BBCF/Yuuki Terumi: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Yuuki Terumi|discord=https://discord.gg/2XURz8T|forums=http://www.dustloop.com/forums/index.php?/forums/forum/253-yuuki-terumi/|videos=https://keeponblaz.in/#/?p1chars=terumi}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{BBCF/CharacterLinks}}
{{FlexContainer}}
<div id="home-content" class="home-grid">
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
{{card|width=4
{{FP Box|header=Overview
|header=Overview
|content=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 and can find it very hard to safely approach his opponent. Coupled with a low overall health total, it only takes a few bad calls to lose a round.
 
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.
}}
{{BBCF/Infobox
| fastestAttack = [[#5A|5A]] (5F, whiffs crouchers)<br/>[[#2A|2A]] (7F)
| reversal = [[#The Divine Twin Blades|623B]] (7F)<br/>[[#Venomous Bite|236236A]] (Catch 1~112F)<br/>[[#Serpent's Cursed Sting|632146D]] (17F)<br/>[[#Screeches of the Condemned|236236D/214214D]] (27F)
| fatalStarter = [[#6B|6B]]<br/>[[#6D|6D]]<br/>[[#Gleaming Fang|41236C]]
}}
{{card|width=4
|header= Drive: Force Eater
|content=
|content=
{{Bio
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.
| name = Yuuki Terumi
|header2= Overdrive: Nightmare Reaper
| game = BBCF
|content2=
| voice =  
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.
| quote =  
 
| lore =  
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.
The man only known as Yuuki Terumi is one of the primary antagonists of the ''BlazBlue'' series and a former member of the Six Heroes, as well as the creator of the Azure Grimoire. He is also the founder of both the Novus Orbis Librarium and Sector Seven, often manipulating both sides to reach his goals. He first appeared as a playable DLC character in ''BlazBlue: Chrono Phantasma''.
}}
</div>
{{FrameChartKey}}
 
==Normal Moves==
===<big>{{clr|A|5A}}</big>===
{{BBCF Move Card
|input=5A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 3
|recovery = 9
}}
Terumi's fastest normal at 5 frames. {{clr|A|5A}} is mainly used as either an anti-air when {{clr|A|6A}} would whiff. Also is a abare, but not a good one as it whiffs on all crouching characters except Tager and Hakumen.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
{{StrengthsAndWeaknesses
|intro=
|pros=
*Very high Heat gain means more usage of many system mechanics
*Very good mobility with high speed run.
*With resources, strong rushdown and pressure options.
*Has one of the fastest reversal supers in the game.
*Great anti-air in the form of 6A
*Suppressing opponent's meter gain often limits their options and combo damage against Terumi.
*Benefits immensely from Overdrive and Active Flow.
*Practical high damage ceiling
*Absurd number of Distortion Drives


|cons=
===<big>{{clr|B|5B}}</big>===
*Very meter dependent for damage and mixups.
{{BBCF Move Card
*Very weak Air-to-Ground game. His only aerials that have a good vertical hitbox (J.D and J.2D) are slow.
|input=5B
*Range on his normals make it difficult for him to get in and stay in, especially against zoners or characters with superior range and footsies
|description=
*Very susceptible to Barrier and Instant Barrier due to his short range and lack of safe approaches
{{#invoke:FrameChart|drawFrameData
*The hurtboxes on some of his normals often extend before the attack becomes active, meaning he must be very careful against footsie-oriented characters.
|startup  = 8
*No meterless reversal
|active   = 3
*Below-average health.
|recovery = 12
*Weakest resistance to negative penalty of all characters in the game
}}
}}
Terumi's {{clr|B|5B}} has much shorter range than most other {{clr|B|5B}}s. 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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
{{Closediv}}<!--END TOP SECTION-->
 
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
===<big>{{clr|C|5C}}</big>===
{{FP TOC}}
{{BBCF Move Card
{{FP Box
|input=5C
| padding=no
|description=
| content={{CharaInfo
{{#invoke:FrameChart|drawFrameData
| game=BBCF
|startup  = 11
| fullname=Yuuki Terumi
|active  = 2
| health={{#lst:{{PAGENAME}}/Data|health}}
|inactive2= 11
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}
|active3  = 2
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
|recovery = 12
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}
}}
}}
{{clr|C|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 {{clr|D|j.2D}}. With meter, {{clr|C|5C(1)}} can be Rapid Cancelled for a mix-up with either {{clr|A|j.A}}/{{clr|B|j.B}}, or a low/throw after landing.
*Launches on CH
*Hard KD on air hit
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
{{Closediv}}


{{FP Box|header=Drive: Force Eater
===<big>{{clr|A|2A}}</big>===
| content=
{{BBCF Move Card
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.
|input=2A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 2
|recovery = 10
}}
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 {{clr|C|6C}} or {{clr|D|236D}}. While it can be used to get out of pressure, the range is not that great.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
 
===<big>{{clr|B|2B}}</big>===
{{BBCF Move Card
|input=2B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|recovery = 19
}}
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 {{clr|C|C}} or {{clr|D|D}} normal besides {{clr|C|3C}} and {{clr|D|4D}}.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
 
===<big>{{clr|C|2C}}</big>===
{{BBCF Move Card
|input=2C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 4
|recovery = 25
}}
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. {{clr|C|2C}} is also '''not a low.''' It's jump-cancelable on hit and block, and Terumi can use an air option after a jump cancel, unlike {{clr|C|5C}}.  It's useful in pressure as you can jump cancel into {{clr|D|j.2D}} without leaving much of a gap (4F), or as a frame trap after a {{clr|A|2A}}.
*Terumi's hurtbox extends during the startup frames and is as long as the hitbox.


| subheader1=Overdrive: Nightmare Reaper
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
| content2=
}}
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.
===<big>{{clr|A|6A}}</big>===
{{BBCF Move Card
|input=6A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|recovery = 24
}}
}}
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.


==Normal Moves==
On Counter-Hit, it has a lot more hitstun, allowing for good damage and meter gain.
===<big>5A</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_5A.png |Classic backhander
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5A}}
|}
==== ====
*Whiffs on all crouching characters except Hakumen and Tager.
*Faster than the average jab


Terumi's fastest normal at 5 frames, 5A is mainly used as either an anti-air or to interrupt the opponent's pressure.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
</div>
}}
</div>


===<big>5B</big>===
===<big>{{clr|B|6B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6B, 6[B] |versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_5B.png |Dance and sting like an evil hornet
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>6B</small>
</div>
|startup  = 24
<div class="attack-info">
|active  = 3
{| class="wikitable attack-data"
|recovery = 12
{{AttackDataHeader-BBCF}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{#lst:{{PAGENAME}}/Data|5B}}
|title = <small>[6B]</small>
|}
|startup  =  
==== ====
|active  =  
Terumi's 5B has much shorter range than 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.
|recovery = 31
</div>
|frcStart = 25
</div>
|frcEnd = 31
}}


===<big>5C</big>===
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.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_5C.png|Two are better than one
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5C}}
|}
==== ====
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. Due to 5C only being -2 on block, it can sometimes be used as a tick throw option. Terumi is also considered airborne at around the first active frame, so it can also 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. It is strongly advised you do this if they do an overdrive raid on the first hit because it will make the second hit miss and open you up for a punish. In pressure you can jump cancel the first hit and follow up with J.2D to extend your pressure, this is gapless (assuming you did it as clean as possible) on most hitboxes (leaving you at +2 though instead of +3) and leaves a 1-frame gap on shorter hitboxes (Mai, Bullet....) (and leaves you at +3)
The feint version is performed by holding {{clr|B|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).


With meter this move can be used for mixups as rapid cancelling the first hit puts you airborne, so you can for a nasty J.A/J.B overhead, you can also wait till right before the second lands and RC into a throw or low.
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.


Curiously, the second part of the move is programmed to only activate when Terumi vertical velocity hits zero, so if some external force launches him upwards (Such as Kokonoe's Gravitron), Terumi will be stuck in recovery from the first part of this attack until he starts falling.
*Hard KD on air hit.
</div>
*Crumple stuns on CH.
</div>
*Fatal Counter.


