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'''''Terry's gameplan''''' | '''''Terry's gameplan''''' | ||
Terry is one of those great rushdown characters, with many damaging options. What you should do with him? Keep on the offensive, jump a lot(With | Terry is one of those great rushdown characters, with many damaging options. What you should do with him? Keep on the offensive, jump a lot(With B/D), you'll probably get a crossup many times. Combos and damage aren't a problem for Terry, which makes him one of the easiest, but effective characters in the game. His main defensive options are his charging kick, his Power Geyser(Those two can be used as anti-airs), his Crack Shoot(Can be used to probably defeat your opponent in the air). For his Supers, you won't have problems if you need to use them on combos, because they are fast enough to help you(Especially the Buster Wolf). His Exceed is mostly used for punishing combos, and it should be really better if you stop on the second B(To continue your combos). That's it, just be offensive(But never show off, please), but play on the defensive when you think you need to. Good Luck in your future matches. | ||
'''''Some combos''''' ''(Without Max Mode)''<br> | '''''Some combos''''' ''(Without Max Mode)''<br> | ||
Terry's options are huge. You can add if you know more combos. | Terry's options are huge. You can add if you know more combos. | ||
''Power Wave( | ''Power Wave (qcf A) combos:'' | ||
''1-'' | ''1-'' (j.X,) cl.C(2)/D, (df.C), qcf A | ||
Just an easy combo to begin. Terry's projectile combos are mainly to push your opponent while being safe | Just an easy combo to begin. Terry's projectile combos are mainly to push your opponent while being safe for blockstrings. | ||
''2-'' | ''2-'' (j.X,) cr.B, cr.A, df.C, qcf A | ||
Combo with a low starter. Sometimes the timing to cancel the cr. | Combo with a low starter. Sometimes the timing to cancel the cr.A can be hard to do, but you can use cr.B instead if you want. | ||
---- | ---- | ||
''Round Wave( | ''Round Wave (qcf C) combos:'' | ||
''1-'' | ''1-'' qcf C, qcb P | ||
Not that used, but it can be a midscreen option. | Not that used, but it can be a midscreen option. Mainly for mixups, particularly since qcb C doesn't combo so it can throw the opponent's rhythm off thinking they have a window to punish Terry. | ||
''2-'' | ''2-'' qcf C, dp D | ||
Just another midscreen option. The | Just another midscreen option. The D version needs to be used here because the second hit of the B version will whiff on this combo. | ||
''3-'' | ''3-'' qcf C, qcb B | ||
The most used one, because if you're near from/on the corner, you can add a Buster Wolf after it. | The most used one, because if you're near from/on the corner, you can add a Buster Wolf after it. | ||
''4-'' (Corner only) | ''4-'' (Corner only) qcf C, qcb B, [d]~u P | ||
The option with more hits, but it's corner only, sadly. Use this if you don't have meter. You can use the | The option with more hits, but it's corner only, sadly. Use this if you don't have meter. You can use the B version of the charge move too, but it will do less damage, obviously. | ||
''5-'' (Corner/Near corner only) | ''5-'' (Corner/Near corner only) qcf C, qcb B, qcf x2 P | ||
The most damaging followup | The most damaging followup. Learn this one, you will need for Max Mode combos. | ||
---- | ---- | ||
''Burn Knuckle( | ''Burn Knuckle (qcb P) combos:'' | ||
''1-'' | ''1-'' (j.X,) cl.C(2)/D, (df.C,) qcb A | ||
It's used as a BnB. You can use it too, but it can be easier without the Command Move in there. You can't combo the | It's used as a BnB. You can use it too, but it can be easier without the Command Move in there. You can't combo the C version from the Normal/Command Moves. | ||
''2-'' | ''2-'' (j.X,) cr.B, cr.A, df.C, qcb A | ||
Just a combo with a low starter. The above has more damage, but this is more practical giving Terry a low hitting confirm on top of his already suffocating rushdown pressure. | |||
---- | ---- | ||
''Crack Shoot( | ''Crack Shoot (qcb K) combos:'' | ||
''1-'' | ''1-'' (j.X,) cl.C(2)/D, (df.C,) qcb B | ||
For punishing. The | For punishing. The D version can't combo with anything. | ||
''2-'' | ''2-'' (j.X,) cr.B, df.C, qcb B | ||
This is a combo with a low starter. If you try a cr. | This is a combo with a low starter. If you try a cr.A after the cr.B, the qcb B will whiff. | ||
---- | ---- | ||
''Power Dunk( | ''Power Dunk (dp K) combos:'' | ||
''1-'' | ''1-'' (j.X,) cl.D, dp D | ||
Strange thing to do. The Power Dunk isn't that useful for comboing | Strange thing to do. The Power Dunk isn't that useful for comboing. If you want to use the cl.C, cancel the first hit. The D is in there because it does more damage than the first hit of the cl.C. The B version isn't all that good for combos. | ||
''2-'' | ''2-'' (j.X,) cr.B, cr.A, dp D | ||
A combo with a low starter. Terry has arguably better options. | |||
---- | ---- | ||
''Rising Tackle( | ''Rising Tackle ([d]~u P) combos:'' | ||
''1-'' | ''1-'' (j.X,) cr.B, cr.A, [d]~u C | ||
Simple combo. Combos with charging are generally easy, which is the case of this one. | Simple combo. Combos with charging are generally easy, which is the case of this one. | ||
''2-'' | ''2-'' (j.X,) cr.B, df.C, [d]~u C | ||
More damaging than the above, and still has the low starter. | More damaging than the above, and still has the low starter. | ||
''3-'' | ''3-'' (j.X,) cr.C, [d]~u C | ||
The most damaging option. Use this mainly for punishing. | The most damaging option. Use this mainly for punishing. | ||
---- | ---- | ||
''Buster Wolf( | ''Buster Wolf (qcf x2 P) combos:'' | ||
''1-'' | ''1-'' (j.X,) cl.C(2)/D, (df.C,) qcf x2 P | ||
One of the most used combos with Terry, because it's simple, it's damaging, and it's safe, thanks to the Super. | One of the most used combos with Terry, because it's simple, it's damaging, and it's safe, thanks to the Super. | ||
''2-'' | ''2-'' (j.X,) cr.B, cr.A, (df.C,) qcf x2 P | ||
Low starter, and a Command Move to confirm the very fast Super. Learn this one, you'll need. | |||
---- | ---- | ||
''High Angle Geyser( | ''High Angle Geyser (qcf x2 K) combos:'' | ||
''1-'' | ''1-'' (j.X,) cl.C(2)/D, (df.C) qcf x2 K | ||
Just a simple combo to use. If you're used to the first Buster Wolf combos, you won't have problems with this one. | Just a simple combo to use. If you're used to the first Buster Wolf combos, you won't have problems with this one. | ||
''2-'' | ''2-'' (j.X,) cr.B, cr.A, df+C, qcf x2 K | ||
The same as the above here. | |||
---- | ---- | ||
''Power Geyser( | ''Power Geyser (qcb~db~f P > qcf P x2) combos:'' | ||
''1-'' | ''1-'' (j.X,) cl.C(2) / (cr.B, cr.A), df.C, qcb~db~f P > qcf P x2 | ||
A little hard to perform, due to the input(Canceling the Command Move into the Super can be hard, but with practice you can get it). The Power Geyser(With the followups) is the most damaging of Terry's Supers, so this combo has some uses. | A little hard to perform, due to the input(Canceling the Command Move into the Super can be hard, but with practice you can get it). The Power Geyser(With the followups) is the most damaging of Terry's Supers, so this combo has some uses. | ||
''2-'' (Corner only) cl. | ''2-'' (Corner only) cl.C(2), df.C, qcb~db~f P > qcf P, (delay) qcf x2 P | ||
Damaging and flasy yet timing demanding combo, the link between the second geyser and Buster wolf is VERY tight, but its possible. It can appear inconsistent, but maybe the reason it drops is because a delay is needed in the input of the second geyser so the opponent can be launch even higher. | Damaging and flasy yet timing demanding combo, the link between the second geyser and Buster wolf is VERY tight, but its possible. It can appear inconsistent, but maybe the reason it drops is because a delay is needed in the input of the second geyser so the opponent can be launch even higher. | ||
Line 638: | Line 640: | ||
---- | ---- | ||
''Exceed( | ''Exceed (qcb~f BC) combos:'' | ||
''1-'' Exceed, stop on the last | ''1-'' Exceed, stop on the last B, any combo | ||
To use Terry's Exceed, first you need to know how to use it. Just try to do any combo after the second | To use Terry's Exceed, first you need to know how to use it. Just try to do any combo after the second B input, it's not that hard to do. | ||
''2-'' | ''2-'' (j.X,) cl.C(2 hits)/(cr.B, cr.A), df+C, Exceed, do all of the inputs/(stop on the second B, any combo) | ||
The best this you can do with the Exceed. You can combo after it, so this could be a better | The best this you can do with the Exceed. You can combo after it, so this could be a better - and easier - option. | ||
''3-'' (Training Mode and/or console only; Go for the options and put the Exceed into "Infinity" | ''3-'' (Training Mode and/or console only; Go for the options and put the Exceed into "Infinity") [Any combo ending with the Exceed, stop on the last B,]xN | ||
This is Terry's "infinite". It can't be used in a real match | This is Terry's "infinite". It can't be used in a real match since you can use only one Exceed in a match, but it's cool to see it. | ||
==Advanced Strategy== | ==Advanced Strategy== |
Revision as of 01:30, 21 September 2022
テリー・ボガード, Terry Bogard | |
---|---|
Difficulty | Simple |
Max Mode Needed? | Up to you |
Tier Placement | Very Strong (A) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Introduction
Packing a cool hat, Terry Bogard is the main character from the Fatal Fury series and SNK's mascot character. He is known as one of the "Lonely/Hungry Wolves," with the other two being Joe Higashi, his friend, and Andy Bogard, his brother. As always, he's one of the easiest characters for new players to pick up and play. While he might be very similar from KOF2002, where he's a lower tiered character, in this game he's so good he's borderline top tier that requires almost zero effort to get results with thanks to a whole slew of buffs (whether intentional or not) that make his rushdown game quite threatening.
Strengths | Weaknesses |
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Moves List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Command Moves
Rising Upper
- DF+HP - For comboing purposes. It has great startup, so it will connect after any cancelable normal(And you can cancel it, to make things better).
Special Moves
Power Wave
- QCF+LP - Terry's classic ground projectile. It's very fast here, and can be used on basic combos, or as a meaty attack on the opponent's wakeup. Terry can't MAX cancel moves into it(But why he would?).
Round Wave
- QCF+HP - A stronger version of the projectile. It can't combo from the normals/Command Move, sadly, but you can normal cancel it, which is strange. When it hits, your opponent will go to the air, and you can juggle after it(Just cancel it). Generally, the players cancel it into a LK Crack Shoot, because on the corner, you can juggle after the Crack Shoot hits, which is good(See his combos section for more details). On Max Mode, you can cancel this move into his Supers/Exceed. Note that Terry will move forward during the move.
Burn Knuckle
- QCB+P - Another classic move. Terry will rush forward while doing a punch. The LP version comes out faster while the HP one goes farther, the latter does not combo from any canceled normals and its way more punishable that the LP version if blocked. Use it on combo purposes only(Or by hitting with the final attack frames).
Crack Shoot
- QCB+K - The classic Crack Shoot. Use the LK version only, because it's the only version that can actually combo and it dosent whiff on crouched opponents. The button pressed will determine the distance Terry will move. If it hits the opponent in the air, and you're on the corner, you'll have the opportunity to juggle your opponent with something.
Power Dunk
- DP+K - Can be used to anti-air. The second hit will do a hard knockdown on a aired opponent, if grounded it does very little hitstun and the opponent can punish you even on hit. On combos, you can normal cancel any move into it(Assuming the move is cancelable, obviously).
Rising Tackle
- Charge d, u+P - Another anti-air. You can use it like Guile's Flash/Somersault Kick(Just sit there and wait for a jump). The first hit of it can be MAX canceled too(Leading for a corner loop). Stick with the LP version for anti-air since the HP one moves terry slightly foward and can sometimes whiff a opponent jumping in and make them land behind you.
Super Moves
Buster Wolf
- QCF(2x)+P - Clearly Terry's best Super. Why? It's 100% safe on block(If it whiffs, it's not 100% safe, but it still can be. I think it's still safe if the opponents GCFs it), and many players love to abuse of it, due to this feature. You can use this if you need to punish from a certain distance(Like if the opponent used a teleport, or even if he/she does a random move from far away), because it's a very fast move. On Max Mode, you can cancel the first hit(Only), which is interesting.
High Angle Geyser
- QCF(2x)+K - Just a combo for punishing. It's unsafe, but Terry can MAX cancel the first two hits(It's said that he can cancel the 3rd hit, but I couldn't get it).
Power Geyser
- QCB, db, f+P - Super projectile, safe anti-air move, and Terry's most damaging Super(Considering the followups). It won't be good if you don't know how to do the followups below(Learn them just if you want). If you think that this move has a strange input, just do QCB, HCF+P. Alternatively, you can do QCB, f+P and the move will still come out for some strange reason, the "db" input is not required by the game.
- Follow ups:
- Double Geyser
- QCF+P - This is the most important follow up. To do this one, do the input when the first geyser connects (or when terry fist touches the ground if whiffed). On the corner, you can juggle after it hits(With any Super), which is a lead for damaging combos in, and outside of Max Mode(Terry can MAX cancel his Supers, so...).
- Triple Geyser
- QCF+P - This is just a finisher. To do it, do the input as the second geyser connects (or when terry fist touches the ground if whiffed). You can't do things after it, but it will add more damage to the Super(Making it Terry's most damaging one, and one of the most damaging in the game).
- Double Geyser
- Follow ups:
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
The Basics
Terry's gameplan
Terry is one of those great rushdown characters, with many damaging options. What you should do with him? Keep on the offensive, jump a lot(With B/D), you'll probably get a crossup many times. Combos and damage aren't a problem for Terry, which makes him one of the easiest, but effective characters in the game. His main defensive options are his charging kick, his Power Geyser(Those two can be used as anti-airs), his Crack Shoot(Can be used to probably defeat your opponent in the air). For his Supers, you won't have problems if you need to use them on combos, because they are fast enough to help you(Especially the Buster Wolf). His Exceed is mostly used for punishing combos, and it should be really better if you stop on the second B(To continue your combos). That's it, just be offensive(But never show off, please), but play on the defensive when you think you need to. Good Luck in your future matches.
Some combos (Without Max Mode)
Terry's options are huge. You can add if you know more combos.
Power Wave (qcf A) combos:
1- (j.X,) cl.C(2)/D, (df.C), qcf A
Just an easy combo to begin. Terry's projectile combos are mainly to push your opponent while being safe for blockstrings.
2- (j.X,) cr.B, cr.A, df.C, qcf A
Combo with a low starter. Sometimes the timing to cancel the cr.A can be hard to do, but you can use cr.B instead if you want.
Round Wave (qcf C) combos:
1- qcf C, qcb P
Not that used, but it can be a midscreen option. Mainly for mixups, particularly since qcb C doesn't combo so it can throw the opponent's rhythm off thinking they have a window to punish Terry.
2- qcf C, dp D
Just another midscreen option. The D version needs to be used here because the second hit of the B version will whiff on this combo.
3- qcf C, qcb B
The most used one, because if you're near from/on the corner, you can add a Buster Wolf after it.
4- (Corner only) qcf C, qcb B, [d]~u P
The option with more hits, but it's corner only, sadly. Use this if you don't have meter. You can use the B version of the charge move too, but it will do less damage, obviously.
5- (Corner/Near corner only) qcf C, qcb B, qcf x2 P
The most damaging followup. Learn this one, you will need for Max Mode combos.
Burn Knuckle (qcb P) combos:
1- (j.X,) cl.C(2)/D, (df.C,) qcb A
It's used as a BnB. You can use it too, but it can be easier without the Command Move in there. You can't combo the C version from the Normal/Command Moves.
2- (j.X,) cr.B, cr.A, df.C, qcb A
Just a combo with a low starter. The above has more damage, but this is more practical giving Terry a low hitting confirm on top of his already suffocating rushdown pressure.
Crack Shoot (qcb K) combos:
1- (j.X,) cl.C(2)/D, (df.C,) qcb B
For punishing. The D version can't combo with anything.
2- (j.X,) cr.B, df.C, qcb B
This is a combo with a low starter. If you try a cr.A after the cr.B, the qcb B will whiff.
