BBCF/Yuuki Terumi/Frame Data

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Yuuki Terumi


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


System Data

name health prejump backdash forwarddash Unique Movement Options
Yuuki Terumi 10,500 4F 22F (1-5F Inv All)

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 5 3 9 0 B 100 80 Normal SJRT 1 11 12 12 16 23 9 +0 +0
5B 500 Mid 8 3 12 +2 B 100 89 Long SR 3 16 17 17 22 31 11 +0 +2
5C 490×2 All 11 2(11)2 2+18L -2 B 100 89 Long SR 3 16, 19 17, 20 22, 22 + Down 23 Launch 36, 36 + Down 23 9 +0 +2
2A 300 All 7 2 10 ±0 F 100 80 Normal SRT 1 11 12 12 16 23 9 +0 +0
2B 480 Low 9 3 19 -8 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 720 Mid 13 4 25 -12 F 100 89 Long SRJ 3 16 17 17 22 31 11 +0 +2
6A 550 Mid 9 3 24 -10 B 5~11 H 90 79 Normal SRJ 3 16 Launch 28 Launch 42 11 +0 +2
6B 650 Mid 24 3 12 +3 B 13~26 FT 90 92 Long SR 4 18 19 36 + Down 23 Crumple 81 + Down 10 54 + Down 23 12 +0 +5
6[B] 31
6C 500, 300, 650 All 13 2(8)3(17)4 31 -14 B 90 94 Long R 5 20 21, 29, Launch 30×2, 50 + GBounce 27, 35, Launch 46×2, 66 + GBounce + Down 23 8×2, 13 +0 +8
3C 700 Low 10 2 30 -13 F 90 92 Long SR 4 18 Launch 40 Launch 55 + Down 23 12 +2 +7
j.A 300 High/Air 7 3 9 H 80 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
j.B 380×2 High/Air 10 4(2)2 14 H 80 85 Long SJR 2 13 14 16 18 26 10 +0 +1
j.C 350×2, 550 High/Air 11 2(3)2(4)2 18 -3 H 80 89 Long SJR 2,2,3 13×2, 16 14×2, 17 22 18×2, 17 34×2, 22 2×2, 7 +0 +1×2, +2


Drive Moves

  • All Terumi's Drive moves will generates a fixed amount of heat, plus an additional portion which is proportion to damage. In the following, we will use X%+Y to denote that if this move hits, Terumi will gain extra (normal hit heat gain formula still applies) Y heat, plus (the damage of that move in combo * X%).
  • If the move is blocked, Terumi gets an 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.
  • Under 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].

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 620 All 13 4 18 -3 BP 100 82 Long SR 4 18 19 19 24 34 9 +3 +5
2D 680 All 40 15 Total 61 +5 P1 90 82 Long SR 4 18 19 36 24 51 0/+8 +8 +10
2D OD 350×3 All 40 3×5 Total 61 +11 P1 90 82 Long SR 4 18 19 36 24 51 0/+8 +8 +10
6D 350 Mid 18 3 24 -8 B 100 100 Long SR 4 18 Crumple 29 60 Crumple 81 78 12 +0 +5
6D Followup 300×2, 550 All B 100 82 Long SR 3×2,4 16×2, 20 20×2, Launch 60 Launch 74×2, 76 2×2, 13 +1×2, +0 +1×2, +0
6D Followup OD 250×4, 550 All B 100 82 Long SR 3×4,4 16×4, 20 20×4, Launch 60 Launch 74×4, 76 2×4, 13 +1×4, +0 +1×4, +0
4D 600 All 10 6 16 0 BP 100 85 Long SR 2 13 14 26 [28] 18 38 [40] 10 +0 +1
j.D 660 All 20 4 23 HP 80 82 Long SJR 4 18 19 19 24 34 + GBounce 30 12 +0 +5
j.2D 640 All 15 8 Until L+7 +3 H 80 79 Long 3 16 21 30 [+ Down 23] 21 30 [+ Down 23] 11 +0 +2


Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 300, 1200 Throw 7 3 23 T 100 50 Normal SR 0, 4×2 18 Launch 100, 100 + Down 23 0, 6, 12 +0 +0
4BC Back Throw 0, 300, 0, 1200 Throw 7 3 23 T 100 50 Normal SR 0, 4, 0, 4 Launch -, 100 + Down 24, -, 100 + WBounce + Slide 10 0, 6, 0, 12 +0 +0
j.BC Air Throw 0, 300, 0, 1200 Throw 7 3 23+3L T 100 50 Normal SR 0, 4, 0, 4 -, 100, -, 100 + WBounce + Slide 10 0, 6, 0, 12 +0 +0
6AB Counter Assault 0 All 13 4 35 -20 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 50 60 Crumple 100 74 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 50 60 Crumple 100 74 11 +0 +2


Specials

  • All Terumi's specials are super cancelable.

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236D Snakebite 520 All 16 3 11 [24] -4 B 90 89 Long R 3 20 Launch 25 Launch 39 11 +0 +2
236D Followup Snakebite Followup 300, 1000 100 89×2 R 3 Launch 36, 36 + Down 23 Launch 50, 50 + Down 23 6, 0 +0 +2
214D Retaliating Fang 0, 196×2, 49×12, 539 Throw(160) 25 3 43 T 100 80×2,90×13 Very Short R 1 Launch 60 0×2, 0/+5×12, 15/+5 +0×2, +5×13 +0×2, +5×13
214C Agonizing Fang 800 High 19 3 18 -4 B 80 89 Normal R 3 16 22 17 + Down 23 27 31 + Down 28 11 +0 +2
22C Cleaving Fang 400×2, 1100 All 11 3(16)3(29)1 25 F 100 79 Long SR 3 16 Launch 30×2, 40 + WBounce 40 6 6×2,4 +2
22CCCC Cleaving Fang 400×2, 250×3, 1100 All 11 3(16)3,2,2(15)3(29)1 25 F 100 79 Long SR 3 16 Launch 4x(Slide 10 + Down 23), Slide 10 + Down 25, 40 + WBounce 40 6 6×5,4 +2


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
  • Under Terumi's Overdrive, Distortion Drives have the following properties:
    • Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 Heat
    • No Heat Gauge Cooldown is applied

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
41236C Gleaming Fang 0, 2400 All 4+(15 Flash)+6 10 39 -4 B 1~21 P 100 100, 70 Normal R 5 25 Launch 21, 60 Launch 40, 79 0/+10, 0/+7 +10, +7 +10, +15
41236C OD Gleaming Fang OD 0, 1000, 0, 2400 All 4+(15 Flash)+6 10 [(24)4] 36 -4 B 1~21 P 100 100×3, 70 Normal R 5 25 Launch 21×3, 60 Launch 40×3, 79 0/+10, 0×2, 0/+5 +10, 0×2, +5 +10, 0×2, 0/+13
j.41236C Air Gleaming Fang 0, 2400 All 4+(15 Flash)+3 Until L 21 -4 H 1~Until L P 100 100, 70 Normal R 5 25 Launch 21, 60 Launch 40, 79 0/+10, 0/+7 +10, +7 +10, +15
j.41236C OD Air Gleaming Fang OD 0, 1000, 0, 2400 All 4+(15 Flash)+3 Until L [(17)4] 20 [36] -4 H, B 1~Until L P 100 100×3, 70 Normal R 5 25 Launch 21, 60, 21, 60 Launch 40, 79, 40, 79 0/+10, 0/+5, 0/+10, 0/+5 +10, +5, +10, +5 +10, +13, +10, +13
623B Divine Twin Blades 1100×2, 1800 Mid 4+(15 Flash)+3 4,8(15)6 27+21L -35 B×2, H 1~10 All 80×3 92×3 Very Short R 4 18 Launch 48 Launch 63 4×2, 20 +0 +5
623B OD Divine Twin Blades OD 1000×5 Mid 4+(15 Flash)+3 4,4,4(15)6(14)4 9+21L -35 B×4, H 1~10 All 80×5 92×5 Very Short R 4 18 Launch 60 + GBounce Launch 75 + GBounce 2×3,12×2 +0 +5
j.623B Air Divine Twin Blades 1100×2, 1800 All 4+(15 Flash)+3 4,8(15)6 Until L+21L H 1~14 All 80×3 92×3 Very Short R 4 18 Launch 48 Launch 63 4×2, 20 +0 +5
j.623B OD Air Divine Twin Blades OD 1000×5 All 4+(15 Flash)+3 4,4,4(15)6(14)4 Until+21L H 1~14 All 80×5 92×5 Very Short R 4 18 Launch 60 + GBounce Launch 75 + GBounce 2×3,12×2 +0 +5
63214A A Serpent's Laceration 800, 500, 1000, 2000
[800, 400×14, 1000, 2500]
Low, Air 13+(48 Flash)+2 2 28 -13 F 13~16 All 90 89×2,92×2
[89, 98×14, 92×2]
Long R 3 16 Launch 30 + Down 43 Launch 44 + Down 43 9 +0 +2
63214B B Serpent's Laceration 800, 400×4, 1000, 2500
[800, 400×14, 1000, 2500]
High, Air 13+(48 Flash)+2 2 16 -1 B 13~16 All 90 89×5,92×2
[89, 98×14, 92×2]
Normal R 3 16 Launch 30 + GBounce + Down 43 Launch 44 + GBounce + Down 43 9 +0 +2
236236A Venomous Bite (Catch) 187 1~112 HBF Guard
236236A Attack Venomous Bite (Attack) 0, 2800
[0, 80×5, 2800]
Unblockable 6 All 94 [96] Normal R 5 Launch 90 Launch 116 0, 30/+10
[0, 1×5, 30/+10]
+0, +10
[+0×6, +10]
632146D Serpent's Cursed Sting 800×2, 0, 250×N, 800, see notes All 7+(40 Flash)+10 4 34 -17 B 1~23 All 80 94×2, 89, 100×N, 100, see notes
[94×2, 100, 101×N, 100, see notes]
Very Short R 5 20 Launch 60 13 +0
236236D Screeches of the Condemned 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 100 94×5 [94×10] Long 5 20 21 100 1/+40 1/+40×2, 13, 9, 5, 0
[1/+40×2, 13, 9×5, 5, 0]
214214D Screeches of the Condemned 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 100 94×5 [94×10] Long 5 20 21 100 1/+40 1/+40×2, 13, 9, 5, 0
[1/+40×2, 13, 9×5, 5, 0]


Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Dungeon of Serpents 600, 400×6
{600, 1200, 500×8}
All 20 [10] 3 19+15L -10 B 1~22 All
[1~12 All]
100 100 Long 4 26 Launch 80 20 20, 3×6 [20, 6, 1×8] +0


Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222D Unholy Wrath of the Basilisk 0, 100, 400×36, 20000 All 5+(76 Flash)+16 16 Total 76 -22 P* 1~35 All 100 94 Normal None 5 20 0


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCP Terumi 5A.pngGuard:
All
Startup:
5
Recovery:
9
Advantage:
0
[3]
5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special, Super
5BBBCP Terumi 5B.pngGuard:
Mid
Startup:
8
Recovery:
12
Advantage:
+2
[1]
6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Special, Super
5CBBCP Terumi 5C 1.pngGuard:
All
Startup:
11
Recovery:
2+18L
Advantage:
-2
[1]
- 6B 2C, 6C, 3C 5D, 2D, 6D, 4D Jump (first hit),Special, Super
5DBBCP Terumi 5D.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-3
- 6B 6C 2D, 6D Special, Super
2ABBCP Terumi 2A.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
±0
[3]
5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special, Super
2BBBCP Terumi 2B.pngGuard:
Low
Startup:
9
Recovery:
19
Advantage:
-8
[1]
6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Special, Super
2CBBCP Terumi 2C.pngGuard:
Mid
Startup:
13
Recovery:
25
Advantage:
-12
[1]
- 6B 5C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special, Super
2DBBCP Terumi 2D.pngGuard:
All
Startup:
40
Recovery:
Total 61
Advantage:
+5
- - - - -
6ABBCP Terumi 6A.pngGuard:
Mid
Startup:
9
Recovery:
24
Advantage:
-10
- 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special, Super
6BBBCP Terumi 6B.pngGuard:
Mid
Startup:
24
Recovery:
12
Advantage:
+3
- - 6C[-] 6D[-] Special[-], Super[-]
6[B]BBCP Terumi 6B.pngGuard:
-
Startup:
-
Recovery:
31
Advantage:
-
- - - - Throw[+]
6CBBCP Terumi 6C.pngGuard:
All
Startup:
13
Recovery:
31
Advantage:
-14
- - - - -
6DBBCP Terumi 6D.pngGuard:
Mid
Startup:
18
Recovery:
24
Advantage:
-8
- - 6C[-] - Special[-], Super[-]
3CBBCP Terumi 3C.pngGuard:
Low
Startup:
10
Recovery:
30
Advantage:
-13
- - 6C 5D, 6D, 2D Special, Super
4DBBCF Terumi 4D.pngGuard:
All
Startup:
10
Recovery:
16
Advantage:
0
- - - - Jump, Special, Super
Air Revolver Action Table
A B C D Cancels
j.ABBCP Terumi jA.pngGuard:
High/Air
Startup:
7
Recovery:
9
Advantage:
-
j.A j.B j.C j.D, j.2D Throw, Jump, Special, Super
j.BBBCP Terumi jB.pngGuard:
High/Air
Startup:
10
Recovery:
14
Advantage:
-
- - j.C j.D, j.2D Jump, Special, Super
j.CBBCP Terumi jC.pngGuard:
High/Air
Startup:
11
Recovery:
18
Advantage:
-3
- - - j.D, j.2D Jump, Special, Super
j.DBBCP Terumi jD.pngGuard:
All
Startup:
20
Recovery:
23
Advantage:
-
- - - j.2D Special, Super
j.2DBBCP Terumi j2D.pngGuard:
All
Startup:
15
Recovery:
Until L+7
Advantage:
+3
- - - - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

External References


Navigation

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

System Explanations

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The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
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Archived Information
Patch Notes

Mechanics Glossary