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:TER: Overview :TER:

Terumi is a high speed pressure character who excels in getting large amounts of meter. Terumi drive allows him to gain more meter than the majority of the cast ever will by landing his drive attacks. He then uses his meter reserves to get high damage combos, far range whiff punishes, and any other situation that you can think of. His drive attacks have good range, and along with his other good normals give him access to a decent mid-close range neutral game if they are used properly. When Terumi does get in your face, his speed and good frame advantage allow him to ravage the opponent with frame traps, punishing mashing with large amounts of damage using his stockpiled meter.

Terumi does have quite a few glaring issues however. His mixup game is nearly non existent without meter. His command grab despite having a lot of range, is painfully slow. He has no standing overhead outside of 63214B which is a super and is very gimmicky overhead at that. His J.2D is not that great of a solution to this problem due to you need to jump to use it. His good mixups require 50 heat to even attempt to hit them with it.

He has a very hard time confirming punishes at his max range without meter. Snake bite does not have the reach it once had, not allowing it to connect, and 6C has issues connecting at that range.

Lastly his midscreen damage without meter is very poor. Terumi’s midscreen combos without meter are all about doing small combos and getting the meter that you need to become a legit character.

As many people including me will tell you. Terumi is the worst character in the game for a reason but that doesn’t mean that he can’t win at a high level. You have to be on point in your gameplay and read your opponent. If you can get past the hurdle, the fun and satisfaction of playing this character are endless.

 

 

Frame Data: http://www.dustloop.com/wiki/index.php?title=BBCPE/Yuuki_Terumi/Frame_Data

Most of the frame data here is correct, unless it is mentioned otherwise here in the guide, you can use the frame data here.

 

Warning!!!!: I will be expecting you to know a bit of notations and terminology to refresh your memory click here- http://www.dustloop.com/wiki/index.php?title=Notation

 

 

Normals:

:n: :abt: : Your fastest normal at 5 frames, 5a is mainly used as either an anti-air or to interrupt your opponent’s pressure. Whiffs on all crouching characters except hakumen and tager.

:d:  :abt: : 7 frame jab. +1 on block. This is one of the man pieces of your pressure game. Also useful for throw setups.

 

 

:j: . :abt: : jumping jab. One of his best options for hitting crouchers on a jump in. It is also a good anti-air option.

 

 

:f:  :abt: : This is terumi’s true anti-air. Fast, hitbox covers his entire head, good horizontal range, and jump cancelable on hit and block. In other words, this is a great anti air. The only downside is the damage off of it even with meter can leave a lot to be desired on normal hit. On counter hit it has a lot more hitstun allowing for good damage and heat gain.

 

 

:n:  :bbt:  : Terumi’s 5B has much shorter range that your average 5b however it is +2 on block, making it an excellent pressure tool, Thanks to Terumi’s fast run speed, this can also be used as a high damage counter poke in his neutral game.

 

 

:d:  :bbt: : This move has some of the best range of his non drive attacks and it is his main low hitting normal. However the recovery on this move is abysmal. This is used in his mixup game and in neutral where his drive normals are too slow to cut it. In CPEX the recovery was reduced making it -8 on block, but the recovery is still bad to the point where you need to exercise caution. Beware of opponents with good instant blocking skills, it makes any gatiling to a C or D normal from this move besides 3C have a gap.

 

 

:j:  :bbt: : great horizontal range, ok vertical range, can cross up in the later parts of the move, and hits twice. All purpose air normal however compared to some of his other normals it is not that good of a jump in.

 

 

:f:  :bbt: : One of his slowest normals at 24 frames. This is also one of his most dangerous. What makes this normal good is that it goes under highs, has lower body invuln, has throw invuln, and is +3 on block. 6B can also be feinted for throw setups and mind games. Now the weaknesses of this normal is that it has no mid or projectile invuln whatsoever. Most 5Bs and dps will blow you up for overabusing this move. The feint has no kind of invuln whatsoever. The feint is excusively to play mind games with opponents that respect your pressure. How much you use this normal depends completely on the matchup and how well your opponent can instant block. Some matchups you will be using it sparingly, in others you will be spamming it a lot.

 

 

:n:  :cbt: : The range is about as short as 5B but just like 5B it is an excellent pressure tool. 5C moves Terumi forward allowing him to stay in his opponent’s face and helps a little bit to prevent his normals from whiffing due to your opponent barrier blocking. Terumi is also considered airborne at around the first active frame so it can be used as a throw bait if timed right. 5C can be jump canceled on the first hit however you cannot double jump or air dash when you do this. This is also his main mixup tool using meter which will be explained later. Due to 5C only being -2 on block it can sometimes be used as a tick throw option.

 

 

:d:  :cbt: : This is his 2nd longest ranged normal that is not a drive move. It reaches slightly farther than 2B and is jump cancelable on block and hit. Unlike 5C, you can double jump and air dash when you jump cancel it. This is one of your main pokes however just like his other long range normals, it has pretty bad recovery on it, so be careful with your placement. Its other use is as one of your few gateways to a mixup, especially without meter. This can lead to your overhead and a damaging low option. 2C also puts Terumi pretty low to the ground, which makes it a situational anti air as well as an excellent counter poke in certain matchups.

 

 

:j:  :cbt: : This is a much altered Hazama J.C. Where Hazama mainly use this for combo filler (Terumi does this too), Terumi’s J.C sees a lot of use in neutral. You would mainly use J.C as a way to protect yourself from an approach where J.D won’t cut it due to its speed. Not that great of a jump in, but it is still good to use off of an instant air dash.

 

 

:f:  :cbt: : The infamous 6C. This made scrubs cry in terror when trying to learn how to fight Terumi. It is not that godlike, but it can be in certain situations. For one it is your longest ranged normal (5D used to be tied in range back in 1.1). 6C cannot be canceled into anything but a rapid cancel however you can combo after it without meter on counter hit. It is very unsafe on block and will so if this does not connect or you don’t have meter you will be punished heavily for it. You will mainly be using 6C as a combo ender, extender with meter, whiff punisher with meter, and for all kinds of hard reads if you have the guts to go for it.

 

 

 

Terumi’s Drive:

Terumi’s drive allows him to gain large amounts of meter on hit and block. The amount of heat gain varies between the drives and on hit and block. To help reinforce his meter heavy gameplan, his drive moves also doubles as some of his best pokes, combo fillers, combo extenders, and combo enders. Bear in mind that the heat gain on block can be a bit inconsistent and this extra heat gain is affected by heat gain cooldown. Drive moves also make the combo scale faster, so you get less and less heat the more you use them. You can check the link at the top of the guide for the heat gain values if they are not listed here.

 

 

 

:n:  :dbt: : Has the same animation has hazama’s 236A. This is your 2nd longest ranged normal as well as your go to poke. 5D gains 14 heat on hit and around 7-9 heat on block. This move is NOT a projectile however you can nullify projectiles and hit your opponent at the same time. Since this is your main poke, you must be aware of this move’s flaws. Your hurtbox extends to the end of terumi’s hand which is about half of the hitbox. The max range of this move is NOT at the tip but at around the snakes’ eyes (just short of the tip). At max range (especially if it was used to counterpoke or whiff punish) you are not going to get any reasonable damage or heat gain unless you have heat or get a counter hit. The startup and recovery are pretty sizeable so you must be careful when you throw this out. While it is pretty negative on block (especially on instant block) your variety of gatiling options, special cancels, super cancels, and proper spacing will keep you from being punished.

 

 

:j:  :dbt: : Gains 16 heat on hit and gains 5-6 heat on block. With a whopping 20 frames startup, 23 recovery in the air, and 6 frames landing recovery, this move sounds bad on paper. J.D however is your main air normal. The hitbox is massive and Terumi doesn’t extend his hurtbox. This allows him to prevent his opponent from approaching too carelessly unless they want to give him free meter. Its flaws however can be exploited. J.D’s slow startup makes it bad to throw out if your opponent is too close to you. The small amount of landing recovery allows some characters to punish you on whiff however this isn’t that easy to do for a lot of the cast. Lastly this normal can be very hard to confirm into combos. 5D only links if J.D is done as late as possible. J.D has a lot of pushback and knockback, making all of his other normals hard to link as well. When you hit an airborne opponent, unless it is a counter hit, your only options are to use meter or chain into j.d. Learning when and where you can confirm off of this normal is essential with Terumi.

 

 

 

:j: . :d: :dbt: : Gains 12 heat on hit and around 6-7 heat on block. Your “overhead” and I use this term lightly. That being said, it is not that good of a move. It has 15 frames of startup, combined with jump start up, the fastest you can do this is 20 frames. While this sounds good on paper, let’s breakdown the flaws. One, in bbcpex it is no longer + on block when tked. It is -3 on block (-6 on instant block). The only time you can go into it without leaving a gap where you can’t get 5C counter hit is 5C or 2C (you leave a small gap for your opponent to jab you but they don’t get anything big unless they instant block, have a dp, or have meter). You can only get a combo off of j.2d without resources when done right when you are about to land from your jump. Other than that you have to either RC or use supers. This move’s main use is as on Overdrive combo extender and as an air combo ender. This doesn’t mean you shouldn’t occasionally use J.2D as an overhead. You can catch people off guard. Just don’t rely on it too much to open up people.

 

 

:f:  :dbt: : This is a combo extender. That is all. I don’t recommend it for any other purpose mainly because another normal can fulfill the role better. Also if you are too far away from your opponent when you hit them with the inital attack, terumi will not do the follow up. Gains 28 heat on hit.

 

 

 

:d:  :dbt: : This move is limited to being used for oki, very specific combos, and mash bait. With 40 frames of startup before it becomes active, despite being very plus on block, this is not good for as a pressure reset, you can be punished heavily by a patient opponent. Off of specific knockdowns (22C and 6D) can be used as an oki option. Gains 24 heat on hit and about 9-10 heat on block.

 

 

 

Specials (lol):

:d:  :df:  :f:  :dbt: : Terumi rushes at the opponent. If it connects, he will raise them up and slam them down, gaining a lot of heat in the process. Gains 29 heat on hit. This is your main combo ender when you want meter or filler when you want to add a super to the combo. Due to the short whiff recovery, it can be used as a very gimmicky pressure reset, don’t overabuse it. It is very negative on block, most 5Bs will punish you on block and even some 5Cs will connect.

 

 

 

:d:  :db:  :b:  :dbt: : Gains 34 heat on successful grab. Terumi command grab. Oh boy this move is a serious piece of **** of a grab. It has 25 FRAMES OF STARTUP and 43 FRAMES OF RECOVERY. Hold on it gets better. The grab is a very short starter that can only be canceled by RC and supers. The most you are going to get off of this grab in a practical situation is 3249 damage using 100 heat. The only time you will be using this grab is in very unorthodox situations on offense or if your opponent for some odd reason cannot react to it. Other than that, pretend this move doesn’t exist.

 

 

:d:  :d:  :cbt: : Pure combo filler. Can only be used on a downed opponent, or after 3C. All of your most damaging combos use this move.

 

SUPERS

:b:  :db:  :d:  :df:  :f:  :cbt:  (Air OK): Terumi rushes at the opponent covering ¾ of the screen. You can get a about a 3k combo with minimum requirements on a successful hit. The super has full invuln starting on frame 4 so it can’t be used as a reversal on meaties. The super is -8 on block but a lot of characters have trouble punishing it on normal block. Air version is not punishable in most situations by most of the cast. Overall, this is his best super in terms of utility.

 

:f:  :df:  :d:  :db:  :b:  :bbt: or :abt:: B version is an overhead. A version is a low. With 100 heat, this is a legit mixup, but the damage is low for the amount of resources you use. The B version is your main corner combo extender. A version when RCed on the second hit leaves them in a long untechable state, making it useful in specific combos.

 

:f:  :d:  :df:  :bbt: : This is your main reversal option. Does high minimum damage so it is good for closing out a match. With 100 meter, It can be used as a gateway for flashy OD combos. It is also your main combo extender while in OD.

 

:f:  :df:  :d:  :db:  :b:  :f:  :dbt: : This is a great match closer due to the very high minimum damage. Can also be used as a reversal option but it is a lot slower than 623B. Uses your entire heat gauge on successful hit and does more damage based on the meter you have. Drains your opponents heat gauge in OD.

 

:d:  :df:  :f:  :d:  :df:  :f:  :abt: : This is Terumi counter super (lol). Counters on frame 1. It counters overheads and mids. In OD, it counters overheads, mids, and lows. Always loses to unblockables, projectiles, and throws. It loses to rising attacks like inferno divider. If they are falling to the ground they will be countered in most situations. The counter will not activate if they attack you from behind. As you can tell, this counter loses to almost everything. However the damage potential off of this counter is huge. (3.2 on the counter alone, 5.K+ if you rapid cancel). If you miss with this counter, they have an ETERNITY to punish you. If the character has a run, you will be put in the corner. You are guaranteed to be fatal countered. Only use this super to counter safe jumps and specific oki setups or if you have balls of steel.

 

:d:  :df:  :f:  :d:  :df:  :f:  :du:  or :d: :db: :b: :d: :db: :b: :dbt: : Costs 100 heat. Terumi shoots out a chain. If it connects, he shoots another chain and leads into a cinematic. Normally it guard crushes and if barrier blocked it sucks his opponent in, leaving him in a good position. In OD, it is completely unblockable. This is mainly used to close out matches midscreen and against zoners to blow up projectale throwers

 

Mixup Game

:vbang: Without Meter :vbang:

 

With no meter to burn, your mixup options are very limited. Your high/low game is very bad without meter. You have to make up for it by making sure you have a very good throw game and enforce strike/throw mixups when you can. Make sure that you test your opponent’s habits on defense and see which mixups they will get hit by more.

 

6B> One of the many pieces of your strike/throw mixup game. 6B has a lot of throw invincibility throughout the move and if they try to break a grab at the wrong amount, it is a free fatal. However this is beaten by using the throw break option select. This is done by using 4(1)A+B+C to guard. It will allow you to break a grab for a very small window (about 3 frames) and let you block the 6B. Terumi can fight this by mixing up where he throws and baiting the OS using 2A>throw.

 

2A> lets you either start your stagger pressure due to the frame advantage on 2A or go for grabs. By doing 2A>throw immediately, you can punish people that use the throw option select a lot, making them more open to 6B. You can also just use the frame advantage to microdash throw instead for a green throw. You can also do 2A>5A whiff into grab as a fast tick throw.

 

5B> +2 on block, which allows you stagger pressure or go for a grab. 5B> microdash 5B if done correctly only has a 6 frame gap in-between the 5Bs. Making it tricky for some characters to get away from you. Since 5B cannot be canceled into grab, It’s not that great for stopping the throw OS if your opponent is on point.

 

5C> without meter you don’t have as many options, but 5C is still a great tool. Despite being -2, it can be a good lead into throws. If your opponent doesn’t throw OS a lot, you can do a slighty delayed 6B and tag them. Since 5C is airborne, It can be used as a way to stop grabs but bear in mind that the throw invuln takes a while to kick in unlike 6B.

 

2C> This normal is your only real source of a high/low mixup without meter, and even then it is not that great. Jump cancel air 2D is your overhead option, and 3C is your low option. If you want to go for the mixup, you must use 2C early in your blockstring or 3C will not connect at all. If your opponent knows the matchup then he will be pretty willing to get hit by the overhead until you get meter because you can’t get anything off of TK J.2D without meter except 12 heat and more pressure.

 

J.2D> Overhead, Without meter it is mainly a hit check to get some meter. You can use either your jump cancelable normals (5C makes it too obivious, 2C is your best option, 5A is very situational.), or during stagger after a normal with frame advantage (They must be conditioned, very easy to jump out of.)

 

214D> I know I said this move is horrible, but like I said before also, check your opponent with this sparingly and see if they prove to you that they can deal with it. If they can’t, this is a free 36 heat.

6B gaps- It is very important that you know how big the gaps are when you use 6B so you know how big the risk is when you go for it. Remember that you can not get hit by most crouching normals and most 5As due to it going under highs and the low invul.

5A and 2A>6B- 13 frame gap

2B>6B- 11 frame gap

5B, 5C, or 2C>6B- 8 frame gap

5D>6B- 6 frame gap

As you can tell most of these strings can be mashed out of by most characters 5Bs and 5Cs. The key is to mixup where you use 6B in your blockstrings, and to mixup when you use the feint or not. The most effective normals honesty are 2A, 5B, 5C, and 5D. 2A, 5B, 5C can force your opponent to react because they are your main tick throw options. Once you condition them to lookout for grabs, you can slip in delayed 6Bs to fatal them if they are not using the throw break option select. 5D is effective because it is the hardest to mash out of without a DP handy and it allows you to build a lot of meter. Most characters must instant block or instant barrier to mash out with normals however some don't need to if they have a good enough 5A or a dp (azrael, ragna, celica to name a few.)

If your opponent's defense is solid, just you're just going to have to get your meter and see if you can force your opponent to react and punish them. Without meter to burn, you mostly have to relay on a solid neutral game to push your advantage. Terumi's gimmicks are not good enough to give you free wins. You must abuse your opponent's bad habits while remaining solid yourself and stay on top.

 

 

:yaaay: With Meter :yaaay:

 

5C RC(1) mixups: Thank you to HeavyMetalMixer for having this typed out. Saves me alot of time. Make sure that you check out his BNB list at the end of the guide.
5C RC mixups are exactly as said. RCing the first hit of 5C on block and putting your opponent in a nasty mixup situation. The damage is not the greatest, but it's not that easy to defend if you mixup the options at your disposal. Your overhead options off of this mixup are great because your opponent cannot mash dps on you since it is a true blockstring. Once you condition your opponent, you can start going for lows and throws.

Note: The j.C variations of double overheads are more ambiguous but
harder to confirm the combo.

Midscreen:

1) j.AB/C: Double overhead, low damage and heat. You can go for [5B > 5D >
6B > 6D > 236D] for 1546/27 or [5C 3C 22C lvl 2 6[6] 6C] 1957/7.

2) j.A 2B/3C: High then low. More damage than the j.AB/C. You can go for
[2B > 5C > 3C > 22C lvl 2, 6[6] 6C] for 2381/9. If you replace 2B with 3C the
damage is bigger. After the j.A 2B 3C works for a double low that can
be followed with [22C lvl 2, 6[6] 6C] for 2244/9.

3) j.A delayed Throw: Biggest damage. You can even do j.AB/C, but Terumi
needs to advance a little to not whiff the Throw. You can also use J.D to setup the throw to make it more
ambiguous

4) j.A j.2D: Slower double overhead that leads to the biggest heat gain
between al the variations. You can go for [2A > 5D > 6B > 6D 236D] for
1806/31. The j.A cannot be skipped in this one or the 2A won't connect.

5) j.B/C: A less ambiguous double overhead. You can go for [5C > 2C > 5D > 6B
6D > 236D] for 1916/28 or [5C > 3C > 22C lvl 2, 6[6] 6C] for 2180/8.

6) j.A 2A/5A/5B: Useful for frametrapping and preveting jumps.



Corner: Same variations, so I'll just put the combos you can get from
them.

1) j.A/B/C: If they get hit by J.A first [3C > 22C lvl 1 (lvl 2 if you use J.B/C), 5C > 2C > 5D > 6D > 236D] 2010/40.

2) j.A 2B/3C: 2B and 3C combos in the Bnb list.

3) j.A delayed Throw: Throw combos in the bnbs list.

4) j.A j.2D: [2A > 3C > 22C lvl 1, 5C > 2C > 5D > 6D 236D] 2373/50.

5) j.B/C: [5C > 3C > 22C lvl 2, delayed 5B > 5C > 2C > 5D > 6D > 236D]
2609/49.

6) j.A 2A/5A/5B: 2A/5A/5B combos in the Bnb list.

 

 

 J.2D mixup:

 

This is done by RCing J.2D as soon as it is blocked or hit. Do keep in mind that this is not as safe or as damaging as 5C RC mixup, but we can’t afford to be too picky with our options.

 

 1. j.2D > RC > 2B/3C: Low. Usually the one you want to use to teach them they can't mash any buttons. Has the smallest gap out of all of your options.

 

 

2. j.2D > RC > fall and walk > throw

 

 

3. j.2D > RC > air dash (not touching the ground): This one opens the door to other four possibilities. If done perfectly it doesn’t have a gap on normal block and barrier, however if J.2D is instant blocked or barriered, it will always have a small gap. WARNING!!!!!! YOU CAN NOT ATTEMPT THIS IF YOU DID J.2D OFF OF 5C JUMP CANCEL!!!!!! Since you are already airborne when using 5C, it uses up your double jump/airdash.

 

 

      a) . . . > j.A > j.C: double overhead. Can be comboed with microdash > 5B > 5C > 5D > 6D > 236D/6C. Also you can do microdash > 5B > 3C > 22C lvl 2 >  66 6C/236D for more damage than usual.

 

Please bear in mind that this mixup relies on the fact that J.2D WILL BE BLOCKED!

If for some reason they get hit by J.2D and you RC J.2D, Go for J.A(X2)>J.B into a basic ground confirm. Like your other options, it won't do much damage, but it is something.

 

 

:wtf: Tips for Neutral :wtf:

:eng101: Learn the max range of all of your normals> Almost all of Terumi's normals have a use in his neutral game. Knowing the range where your opponent is in your danger zone can be cruical to turning the tides into your favor in neutral. Terumi prefers to be right in your opponent's face mainly since that's where he get's access to his best normals. However if you need to play footsies, you play around at the tip of 5B range and the tip of 5D range for maximum harressment until you get in or you gain enough meter. This can change depending on the matchup. Don't just auto pilot the D button. :arg:

 

:eng101:Learn comfirms at all ranges> In BBCPEX, Terumi has to be alot more cautious on distance to confirm his punishes at neutral depending on the range you hit them at. Practice combos depending on those situations. For example, you use a max range 5D to whiff punish a ragna 5B hitting his foot. Unless it was a counter hit, 6C will not combo properly. You need to use messenga to get a confirm or you can use jayoku to get closer to your opponent and start pressure.

 

:eng101:Defend your space!> Don't let your opponent get in on you for free without your permission. Make them work for it. His J.D and 5D is perfect for this, but almost all of Terumi's normals are perfect for this. Make sure you anti air them and defend your air space as well. Mix up the timings and normals that you use to make your opponent change their approach.

 

:eng101:Master your movement> While Terumi's movement options are pretty standard, All of them are faster than average, his run is especially good. His run makes him lower his hitbox, combined with its high speed, it can allow you to move in situations where other characters couldn't. Don't forget that sometimes it's better to walk than it is to dash. making very slight adjustments in positioning can make a difference between you hitting your opponent and your opponent hitting you.

 

:eng101: Test your Opponent> You will not know what your opponent is weak to if you do not test them. Try out stuff on them and see if it works. If it doesn't work, then lay off of it and come back to later in the match. If it does and your opponent doesn't try to stop you, abuse it until they learn and finally stop you from bullying them

 

The footsies Handbook: While this is mostly based on Capcom games, it is great read to help understand neutral. A lot of it can be appilied to blazblue although you must adjust your mindset a bit due to how differently movement and a lot of other mechanics work in blazblue.

http://sonichurricane.com/?p=460

http://sonichurrican...m/?page_id=1702

 

More links you will find helpful

 

Combo references: HMM's BNB list   http://www.dustloop.com/forums/index.php/topic/10779-cp2ex-yuuki-terumi-combo-thread/#entry924708 – Credits to HeavyMetalMixer

Basics combo video by me- https://www.youtube.com/watch?v=8Soc0IOe5Is&app=desktop

Driveloop tutorial by me: Part 1- https://www.youtube.com/watch?v=stoMRZ3dlkQ

Part 2- https://www.youtube.com/watch?v=1LlISR-hitg

Terumi 2.0 combos by Kurubushi: https://www.youtube.com/watch?v=wr_jn7ie2O4

Yuuki Terumi Development (?) combos part 1: https://youtu.be/P2FV0nC1-n8

BBCPEX Yuuki Terumi Combos [Development] part 2: https://youtu.be/0KbtPp9pnOc

 

This guide will be updated if needed. Thanks for reading!

Edited by Fame96
updated guide with more info
Posted

Tomorrow I'll test again all the posibilities about the 5C RC(1) and j.2D RC mixups. Another thing is that in the j.D you put j.2D almost everywhere.

 

" . . . Only use this super to counter safe jumps and specific oki setups or if you have balls of steel."

 

I got BALLS OF STEEL!

Posted

Tomorrow I'll test again all the posibilities about the 5C RC(1) and j.2D RC mixups. Another thing is that in the j.D you put j.2D almost everywhere.

 

" . . . Only use this super to counter safe jumps and specific oki setups or if you have balls of steel."

 

I got BALLS OF STEEL!

Thank you! Edited that section.

Posted

Here are the results on the 5C RC(1) mixups (j,2D RC mixups are harder than in 1.1, and I couldn't test them : / )

 

5C RC(1) mixups:

Note: The j.C variations of double overheads are more ambiguous but
harder to follow in combo.

Midscreen:

1) j.AB/C: Double overhead, low damage and heat. You can go for [5B > 5D >
6B > 6D > 236D] for 1546/27 or [5C 3C 22C lvl 2 6[6] 6C] 1957/7.

2) j.A 2B/3C: High then low. More damage than the j.AB/C. You can go for
[2B > 5C > 3C > 22C lvl 2, 6[6] 6C] for 2381/9. If you replace 2B with 3C the
damage is bigger. After the j.A 2B 3C works for a double low that can
be followed with [22C lvl 2, 6[6] 6C] for 2244/9.

3) j.A delayed Throw: Biggest damage. You can even do j.AB/C, but Terumi
needs to advance a little to not whiff the Throw.

4) j.A j.2D: Slower double overhead that leads to the biggest heat gain
between al the variations. You can go for [2A > 5D > 6B > 6D 236D] for
1806/31. The j.A cannot be skipped in this one or the 2A won't connect.

5) j.B/C: A less ambiguous double overhead. You can go for [5C > 2C > 5D > 6B
6D > 236D] for 1916/28 or [5C > 3C > 22C lvl 2, 6[6] 6C] for 2180/8.

6) j.A 2A/5A/5B: Useful for frametrapping and preveting jumps.



Corner: Same variations, so I'll just put the combos you can get from
them.

1) j.AB/C: [3C > 22C lvl 1, 5C > 2C > 5D > 6D > 236D] 2010/40.

2) j.A 2B/3C: 2B and 3C combos in the Bnb list.

3) j.A delayed Throw: Throw combos in the bnbs list.

4) j.A j.2D: [2A > 3C > 22C lvl 1, 5C > 2C > 5D > 6D 236D] 2373/50.

5) j.B/C: [5C > 3C > 22C lvl 2, delayed 5B > 5C > 2C > 5D > 6D > 236D]
2609/49.

6) j.A 2A/5A/5B: 2A/5A/5B combos in the Bnb list.

Posted

Thank you! I will give you credit and get it added right away. I'll handle the J.2D stuff.

I am also going to try to smooth out the guide somemore so it is easier to read.

Posted

I really need this guide, even after more than one year after starting playing Terumi in 1.1, I still don't know how to play anything about him besides the combos, mostly Neutral.

Posted

So the first post of the guide says that Jagaku is unsafe; the wiki, however, says it's only -4. Is the wiki wrong?

Yes. Jagaku is now at least -8 on block. I don't have an account to edit the wiki :(
Posted

Yes. Jagaku is now at least -8 on block. I don't have an account to edit the wiki :(

 

You don't need an account to edit in the Wiki, how do you think I put the Combos :v: ?

Posted

So the -4 number was from Chrono Phantasma, and ported over without checking?

 

We know thatb 236D is -8 on block due to some arcade player twits, we don't have BBCPEX framedata.

Posted

Any chance of simply modifying the OP so that we don't need to add multiple post and we can keep all the info in one place?

Dustloop was giving me issues before, but I was able to figure it out. OP has been updated.

Posted

Hazama's has 6 frames of startup, sadly, Terumi's has 7.

Hmmm..

 

I thought Terumi's was 6, if you say it's 7, then I guess I was wrong.

 

Alright, well, I guess it makes up for it since its +1 on block, right? :P 

Posted

Hmmm..

 

I thought Terumi's was 6, if you say it's 7, then I guess I was wrong.

 

Alright, well, I guess it makes up for it since its +1 on block, right? :P 

I thought it was neutral...........

Posted

It was always 7 frames startup and always +1 on block.

Boy not having any offical frame data is killer .......

:vbang:

Posted

Updated guide with info on the 6B gaps. So everyone knows how big the gaps are.

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