BBCPE/Yuuki Terumi: Difference between revisions

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*Gains about 16% heat on hit.
*Gains about 16% heat on hit.
A long range jumping attack. Used for poking and in combos. Not an overhead.
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Revision as of 18:47, 29 April 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
Terumi_Frame_Data_(BBCPE)

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.

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 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 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5B
5B
BBCP Terumi 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR All 8 2 14 +2 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5C
5C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
380, 380 SOJR All 11 2(11)2 19 -2 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2A
2A
BBCP Terumi 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR All 7 2 9 +1 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2B
2B
BBCP Terumi 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420 SOR L 9 3 23 -12 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2C
2C
BBCP Terumi 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 SOJR All 13 4 25 -12 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6A
6A
BBCP Terumi 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520 SOJR All 9 3 24 -10 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6B
6B
BBCP Terumi 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOR All 24 3 13 +3 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6C
6C
BBCP Terumi 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 520, 960 R All 13 2(10)6(14)4 31 -14 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3C
3C
BBCP Terumi 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOJR L 10 2 30 -13 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.A
j.A
BBCP Terumi jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CDOJR H 7 3 8 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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 15% Heat on hit, 7% on guard.

A long range poke. Most of the time used in combos. Not a projectile even though it looks like one.

Overdrive 460 SR All - - - - - -

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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 25% heat on hit, 8% heat on block.
Overdrive 966 R All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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 35% Heat on hit.
Overdrive 1649 DR All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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 - - -
  • Gains about 16% heat on hit.

A long range jumping attack. Used for poking and in combos. Not an overhead.

660 DR All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

j.2D
j.2D
BBCP Terumi j2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 530 DOR H 15 8 6L +3 - -
  • Gains about 14% heat on hit.
Overdrive 530 DR H - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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 - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw
Back Throw
4B+C
BBCP Terumi BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
j.B+C
BBCP Terumi AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault
Counter Assault
6A+B (When Blocking)
BBCP Terumi 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - All 13 2 32 -15 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger
Crush Trigger
5A+B
BBCP Terumi CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 - B 30 1 30 -8 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials

Snakebite - Jagaku
Snakebite - Jagaku
236D
BBCP Terumi 236D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
936 DR - 13 11 18 -4 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Retaliating Fang - Gasenshou
Retaliating Fang - Gasenshou
214D
BBCP Terumi 214D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1519 DR - 25 3 43 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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 - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Gleaming Fang - Jakyou Messenga
Gleaming Fang - Jakyou Messenga
41236C air OK
BBCP Terumi 41236C.png
Best super
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1680 R All 4+8 8 50 -8 - 4~21
Overdrive 1960 DR All - - - - - -
Normal(Air) 1519 - All - - - - - -
Overdrive(Air) 1800 D All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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
Overdrive 2771 DR All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Serpent's Laceration - Orochi Burensen
Serpent's Laceration - Orochi Burensen
63214A/B
BBCP Terumi 63214B.png
That 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
Overdrive(B) 3236 DR H - - - - - -
Normal(A) 2083 R L - - - - - -
Overdrive(A) 3236 DR L - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Venomous Bite - Ouja Zanrouga
Venomous Bite - Ouja Zanrouga
236236A
BBCP Terumi 236236A.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Catch - - - GP1~112 75 - - - -
Catch (OD) - - - - - - - - -
Attack 3200 R UNB - - - - - -
Attack (OD) 4200 DR UNB - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Serpent's Cursed Sting - Jabaku Fuuenjin
Serpent's Cursed Sting - Jabaku Fuuenjin
632146D
BBCP Terumi 632146D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Attack 1224 - All 7+10 4 34 -17 - 1~26
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 - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Screeches of the Condemned - Jarin Renshouga
Screeches of the Condemned - Jarin Renshouga
236236D/214214D
BBCP Terumi 236236D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 4594 - B 9+22 95 - ±0 - 1~32
Overdrive 5866 - UNB - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Unholy Wrath of the Basilisk - Orochizanto Reppuga
222D
BBCP Terumi 222D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
34500 - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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.

Split up your topics like this

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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


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
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
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

Midscreen to Corner

Corner Only


BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc