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
Strengths |
Weaknesses
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- Very high Heat gain means more Rapid Cancels/Counter Assaults/Crush Triggers/Distortion Drives.
- Very good mobility with high speed.
- Strong rushdown and pressure options.
- Good defensive options with 50 meter.
- Despite it's low damage, 6A is a frightenngly potent Anti-Air
- Suppressing opponent's meter gain often limits their options and combo damage against Terumi.
- Astral Heat is extraordinarily easy to combo into, giving him an easy way to quickly end a match.
- Benefits immensely from Overdrive and Active Flow.
- Extremely high max combo damage that is actually practical.
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- Mixup game is bad without meter.
- Very weak Air-to-Ground game, his only aerials that have a good vertical hitbox (J.D and J.2D) are both slow, and J.2D whiffs easily due to the forward movement
- Range on his Normals make it difficult for him to get in and stay in, especially against zoners (without meter) or characters with superior range and footsies, pretty much helpless against characters with disjointed hitboxes (Amane, Nine), also makes him very susceptible to barrier
- Has a very hard time confirming punishes at his max range without meter: Snakebite does not connect at maximum range, and 6C can have issues connecting at that range.
- The hurtboxes on some of his normals often extend before the attack becomes active, meaning he must be very careful against footsie-oriented characters.
- Lacks reversal options without 50 Heat or Overdrive, making him reliant on both resources.
- Low average meterless damage.
- Below-average health.
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