User:Aroo of fighters/sandbox: Difference between revisions

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(dumping clark in here as well, will probably move him to the 03 page soon!)
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Dumping CvS1 Sakura stuff here until I get a lot of things!
== Introduction ==
Sakura is a high-schooler who travels the world looking to seek out her idol, Ryu. She emulates many of his specials, though in a slightly rougher style.
Oddly enough, her regular version's moveset is very unique to Sakura, with most of her specials only being in CvS1 altogether! If you're looking for her more familiar specials, check out her EX incarnation.
== Movelist ==
This moveset is for Regular Sakura. EX Sakura is listed somewhere else
=== Normal Attacks ===
==== Far Standing Normals ====
{{MoveData
|image=
|caption=
|name=s.LP
|input=5LP
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Simple jab. Chainable, cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=s.LK
|input=5LK
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.
}}
}}
{{MoveData
|image=
|caption=
|name=s.HP
|input=5HP
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Straight punch. Super cancellable, but not special cancellab.e
}}
}}
{{MoveData
|image=
|caption=
|name=s.HK
|input=5HK
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Side roundhouse. Uncancellable, but it's Sakura's longest range poke.
}}
}}
==== Close Standing Normals ====
{{MoveData
|image=
|caption=
|name=cl.HP
|input=5HP
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Two-fisted uppercut. Special cancellable, but only if it hits early (before Sakura lifts her arms), else it is only Super Cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=cl.HK
|input=5HK
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.
}}
}}
==== Crouching Normals ====
{{MoveData
|image=
|caption=
|name=cr.LP
|input=2LP
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Simple crouch jab. Chainable, cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.LK
|input=2LK
|data=
{{CvS1
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Low kick. Chainable and cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.HP
|input=2HP
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.HK
|input=2HK
|data=
{{CvS1
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Sweep. Super Cancellable, knocks down on hit.
}}
}}
==== Jumping Normals ====
{{MoveData
|image=
|caption=
|name=j.LP
|input=8LP
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Light jab. Special cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=j.LK
|input=8LK
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description=- Jumping kick. Cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HP
|input=8HP
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= "New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too. Cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HK
|input=8HK
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Slowest out of her jumping normals, but can cross-up the opponent. Do I need to say this is cancellable?
}}
}}
=== Command Normals ===
{{MoveData
|image=
|caption=
|name=Flower Kick
|input=6LK
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.
}}
}}
{{MoveData
|image=
|caption=
|name=Two-Fisted Smackdown
|input=2HP (in air)
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= "New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)
}}
}}
=== Throws ===
{{MoveData
|image=
|caption=
|name=Sakura-jime
|input=4/6HP
|data=
{{CvS1
|guard= Throw
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.
}}
}}
{{MoveData
|image=
|caption=
|name=Sailor Shoot
|input=4/6HK
|data=
{{CvS1
|guard= Throw
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.
}}
}}
=== Special Moves ===
{{MoveData
|image=
|caption=
|name=Hadou Shou
|input=236P
|data=
{{CvS1
|version= LP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= A "bursting" projectile, similar to Ryo's fireballs in KOF. Light versions does one hit, has faster startup. Heavy version does two hits, worse startup. Both versions are safe on block. Light version is a true blockstring from close heavies, but the Heavy version is not a true blockstring from her close heavies, and can be punished on startup with a quick invulnerable move.
}}
}}
{{MoveData
|image=
|caption=
|name=Kou'ou Ken
|input=623P
|data=
{{CvS1
|version= LP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= A variant of her Shou'ouken that doesn't leave the ground. Light version does two hits, heavy version does up to sixh its.
Heavy version launches the opponent up for a juggle, and puts them in an "SNK Juggle" state; where moves that would normally cause an air-reset don't, allowing for unique juggles. The amount of time you have to juggle however is very limited.
}}
}}
{{MoveData
|image=
|caption=
|name=Shunpuu Renkyaku
|input=214K
|data=
{{CvS1
|version= LK
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HK
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= A variant of her Shunpuu Kyaku. Sakura does a spinning kick that can hop over lows. Light version has her do one kick, Heavy version has her do two kicks and arcs slightly higher. After this, Sakura can input one of two followups to her Shunpuu Kyuaku by repeating 214K.
}}
}}
{{MoveData
|image=
|caption=
|name=Crouching Kick
|input=214K (after Shunpuu Renkyaku)
|data=
{{CvS1
|version= LK
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= One of two possible followups to her Shunpuu Renkyaku, this is a low attack. Has some brief startup invincibility to work as a frametrap to punish people, but can be stuffed with an invincible move like a DP or a super. Combos from the heavy version, but not from the light version. Unsafe on block, unsafe on hit.
}}
{{CvS1
|header=no
|version= HK
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= One of two possible followups from her Shunpuu Renkyaku. Does not combo from either version of her Shunpuu Renkyaku, but does the most damage and knocks down out of the two followups. Can be used as a frametrap to stuff potential mashing, but loses to invincible moves. Safer on block, as it pushes the opponent away a bit, but you can probably still be punished.
}}
}}
{{MoveData
|image=
|caption=
|name=Ouya Kyaku
|input=214K (in air)
|data=
{{CvS1
|version= LK
|guard=- Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HK
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= A divekick. Light version has Sakura dive at a steeper angle than her Heavy version. Must be inputted at, or around the peak of her jump (vertically superjumping gives her a bit more leniency).
}}
}}
=== Super Moves ===
{{MoveData
|image=
|caption=
|name=Shinkuu Hadou Ken
|input=236236P
|data=
{{CvS1
|version= LP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= PP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Seems like only the Level 3 version juggles, and even then the juggle timing you have is fairly restrictive (as well as the very real possibility of not getting all the hits in), so Sakura doesn't benefit much from SNK's Red Health.
}}
}}
{{MoveData
|image=
|caption=
|name=Haru Issen
|input=214214K
|data=
{{CvS1
|version= LK
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HK
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= KK
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= A series of spinning low kicks ending with her kicking her opponent up into the sky. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Does more danage than her other super.
}}
}}
== EX Sakura Movelist ==
=== Normal Attacks ===
==== Far Standing Normals ====
{{MoveData
|image=
|caption=
|name=s.LP
|input=5LP
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Simple jab. Chainable, cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=s.LK
|input=5LK
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.
}}
}}
{{MoveData
|image=
|caption=
|name=s.HP
|input=5HP
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Two-fisted uppercut! Special-cancellable if it hits early (before Sakura lifts her arms), super-cancellable if she hits. Can be linked into from st.LP. This move is no longer a close normal.
}}
}}
{{MoveData
|image=
|caption=
|name=s.HK
|input=5HK
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Side roundhouse. Uncancellable, but it's Sakura's longest range poke.
}}
}}
==== Close Standing Normals ====
{{MoveData
|image=
|caption=
|name=cl.HK
|input=5HK
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.
}}
}}
==== Crouching Normals ====
{{MoveData
|image=
|caption=
|name=cr.LP
|input=2LP
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Simple crouch jab. Chainable, cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.LK
|input=2LK
|data=
{{CvS1
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Low kick. Chainable and cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.HP
|input=2HP
|data=
{{CvS1
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.HK
|input=2HK
|data=
{{CvS1
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Sweep. Super Cancellable, knocks down on hit.
}}
}}
==== Jumping Normals ====
{{MoveData
|image=
|caption=
|name=j.LP
|input=8LP
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Light jab. Special cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=j.LK
|input=8LK
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description=- Jumping kick. Cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HP
|input=8HP
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= "New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too. Cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HK
|input=8HK
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Slowest out of her jumping normals, but can cross-up the opponent. Do I need to say this is cancellable?
}}
}}
=== Command Normals ===
{{MoveData
|image=
|caption=
|name=Flower Kick
|input=6LK
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.
}}
}}
{{MoveData
|image=
|caption=
|name=Two-Fisted Smackdown
|input=2HP (in air)
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= "New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)
}}
}}
{{MoveData
|image=
|caption=
|name=Crouching Medium
|input=1HP
|data=
{{CvS1
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Exclusive to EX Sakura. Cancels on hit whenever, goes about as far as her cr.LK, hits low, does more damage. Looks like a mid move so you can throw people off.
}}
}}
{{MoveData
|image=
|caption=
|name=Jumping Stomp
|input=2HK (in air)
|data=
{{CvS1
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Exclusive to EX Sakura. Downward kick that uses sprites from her Divekick. Not special cancellable, great downward range.
}}
}}
=== Throws ===
{{MoveData
|image=
|caption=
|name=Sakura-jime
|input=4/6HP
|data=
{{CvS1
|guard= Throw
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup with j.HK on some characters.
}}
}}
{{MoveData
|image=
|caption=
|name=Sailor Shoot
|input=4/6HK
|data=
{{CvS1
|guard= Throw
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.
}}
}}
=== Special Moves ===
{{MoveData
|image=
|caption=
|name=Hadouken
|input=236P
|data=
{{CvS1
|version= LP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Fireball. Mashing punch allows Sakura to charge up her fireball. The more charged your fireball is, the bigger and more damaging it'll be, but not only will it take longer to throw out (due to the charging) but it will also last shorter. No charge travels fullscreen, light charge travels midscreen, and a fully-charged one basically never leaves Sakura's hands. All versions are safe on block.
}}
}}
{{MoveData
|image=
|caption=
|name=Shou'ou Ken
|input=623P
|data=
{{CvS1
|version= LP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= DP. Light verson does one hit, heavy version does 5 hits, and starts with a run if not up close. Light version leaves you in perfect position to juggle your opponent with a super. Heavy version can juggle into a super as well, though it'd have to connect as a very far, and very high anti air. Both versions travel horizontally, meaning her anti-air capabilities up close are more limited with this move.
}}
}}
{{MoveData
|image=
|caption=
|name=Shunpuu Kyaku
|input=214K
|data=
{{CvS1
|version= LK
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HK
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Sakura's Tatsu. No followups unlike regular Sakura, but EX Sakura's tatsus now knock down. In addition, EX Sakura's heavy version of her tatsu arcs higher, and she does 3 reps of her Tatsu instead of 2.
}}
}}
{{MoveData
|image=
|caption=
|name=Shunpuu Kyaku (air)
|input=214K (in air)
|data=
{{CvS1
|version= LK
|guard=- Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HK
|guard= Overhead
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Air tatsu. Does less damage than a regular tatsu, but can be done in the air. Still can't be done very low to the ground, but unlike regular Sakura's divekick, you don't need to perform this at the peak of your jump. This can alter her jump trajectory as well.
}}
}}
=== Super Moves ===
{{MoveData
|image=
|caption=
|name=Shinkuu Hadou Ken
|input=236236P
|data=
{{CvS1
|version= LP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= PP
|guard= Mid
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Same capabilities as her normal version, so this version largely gets unused in juggles compared to Regular Sakura.
}}
}}
{{MoveData
|image=
|caption=
|name=Haru Ichiban
|input=214214K
|data=
{{CvS1
|version= LK
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HK
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= KK
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= A series of spinning low kicks ending with her kicking her opponent away. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Despite the different name, this isn't really different from regular Sakura's 214214K, with the only difference being the ender.
}}
}}
{{MoveData
|image=
|caption=
|name=Midare Zakura
|input=236236K
|data=
{{CvS1
|version= LK
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= HK
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
}}
{{CvS1
|header=no
|version= KK
|guard= Low
|startup=-
|active=-
|recovery=-
|frameAdv=-
|description= Exclusive to EX Sakura, it's Sakura's spin on the Shoryureppa. The Lv. 1 version does 4 hits, Lv. 2 version does 6 hits and her Lv. 3 version does 9 hits. Level 2 and Level 3 versions cannot be blocked on reaction. This is her highest damaging super by far, and it's much more compatiable with juggles than her super fireball. All versions can juggle off her Shoryukens and, in the corner, can juggle off fireballs and aerial tatsus. A useful super to have, especially in Red Health mode.
If you're feeling dangerous, you can also do this after a REALLY DEEP AA on her s.HP, cl.HK or cr.HP. These moves can cover Sakura's deadzone on her Anti-Air Shou'oukens, and they work not only midscreen, but they can be done in all versions of her Midare super, meaning that EX Sakura gains even more benefits out of Red Health. Just make sure you don't hit them too early, or they'll air-reset and fall out.
}}
}}
=== Combo Tips ===
==== Universal ====
I've mentioned this in other places but here's some quick combo stuff with Sakura.
* st.A can link into cl.C (or st.C if you're playing as EX Sakura). Link timing is a bit strict. Both moves are cancellable.
* Sakura-jime (her HP throw) sets up a crossup on some characters. An example of a potential combo you could do would be: HP Throw -> 9HK -> 5LP -> 5HP -> 623+LP
* Lv. 3 Shinkuu Hadou Ken is a juggle super. Sees no use in EX Sakura because of the existance of Midare Zankura, so it's largely just relegated to Regular Sakura (and, very likely, only one useful combo). Less damage and you need to time earlier anyway.
==== Regular Sakura Combo Tips ====
* Heavy Kou'ou Ken (623+HP) has four different potential followups. Two are optimal since they deal the same damage, but one is a lot harder to perform than the other. Your timing has to hit early, since the opponent can only be juggled early on.
* Your followups from Heavy Kou'ou Ken are either cl.HP, cl.HK, Light Kou'ouken (623+LP) and s.A. Light Kou'ouken and cl.HP are unviable because of their lack of damage (besides, you have to hit early enough that Sakura's close normals hit too late to be cancelled from).
* Your main followup will be either cl.HK or s.A. cl.HK does more damage than the previous two enders menioned above.
* s.A is also a viable alternative, though the combo following it is very difficult to execute. After a s.A, superjump(?) forward and perform her Ouya Kyaku (214+K). This combo exclusively works from Heavy Kou'ou Ken because of its special juggle properties (all followups do not air-reset the opponent. You could throw a Lv.3 Shinkuu Hadouken (236236+P) afterwards but it'll only do like one hit anyway. Same damage as cl.HK, but you get better corner carry.
* With meter, you can do a Shinkuu Hadouken. This does more damage, but, again, you need to time it somewhat early and somewhat awkwardly.
==== EX Sakura Combo Tips ====
* Midare Zakura (236236K) is the preferred super for juggles, as not only you get more juggle opportunities (as described above in her moveset), but all (or most) of the hits will connect, regardless of what Lv. super you use. You can even combo it from normals on an airborne opponent if you hit deep enough (those would usually cause an air-reset!)


