BBCP/Yuuki Terumi

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Yuuki Terumi
BBCP Terumi Portrait.png

Health: 10,500

Combo Rate: 70%

Jump Startup: 4F

Backdash Time: 22F

Backdash Invincibility: 1-5F

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, High Meter Gain
Full Frame Data
Terumi_Frame_Data_(BBCP)

Overview[edit]

Yuki Terumi, also known as Hazama, is a member of the Six Heroes, as well as the creator of the Azure Grimoire. He is to appear in Blazblue Chronophantasma and will be playable for the console release.

Drive: Force Eater
Terumi's drive is centered around meter gain. By using his "Force Eater" 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 meter when they block or get hit with Terumi's drive attacks.

Overdrive: Nightmare Reaper
Increases the meter gained from Drive attacks and generally improves them in terms of hitbox, damage, etc. Terumi will also drain the opponent's meter when his Drive attacks hit the opponent.

Pros/Strengths:

  • Very high meter gain means more Rapid Cancels/Counter Assaults/Crush Triggers/Distortions
  • Very good mobility with high speed
  • Strong rushdown and pressure options, decent mixup
  • Good defensive options with 50 meter
  • Builds meter extremely quickly


Cons/Weaknesses:

  • Lacks a true standing overhead
  • Lacks reversal options without 50 meter
  • Low average meterless damage
  • Below average health


External References:


Move List[edit]

Normal Moves[edit]

5A[edit]
5A
BBCP Terumi 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR All 5 3 9 0 - - Click!

Same animation as Hazama's 5A. Similarly strong as an anti-air, and one of the only ways to link off an overhead j.2D on a standing opponent. It can also be applied as a quick pressure tool on crouching characters after a j.A, j.B and on certain occasions j.C.

5B[edit]
5B
BBCP Terumi 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
480 SOR All 8 2 14 +2 - - Click!

Same animation as Hazama's 5B. Unlike Hazama's version, cannot be jump-canceled on hit. Just like Hazama's 5B, is a comfortable +2 on block making it very good for stagger pressure.

5C[edit]
5C
BBCP Terumi 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
380, 380 SOJR All 11 2(11)2 19 -2 - - Click!

A jumping kick followed by a dropkick that grounds airborne opponents. A 2-hit move that can be jump-canceled on the first hit. You can Rapid Cancel the first hit for some nasty mixup, as it'll put you very close to the ground. Example: 5C(1), RC, j.B or 5C(1), RC, j.5D(whiff), 2B.

2A[edit]
2A
BBCP Terumi 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR All 7 2 9 +1 - - Click!

Same animation as Hazama's 2A but with a 7 frame start up as opposed to 6. +1 on block, making for some nasty stagger pressure combined with Terumi's run speed and the fact that 5B is also + on block.

2B[edit]
2B
BBCP Terumi 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
420 SOR L 9 3 23 -12 - - Click!

Same animation as Hazama's 2B. Comes out very quickly with better range than 5B and can low-profile some high-hitting pokes, making it better at a distance. However, prorates much more severely, substantially reducing the amount of damage you can squeeze out of a combo starting with 2B. Also, recovery is much longer than Hazama's version, so try not to whiff with it.

2C[edit]
2C
BBCP Terumi 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
580 SOJR All 13 4 25 -12 - - Click!

Terumi twirls his knife at the opponent's feet, hits mid. Doesn't knock down. Can be jump canceled on hit or block.

6A[edit]
6A
BBCP Terumi 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
520 SOJR All 9 3 24 -10 - - Click!

A diagonal knife slash used for anti-air. Misses on most characters crouching. On counter hit, floats the opponent more horizontally and can be followed up with a relaunch combo.

6B[edit]
6B
BBCP Terumi 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
600 SOR All 24 3 13 +3 - - Click!
  • Fatal Counter

A roundhouse kick that can be chained from most normals notable 5D. Can hold the input to get a feint. Useful as a pressure tool and reset to bait out mashing since Terumi gets lower-body invul while dashing. On air hit, downs the opponent and allows for a pickup combo.

6C[edit]
6C
BBCP Terumi 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
520, 520, 960 R All 13 2(10)6(14)4 31 -14 - - Click!

A three-hit knife slash after a dash. Has no cancel other than Rapid Cancel. Crumples on the third hit, enabling RC into juggle combos. Counter hit properties carry over into the third hit, allowing meterless followups on counterhit.

3C[edit]
3C
BBCP Terumi 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
660 SOJR L 10 2 30 -13 - - Click!

A low kick that knocks down. Mainly used during combos.

j.A[edit]
j.A
BBCP Terumi jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CDOJR H 7 3 8 - - - Click!

The animation is the same as Hazama's j.A. Generally Terumi's best option for hitting below him on characters with small crouching hitboxes.

j.B[edit]
j.B
BBCP Terumi jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
350, 350 DOJR H 10 4(2)2 14 - - - Click!

The animation is similar to Hazama's, but deals 2 hits, making for some tricky mixups at the proper heights on a jump-in. Has the crossup hitbox behind Terumi in the later frames of the move.

j.C[edit]
j.C
BBCP Terumi jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300, 300, 500 DOJR H 11 2(3)2(4)2 18 - - - Click!

The animation is similar to Hazama's, but only deals 3 hits. Last hit has more Hitstun that the others.

Drive Moves[edit]

5D[edit]
5D
BBCP Terumi 5D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 460 SOR All 13 4 18 -3 - - Click!
  • Gains 15% Heat on hit, 7% on guard.
Overdrive 460 SR All - - - - - - Click!
  • Placeholder
  • Gains about 25% Heat on hit.


Has Hazama's Jabaki (236D) animation. Like Hazama's Jabaki, knocks back on hit. Not strictly safe on hit, but range and pushback typically allows it to be used safely as a blockstring ender for some free meter and depending on distance gatling into 6B to continue pressure.

2D[edit]
2D
BBCP Terumi 2D.png
Great for oki, and not much else.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 600 R All 40 15 7 +5 - - Click!
  • Gains about 25% heat on hit, 8% heat on block.
Overdrive 966 R All - - - - - - Click!
  • Placeholder
  • Causes 3 hits
  • Gains about 30% Heat on hit.


Summons Ouroboros from the ground behind the opponent. Vacuums the opponent and is very advantangeous on block, but also has an extremely obvious animation and very long startup making it of limited usefulness as a pressure tool. Best used as oki and in combos.

6D[edit]
6D
BBCP Terumi 6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 1337 DOR All 18 3 27 -11 - - Click!
  • Fatal Counter
  • Gains 35% Heat on hit.
Overdrive 1649 DR All - - - - - - Click!
  • Fatal Counter
  • Gains about 46% Heat on hit.


After kicking them once, Terumi kicks them again in a wild dance-like motion that blows the opponent into the air. Only the slashes actually give the increased heat gain. Terumi will not do the slashes followup if the kick is blocked or hits an airborne opponent who is too far away. Vacuums on both hit and block. Primarily used as combo filler since it builds a ton of heat and has a very long untech time, making followup combos extremely easy, and useful to set up midscreen oki.

j.D[edit]
j.D
BBCP Terumi jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 660 DOR All 20 4 23+6L - - - Click!
  • Gains about 16% heat on hit.
Overdrive 660 DR All - - - - - - Click!
  • Placeholder
  • Gains about 18% Heat on hit


Terumi slashes in an X shape. Attacks diagonally downward with a very good hitbox. Ground-bounces on air counter hit for easy follow ups (normal air hit height dependent for follow up) and on ground counter hit possible to link 6C or dash up 5B. Note that this does not hit overhead. Has very big pushback making it difficult to combo off of on normal hit , but also difficult to punish the long landing recovery.

j.2D[edit]
j.2D
BBCP Terumi j2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 530 DOR H 15 8 6L +3 - - Click!
  • Gains about 14% heat on hit.
Overdrive 530 DR H - - - - - - Click!
  • Placeholder
  • Gains about 16% Heat on hit.


Similar looking to Hazama's Ressenga (214D~A) animation and staple of Terumi pressure. Can be used for cross-ups, overhead, and to extend pressure since it is positive on block. Can be TK'd very close to the ground as an overhead. On hit, a low j.2D can be comboed into 5A on a standing opponent and 5B on a crouching one.

Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
5/6B+C
BBCP Terumi ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1400 SOR - - - - - - - Click!
  • 100% minimum damage


Terumi trips up the opponent with his foot and slams them to the ground while they're airborne with the other foot. Can be followed up with Garengeki, Jagaku, or astral. The actual kick has more severe proration, meaning that you can generally squeeze out more damage if you RC or OD cancel right after Terumi trips the opponent.

Back Throw[edit]
Back Throw
4B+C
BBCP Terumi BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1400 SOR - - - - - - - Click!
  • 100% minimum damage


Terumi trips up the opponent with his foot and launches them backwards with his other foot. Wallbounces and can be followed up with dashing normals.

Air Throw[edit]
Air Throw
j.B+C
BBCP Terumi AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1400 SOR - - - - - - - Click!
  • 100% minimum damage


Terumi grabs the opponent and launches them backwards with his foot. Wallbounces and can be followed up with dashing normals. Note that if you do this throw on an opponent in the corner who is too low to the ground, they will not reach the wall and instead groundslide and become uncomboable.

Counter Assault[edit]
Counter Assault
6A+B (When Blocking)
BBCP Terumi 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - All 13 2 32 -15 - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown


Has 6A's animation. Does not hit low profile moves.

Crush Trigger[edit]
Crush Trigger
5A+B
BBCP Terumi CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 - B 30 1 30 -8 - - Click!
  • Costs 25% Heat
  • Possible to charge
  • 180F Heat Gauge Cooldown


Has an animation like Hazama's Zaneiga (214D~C), but without the special effects. The range is short, but other than that, it feels about the same on hit. Relatively unsafe on block for a Crush Trigger and should only be considered with 75 heat in stock to continue pressure.

Specials[edit]

Snakebite[edit]
Snakebite
236D
BBCP Terumi 236D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
936 DR - 13 11 18 -4 - - Click!
  • Gains about 30% Heat.
  • Overdrive version steals 5% heat from the opponent.


A 3-hit special. Terumi hits the opponent with a rush attack similar to Hell's Fang, lifts them up with Ouroboros and slams them back down. A special that can be used to finish combos since it always downs the opponent in front of you. Can be super canceled into a followup combo although it prorates heavily making it impractical early in the combo. Has severe SMP allowing the opponent to tech out immediately into standing position if done a second time, which can be taken advantage of for resets by RCing the last hit.

Retaliating Fang[edit]
Retaliating Fang
214D
BBCP Terumi 214D (1).png
BBCP Terumi 214D (2).png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1519 DR - 25 3 43 - - - Click!
  • Gains about 35% Heat.
  • Overdrive version steals 10% heat from the opponent.


A command grab. Terumi wraps the opponent in Ouroboros chains, lifts them up and the chains close in around the opponent, causing damage. Startup animation seems a little slow and somewhat easy to see, use sparingly. Can be followed by a super.

Cleaving Fang[edit]
Cleaving Fang
22C
BBCP Terumi 22C.png
That stomping special.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- DR - 8 - - - - - Click!
  • Causes wallbounce near and in the corner.
  • Maximum stomping causes wallbounce even in the middle.


Terumi stomps on the opponent a couple of times before kicking them away. Like all OTG specials, can only be used once the opponent has been knocked down. Mash C for more stomps; note that additional stomps prorate the combo more and may cause longer combos to drop. Last hit wallbounces on hit and can be followed up. Wallbounce allows emergency tech and allows for oki.

Distortion Drives[edit]

Gleaming Fang[edit]
Gleaming Fang
41236C air OK
BBCP Terumi 41236C.png
Best super
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 1680 R All 4+8 8 50 -8 - 4~21 Click!
Overdrive 1960 DR All - - - - - - Click!
Normal(Air) 1519 - All - - - - - - Click!
Overdrive(Air) 1800 D All - - - - - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown

A Distortion Drive that makes Terumi rush forward with the aura of a gigantic snake. Invulnerable to projectiles from the first frame and full invul after the superflash. Best used as a fullscreen punish or as a means of extending combos or getting side-switch oki. If done in midair, the charge is then performed diagonally downwards. Air version downs on hit, ground version launches. Can be followed up with 5A or 2A to extend the combo. OD version adds a second attack back through the opponent, negating the side switch. Deals good raw damage but has a low minimum damage.

