The King of Fighters XIII/Terry: Difference between revisions

From SuperCombo Wiki
m (Navbox added.)
 
(25 intermediate revisions by 7 users not shown)
Line 2: Line 2:




==Terry Bogard==
=Terry Bogard=
{{KOFXIIIHyperGuideCharacterBox | KOFXIII-Terry_Face.png}}
{{KOFXIIIHyperGuideCharacterBox | KOFXIII-Terry_Face.png}}


{{Nutshell|
{{Nutshell|
Quite the renowned character, this SNK hero makes his inevitable return. Although Terry is a straight forward, pressure character, he isn't quite adept as Kyo or Iori in regards to breaking an opponent's ability to guard high and low attacks (not to say he can't do that kind of offensive pressure at all.) In return, Terry has strong game plan based around chunky block-strings and good frame traps that breaks the opponent's guard gauge. Overall he's a simple character and is a great character for beginners and experienced players alike.  
Quite the renowned character, this SNK hero makes his inevitable return. Although Terry is a straight forward, pressure character, he isn't quite adept as Kyo or Iori in regards to breaking an opponent's ability to guard {{high}} and {{low}} attacks (not to say he can't do that kind of offensive pressure at all.) In return, Terry has strong game plan based around chunky block-strings and good frame traps that breaks the opponent's guard gauge. Overall he's a simple character and is a great character for beginners and experienced players alike.  
}}
}}
[[File:Terrykofxiii.gif]]


== Video Walkthrough ==
= Video Walkthrough =
<youtube>BqgQ8jApQbg</youtube>
<youtube>_18NflaCoEo</youtube>
<youtube>zGsjCLuTSy8</youtube>


== Move List ==
= Move List =


=== Normal Moves ===
== Normal Moves ==


{{KOFXIIIMoveListHeader}}
{|border="1"
{{MoveListRow | Standing Light Punch | kof.lp | 25 | chaincancel cancel}}
!width="9%"|
{{MoveListRow | Standing Light Kick | kof.lk | 30 | cancel}}
! Frames
{{MoveListRow | Standing Heavy Punch | kof.sp | 80 | supercancel}}
! Advantage
{{MoveListRow | Close Heavy Punch | Close kof.sp | 55+25 | cancel}}
! Properties
{{MoveListRow | Standing Heavy Kick | kof.sk | 80 |}}
! Block
{{MoveListRow | Close Heavy Kick | Close kof.sk | 70 | cancel}}
! Damage
{{MoveListRow | Crouching Light Punch | d + kof.lp | 25 | chaincancel cancel}}
! colspan="2"|Notes
{{MoveListRow | Crouching Light Kick | d + kof.lk | 30 | low chaincancel}}
|-
{{MoveListRow | Crouching Heavy Punch | d + kof.sp | 70 | cancel}}
|colspan="8" align="center"| '''Standing Close'''
{{MoveListRow | Crouching Heavy Kick | d + kof.sk | 80 | low softknockdown cancel}}
|-
{{MoveListRow | Blowback Attack | kof.sp + kof.sk | 75 | softknockdown specialcancel}}
! [[image:snkc.gif]]
{{MoveListRow | Jumping Light Punch | Air kof.lp | Jump: 45<br>Hop: 40 | high}}
|align="center"| 4/3,3/18
{{MoveListRow | Jumping Light Kick | Air kof.lk | Jump: 45<br>Hop: 40 | high}}
|align="center"| 0/-2
{{MoveListRow | Jumping Heavy Punch | Air kof.sp | Jump: 72<br>Hop: 70 | high}}
|align="center"| [[File:Cancel.png]]
{{MoveListRow | Jumping Heavy Kick | Air kof.sk | Jump: 70<br>Hop: 68 | high}}
|align="center"| HL
{{MoveListRow | Jumping Blowback Attack | Air kof.sp + kof.sk | Jump: 90<br>Hop: 80 | softknockdown}}
|align="center"| 55+25
{{MoveListFooter}}
| A fast, twice-hitting, gut punch.  Close [[File:Snkc.gif]] is typical, fast, Close [[File:snkc.gif]] / [[File:snkd.gif]] type of attack, but lacks the vertical range of similar moves such as Kyo's or Iori's Close [[File:Snkc.gif]].  Instead, this attack has a very convenient hit-confirming property of being two hits and it's easy for new players to learn to confirm bread and butter combos.  Good in blockstrings and the multiple hits help in doing guard damage to the guard meter.
|-
! [[image:snkd.gif]]
|align="center"| 5/5/22
|align="center"| -6/-8
|align="center"| [[File:Cancel.png]]
|align="center"| HL
|align="center"| 70
| Although not as fast as Close [[File:Snkc.gif]], this move has a wider activation range than Close [[File:Snkc.gif]] and has a bigger hitbox both vertically and horizontally.  The active frames of this move is longer than each of the hits of Close [[File:Snkc.gif]] so this move is generally a better attack for meaties.  When in doubt of being able to run forward to punish a move in time with Close [[File:Snkc.gif]], Close [[File:Snkd.gif]] would be a more consistent option due to generous activation range.  Also good for safe blockstrings and frame traps.
|-
|colspan="8" align="center"| '''Standing Far'''
|-
! [[image:snka.gif]]
|align="center"| 4/3/8
|align="center"| +4/+2
|align="center"| [[File:Cancel.png]][[File:Chaincancel.png]]
|align="center"| HL
|align="center"| 25
| A standard anti-hop attack.  Typically it whiffs on crouching opponents, but larger, crouching opponents are exceptions such as Goro or Raiden.  In this case, it could be used to pressure those large characters in a similar manner that Terry could in Garou: Mark of the Wolves.
|-
! [[image:snkb.gif]]
|align="center"| 6/2/9
|align="center"| +4/+2
|align="center"| [[File:Cancel.png]]
|align="center"| HL
|align="center"| 30
| Far reaching kick. It is used to control the space in front of Terry.  Doesn't have quite the recovery nor the height it had in previous KOF games, this attack makes up for it by being cancelable.  Still a good attack to use to keep the opponent outside of your inside range.
|-
! [[image:snkc.gif]]
|align="center"| 7/6/19
|align="center"| -4/-6
|align="center"| [[File:Supercancel.png]]
|align="center"| HL
|align="center"| 80
| A beefy straight.  Think of it as an extension of Standing [[File:Snka.gif]] but with higher committal, as it will be more susceptible to sweeps due to the longer duration of the attack compared to Standing [[File:Snka.gif]].  In return, it does more damage and the longer active hitbox allows Terry to set up frame traps with this move.  If one could hit-confirm, then a successful Standing [[File:Snkc.gif]] could net a combo into any of Terry's Desperation Moves on a grounded opponent.
|-
! [[image:snkd.gif]]
|align="center"| 11/5/16
|align="center"| 0/-2
|align="center"| -
|align="center"| HL
|align="center"| 80
| In previous KOF games such as King of Fighters 2002, this move was really slow and lacked much application.  Now this move is particularly useful for anti-air in angles Terry couldn't really cover on reaction, barring Rising Upper ([[File:df.png]] + [[File:snkc.gif]]).  Since Terry can't just hold forward to walk or run and press Standing [[File:Snka.gif]] to anti-air on a whim (as Terry either has to commit to stopping to do Standing [[image:snka.gif]] or accidentally get Back Knuckle ([[File:F.png]] + [[File:snka.gif]]) and suffer the consequences of having a chunk of start up while he extends his vulnerable hitbox forward), Standing [[image:snkd.gif]] covers that application at the cost of being more susceptible to sweeps and other low hitting attacks.  It's faster than Standing [[image:snkc.gif]] though, so Standing [[image:snkd.gif]]'s function as an anti-air is much more relevant in King of Fighters XIII than in the past.
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
|align="center"| 15/8/16
|align="center"| KD/-1
|align="center"| [[File:Specialcancel.png]][[File:Softknockdown.png]]
|align="center"| HL
|align="center"| 75
| A standard standing [[image:snkc.gif]][[image:snkd.gif]] attack.  In past KOF games, this move used to be a sobat kick that went over low attacks.  Now it looks like Terry's old shoulder tackle special attack, Power Charge ([[File:Hcf.png]] + [[File:K.png]]) in games such as King of Fighters 98, and does not have properties such as going over low attacks.  This current Blowback Attack is more like Kyo's as it initially reels Terry back, and then charges forward with a big, meaty hitbox. In some rare cases, Terry could use this move in response to an overextension of an opponent's attack, and punish the recovery of the move as Terry springs forward as he comes from reeling backwards.  On it's own it does not have too much application; although, one could whiff it from a further distance and cancel the active frames into a special move such as Crack Shoot ([[File:Qcb.png]] + [[File:K.png]]) to close in distance, but there are better and safer ways to approach an opponent rather than to do that.
|-
|colspan="8" align="center"| '''Crouching'''
|-
! [[image:snka.gif]]
|align="center"| 5/4/8
|align="center"| +3/+1
|align="center"| [[File:Cancel.png]][[File:Chaincancel.png]]
|align="center"| HL
|align="center"| 25
| A simple, light attack from crouching that doesn't hit low.  Used mainly after Crouching [[File:Snkb.gif]] so that Crouching [[File:Snka.gif]] could cancel into Rising Upper and further into a special attack such as Crack Shoot ([[File:Qcb.png]] + [[File:K.png]]) or Burn Knuckle ([[File:Qcb.png]] + [[File:P.png]]).  Could be used to stagger blockstrings and have a bit more frame advantage than Crouching [[image:snkb.gif]] at the expense of a slight bit of distance and hitting low.  An opponent might anticipate a sweep after a few crouching light attacks in a blockstring and may want to hop on your "anticipated" sweep attempt, and a Crouching [[image:snka.gif]] staggered in a blockstring could stop and check the opponent with not too much risk.  So if spaced correctly while staggering the timing, it could preemptively stifle a hop or jump out attempt that Crouching [[image:snkb.gif]] would not be able to do.
|-
! [[image:snkb.gif]]
|align="center"| 4/4/10
|align="center"| +1/-1
|align="center"| [[File:Chaincancel.png]]
|align="center"| [[File:Low.png]]
|align="center"| 30
| Similar to Crouching [[image:snka.gif]] but hits low and has less of a vertical hitbox if any.  As most Crouching [[image:snkb.gif]] attacks, it's really useful for hitconfirms, doing high/low mix ups from hops and empty hops, use as a meaty for bad jump-ins and bad landings, and for blockstrings and pressure.  A pretty standard move.
|-
! [[image:snkc.gif]]
|align="center"| 7/5/20
|align="center"| -4/-6
|align="center"| [[File:Cancel.png]]
|align="center"| HL
|align="center"| 70
| A punch attack that is quite similar to Guile's "Low Strong" from the Street Fighter series.  In application, it is quite similar although the frame advantage might not be as good.  It's a good move to use in a blockstring due to the slightly slowness, but the dominance it has due to its hitbox.  So it's one of his many frame trap moves that help him score hits and confirms.  This move could cancel into command normals or certain specials to add to his pressure.  Crouching [[image:snkc.gif]] also is able to cancel into the aforementioned attacks on whiff as well.
|-
! [[image:snkd.gif]]
|align="center"| 10/5/29
|align="center"| KD/-15
|align="center"| [[File:Cancel.png]][[File:Softknockdown.png]]
|align="center"| [[File:Low.png]]
|align="center"| 80
| A standard sweep with a slight raise in height at the tip of his foot, allowing to anti-air from certain angles in special circumstances.  Like Crouching [[image:snkc.gif]], it could cancel into command normals and special attacks upon whiff.  In some cases in which one baits an opponent to hop or jump onto your sweep for the punish, Terry could simply cancel the whiff animation into his Rising Upper ([[File:df.png]] + [[File:snkc.gif]]) and anti-air the opponent.  Even Crouching [[image:snkd.gif]] canceled into Rising Upper on block is quite safe.  One could maintain pressure, momentum, and control a bit of aerial space by also canceling Crouching [[image:snkd.gif]] into Crack Shoot ([[File:Qcb.png]] + [[File:K.png]]), preferably the [[File:snkb.gif]] version of Crack Shoot.
|-
|colspan="8" align="center"| '''Jump/Hop'''
|-
! [[image:snka.gif]]
|align="center"| 6/6/- <Br>
6/7/-
|align="center"| -
|align="center"| -
|align="center"| [[File:High.png]]
|align="center"| 45/40
| Such as many Jumping [[image:snka.gif]]s in the game such as Kyo's or Ryo's, this attack is mainly an air-to-air move that works in a limited amount of situations.  This is due to the fact that Terry's other jumping attacks cover similar ranges but with better reach and control.  So in the few cases in which no other attack is fast enough as Jumping [[image:snka.gif]] nor could reach to the side nor below Terry, then Jumping [[image:snka.gif]] may be applicable.
|-
! [[image:snkb.gif]]
|align="center"| 4/8/- <Br>
5/10/-
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|align="center"| 45/40
|  This kick is Terry's furthest reaching, jumping normal attacks.  It has quite the lengthy active period that it actually hits and it controls the vast horizontal space.  The weakness of this move is that it easily whiffs against crouching opponents regardless of what jump or hop arc Terry takes and is susceptible to meaty, Crouching [[image:snkb.gif]] attacks that lead into combos.  Commit to this move when one is able to either confirm Terry's safety upon landing or set up and successfully air-to-air an opponent.  At the right angles, Terry could air-to-air an opponent with this attack and have the time to land and run under the opponent as the opponent lands on the floor; thus setting up for a mix-up.
|-
! [[image:snkc.gif]]
|align="center"| 6/5/- <Br>
6/6/-
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|align="center"| 72/70
| An attack that functions both as a jump-in and as an air-to-air given the context of the situation.  This attack may not have as wide or as low of a hitbox as Jumping [[image:snkd.gif]], but regardless of the comparison this attack is able to be used as a jump-in.  The hitbox of course is surrounding Terry's upper body rather than below his waist, leaving Terry a bit more susceptible to anti-air attacks than Jumping [[image:snkd.gif]].
**What Jumping [[image:snkc.gif]] has to offer is that ability to check an opponent just in case for whatever reason, the opponent decides to hop or jump given the proper spacing.  So when Terry is at that distance where the opponent could decided to either crouch, block while standing, or hop, Jumping [[image:snkc.gif]] would be a very appropriate move to control those several factors at once and keeping the advantage. 
***An example would be when an opponent may jump/hop at the right timing to go over the space that Terry's Jumping [[image:snkd.gif]] would cover as a jump-in/hop-in attack. Terry should commit to a Jumping [[image:snkc.gif]] in this situation to air-to-air the opponent to win out in that aerial situation.  Jumping [[image:snkb.gif]] might not be as great of an option in this situation as the probability of the opponent staying grounded is still high; so Jumping [[image:snkc.gif]] would be most optimal here.  So in some cases due to spacing, Jumping [[image:snkc.gif]] does have relevancy.
|-
! [[image:snkd.gif]]
|align="center"| 8/5/- <Br>
8/7/-
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|align="center"| 70/68
| A standard jump-in attack.  One of the few moves in the KOF series that have a Street Fighter-like hitbox upon jump-in.  As in, this attack has a really good 45° downward angle, good horizontal range, and cross-up just like a Street Fighter Jumping [[File:Hk.png]] attack by a character such as Ryu.  Within the context of KOF and hopping, this move isn't as fast nor has as much of a downward, vertical hitbox like Kyo's Jumping [[image:snkb.gif]] or Iori's Jumping [[image:snkc.gif]] to establish quick, hard-to-defend pressure.  Though, he can do quite similar pressure as well but not to an extremely dominating extent, it's a bit easier to react to and anti-air Terry's Jumping [[image:snkd.gif]] compared to the aforementioned attacks.  Due to the systems of the game, this move can actually cross-up more easily from a hop than in past iterations of KOF, allowing for more angles of pressure and offense for Terry to exercise.  People more familiar with Street Fighter jump-in attacks would be quickly familiar with Terry's Jumping [[image:snkd.gif]] and become well acquainted with it.
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
|align="center"| 10/6/- <Br>
10/8/-
|align="center"| KD/-
|align="center"| [[File:Softknockdown.png]]
|align="center"| HL
|align="center"| 90/80
| Similar to Terry's Jumping [[image:snkb.gif]] attack, this move is almost strictly for anti-air.  It has a higher angled hitbox compared to Jumping [[image:snka.gif]] and Jumping [[image:snkb.gif]] for air-to-air, and it covers that remaining upward space that Terry's other jumping normal attacks do not control.  On the other hand, Jumping Blowback Attack whiffs over most crouching characters; and since all Jumping Blowback Attacks do not hit high as an overhead, the opponent doesn't need to stand up at all in response to this attack.  So if misused, this attack will whiff and be severely punished.  As usual, any opponent that is hit by a counter hit Jumping Blowback Attack is susceptible to an additional hit for a juggle combo, such as a jumping normal attack for a hit reset or a super.
**On larger crouching characters such as Raiden or Maxima, it's easier for Terry to make this attack be blocked regardless of the opponent crouching or standing.  So in those match ups, Terry could force an additional set-up/frame trap by using a well spaced Jumping Blowback attack in a preemptive response to an anti-air attack, and will counter hit or trade with that attack.
|-
|colspan="8" align="center"| '''Command Normals'''
|-
! [[File:df.png]] + [[image:snkc.gif]]
|align="center"| 4/7/23
|align="center"| -9/-11
|align="center"| [[File:Specialcancel.png]]
|align="center"| HL
|align="center"| 60
| '''Rising Upper-''' An uppercut quite similar in application as Ryo's Crouching [[image:snkc.gif]] or Kyo's Close [[image:snkc.gif]].  The limitation of this move compared to the previously mentioned moves is that this move can't be simply done on reaction from a blocking position, or from holding back.  So Terry has to commit or risk doing this on defense and is harder to do on reaction than a simple Crouching [[image:snkc.gif]] from a down-back position.  On the other hand, Terry can approach or maintain his run by holding down-forward by sliding down from forward from initiating a run, and just press the [[File:snkc.gif]] button on reaction when the player sees the opponent jump or hop.  So while in certain instances it may more difficult to use this move as an anti-air than others, Rising Upper also does have its means of ease in others.  Although characters such as Ryo could also do the same kind of uppercut from a run as well, Terry's hitbox on his Rising Upper has better horizontal coverage compared to Ryo's Crouching [[image:snkc.gif]].  In comparison to Kyo's Cl.[[image:snkc.gif]], Terry's Rising Upper covers more or less the same range, but Kyo's limitation is that Kyo has to be close to the opponent to execute Cl.[[image:snkc.gif]]; Terry can do Rising Upper anywhere on screen regardless of spacing. 
**Additionally as this is a command normal attack, many of Terry's normal attacks can cancel into Rising Upper.  So Terry has the the advantage of canceling attacks such as Crouching [[image:snkc.gif]] and Crouching [[image:snkd.gif]] into Rising Upper, controlling ground and air space almost simultaneously.  Further, this move can combo from Crouching [[File:Snka.gif]] that combos from Crouching [[File:Snkb.gif]].  So from a jump-in or an empty hop, Terry could more or less earn the same kind of combo and knockdown from a high or low mix up as Rising Upper combos into Burn Knuckle ([[File:Qcb.png]]+[[File:snka.gif]]) and his Desperation Moves. 
**On a blockstring, Terry could cancel Rising Upper into Crack Shoot ([[File:Qcb.png]]+[[File:snkb.gif]]) and be relatively safe.  If the opponent might try to Guard Cancel Roll on the Rising Upper to try to punish the recovery of Crack Shoot, Terry can simply end the blockstring on Rising Upper and re-assume pressure by applying a meaty attack on the recovery of the Guard Cancel Roll.  If the opponent does not Guard Cancel Roll, Terry's Rising Upper induces enough push back on block that Terry is left at a safe range.
|-
! [[File:F.png]] + [[image:snka.gif]]
|align="center"| 14/4/28
|align="center"| -11/-13
|align="center"| -
|align="center"| HL
|align="center"| 80
| '''Back Knuckle-''' This attack doesn't have as much utility as Rising Upper in terms of being a command normal to hitconfirm during combos.  Although there is more time to "confirm something", this move doesn't cancel into anything afterward.  Instead, this move could be used to confirm into a Hyper Drive mode activation and Terry could extend his combo.  Otherwise, this move is like Back Knuckle in King of Fighters 98; but in King of Fighters XIII, it only hits once and hits faster with better recovery.  In a neutral game, Terry could use Back Knuckle as an anti-air against a hop that is beyond the reach of Standing [[File:Snka.gif]], Standing [[File:Snkc.gif]], and Standing [[File:Snkd.gif]] while using a Burn Knuckle ([[File:Qcb.png]]+[[File:P.png]]) is too much of a risk to use due to the lack of safety on block, as spacing a Burn Knuckle on block to be safe is very minute, and a precise/difficult thing to do. 
**This move also gets in the way of Terry walking/running and holding forward to press Standing [[image:snka.gif]] on reaction or on a whim.  Terry has to commit to stopping and immediately pressing Standing [[image:snka.gif]] for the anti-air. If not done quickly enough, Terry will end up in the recovery animation of the run and not immediately anti-air.  Of course if Terry holds forward and presses the [[File:snka.gif]] button, then he'll get a Back Knuckle, which could be detrimental if he's too close to the opponent since the start up animation is not that fast at all, and is susceptible for a punish.
|-
|colspan="8" align="center"| '''Throws'''
|-
! [[File:f.png]]/[[File:b.png]] + [[image:snkc.gif]]/[[image:snkd.gif]]
|align="center"| 0
|align="center"| KD
|align="center"| [[File:Hardknockdown.png]]
|align="center"| [[File:Throw.png]]
|align="center"| 100
| '''Buster Throw-''' A neat, hard knockdown throw.  It easily sets up for a cross-up attempt by Terry, especially if the opponent was thrown in the corner so Terry won't need to cover additional distance and time by running and super jumping at the opponent.  If the player could get the opponent to be honest and block on okizeme, this throw could also set up into an empty jump or empty hop attempt into either another throw or a Crouching [[File:Snkb.gif]] attack that confims into a combo.
|-
|colspan="8" align="center"| '''Special Moves'''
|-
! [[File:qcf.png]] + [[File:P.png]]
|align="center"| [[File:Snka.gif]]: 17/-/29 <BR>
[[File:snkc.gif]]: 18/10/28 <BR>
[[File:Ex.png]]: 22/-/27
|align="center"| [[image:snka.gif]]: +2/-1<BR>
[[image:snkc.gif]]: KD/-9<BR>
[[File:Ex.png]]: +30/+27
|align="center"| [[File:Supercancel.png]]
[[File:snkc.gif]]: [[File:Projectileabsorb.png]][[File:Softknockdown.png]]
|align="center"| HL
|align="center"| [[File:Snka.gif]]: 60 <BR>
[[File:Ex.png]]: 45*3
| '''Power Wave-''' One should be able to recognize this trademark attack of Terry's.  One of the most standard, grounded projectiles in King of Fighters XIII, Power Wave controls the ground space in front of Terry.  In contrast to the usual airborne projectiles, grounded projectiles such as Power Wave cannot be slid nor crouched under by an opponent.  Rather, it's easier for the opponent to hop or jump over grounded projectiles than airborne projectiles such as Athena's Psychoball ([[File:Qcb.png]] + [[File:P.png]]). 
**As both Power Wave attacks lack decent start up and recovery speeds compared to past iterations (e.g. King of Fighters 2002), they can't be used in the same type of pressure that sets ground momentum.  Rather in King of Fighters XIII, Power Wave is a means of checking and dissuading an opponent's grounded approach from time to time.  The [[File:snka.gif]] Version of Power Wave does this particularly well and has the better recovery of the two regular Power Waves.
**The [[File:snkc.gif]] Version of Power Wave has a marginal increase of start up and recovery compared to the [[File:snka.gif]] Version and stops less than half of the screen in front of Terry.  In return, this version of Power Wave covers its short distance quicker than [[File:snka.gif]] Version covering the same distance and knocks down the opponent upon hit.
**Both versions of Power Wave are decent during a blockstring and do the most, safe chip damage on block compared to Terry's other Special Moves, but Power Waves are the most susceptible to Guard Cancel Rolls by the opponent.  As Terry does a Power Wave, he doesn't change his position or move forward, leaving Terry vulnerable for a punish if the opponent Guard Cancel Rolls appropriately.  Although Power Wave is a move with some applications, it is not one to be used too generously.
**[[File:snkc.gif]] Version nullifies projectiles much like K's Ein Trigger ([[File:Qcf.png]]+[[File:P.png]]) or like Terry's Power Wave from The King of Fighters '98. It also nullifies [[File:ex.png]] projectiles, which is a proficient tool to make a way through opponents' zoning.  Just note that the move has quite a bit of start up before the projectile comes out and is susceptible to other attacks or against projectiles that are difficult to react to.  Realistically, the player could use this Power Wave against slower projectiles such as Athena's Psychoball ([[File:Qcb.png]]+[[File:P.png]]) or Mature's [[File:Ex.png]] Ebony Tears ([[File:D.png]][[File:df.png]][[File:Hcb.png]]+[[File:snka.gif]][[File:snkc.gif]]).
**[[File:ex.png]] - Quite similar to the [[File:snka.gif]] Version of Power Wave, this projectile moves completely across the screen.  The difference is that this attack moves slower and hits 3 times.  This version of Power Wave doesn't knockdown the opponent; so it actually may be used to hit the opponent, and the player could continue to combo during or after the [[File:ex.png]] Version of Power Wave hits.
|-
! [[File:qcb.png]] + [[File:P.png]]
|align="center"| [[File:Snka.gif]]: 15/9/23 <BR>
[[File:snkc.gif]]: 28/16/28 <BR>
[[File:Ex.png]]: 14/18/18
|align="center"| [[File:Snka.gif]]: KD/-10 <BR>
[[File:snkc.gif]]: KD/-26 <BR>
[[File:Ex.png]]: KD/-17
|align="center"| [[File:Drivecancel.png]][[File:Softknockdown.png]]
|align="center"| HL
|align="center"| [[File:Snka.gif]]: 75 <BR>
[[File:snkc.gif]]: 90 <BR>
[[File:Ex.png]]: 160
| '''Burn Knuckle-'''  Not as hot as previous KOF games, this iteration of Burn Knuckle is more reminiscent of Garou: Mark of The Wolves.  That is, Burn Knuckle is largely unsafe on block regardless of the version used.  The [[File:snka.gif]] Version of Burn Knuckle could be positioned well enough to be safe on block, but the attack must connect with an opponent's guard right on the tip of Burn Knuckle right as Burn Knuckle is about to completely stop.  In essence, this attack is really difficult to time and position correctly to be safe on block in a game where movement and spacing is quite volatile.  Outside of combos, this move could be used as a preemptive anti-air attack against jumps, rather jumps than hops, from mid and far screen.  In most cases, one shouldn't rely on doing so that often.
**[[File:ex.png]]  - As with the normal versions of Burn Knuckle, this attack is also unsafe.  What makes [[File:ex.png]] Burn Knuckle stand out is that it has the fastest start up out of the other Burn Knuckles, and goes full screen.  If need be, this move is much more reliable as an anti-air than the normal versions of Burn Knuckle.  Upon hitting a close by opponent, Terry knocks the opponent upwards into a juggle state in which Terry could follow up with another attack of the player's choice.  That is mainly what this attack is used for in application, an extension of combos be it Drive and Hyper Drive.
|-
! [[File:qcb.png]] + [[File:K.png]]
|align="center"| [[File:Snkb.gif]]: 13/8/16
[[File:Snkd.gif]]: 13/16/14
[[File:Ex.png]]: 8/12/16
|align="center"| [[File:Snkb.gif]]: +1/-2
[[File:Snkd.gif]]: +3/0
[[File:Ex.png]]: KD/-10
|align="center"| [[File:Ex.png]]: [[File:Hardknockdown.png]]
|align="center"| HL
[[File:Ex.png]]:[[File:High.png]]
|align="center"| [[File:Snkb.gif]]: 40*2
[[File:Snkd.gif]]: 40*4
[[File:Ex.png]]: 120
| '''Crack Shoot-''' Terry's main ender for a blockstring.  In past KOF games, it was typically Burn Knuckle ([[File:Qcb.png]]+[[File:snka.gif]]) [now unsafe on block] or Power Charge ([[File:Hcf.png]]+[[File:K.png]]) [not in King of Fighters XIII] that safely ended Terry's blockstrings.  Now to take that helm is the [[File:snkb.gif]] Version of Crack Shoot, as it now safely moves Terry forward in a blockstring while maintaining a safe distance away from the opponent.  So, trying to Guard Cancel Roll to punish Terry's Crack Shoot is difficult unless the opponent is cornered. The [[File:snkd.gif]] Version of Crack Shoot could combo into a Close Attack after hitting a crouching opponent, but most of the time it's pretty easy for the opponent to react and either punish or block the attack. 
**Although the [[File:snkd.gif]] Version has frame advantage on block rather than being at neutral like [[File:snkb.gif]] Version, it takes distance to space it properly to land on an opponent.  Also, the [[File:snkd.gif]] Version is frequently used in Drive/Hyper Drive combos and as a preemptive anti-air from strange angles, such as the opponent trying to use a cross-up attack. 
**Overall, Crack Shoot is a bit slower than in the past KOF games and is more reminiscent of Terry's Crack Shoot from Garou: Mark of The Wolves.  If anything, Crack Shoot in King of Fighters XIII is the medium in between KOF's Crack Shoot and MOTW's Crack Shoot, but it is not an overhead.
**[[File:ex.png]] - Now this attack is an overhead attack!  This move even exceeds the speed of the past Crack Shoot attacks and stacks on not only an overhead property, but it induces a hard knockdown upon the opponent as well.  For worth of the meter used, [[File:ex.png]] Crack Shoot does 60 less damage than a Buster Wolf ([[File:Qcf.png]][[File:Qcf.png]]+[[File:K.png]]) and 90 damage less than Power Geyser ([[File:Qcb.png]][[File:db.png]][[File:F.png]]+[[File:P.png]]), and that's not adjusted for proration.  So, [[File:ex.png]] Crack Shoot is really worth its damage for the amount of meter it uses as it is good upon hit, but also sets up the opponent for further 50/50 mix-ups.  When the opponent is tired of receiving 120 damage chunks from each attempt, Terry could mix-up by doing a combo/blockstring starting from Crouching [[File:Snkb.gif]], as it hits low. 
***From Terry's hard knockdown attacks (such as a throw or [[File:ex.png]] Crack Shoot) or from an opportunity where Terry could attempt a safe jump, the player could do a jump-in or cross-up Jumping [[File:Snkd.gif]], quickly check if the opponent blocked the attack, and mix-up by going straight into [[File:ex.png]] Crack Shoot upon landing.  In turn, this could make it difficult for the opponent to block or react to.  If the move connects, the opponent will be in a hard knockdown state and Terry could mix-up yet again. 
***To reiterate, Terry could simply mix-up the situation with low hitting attacks that lead into a combo.  The mix-up doesn't necessarily have to happen from a blocked Jumping [[File:Snkd.gif]]; Terry could do empty jumps/hops into low hitting attacks, and then proceed to mix-up those situations with an empty jump/hop into [[File:ex.png]] Crack Shoot.  The player could even do staggered blockstrings with low hitting attacks and change up the opportunities and timings for an [[File:ex.png]] Crack Shoot.  Even simply doing Crouching [[File:Snka.gif]] or Rising Upper ([[File:df.png]]+[[File:snkc.gif]]) as a mix-up or as a blockstring is a valid use of this move.  This attack upon hit even leads into an ambiguous roll mix-up on okizeme. 
***The main limitation of this attack is that [[File:ex.png]] Crack Shoot does take a single bar of meter to use; the player must manage Terry's meter wisely.  Just be sure to keep the momentum, offense, and creativity fresh and pay attention to the kinds of responses each opponent makes.
|-
! charge [[File:D.png]], [[File:U.png]]  + [[File:P.png]]
|align="center"| [[File:Snka.gif]]: 5/5,(1),3,(2),3,(2),2/32<BR>
[[File:Snkc.gif]]: 7/23/49<BR>
[[File:Ex.png]]: 4/37/57
|align="center"| [[File:Snka.gif]]: KD/-26<BR>
[[File:Snkc.gif]]: KD/-49<BR>
[[File:Ex.png]]: KD/-57
|align="center"| [[File:Drivecancel.png]][[File:Softknockdown.png]]
[[File:Ex.png]]: [[File:Startupinv.png]]
|align="center"| HL
|align="center"| [[File:Snka.gif]]: 40+10*4<BR>
[[File:Snkc.gif]]: 50+15*6<BR>
[[File:Ex.png]]: 20*7+10*13+30
| '''Rising Tackle-''' Terry's signature anti-air attack.  Typically, this attack is just simply an average anti-air attack without much invulnerability.  In past games such as King of Fighters 98, this attack had a [[File:Dp.png]] motion and guard point hitboxes (as in it absorbed hits like a block); Rising Tackle was a good anti-air attack.  Now it has returned to its common form: a plain, charge-motion attack.  The [[File:snkc.gif]] Version of Rising Tackle is the preferred version to anti-air an opponent with due to the extended vertical range and invincibility compared to the [[File:snka.gif]] Version.  Rising Tackle isn't particularly good against cross-up attacks though, and is more often than not to miss.  Outside of combos, this move is mainly used against a poorly coordinated full jump or super jump that will land right upon or in front of Terry. 
**To be duly noted, the [[File:snkc.gif]] Version could also beat out Guard Cancel Blowback Attacks.  So doing a setup such as doing a Crouching [[File:Snka.gif]] on a blocking opponent and canceling straight into [[File:snkc.gif]] Version Rising Tackle to hit a Guard Cancel Blowback is a valid tactic, just be cautionary and really know when an opponent will do a Guard Cancel Blowback Attack or Terry will be receiving a very agonizing punish upon landing.
**[[File:ex.png]]-  Mainly, this move is used to end simple Drive Cancel combos such as a player using a Drive Cancel on a Burn Knuckle ([[File:Qcb.png]]+[[File:snka.gif]]) to combo into a Crack Shoot ([[File:Qcb.png]]+[[File:snkd.gif]]) and finish with an [[File:ex.png]] Rising Tackle.  It might be a faster anti-air than the [[File:snkc.gif]] Version of Rising Tackle, but it does not have the same invincibility to be a reversal.
|-
|colspan="8" align="center"| '''DMs'''
|-
! [[File:Qcb.png]] [[File:db.png]] [[File:F.png]] + [[File:P.png]]
|align="center"| [[File:Snka.gif]]/[[File:Snkc.gif]]: 17/8/30<BR>
[[File:Ex.png]]: 11/16/31
|align="center"| [[File:Snka.gif]]/[[File:Snkc.gif]]: KD/-9 <BR>
[[File:Ex.png]]: KD/-3
|align="center"| [[File:Softknockdown.png]][[File:Maxcancel.png]]<BR>
|align="center"| HL
|align="center"| [[File:Snka.gif]]/[[File:Snkc.gif]]: 210<BR>
[[File:Ex.png]]: 120*3
| '''Power Geyser-''' A renowned classic: the powerful, old faithful.  Power Geyser makes its return and for the better.  In previous KOF games, this move was terribly slow.  Terrible as an anti-air, terrible as a reversal; this move was mainly used in combos due to its sheer power over Terry's other Desperation Moves in regards to the meter involved.  Now in King of Fighters XIII, this attack has not only a heightened hitbox but a faster start up as well.  While still not ideal as a reversal, this attack surely covers great vertical space fast enough to catch opponents.
**[[File:ex.png]]- Similar to a normal Power Geyser, Terry just does a single pound to the floor with his fist to shoot out a geyser of energy.  In this case, three successive geysers erupt almost simultaneously from a single area.  Faster than the typical Power Geyser, it'll catch more airborne opponents in more opportunities.
|-
! [[File:qcf.png]] [[File:qcf.png]] + [[File:K.png]]
|align="center"| [[File:Snkb.gif]]/[[File:Snkd.gif]]: 8/10/28
[[File:Ex.png]]: 8/10/31
|align="center"| [[File:Snkb.gif]]/[[File:Snkd.gif]]: KD/-15
[[File:Ex.png]]: KD/-18
|align="center"| [[File:Maxcancel.png]][[File:Softknockdown.png]]
[[File:Ex.png]]: [[File:Startupinv.png]][[File:Projectileinvincible.png]]
|align="center"| HL
|align="center"| [[File:Snkb.gif]]/[[File:Snkd.gif]]: 90+90
[[File:Ex.png]]: 90+30*4+90
| '''Buster Wolf-'''  Are you OK?  The opponent surely won't be.  In regards to actual application, Buster Wolf is the Desperation Move to go to when in need of a reversal super attack.  Unlike Terry's other Desperation Move, Buster Wolf doesn't have as high of damage output and the damage is spread amongst two hits, thus further prorated in combos.  It is extremely quick however, even faster than [[File:ex.png]] Burn Knuckle.
**[[File:ex.png]]- One with a more dynamic finish, this version has start up invincibility, has a better hitbox, is projectile invincible, and deals more damage overall than a normal Buster Wolf.
|-
! [[File:qcf.png]] [[File:qcf.png]] + [[image:snka.gif]]+[[image:snkc.gif]]
|align="center"| 15/-/64
|align="center"| KD/0 (midscreen) -36 (corner)
|align="center"| [[File:Softknockdown.png]]
|align="center"| -
|align="center"| 150*3
| '''Trinity Geyser-''' The pride of Yellowstone, this new Desperation Move is a combination of Terry's old Power Wave from the first Fatal Fury game and one of Terry's most recent Desperation Moves, Power Stream.  The strength of this move is no joke, but the player must use caution when using the move in the corner.  The reason being is that the damage by this attack is earned by each individual geyser that hits, and only two of the multiple geysers will usually hit the opponent in the corner, as opposed to the typical 3 mid-screen. In the corner, the move can often be followed up with attacks such as burn knuckle, crack shoot, and buster wolf for extra damage. Trinity Geyser is good enough as an anti-air against full jumps, otherwise this attack is confirmed from normal attacks or from a Max Cancel.
|}
 
= Console Changes =
*Far standing [[File:Snkd.gif]] has faster recovery.
*Standing [[File:Snkc.gif]][[File:Snkd.gif]] has increased active frames.
*Added new target combo: cr.[[File:Snka.gif]] > cr.[[File:Snkc.gif]]. It is cancelable.
*Buster Wolf's ([[File:Qcf.png]] [[File:Qcf.png]]+[[File:K.png]]) dashing speed is now identical to the EX version. The invincibility is the same as before.
*Trinity Geyser's ([[File:Qcf.png]] [[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]]) hitbox has been changed so that it actually hits 3 times.
*Power Geyser can be max canceled.
 
