BBCF/Yuuki Terumi/Frame Data

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System Data[edit]

Health

10,500

Combo Rate

60%

Prejump

4F

Backdash

22F (1-5F Inv)


Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300 SJRT 100 80 Normal All 1 B 5 3 9 0 11 12 12 16 23 9 +0 +0 - Click!
5B 500 SR 100 89 Long Mid 3 B 8 3 12 +2 16 17 17 22 31 11 +0 +2 - Click!
5C 490*2 SR 100 89 (Once) Long All 3 B 11 2(11)2 2+18L -2 16, 19 17, 20 22, 22 + Down 23 Launch 36, 36 + Down 23 9 +0 +2 - Click!
2A 300 SRT 100 80 Normal All 1 F 7 2 10 0 11 12 12 16 23 9 +0 +0 - Click!
2B 480 SR 90 85 Long Low 2 F 9 3 19 -8 13 14 14 18 26 10 +0 +1 - Click!
2C 720 SRJ 100 89 Long Mid 3 F 13 4 25 -12 16 17 17 22 31 11 +0 +2 - Click!
6A 550 SRJ 90 79 Normal Mid 3 B 9 3 24 -10 16 Launch 28 Launch 42 11 +0 +2 5-11 H Click!
6B 650 SR 90 92 Long Mid 4 B 24 3 12 +3 18 19 36 + Down 23 Crumple 81 + Down 10 54 + Down 23 12 +0 +5 13-26 FT Click!
  • Fatal Counter
6[B]
Feint
- - - - - - - - - - 31 - - - - - - - - - - Click!
  • Can cancel into throw 24-31
6C 500, 300, 650 R 90 94 Long All 5 B 13 2(8)3(17)4 31 -14 20 21, 29, Launch 30*2, 50 + GBounce 27, 35, Launch 46*2, 66 + GBounce + Down 23 8*2, 13 +0 +8 - Click!
3C 700 SR 90 92 Long Low 4 F 10 2 30 -13 18 Launch 40 Launch 55 + Down 23 12 +2 +7 - Click!
j.A 300 SJR 80 80 Normal High/Air 1 H 7 3 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 380*2 SJR 80 85 Long High/Air 2 H 10 4(2)2 14 - 13 14 16 18 26 10 +0 +1 - Click!
j.C 350*2, 550 SJR 80 89 Long High/Air 2,2,3 H 11 2(3)2(4)2 18 -3 13*2, 16 14*2, 17 22 18*2, 17 34*2, 22 2*2, 7 +0 +1*2, +2 - Click!

Drive Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5D 620 SR 100 82 Long All 4 BP 13 4 18 -3 18 19 19 24 34 9 +3 +5 - Click!
  • Bigger Hitbox during OD
2D 680 SR 90 82 Long All 4 P1 40 15 Total 61 +5 18 19 36 24 51 0/+8 +8 +10 - Click!
  • Bonus Proration 110%
2D OD 350*3 SR 90 82 Long All 4 P1 40 3*5 Total 61 +11 18 19 36 24 51 0/+8 +8 +10 - Click!
  • Bonus Proration 110%.
  • Max 3 hits
6D 350 SR 100 100 Long All 4 B 18 3 24 -8 18 Crumple 29 60 Crumple 81 78 12 +0 +5 - Click!
  • Fatal Counter.
  • If within range, does followup
6D Followup 300*2, 550 SR 100 82 Long All 3*2,4 B - - - - 16*2, 20 20*2, Launch 60 Launch 74*2, 76 2*2, 13 +1*2, +0 +1*2, +0 - Click!
6D Followup OD 250*4, 550 SR 100 82 Long All 3*4,4 B - - - - 16*4, 20 20*4, Launch 60 Launch 74*4, 76 2*4, 13 +1*4, +0 +1*4, +0 - Click!
4D 600 SR 100 85 Long All 2 B 10 6 16 0 13 14 26 [28] 18 38 [40] 10 +0 +1 - Click!
  • Can block during last 8F of recovery
j.D 660 SJR 80 82 Long All 4 HP 20 4 23 - 18 19 19 24 34 + GBounce 30 12 +0 +5 - Click!
  • Bigger Hitbox during OD
j.2D 640 - 80 79 Long All 3 H 15 8 Until L+7 +3 16 21 30 [+ Down 23] 21 30 [+ Down 23] 11 +0 +2 - Click!

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0, 300, 1200 SR 100 50 (Once) Normal Throw 0, 4*2 T 7 3 23 - 18 Launch 100, 100 + Down 23 - - 0, 6, 12 +0 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 300, 0, 1200 SR 100 50 (Once) Normal Throw 0, 4, 0, 4 T 7 3 23 - - Launch -, 100 + Down 24, -, 100 + WBounce + Slide 10 - - 0, 6, 0, 12 +0 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 300, 0, 1200 SR 100 50 (Once) Normal Throw 0, 4, 0, 4 T 7 3 23+3L - - Launch -, 100, -, 100 + WBounce + Slide 10 - - 0, 6, 0, 12 +0 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 VS All 4 B 13 4 35 -20 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 Crumple 100 74 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 Crumple 100 74 11 +0 +2 - Click!

