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A long range jumping attack. Used for poking and in combos. Not an overhead. | |||
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====== <font style="visibility:hidden" size="0">j.2D</font> ====== | ====== <font style="visibility:hidden" size="0">j.2D</font> ====== | ||
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Revision as of 18:47, 29 April 2015
Yuuki Terumi |
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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:
- Japanese Name: ユウキ=テルミ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
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 |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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j.2D
j.2D |
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Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B (When Blocking) |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Snakebite - Jagaku
Snakebite - Jagaku 236D |
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Retaliating Fang - Gasenshou
Retaliating Fang - Gasenshou 214D |
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Cleaving Fang - Garengeki
Cleaving Fang - Garengeki 22C |
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Distortion Drives
Gleaming Fang - Jakyou Messenga
Gleaming Fang - Jakyou Messenga 41236C air OK |
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Divine Twin Blades - Gouga Soutenjin
Divine Twin Blades - Gouga Soutenjin 623B air OK |
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Serpent's Laceration - Orochi Burensen
Serpent's Laceration - Orochi Burensen 63214A/B |
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Venomous Bite - Ouja Zanrouga
Venomous Bite - Ouja Zanrouga 236236A |
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Serpent's Cursed Sting - Jabaku Fuuenjin
Serpent's Cursed Sting - Jabaku Fuuenjin 632146D |
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Screeches of the Condemned - Jarin Renshouga
Screeches of the Condemned - Jarin Renshouga 236236D/214214D |
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Astral Heat
Unholy Wrath of the Basilisk - Orochizanto Reppuga 222D |
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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: |
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