BBCF/Yuuki Terumi

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Overview

Overview

Yuuki Terumi is a mobile rushdown character centered around meter. With his Drive, he can gain massive amounts of meter, and use it to effectively open up his opponent or use his vast number of Distortion Drives for damage or utility. However, without meter Terumi is quite lackluster. Terumi also struggles against neutral heavy characters that can fill up space. His pokes leave him exposed and he has to rely on meter to make his riskier options safer.

Thankfully, his air dash and run speed help make up for his lack of strong pokes. Once he's in, he can spend meter for effective pressure and potentially snowball out of control. His Overdrive is great, especially as a comeback factor. On top of gaining more meter with his Drive he can steal meter on block and force reactions out of opponents. It also vastly improves his combo potential. Terumi is easy to pick up and play for those seeking good mobility and high damage.
Playstyle
Yuuki Terumi is a fast rushdown character centered around high meter gain and big damage.
Pros Cons
  • Excellent Meter Gain & Meter Usage: Incredibly high meter gain thanks to his drive, and a variety of Distortion Drives including (but not limited to) a fast reversal, a high-risk counter, and a projectile-invincible charge gives Terumi both ample options to spend meter on, and ample opportunity to do so.
  • High Pressure: Tools such as 2A, 5B, and 6B, as well as a high run speed allows Terumi to apply pressure on his opponent for extended periods of time.
  • Strong Overdrive: Terumi's Overdrive allows him to further boost his already high meter gain, deprive his opponents of options by sapping their meter, and finish combos with colossal damage.
  • Meter Hungry: Terumi is among the most meter-dependant characters in the cast, relying on it for damage, mix-ups, pressure, and defense.
  • Poor Neutral: A lack of safe approaches, and poor range on his strongest options makes neutral an uphill battle for Terumi.
  • Below Average Health: Terumi is frailer than the average rushdown character and cannot afford to be hit as much.
  • Nemesis=Barrier: Terumi's short buttons make him struggle a lot against Barrier/IBB.

Drive: Force Eater

Terumi's Drive is centered around Heat gain. By using his 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 Heat when they block (or get hit by) Terumi's Drive attacks.

Overdrive: Nightmare Reaper

Increases the Heat gained from Drive attacks and generally improves them in terms of hitboxes, damage, etc. Terumi will also drain the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks.

Also allows Terumi to cancel his supers into other supers (even the same one he just performed) so long as he has enough Heat to perform another super. It also gets rid of Heat gauge cooldown, meaning you can use a distortion and then proceed to gain meter as you normally would. Nightmare Reaper also allows Terumi to cancel any super into his Exceed Accel on hit and on block, allowing him to easily end his combos with big damage and gain Active Flow.

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 5 3 9 0 B

Terumi's fastest normal at 5 frames. 5A is mainly used as either an anti-air when 6A would whiff. Also is a abare, but not a good one as it whiffs on all crouching characters except Tager and Hakumen.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500 Mid 8 3 12 +2 B

Terumi's 5B has much shorter range than most other 5Bs. However, it's an excellent pressure option due to being +2 on block. This can also be used as a high damage counter poke in his neutral game thanks to Terumi's high run speed.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
490×2 All 11 2(11)2 2+18L -2 B

5C moves Terumi forward, helping him to stay in his effective range. It can be jump canceled on the first hit, although Terumi can't use an air action afterwards. Jump Cancelling can be used to reset pressure, or extend pressure with j.2D. With meter, 5C(1) can be Rapid Cancelled for a mix-up with either j.A/j.B, or a low/throw after landing.

  • Terumi is considered airborne until frame 11, so the startup is technically throw invuln.

Note: The second part of the move is programmed to only activate when Terumi's vertical velocity hits zero, so if some external force launches him upwards (Such as Kokonoe's Graviton), Terumi will be stuck in recovery from the first part of the attack until he starts falling.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 7 2 10 ±0 F

One of Terumi's greatest tools in pressure due to having only 7 frames of startup and being ±0 on block, and is also useful for tick throws. Can be frame trapped into 6C or 236D. While it can be used to get out of pressure, the range is not that great.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
480 Low 9 3 19 -8 F

This move is one of his best pokes due to it's range, but needs to be used with caution due to it's sluggish 19 frames of recovery. This is also Terumi main low. Beware of Instant Blocks, as it creates a gap when chaining into any C or D normal besides 3C and 4D.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
720 Mid 13 4 25 -12 F
  • Not a low.

