BBCF/Yuuki Terumi/Frame Data: Difference between revisions

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{{#lsth:BBCF/Yuuki Terumi/Data|Nav}}
{{NavTabs|game=BBCF|chara=Yuuki Terumi|discord=https://discord.gg/2XURz8T|forums=http://www.dustloop.com/forums/index.php?/forums/forum/253-yuuki-terumi/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_TE.html|active=frame_data}}
 
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[BBCF/Frame Data|System Data]]==
==[[BBCF/Frame Data|System Data]]==
{{#lsth:BBCF/Yuuki Terumi/Data|SystemData}}
{| class='wikitable'
|-
! Health
|| {{#lst:{{BASEPAGENAME}}/Data|health}}
|-
! Combo Rate
|| {{#lst:{{BASEPAGENAME}}/Data|comborate}}
|-
! Prejump
|| {{#lst:{{BASEPAGENAME}}/Data|prejump}}
|-
! Backdash
|| {{#lst:{{BASEPAGENAME}}/Data|backdash}}
|-
|}
 
<br style="clear:both;"/>
<br style="clear:both;"/>


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|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
|-
|-
{{AttackVersion|name=6A|subtitle=}}
{{AttackVersion|name=6A|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
|-
|-
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=6[B]|subtitle=Feint|rowspan=2}}
{{AttackVersion|name=6[B]|subtitle=Feint|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|6[B] Full}}
{{#lst:{{BASEPAGENAME}}/Data|6[B] Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into throw 24-31
|18|text={{ColumnList |text=*Can cancel into throw 24-31
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=6C|subtitle=}}
{{AttackVersion|name=6C|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
|-
|-
{{AttackVersion|name=3C|subtitle=}}
{{AttackVersion|name=3C|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lsth:BBCF/Yuuki Terumi/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
|-
|-
|}
|}
Line 72: Line 86:
|-
|-
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Bigger Hitbox during OD
|18|text={{ColumnList |text=*Bigger Hitbox during OD
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
|18|text={{ColumnList |text=*Bonus Proration 110%
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=2D OD|subtitle=|rowspan=2}}
{{AttackVersion|name=2D OD|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|2D OD Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D OD Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%.
|18|text={{ColumnList |text=*Bonus Proration 110%.
*Max 3 hits
*Max 3 hits
}}
}}
Line 97: Line 108:
|-
|-
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|6D Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter.
|18|text={{ColumnList |text=*Fatal Counter.
*If within range, does followup
*If within range, does followup
}}
}}
Line 106: Line 116:
|-
|-
{{AttackVersion|name=6D Followup|subtitle=|rowspan=2}}
{{AttackVersion|name=6D Followup|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|6D Followup Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D Followup Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=6D Followup OD|subtitle=|rowspan=2}}
{{AttackVersion|name=6D Followup OD|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|6D Followup OD Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D Followup OD Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=4D|subtitle=|rowspan=2}}
{{AttackVersion|name=4D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|4D Full}}
{{#lst:{{BASEPAGENAME}}/Data|4D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can block during last 8F of recovery
|18|text={{ColumnList |text=*Can block during last 8F of recovery
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|j.D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Bigger Hitbox during OD
|18|text={{ColumnList |text=*Bigger Hitbox during OD
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=j.2D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.2D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|j.2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 153: Line 158:
|-
|-
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|4BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Counter Assault|subtitle=|rowspan=2}}
{{AttackVersion|name=Counter Assault|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=CrushTrigger|subtitle=Uncharged/Charged|rowspan=3}}
{{AttackVersion|name=CrushTrigger|subtitle=Uncharged/Charged|rowspan=3}}
{{#lsth:BBCF/Yuuki Terumi/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
|-
|-
{{#lsth:BBCF/Yuuki Terumi/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 203: Line 203:
|-
|-
{{AttackVersion|name=Snakebite|subtitle=236D|rowspan=2}}
{{AttackVersion|name=Snakebite|subtitle=236D|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|236D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Goes into followup on ground hit.
|18|text={{ColumnList |text=*Goes into followup on ground hit.
*On block, immediately goes into recovery animation (24F)
*On block, immediately goes into recovery animation (24F)
}}
}}
Line 212: Line 211:
|-
|-
{{AttackVersion|name=Snakebite|subtitle=Followup|rowspan=2}}
{{AttackVersion|name=Snakebite|subtitle=Followup|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|236D Followup Full}}
{{#lst:{{BASEPAGENAME}}/Data|236D Followup Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Retaliating Fang|subtitle=214D|rowspan=2}}
{{AttackVersion|name=Retaliating Fang|subtitle=214D|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text= *Hits standing or crouching opponents only
|18|text={{ColumnList |text= *Hits standing or crouching opponents only
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Agonizing Fang|subtitle=214C|rowspan=2}}
{{AttackVersion|name=Agonizing Fang|subtitle=214C|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|214C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Forces Crouching on hit
|18|text={{ColumnList |text=*Forces Crouching on hit
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Cleaving Fang|subtitle=22C|rowspan=2}}
{{AttackVersion|name=Cleaving Fang|subtitle=22C|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|22C Full}}
{{#lst:{{BASEPAGENAME}}/Data|22C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Hits downed or airborne state only
|18|text={{ColumnList |text=*Hits downed or airborne state only
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Cleaving Fang|subtitle=22CCC...|rowspan=2}}
{{AttackVersion|name=Cleaving Fang|subtitle=22CCC...|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|22CCC Full}}
{{#lst:{{BASEPAGENAME}}/Data|22CCC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 265: Line 259:
|-
|-
{{AttackVersion|name=Gleaming Fang|subtitle=41236C|rowspan=2}}
{{AttackVersion|name=Gleaming Fang|subtitle=41236C|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|41236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|41236C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=* Values in [] are during OD
*Fatal Counter
*Fatal Counter
*Only does the 0 damage hits on block
*Only does the 0 damage hits on block
*Can pass through opponent 1-42.
*Can pass through opponent 1-42.
*Minimum Damage 15% [20%*3, 15%]: 216 [336]
*Minimum Damage 15%: 216
}}
}}
|-
{{AttackVersion|name=Gleaming Fang OD|subtitle=41236C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|41236C OD Full}}
|-
{{Description|22|text={{ColumnList |text=*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
