If the move is blocked, Terumi gets extra [X/4]%+Y Heat. For opponents, only if they instant blocked the move, they will get (Base Damage * 0.1) + 100 that much heat.
  • In Overdrive, no matter the Drive move is hit or blocked, Terumi will always steal 200 heat per hit (with exceptions being 6D and 236D, which steals 100 Heat and 250 Heat per hit respectively). Extra heat gain under Overdrive will be denoted as [X%+Y], without the stolen heat included.

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
620 All 13 4 18 -3 BP -


Normal Version
  • Generates 15% Heat on hit, 8% on block.
  • Terumi's hurtbox extends to the end of his hand, which is about half of the hitbox.

This is Terumi's 2nd longest ranged normal, as well as his go-to poke in neutral. The max range of this move isn't at the tip, but at around the snake's eyes (just short of the tip). While not itself a projectile, it can be used to nullify projectiles and hit the opponent at the same time. The startup and recovery are quite sluggish, so use this move with caution.


Overdrive Version
  • Generates 17% Heat on hit, 10% Heat on block, and drains 2% Heat from the opponent on hit/block.

Used in most of the same instances as it's non-OD counterpart, but boasts greatly increased range both horizontally and vertically.

Extra Heat gain: 90%+500 [90%+700]


2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Normal 680 All 40 15 Total 61 +5 P1 -
Overdrive 350×3 All 40 3×5 Total 61 +11 P1 -


Normal Version
  • Counter-Hit state for the duration.
  • Generates 24% Heat on hit, and 9-10% Heat on block

Combos from Counter-Hit 6A. On its own it's way too slow to be used reliably, and therefore rarely sees any use. Only ever useful against opponents late teching, or if you know that they're not going to do anything other than block.

Although this has a deadzone in front of Terumi, it has a pull-in effect, so you can actually capitalize on it's frame advantage if you can make them block it.

Note: This move is considered a projectile, and like his other drive moves can also Nullify projectiles


Overdrive Version
  • Hits 3 times.
  • Generates 35% Heat on hit, 22% Heat on block, and drains 6% Heat from the opponent on hit/block.

Has a much bigger hitbox, but the (lack of) uses are the same as the normal version.

Extra Heat gain: 216%+500 [216%+700, 3 times]


6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1st Hit 350 Mid 18 3 24 -8 B -
Normal Followup 300×2, 550 All - - - - B -
OD Followup 250×4, 550 All - - - - B -


Normal Version
  • Inflicts Fatal Counter.
  • Gains 30% Heat on hit in total.
  • Followup hits only occur if first hit lands and they're relatively close.
  • First 2 followup hits are considered Drive attacks.

Combo filler. Not useful for much else due to being outclassed by Terumi's other tools.


Overdrive Version
  • Inflicts Fatal Counter.
  • Followups Gain 42% Heat on hit.
  • Additional swipes are considered Drive attacks.
  • Drains 5% Heat from the opponent on hit.
    • Only occurs on the first 4 hits of the followup.

Gains extra swipes with the snake.

Significantly better as combo filler, as it has great meter gain and good scaling. Allows Terumi to tack on a super at the end, though the height and distance makes it hard, if not impossible, to connect certain supers. On the last hit, Terumi kicks the opponent farther/higher than the normal version, if hit high enough you can also follow up with another 6D from about halfscreen (requires a microdash outside the corner) for a lot of meter gain without much scaling.

Extra heat gain: 468%+400 twice [468%+300, 4 times]


4D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
600 All 10 6 16 0 BP -


Normal Version
  • Generates 13% Heat on hit, and 7% on Block.

Terumi preforms a short-ranged kick. Like 5D, it nullifies projectiles. Being jump-cancellable and super-cancellable, it allows for mix-ups and safejumps.

This move can also be used as a counter-poke in certain situations, due to it's speed and disjointed hitbox, it'll beat out moves with extended hurtboxes and clash with ones that don't.


Overdrive Version
  • Generates 17% Heat on hit, 11% on Block, and drains 2% from the opponent on hit/block.

Untechable time is greatly increased, allowing Terumi to loop 4D > j.2D more than once.

Extra heat gain: 72%+500 [72%+700]


j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
660 All 20 4 23 - HP -


Normal Version
  • Generates 18% Heat on hit, and 7% Heat on block.
  • Nullifies projectiles.

Terumi's main air-to-ground normal and keepaway tool, thanks to it's massive, disjointed hitbox, as well as it's short landing recovery. This allows him to prevent his opponent from approaching too carelessly. However, this move is quite slow to come out, making it risky to throw out if the opponent is too close.

It can be very hard to confirm without a Counter-Hit, 5D only links if j.D is done as late as possible, j.2D only links on an airborne opponent, and all of Terumi's other normals are hard to link due to j.D's high pushback and knockback. With Counter-Hit, however, it can generally combo into 5D unless you hit very early in your jump.


Overdrive Version
  • Generates 20% Heat on hit, 11% Heat on block, and drains 2% from the opponent on hit/block.

During OD, the hitbox becomes even bigger, making it even harder to contest. Thanks to j.2D's changes in OD, it can be used as combo filler.

Extra heat gain: 115%+500 [115%+700]


j.2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
640 All 15 8 Until L+7 +3 H -

Normal Version
  • Generates 12-13% Heat on hit, and 6-7% Heat on block.

Terumi's main air combo ender and a decent pressure reset. Combined with jump startup, the fastest it can be done is 20F. While it is +3 on block when TK'd, the only time Terumi can go into it without leaving a 10+ frame gap is from 5C(1) or 2C

j.2D can also be used as a meaty if you know your opponent will Emergency tech due to its of active frames, frame advantage (up to +8 if timed right) and the ability to safe-jump or OS reversals if timed right.

Overdrive Version
  • Generates 16% Heat on hit, 10% on block, and drains 2% from the opponent on hit and block.

In Overdrive, j.2D becomes a combo extender. It always causes a hard knockdown, allowing follow-ups whenever it lands no matter what. Great combo filler and pressure option. In Overdrive you can loop 4D > j.2D for massive meter gain.

Extra heat gain: 43.2%+500 [43.2%+700]


Universal Mechanics

Forward Throw

5B+C


Back Throw

4B+C


Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
0, 300, 0, 1200 Throw 7 3 23+3L - T -

  • 100% minimum damage.

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 simply be put in a hard knockdown, where only 41236C can reach in time to combo.


Counter Assault

6A+B while Blocking


Crush Trigger

5A+B (Chargeable)


Special Moves

Note: All of Terumi's Specials can be cancelled into any of his Distortion Drives.

Snakebite

236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
236D 520 All 16 3 11 [24] -4 B -
236D Followup 300, 1000 - - - - - - -

  • Followup gains 27% heat on hit.
  • In Overdrive: Followup gains 32% heat on hit and drains 5% from the opponent.
  • If triggered fully, the move ends with Terumi's opponent downed at Terumi's feet.

One of Terumi's main combo enders, and a combo extender with meter. Also works as a decent whiff punish in a pinch. It's super-cancelable on the first and third hit, and Terumi can RC at any point during the move. However, when used as a combo ender, it can be very hard to punish rolls at midscreen. Terumi can follow up with 5A or 5B after hitting an airborne opponent for decent corner carry. 6C to frame trap deeper in your block-strings since it is much less vulnerable to OD. Make sure you have meter available to RC on block.

Extra Heat gain: 144%+700 [144%+750]


Retaliating Fang

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
0, 196×2, 49×12, 539 Throw(160) 25 3 43 - T -

  • CH state for entire duration.
  • 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's very slow. Can be used sparingly as a mix-up option to build meter, but Terumi will be punished very heavily for it on whiff.

