|Profile||Image gallery||Command list||Combo list||Quote list||Miscellaneous|
|Health||Double Jumps/Airdashes||Dash Type|
|Overdrive Duration (in frames)|
|100 – 90%||89 – 80%||79 – 70%||69 – 60%||59 – 50%||49 – 40%||39 – 30%||29 – 20%||19 – 10%||9 – 0%|
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), as 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 output, even with Heat, is poor. And just like Hazama, Terumi also has no meterless reversal.
Terumi does have something that not a lot of other characters have: options (although only with Heat). A Terumi who 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 can easily lead into the Astral.
|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.|
|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.|
|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.|
|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.|
|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.|
|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.|
|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.|
|(in the air)||300|
|Same animation as Hazama's j.A, where Terumi jabs at a low angle with an open hand like their 2A's.|
|(in the air)||300, 300, 500|
|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.|
|Has 6A's animation. Poor in the fact that it won't hit low profile moves (such as Noel's 3C).|
|600||25 (8 on block)|
|Summons Ouroboros behind the opponent and pulls them in. Tell-tale animation but advantageous on block. Not very useful as a pressure tool.|
|Input||English name||Japanese name||Damage||Heat gain|
|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.|