Specials[edit]

  • All Terumi's specials are super cancelable.
Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Snakebite
236D
520 R 90 89 Long All 3 B 16 3 11 [24] -4 20 Launch 25 Launch 39 11 +0 +2 - Click!
  • Goes into followup on ground hit.
  • On block, immediately goes into recovery animation (24F)
Snakebite
Followup
300, 1000 R 100 89 - - 3 - - - - - - Launch 36, 36 + Down 23 Launch 50, 50 + Down 23 6, 0 +0 +2 - Click!
Retaliating Fang
214D
0, 196*14 R 100 80 Very Short Throw(160) 1 T 25 3 43 - - Launch 60 - - 0*2, 0/+5*12, 15/+5 +0*2, +5*13 +0*2, +5*13 - Click!
  • Hits standing or crouching opponents only
Agonizing Fang
214C
800 R 80 89 Normal High 3 B 19 3 18 -4 16 22 17 + Down 23 27 31 + Down 28 11 +0 +2 - Click!
  • Forces Crouching on hit
Cleaving Fang
22C
400*2, 1100 SR 100 79 (Once) Long U 3 F 11 3 25 - 16 Launch 30*2, 40 + WBounce 40 - - 6 6*2,4 +2 - Click!
  • Hits downed or airborne state only
Cleaving Fang
22CCC...
400*2, 250*3, 1100 SR 100 79 Long U 3 F 11 3 25 - 16 Launch 30*5, 40 + WBounce 40 - - 6 6*5,4 +2 - Click!

Distortion Drives[edit]

  • 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
Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Gleaming Fang
41236C
0, 2400 R 100 100, 70 Normal All 5 B 4+(15 Flash)+6 10 39 -4 25 Launch 21, 60 Launch 40, 79 0/+10, 0/+7 +10, +7 +10, +15 1-21 P Click!
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Can pass through opponent 1-42.
  • Minimum Damage 15%: 216
Gleaming Fang OD
41236C
0, 1000, 0, 2400 R 100 100*3, 70 Normal All 5 B 4+(15 Flash)+6 10 [(24)4] 36 -4 25 Launch 21*3, 60 Launch 40*3, 79 0/+10, 0*2, 0/+5 +10, 0*2, +5 +10, 0*2, 0/+13 1-21 P Click!
  • Values in [] occur on hit/block
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Can pass through opponent 1-42.
  • Minimum Damage 20%*3, 15%: 336
Air Gleaming Fang
j.41236C
0, 2400 R 100 100, 70 Normal All 5 H 4+(15 Flash)+3 Until L 20 -4 25 Launch 21, 60 Launch 40, 79 0/+10, 0/+7 +10, +7 +10, +15 1-Until L P Click!
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Only does followup hit if first hit hits opponent (not blocked)
  • Minimum Damage 15%: 360
Air Gleaming Fang OD
j.41236C
0, 1000, 0, 2400 R 100 100*3, 70 Normal All 5 H, B 4+(15 Flash)+3 Until L [(17)4] 21 [36] -4 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 1-Until L P Click!
  • Values in [] occur on hit/block
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Only does followup hit if first hit hits opponent (not blocked)
  • Minimum Damage 20%*3, 15%: 560
Divine Twin Blades
623B
1100*2, 1800 R 80 92 Very Short Mid 4 B*2, H 4+(15 Flash)+3 4,8(15)6 27+21L -35 18 Launch 48 Launch 63 4*2, 20 +0 +5 1-10 All Click!
  • Minimum Damage 30%*2, 10%: 840
  • [Only does final hit if opponent gets hit by preceding hit]
  • Counterhit state for entire move
Divine Twin Blades OD
623B
1000*5 R 80 92 Very Short Mid 4 B*4, H 4+3 4,4,4(15)6(14)4 9+21L -35 18 Launch 60 + GBounce Launch 75 + GBounce 2*3,12*2 +0 +5 1-10 All Click!
  • Minimum Damage 25%*4, 10%: 1100
  • Only does final hit if opponent gets hit by preceding hit
  • Counterhit state for entire move
Air Divine Twin Blades
j.623B
1100*2, 1800 R 80 92 Very Short All 4 H 4+(15 Flash)+3 4,8(15)6 Until L+21L - 18 Launch 48 Launch 63 4*2, 20 +0 +5 1-14 All Click!
  • Values in [] are during OD
  • Minimum Damage 30%*2, 10% [25%*4, 10%]: 840 [1100]
  • [Only does final hit if opponent gets hit by preceding hit]
  • Counterhit state for entire move
Air Divine Twin Blades OD
j.623B
1000*5 R 80 92 Long All 4 H 4+3 4,4,4(15)6(14)4 Until+21L - 18 Launch 60 + GBounce Launch 75 + GBounce 2*3,12*2 +0 +5 1-14 All Click!
  • Minimum Damage 25%*4, 10%: 1100
  • Only does final hit if opponent gets hit by preceding hit
  • Counterhit state for entire move
A Serpent's Laceration
63214A
800, 500, 1000, 2000
[800, 400*14, 1000, 2500]
R 90 89
[89, 98*16]
Long Low 3 F 13+(48 Flash)+2 2 28 -13 16 Launch 30 + Down 43 Launch 44 + Down 43 9 +0 +2 13-16 All Click!
  • Values in [] are during OD
  • Minimum Damage 15%*3, 10% [15%*16, 10%]: 545 [1360]
B Serpent's Laceration
63214B
800, 200*4, 1000, 2500
[800, 400*14, 1000, 2500]
R 90 89
[89, 98*16]
Normal High 3 B 13+(48 Flash)+2 2 16 -1 16 Launch 30 + GBounce + Down 43 Launch 44 + GBounce + Down 43 9 +0 +2 13-16 All Click!
  • Values in [] are during OD
  • Minimum Damage 15%, 10%*5, 15% [15%*16, 10%]: 675 [1360]
Venomous Bite (catch)
236236A
- - - - - - - - - - 187 - - - - - - - - - 1-112 HBF Guard Click!
  • Attack freezes opponent in hitstun
  • On Guard Point, hitstop for Terumi and opponent is 0F
  • Hitbox only activates when guardpoint is activated.
  • Counterhit state for entire move.
Venomous Bite (attack) 0, 2800
[0, 80*5, 2800]
R - 94 [96] Normal Unblockable 5 - - 6 - - - Launch 90 Launch 116 - 0, 30/+10
[0, 1*5, 30/+10]
+0, +10
[+0*6, +10]
All Click!
  • Values in [] are during OD
  • Minimum Damage 100%: 2800 [3200]
Serpent's Cursed Sting
632146D
800*2, 0, 250*N, 800, see notes R 80 94*2, 89, 100*N, 100, see notes
[94*2, 100, 101*N, 100, see notes]
Very Short All 5 B 7+10 4 34 -17 20 Launch 60 - - 13 +0 - 1-23 All Click!
  • Values in [] are during OD
  • Second part does hits equal to the amount of heat Terumi has / 5 rounded up. Minimum 3 hits.
  • Drains all of Terumi's Heat on hit. [Drains 5 Heat from opponent and gives 1 Heat to Terumi for each hit done.]
  • Finisher depends on amount of meter Terumi has when he hit the opponent.
  • 0~24 Heat finisher has base damage 1500 [3000]. P2=20. Minimum damage 10%
  • 25~49 Heat finisher has base damage 1500*2 [1000*3, 2000]. P2=94, 20 [94*3, 20]. Minimum damage 10%
  • 50 Heat finisher has base damage 1500, 4000 [1000, 2000, 3000]. P2=94, 20 [94*2, 20]. Minimum damage 20%, 10% [20%, 10%, 20%]
Screeches of the Condemned
236236D
800*4, 2000, 3500
[800*8, 3000, 4000]
- 100 94 Long Barrier [Unblockable] 5 P* 9+18 Until Offscreen Total 103 0 20 21 100 - - 1/+40 1/+40*2, 13, 9, 5, 0
[1/+40*2, 13, 9*5, 5, 0]
- 1-41 All Click!
  • Values in [] are during OD
  • Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
  • Fires second chain 21F after first chain if first chain hits/blocked.
  • Chains guard break [unblockable]
  • Costs 100 Heat
Screeches of the Condemned
214214D
800*4, 2000, 3500
[800*8, 3000, 4000]
- 100 94 Long Barrier [Unblockable] 5 P* 9+18 Until Offscreen Total 103 0 20 21 100 - - 1/+40 1/+40*2, 13, 9, 5, 0
[1/+40*2, 13, 9*5, 5, 0]
- 1-41 All Click!
  • Values in [] are during OD
  • Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
  • Fires second chain 21F after first chain if first chain hits/blocked.
  • Chains guard break [unblockable]
  • Costs 100 Heat

Exceed Accel[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Dungeon of Serpents
ABCD during OD
600, 400*6
{600, 1200, 500*8}
- 100 100 Long All 4 B 20 [10] 3 19+15L -10 26 Launch 80 - - 20 20, 3*6 [20, 6, 1*8] +0 1-22 All
[1-12 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {580+58}

Astral Heat[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Unholy Wrath of the Basilisk
222D
0, 100, 400x36, 20000 None 100 94 Normal All 5 P* 5+16 16 Total 76 -22 20 - - - - 0 - - - Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Special
5C[1] - 6B 2C, 6C, 3C 5D, 2D, 6D, 4D Jump (first hit),Special
5D - 6B 6C 2D, 6D Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Special
2C[1] - 6B 5C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
2D - - - - -
6A - 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
6B - - 6C[-] 6D[-] Special[-]
6B feint - - - - Throw[+]
6C - - - - -
6D - - 6C[-] - Special[-]
3C - - 6C 5D, 6D, 2D Special
4D - - - - Jump,Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D, j.2D Throw, Jump, Special
j.B - - j.C j.D, j.2D Jump, Special
j.C - - - j.D, j.2D Jump, Special
j.D - - - j.2D Special
j.2D - - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Yuuki Terumi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc