BBCP/Yuuki Terumi: Difference between revisions

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'''Play-style: Offensive, Meter Draining'''<br/>
'''Play-style: Offensive, Meter Draining'''<br/>
'''Movement Options: 1 Double Jump/Airdash, Dash-type: Run'''<br/>
'''Movement Options: 1 Double Jump/Airdash, Dash-type: Run'''<br/>
<br/>
<big>'''Drive: Force Eater"'''</big><br/>
<big>'''Drive: Force Eater"'''</big><br/>
To perform Distortion Drives (super moves), Heat gauge is required. By using his "Force Eater" gauge, Terumi can drain his opponent's Heat gauge on hit or block.<br/>
To perform Distortion Drives (super moves), Heat gauge is required. By using his "Force Eater" gauge, Terumi can drain his opponent's Heat gauge on hit or block.<br/>

Revision as of 17:12, 27 July 2013

Yuuki Terumi

Overview

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 day one of the console release by dlc.

Health:
Play-style: Offensive, Meter Draining
Movement Options: 1 Double Jump/Airdash, Dash-type: Run

Drive: Force Eater"
To perform Distortion Drives (super moves), Heat gauge is required. By using his "Force Eater" gauge, Terumi can drain his opponent's Heat gauge on hit or block.

Overdrive: Nightmare Reaper
Improves the strength of his Drive and Distortion Drive attacks. His Drive attacks also drains more meter while in Overdrive.

Pros/Strengths:

  • --insert in this format--
  • Make sure you retain the bullets
  • Like this


Cons/Weaknesses:

  • --insert in this format--
  • Be sure to keep all <br/>'s in the same place as they were in the skeleton!


External References:


Move List

See also: Terumi Full Frame Data

Normal Moves

5A
BBCP Terumi 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

5B
BBCP Terumi 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

5C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

2A
BBCP Terumi 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

2B
BBCP Terumi 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

2C
BBCP Terumi 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

6A
BBCP Terumi 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

6B
BBCP Terumi 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

6C
BBCP Terumi 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

3C
BBCP Terumi 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

j.A
BBCP Terumi jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

j.B
BBCP Terumi jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

j.C
BBCP Terumi jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Counter Assault
6A+B (When Blocking)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Crush Trigger
5A+B
BBCP Terumi CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Drive Moves

5D
BBCP Terumi 5D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

2D
BBCP Terumi 2D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

6D
BBCP Terumi 6D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

j.D
BBCP Terumi jD.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

j.2D
BBCP Terumi j2D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Throws

Forward Throw
5/6B+C
BBCP Terumi ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Back Throw
4B+C
BBCP Terumi BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Air Throw
j.B+C
BBCP Terumi AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Specials

Jagaku
236D
BBCP Terumi 236D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Gasenshou
214D
BBCP Terumi 214D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Garengeki
22C
BBCP Terumi 22C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Distortion Drives

Jakyou Messenga
41236C
BBCP Terumi 41236C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


A Distortion Drive that makes Terumi rush forward with the aura of a gigantic snake. Can be used either as a combo ender or as a surprise attack from a distance.

Gouga Soutenjin
623B
BBCP Terumi 623B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Similar to Hazama's "Houtenjin" attack, this is a move that kicks your opponent high upwards. Use this move's invulnerability to interrupt the enemy's attacks!

Orochi Burensen
63214B
BBCP Terumi 63214B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Ouja Zanrouga
236236A
BBCP Terumi 236236A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Jabaku Fuuenjin
632146D
BBCP Terumi 632146D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


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.

Jarin Renshouga
236236D
BBCP Terumi 236236D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


After grabbing the opponent, they are slammed into the ground with the image of a great serpent. This move requires 100% of the Heat gauge to be activated.

Astral Heat

-
-
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • List any properties that are noteworthy. This includes any frame-special properties (when a move is invincible, which frames a move is in a certain state, etc.), practical uses (anti-air, footsie, etc.), and combo options. Be sure to keep everything in this part short. Remain as objective as possible.


Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

Strategy

Offense

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

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's 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

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only


BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc