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 Distortion Drives 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. Not only that, his combos tend to be quite full of hits; unlike Hazama, most of Terumi's moves do low damage but last long, since he relishes his opponents' suffering by not really making them die too soon just yet. He may not end matches quickly, but his combos tend to be the most rewarding out of the cast, even more than previous incarnations of his Hazama counterpart.

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 input, even with Heat, is poor.

Terumi does have something that not a lot of other characters have: options (although only with Heat). A Terumi has 100% Heat is a force to be reckoned with: some of his Distortions (Screeches of the Condemned and Serpent's Cursed Sting) do an insane amount of damage, becoming even more powerful in Overdrive. Also, if Terumi has the option for an Astral, his opponents must be very careful; nearly all of his basic combos, specials, and throws, as all of these can easily lead into the Astral.