Divine Twin Blades[edit]
Divine Twin Blades
623B air OK
BBCP Terumi 623B.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 2486 R All 4+3 4.8(15)3 - -35 - 1~10 Click!
Overdrive 2771 DR All - - - - - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown

Two rising kicks that launch the opponent into the air. The go-to reversal choice since it has reversal invulnerability frames and starts up very quickly. Launches the opponent up and away, making it impossible to combo without RC or CH. Gives no oki, but has very high minimum damage making it an option for ending combos. In OD, Terumi adds a third kick that groundbounces the opponent and can be linked into 5B or Cleaving fang, making it a staple for OD combos.

Serpent's Laceration[edit]
Serpent's Laceration
63214A/B
BBCP Terumi 63214B.png
That stomping super.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal(B) 2418 R H 13+2 2 16 -1 - 9~16 Click!
Overdrive(B) 3236 DR H - - - - - - Click!
Normal(A) 2083 R L - - - - - - Click!
Overdrive(A) 3236 DR L - - - - - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown
  • A version hits low (unsafe on block), B version works as an overhead (-1 on block)

Terumi stomps on the opponent multiple times then kicks them away. Causes wallbounce and can be followed up easily in corner. Has good raw damage and decent minimum damage, making it a good option both for extending combos and ending them with oki. The 2nd hit of the A version can be Rapid Cancelled leaving the opponent in a state where you can combo for a long time, even after taunting. In OD, Terumi adds extra stomps as a well as a Hazama-esque bow at the end, which actually increases recovery, but possible to cancel into other distortions in OD or after duration ended, can input super motion at any point during the animation and have the super come out then, or do the super after the last kick.

Venomous Bite[edit]
Venomous Bite
236236A
BBCP Terumi 236236A.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Catch - - - GP1~112 75 - - - - Click!
Catch (OD) - - - - - - - - - Click!
Attack 3200 R UNB - - - - - - Click!
Attack (OD) 4200 DR UNB - - - - - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown

A counter-super that triggers off mids and highs, but loses to lows, projectiles and throws. Terumi walks and casually swings Ouroboros while laughing. If triggered, Terumi flips over then and slashes for a side-switch combo. Deals massive damage and can be RC'd for even more, but the downside is that it loses to almost everything. When triggered, 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. In Overdrive it catches lows and can be canceled into Twin Blades with another 50 heat for 6k damage plus a combo that can bump the total damage to 10k.

Serpent's Cursed Sting[edit]
Serpent's Cursed Sting
632146D
BBCP Terumi 632146D (1).png
BBCP Terumi 632146D (2).png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Attack 1224 - All 7+10 4 34 -17 - 1~26 Click!
Attack (OD) 1224 - All - - - - - - Click!
Additional Attacks 74-150 a hit - All - - - - - - Click!
Additional Attacks (OD) 75-165 a hit - All - - - - - - Click!
Finisher 700-2000 - All - - - - - - Click!
Finisher (OD) 900-2500 - All - - - - - - Click!
  • Costs 50% or more Heat
  • 180F Heat Gauge Cooldown

Terumi slashes the opponent with one of his knives. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll then drain their life before dropping them to the ground and kicking them away. This move can be activated if you have more than 50% of Heat gauge, spending all of it. The more Heat you have, the more damage it deals. Locks the opponent in the animation on hit. Deals from about 2500 damage with 50% Heat to 4600 with 100% Heat (5928 with OD). Consumes 5% Heat for every attack and does 74 damage for every added attack, switches to finisher once the heat gauge reaches 0%. The finishing kick animation changes to something similar to Hazama's Rising Fang (214D~B) if Terumi has 75+% Heat and changes to the finishing kick of Serpent's Laceration on 100% Heat. Overdrive version has Hazama's OD The Serpent's Unholy Wrath's animation as the finishing attack. OD Version also drains the opponent's heat gauge and deals additional damage based on the heat drain, a 100 heat opponent will take more damage compared to a meterless opponent. Deals the second best minimum damage of all of Terumi's supers, even without any extra meter and gives decent oki, with the downside being that all your stockpiled meter will be lost.

