BBCPE/Yuuki Terumi: Difference between revisions

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Revision as of 21:13, 4 August 2015

Yuuki Terumi
BBCP Terumi Portrait.png

Health: 10,500

Combo Rate: 70%

Jump Startup: 4F

Backdash Time: 22F

Backdash Invincibility: 1-5F

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, High Meter Gain
Full Frame Data
BBCPE/Yuuki Terumi/Frame Data

Overview

Yuki Terumi, also known as Hazama, is a member of the Six Heroes, as well as the creator of the Azure Grimoire. He appears in Blazblue Chronophantasma as a playable character.

Drive: Force Eater
Terumi's drive is centered around meter gain. By using his "Force Eater" 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 meter when they block or get hit with Terumi's drive attacks.

Overdrive: Nightmare Reaper
Increases the meter gained from Drive attacks and generally improves them in terms of hitbox, damage, etc. Terumi will also drain the opponent's meter when his Drive attacks hit the opponent. Also allows Terumi to cancel his supers into other supers even the same one he just preformed so long as he has enough heat to preform another super.

Pros/Strengths:

  • Very high meter gain means more Rapid Cancels/Counter Assaults/Crush Triggers/Distortions
  • Very good mobility with high speed
  • Strong rushdown and pressure options
  • Good defensive options with 50 meter
  • Builds meter extremely quickly


Cons/Weaknesses:

  • Mixup game is nearly non-existent without meter.
  • Lacks a true standing meter-less overhead.
  • Has a very hard time confirming punishes at his max range without meter: Snakebite does not connect at max 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 meter
  • Low average meterless damage
  • Below average health


External References:


Move List

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCP Terumi 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 5 3 9 0 - -
  • Terumi's fastest normal at 5 frames, 5A is mainly used as either an anti-air or to interrupt the opponent's pressure. Whiffs on all crouching characters except Hakumen and Tager.
5B
5B
BBCP Terumi 5B.png
Dance and sting like an evil hornet
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR All 8 2 14 +2 - -
  • Terumi's 5B has much shorter range that 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 Two are better than one
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
380, 380 SOJR All 11 2(11)2 19 -2 - -
  • 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.
  • Terumi is also considered airborne at around the first active frame so it can 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.
  • With meter, this is also his main mixup tool.
  • Due to 5C only being -2 on block, it can sometimes be used as a tick throw option.
2A
2A
BBCP Terumi 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR All 7 2 9 +1 - -
  • 7 frame jab. +1 on block. This is one of the main pieces of Terumi's pressure game. Also useful for throw setups.
  • Can also be used to get out of pressure but the range is not that great.
2B
2B
BBCP Terumi 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420 SOR L 9 3 19 -8 - -
  • This move has some of the best range of his non-Drive attacks, and it is his main low hitting normal.
  • This is used in his mixup game and in neutral, where his Drive normals are too slow to cut it.
  • In CPEX the recovery was reduced making it -8 on block, but the recovery is still bad to the point where caution needs to be exercised.
  • Beware of opponents with good instant blocking skills, as it makes any gatling to a C or D normal from this move besides 3C have a gap.
2C
2C
BBCP Terumi 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 SOJR All 13 4 25 -12 - -
  • This is one of his longest ranged normals.
  • It reaches slightly farther than 2B and is jump cancelable on block and hit.
  • Unlike 5C, you can double jump and air dash when you jump cancel it.
  • This is one of his main pokes. However, just like his other long range normals, it has pretty bad recovery on it, so be careful with its placement.
  • It is as one of his few gateways to a mixup, especially without meter. This can lead to his overhead and a damaging low option.
  • 2C also puts Terumi pretty low to the ground, which makes it a situational anti-air, as well as an excellent counter poke in certain matchups.
6A
6A
BBCP Terumi 6A.png
From above?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520 SOJR All 9 3 24 -10 - H
  • This is Terumi's true anti-air. Fast, hitbox covers his entire head, good horizontal range, and jump-cancelable on hit and block; in other words, this is a great anti-air. The only downside is the damage off of it, even with meter, 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
6B
BBCP Terumi 6B.png
Sooo satisfying to ram your knee into someone else
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOR All 24 3 13 +3 - F,T
  • This normal goes under highs, and also has lower body and throw invulnerability.
  • 6B can also be feinted by holding down B for throw setups and mind games.
  • The weaknesses of this normal is that it has no mid or projectile invulnerability whatsoever. Most 5Bs and DPs will blow Terumi up for abusing this move.
  • The feint has no kind of invuln whatsoever, meaning it is exclusively to play mind games with opponents that respect Terumi's pressure, and in certain matchups to bait reversals (Hakumen's Counter Drive, Noel's Chain Revolver Drive, Jin gale).
  • How much this normal is used depends completely on the matchup and how well the opponent can instant block. Some matchups will be using it sparingly, but in others it will be spammed a lot.
6C
6C
BBCP Terumi 6C.png
"Slice aaand dice!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 520, 960 R All 13 2(10)6(14)4 31 -14 - -
  • This is Terumi's longest ranged normal.
  • 6C cannot be canceled into anything but a Rapid Cancel. However, it is possible to combo after it without meter on Counter Hit.
  • It is very unsafe on block and whiff so if this does not connect or there is not enough meter to Rapid Cancel, Terumi will be punished heavily for it.
  • 6C will mainly be used as a combo ender, extender with meter, whiff punisher, and for all kinds of hard reads.
3C
3C
BBCP Terumi 3C.png
Always good to sweep someone of their feet
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOJR L 10 2 30 -13 - -
  • Terumi's other low attack. Can be used in mixup.
  • Allows for immediate use of 22C on hit.
  • The only normal that doesn't chain into 6B
j.A
j.A
BBCP Terumi jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CDOJR H 7 3 8 - - -
  • 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
BBCP Terumi jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
350, 350 DOJR H 10 4(2)2 14 - - -
  • Great horizontal range, OK vertical range.
  • Can cross up in the later parts of the move, and hits twice.
  • All-purpose air normal, but compared to some of his other normals, it is not that good of a jump-in.
j.C
j.C
BBCP Terumi jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300, 300, 500 DOJR H 11 2(3)2(4)2 18 - - -
  • 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
BBCP Terumi 5D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 460 SOR All 13 4 18 -3 - -
  • Gains 14% Heat on hit, 7-9% on block.
  • This is Terumi's 2nd longest ranged normal, as well as his go-to poke.
  • This move is NOT a projectile, but it can nullify projectiles and hit the opponent at the same time.
  • The hurtbox extends to the end of Terumi's hand, which is about half of the hitbox.
  • The max range of this move is NOT at the tip but at around the snake's eyes (just short of the tip).
  • At max range (especially if it was used to counterpoke 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.
  • The startup and recovery are pretty sizeable, so Terumi must be careful when throwing this out.
  • While it is pretty negative on block (especially on instant block), the variety of gatling options, special-cancels, super-cancels, and proper spacing will prevent punishment.
Overdrive 460 SR All - - - - - -