===<big>2A</big>===
[[/Frame_Data#Revolver_Action_Table|Gatling options (on hit)]]: {{clr|C|6C}}, {{clr|D|6D}}
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_2A.png |Clenched fists don't have any class
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2A}}
|}
==== ====
Clocking in at 7 frame startup while being +0 on block, this is one of the main pieces of Terumi's pressure game, and is also useful for throw setups. It can be used to get out of pressure, but the range is not that great.
</div>
</div>


===<big>2B</big>===
===<big>{{clr|C|6C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_2B.png | Not safe on block but fast enough for Terumi's victims
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 13
</div>
|active  = 2
<div class="attack-info">
|inactive2= 8
{| class="wikitable attack-data"
|active3  = 3
{{AttackDataHeader-BBCF}}
|inactive4= 17
|-
|active5  = 4
{{#lst:{{PAGENAME}}/Data|2B}}
|recovery = 31
|}
}}
==== ====
This is Terumi's longest ranged normal. However, it doesn't lead to anything without a Counter-Hit or Rapid Cancel. It will not end well if you throw it out randomly in neutral.  
This move has some of the best range of his non-Drive attacks, and it is his main low hitting normal. As such, this is used in his mixup game and in neutral, where his Drive normals are too slow to cut it. Beware of opponents with good instant blocking skills, as it makes any gatling to a C or D normal from this move besides 3C and 4D have a gap. The recovery is also really bad, to the point where caution needs to be exercised.
</div>
</div>


===<big>2C</big>===
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.  
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_2C.png |Do not use raw.......FOR THE LOVE OF GOD!!!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2C}}
|}
==== ====
*Not a Low
*Terumi's hurtbox extends during the startup frames and is as long as the hitbox, so be careful with it in footsies.


This is one of his longest ranged normals, reaching slightly farther than 2B, not very good in neutral though, due to the startup and extended hurtbox making it easily counterpoked. It is jump-cancelable on block and hit, and unlike 5C, you can double jump and air dash when you jump cancel it. However, just like his other long range normals, it has pretty bad recovery on it, so be careful with its placement.
Note that there is no gap between the second and the third hit, but if the opponent IB'd, they can reversal you out.  


It is useful in pressure as you can jump cancel it into J.2D without leaving much of a gap (4F)
It is a soft KD, but it has a high groundbounce which leaves Terumi plus enough to safejump or pickup easily after RC.
</div>
</div>


===<big>6A</big>===
*Hard KD on CH
<div class="attack-container">
* Counter Hit Recovery.
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_6A.png |"From above?"
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6A}}
|}
==== ====
Fast, hitbox covers his entire head, good horizontal range, and jump-cancelable on hit and block. In other words, this is Terumi's true anti-air, and a great one at that. The only downside is the damage off of it; even with Heat, it 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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
</div>
}}
</div>


===<big>6B</big>===
===<big>{{clr|C|3C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=3C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_6B.png |Soooo satisfying to ram your knee into someone else
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 10
</div>
|active  = 2
<div class="attack-info">
|recovery = 30
{| class="wikitable attack-data"
}}
{{AttackDataHeader-BBCF|version=yes}}
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 {{clr|B|6B}}. Because it knocks the opponent down, it allows for immediate use of {{clr|C|22C}} on hit.
|-
{{AttackVersion|name=Attack}}
{{#lst:{{PAGENAME}}/Data|6B}}
|-
{{AttackVersion|name=Feint}}
{{#lst:{{PAGENAME}}/Data|6[B]}}
|}
==== ====
*Fatal Counter
*Hold B to feint


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 weakness of this normal is that it has no Body or projectile invulnerability whatsoever. Most 5Bs and DPs will blow Terumi up for abusing this move. Also, the feint has no kind of invulnerability 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 Zanshin Drive, Noel's Chain Revolver Drive, Jin's Yukikaze).
On Counter-Hit, it inflicts hard knockdown, allowing a link other normals for more damage and even {{clr|D|2D}} if done immediately.


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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
</div>
}}
</div>


===<big>6C</big>===
===<big>{{clr|A|j.A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_6C.png|"Slice aaand dice!"
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 7
</div>
|active  = 3
<div class="attack-info">
|recovery = 9
{| class="wikitable attack-data"
}}
{{AttackDataHeader-BBCF}}
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 a fast overhead by doing {{clr|C|5C(1)}} → RC → {{clr|A|j.A}}.  
|-
{{#lst:{{PAGENAME}}/Data|6C}}
|}
==== ====
This is Terumi's longest ranged normal. However, it cannot be canceled into anything but a Rapid Cancel, but it is possible to combo after it without meter on Counter Hit. It is very unsafe on block and whiff (and also puts you in a Counter hit state for the recovery's duration) so if this does not connect or there is not enough meter to Rapid Cancel, Terumi will be punished heavily for it. Fortunately, however, Terumi gains so much meter for RCs that this is generally safe to use at short range and can lead to big damage should you call correctly and score a nice counterhit. Beware that instant blocking the second hit leaves a small gap which your opponent can perform a reversal with, so waiting for the third hit before rapid cancelling is not foolproof.
</div>
</div>


===<big>3C</big>===
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_3C.png |Always good to sweep someone off their feet
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|3C}}
|}
==== ====
Terumi's other low attack; can be be used in his mixup game, but it is his only normal that doesn't chain into 6B. Because it knocks the opponent down, it allows for immediate use of 22C on hit.


On Counter Hit, it gives a hard knockdown, allowing to link other normals for more damage and even 2D if done inmediately.
===<big>{{clr|B|j.B}}</big>===
</div>
{{BBCF Move Card
</div>
|input=j.B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 4
|inactive2 = 2
|active3  = 2
|recovery = 14
}}
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.


===<big>j.A</big>===
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_jA.png |Jab, jab, jab...
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.A}}
|}
==== ====
Jumping jab. One of his best options for hitting crouchers on a jump-in. It is also a good anti-air option.
</div>
</div>


===<big>j.B</big>===
===<big>{{clr|C|j.C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_jB.png |Roundhouse kick, ha!
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 11
</div>
|active  = 2
<div class="attack-info">
|inactive2= 3
{| class="wikitable attack-data"
|active3  = 2
{{AttackDataHeader-BBCF}}
|inactive4= 4
|-
|active5  = 2
{{#lst:{{PAGENAME}}/Data|j.B}}
|recovery = 18
|}
}}
==== ====
Terumi's {{clr|C|j.C}} sees a lot of use in neutral, where it's used for Terumi to protect himself from an approach where {{clr|D|j.D}} would be too slow. Not that great of a jump-in, but it is still good to use off of an IAD.
An all-purpose air normal, but compared to some of his other normals, it is not that good of a jump-in. It has great horizontal range, and OK vertical range, can cross up in the later parts of the move, and hits twice.
</div>
</div>


===<big>j.C</big>===
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_jC.png|Slash 'em!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.C}}
|}
==== ====
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.
</div>
</div>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
===<big>5D</big>===
 
<div class="attack-container">
* All Terumi's Drive moves will generates a fixed amount of heat. This value is listed in the '''(minimum X%)''' part of the description.
<div class="attack-gallery">
* The heat gain listed here is the heat gain on raw hit (the first hit of the combo).
<gallery widths="210px" heights="210px" mode="nolines">
 
BBCP_Terumi_5D.png |Jabak- I mean 5D
To see the details of how Terumi's heat gain is calculated, see [https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Frame_Data#Drive_Moves|the Frame Data page].
</gallery>
 
</div>
===<big>{{clr|D|5D}}</big>===
<div class="attack-info">
{{BBCF Move Card
{| class="wikitable attack-data"
|input=5D
{{AttackDataHeader-BBCF}}
|description=
|-
{{#invoke:FrameChart|drawFrameData
{{#lst:{{PAGENAME}}/Data|5D}}
|startup  = 13
|}
|active  = 4
==== ====
|recovery = 18
*Gains 15% Heat on hit, 7-9% on block.
}}
*During OD, gains 17% Heat on hit, 11-12% Heat on block, and drains 2% Heat from the opponent on hit and block
'''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.
*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.