==KOF 03 Test 1==
==KOF 03 Test 1==
Line 1,178: Line 51:




== 2003 Clark Still Movelist ==
 
 
==Movelist==


=== Normals ===
=== Normals ===
Line 1,194: Line 69:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=None
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=5
  |startup=
  |active=5
  |active= 6
  |recovery=4
  |recovery=
  |total=14
  |total=
  |advHit=+2
  |advHit= +4
  |advBlock=0
  |advBlock= +2
  |invul=-
  |invul=-
  |description= Simple jab. Chainable, cancellable.
  |description= Simple jab.
  }}
  }}
}}
}}
Line 1,218: Line 93:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=None
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=4
  |startup=
  |active=4
  |active=
  |recovery=5
  |recovery=
  |total=13
  |total=
  |advHit=+4
  |advHit= -6
  |advBlock=+1
  |advBlock= -8
  |invul=-
  |invul=-
  |description= Far Kick.
  |description=  
  }}
  }}
}}
}}
Line 1,242: Line 117:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=None
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=10
  |startup=
  |active=7
  |active=
  |recovery=-18
  |recovery=
  |total=35
  |total=
  |advHit=-3
  |advHit= -3
  |advBlock=-7
  |advBlock= -7
  |invul=-
  |invul=-
  |description= Big muscley straight punch to the face. Safer if you space it right but you don't want to get caught hitting this button up close.
  |description=
  }}
  }}
}}
}}
Line 1,266: Line 141:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=None
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=13
  |startup=
  |active=4
  |active=
  |recovery=25
  |recovery=
  |total=42
  |total=
  |advHit=-8
  |advHit= -5
  |advBlock=-12
  |advBlock= -9
  |invul=-
  |invul=-
  |description= Roundhouse. Longest-range attack Clark has, but it's pretty negative on hit so you don't want to aim this close at all.
  |description= Terry's longest-range normal.
  }}
  }}
}}
}}
Line 1,281: Line 156:


==== Close Range Normals ====
==== Close Range Normals ====
{{MoveData
|image=
|caption=
|name=cl.A
|input={{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=Special/Super
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit= +3
|advBlock= +1
|invul=-
|description= Simple jab.
}}
}}


{{MoveData
{{MoveData
Line 1,292: Line 191:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=CMD/Special/Super
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=4
  |startup=
  |active=5
  |active=
  |recovery=5
  |recovery=
  |total=14
  |total=
  |advHit=+3
  |advHit= +1
  |advBlock=+1
  |advBlock= -1
  |invul=-
  |invul=-
  |description= Cancellable. On some characters like Ash, there can be an annoying deadzone where you're too close for st.B to come out, but too far for cl.B to hit.
  |description= Not a low.
  }}
  }}
}}
}}
Line 1,316: Line 215:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=CMD/Special/Super
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=4
  |startup=
  |active=4,7
  |active=
  |recovery=16
  |recovery=
  |total=31
  |total=
  |advHit=-2
  |advHit= +6
  |advBlock=+6
  |advBlock= +2
  |invul=-
  |invul=-
  |description= As fast as his cl.B. Cancellable on the first hit only, but even then it does more damage than cl.B. Combos into 6B, and is a true blockstring, but pushes the opponent too far to combo into anything other than Shining Wizard.
  |description= One hit normal. Strongest normal that can combo into his Power Dunk. Has a unique target combo associated with it in 6+C
}}
}}
 
{{MoveData
|image=
|caption=
|name=Combination Blow
|input={{Motion|6}} + {{Icon-SNK|c}} (after cl.C connects).
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=Special/Super
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit= +6
|advBlock= +2
|invul=-
|description= Terry's second hit of his cl.C target combo. Plus on block and, like in Garou, has a very lenient cancel window; you can very easily hitconfirm into his Light Burn Knuckle.
  }}
  }}
}}
}}
Line 1,340: Line 262:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=None
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=12
  |startup=
  |active=3
  |active=
  |recovery=28
  |recovery=
  |total=43
  |total=
  |advHit=-10
  |advHit= 0
  |advBlock=-14
  |advBlock= -4
  |invul=Low
  |invul=-
  |description= Dropkick. Uncancellable move with a lengthy startup and a lengthy punish window...on hit. Duckable as well for extra pain. This move can hop over low attacks, but the recovery is horrible so you're gonna get punished anyway.
  |description= Two-hit move. Both hits are cancellable, though both hits push the opponent far out so your options are limited (you can't do cl.D into 6+C, for example).
  }}
  }}
}}
}}


 
=== Crouching Normals ====
==== Crouching Normals ====


{{MoveData
{{MoveData
Line 1,366: Line 287:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=CMD/Special/Super
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=5
  |startup=
  |active=6
  |active=
  |recovery=4
  |recovery=
  |total=15
  |total=
  |advHit=+2
  |advHit= +1
  |advBlock=0
  |advBlock= -1
  |invul=-
  |invul=-
  |description= Cancellable jab. Only cancellable crouch move Clark has.
  |description=
  }}
  }}
}}
}}
Line 1,390: Line 311:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=None
  |cancel=Special/Super
  |guard= Low
  |guard= Low
  |startup=5
  |startup=
  |active=5
  |active=
  |recovery=9
  |recovery=
  |total=19
  |total=
  |advHit=-1
  |advHit= +4
  |advBlock=-3
  |advBlock= +2
  |invul=-
  |invul=-
  |description= Quick low. Can't combo into anything, not cancellable so Clark doesn't get much from lows.
  |description= Chains into cr.A
  }}
  }}
}}
}}
Line 1,414: Line 335:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=None
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=9
  |startup=
  |active=7
  |active=
  |recovery=15
  |recovery=
  |total=31
  |total=
  |advHit=-1
  |advHit= -3
  |advBlock=-5
  |advBlock= -7
  |invul=-
  |invul=-
  |description= Big low punch
  |description= Not a low.
  }}
  }}
}}
}}
Line 1,438: Line 359:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=None
  |cancel=Special/Super
  |guard= Low
  |guard= Low
  |startup=11
  |startup=
  |active=7
  |active=
  |recovery=19
  |recovery=
  |total=37
  |total=
  |advHit=KD
  |advHit= Soft KD
  |advBlock=-10
  |advBlock= -13
  |invul=-
  |invul=-
  |description= Sweep
  |description= Not a low.
  }}
  }}
}}
}}




==== Neutral Jumping Normals ====
 
 
==== Jump Normals ====
 
Like Garou, Terry's normals remain the same no matter how you jump.
 