Screeches of the Condemned[edit]
Screeches of the Condemned
236236D/214214D
BBCP Terumi 236236D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 4594 - B 9+22 95 - ±0 - 1~32 Click!
Overdrive 5866 - UNB - - - - - - Click!
  • Costs 100% Heat
  • 180F Heat Gauge Cooldown
  • Normal version Guard Crushes, Overdrive version is unblockable

Terumi throws 2 Ouroboros chains at the opponent. If they hit, he'll launch himself forward and kick them twice before striking from above with a powerful attack. Can be combo'd into from a Lv2 Cleaving fang (22C) and Counter Hit 6A. 236236D throws the ouroboros straight forward, but 214214D throws them at a small angle. The chains thrown causes a guard break, meaning that the first chain will break a non barrier guard and the second chain will land the distortion. Also note that if the first chain is barrier blocked, the second chain is still thrown and can cause a guard break if the opponent ceases to barrier block. In Overdrive, the chain becomes full unblockable and the attack ends up dealing ridiculous amounts of damage on hit. Has the highest minimum damage of all his supers.

Astral Heat[edit]

Unholy Wrath of the Basilisk
222D
BBCP Terumi 222D 1.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - - - - - - - - Click!
  • Costs 100% Heat
  • 180F Heat Gauge Cooldown


Terumi makes a red portal on the ground. If the opponent is caught in it, he proceeds to shoot out dozens of green energy blasts at the opponent from a portal behind him while laughing like a crazy person, then turns into Black Susano'o and uses Evil Shippu to finish the opponent off. Very easy Astral to land in general, both due to Terumi's insane heat gain and the fact that it can be comboed into off pretty much anything, including but not limited to Jagaku, throws, Garengeki, and sweeps.

Strategy[edit]

Terumi's drive is everything!!! Use them wisely, and you may end in with a super ender or a tight situation. Make sure you have you heat gauge lit up at 25 or 50 for a great come back in a match. So make sure you have your combos featuring drive attacks.

Offense[edit]

Terumi is very strong pressure character with a decent mid range game. The goal is to constantly gain meter with small combos or D footsies. His 6b is a valuable tool in that it can be used to reset pressure since it is plus on block, it can be faked by holding b and throw them when they are expecting a hit, or can be used to fatal counter obvious lows, it can even hit chicken blockers for a full combo of they forget or dont have barrier. Its throw invulnerable to boot. However since it does have a lengthy start up it can be mashed out of or dp'ed. Terumi's lack of overhead is a problem with opening up cautious opponent, sometimes the best offense is a good defense. You'll find yourself unable to hit. Take to range with standing D to gain some meter and jump back d for air rushers who try to jump over it.


Defense[edit]


Terumi's defensive options mostly consist of abusing his speed or universal mechanics without the proper heat in stock such as barrier or instant block (barrier) and poking out of pressure with 5A or just jumping away. After a good read on their pressure high jump (backwards air dash optional) and use j.D to create some distance between you and the opposition (also use 41236C in midair to catch any punish attempts). You can also mix up this escape option with j.2D to quickly land on the ground and use 5D to turn the escape option into pressure. I would also advise against using counter assault with Terumi due to how extremely situational it can be since it's hit box misses on crouching opponents.


For more traditional reversals we have his distortion 623B, works like a traditional dragon punch along with it's high risk high reward factors. On counter hit you can follow up with either 41236C or 6C for extra damage or set up oki with 2D, but on block prepare for a fatal counter. Another reversal would be his 41236C, longer start up but not as punishable on block (-8), goes through projectiles and can lead into a full combo on hit. Finally you have the biggest gamble for reversal options his distortion counter 236236A, only use it when you have a cold hard read on their pressure otherwise welcome the corner and enjoy some pain. Both noteworthy options but I recommend having 100 heat in stock to use 623B and in some specific match ups (Hakumen) or used right next to the corner for 41236C to avoid punishment.

Neutral[edit]

Useful safety Normals are 5b, 2B and 6B. As for drives are 5d, 2d, or J.D. NEVER use 6C in neutral. Not only is it extremely negative on block, but its also very easy to see and you cant get a full combo off of it unless you Rapid Cancel or Get it on counter hit. Not to mention its start up is really bad and it has low priority. Its better to just use 5D in pace of 6C, as its safer and you can confirm it into 236D into super/ Set up for an oki. If your opponent is jumping in on you, 6A or a well placed 2C can catch them out. You can also combo 6A into 2C if you get a counter hit.

Combos[edit]

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen[edit]

1) 2/5A > 5B > 2C > 5D > 236D: 1478 Dmg/ 37 Heat


2) 2/5A > 5B > 5C > 3C > 22C lvl 3, 66 6C: 2536 Dmg/ 18 Heat

  • Notes: Sometimes 5C must be omitted due to a lack of range, this issue becomes more apparent on crouchers.


3) 5A > jc > j.A > j.C > jc > j.C > j.2D: 1150 Dmg/ 14 Heat

  • Requirements: Midair opponent


4) 5C > jc > j.C > j.2D: 1141 Dmg/ 14 Heat

  • Requirements: Midair opponent


5) 6A > jc > j.C > jc > j.C > j.2D: 1493 Dmg/ 16 Heat

  • Requirements: Standing/Midair opponent
  • Notes: Optimal meterless anti air combo, must use high jump depending on enemy height, can modify to your own preference.


6) 5B > 5C > 2C > 5D > 236D: 1990 Dmg/ 41 Heat


7) 5B > 5D > 6B > 6D > 236D: 2249 Dmg/ 61 Heat

  • Requirements: Crouching opponent


8) 5B > 3C > 22C lvl 3, 66 6C: 2866 Dmg/ 20 Heat

  • Notes: 5C can be added for increased damage depending on how deep 5B hits.


9) 6B > 2C > 5C > 3C > 22C lvl 3, 66 6C: 3343 Dmg/ 23 Heat

  • Requirements: Midair opponent


10) 5B > 5C > 3C > 22C lvl 3 > delayed 41236C, 2B > 5C > 3C > 5D > 236D: 4054 Dmg/ 22 Heat

  • Requirements: 50 heat
  • Notes: The last 3C can be replaced by 2C.


11) 6C RC (3) > dc 2C > 5C > 3C > 22C lvl 3, 66 6C: 3587 Dmg/ 18 Heat

  • Requirements: 50 heat
  • Notes: Delay 2C to hit just as they make contact with the ground.


12) j.A > 2A > 2B > 2C > 5D > 236D: 1106 Dmg/ 31 Heat


13) j.B > 3C > 22C lvl 3, 66 6C: 2174 Dmg/ 15 Heat


14) j.B > 2B > 2C > 5D > 236D: 1324 Dmg/ 34 Heat


15) j.C > 2B > 2C > 5D > 236D: 1480 Dmg/ 35 Heat

  • Notes: The j.C must be done at the maximum height of the jump, so the third hit (it has more hitstun than the other two) allows the 2B to connect.


16) j.2D > 2/5A > 5B > 2C > 5D > 236D: 1478 Dmg/ 49 Heat

  • Notes: Easier on crouching opponent.


17) j.2D > 2/5A > 3C > 22C lvl 3, 66 6C: 2371 Dmg/ 29 Heat

  • Notes: Easier on crouching opponent


18) j.2D > 2A > 5D > 6B > 6D > 236D: 1644 Dmg/ 61 Heat

  • Requirements: Crouching opponent


19) Throw > 22C lvl 3, 66 6C: 3031 Dmg/ 21 Heat


20) Back Throw, 66 6D > 236D: 2484 Dmg/ 53 Heat


21) Air Throw, 6D > 236D: 2484 Dmg/ 53 Heat

  • Notes: This combo is dependent if Terumi is in or near the corner.


22) Back Throw, 66 5C > 22C lvl 3, 66 6C: 3145 Dmg/ 22 Heat


23) Air Throw, 66 5C > 3C > 22C lvl 3, 66 6C: 3128 Dmg/ 22 Heat


24) 236236A RC > 6B > 2C > 5C > 3C > 22C lvl 3, 66 6C: 5288 Dmg/ 8 Heat

  • Requirements: 100 heat


25) CH 623B, 6C: 3193 Dmg/ 1 Heat


26) 5D > 236D > 41236C, 2A > 5C > 3C > 22C lvl 3, 66 6C: 3094 Dmg/ 45 Heat

  • Requirements: 50 heat
  • Notes: 3C can be replaced by 2C and it is possible to use this combo with 9 heat in stock


27) 5D > 41236C, 2A > 5C > 3C > 5D > 236D: 2693 Dmg/ 22 Heat

  • Requirements: 50 heat
  • Notes: 3C can be replaced with 2C, 5D > 236D can be replaced with 22C lvl 3, 66 6C for more damage but less heat gain, it is possible to use this combo with 36 heat in stock.


