About: Yūki Terumi/Move List   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

However, Terumi has several shortcomings: possessing no reliable overheads equals a very weak and non-existent mixup game. Terumi's only overheads are his j.2D and Serpent's Laceration Distortion; the former is easy to see coming, and the latter can only be accessed with 50% Heat, leaving Terumi with an extreme disadvantage against any player who is familiar with this shortcoming. Terumi's low health doesn't serve to give him any further advantages either, so characters who are primarily played defensively with large damage outputs (Tager) have to be approached carefully. Terumi's disadvantages don't end here, as he has no true projectile and his damage output, even with Heat, is poor. And just like Hazama, Terumi also has no meterless reversal.

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  • Yūki Terumi/Move List
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  • However, Terumi has several shortcomings: possessing no reliable overheads equals a very weak and non-existent mixup game. Terumi's only overheads are his j.2D and Serpent's Laceration Distortion; the former is easy to see coming, and the latter can only be accessed with 50% Heat, leaving Terumi with an extreme disadvantage against any player who is familiar with this shortcoming. Terumi's low health doesn't serve to give him any further advantages either, so characters who are primarily played defensively with large damage outputs (Tager) have to be approached carefully. Terumi's disadvantages don't end here, as he has no true projectile and his damage output, even with Heat, is poor. And just like Hazama, Terumi also has no meterless reversal.
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Literal Translation
  • Booming Fang Twin Heaven Blades
  • Emperor Snake Repenting Prison Fang
  • Fang Drill Piercer
  • Fang Sickle Attack
  • Great Serpent Martial Tempering Massacre
  • Snake Bind Sealing To Dusting
  • Snake Border Destroying Flash Fang
  • Snake Jaw
  • Snake Shining Refined Soaring Fang
  • Divine Return: Great Serpent Beheading Violent Sealing Hunger
dbkwik:blazblue/pr...iPageUsesTemplate
English Name
  • Snakebite
  • Venomous Bite
  • Nightmare Reaper
  • Cleaving Fang
  • Force Eater
  • Gleaming Fang
  • Retaliating Fang
  • Screeches of the Condemned
  • Serpent's Cursed Sting
  • Serpent's Laceration
  • The Divine Twin Blades
  • The Unholy Wrath of the Basilisk
Description
  • An outward sweep kick with his leading leg. Low kick that knocks down as his main sweep. Mainly used during combos. Doesn't have as much range as Hazama's 3C, but is still decent for staring combos.
  • The Overdrive version has Terumi rush through the foe through the air 4 additional times before the finish.
  • Terumi wraps himself in the aura of a massive snake and charges forward. Launches opponent. The midair version has Terumi dive at a diagonal-downward angle at the opponent.
  • Can now be super-cancelled at anytime after the last hit as of Patch 1.10.
  • As of Patch 1.10, the amount of stomps causes a different end-hit effect; Lv. 1 is a normal knockdown, Lv. 2 is a ground slide and untechable knockdown, while Lv. 3 is a wallbounce from anywhere.
  • Useful from long range as a surprise attack or in combos. The Overdrive version has Terumi dash once more for a second return, with the second dash on both ground and midair versions being the same.
  • C can be tapped rapidly for more hits, though heavy proration can occur the more stomps are inflicted if done as part of a big combo.
  • Terumi grabs the opponent and launches them backwards with his following heel. Wallbounces and can be followed up with dashing normals. Note that if you do this throw on an opponent in the corner who is too low to the ground, they will not reach the wall and instead groundslide and cannot be comboed from.
  • Can Fatal Counter.
  • Only the rapid strikes actually give the increased heat gain. Terumi will not do the slashes followup if the kick is blocked or hits an opponent who is too far away.
  • Terumi trips up the opponent with his leading foot and slams them to the ground while they're airborne with the other foot. Can be followed up with Cleaving Fang, Snakebite, or astral. The actual kick has more severe proration, meaning that you can generally squeeze out more damage if you RC or OD cancel right after Terumi trips the opponent.
  • Vacuums on both hit and block. Primarily used as combo filler since it builds a ton of heat and has a very long untech time, making followup combos extremely easy, and useful to set up midscreen oki.
  • Has 6A's animation. Poor in the fact that it won't hit low profile moves .
