< Street Fighter 6 | Terry
(→236MP) |
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(25 intermediate revisions by the same user not shown) | |||
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| jugLimit = (Maximum juggle count that still allows the move to connect against juggled opponent; 0 only hits in free juggle state) | | jugLimit = (Maximum juggle count that still allows the move to connect against juggled opponent; 0 only hits in free juggle state) | ||
| projSpeed = (Movement speed of projectiles; if movement speed changes over time, list multiple values) | | projSpeed = (Movement speed of projectiles; if movement speed changes over time, list multiple values) | ||
| atkRange = (Range for certain attacks, generally normals/throws/DI; moves with extra horizontal movement listed as MaxRange(MinRange), e.g. Slides or 2-hit moves) | |||
| notes = (Additional details about the move that do not have their own dedicated field) | | notes = (Additional details about the move that do not have their own dedicated field) | ||
---> | ---> | ||
Line 157: | Line 158: | ||
| startup = 9 | | startup = 9 | ||
| active = 1,3 | | active = 1,3 | ||
| recovery = 18 | | recovery = 18(16) | ||
| total = 30 | | total = 30(28) | ||
| guard = LH,LH | | guard = LH,LH | ||
| cancel = Sp SA | | cancel = Sp SA | ||
| hitconfirm = 27(17) | | hitconfirm = 27(17) | ||
| hitAdv = {{sf6-adv|P|+2}} | | hitAdv = {{sf6-adv|P|+2}} | ||
| blockAdv = {{sf6-adv| | | blockAdv = {{sf6-adv|P|+1}} | ||
| punishAdv = {{sf6-adv|VP|+6}} | | punishAdv = {{sf6-adv|VP|+6}} | ||
| perfParryAdv = {{sf6-adv|VM|-20}} | | perfParryAdv = {{sf6-adv|VM|-20}} | ||
Line 169: | Line 170: | ||
| DRcancelBlk = {{sf6-adv|VP|+11}}/{{sf6-adv|VP|+10}} | | DRcancelBlk = {{sf6-adv|VP|+11}}/{{sf6-adv|VP|+10}} | ||
| afterDRHit = {{sf6-adv|VP|+6}} | | afterDRHit = {{sf6-adv|VP|+6}} | ||
| afterDRBlk = {{sf6-adv| | | afterDRBlk = {{sf6-adv|VP|+5}} | ||
| hitstun = 27,23 (24 total) | | hitstun = 27,23 (24 total) | ||
| blockstun = 21,20 (21 total) | | blockstun = 21,20 (21 total) | ||
Line 182: | Line 183: | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.245 (0.983) | | atkRange = 1.245 (0.983) | ||
| notes = 2 hits; both hits are cancelable, making it easy to hitconfirm; 1st hit has more hitstun, allowing combos into 236HK; Counter-hit/Punish Counter advantage carries through both hits; short range but good hitbox priority for counterpoking; 1st hit has much less range (only 2nd hit will connect as a ranged poke) | | notes = 2 hits; 2f less recovery on block; both hits are cancelable, making it easy to hitconfirm; 1st hit has more hitstun, allowing combos into 236HK; Counter-hit/Punish Counter advantage carries through both hits; short range but good hitbox priority for counterpoking; 1st hit has much less range (only 2nd hit will connect as a ranged poke); when used out of Drive Rush on block, Terry is left slightly out of throw range but can microwalk + throw to beat 4f light normals | ||
}} | }} | ||
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| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.19 | | atkRange = 1.19 | ||
| notes = Terry's longest range light normal for 5f punishes (but below average for a 5LK); useful in LK Power Charge loops when spaced | | notes = Terry's longest range light normal for 5f punishes (but below average for a 5LK); useful in LK Power Charge loops when spaced; DR cancel is delayed until after 1st recovery frame | ||
}} | }} | ||
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| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.79 (0.78) | | atkRange = 0.79 (0.78) | ||
| notes = Forces stand; good anti-air on frames 10-13 but cannot hit cross-up; very short horizontal range; only first 2 active frames are cancelable; if the attack connects on the first 2 active frames, it has 2 fewer active and recovery frames (meaty timing can be up to 2f worse on hit/block if 3rd active frame connects); active frames 4-6 whiff on crouching | | notes = Forces stand; good anti-air on frames 10-13 but cannot hit cross-up; very short horizontal range; only first 2 active frames are cancelable; if the attack connects on the first 2 active frames, it has 2 fewer active and recovery frames (meaty timing can be up to 2f worse on hit/block if 3rd active frame connects); active frames 4-6 whiff on crouching opponents unless they extend a vertical hurtbox; delaying the cancel into 236PP can grant better frame advantage for combo extensions | ||
}} | }} | ||
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| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.501 | | atkRange = 1.501 | ||
| notes = Very long range low poke with a launching TC extension | | notes = Very long range low poke with a launching TC extension; DR cancel is delayed until after active frames; moves Terry forward during cancelable frames (makes 2MK~2HK more consistent, keeps Terry closer for Crack Shoot burnout pressure, but makes Power Wave cancels more unsafe) | ||
}} | }} | ||
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| jugLimit = 3 | | jugLimit = 3 | ||
| atkRange = 1.629 | | atkRange = 1.629 | ||
| notes = Good hitbox priority for counterpoking; can situationally anti-air at longer ranges; has juggle potential (not a Hard Knockdown when juggled into) | | notes = Good hitbox priority for counterpoking, but large extended hurtbox on whiff; can situationally anti-air some airborne moves at longer ranges; has juggle potential (not a Hard Knockdown when juggled into) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.08 | |||
| notes = Fast air-to-air | | notes = Fast air-to-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| notes = Puts airborne opponents into limited juggle state; has a large air-to-air hitbox; only the last active frame can connect on grounded opponents (standing only, strict timing) | | atkRange = 0.81 | ||
| notes = Puts airborne opponents into limited juggle state; has a large air-to-air hitbox; only the last active frame can connect on grounded opponents (standing only, strict timing); shifts Terry's hurtbox upward during startup | |||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.78 | |||
| notes = Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good hitbox priority for close-range jump-ins | | notes = Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good hitbox priority for close-range jump-ins | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.92 | |||
| notes = Fast air-to-air that hits above Terry | | notes = Fast air-to-air that hits above Terry | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.14 | |||
| notes = Cross-up with good horizontal range and forward hitbox priority | | notes = Cross-up with good horizontal range and forward hitbox priority | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.15 | |||
| notes = Strongest all-purpose jump-in with good range and horizontal/vertical hitbox priority | | notes = Strongest all-purpose jump-in with good range and horizontal/vertical hitbox priority | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.468 (1.371) | |||
| notes = Can link into 5LP/2LP with perfect meaty timing; leaves Terry slightly out of throw range when used from Drive Rush | | notes = Can link into 5LP/2LP with perfect meaty timing; leaves Terry slightly out of throw range when used from Drive Rush | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 4 | | jugLimit = 4 | ||
| notes = Follow-up from Passing Sway on hit only (does not combo unless juggled into); can only hit on the same side (whiffs if holding forward for cross-up) | | notes = Follow-up from Passing Sway on hit only (does not combo unless juggled into); can only hit on the same side (whiffs if holding forward for cross-up); -23~29 on whiff if Terry crosses up; full invincibility and no collision box from 5MP~MK is extended until end of active frames; can significantly delay the input to disrupt Perfect Parry timing while the extended invincibility window can beat normals and nearly all reversals (3-9f gap between hits); leaves Terry close enough for follow-up link on hit, and slightly out of throw range on block; will counter-hit a 4f normal but can lose to specials with early anti-air invuln regardless of which side Terry recovers; in the corner, Terry will still connect even if attempting to whiff a cross-up Jumping Lariat; if the opponent walks forward while cornered, Jumping Lariat will whiff regardless of which side Terry chooses (and will also block Jumping Knee); midscreen, Jumping Lariat will whiff if the opponent walks forward with a walkspeed of 0.045 or faster (if the input is delayed, all characters can walk forward to make it whiff) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| notes = Follow-up from Passing Sway on hit (does not combo unless juggled into); can only hit cross-up (must be holding forward) | | notes = Follow-up from Passing Sway on hit (does not combo unless juggled into); can only hit cross-up (must be holding forward); -25~31 on whiff if Terry does not cross-up; full invincibility and no collision box from 5MP~MK is extended until end of active frames; can significantly delay the input to disrupt Perfect Parry timing while the extended invincibility window can beat normals and nearly all reversals (3-9f gap between hits); Terry recovers point blank on hit for a strike/throw mixup, and safely out of throw range on block; will counter-hit a 4f normal but can lose to specials with early anti-air invuln regardless of which side Terry recovers; does not cross up against cornered opponents, but if the opponent holds forward they will automatically block the cross-up (leaving Terry at point blank); this also applies midscreen if the opponent walks forward with a walk speed of 0.045 or faster (though this does not avoid the Jumping Lariat ender midscreen) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| notes = Puts opponent into limited juggle state; () refers to scaled damage from 2MK combo starter; can always be interrupted by an invincible reversal if DR canceled on block | | notes = Puts opponent into limited juggle state; () refers to scaled damage from 2MK combo starter; can always be interrupted by an invincible reversal if DR canceled on block; DR cancel is delayed until after 2nd recovery frame; special cancel is delayed until after 3rd recovery frame | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| notes = Can dash for a +3 corner throw loop; can also walk for manual timing (very strict timing but allows him to shimmy) | | atkRange = 0.80 | ||
| notes = Can dash for a +3 corner throw loop; can also walk for manual timing (very strict 1f timing but allows him to shimmy) | |||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Side switches; cannot walk or dash for a corner throw loops; can use immediate DR~2MP for corner oki, but this is susceptible to invincible reversals on reaction; midscreen, chasing with Drive Rush gives very weak oki | | notes = Side switches; cannot walk or dash for a corner throw loops; can use immediate DR~2MP for corner oki, but this is susceptible to invincible reversals on reaction; midscreen, chasing with Drive Rush gives very weak oki | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 2.50 | |||
| notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | | notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 1.849 | |||
| notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 1.849 | |||
| notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| hitAdv = {{sf6-adv|E|0}} | | hitAdv = {{sf6-adv|E|0}} | ||
| blockAdv = {{sf6-adv|VM|-6}} | | blockAdv = {{sf6-adv|VM|-6}} | ||
| punishAdv = KD +33 | | punishAdv = KD +33~46 | ||
| perfParryAdv = {{sf6-adv|VM|-22}} | | perfParryAdv = {{sf6-adv|VM|-22}} | ||
| hitstun = 33 | | hitstun = 33 | ||
Line 1,222: | Line 1,235: | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| projSpeed = 0.02~0.21 | | projSpeed = 0.02~0.21 | ||
| notes = 1-hit projectile; travels more quickly than LP version but dissipates at ~60% screen distance; causes knockdown on Counter-hit/Punish Counter; hitbox is at ground level but reaches high enough to clash with standard projectiles; projectile speed starts slow and accelerates each active frame; puts airborne opponents into limited juggle state; no head hurtbox on frames 11-41 (while leaning over); extended arm hurtbox on frames | | notes = 1-hit projectile; travels more quickly than LP version but dissipates at ~60% screen distance; causes knockdown on Counter-hit/Punish Counter (KD +33~46); hitbox is at ground level but reaches high enough to clash with standard projectiles; projectile speed starts slow and accelerates each active frame; puts airborne opponents into limited juggle state; no head hurtbox on frames 11-41 (while leaning over); extended arm hurtbox on frames 18-39 is projectile invuln | ||
}} | }} | ||
Line 1,271: | Line 1,284: | ||
| startup = 29 | | startup = 29 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 14 | ||
| total = | | total = 51 | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
Line 1,279: | Line 1,292: | ||
| blockAdv = {{sf6-adv|VP|+5}} | | blockAdv = {{sf6-adv|VP|+5}} | ||
| punishAdv = {{sf6-adv|VP|+12}} | | punishAdv = {{sf6-adv|VP|+12}} | ||
| perfParryAdv = {{sf6-adv|VM|- | | perfParryAdv = {{sf6-adv|VM|-21}} | ||
| hitstun = | | hitstun = 31 | ||
| blockstun = | | blockstun = 28 | ||
| hitstop = 8 | | hitstop = 8 | ||
| driveDmgBlk = | | driveDmgBlk = 7000 | ||
| driveDmgHit = [2000] | | driveDmgHit = [2000] | ||
| driveGain = 1500 | | driveGain = 1500 | ||
Line 1,326: | Line 1,339: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 8,9 | | jugLimit = 8,9 | ||
| atkRange = 1.618 (1.037) | |||
| notes = 2 hits; functionally 22f startup as an overhead; on hit, leaves Terry at close range for a strike/throw/shimmy mixup; short range, primarily used in light confirms | | notes = 2 hits; functionally 22f startup as an overhead; on hit, leaves Terry at close range for a strike/throw/shimmy mixup; short range, primarily used in light confirms | ||
}} | }} | ||
Line 1,359: | Line 1,373: | ||
| jugIncrease = 1x3 | | jugIncrease = 1x3 | ||
| jugLimit = 8,9,10 | | jugLimit = 8,9,10 | ||
| notes = 2 hits that transition to a 3rd attack on hit only | | atkRange = 1.818 (1.287) | ||
| notes = 2 hits that transition to a 3rd attack on hit only; functionally 22f startup as an overhead | |||
}} | }} | ||
Line 1,392: | Line 1,407: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| notes = Travels about 50% of the screen; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; only cancelable on 1st active frame (cannot cancel on a farther range connect); grants a safe jump on hit if final active frame connects | | atkRange = 2.862 (1.653) | ||
| notes = Travels about 50% of the screen; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; only cancelable on 1st active frame (cannot cancel on a farther range connect); grants a safe jump on hit if final active frame connects; puts airborne opponents into limited juggle state (can juggle after very late connect) | |||
}} | }} | ||
Line 1,424: | Line 1,440: | ||
| jugIncrease = 20 | | jugIncrease = 20 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| notes = Travels about 80% of the screen; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; useful approach when following behind Power Wave; Terry raises his hands for a reactable visual cue; only cancelable on 1st active frame (cannot cancel on a farther range connect) | | atkRange = 3.908 (1.659) | ||
| notes = Travels about 80% of the screen; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; useful approach when following behind Power Wave; Terry raises his hands for a reactable visual cue; only cancelable on 1st active frame (cannot cancel on a farther range connect); puts airborne opponents into limited juggle state (can juggle after very late connect) | |||
}} | }} | ||
Line 1,449: | Line 1,466: | ||
| blockstun = 23 | | blockstun = 23 | ||
| hitstop = 15 | | hitstop = 15 | ||
| driveDmgBlk = | | driveDmgBlk = 8000 | ||
| driveDmgHit = [10000] | | driveDmgHit = [10000] | ||
| driveGain = -20000 | | driveGain = -20000 | ||
Line 1,457: | Line 1,474: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| notes = | | atkRange = 3.908 (1.659) | ||