This is one of Terumi's longest ranged normals, but is quite poor as a neutral tool due to the startup, recovery and extended hurtbox. It's jump-cancelable on hit and block, and Terumi can use an air option after a jump cancel, unlike 5C. It's useful in pressure as you can jump cancel into j.2D without leaving much of a gap (4F), or as a frame trap after a 2A.

  • Terumi's hurtbox extends during the startup frames and is as long as the hitbox.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 Mid 9 3 24 -10 B 5~11 H

Terumi's primary Anti-Air. It has good horizontal range, only 9F startup, the hitbox covers Terumi's entire head, and it's jump-cancelable on hit and block. The only downside is that the damage off of it without a Counter-hit can leave a lot to be desired, even with meter.

On Counter-Hit, it has a lot more hitstun, allowing for good damage and meter gain.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 90 79

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650 Mid 24 3 12 +3 B 13~26 FT

Terumi does a short dash before ramming his knee into his opponent. In pressure, it can be chained into from almost all of Terumi's normals, and its useful for frame trapping due to the Foot and Throw invuln. However, this move can easily be beat out if the opponent has a DP. This move is also air unblockable, and can catch opponents trying to jump out of Terumi's pressure.

The feint version is performed by holding B. It is used almost exclusively for throw setups and mind games, due to lacking the Foot and Throw invuln of the non-feint version. Although it can be used to bait reversals in certain matchups (Ex: Jin's Yukikaze or Hakumen's Zanshin).

How much this normal is used depends entirely on the matchup and the opponent's defensive options. In some matchups it goes entirely untouched, but in others it'll be leaned on as a crutch.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 92
  • Fatal Counter

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500, 300, 650 All 13 2(8)3(17)4 31 -14 B

This is Terumi's longest ranged normal. However, it doesn't lead to anything without a Counter-Hit or Rapid Cancel. You will not end well if you throw it out randomly in neutral.

In pressure, it is not an bad option for closing distance when 6B cannot reach, considering Terumi's meter gain. It can also be RC'd just before the third hit to mix in a surprise low/throw.

Note that there is no gap between the second and the third hit, but if the opponent IB'd, they can reversal you out.

  • Counter Hit Recovery.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 90 94

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 Low 10 2 30 -13 F

Terumi's other low attack. This can be be used in his mix-up game, but it's his only normal that doesn't gatling into 6B. Because it knocks the opponent down, it allows for immediate use of 22C on hit.

On Counter-Hit, it inflicts hard knockdown, allowing a link other normals for more damage and even 2D if done immediately.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 92

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 7 3 9 H

Jumping jab. One of his best options for hitting crouchers on a jump-in. Also useful as an air-to-air option. With 50 Heat, it can be used as an fast overhead by doing 5C(1) > RC > j.A.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
380×2 High/Air 10 4(2)2 14 H

An all-purpose air normal, but compared to some of his other normals, it's not that good of a jump-in. It has great horizontal range, decent vertical range, and can cross up in the later parts of the move.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
350×2, 550 High/Air 11 2(3)2(4)2 18 -3 H

Terumi's j.C sees a lot of use in neutral, where it's used for Terumi to protect himself from an approach where j.D would be too slow. Not that great of a jump-in, but it is still good to use off of an IAD.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2,2,3 80 89

Drive Moves

  • All Terumi's Drive moves will generates a fixed amount of heat. This value is listed in the (minimum X%) part of the description.
  • The heat gain listed here is the heat gain on raw hit (the first hit of the combo).

To see the details of how Terumi's heat gain is calculated, see Frame Data page.

5D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
620 All 13 4 18 -3 BP

Normal Version

  • Generates 15% Heat on hit (minimum 5%), 8% on block.

This is Terumi's 2nd longest ranged normal, as well as his go-to poke in neutral. The max range of this move isn't at the tip, but at around the snake's eyes (just short of the tip). It's a strike-projectile and can be used to nullify other projectiles, but will lose to level 2 ones. The startup and recovery are quite sluggish, so use this move with caution.

