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==General Info== | ==General Info== | ||
Crouch height: Medium<br> | Crouch height: Medium<br> | ||
Jump: 4/36/1<br> | |||
Hop: 4/27/1<br> | |||
Dash: 3/10~∞/3<br> | |||
Backdash: 3/18/3<br> | |||
Wakeup: 25 frames<br> | |||
Recovery roll: 26 frames<br> | |||
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! Stand | ! Stand |
Revision as of 06:15, 14 October 2013
General Info
Crouch height: Medium
Jump: 4/36/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 25 frames
Recovery roll: 26 frames
Stand | Crouch | Jump | Backdash | Grab | Run |
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Colors
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Movelist
Notes
- For the counterhit combo in the corner, jump CD, qcf+C, qcb+B, df+C, the df+C will have to be done as db+C, since the game thinks Terry has switched sides, even though it doesn't look like he has)
Combos
Anywhere
1. cl.C(2), df+C, qcb+A/qcb hcf+P - 30%/50%
2. cr.B, cr.A, df+C, qcb+A/qcb hcf+P - 30%/50%
Corner
1. qcf+C, qcb+B, j.C - 33%
Counterhit
1. j.CD(counterhit), qcb hcf+P - 40%
2. j.CD(counterhit), qcf+C, qcb+C/(qcb+B, j.C)/(S)qcb hcf+P - 45%/50%/55% (Corner)
Maxmode
1. cl.C(2), BC, run cl.C(2), df+C, qcb hcf+AC - 55-60%
2. cl.C(2), BC, run cl.C(1), dp+K(1), (C)qcf+C, (S)qcb hcf+P - 55% (Corner)
3. cl.C(2), BC, run cl.C(1), dp+K(1), (C)qcf+C, qcb+B, df+C - 45% (Corner)
Attack Strings
1. cl.C(1)/cr.D, ~qcf+C, qcb+A
2. cl.C(1)/cr.B, df+C, qcb+A