 


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=nj.A
|name=j.A
|input={{Motion|8}}{{Icon-SNK|a}}
|input={{Motion|8}}{{Icon-SNK|a}}
|data=
|data=
Line 1,464: Line 391:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel=-
  |guard=Overhead
  |guard= Overhead
  |startup=4
  |startup=
  |active=4
  |active=
  |recovery=
  |recovery=
  |total=8
  |total=
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
Line 1,481: Line 408:
|image=
|image=
|caption=
|caption=
|name=nj.B
|name=j.B
|input={{Motion|8}}{{Icon-SNK|b}}
|input={{Motion|8}}{{Icon-SNK|b}}
|data=
|data=
Line 1,488: Line 415:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel=-
  |guard=Overhead
  |guard= Overhead
  |startup=4
  |startup=
  |active=5
  |active=
  |recovery=
  |recovery=
  |total=9
  |total=
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=
  |description= Can crossup.
  }}
  }}
}}
}}
Line 1,505: Line 432:
|image=
|image=
|caption=
|caption=
|name=nj.C
|name=j.C
|input={{Motion|8}}{{Icon-SNK|c}}
|input={{Motion|8}}{{Icon-SNK|c}}
|data=
|data=
Line 1,513: Line 440:
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard=Overhead
  |guard= Overhead
  |startup=6
  |startup=
  |active=5
  |active=
  |recovery=-
  |recovery=
  |total=11
  |total=
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
Line 1,529: Line 456:
|image=
|image=
|caption=
|caption=
|name=nj.D
|name=j.D
|input={{Motion|8}}{{Icon-SNK|d}}
|input={{Motion|8}}{{Icon-SNK|d}}
|data=
|data=
Line 1,537: Line 464:
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard=Overhead
  |guard= Overhead
  |startup=11
  |startup=
  |active=6
  |active=
  |recovery=
  |recovery=
  |total=17
  |total=
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=
  |description= Can crossup.
  }}
  }}
}}
}}


==== Diagonal Jump Normals ====
 
=== Command Normals ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=dj.A
|name=Rising Upper
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|a}}
|input={{Motion|3}}{{Icon-SNK|c}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 1,561: Line 489:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel=Special/Super
  |guard=Overhead
  |guard= Mid
  |startup=4
  |startup=
  |active=9
  |active=
  |recovery=-
  |recovery=
  |total=13
  |total=
  |advHit=
  |advHit= -1
  |advBlock=
  |advBlock= -5
  |invul=-
  |invul=-
  |description=Longest lasting air normal for Clark.
  |description= Most damaging command normal. Can be used as an OK anti air, in which case it will soft knockdown the opponent, though you can't combo out of it. Ideally this is the command normal you want to use in combos due to its damage.
  }}
  }}
}}
}}
Line 1,578: Line 506:
|image=
|image=
|caption=
|caption=
|name=dj.B
|name=Backspin Kick
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|b}}
|input={{Motion|3}}{{Icon-SNK|d}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 1,585: Line 513:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel=Special/Super
  |guard=Overhead
  |guard= Mid
  |startup=4
  |startup=
  |active=4
  |active=
  |recovery=-
  |recovery=
  |total=8
  |total=
  |advHit=
  |advHit= Soft KD
  |advBlock=
  |advBlock= -12
  |invul=-
  |invul=-
  |description=
  |description= Terry's classic CD move from past KOF games. Long startup, but delivers a soft knockdown when it connects. Unlike CDs in past games, however, you cannot special/super cancel this move when done raw.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=dj.D
|name=Backspin Kick (cancel ver.)
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|d}}
|input={{Motion|3}}{{Icon-SNK|d}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 1,609: Line 536:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel=Special/Super
  |guard=Overhead
  |guard= Mid
  |startup=4
  |startup=
  |active=7
  |active=
  |recovery=
  |recovery=
  |total=11
  |total=
  |advHit=
  |advHit= -7
  |advBlock=
  |advBlock= -11
  |invul=-
  |invul=-
  |description=
  |description= When cancelled into, Backspin Kick has a faster startup, and becomes special cancellable, however, it loses its knockdown properties. Doesn't deal as much damage as 3+C, however, this move goes further than 3+C does, giving this move some utility (for example; a basic low confirm Terry could do is "cr.B, cr.A". If Terry cancels cr.A into 3+C, the move will whiff entirely; however, if Terry cancels into 3+D, the move will hit). At any range, this move will combo into Heavy Power Charge, which is Terry's best meterless combo ender in almost all situations.
 
Oddly enough, this move can be special-cancelled, but not super-cancelled, hurting Buster Wolf's potential a lot.
  }}
  }}
}}
}}




=== Throws ===
=== Other Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Naegppanashi German
|name=Buster Throw
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}/{{Icon-SNK|d}}
|input={{Motion|4}}/{{Motion|6}}{{Icon-SNK|c}}/{{Icon-SNK|d}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 1,637: Line 566:
  |cancel=
  |cancel=
  |guard= Throw
  |guard= Throw
  |startup=-
  |startup=
  |active=-
  |active=
  |recovery=-
  |recovery=
  |total=
  |total=
  |advHit=
  |advHit= Hard KD
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description= German Suplex. C version throws the opponent forward, D version swaps sides. Techable and rollable before the opponent hits the ground. If rolled, Clark is extremely negative, but is strike/projectile invul until recovery. You can still punish with a throw, especially in the corner.
  |description= Standard throw. C throw retains the same side, D throw swaps sides.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Death Lake Driver
|name=MSA Attack
|input=(any input but {{Motion|8}})+{{Icon-SNK|c}}/{{Icon-SNK|d}} (in air)
|input={{Motion|236}}+{{Icon-SNK|b}}{{Icon-SNK|c}}/{{Icon-SNK|c}}{{Icon-SNK|d}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard= Throw
  |guard= Mid
  |startup=-
  |startup=
  |active=-
  |active=
  |recovery=-
  |recovery=
  |total=
  |total=
  |advHit=
  |advHit=  
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description= Air throw where Clark tosses his opponent to the ground.
  |description= Standard MSA.
  }}
  }}
}}
}}