= Combos =
Standard starters:
* cl.[[File:Snkc.gif]]/cl.[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]]- optimal combo starter
* cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], st.[[File:Snkb.gif]]- hit confirmable, cancel string
* cr.[[File:Snkb.gif]], cr.[[File:Snka.gif]] > cr.[[File:Snkc.gif]]- target combo
* (opponent crouching) [[File:Qcb.png]]+[[File:Snkd.gif]]- you can follow up after you hit an opponent overhead with this
 
== 0% Drive ==
'''0 Bar''' <BR>
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]]'' - (195)
 
''cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], st.[[File:Snkb.gif]] xx [[File:Qcb.png]]+[[File:Snkb.gif]]'' - (151)
 
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkb.gif]]'' - (198)
**Leaves Terry at point blank range with +0 Frame Advantage
 
''[[File:Qcb.png]]+[[File:Snkd.gif]], st.[[File:Snkc.gif]]'' - (114)
 
'''1 Bar'''<BR>
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:P.png]]'' - (310)
 
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:K.png]]'' - (234)
 
''cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], st.[[File:Snkb.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' - (238)
 
''cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], st.[[File:Snkb.gif]] xx [[File:Qcf.png]][[File:Qcf.png]]+[[File:K.png]]'' - (254)
 
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]] [[File:Hcf.png]]+[[File:P.png]]'' - (316)
 
'''2 Bar'''<BR>
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' - (438) 
 
''cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], st.[[File:Snkb.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' - (398)
 
''cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], st.[[File:Snkb.gif]] xx [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]]'' - (?)
 
== 50% Drive ==
'''0 Bar'''<BR>
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]] [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] [[File:Drivecancel.png]] [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' - (384)
 
(near corner) ''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] [[File:Drivecancel.png]] [[File:Qcb.png]]+[[File:Snkb.gif]], st.[[File:Snkc.gif]]'' - (313)
 
(corner only) ''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] [[File:Drivecancel.png]] [[File:Qcb.png]]+[[File:K.png]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' - (337)
 
(crouching) ''[[File:Qcb.png]]+[[File:Snkd.gif]], cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] [[File:Drivecancel.png]] charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' = (311/317)


=== Unique Attacks ===
(crouching) ''[[File:Qcb.png]]+[[File:Snkd.gif]], cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] [[File:Drivecancel.png]] [[File:Qcb.png]]+[[File:Snkb.gif]], st.[[File:Snkc.gif]]'' = (335/342)
{{KOFXIIIMoveListHeader}}
{{MoveListRow | Rising Upper | df + kof.sp | 60 | specialcancel}}
{{MoveListRow | Back Knuckle | f + kof.lp | 80 |}}
{{MoveListRow | Target Combo | d + kof.lp --- d + kof.sp | | specialcancel}}
{{MoveListFooter}}


=== Throw ===
'''1 Bar'''<BR>
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] [[File:Drivecancel.png]] [[File:Qcb.png]]+[[File:Snkb.gif]], [[File:Qcb.png]]+[[File:Snkb.gif]][[File:Snkd.gif]]'' - (341)


{{KOFXIIIMoveListHeader}}
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]]  [[File:Drivecancel.png]] [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' - (384)
{{MoveListRow | Buster Throw | f or b + kof.sp or kof.sk (While Close) | 100 | throw hardknockdown}}
{{MoveListFooter}}


=== Special Moves ===
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]], [[File:Drivecancel.png]] charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' - (338)


{{KOFXIIIMoveListHeader}}
(corner only) ''cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], st.[[File:Snkb.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]] [[File:Drivecancel.png]] charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' - (324)
{{MoveListRow | Power Wave | qcf + p | p : 60<br> ex : 45&times;3 | supercancel <br> kof.sp : projectileabsorb softknockdown}}
{{MoveListRow | Burn Knuckle | qcb + p | kof.lp : 75<br> kof.sp : 90<br> ex : 160 | softknockdown drivecancel}}
{{MoveListRow | Crack Shoot | qcb + k | kof.lk : 40&times;2<br> kof.sk : 40&times;4<br> ex : 120 | ex : high hardknockdown}}
{{MoveListRow | Rising Tackle | d (Charge) u + p | kof.lp : 40+10&times;4<br> kof.sp : 50+15&times;6<br> ex : 20x7+10&times;13+30 | softknockdown drivecancel <br> kof.sp ex : startupinv}}
{{MoveListFooter}}


=== Desperation Moves ===
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]], [[File:Drivecancel.png]] [[File:Qcb.png]]+[[File:Snkd.gif]], [[File:Qcf.png]][[File:Qcf.png]]+[[File:K.png]]'' - (383)


{{KOFXIIIMoveListHeader}}
'''2 Bar'''<BR>
{{MoveListRow | Power Geyser | qcb db f + p | p : 210<br> ex : 120&times;3 | softknockdown maxcancel}}
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] [[File:Supercancel.png]] [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' - (483)
{{MoveListRow | Buster Wolf | qcf qcf + k | k : 90+90<br> ex : 90+30&times;4+90 | softknockdown maxcancel <br> ex : startupinv  projectileinvincible}}
**Doing this combo in Mid-screen is preferred, some of the hits will whiff in the corner.
{{MoveListRow | Trinity Geyser | qcf qcf + kof.lp + kof.sp | 150&times;n | softknockdown | level3}}
{{MoveListFooter}}


== Console Changes ==
(corner only) ''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]] [[File:Drivecancel.png]] [[File:Qcb.png]]+[[File:K.png]], charge [[File:D.png]],[[File:U.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' - (465)
*Far standing D has faster recovery.
**Corner variation of the previous combo
*Standing CD has increased active frames.
*Added new target combo: cr.A > cr.C. It is cancelable.
*Buster Wolf's (qcf qcf+K) dashing speed is now identical to the EX version. The invincibility is the same as before.
*Trinity Geyser's (qcf qcf+AC) hitbox has been changed so that it actually hits 3 times.
*Power Geyser can be max canceled.


== Strategy ==
''cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], cr.[[File:Snkb.gif]], st.[[File:Snkb.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]] [[File:Supercancel.png]] [[File:Qcf.png]][[File:Qcf.png]]+[[File:K.png]]'' - (372)
**Variation - ''charge [[File:D.png]],[[File:U.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' Ender - (376)


=== Move Analysis ===
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]] [[File:Supercancel.png]] [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]]'' - (508)


==== Normal Moves ====
== 100% Drive ==
*'''Standing Light Punch ([[File:snka.gif]])''' - A standard anti-hop attack. Typically it whiffs on crouching opponents, but larger, crouching opponents are exceptions such as Goro or Raiden. In this case, it could be used to pressure those large characters in a similar manner that Terry could in Garou: Mark of the Wolves.
'''0 Bar'''<BR>
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], [[File:Qcb.png]]+[[File:Snka.gif]], xx [charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]], xx [[File:Qcb.png]]+[[File:Snkc.gif]]]x3'' - (?)


*'''Standing Light Kick ([[File:snkb.gif]])''' - Far reaching kick. It is used to control the space in front of Terry. Doesn't have quite the recovery nor the height it had in previous KOF games, this attack makes up for it by being cancelable. Still a good attack to use to keep the opponent outside of your inside range.
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], [[File:Qcb.png]]+[[File:Snka.gif]], xx [[File:Qcb.png]]+[[File:K.png]], [charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]], xx [[File:Qcb.png]]+[[File:Snkc.gif]], xx [[File:Qcb.png]]+[[File:Snkd.gif]]]x2, charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' - (?)


*'''Standing Heavy Punch ([[File:snkc.gif]])''' - A beefy straight. Think of it as an extension of Standing Light Punch but with higher committal, as it will be more susceptible to sweeps due to the longer duration of the attack compared to Standing Light Punch. In return, it does more damage and the longer active hitbox allows Terry to set up frame traps with this move. If one could hit-confirm, then a successful Standing Heavy Punch could net a combo into any of Terry's Desperation Moves on a grounded opponent.
'''1 Bar'''<BR>
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] [[File:Drivecancel.png]] [[File:Qcb.png]]+[[File:K.png]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] [[File:Drivecancel.png]] [[File:Qcb.png]]+[[File:Snkb.gif]], [[File:df.png]]+[[File:Snkc.gif]]'' - (375)


*'''Close Heavy Punch (Close [[File:snkc.gif]])''' - A fast, twice-hitting, gut punch. Close Heavy Punch is typical, fast, Close [[File:snkc.gif]] / [[File:snkd.gif]] type of attack, but lacks the vertical range of similar moves such as Kyo's or Iori's Close Heavy Punch. Instead, this attack has a very convenient hit-confirming property of being two hits and it's easy for new players to learn to confirm bread and butter combos. Good in blockstrings and the multiple hits help in doing guard damage to the guard meter.
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], [[File:Qcb.png]]+[[File:Snka.gif]] xx [charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]], xx[[File:Qcb.png]]+[[File:Snkc.gif]]]x2, [[File:Qcb.png]]+[[File:Snkd.gif]], [[File:Qcf.png]][[File:Qcf.png]]+[[File:K.png]]'' - (?)


*'''Standing Heavy Kick ([[File:snkd.gif]])''' - In previous KOF games such as King of Fighters 2002, this move was really slow and lacked much application. Now this move is particularly useful for anti-air in angles Terry couldn't really cover on reaction, barring Rising Upper ([[File:downforward.gif]] + [[File:snkc.gif]]). Since Terry can't just hold forward to walk or run and press Standing Light Punch to anti-air on a whim (as Terry either has to commit to stopping to do Standing Light Punch or accidentally get Back Knuckle ([[File:right.gif]] + [[File:snka.gif]]) and suffer the consequences of having a chunk of start up while he extends his vulnerable hitbox forward), Standing Heavy Kick covers that application at the cost of being more susceptible to sweeps and other low hitting attacks. It's faster than Standing Heavy Punch though, so Standing Heavy Kick's function as an anti-air is much more relevant in King of Fighters XIII than in the past.
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], [[File:Qcb.png]]+[[File:Snka.gif]] xx [charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]], xx [[File:Qcb.png]]+[[File:Snkc.gif]]]x2, [[File:Qcb.png]]+[[File:Snkd.gif]], [[File:Qcb.png]][[File:Hcf.png]]+[[File:P.png]]'' - (?)


*'''Close Heavy Kick (Close [[File:snkd.gif]])''' - Although not as fast as Close Heavy Punch, this move has a wider activation range than Close Heavy Punch and has a bigger hitbox both vertically and horizontally. The active frames of this move is longer than each of the hits of Close Heavy Punch so this move is generally a better attack for meaties. When in doubt of being able to run forward to punish a move in time with Close Heavy Punch, Close Heavy Kick would be a more consistent option due to generous activation range. Also good for safe blockstrings and frame traps.
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], [[File:Qcb.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]]+[[File:K.png]], [charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]], xx [[File:Qcb.png]]+[[File:Snkc.gif]], xx [[File:Qcb.png]]+[[File:Snkd.gif]]]x2, [[File:Qcf.png]][[File:Qcf.png]]+[[File:K.png]]'' - (?)


*'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])''' - A simple, light attack from crouching that doesn't hit low. Used mainly after Crouching Light Kick so that Crouching Light Punch could cancel into Rising Upper and further into a special attack such as Crack Shoot ([[File:qcb.gif]] + [[File:kick.gif]]) or Burn Knuckle ([[File:qcb.gif]] + [[File:punch.gif]]). Could be used to stagger blockstrings and have a bit more frame advantage than Crouching Light Kick at the expense of a slight bit of distance and hitting low. An opponent might anticipate a sweep after a few crouching light attacks in a blockstring and may want to hop on your "anticipated" sweep attempt, and a Crouching Light Punch staggered in a blockstring could stop and check the opponent with not too much risk. So if spaced correctly while staggering the timing, it could preemptively stifle a hop or jump out attempt that Crouching Lick Kick would not be able to do.
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], [[File:Qcb.png]]+[[File:Snka.gif]], xx [[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]], (xx [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]], xx [[File:Qcb.png]]+[[File:Snkc.gif]])x2, xx [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' - (732)


*'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' - Similar to Crouching Light Punch but hits low and has less of a vertical hitbox if any. As most Crouching Light Kick attacks, it's really useful for hitconfirms, doing high/low mix ups from hops and empty hops, use as a meaty for bad jump-ins and bad landings, and for blockstrings and pressure. A pretty standard move.
''cr.[[File:Snkb.gif]], cr.[[File:Snka.gif]] > cr.[[File:Snkc.gif]] HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], [[File:Qcb.png]]+[[File:Snka.gif]] xx charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]], (cross up) xx charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] (cross up) xx [[File:Qcb.png]]+[[File:Snkd.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' - (601-612)


*'''Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])''' - A punch attack that is quite similar to Guile's "Low Strong" from the Street Fighter series. In application, it is quite similar although the frame advantage might not be as good. It's a good move to use in a blockstring due to the slightly slowness, but the dominance it has due to its hitbox. So it's one of his many frame trap moves that help him score hits and confirms. This move could cancel into command normals or certain specials to add to his pressure. Crouching Heavy Punch also is able to cancel into the aforementioned attacks on whiff as well.
'''2 Bar'''<BR>
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] xx charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]] xx charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkd.gif]] xx charge [[File:D.png]],[[File:U.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' - (?)


*'''Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])''' - A standard sweep with a slight raise in height at the tip of his foot, allowing to anti-air from certain angles in special circumstances. Like Crouching Heavy Punch, it could cancel into command normals and special attacks upon whiff. In some cases in which one baits an opponent to hop or jump onto your sweep for the punish, Terry could simply cancel the whiff animation into his Rising Upper ([[File:downforward.gif]] + [[File:snkc.gif]]) and anti-air the opponent. Even Crouching Heavy Kick canceled into Rising Upper on block is quite safe. One could maintain pressure, momentum, and control a bit of aerial space by also canceling Crouching Heavy Kick into Crack Shoot ([[File:qcb.gif]] + [[File:kick.gif]]), preferably the [[File:snkb.gif]] version of Crack Shoot.
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]], HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcf.png]]+[[File:Snka.gif]] xx [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] -delay- [[File:Qcb.png]]+[[File:Snka.gif]]'' - (696)


*'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' - A standard standing CD attack. In past KOF games, this move used to be a sobat kick that went over low attacks. Now it looks like Terry's old shoulder tackle special attack, Power Charge ([[File:hcf.gif]] + [[File:kick.gif]]) in games such as King of Fighters 98, and does not have properties such as going over low attacks. This current Blowback Attack is more like Kyo's as it initially reels Terry back, and then charges forward with a big, meaty hitbox. In some rare cases, Terry could use this move in response to an overextension of an opponent's attack, and punish the recovery of the move as Terry springs forward as he comes from reeling backwards. On it's own it does not have too much application; although, one could whiff it from a further distance and cancel the active frames into a special move such as Crack Shoot ([[File:qcb.gif]] + [[File:kick.gif]]) to close in distance, but there are better and safer ways to approach an opponent rather than to do that.
(near corner) ''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcf.png]]+[[File:Snkc.gif]] xx [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] -delay- [[File:Qcb.png]]+[[File:Snka.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' - (750)


*'''Jumping Light Punch (Air [[File:snka.gif]])''' - Such as many Jumping Light Punches in the game such as Kyo's or Ryo's, this attack is mainly an air-to-air move that works in a limited amount of situations. This is due to the fact that Terry's other jumping attacks cover similar ranges but with better reach and control. So in the few cases in which no other attack is fast enough as Jumping Light Punch nor could reach to the side nor below Terry, then Jumping Light Punch may be applicable.
''cr.[[File:Snkb.gif]], cr.[[File:Snka.gif]] > cr.[[File:Snkc.gif]] HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] xx charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] (cross up) xx charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] (cross up) charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' - (709)


*'''Jumping Light Kick (Air [[File:snkb.gif]])''' - This kick is Terry's furthest reaching, jumping normal attacks. It has quite the lengthy active period that it actually hits and it controls the vast horizontal space. The weakness of this move is that it easily whiffs against crouching opponents regardless of what jump or hop arc Terry takes and is susceptible to meaty, Crouching Light Kick attacks that lead into combos. Commit to this move when one is able to either confirm Terry's safety upon landing or set up and successfully air-to-air an opponent.  At the right angles, Terry could air-to-air an opponent with this attack and have the time to land and run under the opponent as the opponent lands on the floor; thus setting up for a mix-up.
(corner) ''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]] HD cr.[[File:Snka.gif]] > cr.[[File:Snkc.gif]] xx [[File:Qcf.png]]+[[File:Snka.gif]] xx [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] (3 hits), [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' - (701)


*'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' - An attack that functions both as a jump-in and as an air-to-air given the context of the situation. This attack may not have as wide or as low of a hitbox as Jumping Heavy Kick, but regardless of the comparison this attack is able to be used as a jump-in. The hitbox of course is surrounding Terry's upper body rather than below his waist, leaving Terry a bit more susceptible to anti-air attacks than Jumping Heavy Kick.  
(corner only) ''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkd.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkd.gif]], [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]]'' - ()
**What Jumping Heavy Punch has to offer is that ability to check an opponent just in case for whatever reason, the opponent decides to hop or jump given the proper spacing. So when Terry is at that distance where the opponent could decided to either crouch, block while standing, or hop, Jumping Heavy Punch would be a very appropriate move to control those several factors at once and keeping the advantage.
***An example would be when an opponent may jump/hop at the right timing to go over the space that Terry's Jumping Heavy Kick would cover as a jump-in/hop-in attack. Terry should commit to a Jumping Heavy Punch in this situation to air-to-air the opponent to win out in that aerial situation. Jumping Light Kick might not be as great of an option in this situation as the probability of the opponent staying grounded is still high; so Jumping Heavy Punch would be most optimal here. So in some cases due to spacing, Jumping Heavy Punch does have relevancy.