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Air Gleaming Fang|subtitle=j.41236C|rowspan=2}}
{{AttackVersion|name=Air Gleaming Fang|subtitle=j.41236C|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|j.41236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.41236C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=* Values in [] are during OD
*Fatal Counter
*Fatal Counter
*Only does the 0 damage hits on block
*Only does the 0 damage hits on block
*Only does followup hit if first hit hits opponent (not blocked)
*Only does followup hit if first hit hits opponent (not blocked)
*Minimum Damage 15% [20%*3, 15%]: 360 [560]
*Minimum Damage 15%: 360
}}
}}
|-
{{AttackVersion|name=Air Gleaming Fang OD|subtitle=j.41236C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.41236C OD Full}}
|-
{{Description|22|text={{ColumnList |text=*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
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Divine Twin Blades|subtitle=623B|rowspan=2}}
{{AttackVersion|name=Divine Twin Blades|subtitle=623B|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|623B Full}}
{{#lst:{{BASEPAGENAME}}/Data|623B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 30%*2, 10%: 840
*Minimum Damage 30%*2, 10% [25%*4, 10%]: 840 [1100]
*[Only does final hit if opponent gets hit by preceding hit]
*[Only does final hit if opponent gets hit by preceding hit]
*Counterhit state for entire move
}}
}}
|-
{{AttackVersion|name=Divine Twin Blades OD|subtitle=623B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623B OD Full}}
|-
{{Description|22|text={{ColumnList |text=
*Minimum Damage 25%*4, 10%: 1100
*Only does final hit if opponent gets hit by preceding hit
*Counterhit state for entire move
*Counterhit state for entire move
}}
}}
Line 300: Line 323:
|-
|-
{{AttackVersion|name=Air Divine Twin Blades|subtitle=j.623B|rowspan=2}}
{{AttackVersion|name=Air Divine Twin Blades|subtitle=j.623B|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|j.623B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.623B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 30%*2, 10% [25%*4, 10%]: 840 [1100]
*Minimum Damage 30%*2, 10% [25%*4, 10%]: 840 [1100]
*[Only does final hit if opponent gets hit by preceding hit]
*[Only does final hit if opponent gets hit by preceding hit]
*Counterhit state for entire move
}}
}}
|-
{{AttackVersion|name=Air Divine Twin Blades OD|subtitle=j.623B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.623B OD Full}}
|-
{{Description|22|text={{ColumnList |text=
*Minimum Damage 25%*4, 10%: 1100
*Only does final hit if opponent gets hit by preceding hit
*Counterhit state for entire move
*Counterhit state for entire move
}}
}}
Line 311: Line 343:
|-
|-
{{AttackVersion|name=A Serpent's Laceration|subtitle=63214A|rowspan=2}}
{{AttackVersion|name=A Serpent's Laceration|subtitle=63214A|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|63214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|63214A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15%*3, 10% [15%*16, 10%]: 545 [1360]
*Minimum Damage 15%*3, 10% [15%*16, 10%]: 545 [1360]
}}
}}
Line 320: Line 351:
|-
|-
{{AttackVersion|name=B Serpent's Laceration|subtitle=63214B|rowspan=2}}
{{AttackVersion|name=B Serpent's Laceration|subtitle=63214B|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|63214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|63214B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15%, 10%*5, 15% [15%*16, 10%]: 675 [1360]
*Minimum Damage 15%, 10%*5, 15% [15%*16, 10%]: 675 [1360]
}}
}}
Line 329: Line 359:
|-
|-
{{AttackVersion|name=Venomous Bite (catch)|subtitle=236236A|rowspan=2}}
{{AttackVersion|name=Venomous Bite (catch)|subtitle=236236A|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|236236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Attack freezes opponent in hitstun
|18|text={{ColumnList |text=*Attack freezes opponent in hitstun
*On Guard Point, hitstop for Terumi and opponent is 0F
*Hitbox only activates when guardpoint is activated.
*Hitbox only activates when guardpoint is activated.
*Counterhit state for entire move.
*Counterhit state for entire move.
Line 339: Line 369:
|-
|-
{{AttackVersion|name=Venomous Bite (attack)|subtitle=|rowspan=2}}
{{AttackVersion|name=Venomous Bite (attack)|subtitle=|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|236236A Attack Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236A Attack Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 100%: 2800 [3200]
*Minimum Damage 100%: 2800 [3200]
}}
}}
Line 348: Line 377:
|-
|-
{{AttackVersion|name=Serpent's Cursed Sting|subtitle=632146D|rowspan=2}}
{{AttackVersion|name=Serpent's Cursed Sting|subtitle=632146D|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|632146D Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Second part does hits equal to the amount of heat Terumi has / 5 rounded up. Minimum 3 hits.
*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.]
*Drains all of Terumi's Heat on hit. [Drains 5 Heat from opponent and gives 1 Heat to Terumi for each hit done.]
Line 362: Line 390:
|-
|-
{{AttackVersion|name=Screeches of the Condemned|subtitle=236236D|rowspan=2}}
{{AttackVersion|name=Screeches of the Condemned|subtitle=236236D|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|236236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
*Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
*Fires second chain 21F after first chain if first chain hits/blocked.
*Fires second chain 21F after first chain if first chain hits/blocked.
Line 374: Line 401:
|-
|-
{{AttackVersion|name=Screeches of the Condemned|subtitle=214214D|rowspan=2}}
{{AttackVersion|name=Screeches of the Condemned|subtitle=214214D|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|214214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214214D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
*Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
*Fires second chain 21F after first chain if first chain hits/blocked.
*Fires second chain 21F after first chain if first chain hits/blocked.
Line 393: Line 419:
|-
|-
{{AttackVersion|name=Dungeon of Serpents|subtitle=ABCD during OD|rowspan=2}}
{{AttackVersion|name=Dungeon of Serpents|subtitle=ABCD during OD|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|ABCD Full}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
|18|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
*Values in {} are during Active Flow
*Values in {} are during Active Flow
*Minimum Damage 10% (300 {580+58})
*Minimum Damage 10%: 300 {580+58}
}}
}}
}}
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{{AttackVersion|name=Unholy Wrath of the Basilisk|subtitle=222D|rowspan=2}}
{{AttackVersion|name=Unholy Wrath of the Basilisk|subtitle=222D|rowspan=2}}
{{#lsth:BBCF/Yuuki Terumi/Data|Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Full}}
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{{Description
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: '''Super''' = Supers only
: '''Super''' = Supers only
==Navigation==
==Navigation==
{{#lsth:BBCF/Yuuki Terumi/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[BBCF/Yuuki Terumi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
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[[Category:BlazBlue: Central Fiction]]
[[Category:Frame Data]]
[[Category:Yuuki Terumi]]

