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==Normal Moves== | ==Normal Moves== | ||
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==Drive Moves== | ==Drive Moves== | ||
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A jump-cancellable sand kick. Like 5D, it nullifies projectiles. Being jump- and super-cancellable, it allows for mixups and safejumps. | A jump-cancellable sand kick. Like 5D, it nullifies projectiles. Being jump- and super-cancellable, it allows for mixups and safejumps. | ||
This move can also be used as a counterpoke in certain situations, due to it's speed and lack of hurtbox on the snake it'll beat out moves with extended hurtboxes and clash with those that don't | This move can also be used as a counterpoke in certain situations, due to it's speed and lack of hurtbox on the snake it'll beat out moves with extended hurtboxes and clash with those that don't | ||
During OD | During OD untechable time is greatly increased, allowing Terumi to loop 4D>j.2D more than once. | ||
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|name=Crush Trigger | |name=Crush Trigger | ||
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==Special Moves== | ==Special Moves== | ||
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{{#lsth:BBCF/Yuuki Terumi/Data|236D}} | {{#lsth:BBCF/Yuuki Terumi/Data|236D}} | ||
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{{#lsth:BBCF/Yuuki Terumi/Data|236D Followup}} | |||
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*Gains 29% Heat on hit. | *Gains 29% Heat on hit. | ||
*In Overdrive: Gains 34% on hit and drains 5% from the opponent. | *In Overdrive: Gains 34% on hit and drains 5% from the opponent. | ||
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*If triggered fully, ends with terumi's opponent downed at Terumi's feet. | *If triggered fully, ends with terumi's opponent downed at Terumi's feet. | ||
Decent whiff punisher when meter is needed, and one of Terumi's main combo enders, as well as an extender with meter. It is Distortion-cancelable on the first and third hit, and Terumi can RC throughout the move. When used as a combo ender, however, it can be very hard to punish rolls midscreen, but it can be used to catch rolls on specific combo enders (6C, 22C) | Decent whiff punisher when meter is needed, and one of Terumi's main combo enders, as well as an extender with meter. It is Distortion-cancelable on the first and third hit, and Terumi can RC throughout the move. When used as a combo ender, however, it can be very hard to punish rolls midscreen, but it can be used to catch rolls on specific combo enders (6C, 22C). | ||
It can be used as a very gimmicky pressure reset and throw setup by putting the opponent in blockstun and making it whiff. | It can be used as a very gimmicky pressure reset and throw setup by putting the opponent in blockstun and making it whiff. | ||
A major change in BBCF is that this move now has a minimum height restriction; due to this, the move doesn't fully animate on airborne opponents too far from the ground. However, Terumi can follow up with 5A or 5B after hitting an airborne opponent, giving the move corner carry abilities. | A major change in BBCF is that this move now has a minimum height restriction; due to this, the move doesn't fully animate on airborne opponents too far from the ground. However, Terumi can follow up with 5A or 5B after hitting an airborne opponent, giving the move corner carry abilities. | ||
In 2.0 the blockstun on the move has been increased. Making it only -4 on block. This brings it in line with other moves similar to this (Hell’s fang). Be wary of IB. | |||
It can be used as a safer alternative to 6C to frame trap deeper in your blockstrings since it is much less vulnerable to OD. Make sure you have meter available to RC on block. | |||
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==Distortion Drives== | ==Distortion Drives== | ||
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Terumi rushes at the opponent enveloped in a snake-shaped aura, covering up to ¾ of the screen (air version varies depending on how high Terumi is when used). | Terumi rushes at the opponent enveloped in a snake-shaped aura, covering up to ¾ of the screen (air version varies depending on how high Terumi is when used). | ||
On a successful hit, around 3000 damage combos can be used with minimum requirements. Unlike in BBCP, it now only has projectile invulnerability, so it can't be used as a reversal; however, the projectile invulnerability is active from the first frame, so it can be used as an anti-zoning tool. It is -4 on block, and even on Instant block | On a successful hit, around 3000 damage combos can be used with minimum requirements. Unlike in BBCP, it now only has projectile invulnerability, so it can't be used as a reversal; however, the projectile invulnerability is active from the first frame, so it can be used as an anti-zoning tool. It is -4 on block, and even on Instant block it can be hard to punish. | ||
No longer his best Distortion Drive in terms of utility, but still good for getting in on zoners or punishing projectile supers. | No longer his best Distortion Drive in terms of utility, but still good for getting in on zoners or punishing projectile supers. | ||
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OD version adds an extra kick at the end which groundbounces 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. The OD version can be very useful as a reversal option | OD version adds an extra kick at the end which groundbounces 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. The OD version can be very useful as a reversal option especially since you can attempt to snipe people attempting to punish by canceling into EA. They will have to punish you before you hit the ground for anything guaranteed. | ||
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*Minimum damage: 715 [890] | *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, not that good in this version due to the | The B version is an overhead. Wallbounces towards Terumi midscreen, wallsticks in the corner, and can be used as a corner combo extender, not that good in this version due to CT combos being readily available and the damage/resource gain difference not being that big. Use it to extend combos in situations where CT isn’t an option or if you really need the extra damage. | ||
Can be used to end combos, giving you worse damage than his other supers, but better Oki | Can be used to end combos, giving you worse damage than his other supers, but better Oki | ||
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*Minimum damage: 545 [890] | *Minimum damage: 545 [890] | ||
The A version is a low. With 100 Heat, this is a legit mixup, but | The A version is a low. With 100 Heat, this is a legit mixup, but be wary of if they have 50 meter to counter assault. It is best used for this purpose near the corner so you can get good damage and meter back. The A version cannot be followed up without 100 Heat. Wallbounces towards Terumi midscreen; wallsticks in the corner. | ||
When Rapid Canceled on the second hit, the A version leaves them in a long untechable state, making it useful in specific combos (or for a taunt.) | When Rapid Canceled on the second hit, the A version leaves them in a long untechable state, making it useful in specific combos (or for a taunt.) | ||
As a side note, finishing an opponent with the first or second hit will give you a taunt voice clip while rubbing it in instead of his usual round win quotes. | As a side note, finishing an opponent with the first or second hit will give you a taunt voice clip while rubbing it in instead of his usual round win quotes. | ||
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Terumi slashes the opponent with a sword made out of his evil greenish energy. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll proceeds in pumping his vile force into the opponent while draining their power before dropping them to the ground and kicking them away. | Terumi slashes the opponent with a sword made out of his evil greenish energy. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll proceeds in pumping his vile force into the opponent while draining their power before dropping them to the ground and kicking them away. | ||
Very strong combo ender due to its very high minimum damage. In CF, it is the highest damage finisher at all heat levels. Also doubles as his second metered reversal option, although it is slower than 623B but has MUCH! more invul. It will always use up all of Terumi's Heat on a successful hit. When at 75 Heat and below 100, Terumi | Very strong combo ender due to its very high minimum damage. In CF, it is the highest damage finisher at all heat levels. Also doubles as his second metered reversal option, although it is slower than 623B but has MUCH! more invul. It will always use up all of Terumi's Heat on a successful hit. When at 75 Heat and below 100, Terumi gets a good knockdown. | ||
OD version drains a lot of the opponent's Heat (up to 53%; 5% Heat for every 5% Heat Terumi has). 100 Heat version does insane damage on hit. 75% version does more damage, and | OD version drains a lot of the opponent's Heat (up to 53%; 5% Heat for every 5% Heat Terumi has). 100 Heat version does insane damage on hit. 75% version does more damage, and the knockdown is still good. 50% version, besides the Heat drain, remains unchanged. | ||
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==Exceed Accel== | ==Exceed Accel== | ||
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==Astral Heat== | ==Astral Heat== | ||
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==External References== | ==External References== | ||
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*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=tm&pref=0 Arcade Profile Dan Rankings] | *[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=tm&pref=0 Arcade Profile Dan Rankings] | ||
*[http://www.dustloop.com/forums/index.php?/forums/topic/12132-cf-yuuki-terumi-video-thread/ Character Video Thread] | *[http://www.dustloop.com/forums/index.php?/forums/topic/12132-cf-yuuki-terumi-video-thread/ Character Video Thread] | ||
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==Navigation== | ==Navigation== | ||
{{#lsth:BBCF/Yuuki Terumi/Data|Links}} | {{#lsth:BBCF/Yuuki Terumi/Data|Links}} |
Revision as of 01:10, 3 September 2019
Yuuki Terumi |
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Overview
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.
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 hitbox, damage, etc. Terumi will also drain the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks. It 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 block allowing him to easily end his combos with big damage and gain active flow.
Strengths/Weaknesses
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Normal Moves
5A
5A |
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Terumi's fastest normal at 5 frames, 5A is mainly used as either an anti-air or to interrupt the opponent's pressure. |
5B
5B |
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Terumi's 5B has much shorter range than the average 5B. However, it is +2 on block, making it an excellent pressure tool. Thanks to Terumi's fast run speed, this can also be used as a high damage counter poke in his neutral game. |
5C
5C |
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5C moves Terumi forward, allowing him to stay in his opponent's face and helps a little bit to prevent his normals from whiffing due to the opponent Barrier Blocking. Due to 5C only being -2 on block, it can sometimes be used as a tick throw option. Terumi is also considered airborne at around the first active frame, so it can also be used as a throw bait if timed right. 5C can be jump canceled on the first hit; however you cannot double jump or air dash after jump-canceling. It is strongly advised you do this if they do an overdrive raid on the first hit because it will make the second hit miss and open you up for a punish. In pressure you can jump cancel the first hit and follow up with J.2D to extend your pressure, this is gapless (assuming you did it as clean as possible) on most hitboxes (leaving you at +2 though instead of +3) and leaves a 1-frame gap on shorter hitboxes (Mai, Bullet....) (and leaves you at +3) With meter this move can be used for mixups as rapid cancelling the first hit puts you airborne, so you can for a nasty J.A/J.B overhead, you can also wait till right before the second lands and RC into a throw or low. Curiously, the second part of the move is programmed to only activate when Terumi starts falling, so if some external force launches him upwards (Such as Kokonoe's Gravitron), Terumi will be stuck in recovery from his initial attack until he starts falling. |
2A
2A |
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Clocking in at 7 frame startup while being +0 on block, this is one of the main pieces of Terumi's pressure game, and is also useful for throw setups. It can be used to get out of pressure, but the range is not that great. |
2B
2B |
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This move has some of the best range of his non-Drive attacks, and it is his main low hitting normal. As such, this is used in his mixup game and in neutral, where his Drive normals are too slow to cut it. Beware of opponents with good instant blocking skills, as it makes any gatling to a C or D normal from this move besides 3C and 4D have a gap. The recovery is also really bad, to the point where caution needs to be exercised. |
2C
2C |
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This is one of his longest ranged normals, reaching slightly farther than 2B, not very good in neutral though, due to the startup and extended hurtbox making it easily counterpoked. It is jump-cancelable on block and hit, and unlike 5C, you can double jump and air dash when you jump cancel it. However, just like his other long range normals, it has pretty bad recovery on it, so be careful with its placement. It is useful in pressure as you can jump cancel it into J.2D without leaving much of a gap (4F) |
6A
6A |
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Fast, hitbox covers his entire head, good horizontal range, and jump-cancelable on hit and block. In other words, this is Terumi's true anti-air, and a great one at that. The only downside is the damage off of it; even with Heat, it can leave a lot to be desired on normal hit. On Counter Hit, it has a lot more hitstun, allowing for good damage and Heat Gain. |
6B
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6C
6C |
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This is Terumi's longest ranged normal. However, it cannot be canceled into anything but a Rapid Cancel, but it is possible to combo after it without meter on Counter Hit. It is very unsafe on block and whiff (and also puts you in a Counter hit state for the recovery's duration) so if this does not connect or there is not enough meter to Rapid Cancel, Terumi will be punished heavily for it. Because of this, 6C will mainly be used as a combo ender, extender with meter, whiff punisher, and for all kinds of hard reads. Beware that instant blocking the second hit leaves a small gap which your opponent can perform a reversal with, so waiting for the third hit before rapid cancelling is not foolproof. |
3C
3C |
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Terumi's other low attack; can be be used in his mixup game, but it is his only normal that doesn't chain into 6B. Because it knocks the opponent down, it allows for immediate use of 22C on hit. On Counter Hit, it gives a hard knockdown, allowing to link other normals for more damage and even 2D if done inmediately. |
j.A
j.A |
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Jumping jab. One of his best options for hitting crouchers on a jump-in. It is also a good anti-air option. |
j.B
j.B |
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An all-purpose air normal, but compared to some of his other normals, it is not that good of a jump-in. It has great horizontal range, and OK vertical range, can cross up in the later parts of the move, and hits twice. |
j.C
j.C |
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This is a heavily altered version of Hazama's j.C. Where Hazama mainly uses this for combo filler (Terumi does this too), Terumi's j.C sees a lot of use in neutral. j.C would mainly be used as a way for Terumi to protect himself from an approach where j.D won't cut it due to its speed. Not that great of a jump-in, but it is still good to use off of an instant air-dash. |
Drive Moves
5D
5D |
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This is Terumi's 2nd longest ranged normal, as well as his go-to poke. The max range of this move is NOT at the tip but at around the snake's eyes (just short of the tip). This move is NOT a projectile, but it can nullify projectiles and hit the opponent at the same time. The startup and recovery are pretty sizeable, so Terumi must be careful when throwing this out. At max range (especially if it was used to counter poke or whiff punish), Terumi is not going to get any reasonable damage or Heat Gain unless he already has Heat or gets a Counter Hit. OD version greatly increased horizontal and vertical range. |
2D
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6D
6D | Template:AttackDataHeader-BBCF |
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4D
4D |
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A jump-cancellable sand kick. Like 5D, it nullifies projectiles. Being jump- and super-cancellable, it allows for mixups and safejumps. This move can also be used as a counterpoke in certain situations, due to it's speed and lack of hurtbox on the snake it'll beat out moves with extended hurtboxes and clash with those that don't During OD untechable time is greatly increased, allowing Terumi to loop 4D>j.2D more than once. |
j.D
j.D |
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Terumi's main air to ground normal; the hitbox is massive and Terumi doesn't extend his hurtbox. This allows him to prevent his opponent from approaching too carelessly unless they want to give him free meter. However, J.D's slow startup makes it bad to throw out if the opponent is too close. The small amount of landing recovery allows some characters to punish Terumi on whiff, but this isn't easy to do for a lot of the cast. It can be very hard to confirm into combos on normal hit, 5D only links if j.D is done as late as possible. j.D has a lot of pushback and knockback, making all of his other normals hard to link as well. Got buffed in 2.0, making it easier to follow up on counter hit, it can generally combo into 5D unless you hit very early in your jump When an airborne opponent is hit, unless it is a Counter Hit, the only options are to use meter or chain into j.2D. Can Nullify projectles During OD, hitbox becomes even bigger, making it even harder to contest. Thanks to j.2D's changes in OD, it can be used as OD combo filler. |
j.2D
j.2D |
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Terumi's pressure reset tool. Combined with jump startup, the fastest it can be done is 20 frames. 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 On block, assuming you execute perfectly: 5C (1)>jc>J.2D is gapless on most hitboxes and leaves a 1-frame gap on shorter hitboxes (Bullet,Arakune,Mai e.t.c) 2C>jc>J.2D leaves a 4-frame gap This move's main use is as an Overdrive combo extender and as an air combo ender. J.2D can also be used as a meaty if you know your opponent will Emergency tech due to it's abundance of active frames (8), it's frame advantage (which can go up to +8 if timed right) and the abilty to safejump or option select reversals if timed right
In overdrive you gain access to the 4D>J.2D loop which can be done multiple times to (re)gain meter |
Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B (When Blocking) |
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Crush Trigger
Crush Trigger 5A+B |
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Special Moves
(All of Terumi's Special moves can be cancelled into his Distortion drives)
Snakebite - Jagaku
Snakebite - Jagaku 236D |
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Retaliating Fang - Gasenshou
Retaliating Fang - Gasenshou 214D |
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Has great range for a command grab, but it is very slow. Can be used sparingly as a mixup option to get the needed Heat, but if overdone, Terumi will be punished very heavily for it. |
Cleaving Fang - Garengeki
Cleaving Fang - Garengeki 22C |
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Tsuishouga
Agonizing Fang - Tsuishouga 214C |
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Fast overhead, and safe on block. Can be used in corner combos thanks to Cleaving Fang being special-cancelable. As of 2.0 forces crouch on hit and can follow up on CH (basically a knock-off of Jin's 6A) |
Distortion Drives
Gleaming Fang - Jakyou Messenga
Gleaming Fang - Jakyou Messenga 41236C [Air OK] |
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Divine Twin Blades - Gouga Soutenjin
Divine Twin Blades - Gouga Soutenjin 623B [Air OK] |
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Serpent's Laceration - Orochi Burensen
Serpent's Laceration - Orochi Burensen 63214A/B |
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Venomous Bite - Ouja Zanrouga
Venomous Bite - Ouja Zanrouga 236236A |
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Serpent's Cursed Sting - Jabaku Fuuenjin
Serpent's Cursed Sting - Jabaku Fuuenjin 632146D |
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Terumi slashes the opponent with a sword made out of his evil greenish energy. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll proceeds in pumping his vile force into the opponent while draining their power before dropping them to the ground and kicking them away. Very strong combo ender due to its very high minimum damage. In CF, it is the highest damage finisher at all heat levels. Also doubles as his second metered reversal option, although it is slower than 623B but has MUCH! more invul. It will always use up all of Terumi's Heat on a successful hit. When at 75 Heat and below 100, Terumi gets a good knockdown. OD version drains a lot of the opponent's Heat (up to 53%; 5% Heat for every 5% Heat Terumi has). 100 Heat version does insane damage on hit. 75% version does more damage, and the knockdown is still good. 50% version, besides the Heat drain, remains unchanged. |
Screeches of the Condemned - Jarin Renshouga
Screeches of the Condemned - Jarin Renshouga 236236D/214214D |
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Exceed Accel
Dungeon of Serpents - Jaraku Engokusen ABCD during Overdrive |
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Astral Heat
Unholy Wrath of the Basilisk - Orochizanto Reppuga 222D |
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External References
- Japanese Name: ユウキ=テルミ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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and the move Full
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