=== MSA ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=MSA Startup
|name=MSA Enter
|input={{Motion|236}})+{{Icon-SNK|b}}{{Icon-SNK|c}}/{{Icon-SNK|c}}{{Icon-SNK|d}}
|input=(Automatic after teammate does an MSA)
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=13
  |startup=
  |active=5
  |active=
  |recovery=12 (until character change)
  |recovery=
  |total=30
  |total=
  |advHit=
  |advHit= +33
  |advBlock=
  |advBlock= +16
  |invul=Strike/Projectile
  |invul=-
  |description=Second slowest MSA in the game at 13 frames. Has strike/projectile invincibility for startup, but can be beat with a throw/command grab.  
  |description= Standard MSA entrance.  
  }}
  }}
}}
}}
=== Special Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=MSA Entry
|name=Power Wave
|input=After MSA
|input={{Motion|236}}+{{Icon-Capcom|p}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=LP
|damage=-
|b. damage=
|stun=-
|cancel=
|guard= Mid
|startup=
|active=-
|recovery=-
|total=
|advHit= -4
|advBlock= -8
|invul=-
}}
{{AttackData-KoF03
|version=HP
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
Line 1,710: Line 653:
  |cancel=
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=
  |advHit= -11
  |advBlock=
  |advBlock= -15
  |invul=-
  |invul=-
  |description=
  |description= Projectile that travels along the ground. C version travels faster than A version.
  }}
  }}
}}
}}
=== Command Normals ===




Line 1,728: Line 668:
|image=
|image=
|caption=
|caption=
|name=Stomping
|name=Burn Knuckle
|input={{Motion|6}}{{Icon-SNK|b}}
|input={{Motion|214}}+{{Icon-Capcom|p}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=LP
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
|stun=-
|cancel=
|guard= Mid
|startup=
|active=-
|recovery=-
|total=
|advHit= Soft KD
|advBlock= -13
|invul=-
}}
{{AttackData-KoF03
|version=HP
|damage=-
|b. damage=
  |stun=-
  |stun=-
  |cancel=Special/Super
  |cancel=
  |guard=Mid
  |guard= Mid
  |startup=14
  |startup=
  |active=4
  |active=-
  |recovery=22
  |recovery=-
  |total=30
  |total=
  |advHit=-2
  |advHit= Soft KD
  |advBlock=-6
  |advBlock= -22
  |invul=-
  |invul=-
  |description=Clark kicks the opponent in the legs. Cancellable into a special/super, and pushes the opponent out back a bit. Can only be combo'd from his cl.C, but leaves the opponent too far apart to do anything except Shining Wizard. Up close, you can combo into either a Mount Tackle or a Backbreaker. With meter, you can combo into a Ultra Argentine Backbreaker (DM or LDM) , but the range is shorter than the regular SAB.
  |description= A version has short startup and travels about 1/3rd of the screen forward. C version has longer startup, can go almost fullscreen (though it won't hit most fullscreen opponents) and deals more damage. A version is perhaps your best long-distance meterless combo ender if you have low execution skills.
  }}
  }}
}}
}}


=== Special Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Super Argentine Backbreaker
|name=Crack Shoot
|input={{Motion|41236}}+{{Icon-Capcom|k}}
|input={{Motion|214}}+{{Icon-Capcom|k}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=LK
|damage=-
|b. damage=
|stun=-
|cancel=
|guard= Overhead
|startup=
|active=-
|recovery=-
|total=
|advHit= +1
|advBlock= -3
|invul=-
}}
{{AttackData-KoF03
|version=HK
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel= Flashing Elbow
  |cancel=
  |guard= Throw
  |guard= Overhead
  |startup=1
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=
  |advHit= -4
  |advBlock=
  |advBlock= -8
  |invul=-
  |invul=-
  |description= Clark's signature 1F command grab. More dangerous than ever with the removal of alternate guarding. Swaps sides with the opponent on connect, and can be followed up on with Flashing Elbow
  |description= Unlike in most of his KOF incarnations (but like in Garou: MOTW), this move now hits as an overhead, though it won't combo from any of Terry's ground moves. This move does two hits, though only one of those hits will hit crouching opponents. A version will hit all crouching opponents, while the C version only hits high/very high crouchers (Adel, Chang, Daimon, Maxima, Mukai and Tizoc) crouching.
  }}
  }}
}}
}}
Line 1,777: Line 748:
|image=
|image=
|caption=
|caption=
|name=Frankensteiner
|name=Power Dunk
|input={{Motion|623}}+{{Icon-Capcom|k}}
|input={{Motion|623}}+{{Icon-Capcom|k}}
|data=
|data=
Line 1,783: Line 754:
  |version=LK
  |version=LK
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel= Flashing Elbow
  |cancel=
  |guard= Throw
  |guard= Mid
  |startup=9
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=
  |advHit= Hard KD
  |advBlock=
  |advBlock= -17
  |invul=-
  |invul=-
  }}
  }}
Line 1,798: Line 769:
  |version=HK
  |version=HK
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel=Flashing Elbow
  |cancel=
  |guard= Throw
  |guard= Mid
  |startup=14
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=
  |advHit=
  |advBlock=
  |advBlock= -15
  |invul=-
  |invul=-
  |description= Delayed, invincible command grab. You can use the Frankensteiner as GCA-bait for a few characters (like Tizoc and Maxima), but more often then not you'll get stuffed. Swaps sides if it connects, can follow up with Flashing Elbow. B version has less startup than D version.
  |description= Non-invincible DP. A version goes lower, C version goes higher. Can be combo'd into, but you need to be very close to connect; any sort of command normal or any sort of confirm will see this move whiff. Does three hits, though outside of MSA launchers, it only does the last two hits when used as a juggle. You'll always want to Break this move if possible.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Napalm Stretch
|name=Breaking
|input={{Motion|623}}+{{Icon-Capcom|p}}
|input={{Icon-SNK|a}}+{{Icon-SNK|b}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel=Flashing Elbow
  |cancel=
  |guard= Mid
  |guard=
  |startup=10
  |startup=
  |active=13
  |active=-
  |recovery=35
  |recovery=-
  |total=58
  |total=
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description= Anti-air attack where Clark jumps forward. If his body touches the opponent's, he'll roll them down. Can only hit in the air (except for Mukai, who is tall enough that Clark can hit him standing up). Can follow up with Flashing Elbow.
  |description=Like in Garou, Terry can Break the first hit of his Power Dunk by pressing A+B. Terry will cancel the Power Dunk into a unique sway, moving him forward and on the ground while the opponent is in the air. After the sway, Terry can juggle the opponent with whatever he wants.
 
During the sway (when shadows are following you), Terry can cancel the sway into two different moves, either a Power Geyser super (which functions identical to the regular Power Geyser), or a unique version of his Crack Shoot, the Break Shoot.
 
This is Terry's primary way to score MSA conversions; though this means the opponent will be launched into the air, making his MSA opportunities relatively less-rewarding, depending on the character he MSA's to. Outside of this, he can try to reset the opponent, or go for another attack (usually another Power Dunk, or a Power Geyser).  
 
While usually Terry cannot juggle into a Power Dunk Break, if someone else on your team lands an MSA on an airborne opponent (best done in the corner thanks to inputs being messy if you connect an MSA on an airborne opponent midscreen), Terry can, with very good timing, land a Power Dunk and Break it. This is one of Terry's few ways, if not the only way, in which he can combo into his LDM.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Mount Tackle
|name=Break Shoot
|input={{Motion|41236}}+{{Icon-Capcom|p}}
|input={{Motion|214}}+{{Icon-SNK|b}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard= Mid
  |guard=
  |startup=12+
  |startup=
  |active=4
  |active=-
  |recovery=58
  |recovery=-
  |total=74+
  |total=
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description= Clark does a run. If in range, he performs a tackle. The tackle itself does no damage initially. If this move hits, Clark can perform one of four followups; 22A, 22B, 22C and 22D. The opponent can "break" the tackle by inputting the same followup that Clark inputs, before any of the followups are performed. (for example, if the opponent was to break 22A, then he and Clark would need to input 22A). Unlike throws, you cannot OS a guaranteed tackle break by inputting 22ABCD, this is a true 25/25/25/25 mixup. Light version has Clark run 3/4th of the screen, Heavy version goes fullscreen and Clark runs faster.
  |description=A unique version of the Crack Shoot that can be done while Terry is Breaking his Power Dunk. This mostly differs from regular Crack Shoot in one important way; in the corner, you can juggle after a Break Shoot. While in midscreen you can't do anything after a Break Shoot, in the corner, you can do another Power Dunk or a Power Geyser/Buster Wolf, though the timing to land any of these followups is pretty strict.
 
cl.C -> Power Dunk -> Break Shoot -> Power Dunk is more damaging than cl.C -> Rising Upper -> Power Charge.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Clark Lift
|name=Power Charge
|input={{Motion|2}}{{Motion|2}}+{{Icon-SNK|a}}
|input={{Motion|41236}}+{{Icon-Capcom|k}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=LK
|damage=-
|b. damage=
|stun=-
|cancel=
|guard= Mid
|startup=
|active=-
|recovery=-
|total=
|advHit= -3
|advBlock= -7
|invul=-
}}
{{AttackData-KoF03
|version=HK
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard=
  |guard= Mid
  |startup=-
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=21
  |advHit= -3
  |advBlock=
  |advBlock= -7
  |invul=-
  |invul=-
  |description= Followup to Mount Tackle. Swaps sides, leaves the opponent fullscreen. Probably his worst followup because of its bad Oki positioning.
  |description= No longer a launcher like in past KOF games, Power Charge instead functions as a rekka, similar to Garou. You can do his followups on hit, block, or whiff, though they must be inputted using the same strength as what you used for Power Charge (B for Light Power Charge, D for Heavy Power Charge). D Power Charge is Terry's best midscreen combo ender, as it can pick up the same combo strings as Light Burn Knuckle, but does more damage and gives a hard knockdown.
  }}
  }}
}}
}}
Line 1,887: Line 883:
|image=
|image=
|caption=
|caption=
|name=Lift DDT/Reverse DDT
|name=Followup 1
|input={{Motion|2}}{{Motion|2}}+{{Icon-SNK|c}}
|input={{Motion|6}}{{Motion|6}}+{{Icon-Capcom|k}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=LK
|damage=-
|b. damage=
|stun=-
|cancel=
|guard= Mid
|startup=
|active=-
|recovery=-
|total=
|advHit= -1
|advBlock= -5
|invul=-
}}
{{AttackData-KoF03
|version=HK
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard=
  |guard= Mid
  |startup=-
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=21
  |advHit= -1
  |advBlock=
  |advBlock= -5
  |invul=-
  |invul=-
  |description= Followup option to Mount Tackle. Swaps sides. Leaves the opponent very close to Clark, and can be followed up on with Flashing Elbow. Even without doing the Flashing Elbow, this is Clarks's most damaging followup
  |description= Followup of Power Charge. Supercancellable into either Power Geyser or Buster Wolf (Power Geyser preferred because it does more damage). This is Terry's sole super-cancel route, and while I personally wouldn't recommend it over the much cheaper option of Power Dunk -> Breaking -> Super, this is still fine for comboing out of low confirms and stuff. The safest place to end your Power Charge if blocked.
  }}
  }}
}}
}}
Line 1,910: Line 922:
|image=
|image=
|caption=
|caption=
|name=Rolling Cradle
|name=Followup 2
|input={{Motion|2}}{{Motion|2}}+{{Icon-Capcom|k}}
|input={{Motion|6}}{{Motion|6}}+{{Icon-Capcom|k}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=LK
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
|stun=-
|cancel=
|guard= Mid
|startup=
|active=-
|recovery=-
|total=
|advHit= Hard KD
|advBlock= -13
|invul=-
}}
{{AttackData-KoF03
|version=HK
|damage=-
|b. damage=
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard= Throw
  |guard= Mid
  |startup=-
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=39
  |advHit=
  |advBlock=
  |advBlock= -16
  |invul=-
  |invul=-
  |description= Followup option to Mount Tackle. Swaps sides. Worst damage, but has amazing stage carry potential; if this hits midscreen (or slightly further than midscreen), you can send your opponent to the corner. There's no difference between which version you pick, other than which button the defender has to break with (so, for example, if you perform 22B, then your opponent needs to break with 22B, not with 22D, and vice versa).
  |description= Followup to the followup. Grants a hard knockdown; you could potentially sneak in a tag out depending on your opponent. On counterhit, if none of the previous 2 followups connected, this move will cause a wallbounce.  
  }}
  }}
}}
}}
=== Supers ===




Line 1,934: Line 967:
|image=
|image=
|caption=
|caption=
|name=Shining Wizard
|name=Power Geyser
|input={{Motion|63214}}+{{Icon-Capcom|p}}
|input={{Motion|214}}{{Motion|1}}{{Motion|6}}+{{Icon-Capcom|p}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=LP
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard= Unblockable
  |guard= Mid
  |startup=1
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=15
  |advHit= Soft KD
  |advBlock=
  |advBlock= -31
  |invul=-
  |invul=-
|description= Clark runs up to his opponent. If the opponent is crouching, Clark will do a Shining Wizard and kick them in the head. If not, Clark stops running and is punishable. Unblockable, but it'll whiff the opponent is in blockstun. Runs faster than Mount Tackle, allowing some combos to connect with Wizard that otherwise wouldn't with Tackle, such as cl.C -> 6K -> 63214P or 2A -> 63214P.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=Flashing Elbow
|input={{Motion|236}}+{{Icon-Capcom|p}}
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=HP
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel=
  |cancel=
Line 1,971: Line 996:
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=16
  |advHit= Soft KD
  |advBlock=
  |advBlock= -34
  |invul=-
  |invul=-
  |description= Universal followup option from either his SAB, Frankensteiner, Napalm Stretch or Lift DDT. Clark runs up to the opponent and drops the elbow on them. Guaranteed followup from nearly all scenarios (with the only exception possibly being landing Napalm Stretch in the corner. Hits OTG.
  |description= Terry's classic Power Geyser super. More damaging than his Buster Wolf, and can be used in nearly any combo that Buster Wolf can combo into, making it his better super of the two. If it trades you can follow it up with Buster Wolf midscreen (or another Power Geyser in the corner)
  }}
  }}
}}
}}


=== Super Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Ultra Argentine Backbreaker
|name=Buster Wolf
|input={{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|p}}
|input={{Motion|236}}{{Motion|236}}+{{Icon-Capcom|k}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=LK
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard= Throw
  |guard= Mid
  |startup=2
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=
  |advHit= Soft KD
  |advBlock=
  |advBlock= -14
  |invul=-
  |invul=-
|description= Command grab super. Not an instant command grab anymore, the opponent can jump during the superfreeze to punish. Swaps sides. More damaging than his Running Three.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=Running Three
|input={{Motion|41236}}{{Motion|41236}}+{{Icon-Capcom|k}}
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=HK
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard= Throw
  |guard=
  |startup=20
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=
  |advHit= Soft KD
  |advBlock=
  |advBlock= -22
  |invul=-
  |invul=-
  |description= Running command grab super. Swaps sides. Has invincibility before the superfreeze.
  |description= A version has a shorter startup and goes about 4/10ths of the screen. C version has a longer startup, has a longer invincibility window during startup, has invincibility to grounded projectiles while traveling, and can hit fullscreen. Slightly less damaging than Power Geyser, however, it goes further than Power Geyser. If the first hit trades on a grounded opponent then you could potentially do another Buster Wolf or a Power Geyser.
 
Be careful when using this as an anti-air punish or as a juggle combo ender, often times the opponent will be too high for the second, more damaging, part of the move. This move can also potentially have the second hit whiff if the first hit connects with an extended limb of someone far away (for example, against Chizuru's clones or against Billy's pole)
  }}
  }}
}}
}}


=== LDM ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Ultra Argentine Backbreaker: Clark Special
|name=Power Stream
|input={{Motion|63214}}{{Motion|63214}}+{{Icon-SNK|a}}{{Icon-SNK|c}}
|input={{Motion|214}}{{Motion|41236}}+{{Icon-SNK|a}}{{Icon-SNK|c}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard= Throw
  |guard= Mid
  |startup=2
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |total=
  |total=
  |advHit=
  |advHit= Soft KD
  |advBlock=
  |advBlock= -31
  |invul=-
  |invul=-
  |description= More damaging version of his Ultra Argentine Backbreaker DM. Doesn't swap sides.
  |description= Terry's sole LDM. There are two parts to this move; first, Terry doublepunches the ground, launching the opponent into the air. Pretty much nothing Terry has combos into this; the actual hitbox is much narrower than what the move suggests so a lot of moves that look like it would combo won't actually combo into it. After that, Terry sends a beam of energy up into the air. Usually, this will deal about 7 hits, though if this connects as an anti-air, the amount of hits you get may be reduced. If only the beam part hits, the move will do about 9 hits altogether.
 
Be careful with your inputs, because Power Stream is a traditional 2141236+PP input, and Terry's Power Geyser is a 21416+P input, being too rough on your inputs here will net you a Power Geyser instead of a Power Stream.
  }}
  }}
}}
}}

Latest revision as of 21:25, 12 August 2021

KOF 03 Test 1

st.A
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.

KOF 03 Test 2

Kof.lp.png
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.




Movelist

Normals

Far Normals

st.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - 6 - - +4 +2 -

Simple jab.


st.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - -6 -8 -


st.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - -3 -7 -


st.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - -5 -9 -

Terry's longest-range normal.


Close Range Normals

cl.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +3 +1 -

Simple jab.


cl.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +1 -1 -

Not a low.


cl.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +6 +2 -

One hit normal. Strongest normal that can combo into his Power Dunk. Has a unique target combo associated with it in 6+C

Combination Blow
F.png + Kof.sp.png (after cl.C connects).
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +6 +2 -

Terry's second hit of his cl.C target combo. Plus on block and, like in Garou, has a very lenient cancel window; you can very easily hitconfirm into his Light Burn Knuckle.


cl.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - 0 -4 -

Two-hit move. Both hits are cancellable, though both hits push the opponent far out so your options are limited (you can't do cl.D into 6+C, for example).

Crouching Normals =

cr.A
D.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +1 -1 -


cr.B
D.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - Special/Super - - - - +4 +2 -

Chains into cr.A


cr.C
D.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - -3 -7 -

Not a low.


cr.D
D.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - Special/Super - - - - Soft KD -13 -

Not a low.



Jump Normals

Like Garou, Terry's normals remain the same no matter how you jump.


j.A
U.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -


j.B
U.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Can crossup.


j.C
U.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -


j.D
U.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Can crossup.


Command Normals

Rising Upper
Df.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - -1 -5 -

Most damaging command normal. Can be used as an OK anti air, in which case it will soft knockdown the opponent, though you can't combo out of it. Ideally this is the command normal you want to use in combos due to its damage.


Backspin Kick
Df.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - Soft KD -12 -

Terry's classic CD move from past KOF games. Long startup, but delivers a soft knockdown when it connects. Unlike CDs in past games, however, you cannot special/super cancel this move when done raw.

Backspin Kick (cancel ver.)
Df.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - -7 -11 -

When cancelled into, Backspin Kick has a faster startup, and becomes special cancellable, however, it loses its knockdown properties. Doesn't deal as much damage as 3+C, however, this move goes further than 3+C does, giving this move some utility (for example; a basic low confirm Terry could do is "cr.B, cr.A". If Terry cancels cr.A into 3+C, the move will whiff entirely; however, if Terry cancels into 3+D, the move will hit). At any range, this move will combo into Heavy Power Charge, which is Terry's best meterless combo ender in almost all situations.