Greatly increased horizontal and vertical range. Gains 18% Heat on hit and 11-12% Heat on block. Steals 2% Heat from the opponent on hit and block.

2D
2D
BBCP Terumi 2D.png
Great for oki, and not much else.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 600 R All 40 15 7 +5 - -
  • Gains about 24% Heat on hit, 9-10% Heat on block.
  • Only used for oki and specific combos. It is not good as a pressure reset due to the extremely long startup and progressive hitbox.
Overdrive 966 R All - - - - - -
  • Gains 35% Heat on hit and 22% Heat on block. Drains 6% Heat from the opponent.
  • Has a much bigger hitbox, but the uses are the same as the normal version.
  • Contrary to the normal one it causes 3 hits instead of one.
6D
6D
BBCP Terumi 6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1337 DOR All 18 3 27 -11 - -
  • Fatal Counter.
  • Gains 28% Heat on hit.
  • Combo filler only. Not recommended for anything else because he has other normals that can fulfill those other purposes.
Overdrive 1649 DR All - - - - - -
  • Gains 42% Heat on hit. Drains 5% Heat from the opponent.
  • Very important combo filler for his OD combos, as it allows Terumi to tag a super at the end.
  • On last hit, kicks opponent farther/higher than the normal version. (Properties of 1.1 6D)
j.D
j.D
BBCP Terumi jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 660 DOR All 20 4 23+6L - - -
  • Terumi's main air to ground normal.
  • Gains about 16% Heat on hit and 5-6% Heat on block.
  • 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.
  • J.D's slow startup makes it bad to throw out if thr opponent is too close. The small amount of landing recovery allows some characters to punish Terumi on whiff; however this isn't easy to do for a lot of the cast.
  • Can be very hard to confirm into combos. 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.
  • When an airborne opponent is hit, unless it is a Counter Hit, the only options are to use meter or chain into j.2D.
Overdrive 660 DR All - - - - - -
  • Gains 18% Heat on hit and 7-8% Heat on block. Drains 2% from the opponent.
  • 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
BBCP Terumi j2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 530 DR H 15 8 12L -3 - -
  • Gains about 12-13% Heat on hit, 6-7% Heat on block.
  • Terumi's “overhead”. Combined with jump startup, the fastest it can done is 20 frames.
  • It is -3 on block on TK'd (-6 on instant block). Greatest possible frame adv on block is -2 (must be done right when landing from a jump).
  • The only time Terumi can go into it without leaving a 10+ frame gap is from 5C or 2C (there is a small gap for the opponent to jab, but they don't get anything big unless they instant block, have a DP, or have meter).
  • Combos off of j.2D can only be gotten without resources when done right when landing from a jump. Other than that, either RC or use supers.
  • This move's main use is as on Overdrive combo extender and as an air combo ender.
  • Can occasionally use j.2D as a mixup option, but it's best not rely on it too much to open up people.
Overdrive 530 DR H - - - - - -
  • Gains 14-15% Heat on hit, 8-9% on block. Drains 2% from the opponent.
  • Hitbox and heat gain doesn't change; however it now causes a hard knockdown, allowing follow-ups whenever it lands no matter what.
  • It also becomes +3 on block.
  • Great OD combo filler and pressure option.

Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCP Terumi ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR - - - - - - -
  • Can cancel into Crush Trigger, Overdrive, and any special (besides 22C) or super on the first hit of the grab.
  • All options above, including 22C, are possible on the 2nd hit.
Back Throw
Back Throw
4B+C
BBCP Terumi BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR - - - - - - -
  • First hit works the same as the forward grab.
  • Second hit tosses the opponent behind Terumi and wall bounces, allowing follow-ups after dashing. Also special, super, and OD cancelable.
Air Throw
Air Throw
j.B+C
BBCP Terumi AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR - - - - - - -
  • Works the same as back throw, except when the opponent wall bounces, they bounce back towards Terumi.
  • Beware of doing air grabs with the opponent too close to the corner. If they are, they will not wall bounce and they will simpily be put in a hard knockdown, where only Jakyou Messenga can reach in time to combo.
Counter Assault
Counter Assault
6A+B (When Blocking)
BBCP Terumi 6A.png
Sh**, missed again!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - All 13 2 32 -15 - -
  • Decent speed and range but EXTREMELY EASY to whiff with. Only use it in emergency situations.
Crush Trigger
Crush Trigger
5A+B
BBCP Terumi CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 - B 30 1 26 -4 - -
  • Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.
  • Since Terumi gains a lot of Heat, there are a lot of opportunities to use this. However, like most Crush Triggers, it is negative on block.
  • Can be used in some combo routes, but most of them require a Counter Hit or 75 Heat.
  • It is also decent to open up the opponent, but it is recommend to have 75 Heat before trying this, so Terumi can either keep the pressure going if they Barrier Block it or to do a devastating combo.

Special Moves

Snakebite - Jagaku
Snakebite - Jagaku
236D
BBCP Terumi 236D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
936 DR - 13 11 18 -9 - -
  • Gains 29% Heat on hit. In Overdrive: Gains 34% on hit and drains 5% from the opponent.
  • One of Terumi's main combo enders, extender with meter.
  • Super cancelable on the first and third hit, can RC throughout the move.
  • Decent whiff punisher when meter is needed.
  • Can be used as a very gimmicky pressure reset and throw setup by putting the opponent in blockstun and making it whiff.
  • Very unsafe on block so be careful throwing it out.
  • Can be used to catch rolls on specific combo enders (6C, 22C)
  • When used as a combo ender, it can be very hard to punish rolls midscreen.
Retaliating Fang - Gasenshou
Retaliating Fang - Gasenshou
214D
BBCP Terumi 214D.png
"Enjoy the pain!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1519 DR - 25 3 43 - - -
  • Gains 34% Heat on a successful grab. In Overdrive: Gains 44% Heat and drains 10% from the opponent.
  • 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
BBCP Terumi 22C.png
That stomping special.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- DR - 8 - - - - -
  • Purely combo filler. All of Terumi's most damaging combos use this move.
  • Has Same Move Proration, which can be abused to go for very damaging but gimmicky resets.
  • Two versions exist for this move: 22C (Light version) and 22CCC (Heavy version). The heavy version can be triggered by pressing the C button at least three times before the second stomp connects.
  • Light version: Two stomps, one kick; Causes groundslide midscreen, wallbounce in the corner.
  • Heavy version: Eight stomps, one kick; Causes wallbounce midscreen and in corner, groundslide if Terumi is in corner.

Distortion Drives

Gleaming Fang - Jakyou Messenga
Gleaming Fang - Jakyou Messenga
41236C air OK
BBCP Terumi 41236C.png
Best super.

Who says snakes can't be fast?

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1680 R All 4+8 8 50 -9 - 4~21

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, 3k damage combos can be used with minimum requirements. The super has full invuln starting on frame 4 so it can't be used as a reversal on meaties. The super is -9 on block, but a lot of characters have trouble punishing it on such cases. Air version is not punishable on block in most situations by most of the cast; However it loses to well timed anti-airs with head invulnerability.

Overall, this is his best super in terms of utility.

Normal(Air) 1519 - All - - - - - -
Overdrive 1960 DR All - - - - - -
Overdrive(Air) 1800 D All - - - - - -
  • OD version adds an additional rush to the attack (ground and air version), negating the side switch. Does more damage and gives more time to follow up.
Divine Twin Blades - Gouga Soutenjin
Divine Twin Blades - Gouga Soutenjin
623B air OK
BBCP Terumi 623B.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2486 R All 4+3 4.8(15)3 - -35 - 1~10
  • Main reversal option. High minimum damage makes it good for closing out matches when below 75 heat. Can be followed up on Counter Hit.
Overdrive 2771 DR All - - - - - -
  • OD version adds an extra kick at the end which groundbounces the opponent, allowing follow-ups. Ground version gives 8 frames to follow-up while the air version gives 11 frames. Staple OD combo extender.
Serpent's Laceration - Orochi Burensen
Serpent's Laceration - Orochi Burensen
63214A/B
BBCP Terumi 63214B.png
His trademark: The stomping super.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal(B) 2418 R H 13+2 2 16 -1 - 9~16
  • B version is an overhead, while the A version is a low.
  • The B version is Terumi's main corner combo extender.
Normal(A) 2083 R L 13+2 - - -13 - -
  • The A version is a low. With 100 Heat, this is a legit mixup, but the damage is low for the amount of resources used.
  • A version cannot be followed up without 100 Heat.
  • When RCed on the second hit, the A version leaves them in a long untechable state, making it useful in specific combos.
Overdrive(B) 3236 DR H - - - - - -
Overdrive(A) 3236 DR L - - - - - -
  • Increases the damage of both versions, making them do the same amount of damage. The recovery is also increased, limiting its use to only being a combo ender.
Venomous Bite - Ouja Zanrouga
Venomous Bite - Ouja Zanrouga
236236A
BBCP Terumi 236236A.png
When it counters, then with a big, venomous grin.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Catch - - - GP1~112 75 - - - -

A counter-super that triggers off mids and highs, but loses to lows, projectiles, unblockables, and throws. Terumi walks and casually swings Ouroboros while laughing. Counters on frame 1, and if triggered, Terumi flips over them and slashes for a side-switch combo. Deals massive damage and can be RC'd for even more, but the downside is that it loses to almost everything. When triggered, creates a hitbox on the ground in front of Terumi which activates the counter if the opponent is caught by it. As such, it will guardpoint but not counter jump-ins, crossups, and rising moves like Inferno Divider.

Catch (OD) - - - - - - - - -
Attack 3200 R UNB - - - - - -
Attack (OD) 4200 DR UNB - - - - - -
  • Does increased damage, super cancelable on successful counter, and can now counter lows. Other limitations still apply, however.
Serpent's Cursed Sting - Jabaku Fuuenjin
Serpent's Cursed Sting - Jabaku Fuuenjin
632146D
BBCP Terumi 632146D.png
Drain everything until nothing is left
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Attack 1224 - All 7+10 4 34 -17 - 1~26

Terumi slashes the opponent with one of his knives. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll then drain their life before dropping them to the ground and kicking them away. Very strong combo ender due to its very high minimum damage if Terumi has at least 75 Heat. Also doubles as his third reversal option, although it is slower than 623B. It will always use up all of Terumi's Heat on a successful hit. That being said, unless Terumi has at least 75 Heat to spend, it is not recommended to use this super because 623B outdamages it in that case. When at 75 Heat and below 100, Terumi has 8 frames to follow up with a normal; however, the follow-up only comes into play if this move is used as a reversal.

Attack (OD) 1224 - All - - - - - -
Additional Attacks 74-150 a hit - All - - - - - -
Additional Attacks (OD) 75-165 a hit - All - - - - - -
Finisher 700-2000 - All - - - - - -
Finisher (OD) 900-2500 - All - - - - - -
  • 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 follow-up is still possible, but Terumi cannot get as much from it as the regular version. 50% version, besides the Heat drain, remains unchanged.
Screeches of the Condemned - Jarin Renshouga
Screeches of the Condemned - Jarin Renshouga
236236D/214214D
BBCP Terumi 236236D.png
Get over here and let me hear you cry!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 4594 - B 9+22 95 - ±0 - 1~32

Costs 100 heat. Terumi shoots out a chain either straight (236236D) or at a 45 degree angle (214214D). Has a good amount of invulnerability. If it connects, he shoots another chain and leads into a cinematic super. It guard-crushes on normal guard, and if barrier blocked, it sucks his opponent in, leaving him in a good position. This is mainly used to close out matches midscreen and against zoners to blow up projectile throwers. Has a minimum distance at which the opponent must be away from Terumi (roughly half screen; anti-air version is roughly 1 1/2 character lengths, although if they are too close, it becomes inconsistent) or it will completely pass through the opponent.

Overdrive 5866 - UNB - - - - - -
  • OD versions are completely unblockable. Can be used to play mind games with the opponent or on GCOD against projectiles to punish them for massive damage.

Astral Heat

Unholy Wrath of the Basilisk - Orochizanto Reppuga
222D
BBCP Terumi 222D.png
"Feel the wrath of the true Susano'o!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
34500 - - - - - - - -

Terumi makes a red portal on the ground. If the opponent is caught in it, he proceeds to shoot out dozens of green energy blasts at the opponent from a portal behind him while laughing like a maniac, then turns into Black Susano'o and uses Evil Shippu to finish the opponent off. A very easy Astral Heat to land. Can connect from 22C (midscreen before the last hit), 236D, 6D, CH 6A and numerous other things. Compared to other Astral Heats, Terumi's is a very practical way to finish the match.

Strategy

Terumi's Drive is everything! Use them wisely, and you may end in with a super ender or a tight situation. Make sure you have you heat gauge lit up at 25 or 50 for a great come back in a match. So make sure you have your combos featuring drive attacks.

Offense

Terumi is very strong pressure character with a decent mid range game. The goal is to constantly gain meter with small combos or D footsies. His 6b is a valuable tool in that it can be used to reset pressure since it is plus on block, it can be faked by holding b and throw them when they are expecting a hit, or can be used to fatal counter obvious lows, it can even hit chicken blockers for a full combo of they forget or dont have barrier. Its throw invulnerable to boot. However since it does have a lengthy start up it can be mashed out of or dp'ed. Terumi's lack of overhead is a problem with opening up cautious opponent, sometimes the best offense is a good defense. You'll find yourself unable to hit. Take to range with standing D to gain some meter and jump back d for air rushers who try to jump over it.


Defense

Terumi's defensive options mostly consist of abusing his speed or universal mechanics without the proper heat in stock such as barrier or instant block (barrier) and poking out of pressure with 5A or just jumping away. After a good read on their pressure high jump (backwards air dash optional) and use j.D to create some distance between you and the opposition (also use 41236C in midair to catch any punish attempts). You can also mix up this escape option with j.2D to quickly land on the ground and use 5D to turn the escape option into pressure. I would also advise against using counter assault with Terumi due to how extremely situational it can be since it's hit box misses on crouching opponents.

For more traditional reversals we have his distortion 623B, works like a traditional dragon punch along with it's high risk high reward factors. On counter hit you can follow up with either 41236C or 6C for extra damage or set up oki with 2D, but on block prepare for a fatal counter. Another reversal would be his 41236C, longer start up but not as punishable on block (-8), goes through projectiles and can lead into a full combo on hit. Finally you have the biggest gamble for reversal options his distortion counter 236236A, only use it when you have a cold hard read on their pressure otherwise welcome the corner and enjoy some pain. Both noteworthy options but I recommend having 100 heat in stock to use 623B and in some specific match ups (Hakumen) or used right next to the corner for 41236C to avoid punishment.


Neutral

Useful safety normals are 5b, 2c or his rekka 6c. As for drives are 5d, 2d, 236d or j.5d.

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
djc = double jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever listed in the parentheses is optional

Midscreen

{A Starter} 1) 2/5A > 2B > 2C > 5D > 236D: 1403 Dmg/ 36 Heat

  • Notes: Covers almost all of 2A's range. At 2A's max range omit the 2C. Also

possible from 2B, 5B, 5C and 2C but not at max range. If the 5D is done at max range replace 236D with 6C, or omit the 2C and go for 2A > 2B > 5D > 236D.

2) 2/5A > 5C > 3C > 22C lvl 2, 6[6] 6C: 2532 Dmg/ 18 Heat

  • Notes: Terumi needs to be close

3) 5A > 6A > hjc > j.B(1) > j.C > djc > j.C > j.2D: 1435 Dmg/ 16 Heat

  • Notes: If the opponent is airborne omit the j.B.

4) 6A > hjc > j.B(1) > j.C > djc > j.C(2) > j.D > j.2D: 1562 Dmg/ 21Heat

  • Notes: If the opponent is airborne omit the j.B.

5) CH 6A > 2D > 6D > 236D: 2001 Dmg/ 62 Heat

6) j.A > 2A > 5C > 2C > 5D > 236D: 1231 Dmg/ 32 Heat

  • Notes: For standing opponents use j.A twice.

7) j.A > 2A > 5C > 3C > 22C lvl 2 > 6[6] 6C: 1796 Dmg/ 12 Heat

  • Notes: On standing opponents use j.A twice.

{B Starter} 1) 5B > 5C > 2C > 5D > 236D: 1990 Dmg/ 41 Heat

  • Notes: At 5B's max range omit 5C and 2C.