Power Dunk (dp K) combos:
1- (j.X,) cl.D, dp D
Strange thing to do. The Power Dunk isn't that useful for comboing. If you want to use the cl.C, cancel the first hit. The D is in there because it does more damage than the first hit of the cl.C. The B version isn't all that good for combos.
2- (j.X,) cr.B, cr.A, dp D
A combo with a low starter. Terry has arguably better options.
Rising Tackle ([d]~u P) combos:
1- (j.X,) cr.B, cr.A, [d]~u C
Simple combo. Combos with charging are generally easy, which is the case of this one.
2- (j.X,) cr.B, df.C, [d]~u C
More damaging than the above, and still has the low starter.
3- (j.X,) cr.C, [d]~u C
The most damaging option. Use this mainly for punishing.
Buster Wolf (qcf x2 P) combos:
1- (j.X,) cl.C(2)/D, (df.C,) qcf x2 P
One of the most used combos with Terry, because it's simple, it's damaging, and it's safe, thanks to the Super.
2- (j.X,) cr.B, cr.A, (df.C,) qcf x2 P
Low starter, and a Command Move to confirm the very fast Super. Learn this one, you'll need.
High Angle Geyser (qcf x2 K) combos:
1- (j.X,) cl.C(2)/D, (df.C) qcf x2 K
Just a simple combo to use. If you're used to the first Buster Wolf combos, you won't have problems with this one.
2- (j.X,) cr.B, cr.A, df+C, qcf x2 K
The same as the above here.
Power Geyser (qcb~db~f P > qcf P x2) combos:
1- (j.X,) cl.C(2) / (cr.B, cr.A), df.C, qcb~db~f P > qcf P x2
A little hard to perform, due to the input(Canceling the Command Move into the Super can be hard, but with practice you can get it). The Power Geyser(With the followups) is the most damaging of Terry's Supers, so this combo has some uses.
2- (Corner only) cl.C(2), df.C, qcb~db~f P > qcf P, (delay) qcf x2 P
Damaging and flasy yet timing demanding combo, the link between the second geyser and Buster wolf is VERY tight, but its possible. It can appear inconsistent, but maybe the reason it drops is because a delay is needed in the input of the second geyser so the opponent can be launch even higher.
Exceed (qcb~f BC) combos:
1- Exceed, stop on the last B, any combo
To use Terry's Exceed, first you need to know how to use it. Just try to do any combo after the second B input, it's not that hard to do.
2- (j.X,) cl.C(2 hits)/(cr.B, cr.A), df+C, Exceed, do all of the inputs/(stop on the second B, any combo)
The best this you can do with the Exceed. You can combo after it, so this could be a better - and easier - option.
3- (Training Mode and/or console only; Go for the options and put the Exceed into "Infinity") [Any combo ending with the Exceed, stop on the last B,]xN
This is Terry's "infinite". It can't be used in a real match since you can use only one Exceed in a match, but it's cool to see it.
Advanced Strategy
Some combos (With Max Mode)
You know, if you know some more combos/options, you can add here without problems.
Round Wave combos:
1- QCF+HP, any Super - 2(QCF(2x)+P)/4(QCB, df, f+P, QCF+P, QCF+P)/4(QCF(2x)+LK); Those numbers can change on the corner
Yeah, you can MAX cancel the Round Wave into a Super, which is cool. "Which Supers are better to use?" What I can say is... Don't use the Buster Wolf(Not on this combo, you have a better hit-confirm for it, and many hits will whiff on it). The QCB, df, f+P is the most damaging one, and you can confirm the 3 Geysers on this combo. For the QCF(2x)+LK, never use the HK version, unless if you're on the corner(On midscreen, the Super will hit only one time).
2- QCF+HP, Exceed, (Stop on the 5th hit, and do a ground combo)/Continue the inputs until the end/MAX cancel the last HK into something - 6+n(If you stopped on the 5th hit)/14(If you continue doing the inputs normally)/10+n(If you MAX cancel the last hit into something)
Yeah, you can hit-confirm the Exceed using the Round Wave. Interestingly enough, the opponent won't be launched if you do this combo, which is cool. For the follow up used, don't worry about it, do the coolest.
Burn Knuckle combos:
1- [Jump Attack] cl.HP(2 hits)/(cr.LK, cr.LP), df+HP, QCF(2x)+P, (MAX cancel the first hit into) QCB+LP - 5 hits; 5/6 with a Jump Attack
The Burn Knuckle options aren't very good. You won't use it that much, but it's still a possible combo.