| notes = Punish Counter puts opponent into tumbling OTG state (wall splat if opponent reaches the corner); only cancelable on the first 7 active frames; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; puts airborne opponents into limited juggle state (can juggle after very late connect) | |||
}} | }} | ||
Line 1,493: | Line 1,511: | ||
| jugIncrease = 5 | | jugIncrease = 5 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| atkRange = 0.71 (1st) | |||
| notes = Very short horizontal range (hits straight above Terry to anti-air close jumps); cannot hit cross-up; active frames 3-10 do reduced damage; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); puts opponent into limited juggle state (allows follow-up juggles on a high connect) | | notes = Very short horizontal range (hits straight above Terry to anti-air close jumps); cannot hit cross-up; active frames 3-10 do reduced damage; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); puts opponent into limited juggle state (allows follow-up juggles on a high connect) | ||
}} | }} | ||
Line 1,528: | Line 1,547: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 5(6),6 | | jugLimit = 5(6),6 | ||
| atkRange = 1.248 (1st) | |||
| notes = Medium horizontal range; cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state | | notes = Medium horizontal range; cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state | ||
}} | }} | ||
Line 1,563: | Line 1,583: | ||
| jugIncrease = 0x3 | | jugIncrease = 0x3 | ||
| jugLimit = 6(8),8,8 | | jugLimit = 6(8),8,8 | ||
| atkRange = 1.318 (1st) | |||
| notes = Farthest horizontal range (most consistent for combos, but may whiff under close jumps); cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); 3rd hit whiffs on crouch block (reduced chip and Drive damage); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state | | notes = Farthest horizontal range (most consistent for combos, but may whiff under close jumps); cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); 3rd hit whiffs on crouch block (reduced chip and Drive damage); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state | ||
}} | }} | ||
Line 1,595: | Line 1,616: | ||
| jugIncrease = 0x5,100 | | jugIncrease = 0x5,100 | ||
| jugLimit = 9x5,10 | | jugLimit = 9x5,10 | ||
| atkRange = 1.248 (1st) | |||
| notes = Horizontal range is between MP/HP versions (good anti-air for mid range jumps, as well as a strong juggle ender); cannot hit cross-up; can miss several hits of damage against high airborne opponent | | notes = Horizontal range is between MP/HP versions (good anti-air for mid range jumps, as well as a strong juggle ender); cannot hit cross-up; can miss several hits of damage against high airborne opponent | ||
}} | }} | ||
Line 1,630: | Line 1,652: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 4 | | jugLimit = 4 | ||
| atkRange = 1.960 (1.384) | |||
| notes = Short travel distance; comboable from lights except 5LP; keeps opponent standing for strike/throw mixup on hit; can be spaced out to allow a follow-up combo on hit; puts airborne opponents into limited juggle state | | notes = Short travel distance; comboable from lights except 5LP; keeps opponent standing for strike/throw mixup on hit; can be spaced out to allow a follow-up combo on hit; puts airborne opponents into limited juggle state | ||
}} | }} | ||
Line 1,663: | Line 1,686: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 4 | | jugLimit = 4 | ||
| notes = Medium travel distance; comboable from | | atkRange = 2.441 (1.789) | ||
| notes = Medium travel distance; comboable from 2MP or heavy normals; puts opponent into limited juggle state (airborne opponents are launched higher than the HK version); can juggle SA1 anywhere on screen; final 4 recovery frames are cancelable into SA2 on hit, allowing a juggle anywhere on screen; sets up a safe jump setup on a close range grounded hit | |||
}} | }} | ||
Line 1,695: | Line 1,719: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 2.895 (1.645) | |||
| notes = Farthest travel distance; cancelable on frames 26-45 into special moves (except Power Charge) on hit only; delaying the special cancel allows different conversions or more optimal damage; puts opponent into limited juggle state (airborne opponents are not launched as high, resulting in more limited follow-ups); only combos naturally from the first hit of 5HP | | notes = Farthest travel distance; cancelable on frames 26-45 into special moves (except Power Charge) on hit only; delaying the special cancel allows different conversions or more optimal damage; puts opponent into limited juggle state (airborne opponents are not launched as high, resulting in more limited follow-ups); only combos naturally from the first hit of 5HP | ||
}} | }} | ||
Line 1,728: | Line 1,753: | ||
| jugIncrease = 2 | | jugIncrease = 2 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| notes = Causes Wall Bounce on hit; KD advantage varies based on distance from wall (farther away gives higher advantage) | | atkRange = 2.871 (1.665) | ||
| notes = Causes Wall Bounce on hit; if used twice in a combo, 2nd hit will cause a quick wall splat that drops straight to the ground; KD advantage varies based on distance from wall (farther away gives higher advantage) | |||
}} | }} | ||
Line 1,753: | Line 1,779: | ||
| blockstun = 17 | | blockstun = 17 | ||
| hitstop = 10 | | hitstop = 10 | ||
| driveDmgBlk = | | driveDmgBlk = 2500 | ||
| driveDmgHit = [8000] | | driveDmgHit = [8000] | ||
| driveGain = 1000 | | driveGain = 1000 | ||
