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{{#lst:BBCF/Yuuki Terumi/Data|5A}} | {{#lst:BBCF/Yuuki Terumi/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Whiffs on all crouching characters except Hakumen and Tager. | *Whiffs on all crouching characters except Hakumen and Tager. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|5B}} | {{#lst:BBCF/Yuuki Terumi/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
}} | }} | ||
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{{#lst:BBCF/Yuuki Terumi/Data|5C}} | {{#lst:BBCF/Yuuki Terumi/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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 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. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|2A}} | {{#lst:BBCF/Yuuki Terumi/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
}} | }} | ||
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{{#lst:BBCF/Yuuki Terumi/Data|2B}} | {{#lst:BBCF/Yuuki Terumi/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
}} | }} | ||
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{{#lst:BBCF/Yuuki Terumi/Data|2C}} | {{#lst:BBCF/Yuuki Terumi/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Not a Low | *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. | *Terumi's hurtbox extends during the startup frames and is as long as the hitbox, so be careful with it in footsies. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|6A}} | {{#lst:BBCF/Yuuki Terumi/Data|6A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|6[B]}} | {{#lst:BBCF/Yuuki Terumi/Data|6[B]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Fatal Counter | *Fatal Counter | ||
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{{#lst:BBCF/Yuuki Terumi/Data|6C}} | {{#lst:BBCF/Yuuki Terumi/Data|6C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
}} | }} | ||
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{{#lst:BBCF/Yuuki Terumi/Data|3C}} | {{#lst:BBCF/Yuuki Terumi/Data|3C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|j.A}} | {{#lst:BBCF/Yuuki Terumi/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Jumping jab. One of his best options for hitting crouchers on a jump-in. It is also a good anti-air option. | Jumping jab. One of his best options for hitting crouchers on a jump-in. It is also a good anti-air option. | ||
}} | }} | ||
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{{#lst:BBCF/Yuuki Terumi/Data|j.B}} | {{#lst:BBCF/Yuuki Terumi/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
}} | }} | ||
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{{#lst:BBCF/Yuuki Terumi/Data|j.C}} | {{#lst:BBCF/Yuuki Terumi/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
}} | }} | ||
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{{#lst:BBCF/Yuuki Terumi/Data|5D}} | {{#lst:BBCF/Yuuki Terumi/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Gains 16% Heat on hit, 7-9% on block. | *Gains 16% Heat on hit, 7-9% on block. | ||
*During OD, gains 18% Heat on hit, 11-12% Heat on block, and drains 2% Heat from the opponent on hit and block | *During OD, gains 18% Heat on hit, 11-12% Heat on block, and drains 2% Heat from the opponent on hit and block | ||
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{{#lst:BBCF/Yuuki Terumi/Data|2D}} | {{#lst:BBCF/Yuuki Terumi/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Gains about 24% Heat on hit, 9-10% Heat on block | *Gains about 24% Heat on hit, 9-10% Heat on block | ||
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{{#lst:BBCF/Yuuki Terumi/Data|2D OD}} | {{#lst:BBCF/Yuuki Terumi/Data|2D OD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Gains 35% Heat on hit, 22% Heat on block | *Gains 35% Heat on hit, 22% Heat on block | ||
*Drains 6% Heat from the opponent | *Drains 6% Heat from the opponent | ||
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{{#lst:BBCF/Yuuki Terumi/Data|6D Followup}} | {{#lst:BBCF/Yuuki Terumi/Data|6D Followup}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Fatal Counter | *Fatal Counter | ||
*Gains 30% Heat on hit | *Gains 30% Heat on hit | ||
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{{#lst:BBCF/Yuuki Terumi/Data|6D OD Followup}} | {{#lst:BBCF/Yuuki Terumi/Data|6D OD Followup}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Fatal Counter | *Fatal Counter | ||
*Gains 42% Heat on hit | *Gains 42% Heat on hit | ||
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{{#lst:BBCF/Yuuki Terumi/Data|4D}} | {{#lst:BBCF/Yuuki Terumi/Data|4D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Gains 13% Heat on hit, 7% on Block | *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 | *During OD, Gains 17% Heat on hit, 11% on Block, and drains 2% from the opponent on hit and block | ||
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{{#lst:BBCF/Yuuki Terumi/Data|j.D}} | {{#lst:BBCF/Yuuki Terumi/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Gains about 18% Heat on hit, 5-6% Heat on block. | *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 | *During OD, gains 20% Heat on hit, 7-8% Heat on block, and drains 2% from the opponent on hit and block | ||
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{{#lst:BBCF/Yuuki Terumi/Data|j.2D}} | {{#lst:BBCF/Yuuki Terumi/Data|j.2D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Gains about 12-13% Heat on hit, 6-7% Heat on block. | *Gains about 12-13% Heat on hit, 6-7% Heat on block. | ||
*OD version gains 14-15% Heat on hit, 8-9% on block and drains 2% from the opponent on hit and block | *OD version gains 14-15% Heat on hit, 8-9% on block and drains 2% from the opponent on hit and block | ||
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{{#lst:BBCF/Yuuki Terumi/Data|BC}} | {{#lst:BBCF/Yuuki Terumi/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*100% minimum damage | *100% minimum damage | ||
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{{#lst:BBCF/Yuuki Terumi/Data|4BC}} | {{#lst:BBCF/Yuuki Terumi/Data|4BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*100% minimum damage | *100% minimum damage | ||
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{{#lst:BBCF/Yuuki Terumi/Data|j.BC}} | {{#lst:BBCF/Yuuki Terumi/Data|j.BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*100% minimum damage | *100% minimum damage | ||
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{{#lst:BBCF/Yuuki Terumi/Data|6AB}} | {{#lst:BBCF/Yuuki Terumi/Data|6AB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
}} | }} | ||
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{{#lst:BBCF/Yuuki Terumi/Data|5[AB]}} | {{#lst:BBCF/Yuuki Terumi/Data|5[AB]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*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. | *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. | ||
}} | }} | ||
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{{#lst:BBCF/Yuuki Terumi/Data|236D Followup}} | {{#lst:BBCF/Yuuki Terumi/Data|236D Followup}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Gains 29% Heat on hit. | *Gains 29% Heat on hit. | ||
*In Overdrive: Gains 34% on hit and drains 5% from the opponent. | *In Overdrive: Gains 34% on hit and drains 5% from the opponent. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|214D}} | {{#lst:BBCF/Yuuki Terumi/Data|214D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Gains 34% Heat on a successful grab. | *Gains 34% Heat on a successful grab. | ||
*In Overdrive: Gains 44% Heat and drains 10% from the opponent. | *In Overdrive: Gains 44% Heat and drains 10% from the opponent. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|22CCC}} | {{#lst:BBCF/Yuuki Terumi/Data|22CCC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
Purely combo filler. All of Terumi's most damaging combos use this move. | Purely combo filler. All of Terumi's most damaging combos use this move. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|214C}} | {{#lst:BBCF/Yuuki Terumi/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Fast overhead, and safe on block. Can be used in corner combos thanks to Cleaving Fang being special-cancelable. | Fast overhead, and safe on block. Can be used in corner combos thanks to Cleaving Fang being special-cancelable. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|j.41236C}} | {{#lst:BBCF/Yuuki Terumi/Data|j.41236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Fatal Counter | *Fatal Counter | ||
*Minimum damage: 360 [680] | *Minimum damage: 360 [680] | ||
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{{#lst:BBCF/Yuuki Terumi/Data|j.623B}} | {{#lst:BBCF/Yuuki Terumi/Data|j.623B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Minimum damage: 840 [1100] | *Minimum damage: 840 [1100] | ||
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{{#lst:BBCF/Yuuki Terumi/Data|63214B}} | {{#lst:BBCF/Yuuki Terumi/Data|63214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Minimum damage: 715 [890] | *Minimum damage: 715 [890] | ||
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{{#lst:BBCF/Yuuki Terumi/Data|63214A}} | {{#lst:BBCF/Yuuki Terumi/Data|63214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Minimum damage: 545 [890] | *Minimum damage: 545 [890] | ||
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{{#lst:BBCF/Yuuki Terumi/Data|236236A Attack}} | {{#lst:BBCF/Yuuki Terumi/Data|236236A Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= Terumi walks and casually swings Ouroboros. Guard point lasts from 1-112F | ||
*Counter distortion, attack only triggers on successful guard point. | *Counter distortion, attack only triggers on successful guard point. | ||
*Guard point equivalent to a standing guard. | *Guard point equivalent to a standing guard. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|632146D}} | {{#lst:BBCF/Yuuki Terumi/Data|632146D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Damage increases with the amount of Heat you have. | *Damage increases with the amount of Heat you have. | ||
*Always uses all of your Heat on hit, but on whiff or block just 50. | *Always uses all of your Heat on hit, but on whiff or block just 50. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|214214D}} | {{#lst:BBCF/Yuuki Terumi/Data|214214D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*If first hit guard crushes, the second hit confirm into the rest of the attack. | *If first hit guard crushes, the second hit confirm into the rest of the attack. | ||
*Minimum damage: 1740 [2330] | *Minimum damage: 1740 [2330] | ||
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{{#lst:BBCF/Yuuki Terumi/Data|ABCD}} | {{#lst:BBCF/Yuuki Terumi/Data|ABCD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Does not cost Heat, but immediately ends Overdrive if used. | *Does not cost Heat, but immediately ends Overdrive if used. | ||
*Becomes stronger and flashier with Active Flow. | *Becomes stronger and flashier with Active Flow. | ||
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{{#lst:BBCF/Yuuki Terumi/Data|Astral}} | {{#lst:BBCF/Yuuki Terumi/Data|Astral}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
Revision as of 05:42, 16 April 2020
Yuuki Terumi |
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Overview
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.