Revision as of 14:56, 7 September 2020

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System Data

Health
Combo Rate
Prejump
Backdash


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
5A
5B
5C
2A
2B
2C
6A
6B
  • Fatal Counter
6[B]
Feint
  • Can cancel into throw 24-31
6C
3C
j.A
j.B
j.C

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
5D
  • Bigger Hitbox during OD
2D
  • Bonus Proration 110%
2D OD
  • Bonus Proration 110%.
  • Max 3 hits
6D
  • Fatal Counter.
  • If within range, does followup
6D Followup
6D Followup OD
4D
  • Can block during last 8F of recovery
j.D
  • Bigger Hitbox during OD
j.2D

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
CrushTrigger
Uncharged/Charged

Specials

  • All Terumi's specials are super cancelable.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
Snakebite
236D
  • Goes into followup on ground hit.
  • On block, immediately goes into recovery animation (24F)
Snakebite
Followup
Retaliating Fang
214D
  • Hits standing or crouching opponents only
Agonizing Fang
214C
  • Forces Crouching on hit
Cleaving Fang
22C
  • Hits downed or airborne state only
Cleaving Fang
22CCC...

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
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
Gleaming Fang
41236C
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Can pass through opponent 1-42.
  • Minimum Damage 15%: 216
Gleaming Fang OD
41236C
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • Values in [] are during OD
  • Minimum Damage 15%*3, 10% [15%*16, 10%]: 545 [1360]
B Serpent's Laceration
63214B
  • Values in [] are during OD
  • Minimum Damage 15%, 10%*5, 15% [15%*16, 10%]: 675 [1360]
Venomous Bite (catch)
236236A
  • 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)
  • Values in [] are during OD
  • Minimum Damage 100%: 2800 [3200]
Serpent's Cursed Sting
632146D
  • 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
  • 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
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
Dungeon of Serpents
ABCD during OD
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
Unholy Wrath of the Basilisk
222D

Revolver Action Table

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

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.