28) 41236C, 2A > 5C > 3C > 22C lvl 3, 66 6C: 3383 Dmg/ 7 Heat

  • Requirements: 50 heat
  • Notes: 3C can be replaced with 2C.


29) FC 6B, 66 5B > 5C > 2C > 5D > 6B > 6D > 236D: 2900 Dmg/ 63 Heat


30) FC 6B, 66 AB, 66 5B > 5C > 2C > 5D > 6B > 6D > 236D: 3820 Dmg/ 50 Heat

  • Requirements: 25 Heat


31)FC 6b > Overdrive > 632146D: 3000?/5100?/7011 Dmg

  • Requirements: 50 heat/75 heat/100 heat

5B > 5C > 3C > 5D > 41236C (Side switch)> 5B > 5C > 3C > 5D > 236D

5B > 5C > 3C > 5D > 41236C (Side switch)> 5B > 5C > 3C > 5D > 41236C (Side switch) 5B > 5C > 3C > 5D > 236D

Midscreen to Corner[edit]

1) 2/5A > 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3: 2455 Dmg/ 13 Heat

  • Requirements: 50 heat


2) 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3: 2942 Dmg/ 15 Heat

  • Requirements: 50 heat


3) 5B > 2C > 6C RC(3) > 66 3C > 22C lvl 3, 66 5B > 5D > 6D > 236D: 3947 Dmg/ 62 Heat

  • Requirements: 50 heat
  • Notes: 236D can be replaced with 5C > 3C > 2D Okizeme.


4) 5B > 5C > 3C > 22C lvl 3, 66 6C RC(3) > 66 3C > 5D > 236D: 3748 Dmg/ 29 Heat

  • Requirements: 50 heat
  • Notes: In the corner, after the 5D it can be followed with 6D > 236D for more damage and heat.


5) 5B > 5C > 63214A RC(2) > 66 2C > 5C > 3C > 22C lvl 3: 2936 Dmg/ 8 Heat

  • Requirements: 100 heat
  • Notes: After the 63214A RC(2) you have 3 seconds of hitstun, so you can run through most of the screen, or if you feel like a troll and your timing is good you can taunt and continue the combo.


6) 5B > 5C > 63214A RC(2) > 66 22C lvl 1, delayed 5B > 5D > 6D > 5C > 236D: 3433 Dmg/ 50 Heat

  • Requirements: 100 heat
  • Notes: Do this if you have enough time to get to the corner after 63214A RC(2). The 236D can be replaced with 3C > 2D

Okizeme.



Corner Only[edit]

1) 2/5A > 3C > 22C lvl 1, delayed 5B > 5D > 6D, 5C > 3C > 236D: 2588 Dmg/ 58 Heat


2) 5B > 5C > 3C > 22C lvl 3, delayed 5B > 5D > 6D, 5C > 3C > 5D > 236D: 3677 Dmg/ 72 Heat

  • Notes: It's also possible from 2B, 3C or [FC 6B, 66 5C]


3) 5C > 3C > 22C lvl 3, delayed 5B > 5D > 6D, 5C> 3C > 5D > 236D: 3373 Dmg/ 70 Heat

  • Notes: Possible to use 2C gatling into 5C.


4) 6C RC (hit 3) > 66 3C > 22C lvl 3, delayed 5B > 5D > 6D, 5C > 3C > 236D: 3923 Dmg/ 60 Heat


5) CH 5C > 2C > 22C lvl 3, delayed 5B > 5D > 6D, 5C > 3C > 5D > 236D: 3539 Dmg/ 72 Heat


6) Max range 2C > 5D > 236D > 63214B, 2C > 5C > 3C > 22C lvl 3: 3459 Dmg/ 45 Heat


7) Max range 2C > 5D > 236D > 63214B, 2C > 5C > 22C lvl 1, 5B > 5C > 6C: 3732 Dmg/ 47 Heat

  • Notes: 2B starter possible with combo, must perform 5D as soon as possible to link all three hits of 6C at the end.