2) 5B > 5C > 5D > 6B > 6D > 236D: 2499 Dmg/ 61 Heat

  • Requirements: Crouching opponent


3) 5B > 5C > 5D > 6D > 236D: 2325 Dmg/ 61 Heat

  • Requirements: Zero distance and dash momentum.
  • Notes: Can also be done from 2A, 5A, 2B, 5C and 2C.

4) 5B > 5C > 3C > 22C lvl 2, 6[6] 6C: 3050 Dmg/ 21 Heat

  • Notes: It can't be done at 5B's max range.

5) 5B > 5C > 3C > 22C lvl 3 > delayed 41236C, 2B > 5C > 3C > 5D > 236D: 4054 Dmg/ 22 Heat

  • Requirements: 50 heat
  • Notes: The last 3C can be replaced by 2C. 236D can be replaced with 6C.

6) 6B, 2C > 5C > 22C lvl 2, 6[6] 6C: 3357 Dmg/ 24 Heat

  • Requirements: Midair opponent

7) Max range j.B > 2B > 5D > 236D: 1157 Dmg/ 34 Heat

  • Notes: 236D can be replaced with 6C for more damage.

8) Close j.B(1) > 5C > 5D > 6B > 6D > 236D: 1888 Dmg/ 55 Heat

  • Requirements: Crouching opponent.
  • Notes: Also possible from j.C and j.A(replacing 5C with 2A for j.A).

9) FC 6B, (66 AB) > 66 5B > 5C > 2C > 5D > 6B > 6D > 236D: 2900 Dmg/ 63 Heat 3800 Dmg/ 50 Heat with Crush Trigger.

  • Requirements: 25 Heat for the Crush Trigger.

10) FC 6B > 66 Overdrive > 623B, 5B > 5C > 2C > 6D > 236D: 5004 Dmg/ 48 Heat

  • Requirements: 50 Heat and Burst ready.
  • Notes: It can be done with 100% health, but if Terumi has less than enough for the

6D to be enhanced, then the 236D must be delayed

11) FC 6B > Overdrive, 632146D: 3376 Dmg/4586 Dmg/7011 Dmg

  • Requirements: 50 heat/75 heat/100 heat and Burst ready.

{C Starter} 1) 5C > jc > j.C > j.2D: 1141 Dmg/ 14 Heat

  • Requirements: Airborne opponent

2) 6C RC (3) > 66 2C > 5C > 22C lvl 2, 6[6] 6C: 3601 Dmg/ 17 Heat

  • Requirements: 50 heat

{D Starter} 1) 5D > 236D > 41236C, 2A > 5C > 22C lvl 2, 6[6] 6C: 3101 Dmg/ 46 Heat

  • Requirements: 50 heat
  • Notes: It can't be done at 5D's max range.

2) 5D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3173 Dmg/ 21 Heat

  • Requirements: 50 heat

3) CH j.D > fall 66 5B > 6A > hjc > j.C > djc > j.C(2) > j.D > j.2D: 1771 Dmg/ 34 Heat

  • Requirements: Airborne opponent

4) CH j.D > fall 5D > 236D: 1386 Dmg/ 48 Heat

  • Requirements: Opponent on the ground.
  • Notes: Not possible at j.D's max range.

5) j.D > j.41236C > 2A > 5C > 22C lvl 2, 6[6] 6C: 2998 Dmg/ 21 Heat

  • Requirements: 50 Heat
  • Notes: From the 5C you can go for 2B 5C 3C 5D 236D for more Heat

6) j.2D > j.41236C; 2A > 5C > 22C lvl 2 > 6[6] 6C: 3022 Dmg/ 18 Heat

  • Requirements: 50 Heat.

7) j.2D > 2A > 5D > 6B > 6D > 236D: 1806 Dmg/ 63 Heat

  • Requirements: Crouching opponent, lowest height (almost touching the floor).
  • Notes: Also possible con CH j.2D.

{Throw Starter}

1) Throw > 22C lvl 2, 6[6] 6C: 3031 Dmg/ 21Heat

2) Back Throw, 6[6] 6D > 236D: 2484 Dmg/ 53 Heat

3) Back Throw, 66 5C > 22C lvl 2, 6[6] 6C: 3145 Dmg/ 22 Heat

4) Air Throw, delayed 6D > 236D: 2484 Dmg/ 53 Heat

  • Notes: This combo is dependent if Terumi is in or near the corner.

5) Air Throw, delayed 5C > 22C lvl 2, 6[6] 6C: 3145 Dmg/ 22 Heat

{Super/Special Starter}

1) CH 623B, 6C: 3193 Dmg/ 1 Heat

2) 236236A RC > 6B > 2C > 5C > 22C lvl 2, 6[6] 6C: 5301 Dmg/ 8 Heat

  • Requirements: 100 heat

3) 41236C, 2A > 5C > 22C lvl 2, 6[6] 6C: 3395 Dmg/ 8 Heat

  • Requirements: 50 heat
  • Notes: 3C can be replaced with 2C.

Midscreen to Corner

{A Starter}

1) 2/5A > 5B > 2C > 5D > 6C RC(3) > 66 2C > 5C > 3C > 5D > 6C: 2507 Dmg/ 22 Heat

  • Requirements: 50 heat

2) CH 6A, delayed 6C RC(3) > 66 3C > 22C lvl 2, 5C > 5D > 6D > 236D: 3484 Dmg/ 58 Heat

  • Requirements: 50 Heat, less than half stage distance to the corner.

3) CH 6A, delayed 6C RC(3) > 66 2C > 5C > 22C lvl 2, 6[6] 6C: 3106 Dmg/ 15 Heat

  • Requirements: 50 Heat

4) CH 6A, delayed 6B > 66 2C > 5C > 3C > 5D > 236D: 2058 Dmg/38 Heat.

5) CH 6A, delayed 6B > 66 2C > 5C > 22C lvl 2, 6[6] 6C: 2781 Dmg/ 19 Heat

  • Notes: It can't be done at 6A's max range

{B Starter} 1) 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 2, 66 5B > 5D > 6D > 236D: 3947 Dmg/ 55 Heat

  • Requirements: 50 heat
  • Notes: If close enough, the 2C can be replaced with 5C for more damage and Heat.

2) 5B > 5C > 3C > 22C lvl 2, 6[6] 6C RC(3) > 66 2C > 5C > 3C > 5D > 6C: 4153 Dmg/ 25 Heat

  • Requirements: 50 heat
  • Notes: In the corner, after the RC you can do 66 3C > 5D > 6D > 236D for more Heat.

{C Starter} 1) 6C RC(3) > AB > 5C > 22C lvl 2 > 6[6] 6C: 4289 Dmg/ 22 Heat

  • Requirements: 75 Heat

{D Starter} 1) CH j.D > fall 5D > 6C RC(3) > 66 3C > 22C lvl 2, 66 5B > 5C > 5D > 6D > 236D: 3146 Dmg/ 75 Heat

  • Requirements: 50 Heat, opponent on the ground, less than half stage distance

to the corner.

  • Notes: Not possible at j.D's max range.

2) CH j.D > fall 5D > 6C RC(3) > 66 2C > 5C > 22C lvl 2, 6[6] 6C: 2964 Dmg/ 37 Heat

  • Requirements: 50 Heat
  • Notes: If close enough to the corner, you can do 66 5D 236D for more Heat

{Super Starter} 1) 63214A RC(2) > 66 2C > 5C > 3C > 5D > 6C: 2423 Dmg/ 14 Heat

  • Requirements: 100 heat
  • Notes: After the 63214A RC(2) you have 3 seconds of hitstun, so you can run through most of the screen, or if you feel like a troll and your timing is good you can taunt and continue the combo.

2) 63214A RC(2) > 66 3C > 22C lvl 1, 5C > 236D: 2565 Dmg/ 29 Heat

  • Requirements: 100 heat
  • Notes: Do this if you have enough time to get to the corner after 63214A RC(2).

Corner Only

{A Starter} 1) 2/5A > 5C > 3C > 22C lvl 1, delayed 5B > 5D > 6D > 236D: 2557 Dmg/ 58 Heat

  • Notes: It can't be done at 2/5A's max range. Also possible from j.A(twice on standing opponents).

5) CH 6A, delayed 6B > 2C > 5C > 22C lvl 2 > 5C > 2C > 5D > 6D > 236D: 3263 Dmg/ 63 Heat

  • Notes: 236D can be replaced with 6C for more damage

6) CH 6A, delayed 6B > AB > delayed 5C > 22C lvl 2 > delayed 5B > 5D > 6D > 236D: 3720 Dmg/ 60 Heat

  • Requirements: 25 Heat

{B Starter} 2) 5B > 5C > 3C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D: 3658 Dmg/ 67 Heat

  • Notes: It's also possible from 2B, 2C, 5C, 3C, [2D, 5C], [FC 6B, 66 5C], j.B or j.C (omitting the first 5B for j.B and j.C).

3) 5B > 3C > 22C lvl 2 > 63214B, 66 3C > 5D > 6D > 236D: 4596 Dmg/ 59 Heat

  • Requirements: 50 Heat.
  • Notes: Also possible from 3C and CH 5C > 22C lvl 2.

4) 5B > 5C > 3C > 22C lvl 2 > 5B > 5D > 6D > Overdrive > j.2D whiff > fall 6D > 236D: 3812 Dmg/ 100 Heat

  • Requirements: Burst ready.
  • Notes: Also possible from [FC 6B, 3C]

23) 5B > 5C > 63214B, 22C lvl 1, 5C > 2C > 5D > 6D > 236D: 4485 Dmg/ 57 Heat

  • Requirements: 50 Heat
  • Notes: Also possible from 2B > 5C, 2C and 3C.

24) FC 6B > (66 AB) > 66 5C > 3C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D: 3892 (4812) Dmg/ 69(63) Heat

  • Requirements: 25 Heat if Crush Trigger is used..

25) 6B > 63214B, 22C lvl 2, delayed 5B > 5D > 6D > 236D: 4875 Dmg/ 59 Heat

  • Requirements: 50 Heat, Terumi close enough to the opponent for the 63214B to

connect.

  • Notes: Also possible from 3C.

26) FC 6B, 66 AB > 63214B, 22C lvl 1, delayed 5B > 5D > 6D > 236D: 5470 Dmg/ 58 Heat

  • Requirements: 75 Heat.

27) FC 6B > 66 Overdrive, 623B, 5B > 6D; delayed 22C lvl 1; 5C > 3C > 5D > 236D: 5372 Dmg/ 56 Heat

  • Requirements: 50 Heat and Burst ready.

{C Starter} 7) 6C RC(3) > 66 2C > 5C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D: 4154 Dmg/ 62 Heat

  • Requirements: 50 Heat

8) 6C RC(3) > AB > delayed 22C lvl 2 > 5C > 2C > 5D > 6D > 236D: 4837 Dmg/ 66 Heat

  • Requirements: 75 Heat

19) CH 6C, 22C lvl 2, 5C > 2C > 5D > 6D > 236D: 4090 Dmg/ 71 Heat

{D Starter}

10) 5D > 236D > 63214B, 22C lvl 2, 5B > 5C > 3C > 6C: 3831 Dmg/ 50 Heat

  • Requirements: 50 Heat.

11) 5D > 236D > 63214B, 2C > 5C > 3C > 5D > 6D: 3333 Dmg/ 69 Heat

  • Requirements: 50 Heat.
  • Notes: It can be the same combo if you don't do more than two hits before 5D. If the starter is 236D you can go after the 63214B for 22C lvl 1 > 5B > 5D > 6D > 236D. If before the 5D you do between three and four hits, then the 63214B must be followed with 66 3C > 5D > 6D.

20) 5D > 236D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3101 Dmg/ 46 Heat

  • Requirements: 50 heat, Terumi in the corner.
  • Notes: Side switch combo, possible to use with 9 heat.

21) 5D > 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3173 Dmg/ 21 Heat

  • Requirements: 50 heat, Terumi int the corner.
  • Notes: Side switch combo, possible to use with 9 heat. If close enough to the

corner after 41236C, after the 22C you can do 66 5D > 236D for more Heat.

12) j.2D > j.41236C, 5A > 5C > 3C > 22C lvl 2: 2646 Dmg/ 15 Heat

  • Requirements: 50 Heat
  • Notes: Use it only on standing opponents and if you wan to finish the round, because it leaves the opponent out of the corner.

13) j.2D, fall > 63214B > 66 3C > 5D > 6D > 236D: 3475 Dmg/ 60 Heat

  • Requirements: 50 Heat, crouching opponent.

{Super Starter}

9) 63214A RC(2) > 3C > 22C lvl 1, 5B > 5D > 6D > 236D: 2852 Dmg/ 30 Heat

  • Requirements: 100 Heat.

18) 236236A RC > 6B > 2C > 5C > 22C lvl 2, 5C > 2C > 5D > 6D > 236D: 5751 Dmg/ 51 Heat

  • Requirements: 100 heat and Terumi cornered.

22) 41236C, 2A > 5C > 22C lvl 2 > 6[6] 6C: 3395 Dmg/ 8 Heat

  • Requirements: 50 heat, Terumi in the corner
  • Notes: Side switch combo, possible to use with 9 heat. If close enough to the corner after 41236C, after the 22C you can do 66 5D > 236D for more Heat. If the opponent was very close to Terumi, you can do 41236C, 2A > 5C > 22C lvl 1 > 66 5B > 5D > 6D > 236D.

{Throw Starter} 14) Throw > 22C lvl 1, 5C > 2C > 5D > 6D, 5C > 236D: 3243 Dmg/ 63 Heat

15) Throw > 22C lvl 2, 5C > 3C > 5D > 6C: 3384 Dmg/ 31 Heat

  • Notes: A more damage variant. The 6C can be replaced with 236D for more Heat.

16) Back Throw, 66 5B > 5C > 23C lvl 2 > 6[6] 6C: 3155 Dmg/ 22 Heat

  • Requirements: Opponent in the corner.
  • Notes: It leaves the opponent out of the corner.

17) Back Throw, delayed 5C > 2C > 5D > 6D > 236D: 2752 Dmg/ 60 Heat

  • Requirements: Terumi in the corner.

BlazBlue: Chrono Phantasma Extende
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