  • Terumi's hurtbox extends to the end of his hand, which is about half of the hitbox.

Overdrive Version

  • Generates 17% Heat on hit (minimum 7%), 10% Heat on block, and drains 2% Heat from the opponent on hit/block.

Used in most of the same instances as it's non-OD counterpart, but boasts greatly increased range both horizontally and vertically.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82
  • 90%+500 [90%+700] extra Heat gain Bigger Hitbox during OD

2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
680 All 40 15 Total 61 +5 P1

Normal Version

  • Generates 24% Heat on hit (minimum 5%), and 9-10% Heat on block

Combos from Counter-Hit 6A. On its own it's way too slow to be used reliably, and therefore rarely sees any use. Only ever useful against opponents late teching, or if you know that they're not going to do anything other than block.

Although this has a deadzone in front of Terumi, it has a pull-in effect, so you can actually capitalize on it's frame advantage if you can make them block it.


Overdrive Version

  • Hits 3 times.
  • Generates 35% Heat on hit (minimum 21%), 22% Heat on block, and drains 6% Heat from the opponent on hit/block.

Has a much bigger hitbox, but the (lack of) uses are the same as the normal version.

  • Counter-Hit state for the entire duration.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82
  • 216%+500 extra Heat gain Bonus Proration 110%

6D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6D 350 Mid 18 3 24 -8 B
6D Followup 300×2, 550 All B
6D Followup OD 250×4, 550 All B

Normal Version

  • Gains 30% Heat on hit in total (minimum 8%).

Combo filler. Not useful for much else due to being outclassed by Terumi's other tools.

As followup hits only occur if they're relatively close, the long untech of the first hit can be used to extend some combos.


Overdrive Version

  • Followups Gain 42% Heat on hit (minimum 16%), and drains 5% Heat from the opponent on hit.

Significantly better as combo filler, as it has great meter gain and good scaling. Allows Terumi to tack on a super at the end, though the height and distance makes it hard, if not impossible, to connect certain supers. On the last hit, Terumi kicks the opponent farther/higher than the normal version, if hit high enough you can also follow up with another 6D from about halfscreen (requires a microdash outside the corner) for a lot of meter gain without much scaling.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6D Long 4 100 100
6D Followup Long 3×2,4 100 82
6D Followup OD Long 3×4,4 100 82
  • 6D (notes: Fatal Counter If within range, does followup attack)
  • 6D Followup (notes: 468%+400 extra Heat gain)
  • 6D Followup OD (notes: 468%+300 extra Heat gain)

4D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 All 10 6 16 0 BP

Normal Version

  • Generates 13% Heat on hit (minimum 5%), and 7% on Block.

Terumi preforms a short-ranged kick. Like 5D, it clashes with level 1 projectiles. Being jump-cancellable and super-cancellable, it allows for mix-ups and safejumps.

This move can also be used as a counter-poke in certain situations, due to it's speed and disjointed hitbox, it'll beat out moves with extended hurtboxes and clash with ones that don't.


Overdrive Version

  • Generates 17% Heat on hit (minimum 7%), 11% on Block, and drains 2% from the opponent on hit/block.

Untechable time is greatly increased, allowing Terumi to loop 4D > j.2D more than once.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 100 85
  • 72%+500 [72%+700] extra Heat gain Can block during last 8F of recovery

j.D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
660 All 20 4 23 HP

Normal Version

  • Generates 18% Heat on hit (minimum 5%), and 7% Heat on block.

Terumi's main air-to-ground normal and keepaway tool, thanks to it's massive, disjointed hitbox, as well as it's short landing recovery. This allows him to prevent his opponent from approaching too carelessly. However, this move is quite slow to come out, making it risky to throw out if the opponent is too close.

It can be very hard to confirm without a Counter-Hit, 5D only links if j.D is done as late as possible, j.2D only links on an airborne opponent, and all of Terumi's other normals are hard to link due to j.D's high pushback and knockback. With Counter-Hit, however, it can generally combo into 5D unless you hit very early in your jump.


Overdrive Version

  • Generates 20% Heat on hit (minimum 7%), 11% Heat on block, and drains 2% from the opponent on hit/block.