This is Terumi's 2nd longest ranged normal, as well as his go-to poke. The max range of this move is NOT at the tip but at around the snake's eyes (just short of the tip). This move is NOT a projectile, but it can nullify projectiles and hit the opponent at the same time. The startup and recovery are pretty sizeable, so Terumi must be careful when throwing this out.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|6C}}, {{clr|D|2D}}, {{clr|D|6D}}
At max range (especially if it was used to counter poke 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.


OD version greatly increases horizontal and vertical range.
}}
</div>
</div>


===<big>2D</big>===
===<big>{{clr|D|2D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_2D.png |Please Fatal Counter me......
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 40
</div>
|isProjectile  = true
<div class="attack-info">
|recovery = 22
{| class="wikitable attack-data"
}}
{{AttackDataHeader-BBCF|version=yes}}
'''Normal Version'''
|-
*Generates 24% Heat on hit (minimum 5%), and 9-10% Heat on block
{{AttackVersion|name=Regular}}
{{#lst:{{PAGENAME}}/Data|2D}}
|-
{{AttackVersion|name=Overdrive}}
{{#lst:{{PAGENAME}}/Data|2D OD}}
|}
==== ====
*CH state for the duration
*Gains about 24% Heat on hit, 9-10% Heat on block


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


Note: This move IS a projectile, and like his other drive moves can also Nullify projectiles}}
----
----'''OD Version'''
'''Overdrive Version'''
*Gains 35% Heat on hit, 22% Heat on block
*Hits 3 times.
*Drains 6% Heat from the opponent
*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.


Has a much bigger hitbox, but the uses (or lack thereof) are the same as the normal version. Unlike the normal version, it hits 3 times instead of just once.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
</div>
}}
</div>


===<big>6D</big>===
===<big>{{clr|D|6D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6D, 6D Followup, 6D Followup OD
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input|names=6D, 6D Followup, 6D Followup OD
BBCP_Terumi_6D.png |Have a nice flight, haha!
|description=
</gallery>
{{#invoke:FrameChart|drawFrameData
</div>
|startup  = 18
<div class="attack-info">
|active  = 3
{| class="wikitable attack-data"
|recovery = 24
{{AttackDataHeader-BBCF|version=yes}}
}}
|-
'''Normal Version'''
{{AttackVersion|name=1st hit}}
*Gains 30% Heat on hit in total (minimum 8%).
{{#lst:{{PAGENAME}}/Data|6D}}
|-
{{AttackVersion|name=Followups}}
{{#lst:{{PAGENAME}}/Data|6D Followup}}
|-
{{AttackVersion|name=OD Followups}}
{{#lst:{{PAGENAME}}/Data|6D Followup OD}}
|}
==== ====
*Fatal Counter
*Gains 30% Heat on hit in total
*Followup hits only occur if first hit lands and they're relatively close.
*Forces standing for followup.
*First 2 followup hits will not give opponent Heat
Combo filler only. Not recommended for anything else because he has other normals that can fulfill those other purposes. The First two hits of the followup are considered as drive moves with increased heat gain and no heat gain for the opponent on hit.
----'''OD Version'''
*Fatal Counter
*Fatal Counter
*Followups Gain 42% Heat on hit
*First hit crumple stuns
*Drains 5% Heat from the opponent on hit
**Only occurs on the first 4 hits of the followup


Gains extra swipes with the snake that are considered drive moves.
Essentially a hitgrab since it fixes the position of the opponent if the followup triggers (Requires the opponent to be within 400,000 units horizontally, which isn't hard at all). For the most part this is just combo filler due to being outclassed by Terumi's other tools. However it's Terumi's fastest Fatal Counter move that doesn't cost meter, so it has niche use as a punish tool.


Very important combo filler for his OD combos, as it has great meter gain and the scaling isn't bad (unlike 236D and OD loops) allows Terumi to tag 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 without much scaling
As followup hits only occur if they're relatively close, the long untech of the first hit can be used to extend some combos.
</div>
</div>


===<big>4D</big>===
----
<div class="attack-container">
'''Overdrive Version'''
<div class="attack-gallery">
*Followups Gain 42% Heat on hit (minimum 16%), and drains 5% Heat from the opponent on hit.
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Terumi_4D.png |Kicking the dog!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|4D}}
|}
==== ====
*Gains 13% Heat on hit, 7% on Block
*During OD, Gains 17% Heat on hit, 11% on Block, and drains 2% from the opponent on hit and block


A jump-cancellable sand kick. Like 5D, it nullifies projectiles. Being jump- and super-cancellable, it allows for mixups and safejumps.  
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 {{clr|D|6D}} from about halfscreen (requires a microdash outside the corner) for a lot of meter gain without much scaling.


This move can also be used as a counterpoke in certain situations, due to it's speed and lack of hurtbox on the snake it'll beat out moves with extended hurtboxes and clash with those that don't
[[/Frame_Data#Revolver_Action_Table|Gatling options (on hit)]]: {{clr|C|6C}}
}}


During OD untechable time is greatly increased, allowing Terumi to loop 4D>j.2D more than once.
===<big>{{clr|D|4D}}</big>===
</div>
{{BBCF Move Card
</div>
|input=4D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 6
|recovery = 16
}}
'''Normal Version'''
*Generates 13% Heat on hit (minimum 5%), and 7% on Block.


===<big>j.D</big>===
Terumi preforms a short-ranged kick. Like {{clr|D|5D}}, it clashes with level 1 projectiles. Being jump-cancellable and super-cancellable, it allows for mix-ups and safejumps.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_jD.png | Yay! No extended hurtbox!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.D}}
|}
==== ====
*Gains about 18% Heat on hit, 5-6% Heat on block.
*During OD, gains 20% Heat on hit, 7-8% Heat on block, and drains 2% from the opponent on hit and block


Terumi's main air to ground normal; 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. However, J.D's slow startup makes it bad to throw out if the opponent is too close. The small amount of landing recovery allows some characters to punish Terumi on whiff, but this isn't easy to do for a lot of the cast.
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.


It can be very hard to confirm into combos on normal hit, 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.
----
'''Overdrive Version'''
*Generates 17% Heat on hit (minimum 7%), 11% on Block, and drains 2% from the opponent on hit/block.


Got buffed in 2.0, making it easier to follow up on counter hit, it can generally combo into 5D unless you hit very early in your jump
Untechable time is greatly increased, allowing Terumi to loop {{clr|D|4D}} → {{clr|D|j.2D}} more than once.


When an airborne opponent is hit, unless it is a Counter Hit, the only options are to use meter or chain into j.2D.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}


Can Nullify projectles
===<big>{{clr|D|j.D}}</big>===
{{BBCF Move Card
|input=j.D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 20
|active  = 4
|recovery = 23
|specialRecovery = 6
}}
'''Normal Version'''
* Ground bounces on CH
*Generates 18% Heat on hit (minimum 5%), and 7% Heat on block.


During OD, 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.
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.
</div>
</div>


===<big>j.2D</big>===
It can be very hard to confirm without a Counter-Hit, {{clr|D|5D}} only links if {{clr|D|j.D}} is done as late as possible, {{clr|D|j.2D}} only links on an airborne opponent, and all of Terumi's other normals are hard to link due to {{clr|D|j.D}}'s high pushback and knockback. With Counter-Hit, however, it can generally combo into {{clr|D|5D}} unless you hit very early in your jump.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_j2D.png |Ressen- I mean J.2D
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.2D}}
|}
==== ====
*Gains about 12-13% Heat on hit, 6-7% Heat on block.
*OD version gains 16% Heat on hit, 10% on block and drains 2% from the opponent on hit and block


Terumi's pressure reset and air combo ender.. Combined with jump startup, the fastest it can be done is 20 frames. 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
----
'''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 {{clr|D|j.2D}}'s changes in OD, it can be used as combo filler.


On block, assuming you execute perfectly:
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.2D}}
}}


:5C (1)>jc>J.2D is gapless on most hitboxes and leaves a 1-frame gap on shorter hitboxes (Bullet,Arakune,Mai e.t.c)
===<big>{{clr|D|j.2D}}</big>===
{{BBCF Move Card
|input=j.2D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 8
|specialRecovery = 7
}}
'''Normal Version'''
*Generates 12-13% Heat on hit (minimum 5%), and 6-7% Heat on block.


:2C>jc>J.2D leaves a 4-frame gap
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 {{clr|C|5C(1)}} or {{clr|C|2C}}


{{clr|D|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, {{clr|D|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 {{clr|D|4D}} → {{clr|D|j.2D}} for massive meter gain.


J.2D can also be used as a meaty if you know your opponent will Emergency tech due to its abundance of active frames (8), it's frame advantage (up to +8 if timed right) and the ability to safejump or option select reversals if timed right.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
 
}}
In Overdrive, j.2D becomes a combo extender. It always causes a hard knockdown, allowing follow-ups whenever it lands no matter what. Great OD combo filler and pressure option. In Overdrive you also gain access to the 4D>J.2D loop which can be done multiple times to gain meter
</div>
</div>


==Universal Mechanics==
==Universal Mechanics==
===<big>Forward Throw</big>===
===<big>Forward Throw</big>===
<span class="input-badge">'''5/6B+C'''</span>
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=B+C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_ForwardThrow.png|The heel must hurt...
*100% minimum damage.
</gallery>
*Inflicts Hard knockdown.
</div>
Can cancel into Crush Trigger, Overdrive, and any special except {{clr|C|22C}} or super on the first hit of the grab. All options above, including {{clr|C|22C}}, are possible on the 2nd hit.
<div class="attack-info">
}}
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|BC}}
|}
==== ====
*100% minimum damage
*Hard knockdown
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.
</div>
</div>


===<big>Back Throw</big>===
===<big>Back Throw</big>===
<span class="input-badge">'''4B+C'''</span>
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=4B+C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_BackThrow.png|"Sucks to be you!"
*100% minimum damage.
</gallery>
*Wall bounces.
</div>
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.
<div class="attack-info">
}}
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|4BC}}
|}
==== ====
*100% minimum damage
*Wall bounce
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 special-, Distortion-, and OD cancelable.
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''j.B+C'''</span>
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.B+C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_AirThrow.png|"Sucks to be you!", now in air
*100% minimum damage.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.BC}}
|}
==== ====
*100% minimum damage


Works the same as back throw, except when the opponent wall bounces, they bounce back towards Terumi.
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 Jakyou Messenga can reach in time to combo.  
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 {{clr|C|41236C}} can reach in time to combo.  
</div>
}}
</div>


===<big>Counter Assault</big>===
===<big>Counter Assault</big>===
<span class="input-badge">'''When blocking 6A+B'''</span>
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6A+B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_6A.png |Sh**, missed again!
*Knocks the opponent full screen on Counter-Hit.
</gallery>
Decent speed and range but has a nasty habit of whiffing, making it situational at best.  
</div>
}}
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6AB}}
|}
==== ====
Decent speed and range but EXTREMELY EASY to whiff with. On counter hit it pushes the opponent all the way to full screen. Only use it in emergency situations.
</div>
</div>


===<big>Crush Trigger</big>===
===<big>Crush Trigger</big>===
<span class="input-badge">'''5A+B (Chargeable)'''</span>
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5A+B,5[A+B] |versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_CT.png |Zanei- I mean Crush Trigger
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Uncharged}}
{{#lst:{{PAGENAME}}/Data|5AB}}
|-
{{AttackVersion|name=Charged}}
{{#lst:{{PAGENAME}}/Data|5[AB]}}
|}
==== ====
*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.
*Launches on air hit


More or less an average Crush Trigger, but its hitbox is very low.
*Launches the opponent high on air hit.
</div>
}}
</div>
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
(All of Terumi's Special moves can be cancelled into his Distortion drives)
Note: All of Terumi's Specials can be cancelled into any of his Distortion Drives.


===<big>Snakebite - Jagaku</big>===
===<big>Snakebite</big>===
<span class="input-badge">'''236D'''</span>
{{InputBadge|{{clr|D|236D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236D, 236D Followup
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input|names= 236D, Followup
BBCP_Terumi_236D.png |You're gonna see this A LOT
|description=
</gallery>
*Followup gains 27% heat on hit (minimum 7%).
</div>
*In Overdrive: Followup gains 32% heat on hit (minimum 7.5%) and drains 5% from the opponent.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Attack}}
{{#lst:{{PAGENAME}}/Data|236D}}
|-
{{AttackVersion|name=Followup}}
{{#lst:{{PAGENAME}}/Data|236D Followup}}
|}
==== ====
*Followup gains 27% heat on hit.
*In Overdrive: Followup gains 32% heat on hit and drains 5% from the opponent.
*Recovery higher on block (24)
*If triggered fully, ends with terumi's opponent downed at Terumi's feet.


Decent whiff punisher when meter is needed, and one of Terumi's main combo enders, as well as an extender with meter. It is Distortion-cancelable on the first and third hit, and Terumi can RC throughout the move. When used as a combo ender, however, it can be very hard to punish rolls midscreen, but it can be used to catch rolls on specific combo enders (6C, 22C).  
A hitgrab that ends with Terumi's opponent knocked down at his feet if it hits fully. 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.


It can be used as a very gimmicky pressure reset and throw setup by putting the opponent in blockstun and making it whiff.
If the move hits high so the follow-up does not come out, Terumi can follow up with {{clr|A|5A}} or {{clr|B|5B}} for decent corner carry.
*Followup only triggers when the opponent is low enough.
*On-block recovery is 24F; whiff recovery is 11F.
}}


A major change in BBCF is that this move now has a minimum height restriction; due to this, the move doesn't fully animate on airborne opponents too far from the ground. However, Terumi can follow up with 5A or 5B after hitting an airborne opponent, giving the move corner carry abilities.
===<big>Retaliating Fang</big>===
{{InputBadge|{{clr|D|214D}}}}
{{BBCF Move Card
|input=214D
|description=
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.


In 2.0 the blockstun on the move has been increased. Making it only -4 on block. This brings it in line with other moves similar to this (Hell’s fang). Be wary of IB.
* Counter Hit state for entire duration.
* Fixed Heat gain: 34.5%. Up to 10% heat will be drained for opponent under OD.
}}


It can be used as a safer alternative to 6C to frame trap deeper in your blockstrings since it is much less vulnerable to OD. Make sure you have meter available to RC on block.
===<big>Cleaving Fang</big>===
</div>
{{InputBadge|{{clr|C|22C}}/{{clr|C|22CCCC}} near downed opponent}}
</div>
{{BBCF Move Card
|input=22C,22CCCC |versioned=input
|description=
Purely combo filler. This move cannot be activated unless opponent is downed currently or has been downed during the current combo. {{clr|C|3C}}, {{clr|D|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 {{clr|C|6C}} for example) do not. {{clr|B|5B+C}} is also a way to land this move
----
'''{{clr|C|22C}}''' (Light)


===<big>Retaliating Fang - Gasenshou</big>===
Light Version deals two stomps and one kick. The kick for both versions will wall bounces in the corner, allowing follow-ups. In midscreen, {{clr|D|236D}} (whiff) into {{clr|A|5/2A}} is your staple combo route.
<span class="input-badge">'''214D'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_214D.png |
BBCP Terumi 214D (2).png |"Enjoy the pain!"
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|214D}}
|}
==== ====
*CH state for entire duration
*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.
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.
</div>
----
</div>
'''{{clr|C|22CCCC}}''' (Heavy)


===<big>Cleaving Fang - Garengeki</big>===
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.
<span class="input-badge">'''22C'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_22C.png |Die, spider!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Light}}
{{#lst:{{PAGENAME}}/Data|22C}}
|-
{{AttackVersion|name=Heavy}}
{{#lst:{{PAGENAME}}/Data|22CCC}}
|}
==== ====


*Can be Overdrive cancelled.
}}


Purely combo filler. All of Terumi's most damaging combos use this move.
===<big>Agonizing Fang</big>===
{{InputBadge|{{clr|C|214C}}}}
{{BBCF Move Card
|input=214C
|description=
A very fast overhead that can come from almost all of Terumi's normals, making it hard to react to. Safe on normal block and advantageous on hit to continue offence. {{clr|C|214C}} leads to decent reward, and while needing heat to combo, this isn't a big condition to meet with Terumi's meter gain,  it can also ink into {{clr|A|2A}} on CH.  


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:
Also sees use in corner combos thanks to its KD properties and Garengeki being special-cancelable.  
*Light version: Two stomps, one kick.
*Heavy version: Five stomps, one kick. 110% bonus proration on last hit
*The kick for both versions wall bound in the corner


A major change from BBCP is that both versions send the opponent flying away very high. However, the move is now special and OD cancellable, so Terumi must special cancel it to follow up.
*Hard KDs on air hit.  
</div>
}}
</div>


===<big>Agonizing Fang - Tsuishouga</big>===
==Distortion Drives==
<span class="input-badge">'''214C'''</span>
* All Distortion Drives have the following properties unless otherwise stated:
<div class="attack-container">
** Cost 50 Heat
<div class="attack-gallery">
** Heat Gauge Cooldown 180F
<gallery widths="210px" heights="210px" mode="nolines">
* Under Terumi's Overdrive, Distortion Drives have the following additional properties:
BBCF_Terumi_Tsuishoga.png | Quite a literal overhead
** Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 Heat
</gallery>
** Heat Gauge Cooldown is disabled in the entire duration of Overdrive
</div>
===<big>Gleaming Fang</big>===
<div class="attack-info">
{{InputBadge|{{clr|C|41236C}} (Air OK)}}
{| class="wikitable attack-data"
{{BBCF Move Card
{{AttackDataHeader-BBCF}}
|input=41236C,j.41236C,41236C OD,j.41236C OD |versioned=input
|-
|description=
{{#lst:{{PAGENAME}}/Data|214C}}
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. The air version also has a very tight hitbox which only just covers Terumi himself (And not the Snake graphical effect) and stops being active the instant Terumi touches the floor, so it has a bad habit of landing short when used as a dive attack.
|}
==== ====


Fast overhead, and somewhat safe on block. Outright ends Terumi's turn, at best. Can be used in corner combos thanks to Cleaving Fang being special-cancelable.  
Sadly only features projectile invulnerability and a hurtbox that reaches in front of his hitbox on the ground version, so don't be too surprised if you rush face-first into an active hitbox if you throw this out in neutral. At distance some characters can even just throw out a jab on reaction to the superflash. The unusually short super flash does mean they don't get a lot of time to react, however. Terumi subtly teleports to a set point behind the opponent on hit/block, meaning the spacing afterwards will be consistent even if hitting an extended hurtbox.


As of 2.0 forces crouch on hit and can follow up on CH. Somewhat similar to Jin's 6A in that regard, but Terumi's supers and Heat mechanics often result in much different conversions.
----
</div>
'''Normal Version'''
</div>
<br style="clear:both;"/>


==Distortion Drives==
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.
===<big>Gleaming Fang - Jakyou Messenga</big>===
<span class="input-badge">'''41236C [Air OK]'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_41236C.png |Not best super anymore.
BBCP_Terumi_41236C_Air.png |Who says that snakes can't be fast?
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|41236C}}
|-
|-
{{AttackVersion|name=Ground OD}}
{{#lst:{{PAGENAME}}/Data|41236C OD}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.41236C}}
|-
{{AttackVersion|name=Air OD}}
{{#lst:{{PAGENAME}}/Data|j.41236C OD}}
|}
==== ====
*Fatal Counter
*Minimum damage: 360 [680]


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).
----
'''Overdrive Version'''


On a successful hit, around 3000 damage combos can be used with minimum requirements. Unlike in BBCP, it now only has projectile invulnerability, so it can't be used as a reversal; however, the projectile invulnerability is active from the first frame, so it can be used as an anti-zoning tool. It is -4 on block, and even on Instant block it can be hard to punish.
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.


No longer his best Distortion Drive in terms of utility, but still good for getting in on zoners or punishing projectile supers.
*Inflicts Fatal Counter.
 
*Switches sides on hit/block.
OD version adds an additional rush to the attack (ground and air version), negating the side switch. This only occurs on hit. It adds damage and gives more time to follow up. Curiously, if the first attack is guardpointed, the second hit will do no damage.
*Minimum damage: 360 [560]
</div>
}}
</div>


===<big>Divine Twin Blades - Gouga Soutenjin</big>===
===<big>The Divine Twin Blades</big>===
<span class="input-badge">'''623B [Air OK]'''</span>
{{InputBadge|{{clr|B|623B}} (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=623B,j.623B,623B OD,j.623B OD |versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_623B.png|10 frames of invul! Hold that Haz! And lemme borrow one of your discarded tools in that OD version, mmkay?
Terumi's main reversal option. Despite appearances, the snake-effect during the move has no hitboxes, meaning it has less range than it appears.
</gallery>
----
</div>
'''Normal Version'''
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|623B}}
|-
{{AttackVersion|name=Ground OD}}
{{#lst:{{PAGENAME}}/Data|623B OD}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.623B}}
|-
{{AttackVersion|name=Air OD}}
{{#lst:{{PAGENAME}}/Data|j.623B OD}}
|}
==== ====
*Minimum damage: 840 [1100]


His main reversal option. Very fast, but also very punishable on block or whiff. Recommended to use when you have 100 meter so you can rapid cancel it safely. Can be followed up on Counter Hit.
Very fast, but also very unsafe on block or whiff, and will whiff on very 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.


OD version adds an extra kick at the end which groundbounces the opponent, allowing follow-ups; the ground version gives 8 frames to follow up, while the air version gives 11 frames, making it a staple OD combo extender. The OD version can be very useful as a reversal option especially since you can attempt to snipe people attempting to punish by canceling into EA. They will have to punish you before you hit the ground for anything guaranteed.
*Minimum damage: 830 [1100]
</div>
*3rd hit has smaller hitbox than the effect displays, making it whiff on most crouching characters.
</div>
}}


===<big>Serpent's Laceration - Orochi Burensen</big>===
===<big>Serpent's Laceration</big>===
<span class="input-badge">'''63214A/B'''</span>
{{InputBadge|{{clr|A|63214A}}/{{clr|B|B}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=63214A,63214B |versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_63214A.png |Down Low.
A multi-kick move, useful for extending combos and as a rare mixup. During the super pause Terumi's sprite is the same for both moves, with only subtle differences afterwards giving away which way to block. Both versions have the same startup time, making it impossible to option select the correct block.
BBCP_Terumi_63214B.png |Up High.
----
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=B}}
{{#lst:{{PAGENAME}}/Data|63214B}}
|-
{{AttackVersion|name=A}}
{{#lst:{{PAGENAME}}/Data|63214A}}
|}
==== ====
'''A Version'''
'''A Version'''
*Minimum damage: 545 [890]
*Minimum damage: 545 [890]


Hits low. With 100 Heat, this is a legit mixup, but be wary of if they have 50 meter to counter assault. It is best used for this purpose near the corner so you can get good damage and meter back. The A version cannot be followed up without 100 Heat. Wallbounces towards Terumi midscreen; wallsticks in the corner.
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 {{clr|A|A}} version cannot be followed up without full meter. Wallbounces towards Terumi midscreen; wallsticks in the corner.  


When Rapid Canceled on the second hit, the A version leaves them in a long untechable state, making it useful in specific combos (or for a taunt.)
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 it in instead of his usual round win quotes.  
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'''
----
'''B Version'''
*Minimum damage: 715 [890]
*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, not that good in this version due to CT combos being readily available and the damage/resource gain difference not being that big. Use it to extend combos in situations where CT isn’t an option or if you really need the extra damage.
The {{clr|B|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.
}}
 
===<big>Venomous Bite</big>===
{{InputBadge|{{clr|A|236236A}}}}
{{BBCF Move Card
|input=236236A,236236[A],236236A Attack |versioned=input
|description=
Terumi walks forward and casually swings Ouroboros around. Infamously ineffective counter colloquially referred to as the "50 meter taunt". Leaves you unactionable for over 3 full seconds as you slowly pace towards the opponent, and vulnerable to your opponent's biggest counter hit punish for the last second. Does lead to great damage if it lands the way it wants.
 
Normal version blocks mids and overheads, Overdrive version also blocks lows. Neither version blocks projectiles, dolls, throws or unblockables. When the Guard is triggered, a large unblockable hitbox filling about half of the screen in front of Terumi activates for 8 frames, following up with the main portion of the move when it connects. However, this hit cannot hit airborne opponents, or opponents behind Terumi. As such, it can block but fail to activate on things like high jump-ins, crossups or rising invulnerable moves like Ragna's {{MMC|chara=Ragna the Bloodedge|input=623C|label=Inferno Divider}}. It also has a maximum range check in front of Terumi for some reason, just in case the move was a bit too usable.
 
Having zero hitstop on the guard point means, normally, it should be impossible to buffer a cancel into an invulnerable move to avoid the hit after triggering it. Unfortunately for Terumi, it is instead possible to buffer an Overdrive Cancel by holding the input on startup, then allowing an invulnerable action such as a backdash to be performed afterwards to make up the remaining 2 active frames.
 
This move is highly situational and is the best used against predictable opponents, rather than throwing it 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 very deep 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.  


Can be used to end combos, giving you worse damage than his other supers, but better Oki.
Against heavily telegraphed or reactable moves however (such as Tager's Sledgehammer) you can use it, preferably with full meter to follow up, and most practically after you see someone doing something both committal and compatible with the counter during the OD activation screen freeze. One of Terumi's best starters overall should you find a good way to land it, leading to over 6000 damage with proper routing & resources. It also functionally guarantees Active Flow.
----'''Overdrive Version'''
Under Overdrive, the number of hits increases but both version cannot be followed up, so it is only used as a combo ender. As this super is nerfed in terms of damage (and hits), this super under OD is basically useless as damage comes from Soutenjin > Burensen will always be less than Fuuenjin.
</div>
</div>


===<big>Venomous Bite - Ouja Zanrouga</big>===
*Holding A during the move shortens the active and overall duration by 28F for some reason.
<span class="input-badge">'''236236A'''</span>
*100% minimum damage... for some reason.
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_236236A.png | Hey kid come over here, I wana show you something
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Catch}}
{{#lst:{{PAGENAME}}/Data|236236A}}
|-
{{AttackVersion|name=Attack}}
{{#lst:{{PAGENAME}}/Data|236236A Attack}}
|}
==== ====
*Counter distortion, attack only triggers on successful guard point.
*Guard point equivalent to a standing guard. Does not GP low attacks
*Superflash only occurs on successful guard point, however heat is consumed at the start of the stance, not the attack.
*When triggered, it 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.
*Counterhit state for entire move duration.
*Extremely high-risk, high reward move.


Terumi walks and casually swings Ouroboros.
===<big>Serpent's Cursed Sting</big>===
{{InputBadge|{{clr|D|632146D}}}}
{{BBCF Move Card
|input=632146D
|description=
Terumi does a sword slash that is followed up by a cinematic if it hits. You should only ever use this move to kill; it does absurd damage, but will always leave you without meter. Also doubles as a slower reversal option, but with much more invulnerability.


A tricky move that is extremely useful against predictable opponents that can be used as a nasty punish as well as a reversal of sorts due to it going active on its first frame. Part of the trick of this move is that it looks very similar to his normal walk cycle. It is possible to condition your opponent to see this move coming and mix it up with just walking forward. If they try to use a low or throw (which beat venomous bite) you can beat them with 6B. However, the best way you counter this move is simply to wait; At the end of the walk, Terumi will lose his guard point, stand still and shrug his shoulders while still in a counterhit state, allowing them to use the best possible counterhit they have, activate overdrive, pick their nose etc...
At max meter, this is one of the highest-damaging attacks in the game. It's well worth activating Overdrive for mid combo to eke out a bit more meter gain just before activating this.


As such, 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 charging sledgehammer) you can use it, especially if you have another 50 heat lying around, even moreso with OD, as you can get anywhere from 6-7+K Damage with it (it also almost guarantees active flow).
----
'''Normal Version'''


OD version does increased damage, becomes super-cancelable on a successful counter, and can counter lows. Other limitations still apply, however.
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.
</div>
</div>


===<big>Serpent's Cursed Sting - Jabaku Fuuenjin</big>===
----
<span class="input-badge">'''632146D'''</span>
'''Overdrive Version'''
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_632146D.png |
BBCP Terumi 632146D (2).png |Drain everything until nothing is left
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|632146D}}
|}
==== ====
*Damage increases with the amount of Heat you have.
*Always uses all of your Heat on hit, but on whiff or block just 50.
*Minimum damage with 50 heat: 930
*Minimum damage with 100 heat: 1680
*During OD Minimum damage with 100 Heat: 2030; if opponent has Heat, it's 2130 (2180 during heat regen).


Terumi slashes the opponent with a sword made out of his evil greenish energy. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll proceeds in pumping his vile force into the opponent while draining their power before dropping them to the ground and kicking them away.
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.


Very strong combo ender due to its very high minimum damage. In CF, it is the highest damage finisher at all heat levels. Also doubles as his second metered reversal option, although it is slower than 623B but has MUCH! more invul. It will always use up all of Terumi's Heat on a successful hit. When at 75 Heat and below 100, Terumi gets a good knockdown.
* 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).
{{{!}} class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{!}}+ 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
{{!}}}
}}


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 the knockdown is still good. 50% version, besides the Heat drain, remains unchanged.
===<big>Screeches of the Condemned</big>===
</div>
{{InputBadge|{{clr|D|236236D}}/{{clr|D|214214D}}}}
</div>
{{BBCF Move Card
|input=236236D,214214D |versioned=input
|description=
Terumi shoots out a chain either straight forwards ({{clr|D|236236D}}) or at a ~45 degree angle ({{clr|D|214214D}}). After connecting, Terumi goes into a series of strikes. At the end of the sequence, Terumi will switch sides.  


===<big>Screeches of the Condemned - Jarin Renshouga</big>===
*Requires 100 Heat.
<span class="input-badge">'''236236D/214214D'''</span>
----
<div class="attack-container">
'''Normal Version'''
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Terumi_236236D.png | Cross your fingers they don't know how to walk forward.
BBCP_Terumi_214214D.png | Get over here and let me hear you cry!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Horizontal}}
{{#lst:{{PAGENAME}}/Data|236236D}}
|-
{{AttackVersion|name=Diagonal}}
{{#lst:{{PAGENAME}}/Data|214214D}}
|}
==== ====
*Requires 100 Heat
*If first hit guard crushes, the second hit confirm into the rest of the attack.
*Minimum damage: 1740 [2330]
*Both versions have large deadzones.
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.


Costs 100 Heat and has a good amount of invulnerability. It guard-crushes on normal guard, and if Barrier Blocked, it pulls his opponent to him, leaving him/her in a good position. This is mainly used to close out matches midscreen and against zoners to blow up projectile throwers and punish them fiercely. 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.
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 {{clr|D|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'''


OD versions are completely unblockable. Because of this, it can be used to play mind games with the opponent or on Overdrive Raid (GCOD) against projectiles to punish them for massive damage.
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.


Last hit can be cancelled into Terumi's Exceed Accel for insane damage, provided that you have at least 7 seconds remaining on OD.
*If first hit guard crushes, the second hit will confirm into the rest of the attack.
</div>
*20% Minimum damage: 1740 [2330].
</div>
*Both versions have large deadzones.
<br style="clear:both;"/>
}}


==Exceed Accel==
==Exceed Accel==


===<big>Dungeon of Serpents - Jaraku Engokusen</big>===
===<big>Dungeon of Serpents</big>===
<span class="input-badge">'''ABCD during Overdrive'''</span>
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=A+B+C+D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Terumi_JarakuEnkokusen.png|"Come on, devour them!"
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
</gallery>
*300/638 Minimum Damage
</div>
*Can cancel out of other supers into this to frame trap.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|ABCD}}
|}
==== ====
*Does not cost Heat, but immediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
*Behaves like other [[BBCF/Offense#Exceed_Accel| Exceed Accels]]


Terumi performs a flying kick towards the opponent (his 6D's finisher), covering much more ground than most EAs. This does usually mean that if it gets blocked that Terumi will be in a bad position. Paired with bad pushblock, and this is one of the easiest EAs 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.
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.


 
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.
Because of the effects of Nightmare Reaper, Terumi can super-cancel most of his supers into this move even on block.
}}
</div>
</div>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
===<big>Unholy Wrath of the Basilisk - Orochizanto Reppuga</big>===
===<big>The Unholy Wrath of the Basilisk</big>===
<span class="input-badge">'''222D'''</span>
{{InputBadge|{{clr|D|222D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=222D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Terumi_222D.png |"Allow me to show you..."
Terumi creates a red portal with his Ouroboros chains on the ground in front of him. The portal is large but slightly disconnected from Terumi, meaning it will whiff if you're too close. Can connect from {{clr|D|236D}}, {{clr|D|6D}}, CH {{clr|A|6A}} and numerous other things due to being able to be cancelled from special moves. Compared to other Astral Heats, this is very easy to land and for Terumi to make 100 heat for, making it a very practical way to finish the match.
BBCP_Terumi_222D_2.png |"...the true hand of God!"
}}
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|Astral}}
|}
==== ====
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 green snake-like energy blasts at the opponent from a portal summoned behind him while laughing like a maniac, then turns into the Black Susano'o and uses a mighty slash to finish the opponent off.
 
A very easy Astral Heat to land. 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.
</div>
</div>
<br style="clear:both;"/>


==External References==
==Colors==
*Japanese Name: ユウキ=テルミ
{{BBCFColors|Size=120|Character=Terumi}}
*[http://www40.atwiki.jp/blazblue/pages/2429.html Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1372165881/ Japanese BBS]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=tm&pref=0 Arcade Profile Dan Rankings]
*[http://www.dustloop.com/forums/index.php?/forums/topic/12132-cf-yuuki-terumi-video-thread/ Character Video Thread]
*[https://www.youtube.com/playlist?list=PLPP-JqL9WxrHXmatJ1qO7CPRb8mwwqTDa Playlist full of Terumi tech by DGF and Fame96]
*[https://docs.google.com/document/d/1OP3utXZ7lSB_lhz_hR5O05YxxKsnlQNgKS_gwZEEcps/edit?usp=sharing Pressure Guide by Laow Ping]
*[https://docs.google.com/spreadsheets/d/1ArZ8Ib0k9ZwZ4bbec9EyEx7qnAHSliefheY9v-Wiuu8/edit?usp=sharing Terumi Heat Values]
<br style="clear:both;"/>


==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|BBCF|Yuuki Terumi|size=42px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBCF/CharacterLinks}}
{{Navbar-BBCF}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{BBCF/Navigation}}

Latest revision as of 19:23, 28 March 2024

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 and can find it very hard to safely approach his opponent. Coupled with a low overall health total, it only takes a few bad calls to lose a round.

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.
BBCF Yuuki Terumi Nameplate.png


BBCF Terumi Portrait.png
Health
10,500
Prejump
4F
Backdash
22F (1~5F Inv All, 2~15 airborne)
Fastest Attack
5A (5F, whiffs crouchers)
2A (7F)
Reversals
623B (7F)
236236A (Catch 1~112F)
632146D (17F)
236236D/214214D (27F)
Fatal Starters
6B
6D
41236C
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.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 5 3 9 0 B
Total: 16

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.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500 Mid 8 3 12 +2 B
Total: 22

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.

Gatling options: 6A, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
490×2 All 11 2(11)2 2+18L -2 B
Total: 37

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.

  • Launches on CH
  • Hard KD on air hit

Gatling options: 6B, 2C, 6C, 3C, 5D, 2D, 6D, 4D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 2 10 ±0 F
Total: 18

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.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
480 Low 9 3 19 -8 F
Total: 30

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.

Gatling options: 6A, 5B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
720 Mid 13 4 25 -12 F
Total: 41

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. 2C is also not a low. 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.

Gatling options: 6B, 5C, 6C, 3C, 5D, 2D, 6D, 4D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Mid 9 3 24 -10 B 5~11 H
Total: 35

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.

Gatling options: 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

6B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6B 650 Mid 24 3 12 +3 B 13~26 FT
6[B] 31
6B
Total: 38
[6B]
Total: 31

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.

  • Hard KD on air hit.
  • Crumple stuns on CH.
  • Fatal Counter.

Gatling options (on hit): 6C, 6D

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500, 300, 650 All 13 2(8)3(17)4 31 -14 B
Total: 77

This is Terumi's longest ranged normal. However, it doesn't lead to anything without a Counter-Hit or Rapid Cancel. It 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.

It is a soft KD, but it has a high groundbounce which leaves Terumi plus enough to safejump or pickup easily after RC.

  • Hard KD on CH
  • Counter Hit Recovery.

Gatling options: None

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Low 10 2 30 -13 F
Total: 41

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.

Gatling options: 6C, 5D, 2D, 6D

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 3 9 H

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
380×2 High/Air 10 4(2)2 14 H

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
350×2, 550 High/Air 11 2(3)2(4)2 18 -3 H

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
620 All 13 4 18 -3 BP
Total: 34

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.

Gatling options: 6B, 6C, 2D, 6D

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
680 All 40 15 Total 61 +5 P1
Total: 61

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.

Gatling options: None

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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
Total: 44

Normal Version

  • Gains 30% Heat on hit in total (minimum 8%).
  • Fatal Counter
  • First hit crumple stuns

Essentially a hitgrab since it fixes the position of the opponent if the followup triggers (Requires the opponent to be within 400,000 units horizontally, which isn't hard at all). For the most part this is just combo filler due to being outclassed by Terumi's other tools. However it's Terumi's fastest Fatal Counter move that doesn't cost meter, so it has niche use as a punish tool.

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.

Gatling options (on hit): 6C

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
6D Long 100 100 4
6D Followup Long 100 82 3×2,5
6D Followup OD Long 100 82 3×4,5

6D:

  • Fatal Counter
  • If within range, does followup attack
  • Crumple Duration 29F, Crumple Fall 62F
  • On CH Crumple Duration 61F, Crumple Fall 81F


6D Followup:

  • 468%+400 extra Heat gain


6D Followup OD:

  • 468%+300 extra Heat gain

4D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 All 10 6 16 -8 BP
Total: 31

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 4Dj.2D more than once.

Gatling options: None

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
660 All 20 4 23+6L HP
Total: 52

Normal Version

  • Ground bounces on CH
  • 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.

Gatling options: j.2D

j.2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
640 All 15 8 Until L+7 ~+3 H
Total: 29

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 4Dj.2D for massive meter gain.

Gatling options: None

Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 300, 1200 Throw 7 3 23 T

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 2 32 -15 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

  • Launches the opponent high on air hit.

Special Moves

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

Snakebite

236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

A hitgrab that ends with Terumi's opponent knocked down at his feet if it hits fully. 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.

Retaliating Fang

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Cleaving Fang

22C/22CCCC near downed opponent

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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. 5B+C is also a way to land this move


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.

Agonizing Fang

214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 High 19 3 18 -4 B

A very fast overhead that can come from almost all of Terumi's normals, making it hard to react to. Safe on normal block and advantageous on hit to continue offence. 214C leads to decent reward, and while needing heat to combo, this isn't a big condition to meet with Terumi's meter gain, it can also ink into 2A on CH.

Also sees use in corner combos thanks to its KD properties and Garengeki being special-cancelable.

  • Hard KDs on air 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
41236C 0, 2400 All 4+(15 Flash)+8 10 39 -4 B 1~21 P
41236C OD 0, 1000, 0, 2400 All 4+(15 Flash)+8 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. The air version also has a very tight hitbox which only just covers Terumi himself (And not the Snake graphical effect) and stops being active the instant Terumi touches the floor, so it has a bad habit of landing short when used as a dive attack.

Sadly only features projectile invulnerability and a hurtbox that reaches in front of his hitbox on the ground version, so don't be too surprised if you rush face-first into an active hitbox if you throw this out in neutral. At distance some characters can even just throw out a jab on reaction to the superflash. The unusually short super flash does mean they don't get a lot of time to react, however. Terumi subtly teleports to a set point behind the opponent on hit/block, meaning the spacing afterwards will be consistent even if hitting an extended hurtbox.


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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
41236C Normal 100 100, 70 5
41236C OD Normal 100 100×3, 70 5
j.41236C Normal 100 100, 70 5
j.41236C OD Normal 100 100×3, 70 5

41236C:

  • Fatal Counter
  • Enters recovery immediately on hit/block
  • Cannot be Rapid Cancelled until after last hit
  • Can pass through opponent 1-42
  • Minimum Damage 15%: 360


41236C OD:

  • Values in [] occur on hit/block
  • Fatal Counter
  • Skips remaning active frames of first hit on hit/block
  • Cannot be Rapid Cancelled between 0 damage hits and damaging hits
  • Can pass through opponent 1-42
  • Minimum Damage 20%×3, 15%: 560


j.41236C:

  • Fatal Counter
  • Cannot be Rapid Cancelled until after last hit
  • Minimum Damage 15%: 360


j.41236C OD:

  • Values in [] occur on hit/block
  • Fatal Counter
  • Cannot be Rapid Cancelled between 0 damage hits and damaging hits
  • Minimum Damage 20%×3, 15%: 560

The Divine Twin Blades

623B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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. Despite appearances, the snake-effect during the move has no hitboxes, meaning it has less range than it appears.


Normal Version

Very fast, but also very unsafe on block or whiff, and will whiff on very 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
623B Very Short 80×3 92×3 4
623B OD Very Short 80×5 92×5 4
j.623B Long 80×3 92×3 4
j.623B OD Long 80×5 92×5 4

623B:

  • Minimum Damage 30%×2, 10%: 840
  • Counterhit state for entire move
  • fastest reversal


623B OD:

  • Minimum Damage 25%×4, 10%: 1100
  • Only does final hit if opponent gets hit by preceding hit
  • Counterhit state for entire move


j.623B:

  • Minimum Damage 30%×2, 10%: 840
  • Counterhit state for entire move


j.623B OD:

  • 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
63214A 800, 500, 1000, 2000
[800, 400×14, 1000, 2500]
Low, Air 13+(48 Flash)+2 2 28 -13 F 13~16 All
63214B 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. During the super pause Terumi's sprite is the same for both moves, with only subtle differences afterwards giving away which way to block. Both versions have the same startup time, making it impossible to option select the correct block.


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.

Venomous Bite

236236A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236236A 0 Unblockable 1 119 (8) Total: 187 HBF 1~112 Guard HBF
236236[A] 0 Unblockable 1 91 (8) Total: 159 HBF 1~84 Guard HBF
236236A Attack 0, 2800
[0, 80×5, 2800]
Unblockable 1+(95 Flash)+0 All

Terumi walks forward and casually swings Ouroboros around. Infamously ineffective counter colloquially referred to as the "50 meter taunt". Leaves you unactionable for over 3 full seconds as you slowly pace towards the opponent, and vulnerable to your opponent's biggest counter hit punish for the last second. Does lead to great damage if it lands the way it wants.

Normal version blocks mids and overheads, Overdrive version also blocks lows. Neither version blocks projectiles, dolls, throws or unblockables. When the Guard is triggered, a large unblockable hitbox filling about half of the screen in front of Terumi activates for 8 frames, following up with the main portion of the move when it connects. However, this hit cannot hit airborne opponents, or opponents behind Terumi. As such, it can block but fail to activate on things like high jump-ins, crossups or rising invulnerable moves like Ragna's Inferno DividerBBCF Ragna the Bloodedge 623C.pngGuardMidStartup9Recovery39Advantage-28. It also has a maximum range check in front of Terumi for some reason, just in case the move was a bit too usable.

Having zero hitstop on the guard point means, normally, it should be impossible to buffer a cancel into an invulnerable move to avoid the hit after triggering it. Unfortunately for Terumi, it is instead possible to buffer an Overdrive Cancel by holding the input on startup, then allowing an invulnerable action such as a backdash to be performed afterwards to make up the remaining 2 active frames.

This move is highly situational and is the best used against predictable opponents, rather than throwing it 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 very deep 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, preferably with full meter to follow up, and most practically after you see someone doing something both committal and compatible with the counter during the OD activation screen freeze. One of Terumi's best starters overall should you find a good way to land it, leading to over 6000 damage with proper routing & resources. It also functionally guarantees Active Flow.

  • Holding A during the move shortens the active and overall duration by 28F for some reason.
  • 100% minimum damage... for some reason.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236236A Long 100 75 0
236236[A] Long 100 75 0
236236A Attack Long 94×2 [96×7] 5

236236A:

  • Checks for held button on frame 78
  • Cannot guard against lows [unless in OD], or unblockables
  • Hitbox activates for 8 frames when an attack is blocked, duration resets when activated again
  • Cannot hit airborne opponents, or opponents behind Terumi
  • Hitbox will not interact with guard point
  • On Guard Point, hitstop for Terumi and opponent is 0F
  • Counterhit state for entire move
  • parry reversal


236236[A]:

  • Cannot guard against lows [unless in OD], or unblockables
  • Hitbox activates for 8 frames when an attack is blocked, duration resets when activated again
  • Cannot hit airborne opponents, or opponents behind Terumi
  • Hitbox will not interact with guard point
  • On Guard Point, hitstop for Terumi and opponent is 0F
  • Counterhit state for entire move


236236A Attack:

  • Values in [] are during OD
  • Minimum Damage 100%: 2800 [3200]

Serpent's Cursed Sting

632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800×2, 0, 250×N, 800, see notes All 7+(40 Flash)+10 4 34 -17 B 1~23 All

Terumi does a sword slash that is followed up by a cinematic if it hits. You should only ever use this move to kill; 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. It's 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Very Short 80 94×2, 89, 100×N, 100, see notes
[94×2, 100, 101×N, 100, see notes]
5
  • 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%]
  • reversal

Screeches of the Condemned

236236D/214214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 forwards (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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236236D Long 100 94×5 [94×10] 5
214214D Long 100 94×5 [94×10] 5

236236D:

  • 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
  • reversal


214214D:

  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

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.

Astral Heat

The Unholy Wrath of the Basilisk

222D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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. The portal is large but slightly disconnected from Terumi, meaning it will whiff if you're too close. Can connect from 236D, 6D, CH 6A and numerous other things due to being able to be cancelled from special moves. Compared to other Astral Heats, this is very easy to land and for Terumi to make 100 heat for, making it a very practical way to finish the match.

Colors

BBCF Terumi color 1.png
BBCF Terumi color 2.png
BBCF Terumi color 3.png
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BBCF Terumi color 5.png
BBCF Terumi color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Terumi color 7.png
BBCF Terumi color 8.png
BBCF Terumi color 9.png
BBCF Terumi color 10.png
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
BBCF Terumi color 17.png
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

Navigation

 Yuuki Terumi


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