Difference between revisions of "BBCF/Yuuki Terumi/Strategy"

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(Blockstrings)
 
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==Blockstrings==
 
==Blockstrings==
* '''5A*2 → 5B → 5C (jc first hit) → J2D '''  
+
* '''2A*2 → 5B → 5C(1) → jc. → J2D '''  
  
* '''2A*3 (microdash) → 2A/2B'''
+
* '''5B → 5C → 5D → 6C RC → 2A/2B/214C'''
  
* '''5B → 5C → 5D → 6C → RC 2nd hit → (microdash) → 2A/2B/214C'''
+
* '''2A → 5B → 5C → 5D → 6B'''
  
* '''5A → 5B → 5C 5D 6B'''
+
* '''2A → 5B → 2C jc. J2D '''
  
 
==Tips and Tricks==
 
==Tips and Tricks==

Latest revision as of 01:43, 14 September 2019


General Tactics[edit]

  • During Footsies, 5D is a good poke option but is punishable due to it extending Terumi's hurtbox.
  • 5B and 2A are very strong pressure tools for Terumi.
  • Terumi's grabs are important in your mix-up game. Use sparingly to avoid predictability.
  • Learning to jump cancel 2C and 5Cs first hit is important for pressure.
  • JD, while being relatively slow, has a massive hitbox that can be used for aerial approach.
  • JB crosses up opponents on second hit, especially after an instant air dash.
  • 6C is strong in certain scenarios due to its long reach. However, do not use without meter to RC, as it is heavily punishable on block and on whiff.

Blockstrings[edit]

  • 2A*2 → 5B → 5C(1) → jc. → J2D
  • 5B → 5C → 5D → 6C → RC → 2A/2B/214C
  • 2A → 5B → 5C → 5D → 6B
  • 2A → 5B → 2C → jc. → J2D

Tips and Tricks[edit]

Fighting Terumi[edit]

Navigation[edit]


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