Line 1,762: | Line 1,788: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| notes = First 2 active frames can only hit airborne opponents (functionally 18f startup); cannot hit cross-up; causes spike knockdown vs. airborne opponents | | notes = First 2 active frames can only hit airborne opponents (functionally 18f startup); cannot hit cross-up; causes spike knockdown vs. airborne opponents; causes Hard Knockdown on Punish Counter (prevents follow-up links); can hop over many grounded attacks (especially crouching); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; very strong vs. Burnout, dealing chip while staying close range with frame advantage | ||
}} | }} | ||
Line 1,779: | Line 1,805: | ||
| guard = LH | | guard = LH | ||
| cancel = - | | cancel = - | ||
| hitAdv = {{sf6-adv|P|+ | | hitAdv = {{sf6-adv|P|+3}} | ||
| blockAdv = {{sf6-adv|M|-3}} | | blockAdv = {{sf6-adv|M|-3}} | ||
| punishAdv = HKD +28 | | punishAdv = HKD +28 | ||
| perfParryAdv = {{sf6-adv|VM|-18}} | | perfParryAdv = {{sf6-adv|VM|-18}} | ||
| hitstun = | | hitstun = 23 | ||
| blockstun = 17 | | blockstun = 17 | ||
| hitstop = 10,10 | | hitstop = 10,10 | ||
| driveDmgBlk = | | driveDmgBlk = 3500 | ||
| driveDmgHit = [8000 / 3000x2 air] | | driveDmgHit = [8000 / 3000x2 air] | ||
| driveGain = 1000 / 700x2 air | | driveGain = 1000 / 700x2 air | ||
Line 1,795: | Line 1,821: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 5,5 | | jugLimit = 5,5 | ||
| notes = 2 hits vs. airborne, 1 hit vs. grounded (different damage values accordingly); first 5 active frames can only hit airborne opponents (functionally 22f startup); cannot hit cross-up; puts airborne opponents into limited juggle state | | notes = 2 hits vs. airborne, 1 hit vs. grounded (different damage values accordingly); first 5 active frames can only hit airborne opponents (functionally 22f startup); cannot hit cross-up; puts airborne opponents into limited juggle state; causes Hard Knockdown on Counter-hit/Punish Counter (prevents follow-up links); can hop over many grounded attacks (even some standing); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; very strong vs. Burnout, dealing chip while staying close range with frame advantage | ||
}} | }} | ||
Line 1,819: | Line 1,845: | ||
| blockstun = 22 total | | blockstun = 22 total | ||
| hitstop = 8x3,12 | | hitstop = 8x3,12 | ||
| driveDmgBlk = | | driveDmgBlk = 2000,3000 | ||
| driveDmgHit = [3000x3] | | driveDmgHit = [3000x3] | ||
| driveGain = 1000, | | driveGain = 1000,3000 / 1000x3 air | ||
| superGainHit = 300x3,600 (210x3,420) | | superGainHit = 300x3,600 (210x3,420) | ||
| superGainBlk = 150,300 (75,150) | | superGainBlk = 150,300 (75,150) | ||
Line 1,829: | Line 1,855: | ||
| jugIncrease = 1x4 | | jugIncrease = 1x4 | ||
| jugLimit = 5x3,6 | | jugLimit = 5x3,6 | ||
| notes = 2 hits vs. grounded, up to 3 hits vs. airborne; first 7 active frames can only hit airborne opponents (functionally 30f startup); cannot hit cross-up; puts airborne opponent into limited juggle state; kicking leg is anti-air invuln on frames 28-30; can be spaced out to hit once with 2f better advantage; technically has 4 hits, but up to 3 can land at once | | notes = 2 hits vs. grounded, up to 3 hits vs. airborne; first 7 active frames can only hit airborne opponents (functionally 30f startup); cannot hit cross-up; puts airborne opponent into limited juggle state; kicking leg is anti-air invuln on frames 28-30; can be spaced out to hit once with 2f better advantage; technically has 4 hits, but up to 3 can land at once; damage is highly variable depending on which hits connect (last hit does most damage, but landing all 3 airborne hits allows strong juggle extensions); can hop over many grounded attacks (even some standing); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; strong vs. Burnout, dealing chip while staying close range with frame advantage (but too slow to cancel into for Burnout loops); last hit is lower to the ground than other versions and can beat moves that low profile other versions | ||
}} | }} | ||
Line 1,861: | Line 1,887: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 8 | | jugLimit = 8 | ||
| notes = Puts airborne opponents into limited juggle OTG state; first active frame does not connect on grounded opponents (functionally 21f startup); first 2 active frames have a good anti-air hitbox | | notes = Puts airborne opponents into limited juggle OTG state; first active frame does not connect on grounded opponents (functionally 21f startup); first 2 active frames have a good anti-air hitbox; can hop over many grounded attacks (even some standing); very strong vs. Burnout, dealing chip while staying close range with frame advantage (often required to get point blank after 2 reps of meterless Burnout loop) | ||
}} | }} | ||
Line 1,895: | Line 1,921: | ||
| jugIncrease = 20 | | jugIncrease = 20 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| notes = Incurs a fixed 45f recovery on block (advantage is not affected by meaty timing); transitions to projectile follow-up on hit only; fast and long range, making it great for combos and punishes; puts opponent into limited juggle state and can combo into another SA1 if juggled high enough | | atkRange = 3.862 (1.762) | ||
| notes = Incurs a fixed 45f recovery on block (advantage is not affected by meaty timing); transitions to projectile follow-up on hit only; fast and long range, making it great for combos and punishes; puts opponent into limited juggle state and can combo into another SA1 if juggled high enough; if first hit trades, deals 500 damage and puts the opponent into a free juggle crumple state (may be able to follow up with moves like 214HP, Dash/DR normals, or another SA1) | |||
}} | }} | ||
Line 2,016: | Line 2,043: | ||
| airborne = 9-63 (FKD) | | airborne = 9-63 (FKD) | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 1.585 (1st) | |||
| notes = Only the first 3 active frames cause cinematic hit; damage distribution on non-cinematic hit is 350(x6-7),550 with no HKD and less KD advantage; cinematic time regenerates ~2.1 Drive bars for Terry; faster 3f startup when canceled from Rising Tackle or Burning Knuckle; final hit whiffs on crouch block (reduced chip and Drive damage) | | notes = Only the first 3 active frames cause cinematic hit; damage distribution on non-cinematic hit is 350(x6-7),550 with no HKD and less KD advantage; cinematic time regenerates ~2.1 Drive bars for Terry; faster 3f startup when canceled from Rising Tackle or Burning Knuckle; final hit whiffs on crouch block (reduced chip and Drive damage) | ||
}} | }} | ||
Line 2,048: | Line 2,076: | ||
| airborne = 9-63 (FKD) | | airborne = 9-63 (FKD) | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 1.585 (1st) | |||
| notes = Available at 25% HP or below; only the first 3 active frames cause cinematic hit; damage distribution on non-cinematic hit is 350(x6-7),1050 with no HKD and less KD advantage; cinematic time regenerates ~2.1 Drive bars for Terry; faster 3f startup when canceled from Rising Tackle or Burning Knuckle; final hit whiffs on crouch block (reduced chip and Drive damage) | | notes = Available at 25% HP or below; only the first 3 active frames cause cinematic hit; damage distribution on non-cinematic hit is 350(x6-7),1050 with no HKD and less KD advantage; cinematic time regenerates ~2.1 Drive bars for Terry; faster 3f startup when canceled from Rising Tackle or Burning Knuckle; final hit whiffs on crouch block (reduced chip and Drive damage) | ||
}} | }} |
Latest revision as of 06:30, 25 March 2025
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
6HP
Target Combos
5MP~HP
5MP~HK
5MP~HK~HK
5MP~HK~HK (Just Frame)
5MP~MK
5MP~MK~MP
5MP~MK~MK
2MK~2HK
Throws
Forward Throw
Back Throw
Drive Moves
HPHK
Terry
terry_hphk
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HPHK Back Spin Kick
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.50 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Terry
terry_6hphk
|
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6HPHK Back Knuckle (Block)
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.849 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Terry
terry_6hphk_recovery
|
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6HPHK Back Knuckle (Recovery)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.849 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
Terry
terry_mpmk
|
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MPMK Drive Parry
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
Terry
terry_mpmk_66_pdr
|
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MPMK~66 Parry Drive Rush
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.634 (min/throw), 2.416 (min/block), 3.181 (max/final DR frame) |
Terry
terry_mpmk_66_drc
|
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MPMK or 66 Drive Rush Cancel
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Power Wave
236LP
236MP
236PP
Round Wave
236HP
Quick Burn
214LP
214LPMP
Burning Knuckle
214MP
Terry
terry_214mp
|
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214MP Burning Knuckle
|
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File:SF6 Terry 214mp.png File:SF6 Terry 214mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1000 | 250 | - | LH | SA3 | 17 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 9 | 20 | - | 23 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
42 | 5000 | [6000] | 2000 | 1000 (700) | 275 (137) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.862 (1.653) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +30~42 | -27(-19) | ||||
Hit Advantage | Block Advantage | ||||
KD +30~42 | -6(+2) | ||||
Notes | |||||
Travels about 50% of the screen; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; only cancelable on 1st active frame (cannot cancel on a farther range connect); grants a safe jump on hit if final active frame connects; puts airborne opponents into limited juggle state (can juggle after very late connect) |
214HP
214MPHP or 214LPHP
Terry
terry_214mphp
|
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214MPHP or 214LPHP Burning Knuckle
|
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File:SF6 Terry 214mphp.png File:SF6 Terry 214mphp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1400 | 350 | 20% Starter; Combo (2 hits) | LH | SA2 SA3 | 23 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
19 | 14 | 17 | - | 23 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
49 | 8000 | [10000] | -20000 | 1200 (840) | 600 (300) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 3.908 (1.659) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +70~83 (+138~151) Tumble | -29(-16) | ||||
Hit Advantage | Block Advantage | ||||
KD +60~73 | -8(+5) | ||||
Notes | |||||
Punish Counter puts opponent into tumbling OTG state (wall splat if opponent reaches the corner); only cancelable on the first 7 active frames; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; puts airborne opponents into limited juggle state (can juggle after very late connect) |
Rising Tackle
623LP
623MP
Terry
terry_623mp
|
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623MP Rising Tackle
|
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File:SF6 Terry 623mp.png File:SF6 Terry 623mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600x2 | 150x2 | 20% Starter | LH | SA3 | 14 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 4,6 | 28+12 land | - | 24 | 12,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
55 | 2000x2 | [5000] | 2000x2 | 600x2 (420x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-10 Air | - | 7-43 (FKD) | 1 | 1,1 | 5(6),6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.248 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +25 | -48(-41) | ||||
Hit Advantage | Block Advantage | ||||
KD +25 | -26 | ||||
Notes | |||||
Medium horizontal range; cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state |
623HP
Terry
terry_623hp
|
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623HP Rising Tackle
|
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File:SF6 Terry 623hp.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700,300x2 (1300) | 175,75x2 (325) | 20% Starter | LH | SA3 | 14 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 2,4,14 | 27+15 land | - | 26(22) | 12,6,6 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
68 | 1400x3 | [5000] | 1000,500x2 oH / 2000,1000x2 oB | 400,300x2 (280,210x2) | 200x3 (100x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-8 Air | - | 8-53 (FKD) | 1 | 0x3 | 6(8),8,8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.318 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +27 | -60(-53) | ||||
Hit Advantage | Block Advantage | ||||
KD +27 | -36(-40) | ||||
Notes | |||||
Farthest horizontal range (most consistent for combos, but may whiff under close jumps); cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); 3rd hit whiffs on crouch block (reduced chip and Drive damage); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state |
623PP
Terry
terry_623pp
|
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623PP Rising Tackle
|
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File:SF6 Terry 623pp.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,200x4,400 (1600) | 100,50 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 2,3,2,2,3,3 | 34+15 land | - | 22 total | 12,3x4,5 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
69 | 1000x2 | - | -20000 | 600,200x5 (420,140x5) | 150,100 (75,50) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-10 Full | - | 7-54 (FKD) | 100 | 0x5,100 | 9x5,10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.248 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +27 | -62 | ||||
Hit Advantage | Block Advantage | ||||
KD +27 | -42 | ||||
Notes | |||||
Horizontal range is between MP/HP versions (good anti-air for mid range jumps, as well as a strong juggle ender); cannot hit cross-up; can miss several hits of damage against high airborne opponent |
Power Charge
236LK
236MK
Terry
terry_236mk
|
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236MK Power Charge
|
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File:SF6 Terry 236mk.png File:SF6 Terry 236mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter; Combo (2 hits) | LH | SA3 | 19 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 6 | 23 | - | 18 | 12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48 | 3000 | [5000] | 2000 | 800 (560) | 400 (200) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.441 (1.789) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42~47 | -27(-22) | ||||
Hit Advantage | Block Advantage | ||||
KD +42~47 | -11(-6) | ||||
Notes | |||||
Medium travel distance; comboable from 2MP or heavy normals; puts opponent into limited juggle state (airborne opponents are launched higher than the HK version); can juggle SA1 anywhere on screen; final 4 recovery frames are cancelable into SA2 on hit, allowing a juggle anywhere on screen; sets up a safe jump setup on a close range grounded hit |
236HK
Terry
terry_236hk
|
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236HK Power Charge
|
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File:SF6 Terry 236hk.png File:SF6 Terry 236hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | Sp* SA3 | 25 (36 Sp) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
25 | 9 | 27 | - | 20 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
60 | 3000 | [5000] | 2000 | 500 (350) | 250 (125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.895 (1.645) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +37~45 | -34(-26) | ||||
Hit Advantage | Block Advantage | ||||
KD +37~45 | -16(-8) | ||||
Notes | |||||
Farthest travel distance; cancelable on frames 26-45 into special moves (except Power Charge) on hit only; delaying the special cancel allows different conversions or more optimal damage; puts opponent into limited juggle state (airborne opponents are not launched as high, resulting in more limited follow-ups); only combos naturally from the first hit of 5HP |
236KK
Terry
terry_236kk
|
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236KK Power Charge
|
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File:SF6 Terry 236kk.png File:SF6 Terry 236kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | Combo (2 hits) | LH | SA2 SA3 | 24 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
19 | 8 | 24 | - | 18 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
50 | 3000 | [5000] | -20000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 3 | 2 | 5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.871 (1.665) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +55~76 Wall Bounce | -30(-23) | ||||
Hit Advantage | Block Advantage | ||||
KD +55~76 Wall Bounce | -14(-7) | ||||
Notes | |||||
Causes Wall Bounce on hit; if used twice in a combo, 2nd hit will cause a quick wall splat that drops straight to the ground; KD advantage varies based on distance from wall (farther away gives higher advantage) |
Crack Shoot
214LK
214MK
Terry
terry_214mk
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214MK Crack Shoot
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File:SF6 Terry 214mk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700 / 450x2 | 175 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
17(22) | 4,3 | 2+16 land | 23 | 17 | 10,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
41 | 3500 | [8000 / 3000x2 air] | 1000 / 700x2 air | 500x2 (350x2) | 250 (125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 9-25 (FKD) | 1 | 1,1 | 5,5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +28 | -18 | ||||
Hit Advantage | Block Advantage | ||||
+3 | -3 | ||||
Notes | |||||
2 hits vs. airborne, 1 hit vs. grounded (different damage values accordingly); first 5 active frames can only hit airborne opponents (functionally 22f startup); cannot hit cross-up; puts airborne opponents into limited juggle state; causes Hard Knockdown on Counter-hit/Punish Counter (prevents follow-up links); can hop over many grounded attacks (even some standing); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; very strong vs. Burnout, dealing chip while staying close range with frame advantage |
214HK
Terry
terry_214hk
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214HK Crack Shoot
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File:SF6 Terry 214hk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x3,800 (900~1400) | 75,200 (275) | Combo (2 hits) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
23(30) | 3,3,2,3 | 1+18 land | - | 22 total | 8x3,12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
52 | 2000,3000 | [3000x3] | 1000,3000 / 1000x3 air | 300x3,600 (210x3,420) | 150,300 (75,150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
14-31 Lower Body Projectile | - | 12-34 (FKD) | 1 | 1x4 | 5x3,6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +43~45 | -21 | ||||
Hit Advantage | Block Advantage | ||||
KD +43~45 | -1 | ||||
Notes | |||||
2 hits vs. grounded, up to 3 hits vs. airborne; first 7 active frames can only hit airborne opponents (functionally 30f startup); cannot hit cross-up; puts airborne opponent into limited juggle state; kicking leg is anti-air invuln on frames 28-30; can be spaced out to hit once with 2f better advantage; technically has 4 hits, but up to 3 can land at once; damage is highly variable depending on which hits connect (last hit does most damage, but landing all 3 airborne hits allows strong juggle extensions); can hop over many grounded attacks (even some standing); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; strong vs. Burnout, dealing chip while staying close range with frame advantage (but too slow to cancel into for Burnout loops); last hit is lower to the ground than other versions and can beat moves that low profile other versions |
214KK
Terry
terry_214kk
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214KK Crack Shoot
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File:SF6 Terry 214kk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 300 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20(21) | 4 | 2+17 land | - | 20 | 12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
42 | 3000 | [10000] | -20000 | 1000 (700) | 200 (100) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 8-25 (FKD) | 1 | 1 | 8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +29 | -20 | ||||
Hit Advantage | Block Advantage | ||||
KD +29 | -2 | ||||
Notes | |||||
Puts airborne opponents into limited juggle OTG state; first active frame does not connect on grounded opponents (functionally 21f startup); first 2 active frames have a good anti-air hitbox; can hop over many grounded attacks (even some standing); very strong vs. Burnout, dealing chip while staying close range with frame advantage (often required to get point blank after 2 reps of meterless Burnout loop) |
Super Arts
236236K
214214P
214214P~PP
214214P~PP~PP
Terry
terry_214214p_pp_pp
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214214P~PP~PP Triple Geyser
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![]() File:SF6 Terry 214214p pp pp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2500 (1000 scaled) |
- | 20% Immediate; 40% Minimum | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 1 | 125 | - | - | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
139 | - | 2000 | - | -10000 | -10000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-139 Full | Break | - | 100 | 100 | 99 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
KD +18 | - | ||||
Notes | |||||
Follow-up to Twin Geyser for 1 extra Super bar; attempting to input without a full Super meter results in a whiffed attack that leaves Terry at -3 KD Advantage |
236236P
236236P (CA)
Taunts
5PPPKKK
5PPPKKK (Burnout)
6PPPKKK
4PPPKKK