  • Fixed Heat gain: 0×3, 100×3, 150×3, 250×3, 350×3, 600 = 3450
  • Under Overdrive if opponent has sufficient Heat: [0×3, 100×3, 200×3, 350×3, 450×3, 850] = 4450


Cleaving Fang

22C/22CCCC near downed opponent

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
22C 400×2, 1100 All 11 3(16)3(29)1 25 - F -
22CCCC 400×2, 250×3, 1100 All 11 3(16)3,2,2(15)3(29)1 25 - F -

  • Two versions exist for this move: 22C (Light) and 22CCCC (Heavy).
    • Light Version: Two stomps, One kick.
    • Heavy Version: Five stomps, One kick. 110% bonus proration on last hit.
    • The kick for both versions wall bounces in the corner.
  • Can be special-cancelled or overdrive-cancelled.

Purely combo filler. Must be special-cancelled to follow it up, unless it wall bounces high enough in the corner to be followed up with forward dash 6B or 6D for example.


Agonizing Fang

214C


Distortion Drives

Gleaming Fang

41236C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
41236C 0, 2400 All 4+(15 Flash)+6 10 39 -4 B 1~21 P
41236C OD 0, 1000, 0, 2400 All 4+(15 Flash)+6 10 [(24)4] 36 -4 B 1~21 P
j.41236C 0, 2400 All 4+(15 Flash)+3 Until L 21 -4 H 1~Until L P
j.41236C OD 0, 1000, 0, 2400 All 4+(15 Flash)+3 Until L [(17)4] 20 [36] -4 H, B 1~Until L P


Normal Version
  • Inflicts Fatal Counter.
  • Invincible against projectiles from F1.
  • Switches sides on hit/block.
  • Minimum damage: 360 [560]

Terumi rushes at the opponent enveloped in a dark green aura, moving across nearly the entire screen (air version varies depending on how high Terumi is when used).

Can net ~3K combos on hit with minimal effort. It's -4 on block, and even on Instant Block it can be hard to punish. The projectile invincibility makes this move good for getting in on zoners or punishing projectile supers.


Overdrive Version

In OD, this move gains an additional rush, cancelling out the side switch. This only occurs on hit/block. It adds damage and gives more time to follow up. Curiously, if the first attack is guardpointed, the second hit will do no damage.


The Divine Twin Blades

623B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
623B 1100×2, 1800 Mid 4+(15 Flash)+3 4,8(15)6 27+21L -35 B×2, H 1~10 All
623B OD 1000×5 Mid 4+(15 Flash)+3 4,4,4(15)6(14)4 9+21L -35 B×4, H 1~10 All
j.623B 1100×2, 1800 All 4+(15 Flash)+3 4,8(15)6 Until L+21L - H 1~14 All
j.623B OD 1000×5 All 4+(15 Flash)+3 4,4,4(15)6(14)4 Until+21L - H 1~14 All


Normal Version
  • Minimum damage: 830 [1100]

Terumi's main reversal option. Very fast, but also very unsafe on block or whiff. Recommended to use when you have 100 meter so you can RC it safely. Can be followed up on Counter-Hit.


Overdrive Version

OD adds an extra kick at the end which ground-bounces the opponent, allowing follow-ups; the ground version gives 8 frames to follow up, while the air version gives 11 frames, making it a staple OD combo extender. It's usefulness as a reversal is further increased due to being cancellable into Exceed Accel. They will have to punish you before you hit the ground for anything guaranteed.


Serpent's Laceration

63214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
63214A 800, 500, 1000, 2000
[800, 400×14, 1000, 2500]
Low, Air 13+(48 Flash)+2 2 28 -13 F 13~16 All
63214B 800, 400×4, 1000, 2500
[800, 400×14, 1000, 2500]
High, Air 13+(48 Flash)+2 2 16 -1 B 13~16 All

A Version

  • Minimum damage: 545 [890]

Hits low. With full meter, this is a legitimate mix-up, but be wary if they have 50 meter to Counter Assault. It's best used for this purpose near the corner for good damage and meter. The A version cannot be followed up without full meter. Wallbounces towards Terumi midscreen; wallsticks in the corner. When RC'd on the second hit, the A version leaves them in a long untechable state, making it useful in specific combos.