  • Same animation as Hazama's j.A, where Terumi jabs at a low angle with an open hand like their 2A's.
  • With the leading leg, a jumping upward flicking kick followed by a dropping heel kick that can ground opponents. Animation deceivingly looks like an overhead, but can be blocked low as well. First hit can be jump-cancelled, but consumes Terumi's remaining air options. Can be Rapid Cancelled for great mix ups.
  • Terumi throws two Ouroboros chains into the ground which tracks the opponent's current position, forming a red portal. When it connects, the chain binds the opponent as a portal opens behind Terumi and summons dozens of Ouroboros snakes to storm the opponent. Terumi then transforms into "Dark Susano'o", an evil, shadow version of Hakumen, and forms a pole-arm of darkness to finish off the opponent with one mighty slash.
  • Both chains will cause a guard break on a normal block, making it similar to a Crush Trigger, though of course they can be barrier blocked . The OD version is fully unblockable.
  • Same animation as Hazama's 5A, which is a "door knock" open backhand. Can be used as an anti-air and is a good quick pressure tool.
  • Shoots out a blast of snake-energy forward from his following hand flung upward in a forward step. Similar to Hazama's Venom Sword . Not strictly safe on hit, but has good range and pushback, making it a decent poke.
  • A command grab where Terumi slashes down on the opponent with his Ouroboros chain, then sweeps them up with it, forcing the opponent into a coil of chains in midair while Terumi gestures crazily. The opponent is then launched after the attack finishes.
  • Terumi's version of Hazama's The Serpent's Unholy Wrath; he turns via windup and axe-kicks his opponent to the ground, then stomps the opponent several times, to sweep them off the ground and finish with a backward kick trailed by an energy snake .
  • Summons Ouroboros behind the opponent and pulls them in. Tell-tale animation but advantageous on block. Not very useful as a pressure tool.
  • Terumi nonchalantly flings one of his knives in an outward slash at a diagonal angle while leaning back. Typical anti-air normal. Will miss crouching opponents. On counter hit, it will send the opponent flying horizontally.
  • Kicks the opponent with an attack similar to Hazama's Rising Fang, then follows with a rising backward frontflipping kick that causes trails of energy snakes. Launches the opponent high and provides a good form of invincibility, making it one of his only reversals.
  • The Overdrive version has Terumi toss the foe down to the ground after the grab and grind his foot on the opponent's head before finishing the attack with the final blows.
  • Spins wildly in midair with both knives in complex slashing. Looks similar to Hazama's j.C, but only deals 3 hits, and C must be pressed only once. Last hit deals more hitstun than others.
  • Does not counter jump-ins not close enough to the ground, crossups, or rising moves such as Inferno Divider's C version.
  • Terumi slashes his opponent twice with Ouroboros via an upward hook and a downward slam, then grabs them with both hands to inject his own Heat Gauge into the captured opponent. The greater the amount of meter, the higher the damage. Requires 50% or more Heat Gauge and uses the entirety. If a full Heat Gauge is used, Terumi then ends the attack with the Serpent's Laceration finisher.
  • Drive attacks have a greater Heat gain than their non-Overdrive variants. Drive attacks now actively steal the opponent's heat gauge and add it to Terumi's. While Nightmare Reaper is active, all Drive attacks and Distortion Drives are strengthened, both in damage and priority. Distortion Drives can also be cancelled into each other, and into themselves.
  • Extends two Ouroboros chains, capturing the opponent, attacks them in the air by flying to them back and forth with kicks and knife slashes using the chains as leverage, then slams them to the ground with a massive snake via a diving attack from above. Costs 100 heat.
  • A sweeping inward leading leg kick that doesn't knock down. Same animation as Hazama's 2B, except it has more severe proration and the recovery is much longer. Comes out very quickly.
  • Very easy Astral to land, as it is possible to combo nearly anything Terumi has into it, as well as Terumi's heat gain rate adding more of a benefit to it.
  • Has high minimum damage rating compared to most Distortion Drives, making it a great combo finisher, but launches the opponent rather high and away, making it impossible without the use of Rapid Cancels or a Counter Hit to combo off of it.
  • Turns in midair and strikes downward with a clawing motion of darkness downward with his leading hand. Similar looking to Hazama's Falling Fang animation and staple of Terumi's pressure. Can be used for cross-ups, overhead, and to extend pressure since it is positive on block. Can be TK'd very close to the ground as an overhead. On hit, a low j.2D can be comboed into 5A on a standing opponent and 5B on a crouching one.
  • The Overdrive version adds more stomps and has him doing a bow at the end, with it being possible followup with another Serpent's Laceration with enough Heat during the animation.
  • Deals the most amount of minimum damage out of all of Terumi's supers, and is a good finisher. Blockable, despite appearances.
  • The Overdrive version has Terumi perform Hazama's Hirentotsu/Wind Serpent's Fang as a finisher, which causes ground bounce, leading into optimal setups.
  • Terumi trips up the opponent with his leading foot and launches them backwards with his other foot. Wallbounces and can be followed up with dashing normals.
  • Terumi scoops inward with his following hand with one of his knives for a slash, which is basically Hazama's Devouring Fang without any special effects. Fairly poor Crush Trigger. Leaves Terumi fairly unsafe on block and has short range . Only consider using it an additional 50% Heat is available.
  • Jabs forward with open hand. Mostly identical to Hazama's 2A, except it has 1 more frame on startup. Great pressure tool when combined with Terumi's speed.
  • After kicking once with a leading leg roundhouse kick, Terumi turns and swings his following arm back and forth in hooking motions to strike his opponent with darkness in a flurry, then kicks again in a wild dance-like motion outward to the sky while leaping.
  • Rushes in at the opponent and slashes three times, via a wide outward slash while rushing forward, turning into a forward vaulting push kick with a heel-knife, then an inward downward slash while halting to a stop.
  • A new angled version is added in Patch 1.10, which has the same rules as the horizontal version in terms of blocking, only the angled normal version must be barrier blocked in midair instead.
  • Drive attacks have a greater Heat gain than normal attacks. They also nullify the opponent's Heat gain on hit or block; a visual effect appears on Terumi's body to signify this.
  • Terumi dashes forward with his hand extended. If the dash connects, he flings his opponent into the air with a brief vortex darkness before dragging them back down to the ground.
  • Terumi slashes outward with both knives in an X shape. Attacks diagonally downward with a very good hitbox. Ground-bounces on air counter-hit for easy follow ups and on ground counter hit, it is possible to link 6C or dash up 5B. Note that this does not hit overhead. Has very big pushback, making it difficult to combo off of on normal hit, but also difficult to punish the long landing recovery.
  • Very good raw damage, and the first blow hits overhead . Only the normal version allows for OTG and wakeup offensive options, as the OD version increases recovery time.
  • Can be super canceled, but has very heavy proration with its most early uses in many combos.
  • In Patch 1.10, a new A version of the move is added, where the first blow hits low instead via a back-turning sweep kick, and is a trip where Terumi only grinds his foot on top of the opponent's head and then does the finisher. The B version is still the same as the original overhead version.
  • Leans inward to slash inward with one of his knives to reap at the opponent's legs. Hits mid and doesn't knockdown. Can be jump-cancelled on hit or block. A strong footsies tool.
  • A counter/reversal-move where Terumi walks forward casually with Ouroboros being juggled around in his hands. If it succeeds, Terumi jumps over his opponent and lands while making an X shaped slash with Ouroboros coils crushing them, and dealing major damage. Launches a small bit on hit with a untechable knockdown. The Overdrive version deals more damage and counters low attacks as well.
  • Same animation as Hazama's 5B, a forward standing knee strike. Good for stagger pressure. Also similar to Hazama's 5B, it cannot be jump cancelled on hit.
  • Kicks forward with his leading leg while holding his hoodie and brings it in for an inward spin kick. Similar to Hazama's j.B, but deals two hits. Later frames will hit behind Terumi, which can cross-up like Hazama's j.B.
  • Crumples on last hit and can only be cancelled via Rapid Cancel. Counter hit properties will be followed into third hit.
  • Terumi repeatedly stomps on the opponent, then kicks them away. Can only be used as a down pursuit attack via OTG. Can be followed up in the corner since it can wallbounce at the end.
  • A forward hand-standing knee strike. Gives lower body invulnerability. Can be chained from most normals and is a great pressure tool, as it it advantageous on block. Can be held down to feint the attack. Can also Fatal Counter.
Input
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