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 hitbox, damage, etc. Terumi will also drain the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks. It 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, allowing him to easily end his combos with big damage and gain active flow, and on block, and possibly make your reversals more safe.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A | Template:AttackDataHeader-BBCF |
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5B
5B | Template:AttackDataHeader-BBCF |
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5C
5C | Template:AttackDataHeader-BBCF |
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2A
2A | Template:AttackDataHeader-BBCF |
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2B
2B | Template:AttackDataHeader-BBCF |
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2C
2C | Template:AttackDataHeader-BBCF |
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6A
6A | Template:AttackDataHeader-BBCF |
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6B
6B | Template:AttackDataHeader-BBCF |
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6C
6C | Template:AttackDataHeader-BBCF |
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3C
3C | Template:AttackDataHeader-BBCF |
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j.A
j.A | Template:AttackDataHeader-BBCF |
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j.B
j.B | Template:AttackDataHeader-BBCF |
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j.C
j.C | Template:AttackDataHeader-BBCF |
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Drive Moves
5D
5D | Template:AttackDataHeader-BBCF |
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2D
2D | Template:AttackDataHeader-BBCF |
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6D
6D | Template:AttackDataHeader-BBCF |
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4D
4D | Template:AttackDataHeader-BBCF |
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j.D
j.D | Template:AttackDataHeader-BBCF |
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j.2D
j.2D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
Template:AttackDataHeader-BBCF |
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Back Throw
Back Throw 4B+C |
Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw j.B+C |
Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault 6A+B (When Blocking) |
Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger 5A+B |
Template:AttackDataHeader-BBCF |
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Special Moves
(All of Terumi's Special moves can be cancelled into his Distortion drives)
Snakebite - Jagaku
Snakebite - Jagaku 236D |
Template:AttackDataHeader-BBCF |
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Retaliating Fang - Gasenshou
Retaliating Fang - Gasenshou 214D |
Template:AttackDataHeader-BBCF |
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Cleaving Fang - Garengeki
Cleaving Fang - Garengeki 22C |
Template:AttackDataHeader-BBCF |
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Tsuishouga
Agonizing Fang - Tsuishouga 214C |
Template:AttackDataHeader-BBCF |
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Distortion Drives
Gleaming Fang - Jakyou Messenga
Gleaming Fang - Jakyou Messenga 41236C [Air OK] |
Template:AttackDataHeader-BBCF |
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Divine Twin Blades - Gouga Soutenjin
Divine Twin Blades - Gouga Soutenjin 623B [Air OK] |
Template:AttackDataHeader-BBCF |
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Serpent's Laceration - Orochi Burensen
Serpent's Laceration - Orochi Burensen 63214A/B |
Template:AttackDataHeader-BBCF |
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Venomous Bite - Ouja Zanrouga
Venomous Bite - Ouja Zanrouga 236236A |
Template:AttackDataHeader-BBCF |
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Serpent's Cursed Sting - Jabaku Fuuenjin
Serpent's Cursed Sting - Jabaku Fuuenjin 632146D |
Template:AttackDataHeader-BBCF |
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Screeches of the Condemned - Jarin Renshouga
Screeches of the Condemned - Jarin Renshouga 236236D/214214D |
Template:AttackDataHeader-BBCF |
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Exceed Accel
Dungeon of Serpents - Jaraku Engokusen ABCD during Overdrive |
Template:AttackDataHeader-BBCF |
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Astral Heat
Unholy Wrath of the Basilisk - Orochizanto Reppuga 222D |
Template:AttackDataHeader-BBCF |
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External References
- Japanese Name: ユウキ=テルミ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •