Yūki Terumi/Move List

CP= Perhaps one of the more intimidating characters in the game; Terumi's Drive is a literal Force to be reckoned with. Force Eater gives Terumi a phenomenal amount of Heat gain whenever it hits, meaning Terumi has an unparalleled amount of access to Distortions and Rapid Cancels. Something Terumi players should always remember is the access to his command grab (Retaliating Fang), this grab gives an amazing amount of Heat gain and has a hefty amount of range for a grab. Terumi is also relentlessly fast, being able to catch up to his opponents whenever.

What makes Terumi low tier however, is this: no reliable overheads. Terumi's only overheads are his j.2C and Serpents 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 input, even with Heat, is poor; without Heat? Even an Drive-less Arakune combo can do more damage.

Terumi does have something that not a lot of other characters have: options (although only with Heat). If a Terumi has 100% Heat, then prepare for the worst, some of his Distortions (Screeches of the Condemned and Serpents Cursed Sting) do an insane amount of damage; if magnified by his Overdrive then you might as well say good game. As a side note, if Terumi has the option for an Astral, then do whatever you can stop him closing the distance; nearly all of his basic combos, specials, and throws can easily lead into the Astral. In short, beware of the Black Susano'o.