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Line 7: |
Line 7: |
| '''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/> |
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
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
5B
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Click!
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- 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
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Click!
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- 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.
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2A
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Click!
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- 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.
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2B
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Click!
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- 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.
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2C
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Click!
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- 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.
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6A
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Click!
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- 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.
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6B
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Click!
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- 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.
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6C
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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3C
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
j.A
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
j.B
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
j.C
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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)
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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
|
Damage
|
Cancel
|
Guard
|
Startup
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Active
|
Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
6D
|
Damage
|
Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
j.D
|
Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
j.2D
|
Damage
|
Cancel
|
Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
|
-
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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.
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Throws
Forward Throw 5/6B+C
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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
|
Damage
|
Cancel
|
Guard
|
Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
Air Throw j.B+C
|
Damage
|
Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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
|
Damage
|
Cancel
|
Guard
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Startup
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Active
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Recovery
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Frame Adv
|
Attribute
|
Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
Gasenshou 214D
|
Damage
|
Cancel
|
Guard
|
Startup
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Active
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Recovery
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Frame Adv
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Attribute
|
Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
Garengeki 22C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
Distortion Drives
Jakyou Messenga 41236C
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Damage
|
Cancel
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Guard
|
Startup
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Active
|
Recovery
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Frame Adv
|
Attribute
|
Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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Gouga Soutenjin 623B
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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!
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Orochi Burensen 63214B
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
Ouja Zanrouga 236236A
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Damage
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Cancel
|
Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
|
Invul
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Hitbox
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
Jabaku Fuuenjin 632146D
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
-
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-
|
-
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-
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-
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-
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-
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-
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Click!
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- 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.
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Jarin Renshouga 236236D
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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Click!
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- 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.
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Astral Heat
- -
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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-
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-
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-
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-
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Click!
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- 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.
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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:
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- > = 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.
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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