Oddly enough, this move can be special-cancelled, but not super-cancelled, hurting Buster Wolf's potential a lot.


Other Moves

Buster Throw
B.png/F.pngKof.sp.png/Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - Hard KD - -

Standard throw. C throw retains the same side, D throw swaps sides.

MSA Attack
Qcf.png+Kof.lk.pngKof.sp.png/Kof.sp.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Standard MSA.


MSA Enter
(Automatic after teammate does an MSA)
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - +33 +16 -

Standard MSA entrance.

Special Moves

Power Wave
Qcf.png+P.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LP - - Mid - - - - - - - - - - -4 -8 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HP - - Mid - - - - - - - - - - -11 -15 -

Projectile that travels along the ground. C version travels faster than A version.


Burn Knuckle
Qcb.png+P.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LP - - Mid - - - - - - - - - - Soft KD -13 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HP - - Mid - - - - - - - - - - Soft KD -22 -

A version has short startup and travels about 1/3rd of the screen forward. C version has longer startup, can go almost fullscreen (though it won't hit most fullscreen opponents) and deals more damage. A version is perhaps your best long-distance meterless combo ender if you have low execution skills.


Crack Shoot
Qcb.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Overhead - - - - - - - - - - +1 -3 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Overhead - - - - - - - - - - -4 -8 -

Unlike in most of his KOF incarnations (but like in Garou: MOTW), this move now hits as an overhead, though it won't combo from any of Terry's ground moves. This move does two hits, though only one of those hits will hit crouching opponents. A version will hit all crouching opponents, while the C version only hits high/very high crouchers (Adel, Chang, Daimon, Maxima, Mukai and Tizoc) crouching.


Power Dunk
Dp.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - Hard KD -17 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - - -15 -

Non-invincible DP. A version goes lower, C version goes higher. Can be combo'd into, but you need to be very close to connect; any sort of command normal or any sort of confirm will see this move whiff. Does three hits, though outside of MSA launchers, it only does the last two hits when used as a juggle. You'll always want to Break this move if possible.

Breaking
Kof.lp.png+Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Like in Garou, Terry can Break the first hit of his Power Dunk by pressing A+B. Terry will cancel the Power Dunk into a unique sway, moving him forward and on the ground while the opponent is in the air. After the sway, Terry can juggle the opponent with whatever he wants.

During the sway (when shadows are following you), Terry can cancel the sway into two different moves, either a Power Geyser super (which functions identical to the regular Power Geyser), or a unique version of his Crack Shoot, the Break Shoot.

This is Terry's primary way to score MSA conversions; though this means the opponent will be launched into the air, making his MSA opportunities relatively less-rewarding, depending on the character he MSA's to. Outside of this, he can try to reset the opponent, or go for another attack (usually another Power Dunk, or a Power Geyser).

While usually Terry cannot juggle into a Power Dunk Break, if someone else on your team lands an MSA on an airborne opponent (best done in the corner thanks to inputs being messy if you connect an MSA on an airborne opponent midscreen), Terry can, with very good timing, land a Power Dunk and Break it. This is one of Terry's few ways, if not the only way, in which he can combo into his LDM.

Break Shoot
Qcb.png+Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

A unique version of the Crack Shoot that can be done while Terry is Breaking his Power Dunk. This mostly differs from regular Crack Shoot in one important way; in the corner, you can juggle after a Break Shoot. While in midscreen you can't do anything after a Break Shoot, in the corner, you can do another Power Dunk or a Power Geyser/Buster Wolf, though the timing to land any of these followups is pretty strict.

cl.C -> Power Dunk -> Break Shoot -> Power Dunk is more damaging than cl.C -> Rising Upper -> Power Charge.


Power Charge
Hcf.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - -3 -7 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - -3 -7 -

No longer a launcher like in past KOF games, Power Charge instead functions as a rekka, similar to Garou. You can do his followups on hit, block, or whiff, though they must be inputted using the same strength as what you used for Power Charge (B for Light Power Charge, D for Heavy Power Charge). D Power Charge is Terry's best midscreen combo ender, as it can pick up the same combo strings as Light Burn Knuckle, but does more damage and gives a hard knockdown.

Followup 1
F.pngF.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - -1 -5 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - -1 -5 -

Followup of Power Charge. Supercancellable into either Power Geyser or Buster Wolf (Power Geyser preferred because it does more damage). This is Terry's sole super-cancel route, and while I personally wouldn't recommend it over the much cheaper option of Power Dunk -> Breaking -> Super, this is still fine for comboing out of low confirms and stuff. The safest place to end your Power Charge if blocked.

Followup 2
F.pngF.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - Hard KD -13 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - - -16 -

Followup to the followup. Grants a hard knockdown; you could potentially sneak in a tag out depending on your opponent. On counterhit, if none of the previous 2 followups connected, this move will cause a wallbounce.


Supers

Power Geyser
Qcb.pngDb.pngF.png+P.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LP - - Mid - - - - - - - - - - Soft KD -31 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HP - - - - - - - - - - - - - Soft KD -34 -

Terry's classic Power Geyser super. More damaging than his Buster Wolf, and can be used in nearly any combo that Buster Wolf can combo into, making it his better super of the two. If it trades you can follow it up with Buster Wolf midscreen (or another Power Geyser in the corner)


Buster Wolf
Qcf.pngQcf.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - Soft KD -14 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - - - - - - - - - - - - Soft KD -22 -

A version has a shorter startup and goes about 4/10ths of the screen. C version has a longer startup, has a longer invincibility window during startup, has invincibility to grounded projectiles while traveling, and can hit fullscreen. Slightly less damaging than Power Geyser, however, it goes further than Power Geyser. If the first hit trades on a grounded opponent then you could potentially do another Buster Wolf or a Power Geyser.

Be careful when using this as an anti-air punish or as a juggle combo ender, often times the opponent will be too high for the second, more damaging, part of the move. This move can also potentially have the second hit whiff if the first hit connects with an extended limb of someone far away (for example, against Chizuru's clones or against Billy's pole)


Power Stream
Qcb.pngHcf.png+Kof.lp.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - Soft KD -31 -

Terry's sole LDM. There are two parts to this move; first, Terry doublepunches the ground, launching the opponent into the air. Pretty much nothing Terry has combos into this; the actual hitbox is much narrower than what the move suggests so a lot of moves that look like it would combo won't actually combo into it. After that, Terry sends a beam of energy up into the air. Usually, this will deal about 7 hits, though if this connects as an anti-air, the amount of hits you get may be reduced. If only the beam part hits, the move will do about 9 hits altogether.

Be careful with your inputs, because Power Stream is a traditional 2141236+PP input, and Terry's Power Geyser is a 21416+P input, being too rough on your inputs here will net you a Power Geyser instead of a Power Stream.