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*Costs 100% Heat | *Costs 100% Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown |
Revision as of 23:34, 15 March 2014
Overview
Yuki Terumi, also known as Hazama, is a member of the Six Heroes, as well as the creator of the Azure Grimoire. He is to appear in Blazblue Chronophantasma and will be playable for the console release.
Health: 10,500
Play-style: Offensive, High Meter Gain
Movement Options: 1 Double Jump/Airdash, Dash-type: Run
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.
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, decent mixup
- Good defensive options with 50 meter
- Builds meter extremely quickly
Cons/Weaknesses:
- Lacks a true standing overhead
- Lacks defensive options without 50 meter
- Low average meterless damage
- Low health
External References:
- Japanese Name: ユウキ=テルミ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Terumi Full Frame Data
Normal Moves
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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6A |
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6B |
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6C |
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3C |
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j.A |
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j.B |
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j.C |
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Counter Assault 6A+B (When Blocking) |
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Crush Trigger 5A+B |
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Drive Moves
5D |
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2D |
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6D |
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j.D |
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j.2D |
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Throws
Forward Throw 5/6B+C |
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Back Throw 4B+C |
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Air Throw j.B+C |
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Specials
Jagaku 236D |
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Gasenshou 214D |
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Garengeki 22C |
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Distortion Drives
Jakyou Messenga 41236C air OK |
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Gouga Soutenjin 623B air OK |
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Orochi Burensen 63214B |
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Ouja Zanrouga 236236A |
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Jabaku Fuuenjin 632146D |
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Jarin Renshouga 236236D |
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Astral Heat
Orochi Zantou Reppuuga 222D |
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Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide: |
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
*5B starter
- 5B > 6A jc J.C jc J.C<J.2D
Requirements:Standing opponent.
Damage: 6-hit:1202, 7-hit: 1478, 8-hit: 1622, 9-hit: 1764
Notes:You can add an air 41236C to the end.
You can leave the j.2D out of the combo and use 623B as a finisher.
- 5B<5C<3C<236D RC Dash 2C<5C<3C<6D<6C`
Requirements:50% Heat.
Damage:
*5B starter
- 5B<5C<OD<3C<22C<41236C<Dash<2B<5C<3C<6D<236D
Requirements:50% Heat,Overdrive.
Damage:
Notes:You can add a super to the end if you have enough Heat.
- j.2D<2A<5C<6D<236D<623B
Requirements:50% Heat.
Damage:
Notes:You get 50% Heat in this combo so no Heat is needed in the beginning.
Midscreen to Corner
*5B starter
- 5B<5C<OD<3C<22C<41236C<Dash<2B<5C<3C<6D<236D
Requirements:50% Heat,Overdrive.
Damage: *5D starter
- 5D<236D<RC<Dash<2C<5C<3C<6D<6C
Requirements:50% Heat.
Damage:
Corner Only
*5B starter
- 5B<3C<22C<2C<5C<3C<6D<5C<3C<236D<632146D
Requirements:50% Heat.
Damage:
Notes:You can use a different super if you want to save some Heat.
- 5B<5C<3C<22C<6C<RC<2C<5C<3C<6D<5C<3C<63214B
Requirements:100% Heat.
Damage:
Notes:You can leave the 6C out of the combo so you don´t need a rapid and add 236D<632146D to the end.
This combo only works with minimum stomping in 22C.
*j.2D starter
- j.2D<2B<3C<22C<6D<236B
Requirements:50% Heat. Crouching opponent.
Damage:
Notes:You get 50% Heat from this combo.