2- [Jump Attack] cl.HP/(cr.LK, cr.LP), df+HP, QCF(2x)+K, (MAX cancel the first/second hit into) QCB+LP - 6 hits; 7 with a Jump Attack
Another not-that good combo, but has more damage than the above.
Crack Shoot combos:
1- [Jump Attack] cl.HP(2 hits)/(cr.LK, cr.LP), df+HP, QCF(2x)+P, (MAX cancel the first hit into) QCB+LK - 5 hits; 6 with a Jump Attack
Not that good as a combo, but I think you should practice the MAX cancel part if you want to learn some Max Mode loops.
2- (Corner/Near corner only) [Jump Attack] cl.HP(2 hits)/(cr.LK, cr.LP), df+HP, QCF(2x)+K, (MAX cancel the second - not the first - hit into) QCB+LK, QCF(2x)+P, (MAX cancel the first hit into) QCF+HP, (Cancel it) QCB+LK, QCF(2x)+P - (I got; I think you can get more than) 15 hits; 16 with a Jump Attack
This one is a interesting combo. His QCF(2x)+K is incredible on Max Mode, because it can be used as a setup for Terry's loops(You'll see some of them below). On this combo, we use the Crack Shoot's juggle property(If it hits the opponent in the air, you can juggle him/her). He has many options involving the Crack Shoot, so I won't flood this section with them. If you don't like loops, you can stick with this combo.
Power Dunk combos:
1- [Jump Attack] cl.HP(2 hits)/(cr.LK, cr.LP), df+HP, QCF(2x)+P, (MAX cancel the first hit into) DP+HK, (MAX cancel the first hit into) QCB+LK(Generally the most used), followup if on the corner - 6+n hits; 7+n with a Jump Attack
A cool combo. The DP+K isn't that good(For combos) on the normal mode, but on Max Mode you can cancel the first hit! You should explore it to see some other options(You can do some corner loops involving it too).
Rising Tackle combos:
1- [Jump Attack] (While charging d) cr.HP/(cr.LK, df+HP), (After the charge) u+P, (MAX cancel the first hit into) QCB+LK,(Corner/Near corner only) QCF(2x)+P - 8/9 hits; 9/10 with a Jump Attack
This is a cool and easy combo. If you want to MAX cancel the Super on the corner(To do loops), go ahead. If you're on the corner, you can use QCB+HK instead.
Some Max Mode loops:
(Note: The "Supers" part isn't here because most loops involve them. I'll put here only some loops, not all of the possible ones.)
1- (Corner only; all of Terry's Max Mode loops are corner only) Any combo ending with the Exceed, go for the last HK, (MAX cancel it into) QCF+HP, (Cancel it into) QCB+LK, QCF(2x)+P, (MAX cancel it into) QCF+HP, QCB+LK, QCF(2x)+P ... - (I think you can get up to) 12+3n(Doing math here; n is the number of loops)
Just a simple loop for you. Many loops use the QCB+LK's juggle property on the corner, and the fact that the Supers can be MAX canceled. I don't know if this is the easiest of them, but it will consume a lot of your meter(Due to the Supers). You don't need to begin with the Exceed, it is just in there to confirm the combos.
2- (Corner only) Any combo ending with the Exceed(Charge d during the Exceed), stop on the second LK, cr.HP/(cr.LK, df+HP),(After the charge) u+P, (MAX cancel it into) QCB+LK(Begin charging d faster as possible), (After the recovery) u+P, QCB+LK, ... (Maybe, up to) 10+2n(You know what this n means)
Another interesting combo, but it requires a lot of charging, which can be hard if you're not used to do it.
3- (Corner only) Any combo ending with the Exceed, stop on the last LK, cl.HP/(cr.LK, cr.LP), df+HP, QCF(2x)+K, (MAX cancel the second hit into) QCB+LK, do a loop of your choice - 14+n hits
A most damaging setup for the loops(And a really good one). Explore the loops, using them doesn't mean you're cheating. (Note: Generally, special moves that can be MAX canceled can begin his corner loops, like the DP+K. It can be canceled into the QCB+LK, which can begin another corner loop, assuming you use the DP+K again. Test this one, and begin searching for more ones!)