As a side note, finishing an opponent with the first or second hit will give you a taunt voice clip while rubbing his heel into his opponents face instead of his usual round win quotes.

B Version

  • Minimum damage: 715 [890]

The B version is an overhead. Wallbounces towards Terumi midscreen, wallsticks in the corner, and can be used as a corner combo extender if CT isn’t an option or if you really need the extra damage.

Can be used to end combos, giving you less damage than his other supers, but better Oki.

Overdrive Version

In OD, the number of hits increases, and both versions can be followed up anywhere on the screen, making the mixup more potent and allowing it to be a combo extender in more situations. However, it is outclassed by Messenga or Soutenjin in most situations.


Venomous Bite

236236A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Catch - - - - 187 - - 1~112 HBF Guard
Attack 0, 2800
[0, 80×5, 2800]
Unblockable - 6 - - - All


Normal Version
  • Counter super, attack only triggers on successful guard point.
  • Activates on highs and mids. Loses to lows, throws, and projectiles.
  • Super-flash only occurs on successful guard point, however heat is consumed at the start of the guard point, not the attack.
  • When triggered, it 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 guard point, but won't activate, on various moves like jump-ins, crossups, and rising moves like Inferno Divider.
  • Terumi is in Counter-Hit state during the entire move.
  • It could have a minimum damage, we don't know because everything that stays on hit beats this.

Terumi walks forward and casually swings Ouroboros around.

A highly situational move that is best used against predictable opponents. Can be used as a nasty punish as well as a pseudo-reversal due to it becoming active on frame one. However, this move is generally way too high-risk to advise using over your other defensive options as it loses to almost everything. Against heavily telegraphed or reactable moves however (such as Tager's Sledgehammer) you can use it, especially if you have full meter, even moreso with OD to stop time and check the game state, as you can get anywhere from 6K-7K+ Damage with it. It also practically guarantees Active Flow.


Overdrive Version
  • Activates on highs, mids, and lows. Loses to throws and projectiles.

OD version does increased damage, becomes super-cancelable on a successful counter, and can counter lows. Other limitations still apply, however.


Serpent's Cursed Sting

632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
800×2, 0, 250×N, 800, see notes All 7+(40 Flash)+10 4 34 -17 B 1~23 All

  • Minimum damage at 100 meter: 1680 (OD: 2030-2180, see below)

Terumi's main round ender, he slashes the opponent with a sword made of his energy. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He then drains the opponent of their power before dropping them to the ground and kicking them away. Basically you want to use this move to kill since it does absurd damage but will always leave you without meter. Also doubles as a slower reversal option, but with much more invulnerability.

At max meter, this is one of the highest-damaging attacks in the game. Both other versions still give very good damage. Well worth activating Overdrive for mid combo to eke out a bit more meter gain just before activating this.


Normal Version Mechanics
  • During the snakebite phase, hits once for every 5 meter Terumi has remaining, rounded up. Has a minimum of 3 hits.
  • Meter gain mid super can affect which ender occurs, but only before the snakebite phase starts.
    • If you have less than 25 meter, ends with a hit of 1500 damage. Total Minimum damage: 780, 50*n
    • If you have 25 to 49 meter, ends with two 1500 damage hits. Total Minimum damage: 780, 50*n
    • If you have 50 meter, ends with 1500 and then 4000 damage. Total Minimum damage: 1180, 50*n
  • It is possible for the grab part to miss in some situations.
  • Minimum damage at 50, 75 and 100 meter: 930, 1030, 1680

Overdrive Version Changes
  • Opponent loses 5% meter and Terumi gains 1% for every hit during the snakebite phase.
    • In practice, this means you deal 13 hits with 100 meter in OD against an opponent with meter, 14 if you have red health meter regeneration.
    • Will steal a tiny fraction of meter even if the opponent has none, which gets rounded up into an additional hit at breakpoints 15 meter or above.
  • Deals the same damage per hit during the snakebite phase, but the finishing hits are improved.
    • If you have less than 25 meter, ends with a hit of 3000 damage. Total Minimum damage: 780, 50*n
    • If you have 25 to 49 meter, ends with 1000x3 and then 2000 damage. Total Minimum damage: 1230, 50*n
    • If you have 50 meter, ends with 1000, 2000 and then 3000 damage. Total Minimum damage: 1480, 50*n
  • Minimum damage at 50, 75 and 100 meter: 930, 1530, 2030
    • You have 100 meter, they have meter: 2130
      • ... And you have red health: 2180


Screeches of the Condemned

236236D/214214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
Horizontal
236236D
800×4, 2000, 3500
[800×8, 3000, 4000]
Guard Break/Barrier [Unblockable] 9+(27 Flash)+18 Until Offscreen Total 103 0 P* 1~41 All
Diagonal
214214D
800×4, 2000, 3500
[800×8, 3000, 4000]
Guard Break/Barrier [Unblockable] 9+(27 Flash)+18 Until Offscreen Total 103 0 P* 1~41 All


Normal Version
  • Requires 100 Heat.
  • If first hit guard crushes, the second hit will confirm into the rest of the attack.
  • Minimum damage: 4652 [6148].
  • Both versions have large deadzones.

Terumi shoots out a chain either straight in front (236236D) or at a ~45 degree angle (214214D). After connecting, Terumi goes into a series of strikes. At the end of the sequence, Terumi will switch sides.

Costs 100 Heat and has a good amount of invulnerability. It guard-crushes on block, and if Barrier Blocked, it pulls his opponent to him. This is mainly used to close out rounds when at midscreen and against zoners to hard punish projectiles. Has a minimum distance at which the opponent must be away from Terumi (roughly half screen for 236236D; 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.


Overdrive Version

In OD, both versions of this move are completely unblockable, meaning it can be used to play mind games with the opponent or on Overdrive Raid against projectiles for a massive punish.


Exceed Accel

Dungeon of Serpents

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
600, 400×6
{600, 1200, 500×8}
All 20 [10] 3 19+15L -10 B 1~22 All
[1~12 All]

Terumi performs a flying kick towards the opponent, covering much more ground than most EA's. This does usually mean that Terumi will be left in a bad position on block. That, combined with bad pushback, makes this is one of the easiest EA's to punish. If it connects, he summons a portal from which several small snakes attack the opponent. Puts Terumi in Active Flow if he hasn't already been in it already. On Active Flow, Terumi summons a single, large viper instead.

Because of the effects of Terumi's Overdrive, he can super-cancel most of his supers into this move, even on block.


Astral Heat

The Unholy Wrath of the Basilisk

222D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
0, 100, 400×36, 20000 All 5+(76 Flash)+16 16 Total 76 -22 P* -

Terumi creates a red portal with his Ouroboros chains on the ground in front of him. If the opponent is caught in it, he proceeds to shoot out dozens of energy snakes at the opponent from a portal summoned behind him while laughing, then transforms into the Black Susano'o and uses a single, mighty slash to finish the opponent off.

A very easy Astral Heat to land. Can connect from 236D, 6D, CH 6A and numerous other things. Compared to other Astral Heats, Terumi's is a very practical way to finish the match.


Colors

BBCF Terumi color 1.png
BBCF Terumi color 2.png
BBCF Terumi color 3.png
BBCF Terumi color 4.png
BBCF Terumi color 5.png
BBCF Terumi color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Terumi color 7.png
BBCF Terumi color 8.png
BBCF Terumi color 9.png
BBCF Terumi color 10.png
BBCF Terumi color 11.png
BBCF Terumi color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Terumi color 13.png
BBCF Terumi color 14.png
BBCF Terumi color 15.png
BBCF Terumi color 16.png
BBCF Terumi color 17.png
BBCF Terumi color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Terumi color 19.png
BBCF Terumi color 20.png
BBCF Terumi color 21.png
BBCF Terumi color 22.png
BBCF Terumi color 23.png
BBCF Terumi color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

External References


Navigation

Yuuki Terumi
Ambox notice.png To edit frame data, edit values in BBCF/Yuuki Terumi/Data.