BBCF/Yuuki Terumi/Strategy

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 Yuuki Terumi



General Tactics

If you're a beginner looking for even more information on Terumi, check the Terumi Beginner's Guide by DGF

TL;DR (For Beginners)

Important Moves

  • 2A: Good jab for pressure
  • 6A: Antiair
  • 5B: Pressure reset
  • 5D: Poke tool
  • 4D: Useful disjoint + combo tool. Destroys projectiles
  • j.B: Crossup/jumpin tool
  • j.D: Spacing/approach tool.
  • 623B: Metered Reversal
  • 214C: Overhead

Terumi is a high damage character that heavily relies on meter. Thankfully, his Drive makes meter gain very manageable. However, it also means that Terumi needs to rely on system mechanics if he can't get started. On defense, Terumi has no meterless reversals. Instead, he needs to rely on barrier and instant barrier to push opponents out. Terumi's CA uses his 6A's animation, so it will whiff on almost all crouching opponents. This makes it very situational, as many opponents can still jump cancel and barrier to check for CA. With meter Terumi gains access to his DP. This reversal is extremely fast and has a good hitbox. However, it is as punishable as most reversals if he doesn't have even more meter to RC it.

In neutral, Terumi has solid pokes. 5D is a notable poke though it extends his hurtbox at his feet so you can get hit for using it. You can also use 5D to destroy some projectiles. 4D will also destroy projectiles, and you can use its disjoint to beat some pokes. In combos, it also launches for a basic air combo. j.D is a good button for covering space in neutral during approaches or while backing off. j.B is a good air to air to cover space, jump in, or crossup your opponent. Once Terumi's made his way in, he has good buttons to maintain pressure.

On offense, Terumi's 5B is a strong pressure reset at +2 on regular block. 6B is another plus on block normal that can reset pressure. If you feint it, you can also mix in throws. Throws are important to mix into your pressure. While they don't lead to crazy damage, Terumi can gain huge amounts of meter from a throw starter depending on his positioning. You can mix in throws with 2A stagger pressure. Terumi also can use riskier tools for bigger reward, such as his 214C and 2D. Both moves have big startup that can get stuffed. However, 214C is a useful overhead and 2D vacuums opponents in and leaves Terumi plus.

Blockstrings

Check this Terumi Pressure Guide for more ideas on how to structure your offense! Terumi's pressure is primarily built on staggers and the threat of huge damage, though he has access to some mixups and pressure resets. Despite this it is still very freeform. It's important to adjust blockstrings depending on the state of the game. Take ideas from these blockstrings for yourself and integrate them into your game!


2A > 2A > 5B > microdash 2A > 2A > 214C
5B is a pressure reset. From there, you can microdash and set up an overhead, or just continue with staggers.


2A*2 → 5B5C(1) → jc. → J2D
5C(1) > jc > j.2D will beat out 2A mash attempts, but it'll lose to some anti-airs and most 5As.


5B5C5D6C → RC → 2A/2B/214C
6C > RC is a popular string. However, it's safer to do 6C(2) RC because on IB, the second hit of 6C creates a gap that can be punished.


2A5B5C5D6B
6B resets pressure and leaves Terumi plus. While it loses to some mashes, it's a great pressure reset to slip in.


2A5B2C → jc. → J2D
j.2D can function as a pressure reset in certain strings


2A > 2A > 5B > 2B > 2C > jc > j.D
You can use the 2C jump cancel to back off and use j.D to cover yourself

Okizeme

Terumi's oki is not his strong suit, but he does have access to some options. For example, Terumi's 2A, 5B, and 2B are good options to call out rolls and some delay techs. He can also safe jump with j.B or even j.2D from certain enders like Air Messenga (j.41236C) and air hit 6C ender. The video below has examples of oki situations:

Tips and Tricks

  • Play around different combo starters and potential meter gain. It affects what oki you can go for and how much meter you can squeeze out.
  • Terumi's Overdrive is very strong. Use it on Overdrive more than Burst. It's an amazing tool for Terumi.
  • 41236C (Mesenga) is a useful move to call out projectiles when it's available
  • Most Drive normals can destroy projectiles
  • 5C(1)> RC > j.B is an extremely fast mixup, though it doesn't lead to insane damage.
  • Remember to throw! As basic as it may sound, Terumi's grabs are important to mix in to make your rushdown stronger
  • Learning to jump cancel 2C and 5Cs first hit is important for pressure. You can use it to stay safe or suddenly back off
  • JB crosses up opponents on second hit, usually after an instant air dash.
  • 6C is strong in certain scenarios due to its long reach. However, do not use without meter to RC, as it is heavily punishable on block and on whiff.

Fighting Terumi

  • Forcing Burst out of Terumi is strong, due to his OD's strength
  • IBB 5B to keep Terumi off of you. It'll also make him minus on block.
  • Low hitting pokes are strong against 5D
  • IB the second hit of 6C. It opens a gap you can reversal.

External References

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