8) Max range 2C > 5D > 236D > 63214B, 2C > 5C > 3C > 5D > 6D: 3422 Dmg/67 Heat


9) j.A > 2A > 3C > 22C lvl 1, delayed 5B > 5D > 6D > 236D: 1720 Dmg/ 50 Heat


10) j.B(2) > 3C > 22C lvl 3, delayed 5B > 5D > 6D, 5C > 3C > 5D > 236D: 2518 Dmg/ 22 Heat


11) j.B(1) > 3C > 22C lvl 3, delayed 5B > 5D > 6D, 5C > 3C > 5D > 236D: 2710 Dmg/ 64 Heat


12) j.C > 3C > 22C lvl 3, delayed 5B > 5D > 6D, 5C > 3C > 5D > 236D: 2797 Dmg/ 65 Heat

  • Notes: The j.C must be done at the maximum height of the jump, so the third hit (it has more hitstun than the other two) allows the 3C to connect.


13) j.2D > 2/5A > 3C > 22C lvl 1, delayed 5B > 5D > 6D > 236D: 2011 Dmg/ 62 Heat

  • Notes: 5A for stading opponent, 2A for crouching opponent.


14) Throw > 22C lvl 1, delayed 5B > 5D > 6D, 5C > 236D: 3168 Dmg/ 63 Heat


15) Back Throw, 66 6C: 2178 Dmg/ 15 Heat

  • Requirements: Opponent in the corner


16) Back Throw, 5C > 2C > 5D > 6D, 5C > 3C > 236D: 2927 Dmg/ 60 Heat

  • Requirements: Terumi in the corner


17) 236236A RC > 5C > 22C lvl 3, 66 5B > 5D > 6D, 5C > 3C > 5D > 236D: 5698 Dmg/ 57 Heat

  • Requirements: 100 heat and Terumi cornered


18) CH 6C, 2B > 5C > 3C > 22C lvl 1, delayed 5B > 5D > 6D, 5C > 3C > 236D: 3571 Dmg/ 64 Heat


19) 2D > 5C > 3C > 22C lvl 3, delayed 5B > 5D > 6D, 5C > 3C > 5D > 236D: 3573 Dmg/ 91 Heat


20) 5D > 236D > 41236C, 2A > 5C > 3C > 22C lvl 3: 2814 Dmg/ 43 Heat

  • Requirements: 50 heat
  • Notes: Side switch combo, possible to use with 9 heat in stock


21) 5D > 41236C, 2A > 5C > 3C > 22C lvl 3, 66 5D > 236D: 3079 Dmg/ 42 Heat

  • Requirements: 50 heat
  • Notes: Side switch combo, possible to use with 36 heat in stock, 3C can be replaced with 2C and 5D > 236D can be replaced with 22C lvl 3, 66 6C but the opponent can tech out of the corner


22) 41236C, 2A > 5C > 3C > 5D > 236D: 2731 Dmg/ 7 Heat

  • Requirements: 50 heat
  • Notes: Side switch raw reversal distortion combo, 3C can be replaced with 2C and 5D > 236D can be replaced with 22C lvl 3, 66 6C but the opponent can tech out of the corner


23) 5B > 5C > 63214B, 22C lvl 2, delayed 5B > 5D > 6D > 236D: 4421 Dmg/ 57 Heat (It needs 50 heat)


24) FC 6B, 66 AB, 66 3C > 22C lvl 3, delayed 5B > 5D > 6D, 5C > 3C > 236D: 4682 Dmg/ 65 Heat (It needs 25 heat, don't charge the crush trigger or the combo will drop at the end)


25) 6B > 63214B, 22C lvl 3, delayed 5B > 5D > 6D > 236D: 4875 Dmg/ 59 Heat (It needs 50 heat, this combo is the same on FC 6B)


26) FC 6B, 66 AB > 63214B, 22C lvl 1, delayed 5B > 5D > 6D > 236D: 5470 Dmg/ 57 Heat (It needs 75 heat, don't charge the crush trigger or the combo will drop at the end)

5B > 5C > 3C > 22C lvl 3 > 5C > 2C > 5D > 6D > delay 5C > 3C > 236D > [63214A or 63214B, 632146D, 623B]

5B > 5C > 3C > 22C lvl 1 > 63214B > 66 3C > 5D > 6D > delay 236D > 63214A [ or 63214B, 632146D, 623B]


BlazBlue: Chrono Phantasmae
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