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Revision as of 21:56, 21 March 2015
Yuuki Terumi |
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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 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:
- Japanese Name: ユウキ=テルミ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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j.2D
j.2D |
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Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B (When Blocking) |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Snakebite
Snakebite 236D |
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Retaliating Fang
Retaliating Fang 214D |
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Cleaving Fang
Cleaving Fang 22C |
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Distortion Drives
Gleaming Fang
Gleaming Fang 41236C air OK |
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Divine Twin Blades
Divine Twin Blades 623B air OK |
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Serpent's Laceration
Serpent's Laceration 63214A/B |
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Venomous Bite
Venomous Bite 236236A |
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Serpent's Cursed Sting
Serpent's Cursed Sting 632146D |
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Screeches of the Condemned
Screeches of the Condemned 236236D/214214D |
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Astral Heat
Unholy Wrath of the Basilisk 222D |
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Strategy
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
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.
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The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
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
Useful safety normals are 5b, 2c or his rekka 6c. As for drives are 5d, 2d, 236d or j.5d.
Combos
Combo Notation Guide: |
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Midscreen
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
Midscreen to Corner
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
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] (It needs 50 heat)