During OD, the hitbox becomes even bigger, making it even harder to contest. Thanks to j.2D's changes in OD, it can be used as combo filler.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 82
  • 115%+500 [115%+700] extra Heat gain Bigger Hitbox during OD 6 Frames landing recovery

j.2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
640 All 15 8 Until L+7 ~+3 H

Normal Version

  • Generates 12-13% Heat on hit (minimum 5%), and 6-7% Heat on block.

Terumi's main air combo ender and a decent pressure reset. Combined with jump startup, the fastest it can be done is 20F. While it is +3 on block when TK'd, the only time Terumi can go into it without leaving a 10+ frame gap is from 5C(1) or 2C

j.2D can also be used as a meaty if you know your opponent will Emergency tech due to its of active frames, frame advantage (up to +8 if timed right) and the ability to safe-jump or OS reversals if timed right.


Overdrive Version

  • Generates 16% Heat on hit (minimum 7%), 10% on block, and drains 2% from the opponent on hit and block.

In Overdrive, j.2D becomes a combo extender. It always causes a hard knockdown, allowing follow-ups whenever it lands no matter what. Great combo filler and pressure option. In Overdrive you can loop 4D > j.2D for massive meter gain.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 79
  • 43.2%+500 [43.2%+700] extra Heat gain

Universal Mechanics

Forward Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 300, 1200 Throw 7 3 23 T
  • 100% minimum damage.
  • Inflicts Hard knockdown.

Can cancel into Crush Trigger, Overdrive, and any special except 22C or super on the first hit of the grab. All options above, including 22C, are possible on the 2nd hit.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4×2 100 50
  • Minimum Damage 100%: 1500

Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 300, 0, 1200 Throw 7 3 23 T
  • 100% minimum damage.
  • Wall bounces.

First hit works the same as the Forward Grab, while the second hit tosses the opponent behind Terumi and wall bounces, allowing follow-ups after dashing. Also cancellable with specials, supers, and Overdrive.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4, 0, 4 100 50
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 300, 0, 1200 Throw 7 3 23+3L T
  • 100% minimum damage.

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 simply be put in a hard knockdown, where only 41236C can reach in time to combo.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4, 0, 4 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 4 35 -20 B 1~20 All
  • Knocks the opponent full screen on Counter-Hit.

Decent speed and range but has a nasty habit of whiffing, making it situational at best.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

A relatively standard Crush Trigger. Its hitbox hits very low. Considering Terumi's Heat gain, this move is useful in combos to deal more damage, if you don't want to (or can't)invest a Distortion.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 60
5[A+B] Long 80 100
  • 5A+B
  • 5[A+B]

Special Moves

Note: All of Terumi's Specials can be cancelled into any of his Distortion Drives.

Snakebite

236D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236D 520 All 16 3 11 (24) -4 B
236D Followup 300, 1000
  • Followup gains 27% heat on hit (minimum 7%).
  • In Overdrive: Followup gains 32% heat on hit (minimum 7.5%) and drains 5% from the opponent.

One of Terumi's main combo enders, and a combo extender with meter. Also works as a decent whiff punish in a pinch. It's super-cancelable on the first and third hit, and Terumi can RC at any point during the move. However, when used as a combo ender, it can be very hard to punish rolls at midscreen.

If the move hits high so the follow-up does not come out, Terumi can follow up with 5A or 5B for decent corner carry.

  • Followup only triggers when the opponent is low enough.
  • On-block recovery is 24F; whiff recovery is 11F.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236D Long 3 90 89
236D Followup 3 100 89×2
  • 236D (notes: Goes into followup on ground hit On block, immediately goes into extended recovery animation (24F))
  • 236D Followup (notes: 144%+700 [144%+750] extra Heat gain)

Retaliating Fang

214D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 196×2, 49×12, 539 Throw(160) 25 3 43 T

Has great range for a command grab, but it's very slow. Can be used sparingly as a mix-up option to build meter, but Terumi will be punished very heavily for it on whiff.

  • Counter Hit state for entire duration.
  • Fixed Heat gain: 34.5%. Up to 10% heat will be drained for opponent under OD.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 1 100 80×2,90×13
  • Fixed Heat gain: 0×3, 100×3, 150×3, 250×3, 350×3, 600 = 3450 Under Overdrive if opponent has sufficient Heat: [0×3, 100×3, 200×3, 350×3, 450×3, 850] = 4450 Hits standing or crouching opponents only

Cleaving Fang

22C/22CCCC near downed opponent

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22C 400×2, 1100 All 11 3(16)3(29)1 25 F
22CCCC 400×2, 250×3, 1100 All 11 3(16)3,2,2(15)3(29)1 25 F

Purely combo filler. This move cannot be activated unless opponent is downed currently or has been downed during the current combo. 3C, 236D also allow use of this move, even if your opponent hasn't hit the ground yet. Floorslides also count, but groundbounces (The bounce of 6C for example) do not.


22C (Light)

Light Version deals two stomps and one kick. The kick for both versions will wall bounces in the corner, allowing follow-ups. In midscreen, 236D (whiff) into 5/2A is your staple combo route.

While most of the time Heavy version is better, it also costs extra combo time, meaning some combo parts will break, especially on a Short starter, thus light version becomes an alternative.


22CCCC (Heavy)

Heavy Version deals five stomps and one kick, and has 110% bonus proration on last hit. The extra C inputs to activate the heavy version can be input at any time before the second stomp hits.

  • Can be Overdrive cancelled.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
22C Long 3 100 79
22CCCC Long 3 100 79
  • 22C (notes: Hits opponent only in downed or airborne state only)
  • 22CCCC (notes: Bonus Proration 110% on the last hit)

Agonizing Fang

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 19 3 18 -4 B
  • Forces crouch on hit and can follow up on Counter-Hit.

Fast overhead, and somewhat safe on block. Outright ends Terumi's turn at best. Can be used in corner combos thanks to Garengeki being special-cancelable.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89
  • Forces Crouching on hit

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
  • Under Terumi's Overdrive, Distortion Drives have the following additional properties:
    • Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 Heat
    • Heat Gauge Cooldown is disabled in the entire duration of Overdrive

Gleaming Fang

41236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
41236C 0, 2400 All 4+(15 Flash)+6 10 39 -4 B 1~21 P
41236C OD 0, 1000, 0, 2400 All 4+(15 Flash)+6 10 [(24)4] 36 -4 B 1~21 P
j.41236C 0, 2400 All 4+(15 Flash)+3 Until L 21 -4 H 1~Until L P
j.41236C OD 0, 1000, 0, 2400 All 4+(15 Flash)+3 Until L [(17)4] 20 [36] -4 H, B 1~Until L P

Terumi rushes at the opponent enveloped in a dark green aura, moving across nearly the entire screen (air version varies depending on how high Terumi is when used). Both versions cannot hit players behind them, even with hitbox overlaps, so it's not possible to do a diving crossup with the air version, for example.


Normal Version

Can net ~3K combos on hit with minimal effort. It's -4 on block, and even on Instant Block it can be hard to punish. The projectile invincibility makes this move good for getting in on zoners or punishing projectile supers.


Overdrive Version

In OD, this move gains an additional rush, cancelling out the side switch. This only occurs on hit/block. It adds damage and gives more time to follow up. Curiously, if the first attack is guardpointed, the second hit will do no damage.

  • Inflicts Fatal Counter.
  • Switches sides on hit/block.
  • Minimum damage: 360 [560]
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
41236C Normal 5 100 100, 70
41236C OD Normal 5 100 100×3, 70
j.41236C Normal 5 100 100, 70
j.41236C OD Normal 5 100 100×3, 70
  • 41236C (notes: Fatal Counter Only does the 0 damage hits on block Can pass through opponent 1-42 Minimum Damage 15%: 216)
  • 41236C OD (notes: Values in [] occur on hit/block Fatal Counter Only does the 0 damage hits on block Can pass through opponent 1-42 Minimum Damage 20%×3, 15%: 336)
  • j.41236C (notes: Fatal Counter Only does the 0 damage hits on block Only does followup hit if first hit hits opponent (not blocked) Minimum Damage 15%: 360)
  • j.41236C OD (notes: Values in [] occur on hit/block Fatal Counter Only does the 0 damage hits on block Only does followup hit if first hit hits opponent (not blocked) Minimum Damage 20%×3, 15%: 560)

The Divine Twin Blades

623B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
623B 1100×2, 1800 Mid 4+(15 Flash)+3 4,8(15)6 27+21L -35 B×2, H 1~10 All
623B OD 1000×5 Mid 4+(15 Flash)+3 4,4,4(15)6(14)4 9+21L -35 B×4, H 1~10 All
j.623B 1100×2, 1800 All 4+(15 Flash)+3 4,8(15)6 Until L+21L H 1~14 All
j.623B OD 1000×5 All 4+(15 Flash)+3 4,4,4(15)6(14)4 Until+21L H 1~14 All

Terumi's main reversal option.


Normal Version

Very fast, but also very unsafe on block or whiff, and will whiff on low profiles moves. Recommended to use when you have 100 meter so you can RC it safely. Can be followed up on Counter-Hit with dash 5B to recover some heat.


Overdrive Version OD adds an extra kick at the end which ground-bounces the opponent, making it a staple OD combo extender. The ground version gives 8 frames to follow up, while the air version gives 11 frames, so it is the best to cancel from the airborne frames of 5C.

It's usefulness as a reversal is also further increased due to being cancellable into Exceed Accel. They will have to punish you before you hit the ground for anything guaranteed.

  • Minimum damage: 830 [1100]
  • 3rd hit has smaller hitbox than the effect displays, making it whiff on most crouching characters.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
623B Very Short 4 80×3 92×3
623B OD Very Short 4 80×5 92×5
j.623B Very Short 4 80×3 92×3
j.623B OD Very Short 4 80×5 92×5
  • 623B (notes: Minimum Damage 30%×2, 10%: 840 Counterhit state for entire move)
  • 623B OD (notes: Minimum Damage 25%×4, 10%: 1100 Only does final hit if opponent gets hit by preceding hit Counterhit state for entire move)
  • j.623B (notes: Minimum Damage 30%×2, 10%: 840 Counterhit state for entire move)
  • j.623B OD (notes: Minimum Damage 25%×4, 10%: 1100 Only does final hit if opponent gets hit by preceding hit Counterhit state for entire move)

Serpent's Laceration

63214A/B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800, 500, 1000, 2000
[800, 400×14, 1000, 2500]
Low, Air 13+(48 Flash)+2 2 28 -13 F 13~16 All
800, 400×4, 1000, 2500
[800, 400×14, 1000, 2500]
High, Air 13+(48 Flash)+2 2 16 -1 B 13~16 All

A multi-kick move, useful for extending combos and as a rare mixup.


A Version

  • Minimum damage: 545 [890]

Hits low. With full meter, this is a legitimate mix-up, but be wary if they have 50 meter to Counter Assault. It's best used for this purpose near the corner for good damage and meter. The A version cannot be followed up without full meter. Wallbounces towards Terumi midscreen; wallsticks in the corner.

As a combo starter, you can either RC until the end of animation which gives more damage, or RC on the second hit which leaves them in a long untechable state, making it useful to recover more heat due to longer combo time. Or you can just use it to do a taunt combo.

As a side note, finishing an opponent with the first or second hit will give you a taunt voice clip while rubbing his heel into his opponents face instead of his usual round win quotes.


B Version

  • Minimum damage: 715 [890]

The B version is an overhead. Wallbounces towards Terumi midscreen, wallsticks in the corner, and can be used as a corner combo extender if CT isn’t an option or if you really need the extra damage.

Can be used to end combos, giving you less damage than his other supers, but better Oki.


Overdrive Version

In OD, the number of hits increases, and both versions can be followed up anywhere on the screen, making the mixup more potent and allowing it to be a combo extender in more situations. However, it is outclassed by Messenga or Soutenjin in most situations, due to proration and its long animation costing more Overdrive time.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
63214A Long 3 90 89×2,92×2
[89, 98×14, 92×2]
63214B Normal 3 90 89×5,92×2
[89, 98×14, 92×2]
  • 63214A (notes: Values in [] are during OD Minimum Damage 15%×3, 10% [15%×16, 10%]: 545 [1360])
  • 63214B (notes: Values in [] are during OD Minimum Damage 15%, 10%×5, 15% [15%×16, 10%]: 675 [1360])

Venomous Bite

236236A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236236A 187 1~112 HB Guard [1~112 HBF Guard]
236236A Attack 0, 2800
[0, 80×5, 2800]
Unblockable 6 All

Terumi's counter super, not a good one though. If you missed, you gotta pray for the mercy of the opponent, and thank Mori that IK meter is not a real thing in BlazBlue.

Terumi walks forward and casually swings Ouroboros around, faking the parry with the walk. This move is highly situational and is the best used against predictable opponents, rather than throwing out randomly. Can be used as a nasty punish as well as a pseudo-reversal due to it becoming active on frame one, notably being effective against safejump setups. However, this move is generally way too high-risk to advise using over your other defensive options as it loses to almost everything.

Against heavily telegraphed or reactable moves however (such as Tager's Sledgehammer) you can use it, especially if you have full meter, even moreso with OD to stop time and check opponent's move, as you can get anywhere from 6K-7K+ Damage with it. It also practically guarantees Active Flow.


Normal Version

Normal version activates on highs and mids. Loses to lows, throws, and projectiles.

HOWEVER, when the Guard is triggered, it creates a hitbox on the ground in front of Terumi, and the attack will only trigger if the opponent is caught by it. As such, it will guard point, but won't activate, on various moves like jump-ins, crossups, and invulnerable moves like Inferno Divider. It also cannot hit at all if the other player has switched sides, regardless of any hitboxes.


Overdrive Version

Now the Guard will activate on highs, mids, and lows, but loses to throws and projectiles. OD version also does increased damage, becomes super-cancelable on a successful counter, and can counter lows. On 100 heat it can deal a massive chunk of damage.

  • Superflash only occurs on successful guard point, however heat is consumed at the start of the guard point, not the attack.
  • Counter Hit state during the entire move.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236236A
236236A Attack Normal 5 94 [96]
  • 236236A (notes: Attack freezes opponent in hitstun On Guard Point, hitstop for Terumi and opponent is 0F Hitbox only activates when guardpoint is activated Counterhit state for entire move)
  • 236236A Attack (notes: Values in [] are during OD Minimum Damage 100%: 2800 [3200])

Serpent's Cursed Sting

632146D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×2, 0, 250×N, 800, see notes All 7+(40 Flash)+10 4 34 -17 B 1~23 All

Terumi's main round ender, he slashes the opponent with a sword made of his energy. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He then drains the opponent of their power before dropping them to the ground and kicking them away. Basically you want to use this move to kill since it does absurd damage but will always leave you without meter. Also doubles as a slower reversal option, but with much more invulnerability.

At max meter, this is one of the highest-damaging attacks in the game. Both other versions still give very good damage. Well worth activating Overdrive for mid combo to eke out a bit more meter gain just before activating this.


Normal Version

During the snakebite phase, hits once for every 5 meter Terumi has remaining, rounded up. Each hit will deal 250 damage, with a minimum of 3 hits.


Overdrive Version

Under Overdrive, opponent now will also loses 5% meter per hit, and Terumi gains 1% for every hit during the snakebite phase. In practice, this means you deal 13 hits with 100 meter in OD against an opponent with meter, 14 if you have auto heat regeneration. The move still deals the same damage per hit during the snakebite phase, but the finishing hits are improved.

  • The minimal damage list below only consider the worst damage dealt under the Heat requirement (so 50%, 75% and 100%, and no drained Heat or auto heat regen).
Quick reference table
< 25 Heat 25 to 49 Heat 50 Heat
Last kick damage 1500 1500*2 1500, 4000
Total minimal damage 930 1030 1680
Last kick damage (OD) 3000 1000*3, 2000 1000, 2000, 3000
Total minimal damage (OD) 930 1530 2030
Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 5 80 94×2, 89, 100×N, 100, see notes
[94×2, 100, 101×N, 100, see notes]
  • Values in [] are during OD Second part does hits equal to the amount of heat Terumi has / 5 rounded up. Minimum 3 hits Drains all of Terumi's Heat on hit. [Drains 5 Heat from opponent and gives 1 Heat to Terumi for each hit done.] Finisher depends on amount of meter Terumi has when he hit the opponent 0~24 Heat finisher has base damage 1500 [3000]. P2=20. Minimum damage 10% 25~49 Heat finisher has base damage 1500×2 [1000×3, 2000]. P2=94, 20 [94×3, 20]. Minimum damage 10% 50 Heat finisher has base damage 1500, 4000 [1000, 2000, 3000]. P2=94, 20 [94×2, 20]. Minimum damage 20%, 10% [20%, 10%, 20%]

Screeches of the Condemned

236236D/214214D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236236D 800×4, 2000, 3500
[800×8, 3000, 4000]
Guard Break/Barrier [Unblockable] 9+(27 Flash)+18 Until Offscreen Total 103 0 P* 1~41 All
214214D 800×4, 2000, 3500
[800×8, 3000, 4000]
Guard Break/Barrier [Unblockable] 9+(27 Flash)+18 Until Offscreen Total 103 0 P* 1~41 All

Terumi shoots out a chain either straight in front (236236D) or at a ~45 degree angle (214214D). After connecting, Terumi goes into a series of strikes. At the end of the sequence, Terumi will switch sides.

  • Requires 100 Heat.

Normal Version

Costs 100 Heat and has a good amount of invulnerability. It guard-crushes on block, and if Barrier Blocked, it pulls his opponent to him. This is mainly used to close out rounds when at midscreen and against zoners to hard punish projectiles. Has a minimum distance at which the opponent must be away from Terumi (roughly half screen for 236236D; 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 Version

In OD, both versions of this move are completely unblockable, meaning it can be used to play mind games with the opponent or on Overdrive Raid against projectiles for a massive punish.

  • If first hit guard crushes, the second hit will confirm into the rest of the attack.
  • 20% Minimum damage: 1740 [2330].
  • Both versions have large deadzones.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236236D Long 5 100 94×5 [94×10]
214214D Long 5 100 94×5 [94×10]
  • 236236D (notes: Values in [] are during OD Minimum Damage 20% [20%×8, 15%×2]: 1740 [2330] Fires second chain 21F after first chain if first chain hits/blocked Chains guard break [unblockable] Costs 100 Heat)
  • 214214D (notes: Values in [] are during OD Minimum Damage 20% [20%×8, 15%×2]: 1740 [2330] Fires second chain 21F after first chain if first chain hits/blocked Chains guard break [unblockable] Costs 100 Heat)

Exceed Accel

Dungeon of Serpents

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 400×6
{600, 1200, 500×8}
All 20 [10] 3 19+15L -10 B 1~22 All
[1~12 All]

Terumi performs a flying kick towards the opponent, covering much more ground than most EA's. This does usually mean that Terumi will be left in a bad position on block. That, combined with bad pushback, makes this is one of the easiest EA's to punish. If it connects, he summons a portal from which several small snakes attack the opponent. Puts Terumi in Active Flow if he hasn't already been in it already. On Active Flow, Terumi summons a single, large viper instead.

Because of the effects of Terumi's Overdrive, he can super-cancel most of his supers into this move, even on block. This means you can go for a gimmicky, last-ditch, frame trap by cancelling into this move on block.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 100
  • Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {580+58}

Astral Heat

The Unholy Wrath of the Basilisk

222D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 100, 400×36, 20000 All 5+(76 Flash)+16 16 Total 76 -22 P* 1~35 All

Terumi creates a red portal with his Ouroboros chains on the ground in front of him. If the opponent is caught in it, he proceeds to shoot out dozens of energy snakes at the opponent from a portal summoned behind him while laughing, then transforms into the Black Susano'o and uses a single, mighty slash to finish the opponent off.

A very easy Astral Heat to land, since it also counts as a super hence can be canceled from specials. Can connect from 236D, 6D, CH 6A and numerous other things. Compared to other Astral Heats, Terumi's is a very practical way to finish the match.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 5 100 94

Colors

BBCF Terumi color 1.png
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BBCF Terumi color 4.png
BBCF Terumi color 5.png
BBCF Terumi color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
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BBCF Terumi color 11.png
BBCF Terumi color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Terumi color 13.png
BBCF Terumi color 14.png
BBCF Terumi color 15.png
BBCF Terumi color 16.png
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BBCF Terumi color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Terumi color 19.png
BBCF Terumi color 20.png
BBCF Terumi color 21.png
BBCF Terumi color 22.png
BBCF Terumi color 23.png
BBCF Terumi color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

External References


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