*'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' - A standard jump-in attack. One of the few moves in the KOF series that have a Street Fighter-like hitbox upon jump-in. As in, this attack has a really good 45° downward angle, good horizontal range, and cross-up just like a Street Fighter Jumping Roundhouse attack by a character such as Ryu. Within the context of KOF and hopping, this move isn't as fast nor has as much of a downward, vertical hitbox like Kyo's Jumping Light Kick or Iori's Jumping Heavy Punch to establish quick, hard-to-defend pressure. Though, he can do quite similar pressure as well but not to an extremely dominating extent, it's a bit easier to react to and anti-air Terry's Jumping Heavy Kick compared to the aforementioned attacks. Due to the systems of the game, this move can actually cross-up more easily from a hop than in past iterations of KOF, allowing for more angles of pressure and offense for Terry to exercise. People more familiar with Street Fighter jump-in attacks would be quickly familiar with Terry's Jumping Heavy Kick and become well acquainted with it.
(corner) ''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]] HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] (2 hits), charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' - (746)
**Standard corner hd combo. If only 2 hits of geyser connect, you can juggle after. Delay the [[File:Qcb.png]]+[[File:Snkb.gif]]'s so they connect low. You can end with ex tackle or ex buster wolf for more damage (listed below).


*'''Jumping Blowback Attack (Air [[File:snkc.gif]] + [[File:snkd.gif]])''' - Similar to Terry's Jumping Light Kick attack, this move is almost strictly for anti-air. It has a higher angled hitbox compared to Jumping Light Punch and Jumping Light Kick for air-to-air, and it covers that remaining upward space that Terry's other jumping normal attacks do not control. On the other hand, Jumping Blowback Attack whiffs over most crouching characters; and since all Jumping Blowback Attacks do not hit high as an overhead, the opponent doesn't need to stand up at all in response to this attack. So if misused, this attack will whiff and be severely punished. As usual, any opponent that is hit by a counter hit Jumping Blowback Attack is susceptible to an additional hit for a juggle combo, such as a jumping normal attack for a hit reset or a super.
'''3 Bar'''<BR>
**On larger crouching characters such as Raiden or Maxima, it's easier for Terry to make this attack be blocked regardless of the opponent crouching or standing.  So in those match ups, Terry could force an additional set-up/frame trap by using a well spaced Jumping Blowback attack in a preemptive response to an anti-air attack, and will counter hit or trade with that attack.
(corner) ''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]] HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] (2 hits), charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snka.gif]][[File:Snkc.gif]]'' - (793)


====Unique Attacks====
(corner) ''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]], HD cr.[[File:Snka.gif]] > cr.[[File:Snkc.gif]], [[File:Qcf.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snka.gif]]/[[File:Snkc.gif]], [[File:Maxcancel.png]] [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] (3 hits), [[File:Qcb.png]]+[[File:Snka.gif]], [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' - (882)
*'''Rising Upper ([[File:downforward.gif]] + [[File:snkc.gif]])''' - An uppercut quite similar in application as Ryo's Crouching Heavy Punch or Kyo's Close Heavy Punch.  The limitation of this move compared to the previously mentioned moves is that this move can't be simply done on reaction from a blocking position, or from holding back. So Terry has to commit or risk doing this on defense and is harder to do on reaction than a simple Crouching Heavy Punch from a down-back position.  On the other hand, Terry can approach or maintain his run by holding down-forward by sliding down from forward from initiating a run, and just press the [[File:snkc.gif]] button on reaction when the player sees the opponent jump or hop.  So while in certain instances it may more difficult to use this move as an anti-air than others, Rising Upper also does have its means of ease in others. Although characters such as Ryo could also do the same kind of uppercut from a run as well, Terry's hitbox on his Rising Upper has better horizontal coverage compared to Ryo's Crouching Heavy Punch. In comparison to Kyo's Close Heavy Punch, Terry's Rising Upper covers more or less the same range, but Kyo's limitation is that Kyo has to be close to the opponent to execute Close Heavy Punch; Terry can do Rising Upper anywhere on screen regardless of spacing.
**Additionally as this is a command normal attack, many of Terry's normal attacks can cancel into Rising Upper. So Terry has the the advantage of canceling attacks such as Crouching Heavy Punch and Crouching Heavy Kick into Rising Upper, controlling ground and air space almost simultaneously.  Further, this move can combo from Crouching Light Punch that combos from Crouching Light Kick.  So from a jump-in or an empty hop, Terry could more or less earn the same kind of combo and knockdown from a high or low mix up as Rising Upper combos into Burn Knuckle ([[File:qcb.gif]] + [[File:snka.gif]]) and his Desperation Moves.
**On a blockstring, Terry could cancel Rising Upper into Crack Shoot ([[File:qcb.gif]] + [[File:snkb.gif]]) and be relatively safe. If the opponent might try to Guard Cancel Roll on the Rising Upper to try to punish the recovery of Crack Shoot, Terry can simply end the blockstring on Rising Upper and reassume pressure by applying a meaty attack on the recovery of the Guard Cancel Roll. If the opponent does not Guard Cancel Roll, Terry's Rising Upper induces enough push back on block that Terry is left at a safe range.
*'''Back Knuckle ([[File:right.gif]] + [[File:snka.gif]])''' - This attack doesn't have as much utility as Rising Upper in terms of being a command normal to hitconfirm during combos.  Although there is more time to "confirm something", this move doesn't cancel into anything afterward. Instead, this move could be used to confirm into a Hyper Drive mode activation and Terry could extend his combo. Otherwise, this move is like Back Knuckle in King of Fighters 98; but in King of Fighters XIII, it only hits once and hits faster with better recovery.  In a neutral game, Terry could use Back Knuckle as an anti-air against a hop that is beyond the reach of Standing Light Punch, Standing Heavy Punch, and Standing Heavy Kick while using a Burn Knuckle ([[File:qcb.gif]] + [[File:punch.gif]]) is too much of a risk to use due to the lack of safety on block, as spacing a Burn Knuckle on block to be safe is very minute, and a precise/difficult thing to do.
**This move also gets in the way of Terry walking/running and holding forward to press Standing Light Punch on reaction or on a whim.  Terry has to commit to stopping and immediately pressing Standing Light Punch for the anti-air. If not done quickly enough, Terry will end up in the recovery animation of the run and not immediately anti-air. Of course if Terry holds forward and presses the [[File:snka.gif]] button, then he'll get a Back Knuckle, which could be detrimental if he's too close to the opponent since the start up animation is not that fast at all, and is susceptible for a punish.


====Throw====
''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:df.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snkb.gif]][[File:Snkc.gif]] {HD BYPASS}, [[File:Maxcancel.png]] [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]], run up [[File:Qcb.png]]+[[File:Snka.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' - (805)
*'''Buster Throw ([[File:right.gif]] or [[File:left.gif]] + [[File:snkc.gif]] or [[File:snkd.gif]] [While Close])''' - A neat, hard knockdown throw. It easily sets up for a cross-up attempt by Terry, especially if the opponent was thrown in the corner so Terry won't need to cover additional distance and time by running and super jumping at the opponent. If the player could get the opponent to be honest and block on okizeme, this throw could also set up into an empty jump or empty hop attempt into either another throw or a Crouching Light Kick attack that confims into a combo.


====Special Moves====
(corner) ''cr.[[File:Snkb.gif]], cr.[[File:Snka.gif]] > cr.[[File:Snkc.gif]], HD cr.[[File:Snkc.gif]], [[File:Qcf.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]] [[File:Hcf.png]]+[[File:Snka.gif]]/[[File:Snkc.gif]], [[File:Maxcancel.png]] [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] (3 hits), [[File:Qcb.png]]+[[File:Snka.gif]], [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]]'' - (840)
*'''Power Wave ([[File:qcf.gif]] + [[File:punch.gif]])''' - One should be able to recognize this trademark attack of Terry's.  One of the most standard, grounded projectiles in King of Fighters XIII, Power Wave controls the ground space in front of Terry. In contrast to the usual airborne projectiles, grounded projectiles such as Power Wave cannot be slid nor crouched under by an opponent.  Rather, it's easier for the opponent to hop or jump over grounded projectiles than airborne projectiles such as Athena's Psychoball ([[File:qcb.gif]] + [[File:punch.gif]]). 
**As both Power Wave attacks lack decent start up and recovery speeds compared to past iterations (e.g. King of Fighters 2002), they can't be used in the same type of pressure that sets ground momentum. Rather in King of Fighters XIII, Power Wave is a means of checking and dissuading an opponent's grounded approach from time to time.  The [[File:snka.gif]] Version of Power Wave does this particularly well and has the better recovery of the two regular Power Waves.
**The [[File:snkc.gif]] Version of Power Wave has a marginal increase of start up and recovery compared to the [[File:snka.gif]] Version and stops less than half of the screen in front of Terry.  In return, this version of Power Wave covers its short distance quicker than [[File:snka.gif]] Version covering the same distance and knocks down the opponent upon hit.
**Both versions of Power Wave are decent during a blockstring and do the most, safe chip damage on block compared to Terry's other Special Moves, but Power Waves are the most susceptible to Guard Cancel Rolls by the opponent.  As Terry does a Power Wave, he doesn't change his position or move forward, leaving Terry vulnerable for a punish if the opponent Guard Cancel Rolls appropriately.  Although Power Wave is a move with some applications, it is not one to be used too generously.
**[[File:snkc.gif]] Version nullifies projectiles much like K's Ein Trigger ([[file:qcf.gif]]) + ([[file:punch.gif]]) or like Terry's Power Wave from The King of Fighters '98. It also nullifies [[File:ex.png]] projectiles, which is a proficient tool to make a way through opponents' zoning.  Just note that the move has quite a bit of start up before the projectile comes out and is susceptible to other attacks or against projectiles that are difficult to react to.  Realistically, the player could use this Power Wave against slower projectiles such as Athena's Psychoball ([[file:qcb.gif]]) + ([[file:punch.gif]]) or Mature's [[File:Ex.png]] Ebony Tears ([[File:down.gif]][[File:downright.gif]][[File:hcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]]).
**'''[[File:ex.png]] Power Wave ([[File:qcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Quite similar to the [[File:snka.gif]] Version of Power Wave, this projectile moves completely across the screen.  The difference is that this attack moves slower and hits 3 times.  This version of Power Wave doesn't knockdown the opponent; so it actually may be used to hit the opponent, and the player could continue to combo during or after the [[File:ex.png]] Version of Power Wave hits.


*'''Crack Shoot ([[File:qcb.gif]] + [[File:kick.gif]])''' - Terry's main ender for a blockstring.  In past KOF games, it was typically Burn Knuckle ([[File:qcb.gif]] + [[File:snka.gif]]) [now unsafe on block] or Power Charge ([[File:hcf.gif]] + [[File:kick.gif]]) [not in King of Fighters XIII] that safely ended Terry's blockstrings.  Now to take that helm is the [[File:snkb.gif]] Version of Crack Shoot, as it now safely moves Terry forward in a blockstring while maintaining a safe distance away from the opponent.  So, trying to Guard Cancel Roll to punish Terry's Crack Shoot is difficult unless the opponent is cornered.  The [[File:snkd.gif]] Version of Crack Shoot could combo into a Close Attack after hitting a crouching opponent, but most of the time it's pretty easy for the opponent to react and either punish or block the attack. 
'''4 Bar'''<BR>
**Although the [[File:snkd.gif]] Version has frame advantage on block rather than being at neutral like [[File:snkb.gif]] Version, it takes distance to space it properly to land on an opponent.  Also, the [[File:snkd.gif]] Version is frequently used in Drive/Hyper Drive combos and as a preemptive anti-air from strange angles, such as the opponent trying to use a cross-up attack. 
(corner) ''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]] HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] (2 hits), charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkb.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkc.gif]] xx [[File:Qcb.png]]+[[File:Snkb.gif]], [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]]'' - (830)
**Overall, Crack Shoot is a bit slower than in the past KOF games and is more reminiscent of Terry's Crack Shoot from Garou: Mark of The Wolves.  If anything, Crack Shoot in King of Fighters XIII is the medium in between KOF's Crack Shoot and MOTW's Crack Shoot, but it is not an overhead.
**'''[[File:ex.png]] Crack Shoot ([[File:qcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Now this attack is an overhead attack!  This move even exceeds the speed of the past Crack Shoot attacks and stacks on not only an overhead property, but it induces a hard knockdown upon the opponent as well.  For worth of the meter used, [[File:ex.png]] Crack Shoot does 60 less damage than a Buster Wolf ([[File:qcf.gif]][[File:qcf.gif]] + [[File:kick.gif]]) and 90 damage less than Power Geyser ([[File:down.gif]][[File:downleft.gif]][[File:hcf.gif]] + [[File:punch.gif]]), and that's not adjusted for proration.  So, [[File:ex.png]] Crack Shoot is really worth its damage for the amount of meter it uses as it is good upon hit, but also sets up the opponent for further 50/50 mix-ups.  When the opponent is tired of receiving 120 damage chunks from each attempt, Terry could mix-up by doing a combo/blockstring starting from Crouching Light Kick, as it hits low. 
***From Terry's hard knockdown attacks (such as a throw or [[File:ex.png]] Crack Shoot) or from an opportunity where Terry could attempt a safe jump, the player could do a jump-in or cross-up Jumping Heavy Kick, quickly check if the opponent blocked the attack, and mix-up by going straight into [[File:ex.png]] Crack Shoot upon landing.  In turn, this could make it difficult for the opponent to block or react to.  If the move connects, the opponent will be in a hard knockdown state and Terry could mix-up yet again. 
***To reiterate, Terry could simply mix-up the situation with low hitting attacks that lead into a combo.  The mix-up doesn't necessarily have to happen from a blocked Jumping Heavy Kick; Terry could do empty jumps/hops into low hitting attacks, and then proceed to mix-up those situations with an empty jump/hop into [[File:ex.png]] Crack Shoot.  The player could even do staggered blockstrings with low hitting attacks and change up the opportunities and timings for an [[File:ex.png]] Crack Shoot.  Even simply doing Crouching Light Punch or Rising Upper ([[File:downforward.gif]] + [[File:snkc.gif]]) as a mix-up or as a blockstring is a valid use of this move.  This attack upon hit even leads into an ambiguous roll mix-up on okizeme. 
***The main limitation of this attack is that [[File:ex.png]] Crack Shoot does take a single bar of meter to use; the player must manage Terry's meter wisely.  Just be sure to keep the momentum, offense, and creativity fresh and pay attention to the kinds of responses each opponent makes.


*'''Burn Knuckle ([[File:qcb.gif]] + [[File:punch.gif]])''' - Not as hot as previous KOF games, this iteration of Burn Knuckle is more reminiscent of Garou: Mark of The Wolves. That is, Burn Knuckle is largely unsafe on block regardless of the version used. The [[File:snka.gif]] Version of Burn Knuckle could be positioned well enough to be safe on block, but the attack must connect with an opponent's guard right on the tip of Burn Knuckle right as Burn Knuckle is about to completely stop. In essence, this attack is really difficult to time and position correctly to be safe on block in a game where movement and spacing is quite volatile. Outside of combos, this move could be used as a preemptive anti-air attack against jumps, rather jumps than hops, from mid and far screen. In most cases, one shouldn't rely on doing so that often.
(midscreen) ''cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]] HD cl.[[File:Snkc.gif]]/[[File:Snkd.gif]], [[File:F.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]]+[[File:Snka.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] xx [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] - (924)
**'''[[File:ex.png]] Burn Knuckle ([[File:qcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - As with the normal versions of Burn Knuckle, this attack is also unsafe. What makes [[File:ex.png]] Burn Knuckle stand out is that it has the fastest start up out of the other Burn Knuckles, and goes full screen. If need be, this move is much more reliable as an anti-air than the normal versions of Burn Knuckle. Upon hitting a close by opponent, Terry knocks the opponent upwards into a juggle state in which Terry could follow up with another attack of the player's choice. That is mainly what this attack is used for in application, an extension of combos be it Drive and Hyper Drive.
**A lot of damage. If you're close enough to the corner you can get an additional buster wolf or a [[File:Qcb.png]]+[[File:Snkd.gif]], charge [[File:D.png]],[[File:U.png]]+[[File:Snkc.gif]] which will do 98-100%.


*'''Rising Tackle ([[File:down.gif]] [Charge] [[File:up.gif]] + [[File:punch.gif]])''' - Terry's signature anti-air attack.  Typically, this attack is just simply an average anti-air attack without much invulnerability.  In past games such as King of Fighters 98, this attack had a [[File:dp.gif]] motion and guard point hitboxes (as in it absorbed hits like a block); Rising Tackle was a good anti-air attack.  Now it has returned to its common form: a plain, charge-motion attack.  The [[File:snkc.gif]] Version of Rising Tackle is the preferred version to anti-air an opponent with due to the extended vertical range and invincibility compared to the [[File:snka.gif]] Version.  Rising Tackle isn't particularly good against cross-up attacks though, and is more often than not to miss. Outside of combos, this move is mainly used against a poorly coordinated full jump or super jump that will land right upon or in front of Terry. 
= Team Order =
**To be duly noted, the [[File:snkc.gif]] Version could also beat out Guard Cancel Blowback Attacks.  So doing a setup such as doing a Crouching Light Punch on a blocking opponent and canceling straight into [[File:snkc.gif]] Version Rising Tackle to hit a Guard Cancel Blowback is a valid tactic, just be cautionary and really know when an opponent will do a Guard Cancel Blowback Attack or Terry will be receiving a very agonizing punish upon landing.
== 1st position ==
**'''[[File:ex.png]] Rising Tackle ([[File:down.gif]]  [Charge] [[File:up.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' -  Mainly, this move is used to end simple Drive Cancel combos such as a player using a Drive Cancel on a Burn Knuckle ([[File:qcb.gif]] + [[File:snka.gif]]) to combo into a Crack Shoot ([[File:qcb.gif]] + [[File:snkd.gif]]) and finish with an [[File:ex.png]] Rising Tackle.  It might be a faster anti-air than the [[File:snkc.gif]] Version of Rising Tackle, but it does not have the same invincibility to be a reversal.
Terry is very good as a point character, as he doesn't need meter to do good damage. His neutral is very solid, if not overpowering.


