< Street Fighter 6 | Terry
(Created page with "{{TOClimit|3}} {{Character Subnav SF6 | chara=Terry }} == Neutral == TO-DO <br> == Offense == === Frame Traps === TO-DO <br> === Okizeme and Mixups === TO-DO '''Knockdown Advantage:''' All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated. {| class="wikitable" ! style="width: 12%"| Knockdown !! style="width: 10%"| KD Adv. !! Oki/Notes |- | '''Forward Throw''' || +? || ? |- | '''Back Throw''' || +? || ? |- | '''{{clr|DR|...") |
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|+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps | |+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps | ||
|- | |- | ||
! !! {{clr|L|5LP}} | ! !! {{clr|L|5LP}}/{{clr|L|2LP}} !! {{clr|L|5LK}}/{{clr|L|2LK}} !! {{clr|M|2MP}} !! {{clr|M|5MP}} !! {{clr|M|2MK}}/{{clr|H|2HP}} !! {{clr|M|5MK}}/{{clr|H|5HP}} !! {{clr|H|2HK}} !! {{clr|H|5HK}} !! {{clr|H|6HP}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|L|5LP}}{{clr|DR|~DRC}} | ! {{clr|L|5LP}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|L| | | {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|13}} || {{SF6-Gap|L|23}} | ||
|- style="text-align: center | |||
! {{clr|M|5MP}}{{clr|DR|~DRC}} | |||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|16}} | |||
|- style="text-align: center | |||
! {{clr|H|5HP(1)}}{{clr|DR|~DRC}} | |||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|L|11}} | |||
|- style="text-align: center | |||
! {{clr|H|5HP(2)}}{{clr|DR|~DRC}} | |||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|L|12}} | |||
|- style="text-align: center | |||
! {{clr|L|5LK}}{{clr|DR|~DRC}} | |||
| {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|22}} | |||
|- style="text-align: center | |||
! {{clr|L|2LP}}{{clr|DR|~DRC}} | |||
| {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|22}} | |||
|- style="text-align: center | |||
! {{clr|M|2MP}}{{clr|DR|~DRC}} | |||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|15}} | |||
|- style="text-align: center | |||
! {{clr|H|2HP}}{{clr|DR|~DRC}} | |||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|L|12}} | |||
|- style="text-align: center | |||
! {{clr|M|2MK}}{{clr|DR|~DRC}} | |||
| {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|18}} | |||
|- style="text-align: center | |||
! {{clr|M|2MK}}~{{clr|H|2HK}}{{clr|DR|~DRC}} | |||
| {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|21}} | |||
|} | |} | ||
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! Starter !! Hit Adv. !! Combo Route | ! Starter !! Hit Adv. !! Combo Route | ||
|- | |- | ||
| {{clr|L|5LP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+ | | {{clr|L|5LP}}{{clr|DR|~DRC}} || rowspan="2" style="text-align: center;" | {{sf6-adv|VP|+4}} || rowspan="3" | {{clr|L|5LP}}, {{clr|H|2HP}} ...<br>{{clr|L|5LP}}, {{clr|M|2MK}}~{{clr|H|2HK}} ...<br>{{clr|L|5LP}}, {{clr|M|5MP}} ... | ||
|- | |||
| {{clr|L|5LK}}{{clr|DR|~DRC}} | |||
|- | |||
| {{clr|L|2LP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+5}} | |||
|- | |||
| {{clr|M|2MK}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+8}} || {{clr|M|2MP}}, {{clr|H|5HP}} ...<br>{{clr|H|2HP}} ... | |||
|- | |||
| {{clr|M|5MP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+10}} || rowspan="5" | {{clr|M|5MK}}, {{clr|H|5HP(1)}} > {{clr|H|236HK}} ...<br>{{clr|H|5HP(1)}} > {{clr|H|236HP}}, {{clr|H|2HP}} ... | |||
* Corner only | |||
|- | |||
| {{clr|M|2MP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+12}} | |||
|- | |||
| {{clr|H|5HP(2)}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+13}} | |||
|- | |||
| {{clr|H|2HP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+15}} | |||
|- | |||
| {{clr|H|5HP(1)}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+17}} | |||
|- | |- | ||
| {{clr|M|2MK}}~{{clr|H|2HK}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|Free Juggle}} || ? | |||
|} | |} | ||
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== Defense == | == Defense == | ||
=== Reversals === | === Reversals === | ||
* [[Street_Fighter_6/Terry#Rising Tackle (623P)|'''{{clr|OD|OD Rising Tackle}} (623PP)''']] - Fully invincible reversal with fast startup. Can break 1-hit armor like Zangief's {{clr|H|5HP}} or Marisa's Gladius. | |||
* [[Street_Fighter_6/Terry#Level 1 Super (236236K)|'''{{clr|SA|SA1}} (236236K)''']] - Strike/Throw invincible and fast with excellent range, but loses to meaty projectiles | |||
* [[Street_Fighter_6/Terry#Level 2 Super (214214P)|'''{{clr|SA|SA2}} (214214P)''']] - Fully invincible with good range and damaging follow-ups, but very slow; can lose to meaty light normals | |||
* [[Street_Fighter_6/Terry#Level 3 Super (236236P)|'''{{clr|SA|SA3/CA}} (236236P)''']] - Fast and fully invincible; may not connect for full cinematic at some ranges | |||
<br> | <br> | ||
=== Anti-Airs === | === Anti-Airs === | ||
* [[Street_Fighter_6/Terry#2HP|'''{{clr|H|2HP}}''']] - Decent vertical hitbox, but must react early compared to many similar anti-air normals | |||
* [[Street_Fighter_6/Terry#Rising Tackle (623P)|'''Rising Tackle (623P)''']] - Anti-air invuln; {{clr|L|LP}} for close jumps/cross-cut and {{clr|H|HP}} for longer range jumps. Cancelable into {{clr|SA|SA3/CA}} if the first active frame connects for good damage despite heavy damage scaling. | |||
* [[Street_Fighter_6/Terry#Level 1 Super (236236K)|'''{{clr|SA|SA1}} (236236K)''']] - Can anti-air back/neutral jumps from farther away; invincibility may run out if too far, resulting in a loss or trade | |||
* [[Street_Fighter_6/Terry#Level 2 Super (214214P)|'''{{clr|SA|SA2}} (214214P)''']] - Somewhat slow, but the hitbox and invincibility make it a consistent option | |||
* [[Street_Fighter_6/Terry#Level 3 Super (236236P)|'''{{clr|SA|SA3/CA}} (236236P)''']] - Expensive but rewarding anti-air, used similarly to Rising Tackle. If the opponent is too high up or far away, a lower damage non-cinematic version will come out instead. | |||
* [[Street_Fighter_6/Terry#j.MP|'''{{clr|M|j.MP}}''']] / [[Street_Fighter_6/Terry#j.LP|'''{{clr|L|j.LP}}''']] / [[Street_Fighter_6/Terry#j.LK|'''{{clr|L|j.LK}}''']] - Air-to-air options. {{clr|M|j.MP}} gives a knockdown for better oki/positioning but is a little slower. {{clr|L|j.LP}} is the fastest and hits straight in front, while {{clr|L|j.LK}} hits at an angle slightly above Terry. | |||
<br> | <br> | ||
=== Anti-Projectile === | === Anti-Projectile === | ||
* [[Street_Fighter_6/Terry#Crack Shoot (214K)|'''{{clr|H|HK Crack Shoot}} (214HK)''']] - Generally requires a prediction rather than a true reaction, but can hop over fireballs for a knockdown punish. Also safe if blocked. | |||
* [[Street_Fighter_6/Terry#Power Wave (236P)|'''Power Wave (236P)''']] - The {{clr|M|MP}} version will clash with standard projectiles in fireball wars. The {{clr|L|LP}} version will pass underneath; this makes it a poor reaction counter, but is great if Terry gets his fireball game established first. The {{clr|OD|OD}} version will destroy any incoming meterless projectiles while providing a slow shield to walk behind, while clashing with other 2-hit {{clr|OD|OD}} fireballs. | |||
<br> | <br> |
Latest revision as of 18:57, 16 October 2024
Neutral
TO-DO
Offense
Frame Traps
TO-DO
Okizeme and Mixups
TO-DO
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +? | ? |
Back Throw | +? | ? |
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD +? HKD +? (CH/PC) KD +? (Juggle) |
? |
SA1 | ? | ? |
SA2 | ? | ? |
SA3/CA | ? | ? |
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/2LP | 5LK/2LK | 2MP | 5MP | 2MK/2HP | 5MK/5HP | 2HK | 5HK | 6HP | |
---|---|---|---|---|---|---|---|---|---|
5LP~DRC | 5 | 6 | 7 | 8 | 9 | 10 | 12 | 13 | 23 |
5MP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 5 | 6 | 16 |
5HP(1)~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 11 |
5HP(2)~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 2 | 12 |
5LK~DRC | 4 | 5 | 6 | 7 | 8 | 9 | 11 | 12 | 22 |
2LP~DRC | 4 | 5 | 6 | 7 | 8 | 9 | 11 | 12 | 22 |
2MP~DRC | 0 | 0 | 0 | 0 | 1 | 2 | 4 | 5 | 15 |
2HP~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 2 | 12 |
2MK~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 7 | 8 | 18 |
2MK~2HK~DRC | 3 | 4 | 5 | 6 | 7 | 8 | 10 | 11 | 21 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DRC | +4 | 5LP, 2HP ... 5LP, 2MK~2HK ... 5LP, 5MP ... |
5LK~DRC | ||
2LP~DRC | +5 | |
2MK~DRC | +8 | 2MP, 5HP ... 2HP ... |
5MP~DRC | +10 | 5MK, 5HP(1) > 236HK ... 5HP(1) > 236HP, 2HP ...
|
2MP~DRC | +12 | |
5HP(2)~DRC | +13 | |
2HP~DRC | +15 | |
5HP(1)~DRC | +17 | |
2MK~2HK~DRC | Free Juggle | ? |
Defense
Reversals
- OD Rising Tackle (623PP) - Fully invincible reversal with fast startup. Can break 1-hit armor like Zangief's 5HP or Marisa's Gladius.
- SA1 (236236K) - Strike/Throw invincible and fast with excellent range, but loses to meaty projectiles
- SA2 (214214P) - Fully invincible with good range and damaging follow-ups, but very slow; can lose to meaty light normals
- SA3/CA (236236P) - Fast and fully invincible; may not connect for full cinematic at some ranges
Anti-Airs
- 2HP - Decent vertical hitbox, but must react early compared to many similar anti-air normals
- Rising Tackle (623P) - Anti-air invuln; LP for close jumps/cross-cut and HP for longer range jumps. Cancelable into SA3/CA if the first active frame connects for good damage despite heavy damage scaling.
- SA1 (236236K) - Can anti-air back/neutral jumps from farther away; invincibility may run out if too far, resulting in a loss or trade
- SA2 (214214P) - Somewhat slow, but the hitbox and invincibility make it a consistent option
- SA3/CA (236236P) - Expensive but rewarding anti-air, used similarly to Rising Tackle. If the opponent is too high up or far away, a lower damage non-cinematic version will come out instead.
- j.MP / j.LP / j.LK - Air-to-air options. j.MP gives a knockdown for better oki/positioning but is a little slower. j.LP is the fastest and hits straight in front, while j.LK hits at an angle slightly above Terry.
Anti-Projectile
- HK Crack Shoot (214HK) - Generally requires a prediction rather than a true reaction, but can hop over fireballs for a knockdown punish. Also safe if blocked.
- Power Wave (236P) - The MP version will clash with standard projectiles in fireball wars. The LP version will pass underneath; this makes it a poor reaction counter, but is great if Terry gets his fireball game established first. The OD version will destroy any incoming meterless projectiles while providing a slow shield to walk behind, while clashing with other 2-hit OD fireballs.
Fighting vs. Terry
TO-DO