BBCF/Yuuki Terumi/Frame Data

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System Data[edit]

Health:10,500
Prejump:4F
Backdash:22F (1-5F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCP Terumi 5A.png 300 All 5 3 9 0 B - SJRT 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCP Terumi 5B.png 500 Mid 8 3 12 +2 B - SR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCP Terumi 5C.png 490*2 All 11 2(11)2 2+18L -2 B - SR 100 89 (Once) Long 3 16, 19 17, 20 22, 22 + Down 23 Launch 36, 36 + Down 23 9 +0 +2 Click!
2ABBCP Terumi 2A.png 300 All 7 2 10 0 F - SRT 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCP Terumi 2B.png 480 Low 9 3 19 -8 F - SR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCP Terumi 2C.png 720 Mid 13 4 25 -12 F - SRJ 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
6ABBCP Terumi 6A.png 550 Mid 9 3 24 -10 B 5~11 H SRJ 90 79 Normal 3 16 Launch 28 Launch 42 11 +0 +2 Click!
6BBBCP Terumi 6B.png 650 Mid 24 3 12 +3 B 13~26 FT SR 90 92 Long 4 18 19 36 + Down 23 Crumple 81 + Down 10 54 + Down 23 12 +0 +5 Click!
  • Fatal Counter
6[B]BBCP Terumi 6B.png
Feint
- - - - 31 - - - - - - - - - - - - - - - - Click!
  • Can cancel into throw 24-31
6CBBCP Terumi 6C.png 500, 300, 650 All 13 2(8)3(17)4 31 -14 B - R 90 94 Long 5 20 21, 29, Launch 30*2, 50 + GBounce 27, 35, Launch 46*2, 66 + GBounce + Down 23 8*2, 13 +0 +8 Click!
3CBBCP Terumi 3C.png 700 Low 10 2 30 -13 F - SR 90 92 Long 4 18 Launch 40 Launch 55 + Down 23 12 +2 +7 Click!
j.ABBCP Terumi jA.png 300 High/Air 7 3 9 - H - SJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCP Terumi jB.png 380*2 High/Air 10 4(2)2 14 - H - SJR 80 85 Long 2 13 14 16 18 26 10 +0 +1 Click!
j.CBBCP Terumi jC.png 350*2, 550 High/Air 11 2(3)2(4)2 18 -3 H - SJR 80 89 Long 2,2,3 13*2, 16 14*2, 17 22 18*2, 17 34*2, 22 2*2, 7 +0 +1*2, +2 Click!

Drive Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCP Terumi 5D.png 620 All 13 4 18 -3 BP - SR 100 82 Long 4 18 19 19 24 34 9 +3 +5 Click!
  • Bigger Hitbox during OD
2DBBCP Terumi 2D.png 680 All 40 15 Total 61 +5 P1 - SR 90 82 Long 4 18 19 36 24 51 0/+8 +8 +10 Click!
  • Bonus Proration 110%
2D ODBBCP Terumi 2D.png 350*3 All 40 3*5 Total 61 +11 P1 - SR 90 82 Long 4 18 19 36 24 51 0/+8 +8 +10 Click!
  • Bonus Proration 110%.
  • Max 3 hits
6DBBCP Terumi 6D.png 350 Mid 18 3 24 -8 B - SR 100 100 Long 4 18 Crumple 29 60 Crumple 81 78 12 +0 +5 Click!
  • Fatal Counter.
  • If within range, does followup
6D FollowupBBCP Terumi 6DFollowup.png 300*2, 550 All - - - - B - SR 100 82 Long 3*2,4 16*2, 20 20*2, Launch 60 Launch 74*2, 76 2*2, 13 +1*2, +0 +1*2, +0 Click!
6D Followup ODBBCP Terumi 6DFollowup.png 250*4, 550 All - - - - B - SR 100 82 Long 3*4,4 16*4, 20 20*4, Launch 60 Launch 74*4, 76 2*4, 13 +1*4, +0 +1*4, +0 Click!
4DBBCF Terumi 4D.png 600 All 10 6 16 0 BP - SR 100 85 Long 2 13 14 26 [28] 18 38 [40] 10 +0 +1 Click!
  • Can block during last 8F of recovery
j.DBBCP Terumi jD.png 660 All 20 4 23 - HP - SJR 80 82 Long 4 18 19 19 24 34 + GBounce 30 12 +0 +5 Click!
  • Bigger Hitbox during OD
j.2DBBCP Terumi j2D.png 640 All 15 8 Until L+7 +3 H - - 80 79 Long 3 16 21 30 [+ Down 23] 21 30 [+ Down 23] 11 +0 +2 Click!

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCP Terumi ForwardThrow.png 0, 300, 1200 Throw 7 3 23 - T - SR 100 50 (Once) Normal 0, 4*2 18 Launch 100, 100 + Down 23 - - 0, 6, 12 +0 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCP Terumi BackThrow.png 0, 300, 0, 1200 Throw 7 3 23 - T - SR 100 50 (Once) Normal 0, 4, 0, 4 - Launch -, 100 + Down 24, -, 100 + WBounce + Slide 10 - - 0, 6, 0, 12 +0 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCP Terumi AirThrow.png 0, 300, 0, 1200 Throw 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 4, 0, 4 - Launch -, 100, -, 100 + WBounce + Slide 10 - - 0, 6, 0, 12 +0 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCP Terumi 6A.png 0 All 13 4 35 -20 B 1~20 All R 50 92 VS 4 18 Launch 19 Launch 34 12 +0 +5 Click!
CrushTriggerBBCP Terumi CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!

Specials[edit]

  • All Terumi's specials are super cancelable.
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
SnakebiteBBCP Terumi 236D.png
236D
520 All 16 3 11 [24] -4 B - R 90 89 Long 3 20 Launch 25 Launch 39 11 +0 +2 Click!
  • Goes into followup on ground hit.
  • On block, immediately goes into recovery animation (24F)
SnakebiteBBCP Terumi 236D.png
Followup
300, 1000 - - - - - - - R 100 89 - 3 - Launch 36, 36 + Down 23 Launch 50, 50 + Down 23 6, 0 +0 +2 Click!
Retaliating FangBBCP Terumi 214D (2).png
214D
0, 196*14 Throw(160) 25 3 43 - T - R 100 80 Very Short 1 - Launch 60 - - 0*2, 0/+5*12, 15/+5 +0*2, +5*13 +0*2, +5*13 Click!
  • Hits standing or crouching opponents only
Agonizing FangBBCF Terumi Tsuishoga.png
214C
800 High 19 3 18 -4 B - R 80 89 Normal 3 16 22 17 + Down 23 27 31 + Down 28 11 +0 +2 Click!
  • Forces Crouching on hit
Cleaving FangBBCP Terumi 22C.png
22C
400*2, 1100 U 11 3 25 - F - SR 100 79 (Once) Long 3 16 Launch 30*2, 40 + WBounce 40 - - 6 6*2,4 +2 Click!
  • Hits downed or airborne state only
Cleaving FangBBCP Terumi 22C.png
22CCC...
400*2, 250*3, 1100 U 11 3 25 - F - SR 100 79 Long 3 16 Launch 30*5, 40 + WBounce 40 - - 6 6*5,4 +2 Click!
  • 110% Bonus Proration on the last hit

Distortion Drives[edit]

  • 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 properties:
    • Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 Heat
    • No Heat Gauge Cooldown is applied
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Gleaming FangBBCP Terumi 41236C.png
41236C
0, 2400 All 4+(15 Flash)+6 10 39 -4 B 1~21 P R 100 100, 70 Normal 5 25 Launch 21, 60 Launch 40, 79 0/+10, 0/+7 +10, +7 +10, +15 Click!
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Can pass through opponent 1-42.
  • Minimum Damage 15%: 216
Gleaming Fang ODBBCP Terumi 41236C.png
41236C
0, 1000, 0, 2400 All 4+(15 Flash)+6 10 [(24)4] 36 -4 B 1~21 P R 100 100*3, 70 Normal 5 25 Launch 21*3, 60 Launch 40*3, 79 0/+10, 0*2, 0/+5 +10, 0*2, +5 +10, 0*2, 0/+13 Click!
  • Values in [] occur on hit/block
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Can pass through opponent 1-42.
  • Minimum Damage 20%*3, 15%: 336
Air Gleaming FangBBCP Terumi 41236C Air.png
j.41236C
0, 2400 All 4+(15 Flash)+3 Until L 20 -4 H 1~Until L P R 100 100, 70 Normal 5 25 Launch 21, 60 Launch 40, 79 0/+10, 0/+7 +10, +7 +10, +15 Click!
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Only does followup hit if first hit hits opponent (not blocked)
  • Minimum Damage 15%: 360
Air Gleaming Fang ODBBCP Terumi 41236C Air.png
j.41236C
0, 1000, 0, 2400 All 4+(15 Flash)+3 Until L [(17)4] 21 [36] -4 H, B 1~Until L P R 100 100*3, 70 Normal 5 25 Launch 21, 60, 21, 60 Launch 40, 79, 40, 79 0/+10, 0/+5, 0/+10, 0/+5 +10, +5, +10, +5 +10, +13, +10, +13 Click!
  • Values in [] occur on hit/block
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Only does followup hit if first hit hits opponent (not blocked)
  • Minimum Damage 20%*3, 15%: 560
Divine Twin BladesBBCP Terumi 623B.png
623B
1100*2, 1800 Mid 4+(15 Flash)+3 4,8(15)6 27+21L -35 B*2, H 1~10 All R 80 92 Very Short 4 18 Launch 48 Launch 63 4*2, 20 +0 +5 Click!
  • Minimum Damage 30%*2, 10%: 840
  • [Only does final hit if opponent gets hit by preceding hit]
  • Counterhit state for entire move
Divine Twin Blades ODBBCP Terumi 623B.png
623B
1100*2, 1800 Mid 4+(15 Flash)+3 4,4,4(15)6(14)4 9+21L -35 B*4, H 1~10 All R 80 92 Very Short 4 18 Launch 60 + GBounce Launch 75 + GBounce 2*3,12*2 +0 +5 Click!
  • Minimum Damage 25%*4, 10%: 1100
  • Only does final hit if opponent gets hit by preceding hit
  • Counterhit state for entire move
Air Divine Twin BladesBBCP Terumi 623B.png
j.623B
1100*2, 1800 All 4+(15 Flash)+3 4,8(15)6 Until L+21L - H 1~14 All R 80 92 Very Short 4 18 Launch 48 Launch 63 4*2, 20 +0 +5 Click!
  • Values in [] are during OD
  • Minimum Damage 30%*2, 10% [25%*4, 10%]: 840 [1100]
  • [Only does final hit if opponent gets hit by preceding hit]
  • Counterhit state for entire move
Air Divine Twin Blades ODBBCP Terumi 623B.png
j.623B
1000*5 All 4+(15 Flash)+3 4,4,4(15)6(14)4 Until+21L - H 1~14 All R 80 92 Long 4 18 Launch 60 + GBounce Launch 75 + GBounce 2*3,12*2 +0 +5 Click!
  • Minimum Damage 25%*4, 10%: 1100
  • Only does final hit if opponent gets hit by preceding hit
  • Counterhit state for entire move
A Serpent's LacerationBBCP Terumi 63214A.png
63214A
800, 500, 1000, 2000
[800, 400*14, 1000, 2500]
Low 13+(48 Flash)+2 2 28 -13 F 13~16 All R 90 89
[89, 98*16]
Long 3 16 Launch 30 + Down 43 Launch 44 + Down 43 9 +0 +2 Click!
  • Values in [] are during OD
  • Minimum Damage 15%*3, 10% [15%*16, 10%]: 545 [1360]
B Serpent's LacerationBBCP Terumi 63214B.png
63214B
800, 200*4, 1000, 2500
[800, 400*14, 1000, 2500]
High 13+(48 Flash)+2 2 16 -1 B 13~16 All R 90 89
[89, 98*16]
Normal 3 16 Launch 30 + GBounce + Down 43 Launch 44 + GBounce + Down 43 9 +0 +2 Click!
  • Values in [] are during OD
  • Minimum Damage 15%, 10%*5, 15% [15%*16, 10%]: 675 [1360]
Venomous Bite (catch)BBCP Terumi 236236A.png
236236A
- - - - 187 - - 1~112 HBF Guard - - - - - - - - - - - - - Click!
  • Attack freezes opponent in hitstun
  • On Guard Point, hitstop for Terumi and opponent is 0F
  • Hitbox only activates when guardpoint is activated.
  • Counterhit state for entire move.
Venomous Bite (attack)BBCP Terumi 236236A Attack.png 0, 2800
[0, 80*5, 2800]
Unblockable - 6 - - - All R - 94 [96] Normal 5 - Launch 90 Launch 116 - 0, 30/+10
[0, 1*5, 30/+10]
+0, +10
[+0*6, +10]
Click!
  • Values in [] are during OD
  • Minimum Damage 100%: 2800 [3200]
Serpent's Cursed StingBBCP Terumi 632146D (2).png
632146D
800*2, 0, 250*N, 800, see notes All 7+(40 Flash)+10 4 34 -17 B 1~23 All R 80 94*2, 89, 100*N, 100, see notes
[94*2, 100, 101*N, 100, see notes]
Very Short 5 20 Launch 60 - - 13 +0 - Click!
  • Values in [] are during OD
  • Second part does hits equal to the amount of heat Terumi has / 5 rounded up. Minimum 3 hits.
  • Drains all of Terumi's Heat on hit. [Drains 5 Heat from opponent and gives 1 Heat to Terumi for each hit done.]
  • Finisher depends on amount of meter Terumi has when he hit the opponent.
  • 0~24 Heat finisher has base damage 1500 [3000]. P2=20. Minimum damage 10%
  • 25~49 Heat finisher has base damage 1500*2 [1000*3, 2000]. P2=94, 20 [94*3, 20]. Minimum damage 10%
  • 50 Heat finisher has base damage 1500, 4000 [1000, 2000, 3000]. P2=94, 20 [94*2, 20]. Minimum damage 20%, 10% [20%, 10%, 20%]
Screeches of the CondemnedBBCP Terumi 236236D.png
236236D
800*4, 2000, 3500
[800*8, 3000, 4000]
Barrier [Unblockable] 9+(27 Flash)+18 Until Offscreen Total 103 0 P* 1~41 All - 100 94 Long 5 20 21 100 - - 1/+40 1/+40*2, 13, 9, 5, 0
[1/+40*2, 13, 9*5, 5, 0]
- Click!
  • 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
Screeches of the CondemnedBBCP Terumi 214214D.png
214214D
800*4, 2000, 3500
[800*8, 3000, 4000]
Barrier [Unblockable] 9+(27 Flash)+18 Until Offscreen Total 103 0 P* 1~41 All - 100 94 Long 5 20 21 100 - - 1/+40 1/+40*2, 13, 9, 5, 0
[1/+40*2, 13, 9*5, 5, 0]
- Click!
  • 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[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Dungeon of SerpentsBBCF Terumi JarakuEnkokusen.png
ABCD during OD
600, 400*6
{600, 1200, 500*8}
All 20 [10] 3 19+15L -10 B 1~22 All
[1~12 All]
- 100 100 Long 4 26 Launch 80 - - 20 20, 3*6 [20, 6, 1*8] +0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {580+58}

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Unholy Wrath of the BasiliskBBCP Terumi 222D 2.png
222D
0, 100, 400x36, 20000 All 5+(76 Flash)+16 16 Total 76 -22 P* - None 100 94 Normal 5 20 - - - - 0 - - Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Special
5C[1] - 6B 2C, 6C, 3C 5D, 2D, 6D, 4D Jump (first hit),Special
5D - 6B 6C 2D, 6D Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Special
2C[1] - 6B 5C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
2D - - - - -
6A - 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
6B - - 6C[-] 6D[-] Special[-]
6B feint - - - - Throw[+]
6C - - - - -
6D - - 6C[-] - Special[-]
3C - - 6C 5D, 6D, 2D Special
4D - - - - Jump,Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D, j.2D Throw, Jump, Special
j.B - - j.C j.D, j.2D Jump, Special
j.C - - - j.D, j.2D Jump, Special
j.D - - - j.2D Special
j.2D - - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBCF/Yuuki Terumi/Data.