====Desperation Moves====
== 2nd position ==
*'''Power Geyser ([[File:down.gif]][[File:downleft.gif]][[File:hcf.gif]] + [[File:punch.gif]])''' - A renowned classic: the powerful, old faithful.  Power Geyser makes its return and for the better.  In previous KOF games, this move was terribly slow.  Terrible as an anti-air, terrible as a reversal; this move was mainly used in combos due to its sheer power over Terry's other Desperation Moves in regards to the meter involved.  Now in King of Fighters XIII, this attack has not only a heightened hitbox but a faster start up as well.  While still not ideal as a reversal, this attack surely covers great vertical space fast enough to catch opponents.
Terry's still pretty good here, he'll obviously do more damage with meter. More or less the same as point.
**'''[[File:ex.png]] Power Geyser ([[File:down.gif]][[File:downleft.gif]][[File:hcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Similar to a normal Power Geyser, Terry just does a single pound to the floor with his fist to shoot out a geyser of energy.  In this case, three successive geysers erupt almost simultaneously from a single area. Faster than the typical Power Geyser, it'll catch more airborne opponents in more opportunities.


*'''Buster Wolf ([[File:qcf.gif]][[File:qcf.gif]] + [[File:kick.gif]])''' - Are you OK?  The opponent surely wouldn't.  Contrary to common belief, Buster Wolf has only appeared in 2 KOF games prior to King of Fighters XIII, those being King of Fighters 2003 and King of Fighters XI.  This attack was actually first introduced in Garou: Mark of the Wolves, but everyone remembers this one from Capcom vs. SNK 2.  In regards to actual application, Buster Wolf is the Desperation Move to go to when in need of a reversal super attack. Unlike Terry's other Desperation Move, Buster Wolf doesn't have as high of damage output and the damage is spread amongst two hits, thus further prorated in combos.  It is extremely quick however, even faster than [[File:ex.png]] Burn Knuckle.
== 3rd position ==
**'''[[File:ex.png]] Buster Wolf ([[File:qcf.gif]][[File:qcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - One with a more dynamic finish, this version has start up invincibility, has a better hitbox, is projectile invincible, and deals more damage overall than a normal Buster Wolf.
Of course all options will be open with meter in this position, but Terry is not the best anchor. He doesn't have great mixups, lacking a command grab and a command overhead (crack shoot doesn't count). His HD combos can do a lot of damage, but his level 3 doesn't work properly in the corner. For this reason, your team probably has a better character for the anchor position.


*'''Trinity Geyser ([[File:qcf.gif]][[File:qcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - The pride of Yellowstone, this new Desperation Move is a combination of Terry's old Power Wave from the first Fatal Fury game and one of Terry's most recent Desperation Moves, Power Stream.  The strength of this move is no joke, but the player must use caution when using the move in the corner.  The reason being is that the damage by this attack is earned by each individual geyser that hits, and only two of the multiple geysers will usually hit the opponent in the corner, as opposed to the typical 3 mid-screen. In the corner, the move can often be followed up with attacks such as burn knuckle, crack shoot, and buster wolf for extra damage. Trinity Geyser is good enough as an anti-air against full jumps, otherwise this attack is confirmed from normal attacks or from a Max Cancel.
= Strategy =
== Basic Strategy ==
=== Offense ===
*Terry is a simple character with standard jump and hop arcs and good jump-in attacks.  Being able to simply combo into a knockdown from a high or low mix-up, Terry is able to play a basic offensive game based around getting around an opponent's guard by making the opponent block incorrectly given the situation.
*What Terry might slightly lack in comparison to a higher offensive character such as Kyo in terms of hopping-in or in high/low/throw mix-ups, Terry makes up for in being able to utilize Terry's ability to do larger, safer, blockstrings and frame traps that will easily wear down an opponent's guard gauge.  Not the best of the best, Terry is still well rounded.  Take note of the opponent's guard gauge and be ready to break the gauge with an attack that recovers quickly.  The player will be able to score an opportunity to do a full combo.
*While pushing forward, Terry can simultaneously cover ground and airspace by canceling his Crouching [[File:Snkd.gif]] into a Rising Upper ([[File:df.png]]+[[File:snkc.gif]]) or a Crack Shoot ([[File:Qcb.png]]+[[file:snkb.gif]]) while maintaining relatively safe.  There might be some instances where the opponent might stay out of the Crouching [[File:Snkd.gif]] range to evade being put into block stun, and the opponent will wait for either of the follow-ups and go for the punish.
*Keep Terry's offensive mix-ups fresh.  Reference Terry's [[file:ex.png]] Crack Shoot ([[File:Qcb.png]]+[[file:snkb.gif]][[file:snkd.gif]]) section for additional detail.  The player could expand mix-up possibilities with tick throws, breaking alternate guards with cross-up attack, staggered low hitting attacks, empty hop into low attacks or throw, and [[file:ex.png]] Crack Shoot mix-ups as well.  Get the player to try to respond against these mix-ups and proceed to incorporate frame traps as well. Simple strings, such as Crouching [[File:Snkb.gif]] into a slightly delayed Close [[File:Snkd.gif]], are effective ways in trying to counter or counter hit an opponent's attempt to attack or escape.


=== Tips and Tricks ===
=== Neutral/Defense ===
*Typically when Terry does two crouching, light attacks on block from point blank, Terry could cross up with Jumping Heavy Kick on an opponent from a full, normal jump.
*The player is also able to use Terry's good normal attacks to control his inner-space.  With solid normals such as Standing [[File:Snka.gif]], Standing [[File:Snkd.gif]], and especially Standing [[File:Snkb.gif]], Terry is able to check the opponent's ability to approach in the direct vicinity in front of Terry.  With an attack such as Standing [[File:Snkb.gif]] having good range and recovery to poke an opponent coupled with the ability to cancel into another attack, Terry is able to push out an opponent with Standing [[File:Snkb.gif]] and give Terry some breathing room.
*Though it may be awkward for most players at first, learning to react to hops or jumps on reaction and punishing with Rising Upper ([[File:df.png]]+[[File:snkc.gif]]) is a must to make sure nothing gets past Terry.  Just be confident in holding a neutral position on Terry rather than constantly hovering in the blocking or crouch blocking position, and respond to the opponent's approaches with the necessary attacks.
*Terry actually has some aerial control to limit the opponent from approaching.  A backwards hop or neutral hop Jumping [[File:Snkb.gif]] is effective when the opponent tries approach by ground or by air.  An early Jumping [[File:Snkd.gif]] from a hop is also decent for stopping grounded approaches.  When in doubt, a Jumping Blowback Attack is also good for air-to-air usage.  Just be careful and don't become predictable, an opponent might try to get under Terry at just the right moment to crouch underneath Terry's hopping or jumping attack and hit Terry while he's on the way down.  In some instances, this might land a full combo for the opponent.
*In instances where the opponent feels confident enough to just run forward to close in on Terry and land a Close [[File:snkc.gif]] or [[File:snkd.gif]] attack from far, use Power Wave ([[File:Qcf.png]]+[[File:P.png]]) to stop and remind the opponent that it's not a free ticket getting in.  Remember that it's relatively easy for the opponent to hop over the Power Wave and to not use it excessively.
*When somewhat in doubt when or how an opponent will close in space from about mid or mid-close screen, Terry has quite the handy Crouching [[File:Snkc.gif]] to use.  It might not recover as fast as it did in previous KOF games, this attack is still effective as a really beefy normal just like Guile's "Low Strong" from the Street Fighter series.  It's pretty legitimate to use twice in a row, be it on hit or on block, just to push out an opponent.  Note that Crouching [[File:Snkc.gif]] could not only cancel on hit but on whiff during the active frames.  As a reminder, try to not get hopped or jumped on by the opponent when doing Crouching [[File:Snkc.gif]].
*Even with decent reversal Desperation Moves, more often than not some of the best defensive options Terry has is just to simply block.  If an opponent doesn't do a safe jump or hop on Terry, be sure to use the standard option select Close [[File:snkc.gif]] or [[File:snkd.gif]].  In this case for Terry, the optimal button would be [[File:snkd.gif]].  If Terry uses the option select on the opportune moment that the opponent will attack deep in a jump or hop-in, Terry will just simply block.  If the opponent tried to go for an empty hop mix-up, the opponent will be hit by either an anti-air attack or simply be hit by a meaty attack or thrown upon landing.
**Keep in mind also while blocking, that Terry could simply punish a hop on reaction with a Standing [[File:Snka.gif]].  Sometimes the simplest things are some of the most important factors in a match.


*Similarly when Terry does three crouching, light attack on block from point blank, Terry could cross up with Jumping Heavy Kick on an opponent from a hyper hop.
== Advanced Strategy ==
Frame Traps and Links


*Terry could whiff a Close Heavy Kick on okizeme and still cancel the whiff animation into a Rising Upper ([[File:downforward.gif]] + [[File:snkc.gif]]) and use that attack to meaty an opponent, a potential gimmick.
*The timing for canceling Rising Upper ([[File:downforward.gif]] + [[File:snkc.gif]]) is trickier than in previous games.  A recommended tip to try is to cancel Rising Upper a bit later than anticipated.


*Be careful when using Rising Upper ([[File:downforward.gif]] + [[File:snkc.gif]]) in blockstings.  Unlike past KOF games, this attack is more prone to whiffing in blockstrings on more than just crouching opponents due to the amount of push back Terry's normal attacks induce on hit and on block.  Be sure to test and know the spacings to use this attack in hitconfirms and blockstrings, don't accidentally lose momentum by whiffing unintentionally.
"(n) frame gap" = The amount of frames that opponent has to counter a frame trap.


=== Combos ===
1.) st.[[File:Snka.gif]], cl.[[File:Snkc.gif]] - 2 frame gap between st.[[File:Snka.gif]] and cl.[[File:Snkc.gif]]. St.[[File:Snka.gif]] whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.


* note, all combos starting with ''st.C df.C'' can alternatively be started with ''cr.B cr.A cr.C'' as well.  
2.) st.[[File:Snka.gif]], cl.[[File:Snkd.gif]] - 3 frame gap between st.[[File:Snka.gif]] and cl.[[File:Snkd.gif]].
==== 0% Drive ====
'''0 Bar'''
*''st.C df.C xx qcb+A'' - (195)
*''st.C df.C xx qcb+B'' - (198)
**Leaves Terry at point blank range with +0 Frame Advantage


3.) cr.[[File:Snka.gif]], cl.[[File:Snkc.gif]] - 3 frame gap between cr.[[File:Snka.gif]] and cl.[[File:Snkc.gif]].


'''1 Bar'''
4.) cr.[[File:Snka.gif]], cl.[[File:Snkd.gif]] - 4 frame gap between cr.[[File:Snka.gif]] and cl.[[File:Snkd.gif]].
*''st.C df.C xx qcbhcf+P'' - (310)


*''st.C df.C xx qcb+KK'' - (234)
5.) st.[[File:Snkb.gif]], st.[[File:Snka.gif]]  - 2 frame gap between st.[[File:Snkb.gif]] and st.[[File:Snka.gif]].


*''cr.B cr.B cr.B st.B xx qcfx2+K'' - (254)
6.) st.[[File:Snkb.gif]], cr.[[File:Snka.gif]] - 3 frame gap between st.[[File:Snkb.gif]] and cr.[[File:Snka.gif]].


'''2 Bar'''
7.) st.[[File:Snkb.gif]], cr.[[File:Snkb.gif]] - 2 frame gap between st.[[File:Snkb.gif]] and cr.[[File:Snkb.gif]].
*''st.C df.C xx qcbhcf+AC'' - (438) 


*''cr.B cr.B cr.B st.B xx qcbhcf+AC'' - (398)
8.) st.[[File:Snkb.gif]], cl.[[File:Snkc.gif]]  - 2 frame gap between st.[[File:Snkb.gif]] and cl.[[File:Snkc.gif]].


'''3 Bar'''
9.) st.[[File:Snkb.gif]], [[File:df.png]]+[[File:Snkc.gif]]  - 2 frame gap between st.[[File:Snkb.gif]] and [[File:df.png]]+[[File:Snkc.gif]].
*''st.C df+C xx qcfx2+AC'' - (513)


==== 50% Drive ====
10.) st.[[File:Snkb.gif]], cl.[[File:Snkd.gif]] - 3 frame gap between st.[[File:Snkb.gif]] and cl.[[File:Snkd.gif]].
'''0 Bar'''
*''st.C df.C xx qcb+A xx d~u+C'' - (289)


*'' st.C, df.C xx qcb+A (DC) qcb+B, st.C'' - (313)
11.) st.[[File:Snkb.gif]], st.[[File:Snkb.gif]] - 4 frame gap between st.[[File:Snkb.gif]] and st.[[File:Snkb.gif]].


*''(corner only) st.C, df.C xx qcb+A (DC) qcb+K, d~u+C'' - (337)  
12.) [[File:Qcb.png]]+[[File:Snkb.gif]] (blocked in crouch position), st.[[File:Snka.gif]] - 4 frame gap between [[File:Qcb.png]]+[[File:Snkb.gif]] (blocked on crouch position) and st.[[File:Snka.gif]].


13.) [[File:Qcb.png]]+[[File:Snkb.gif]] (blocked in crouch position), cr.[[File:Snkb.gif]] - 4 frame gap between [[File:Qcb.png]]+[[File:Snkb.gif]] (blocked on crouch position) and cr.[[File:Snkb.gif]].


'''1 Bar'''
14.) [[File:Qcb.png]]+[[File:Snkb.gif]] (blocked in crouch position), cl.[[File:Snkc.gif]] - 4 frame gap between [[File:Qcb.png]]+[[File:Snkb.gif]] (blocked on crouch position) and cl.[[File:Snkc.gif]].
*''st.C df+C xx qcb+A (DC) qcb+B, d~u+AC'' - (384)


*'' st.C df+C xx qcb+A (DC) qcb+B, qcb+BD'' - (341)  
15.) [[File:Qcb.png]]+[[File:Snkb.gif]] (blocked in crouch position), [[File:df.png]]+[[File:Snkc.gif]] - 4 frame gap between [[File:Qcb.png]]+[[File:Snkb.gif]] (blocked on crouch position) and [[File:df.png]]+[[File:Snkc.gif]].


*''cr.B cr.B cr.B st.B xx qcb+PP (DC) d~u+C'' - (324)
16.) [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked in crouch position), st.[[File:Snka.gif]] - 2 frame gap between [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked on crouch position) and st.[[File:Snka.gif]].


'''2 Bar'''
17.) [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked in crouch position), cr.[[File:Snka.gif]] - 3 frame gap between [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked on crouch position) and cr.[[File:Snka.gif]].
*''st.C df+C xx qcb+A (SC) qcbhcf+AC'' - (483)
**Doing this combo in Mid-screen is preferred, some of the hits will whiff in the corner.
*''(corner only) st.C df+C xx qcb+AC (DC) qcb+K, d~u+AC'' - (465)
**Corner variation of the previous combo
*''cr.B cr.B cr.B st.B xx qcb+AC (SC) qcfx2+K'' - (372)
**Variation - ''d~u+PP'' Ender - (376)
*''st.C df+C xx qcb+AC (SC) qcfx2+BD'' - (508)
**Alternatively this combo can be started with ''cr.B cr.B cr.B st.B...''


==== 100% Drive ====
18.) [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked in crouch position), st.[[File:Snkb.gif]] - 4 frame gap between [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked on crouch position) and st.[[File:Snkb.gif]].
'''1 Bar'''
*''st.C df+C xx qcb+A (DC) qcb+K, d~u+C (DC) qcb+B, df+C'' - (375)


'''2 Bar'''
19.) [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked in crouch position), cr.[[File:Snkb.gif]] - 2 frame gap between [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked on crouch position) and cr.[[File:Snkb.gif]].
*''st.C df.C (HD Activation) cl.D df.C xx qcb+A (DC) d~u+C (DC) qcb+C (DC) qcb+AC (DC) d~u+C (DC) qcb+C (DC) qcb+D (DC) d~u+AC''


*''(corner only) st.C df.C (HD Activation) cl.D df.C xx qcb+A (DC) qcb+AC, d~u+C (DC) qcb+C (DC) qcb+D, d~u+C (DC) qcb+C (DC) qcb+D, qcfx2+P''
20.) [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked in crouch position), cl.[[File:Snkc.gif]] - 2 frame gap between [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked on crouch position) and cl.[[File:Snkc.gif]].


=== Team Order ===
21.) [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked in crouch position), [[File:df.png]]+[[File:Snkc.gif]] - 2 frame gap between [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked on crouch position) and [[File:df.png]]+[[File:Snkc.gif]].
==== 1st position ====
'''Pros'''
*
'''Cons'''
*


==== 2nd position ====
22.) [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked in crouch position), cl.[[File:Snkd.gif]] - 3 frame gap between [[File:Qcb.png]]+[[File:Snkd.gif]] (blocked on crouch position) and cl.[[File:Snkd.gif]].
'''Pros'''
*
'''Cons'''
*


==== 3rd position ====
=== Tips and Tricks ===
'''Pros'''
*Typically when Terry does two crouching, light attacks on block from point blank, Terry could cross up with Jumping [[File:Snkd.gif]] on an opponent from a full, normal jump.
*
'''Cons'''
*


=== Basic Strategy ===
*Similarly when Terry does three crouching, light attack on block from point blank, Terry could cross up with Jumping [[File:Snkd.gif]] on an opponent from a hyper hop.


==== Offense ====
*Terry could whiff a Close [[File:Snkd.gif]] on okizeme and still cancel the whiff animation into a Rising Upper ([[File:df.png]] + [[File:snkc.gif]]) and use that attack to meaty an opponent, a potential gimmick.
*Terry is a simple character with standard jump and hop arcs and good jump-in attacks. Being able to simply combo into a knockdown from a high or low mix-up, Terry is able to play a basic offensive game based around getting around an opponent's guard by making the opponent block incorrectly given the situation.
*The timing for canceling Rising Upper ([[File:df.png]] + [[File:snkc.gif]]) is trickier than in previous gamesA recommended tip to try is to cancel Rising Upper a bit later than anticipated.
*What Terry might slightly lack in comparison to a higher offensive character such as Kyo in terms of hopping-in or in high/low/throw mix-ups, Terry makes up for in being able to utilize Terry's ability to do larger, safer, blockstrings and frame traps that will easily wear down an opponent's guard gauge.  Not the best of the best, Terry is still well rounded.  Take note of the opponent's guard gauge and be ready to break the gauge with an attack that recovers quickly.  The player will be able to score an opportunity to do a full combo.
*While pushing forward, Terry can simultaneously cover ground and airspace by canceling his Crouching Heavy Kick into a Rising Upper ([[File:downforward.gif]] + [[File:snkc.gif]]) or a Crack Shoot ([[file:qcb.gif]] + [[file:snkb.gif]]) while maintaining relatively safe.  There might be some instances where the opponent might stay out of the Crouching Heavy Kick range to evade being put into block stun, and the opponent will wait for either of the follow-ups and go for the punish.  
*Keep Terry's offensive mix-ups fresh.  Reference Terry's [[file:ex.png]] Crack Shoot ([[file:qcb.gif]] + [[file:snkb.gif]] + [[file:snkd.gif]]) section for additional detailThe player could expand mix-up possibilities with tick throws, breaking alternate guards with cross-up attack, staggered low hitting attacks, empty hop into low attacks or throw, and [[file:ex.png]] Crack Shoot mix-ups as well.  Get the player to try to respond against these mix-ups and proceed to incorporate frame traps as well.  Simple strings, such as Crouching Light Kick into a slightly delayed Close Heavy Kick, are effective ways in trying to counter or counter hit an opponent's attempt to attack or escape.


==== Neutral/Defense ====
*Be careful when using Rising Upper ([[File:df.png]] + [[File:snkc.gif]]) in blockstingsUnlike past KOF games, this attack is more prone to whiffing in blockstrings on more than just crouching opponents due to the amount of push back Terry's normal attacks induce on hit and on blockBe sure to test and know the spacings to use this attack in hitconfirms and blockstrings, don't accidentally lose momentum by whiffing unintentionally.
*The player is also able to use Terry's good normal attacks to control his inner-space.  With solid normals such as Standing Light Punch, Standing Heavy Kick, and especially Standing Light Kick, Terry is able to check the opponent's ability to approach in the direct vicinity in front of Terry.  With an attack such as Standing Light Kick having good range and recovery to poke an opponent coupled with the ability to cancel into another attack, Terry is able to push out an opponent with Standing Light Kick and give Terry some breathing room.
*Though it may be awkward for most players at first, learning to react to hops or jumps on reaction and punishing with Rising Upper ([[File:downforward.gif]] + [[File:snkc.gif]]) is a must to make sure nothing gets past Terry.  Just be confident in holding a neutral position on Terry rather than constantly hovering in the blocking or crouch blocking position, and respond to the opponent's approaches with the necessary attacks.
*Terry actually has some aerial control to limit the opponent from approachingA backwards hop or neutral hop Jumping Light Kick is effective when the opponent tries approach by ground or by air.  An early Jumping Heavy Kick from a hop is also decent for stopping grounded approaches.  When in doubt, a Jumping Blowback Attack is also good for air-to-air usage.  Just be careful and don't become predictable, an opponent might try to get under Terry at just the right moment to crouch underneath Terry's hopping or jumping attack and hit Terry while he's on the way down.  In some instances, this might land a full combo for the opponent.
*In instances where the opponent feels confident enough to just run forward to close in on Terry and land a Close [[File:snkc.gif]] or [[File:snkd.gif]] attack from far, use Power Wave ([[File:qcf.gif]] + [[File:punch.gif]]) to stop and remind the opponent that it's not a free ticket getting in.  Remember that it's relatively easy for the opponent to hop over the Power Wave and to not use it excessively.
*When somewhat in doubt when or how an opponent will close in space from about mid or mid-close screen, Terry has quite the handy Crouching Heavy Punch to use.  It might not recover as fast as it did in previous KOF games, this attack is still effective as a really beefy normal just like Guile's "Low Strong" from the Street Fighter series.  It's pretty legitimate to use twice in a row, be it on hit or on block, just to push out an opponent.  Note that Crouching Heavy Punch could not only cancel on hit but on whiff during the active framesAs a reminder, try to not get hopped or jumped on by the opponent when doing Crouching Heavy Punch.
*Even with decent reversal Desperation Moves, more often than not some of the best defensive options Terry has is just to simply block.  If an opponent doesn't do a safe jump or hop on Terry, be sure to use the standard option select Close [[File:snkc.gif]] or [[File:snkd.gif]].  In this case for Terry, the optimal button would be [[File:snkd.gif]].  If Terry uses the option select on the opportune moment that the opponent will attack deep in a jump or hop-in, Terry will just simply block.  If the opponent tried to go for an empty hop mix-up, the opponent will be hit by either an anti-air attack or simply be hit by a meaty attack or thrown upon landing.
**Keep in mind also while blocking, that Terry could simply punish a hop on reaction with a Standing Light Punch.  Sometimes the simplest things are some of the most important factors in a match.


=== Advanced Strategy ===
= Matchups=
* Go nuts, running wild
==Strategy with Terry==
=== vs Grappler ===
=== vs Zoner ===
=== vs Rushdown ===
==Strategy against Terry==
=== as Grappler ===
=== as Zoner ===
=== as Rushdown ===


=== Frame Data ===
{{Navbox-KOF13}}
[[Category:The King of Fighters XIII]]

Latest revision as of 02:09, 6 January 2021

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Terry Bogard

KOFXIII-Terry Face.png

In a nutshell

Quite the renowned character, this SNK hero makes his inevitable return. Although Terry is a straight forward, pressure character, he isn't quite adept as Kyo or Iori in regards to breaking an opponent's ability to guard High.png and Low.png attacks (not to say he can't do that kind of offensive pressure at all.) In return, Terry has strong game plan based around chunky block-strings and good frame traps that breaks the opponent's guard gauge. Overall he's a simple character and is a great character for beginners and experienced players alike.

Terrykofxiii.gif

Video Walkthrough

Move List

Normal Moves

Frames Advantage Properties Block Damage Notes
Standing Close
Snkc.gif 4/3,3/18 0/-2 Cancel.png HL 55+25 A fast, twice-hitting, gut punch. Close Snkc.gif is typical, fast, Close Snkc.gif / Snkd.gif type of attack, but lacks the vertical range of similar moves such as Kyo's or Iori's Close Snkc.gif. Instead, this attack has a very convenient hit-confirming property of being two hits and it's easy for new players to learn to confirm bread and butter combos. Good in blockstrings and the multiple hits help in doing guard damage to the guard meter.
Snkd.gif 5/5/22 -6/-8 Cancel.png HL 70 Although not as fast as Close Snkc.gif, this move has a wider activation range than Close Snkc.gif and has a bigger hitbox both vertically and horizontally. The active frames of this move is longer than each of the hits of Close Snkc.gif so this move is generally a better attack for meaties. When in doubt of being able to run forward to punish a move in time with Close Snkc.gif, Close Snkd.gif would be a more consistent option due to generous activation range. Also good for safe blockstrings and frame traps.
Standing Far
Snka.gif 4/3/8 +4/+2 Cancel.pngChaincancel.png HL 25 A standard anti-hop attack. Typically it whiffs on crouching opponents, but larger, crouching opponents are exceptions such as Goro or Raiden. In this case, it could be used to pressure those large characters in a similar manner that Terry could in Garou: Mark of the Wolves.
Snkb.gif 6/2/9 +4/+2 Cancel.png HL 30 Far reaching kick. It is used to control the space in front of Terry. Doesn't have quite the recovery nor the height it had in previous KOF games, this attack makes up for it by being cancelable. Still a good attack to use to keep the opponent outside of your inside range.
Snkc.gif 7/6/19 -4/-6 Supercancel.png HL 80 A beefy straight. Think of it as an extension of Standing Snka.gif but with higher committal, as it will be more susceptible to sweeps due to the longer duration of the attack compared to Standing Snka.gif. In return, it does more damage and the longer active hitbox allows Terry to set up frame traps with this move. If one could hit-confirm, then a successful Standing Snkc.gif could net a combo into any of Terry's Desperation Moves on a grounded opponent.
Snkd.gif 11/5/16 0/-2 - HL 80 In previous KOF games such as King of Fighters 2002, this move was really slow and lacked much application. Now this move is particularly useful for anti-air in angles Terry couldn't really cover on reaction, barring Rising Upper (Df.png + Snkc.gif). Since Terry can't just hold forward to walk or run and press Standing Snka.gif to anti-air on a whim (as Terry either has to commit to stopping to do Standing Snka.gif or accidentally get Back Knuckle (F.png + Snka.gif) and suffer the consequences of having a chunk of start up while he extends his vulnerable hitbox forward), Standing Snkd.gif covers that application at the cost of being more susceptible to sweeps and other low hitting attacks. It's faster than Standing Snkc.gif though, so Standing Snkd.gif's function as an anti-air is much more relevant in King of Fighters XIII than in the past.
Snkc.gif+Snkd.gif 15/8/16 KD/-1 Specialcancel.pngSoftknockdown.png HL 75 A standard standing Snkc.gifSnkd.gif attack. In past KOF games, this move used to be a sobat kick that went over low attacks. Now it looks like Terry's old shoulder tackle special attack, Power Charge (Hcf.png + K.png) in games such as King of Fighters 98, and does not have properties such as going over low attacks. This current Blowback Attack is more like Kyo's as it initially reels Terry back, and then charges forward with a big, meaty hitbox. In some rare cases, Terry could use this move in response to an overextension of an opponent's attack, and punish the recovery of the move as Terry springs forward as he comes from reeling backwards. On it's own it does not have too much application; although, one could whiff it from a further distance and cancel the active frames into a special move such as Crack Shoot (Qcb.png + K.png) to close in distance, but there are better and safer ways to approach an opponent rather than to do that.
Crouching
Snka.gif 5/4/8 +3/+1 Cancel.pngChaincancel.png HL 25 A simple, light attack from crouching that doesn't hit low. Used mainly after Crouching Snkb.gif so that Crouching Snka.gif could cancel into Rising Upper and further into a special attack such as Crack Shoot (Qcb.png + K.png) or Burn Knuckle (Qcb.png + P.png). Could be used to stagger blockstrings and have a bit more frame advantage than Crouching Snkb.gif at the expense of a slight bit of distance and hitting low. An opponent might anticipate a sweep after a few crouching light attacks in a blockstring and may want to hop on your "anticipated" sweep attempt, and a Crouching Snka.gif staggered in a blockstring could stop and check the opponent with not too much risk. So if spaced correctly while staggering the timing, it could preemptively stifle a hop or jump out attempt that Crouching Snkb.gif would not be able to do.
Snkb.gif 4/4/10 +1/-1 Chaincancel.png Low.png 30 Similar to Crouching Snka.gif but hits low and has less of a vertical hitbox if any. As most Crouching Snkb.gif attacks, it's really useful for hitconfirms, doing high/low mix ups from hops and empty hops, use as a meaty for bad jump-ins and bad landings, and for blockstrings and pressure. A pretty standard move.
Snkc.gif 7/5/20 -4/-6 Cancel.png HL 70 A punch attack that is quite similar to Guile's "Low Strong" from the Street Fighter series. In application, it is quite similar although the frame advantage might not be as good. It's a good move to use in a blockstring due to the slightly slowness, but the dominance it has due to its hitbox. So it's one of his many frame trap moves that help him score hits and confirms. This move could cancel into command normals or certain specials to add to his pressure. Crouching Snkc.gif also is able to cancel into the aforementioned attacks on whiff as well.
Snkd.gif 10/5/29 KD/-15 Cancel.pngSoftknockdown.png Low.png 80 A standard sweep with a slight raise in height at the tip of his foot, allowing to anti-air from certain angles in special circumstances. Like Crouching Snkc.gif, it could cancel into command normals and special attacks upon whiff. In some cases in which one baits an opponent to hop or jump onto your sweep for the punish, Terry could simply cancel the whiff animation into his Rising Upper (Df.png + Snkc.gif) and anti-air the opponent. Even Crouching Snkd.gif canceled into Rising Upper on block is quite safe. One could maintain pressure, momentum, and control a bit of aerial space by also canceling Crouching Snkd.gif into Crack Shoot (Qcb.png + K.png), preferably the Snkb.gif version of Crack Shoot.
Jump/Hop
Snka.gif 6/6/-

6/7/-

- - High.png 45/40 Such as many Jumping Snka.gifs in the game such as Kyo's or Ryo's, this attack is mainly an air-to-air move that works in a limited amount of situations. This is due to the fact that Terry's other jumping attacks cover similar ranges but with better reach and control. So in the few cases in which no other attack is fast enough as Jumping Snka.gif nor could reach to the side nor below Terry, then Jumping Snka.gif may be applicable.
Snkb.gif 4/8/-

5/10/-

-/- - High.png 45/40 This kick is Terry's furthest reaching, jumping normal attacks. It has quite the lengthy active period that it actually hits and it controls the vast horizontal space. The weakness of this move is that it easily whiffs against crouching opponents regardless of what jump or hop arc Terry takes and is susceptible to meaty, Crouching Snkb.gif attacks that lead into combos. Commit to this move when one is able to either confirm Terry's safety upon landing or set up and successfully air-to-air an opponent. At the right angles, Terry could air-to-air an opponent with this attack and have the time to land and run under the opponent as the opponent lands on the floor; thus setting up for a mix-up.
Snkc.gif 6/5/-

6/6/-

-/- - High.png 72/70 An attack that functions both as a jump-in and as an air-to-air given the context of the situation. This attack may not have as wide or as low of a hitbox as Jumping Snkd.gif, but regardless of the comparison this attack is able to be used as a jump-in. The hitbox of course is surrounding Terry's upper body rather than below his waist, leaving Terry a bit more susceptible to anti-air attacks than Jumping Snkd.gif.
    • What Jumping Snkc.gif has to offer is that ability to check an opponent just in case for whatever reason, the opponent decides to hop or jump given the proper spacing. So when Terry is at that distance where the opponent could decided to either crouch, block while standing, or hop, Jumping Snkc.gif would be a very appropriate move to control those several factors at once and keeping the advantage.
      • An example would be when an opponent may jump/hop at the right timing to go over the space that Terry's Jumping Snkd.gif would cover as a jump-in/hop-in attack. Terry should commit to a Jumping Snkc.gif in this situation to air-to-air the opponent to win out in that aerial situation. Jumping Snkb.gif might not be as great of an option in this situation as the probability of the opponent staying grounded is still high; so Jumping Snkc.gif would be most optimal here. So in some cases due to spacing, Jumping Snkc.gif does have relevancy.
Snkd.gif 8/5/-

8/7/-

-/- - High.png 70/68 A standard jump-in attack. One of the few moves in the KOF series that have a Street Fighter-like hitbox upon jump-in. As in, this attack has a really good 45° downward angle, good horizontal range, and cross-up just like a Street Fighter Jumping Hk.png attack by a character such as Ryu. Within the context of KOF and hopping, this move isn't as fast nor has as much of a downward, vertical hitbox like Kyo's Jumping Snkb.gif or Iori's Jumping Snkc.gif to establish quick, hard-to-defend pressure. Though, he can do quite similar pressure as well but not to an extremely dominating extent, it's a bit easier to react to and anti-air Terry's Jumping Snkd.gif compared to the aforementioned attacks. Due to the systems of the game, this move can actually cross-up more easily from a hop than in past iterations of KOF, allowing for more angles of pressure and offense for Terry to exercise. People more familiar with Street Fighter jump-in attacks would be quickly familiar with Terry's Jumping Snkd.gif and become well acquainted with it.
Snkc.gif+Snkd.gif 10/6/-

10/8/-

KD/- Softknockdown.png HL 90/80 Similar to Terry's Jumping Snkb.gif attack, this move is almost strictly for anti-air. It has a higher angled hitbox compared to Jumping Snka.gif and Jumping Snkb.gif for air-to-air, and it covers that remaining upward space that Terry's other jumping normal attacks do not control. On the other hand, Jumping Blowback Attack whiffs over most crouching characters; and since all Jumping Blowback Attacks do not hit high as an overhead, the opponent doesn't need to stand up at all in response to this attack. So if misused, this attack will whiff and be severely punished. As usual, any opponent that is hit by a counter hit Jumping Blowback Attack is susceptible to an additional hit for a juggle combo, such as a jumping normal attack for a hit reset or a super.
    • On larger crouching characters such as Raiden or Maxima, it's easier for Terry to make this attack be blocked regardless of the opponent crouching or standing. So in those match ups, Terry could force an additional set-up/frame trap by using a well spaced Jumping Blowback attack in a preemptive response to an anti-air attack, and will counter hit or trade with that attack.
Command Normals
Df.png + Snkc.gif 4/7/23 -9/-11 Specialcancel.png HL 60 Rising Upper- An uppercut quite similar in application as Ryo's Crouching Snkc.gif or Kyo's Close Snkc.gif. The limitation of this move compared to the previously mentioned moves is that this move can't be simply done on reaction from a blocking position, or from holding back. So Terry has to commit or risk doing this on defense and is harder to do on reaction than a simple Crouching Snkc.gif from a down-back position. On the other hand, Terry can approach or maintain his run by holding down-forward by sliding down from forward from initiating a run, and just press the Snkc.gif button on reaction when the player sees the opponent jump or hop. So while in certain instances it may more difficult to use this move as an anti-air than others, Rising Upper also does have its means of ease in others. Although characters such as Ryo could also do the same kind of uppercut from a run as well, Terry's hitbox on his Rising Upper has better horizontal coverage compared to Ryo's Crouching Snkc.gif. In comparison to Kyo's Cl.Snkc.gif, Terry's Rising Upper covers more or less the same range, but Kyo's limitation is that Kyo has to be close to the opponent to execute Cl.Snkc.gif; Terry can do Rising Upper anywhere on screen regardless of spacing.
    • Additionally as this is a command normal attack, many of Terry's normal attacks can cancel into Rising Upper. So Terry has the the advantage of canceling attacks such as Crouching Snkc.gif and Crouching Snkd.gif into Rising Upper, controlling ground and air space almost simultaneously. Further, this move can combo from Crouching Snka.gif that combos from Crouching Snkb.gif. So from a jump-in or an empty hop, Terry could more or less earn the same kind of combo and knockdown from a high or low mix up as Rising Upper combos into Burn Knuckle (Qcb.png+Snka.gif) and his Desperation Moves.
    • On a blockstring, Terry could cancel Rising Upper into Crack Shoot (Qcb.png+Snkb.gif) and be relatively safe. If the opponent might try to Guard Cancel Roll on the Rising Upper to try to punish the recovery of Crack Shoot, Terry can simply end the blockstring on Rising Upper and re-assume pressure by applying a meaty attack on the recovery of the Guard Cancel Roll. If the opponent does not Guard Cancel Roll, Terry's Rising Upper induces enough push back on block that Terry is left at a safe range.
F.png + Snka.gif 14/4/28 -11/-13 - HL 80 Back Knuckle- This attack doesn't have as much utility as Rising Upper in terms of being a command normal to hitconfirm during combos. Although there is more time to "confirm something", this move doesn't cancel into anything afterward. Instead, this move could be used to confirm into a Hyper Drive mode activation and Terry could extend his combo. Otherwise, this move is like Back Knuckle in King of Fighters 98; but in King of Fighters XIII, it only hits once and hits faster with better recovery. In a neutral game, Terry could use Back Knuckle as an anti-air against a hop that is beyond the reach of Standing Snka.gif, Standing Snkc.gif, and Standing Snkd.gif while using a Burn Knuckle (Qcb.png+P.png) is too much of a risk to use due to the lack of safety on block, as spacing a Burn Knuckle on block to be safe is very minute, and a precise/difficult thing to do.
    • This move also gets in the way of Terry walking/running and holding forward to press Standing Snka.gif on reaction or on a whim. Terry has to commit to stopping and immediately pressing Standing Snka.gif for the anti-air. If not done quickly enough, Terry will end up in the recovery animation of the run and not immediately anti-air. Of course if Terry holds forward and presses the Snka.gif button, then he'll get a Back Knuckle, which could be detrimental if he's too close to the opponent since the start up animation is not that fast at all, and is susceptible for a punish.
Throws
F.png/B.png + Snkc.gif/Snkd.gif 0 KD Hardknockdown.png Throw.png 100 Buster Throw- A neat, hard knockdown throw. It easily sets up for a cross-up attempt by Terry, especially if the opponent was thrown in the corner so Terry won't need to cover additional distance and time by running and super jumping at the opponent. If the player could get the opponent to be honest and block on okizeme, this throw could also set up into an empty jump or empty hop attempt into either another throw or a Crouching Snkb.gif attack that confims into a combo.
Special Moves
Qcf.png + P.png Snka.gif: 17/-/29

Snkc.gif: 18/10/28
Ex.png: 22/-/27

Snka.gif: +2/-1

Snkc.gif: KD/-9
Ex.png: +30/+27

Supercancel.png

Snkc.gif: Projectileabsorb.pngSoftknockdown.png

HL Snka.gif: 60

Ex.png: 45*3

Power Wave- One should be able to recognize this trademark attack of Terry's. One of the most standard, grounded projectiles in King of Fighters XIII, Power Wave controls the ground space in front of Terry. In contrast to the usual airborne projectiles, grounded projectiles such as Power Wave cannot be slid nor crouched under by an opponent. Rather, it's easier for the opponent to hop or jump over grounded projectiles than airborne projectiles such as Athena's Psychoball (Qcb.png + P.png).
    • As both Power Wave attacks lack decent start up and recovery speeds compared to past iterations (e.g. King of Fighters 2002), they can't be used in the same type of pressure that sets ground momentum. Rather in King of Fighters XIII, Power Wave is a means of checking and dissuading an opponent's grounded approach from time to time. The Snka.gif Version of Power Wave does this particularly well and has the better recovery of the two regular Power Waves.
    • The Snkc.gif Version of Power Wave has a marginal increase of start up and recovery compared to the Snka.gif Version and stops less than half of the screen in front of Terry. In return, this version of Power Wave covers its short distance quicker than Snka.gif Version covering the same distance and knocks down the opponent upon hit.
    • Both versions of Power Wave are decent during a blockstring and do the most, safe chip damage on block compared to Terry's other Special Moves, but Power Waves are the most susceptible to Guard Cancel Rolls by the opponent. As Terry does a Power Wave, he doesn't change his position or move forward, leaving Terry vulnerable for a punish if the opponent Guard Cancel Rolls appropriately. Although Power Wave is a move with some applications, it is not one to be used too generously.
    • Snkc.gif Version nullifies projectiles much like K's Ein Trigger (Qcf.png+P.png) or like Terry's Power Wave from The King of Fighters '98. It also nullifies Ex.png projectiles, which is a proficient tool to make a way through opponents' zoning. Just note that the move has quite a bit of start up before the projectile comes out and is susceptible to other attacks or against projectiles that are difficult to react to. Realistically, the player could use this Power Wave against slower projectiles such as Athena's Psychoball (Qcb.png+P.png) or Mature's Ex.png Ebony Tears (D.pngDf.pngHcb.png+Snka.gifSnkc.gif).
    • Ex.png - Quite similar to the Snka.gif Version of Power Wave, this projectile moves completely across the screen. The difference is that this attack moves slower and hits 3 times. This version of Power Wave doesn't knockdown the opponent; so it actually may be used to hit the opponent, and the player could continue to combo during or after the Ex.png Version of Power Wave hits.
Qcb.png + P.png Snka.gif: 15/9/23

Snkc.gif: 28/16/28
Ex.png: 14/18/18

Snka.gif: KD/-10

Snkc.gif: KD/-26
Ex.png: KD/-17

Drivecancel.pngSoftknockdown.png HL Snka.gif: 75

Snkc.gif: 90
Ex.png: 160

Burn Knuckle- Not as hot as previous KOF games, this iteration of Burn Knuckle is more reminiscent of Garou: Mark of The Wolves. That is, Burn Knuckle is largely unsafe on block regardless of the version used. The Snka.gif Version of Burn Knuckle could be positioned well enough to be safe on block, but the attack must connect with an opponent's guard right on the tip of Burn Knuckle right as Burn Knuckle is about to completely stop. In essence, this attack is really difficult to time and position correctly to be safe on block in a game where movement and spacing is quite volatile. Outside of combos, this move could be used as a preemptive anti-air attack against jumps, rather jumps than hops, from mid and far screen. In most cases, one shouldn't rely on doing so that often.
    • Ex.png - As with the normal versions of Burn Knuckle, this attack is also unsafe. What makes Ex.png Burn Knuckle stand out is that it has the fastest start up out of the other Burn Knuckles, and goes full screen. If need be, this move is much more reliable as an anti-air than the normal versions of Burn Knuckle. Upon hitting a close by opponent, Terry knocks the opponent upwards into a juggle state in which Terry could follow up with another attack of the player's choice. That is mainly what this attack is used for in application, an extension of combos be it Drive and Hyper Drive.
Qcb.png + K.png Snkb.gif: 13/8/16

Snkd.gif: 13/16/14 Ex.png: 8/12/16

Snkb.gif: +1/-2

Snkd.gif: +3/0 Ex.png: KD/-10

Ex.png: Hardknockdown.png HL

Ex.png:High.png

Snkb.gif: 40*2

Snkd.gif: 40*4 Ex.png: 120

Crack Shoot- Terry's main ender for a blockstring. In past KOF games, it was typically Burn Knuckle (Qcb.png+Snka.gif) [now unsafe on block] or Power Charge (Hcf.png+K.png) [not in King of Fighters XIII] that safely ended Terry's blockstrings. Now to take that helm is the Snkb.gif Version of Crack Shoot, as it now safely moves Terry forward in a blockstring while maintaining a safe distance away from the opponent. So, trying to Guard Cancel Roll to punish Terry's Crack Shoot is difficult unless the opponent is cornered. The Snkd.gif Version of Crack Shoot could combo into a Close Attack after hitting a crouching opponent, but most of the time it's pretty easy for the opponent to react and either punish or block the attack.
    • Although the Snkd.gif Version has frame advantage on block rather than being at neutral like Snkb.gif Version, it takes distance to space it properly to land on an opponent. Also, the Snkd.gif Version is frequently used in Drive/Hyper Drive combos and as a preemptive anti-air from strange angles, such as the opponent trying to use a cross-up attack.
    • Overall, Crack Shoot is a bit slower than in the past KOF games and is more reminiscent of Terry's Crack Shoot from Garou: Mark of The Wolves. If anything, Crack Shoot in King of Fighters XIII is the medium in between KOF's Crack Shoot and MOTW's Crack Shoot, but it is not an overhead.
    • Ex.png - Now this attack is an overhead attack! This move even exceeds the speed of the past Crack Shoot attacks and stacks on not only an overhead property, but it induces a hard knockdown upon the opponent as well. For worth of the meter used, Ex.png Crack Shoot does 60 less damage than a Buster Wolf (Qcf.pngQcf.png+K.png) and 90 damage less than Power Geyser (Qcb.pngDb.pngF.png+P.png), and that's not adjusted for proration. So, Ex.png Crack Shoot is really worth its damage for the amount of meter it uses as it is good upon hit, but also sets up the opponent for further 50/50 mix-ups. When the opponent is tired of receiving 120 damage chunks from each attempt, Terry could mix-up by doing a combo/blockstring starting from Crouching Snkb.gif, as it hits low.
      • From Terry's hard knockdown attacks (such as a throw or Ex.png Crack Shoot) or from an opportunity where Terry could attempt a safe jump, the player could do a jump-in or cross-up Jumping Snkd.gif, quickly check if the opponent blocked the attack, and mix-up by going straight into Ex.png Crack Shoot upon landing. In turn, this could make it difficult for the opponent to block or react to. If the move connects, the opponent will be in a hard knockdown state and Terry could mix-up yet again.
      • To reiterate, Terry could simply mix-up the situation with low hitting attacks that lead into a combo. The mix-up doesn't necessarily have to happen from a blocked Jumping Snkd.gif; Terry could do empty jumps/hops into low hitting attacks, and then proceed to mix-up those situations with an empty jump/hop into Ex.png Crack Shoot. The player could even do staggered blockstrings with low hitting attacks and change up the opportunities and timings for an Ex.png Crack Shoot. Even simply doing Crouching Snka.gif or Rising Upper (Df.png+Snkc.gif) as a mix-up or as a blockstring is a valid use of this move. This attack upon hit even leads into an ambiguous roll mix-up on okizeme.
      • The main limitation of this attack is that Ex.png Crack Shoot does take a single bar of meter to use; the player must manage Terry's meter wisely. Just be sure to keep the momentum, offense, and creativity fresh and pay attention to the kinds of responses each opponent makes.
charge D.png, U.png + P.png Snka.gif: 5/5,(1),3,(2),3,(2),2/32

Snkc.gif: 7/23/49
Ex.png: 4/37/57

Snka.gif: KD/-26

Snkc.gif: KD/-49
Ex.png: KD/-57

Drivecancel.pngSoftknockdown.png

Ex.png: Startupinv.png

HL Snka.gif: 40+10*4

Snkc.gif: 50+15*6
Ex.png: 20*7+10*13+30

Rising Tackle- Terry's signature anti-air attack. Typically, this attack is just simply an average anti-air attack without much invulnerability. In past games such as King of Fighters 98, this attack had a Dp.png motion and guard point hitboxes (as in it absorbed hits like a block); Rising Tackle was a good anti-air attack. Now it has returned to its common form: a plain, charge-motion attack. The Snkc.gif Version of Rising Tackle is the preferred version to anti-air an opponent with due to the extended vertical range and invincibility compared to the Snka.gif Version. Rising Tackle isn't particularly good against cross-up attacks though, and is more often than not to miss. Outside of combos, this move is mainly used against a poorly coordinated full jump or super jump that will land right upon or in front of Terry.
    • To be duly noted, the Snkc.gif Version could also beat out Guard Cancel Blowback Attacks. So doing a setup such as doing a Crouching Snka.gif on a blocking opponent and canceling straight into Snkc.gif Version Rising Tackle to hit a Guard Cancel Blowback is a valid tactic, just be cautionary and really know when an opponent will do a Guard Cancel Blowback Attack or Terry will be receiving a very agonizing punish upon landing.
    • Ex.png- Mainly, this move is used to end simple Drive Cancel combos such as a player using a Drive Cancel on a Burn Knuckle (Qcb.png+Snka.gif) to combo into a Crack Shoot (Qcb.png+Snkd.gif) and finish with an Ex.png Rising Tackle. It might be a faster anti-air than the Snkc.gif Version of Rising Tackle, but it does not have the same invincibility to be a reversal.
DMs
Qcb.png Db.png F.png + P.png Snka.gif/Snkc.gif: 17/8/30

Ex.png: 11/16/31

Snka.gif/Snkc.gif: KD/-9

Ex.png: KD/-3

Softknockdown.pngMaxcancel.png
HL Snka.gif/Snkc.gif: 210

Ex.png: 120*3

Power Geyser- A renowned classic: the powerful, old faithful. Power Geyser makes its return and for the better. In previous KOF games, this move was terribly slow. Terrible as an anti-air, terrible as a reversal; this move was mainly used in combos due to its sheer power over Terry's other Desperation Moves in regards to the meter involved. Now in King of Fighters XIII, this attack has not only a heightened hitbox but a faster start up as well. While still not ideal as a reversal, this attack surely covers great vertical space fast enough to catch opponents.
    • Ex.png- Similar to a normal Power Geyser, Terry just does a single pound to the floor with his fist to shoot out a geyser of energy. In this case, three successive geysers erupt almost simultaneously from a single area. Faster than the typical Power Geyser, it'll catch more airborne opponents in more opportunities.
Qcf.png Qcf.png + K.png Snkb.gif/Snkd.gif: 8/10/28

Ex.png: 8/10/31

Snkb.gif/Snkd.gif: KD/-15

Ex.png: KD/-18

Maxcancel.pngSoftknockdown.png

Ex.png: Startupinv.pngProjectileinvincible.png

HL Snkb.gif/Snkd.gif: 90+90

Ex.png: 90+30*4+90

Buster Wolf- Are you OK? The opponent surely won't be. In regards to actual application, Buster Wolf is the Desperation Move to go to when in need of a reversal super attack. Unlike Terry's other Desperation Move, Buster Wolf doesn't have as high of damage output and the damage is spread amongst two hits, thus further prorated in combos. It is extremely quick however, even faster than Ex.png Burn Knuckle.
    • Ex.png- One with a more dynamic finish, this version has start up invincibility, has a better hitbox, is projectile invincible, and deals more damage overall than a normal Buster Wolf.
Qcf.png Qcf.png + Snka.gif+Snkc.gif 15/-/64 KD/0 (midscreen) -36 (corner) Softknockdown.png - 150*3 Trinity Geyser- The pride of Yellowstone, this new Desperation Move is a combination of Terry's old Power Wave from the first Fatal Fury game and one of Terry's most recent Desperation Moves, Power Stream. The strength of this move is no joke, but the player must use caution when using the move in the corner. The reason being is that the damage by this attack is earned by each individual geyser that hits, and only two of the multiple geysers will usually hit the opponent in the corner, as opposed to the typical 3 mid-screen. In the corner, the move can often be followed up with attacks such as burn knuckle, crack shoot, and buster wolf for extra damage. Trinity Geyser is good enough as an anti-air against full jumps, otherwise this attack is confirmed from normal attacks or from a Max Cancel.

Console Changes

  • Far standing Snkd.gif has faster recovery.
  • Standing Snkc.gifSnkd.gif has increased active frames.
  • Added new target combo: cr.Snka.gif > cr.Snkc.gif. It is cancelable.
  • Buster Wolf's (Qcf.png Qcf.png+K.png) dashing speed is now identical to the EX version. The invincibility is the same as before.
  • Trinity Geyser's (Qcf.png Qcf.png+Snka.gifSnkc.gif) hitbox has been changed so that it actually hits 3 times.
  • Power Geyser can be max canceled.

Combos

Standard starters:

  • cl.Snkc.gif/cl.Snkd.gif, Df.png+Snkc.gif- optimal combo starter
  • cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif, st.Snkb.gif- hit confirmable, cancel string
  • cr.Snkb.gif, cr.Snka.gif > cr.Snkc.gif- target combo
  • (opponent crouching) Qcb.png+Snkd.gif- you can follow up after you hit an opponent overhead with this

0% Drive

0 Bar
cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif - (195)

cr.Snkb.gif, cr.Snkb.gif, st.Snkb.gif xx Qcb.png+Snkb.gif - (151)

cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snkb.gif - (198)

    • Leaves Terry at point blank range with +0 Frame Advantage

Qcb.png+Snkd.gif, st.Snkc.gif - (114)

1 Bar
cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.pngHcf.png+P.png - (310)

cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+K.png - (234)

cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif, st.Snkb.gif xx Qcb.png+Snka.gifSnkc.gif - (238)

cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif, st.Snkb.gif xx Qcf.pngQcf.png+K.png - (254)

cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png Hcf.png+P.png - (316)

2 Bar
cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.pngHcf.png+Snka.gifSnkc.gif - (438)

cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif, st.Snkb.gif xx Qcb.pngHcf.png+Snka.gifSnkc.gif - (398)

cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif, st.Snkb.gif xx Qcf.pngQcf.png+Snkb.gifSnkd.gif - (?)

50% Drive

0 Bar
cl.Snkc.gif/Snkd.gif Df.png+Snkc.gif xx Qcb.png+Snka.gif Drivecancel.png Qcb.png+Snkb.gif, charge D.png,U.png+Snka.gifSnkc.gif - (384)

(near corner) cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif Drivecancel.png Qcb.png+Snkb.gif, st.Snkc.gif - (313)

(corner only) cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif Drivecancel.png Qcb.png+K.png, charge D.png,U.png+Snkc.gif - (337)

(crouching) Qcb.png+Snkd.gif, cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif Drivecancel.png charge D.png,U.png+Snkc.gif = (311/317)

(crouching) Qcb.png+Snkd.gif, cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif Drivecancel.png Qcb.png+Snkb.gif, st.Snkc.gif = (335/342)

1 Bar
cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif Drivecancel.png Qcb.png+Snkb.gif, Qcb.png+Snkb.gifSnkd.gif - (341)

cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif Drivecancel.png Qcb.png+Snkb.gif, charge D.png,U.png+Snka.gifSnkc.gif - (384)

cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gifSnkc.gif, Drivecancel.png charge D.png,U.png+Snkc.gif - (338)

(corner only) cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif, st.Snkb.gif xx Qcb.png+Snka.gifSnkc.gif Drivecancel.png charge D.png,U.png+Snkc.gif - (324)

cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif, Drivecancel.png Qcb.png+Snkd.gif, Qcf.pngQcf.png+K.png - (383)

2 Bar
cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif Supercancel.png Qcb.pngHcf.png+Snka.gifSnkc.gif - (483)

    • Doing this combo in Mid-screen is preferred, some of the hits will whiff in the corner.

(corner only) cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gifSnkc.gif Drivecancel.png Qcb.png+K.png, charge D.png,U.png+Snka.gifSnkc.gif - (465)

    • Corner variation of the previous combo

cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif, st.Snkb.gif xx Qcb.png+Snka.gifSnkc.gif Supercancel.png Qcf.pngQcf.png+K.png - (372)

    • Variation - charge D.png,U.png+Snka.gifSnkc.gif Ender - (376)

cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gifSnkc.gif Supercancel.png Qcf.pngQcf.png+Snkb.gifSnkd.gif - (508)

100% Drive

0 Bar
cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, Qcb.png+Snka.gif, xx [charge D.png,U.png+Snkc.gif, xx Qcb.png+Snkc.gif]x3 - (?)

cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, Qcb.png+Snka.gif, xx Qcb.png+K.png, [charge D.png,U.png+Snkc.gif, xx Qcb.png+Snkc.gif, xx Qcb.png+Snkd.gif]x2, charge D.png,U.png+Snkc.gif - (?)

1 Bar
cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif Drivecancel.png Qcb.png+K.png, charge D.png,U.png+Snkc.gif Drivecancel.png Qcb.png+Snkb.gif, Df.png+Snkc.gif - (375)

cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, Qcb.png+Snka.gif xx [charge D.png,U.png+Snkc.gif, xxQcb.png+Snkc.gif]x2, Qcb.png+Snkd.gif, Qcf.pngQcf.png+K.png - (?)

cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, Qcb.png+Snka.gif xx [charge D.png,U.png+Snkc.gif, xx Qcb.png+Snkc.gif]x2, Qcb.png+Snkd.gif, Qcb.pngHcf.png+P.png - (?)

cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, Qcb.png+Snka.gif xx Qcb.png+K.png, [charge D.png,U.png+Snkc.gif, xx Qcb.png+Snkc.gif, xx Qcb.png+Snkd.gif]x2, Qcf.pngQcf.png+K.png - (?)

cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, Qcb.png+Snka.gif, xx Qcb.png+Snka.gifSnkc.gif, (xx Qcb.png+Snkb.gif, charge D.png,U.png+Snkc.gif, xx Qcb.png+Snkc.gif)x2, xx Qcb.png+Snkb.gif, charge D.png,U.png+Snkc.gif - (732)

cr.Snkb.gif, cr.Snka.gif > cr.Snkc.gif HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, Qcb.png+Snka.gif xx charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif, (cross up) xx charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif (cross up) xx Qcb.png+Snkd.gif, charge D.png,U.png+Snka.gifSnkc.gif - (601-612)

2 Bar
cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif HD cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif xx charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif xx Qcb.png+Snka.gifSnkc.gif xx charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif xx Qcb.png+Snkd.gif xx charge D.png,U.png+Snka.gifSnkc.gif - (?)

cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif, HD cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcf.png+Snka.gif xx Qcf.pngQcf.png+Snka.gifSnkc.gif -delay- Qcb.png+Snka.gif - (696)

(near corner) cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif HD cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcf.png+Snkc.gif xx Qcf.pngQcf.png+Snka.gifSnkc.gif -delay- Qcb.png+Snka.gif, charge D.png,U.png+Snkc.gif - (750)

cr.Snkb.gif, cr.Snka.gif > cr.Snkc.gif HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif xx Qcb.png+Snka.gif xx charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif (cross up) xx charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif (cross up) charge D.png,U.png+Snkc.gif xx Qcf.pngQcf.png+Snka.gifSnkc.gif - (709)

(corner) cl.Snkc.gif/Snkd.gif, F.png+Snka.gif HD cr.Snka.gif > cr.Snkc.gif xx Qcf.png+Snka.gif xx Qcf.pngQcf.png+Snka.gifSnkc.gif (3 hits), Qcb.png+Snkb.gif, charge D.png,U.png+Snkc.gif - (701)

(corner only) cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif HD cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.png+Snka.gif xx Qcb.png+Snka.gifSnkc.gif, charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif xx Qcb.png+Snkd.gif, charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif xx Qcb.png+Snkd.gif, Qcf.pngQcf.png+P.png - ()

(corner) cl.Snkc.gif/Snkd.gif, F.png+Snka.gif HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif xx Qcb.png+Snka.gif xx Qcb.pngHcf.png+Snka.gifSnkc.gif (2 hits), charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif xx Qcb.png+Snkb.gif, charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif xx Qcb.png+Snkb.gif, charge D.png,U.png+Snkc.gif - (746)

    • Standard corner hd combo. If only 2 hits of geyser connect, you can juggle after. Delay the Qcb.png+Snkb.gif's so they connect low. You can end with ex tackle or ex buster wolf for more damage (listed below).

3 Bar
(corner) cl.Snkc.gif/Snkd.gif, F.png+Snka.gif HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif xx Qcb.png+Snka.gif xx Qcb.pngHcf.png+Snka.gifSnkc.gif (2 hits), charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif xx Qcb.png+Snkb.gif, charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif xx Qcb.png+Snkb.gif, charge D.png,U.png+Snka.gifSnkc.gif - (793)

(corner) cl.Snkc.gif/Snkd.gif, F.png+Snka.gif, HD cr.Snka.gif > cr.Snkc.gif, Qcf.png+Snka.gif xx Qcb.pngHcf.png+Snka.gif/Snkc.gif, Maxcancel.png Qcf.pngQcf.png+Snka.gifSnkc.gif (3 hits), Qcb.png+Snka.gif, Qcb.png+Snkb.gif, charge D.png,U.png+Snkc.gif - (882)

cl.Snkc.gif/Snkd.gif, Df.png+Snkc.gif xx Qcb.pngHcf.png+Snkb.gifSnkc.gif {HD BYPASS}, Maxcancel.png Qcf.pngQcf.png+Snka.gifSnkc.gif, run up Qcb.png+Snka.gif, charge D.png,U.png+Snkc.gif - (805)

(corner) cr.Snkb.gif, cr.Snka.gif > cr.Snkc.gif, HD cr.Snkc.gif, Qcf.png+Snka.gif xx Qcb.png Hcf.png+Snka.gif/Snkc.gif, Maxcancel.png Qcf.pngQcf.png+Snka.gifSnkc.gif (3 hits), Qcb.png+Snka.gif, Qcb.png+Snkb.gif, charge D.png,U.png+Snkc.gif - (840)

4 Bar
(corner) cl.Snkc.gif/Snkd.gif, F.png+Snka.gif HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif xx Qcb.png+Snka.gif xx Qcb.pngHcf.png+Snka.gifSnkc.gif (2 hits), charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif xx Qcb.png+Snkb.gif, charge D.png,U.png+Snkc.gif xx Qcb.png+Snkc.gif xx Qcb.png+Snkb.gif, Qcf.pngQcf.png+Snkb.gifSnkd.gif - (830)

(midscreen) cl.Snkc.gif/Snkd.gif, F.png+Snka.gif HD cl.Snkc.gif/Snkd.gif, F.png+Snka.gif xx Qcb.png+Snka.gif xx Qcb.pngHcf.png+Snka.gifSnkc.gif xx Qcf.pngQcf.png+Snka.gifSnkc.gif - (924)

    • A lot of damage. If you're close enough to the corner you can get an additional buster wolf or a Qcb.png+Snkd.gif, charge D.png,U.png+Snkc.gif which will do 98-100%.

Team Order

1st position

Terry is very good as a point character, as he doesn't need meter to do good damage. His neutral is very solid, if not overpowering.

2nd position

Terry's still pretty good here, he'll obviously do more damage with meter. More or less the same as point.

3rd position

Of course all options will be open with meter in this position, but Terry is not the best anchor. He doesn't have great mixups, lacking a command grab and a command overhead (crack shoot doesn't count). His HD combos can do a lot of damage, but his level 3 doesn't work properly in the corner. For this reason, your team probably has a better character for the anchor position.

Strategy

Basic Strategy

Offense

  • Terry is a simple character with standard jump and hop arcs and good jump-in attacks. Being able to simply combo into a knockdown from a high or low mix-up, Terry is able to play a basic offensive game based around getting around an opponent's guard by making the opponent block incorrectly given the situation.
  • What Terry might slightly lack in comparison to a higher offensive character such as Kyo in terms of hopping-in or in high/low/throw mix-ups, Terry makes up for in being able to utilize Terry's ability to do larger, safer, blockstrings and frame traps that will easily wear down an opponent's guard gauge. Not the best of the best, Terry is still well rounded. Take note of the opponent's guard gauge and be ready to break the gauge with an attack that recovers quickly. The player will be able to score an opportunity to do a full combo.
  • While pushing forward, Terry can simultaneously cover ground and airspace by canceling his Crouching Snkd.gif into a Rising Upper (Df.png+Snkc.gif) or a Crack Shoot (Qcb.png+Snkb.gif) while maintaining relatively safe. There might be some instances where the opponent might stay out of the Crouching Snkd.gif range to evade being put into block stun, and the opponent will wait for either of the follow-ups and go for the punish.
  • Keep Terry's offensive mix-ups fresh. Reference Terry's Ex.png Crack Shoot (Qcb.png+Snkb.gifSnkd.gif) section for additional detail. The player could expand mix-up possibilities with tick throws, breaking alternate guards with cross-up attack, staggered low hitting attacks, empty hop into low attacks or throw, and Ex.png Crack Shoot mix-ups as well. Get the player to try to respond against these mix-ups and proceed to incorporate frame traps as well. Simple strings, such as Crouching Snkb.gif into a slightly delayed Close Snkd.gif, are effective ways in trying to counter or counter hit an opponent's attempt to attack or escape.

Neutral/Defense

  • The player is also able to use Terry's good normal attacks to control his inner-space. With solid normals such as Standing Snka.gif, Standing Snkd.gif, and especially Standing Snkb.gif, Terry is able to check the opponent's ability to approach in the direct vicinity in front of Terry. With an attack such as Standing Snkb.gif having good range and recovery to poke an opponent coupled with the ability to cancel into another attack, Terry is able to push out an opponent with Standing Snkb.gif and give Terry some breathing room.
  • Though it may be awkward for most players at first, learning to react to hops or jumps on reaction and punishing with Rising Upper (Df.png+Snkc.gif) is a must to make sure nothing gets past Terry. Just be confident in holding a neutral position on Terry rather than constantly hovering in the blocking or crouch blocking position, and respond to the opponent's approaches with the necessary attacks.
  • Terry actually has some aerial control to limit the opponent from approaching. A backwards hop or neutral hop Jumping Snkb.gif is effective when the opponent tries approach by ground or by air. An early Jumping Snkd.gif from a hop is also decent for stopping grounded approaches. When in doubt, a Jumping Blowback Attack is also good for air-to-air usage. Just be careful and don't become predictable, an opponent might try to get under Terry at just the right moment to crouch underneath Terry's hopping or jumping attack and hit Terry while he's on the way down. In some instances, this might land a full combo for the opponent.
  • In instances where the opponent feels confident enough to just run forward to close in on Terry and land a Close Snkc.gif or Snkd.gif attack from far, use Power Wave (Qcf.png+P.png) to stop and remind the opponent that it's not a free ticket getting in. Remember that it's relatively easy for the opponent to hop over the Power Wave and to not use it excessively.
  • When somewhat in doubt when or how an opponent will close in space from about mid or mid-close screen, Terry has quite the handy Crouching Snkc.gif to use. It might not recover as fast as it did in previous KOF games, this attack is still effective as a really beefy normal just like Guile's "Low Strong" from the Street Fighter series. It's pretty legitimate to use twice in a row, be it on hit or on block, just to push out an opponent. Note that Crouching Snkc.gif could not only cancel on hit but on whiff during the active frames. As a reminder, try to not get hopped or jumped on by the opponent when doing Crouching Snkc.gif.
  • Even with decent reversal Desperation Moves, more often than not some of the best defensive options Terry has is just to simply block. If an opponent doesn't do a safe jump or hop on Terry, be sure to use the standard option select Close Snkc.gif or Snkd.gif. In this case for Terry, the optimal button would be Snkd.gif. If Terry uses the option select on the opportune moment that the opponent will attack deep in a jump or hop-in, Terry will just simply block. If the opponent tried to go for an empty hop mix-up, the opponent will be hit by either an anti-air attack or simply be hit by a meaty attack or thrown upon landing.
    • Keep in mind also while blocking, that Terry could simply punish a hop on reaction with a Standing Snka.gif. Sometimes the simplest things are some of the most important factors in a match.

Advanced Strategy

Frame Traps and Links


"(n) frame gap" = The amount of frames that opponent has to counter a frame trap.

1.) st.Snka.gif, cl.Snkc.gif - 2 frame gap between st.Snka.gif and cl.Snkc.gif. St.Snka.gif whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

2.) st.Snka.gif, cl.Snkd.gif - 3 frame gap between st.Snka.gif and cl.Snkd.gif.

3.) cr.Snka.gif, cl.Snkc.gif - 3 frame gap between cr.Snka.gif and cl.Snkc.gif.

4.) cr.Snka.gif, cl.Snkd.gif - 4 frame gap between cr.Snka.gif and cl.Snkd.gif.

5.) st.Snkb.gif, st.Snka.gif - 2 frame gap between st.Snkb.gif and st.Snka.gif.

6.) st.Snkb.gif, cr.Snka.gif - 3 frame gap between st.Snkb.gif and cr.Snka.gif.

7.) st.Snkb.gif, cr.Snkb.gif - 2 frame gap between st.Snkb.gif and cr.Snkb.gif.

8.) st.Snkb.gif, cl.Snkc.gif - 2 frame gap between st.Snkb.gif and cl.Snkc.gif.

9.) st.Snkb.gif, Df.png+Snkc.gif - 2 frame gap between st.Snkb.gif and Df.png+Snkc.gif.

10.) st.Snkb.gif, cl.Snkd.gif - 3 frame gap between st.Snkb.gif and cl.Snkd.gif.

11.) st.Snkb.gif, st.Snkb.gif - 4 frame gap between st.Snkb.gif and st.Snkb.gif.

12.) Qcb.png+Snkb.gif (blocked in crouch position), st.Snka.gif - 4 frame gap between Qcb.png+Snkb.gif (blocked on crouch position) and st.Snka.gif.

13.) Qcb.png+Snkb.gif (blocked in crouch position), cr.Snkb.gif - 4 frame gap between Qcb.png+Snkb.gif (blocked on crouch position) and cr.Snkb.gif.

14.) Qcb.png+Snkb.gif (blocked in crouch position), cl.Snkc.gif - 4 frame gap between Qcb.png+Snkb.gif (blocked on crouch position) and cl.Snkc.gif.

15.) Qcb.png+Snkb.gif (blocked in crouch position), Df.png+Snkc.gif - 4 frame gap between Qcb.png+Snkb.gif (blocked on crouch position) and Df.png+Snkc.gif.

16.) Qcb.png+Snkd.gif (blocked in crouch position), st.Snka.gif - 2 frame gap between Qcb.png+Snkd.gif (blocked on crouch position) and st.Snka.gif.

17.) Qcb.png+Snkd.gif (blocked in crouch position), cr.Snka.gif - 3 frame gap between Qcb.png+Snkd.gif (blocked on crouch position) and cr.Snka.gif.

18.) Qcb.png+Snkd.gif (blocked in crouch position), st.Snkb.gif - 4 frame gap between Qcb.png+Snkd.gif (blocked on crouch position) and st.Snkb.gif.

19.) Qcb.png+Snkd.gif (blocked in crouch position), cr.Snkb.gif - 2 frame gap between Qcb.png+Snkd.gif (blocked on crouch position) and cr.Snkb.gif.

20.) Qcb.png+Snkd.gif (blocked in crouch position), cl.Snkc.gif - 2 frame gap between Qcb.png+Snkd.gif (blocked on crouch position) and cl.Snkc.gif.

21.) Qcb.png+Snkd.gif (blocked in crouch position), Df.png+Snkc.gif - 2 frame gap between Qcb.png+Snkd.gif (blocked on crouch position) and Df.png+Snkc.gif.

22.) Qcb.png+Snkd.gif (blocked in crouch position), cl.Snkd.gif - 3 frame gap between Qcb.png+Snkd.gif (blocked on crouch position) and cl.Snkd.gif.

Tips and Tricks

  • Typically when Terry does two crouching, light attacks on block from point blank, Terry could cross up with Jumping Snkd.gif on an opponent from a full, normal jump.
  • Similarly when Terry does three crouching, light attack on block from point blank, Terry could cross up with Jumping Snkd.gif on an opponent from a hyper hop.
  • Terry could whiff a Close Snkd.gif on okizeme and still cancel the whiff animation into a Rising Upper (Df.png + Snkc.gif) and use that attack to meaty an opponent, a potential gimmick.
  • The timing for canceling Rising Upper (Df.png + Snkc.gif) is trickier than in previous games. A recommended tip to try is to cancel Rising Upper a bit later than anticipated.
  • Be careful when using Rising Upper (Df.png + Snkc.gif) in blockstings. Unlike past KOF games, this attack is more prone to whiffing in blockstrings on more than just crouching opponents due to the amount of push back Terry's normal attacks induce on hit and on block. Be sure to test and know the spacings to use this attack in hitconfirms and blockstrings, don't accidentally lose momentum by whiffing unintentionally.

Matchups

Strategy with Terry

vs Grappler

vs Zoner

vs Rushdown

Strategy against Terry

as Grappler

as Zoner

as Rushdown

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Kyo
Benimaru
Daimon
Terry
Andy
Joe
Billy
Ash
Saiki
EX Iori
EX Kyo
Mr. Karate
Ryo
Robert
Takuma
Iori
Mature
Vice
Elisabeth
Duo Lon
Shen
Kim
Hwa Jai
Raiden
Mai
King
Yuri
K'
Kula
Maxima
Athena
Kensou
Chin
Ralf
Clark
Leona
Saiki (Boss)
Dark Ash