User:Aroo of fighters/sandbox: Difference between revisions

From SuperCombo Wiki
(Even more longerer now. Added Cammy and EX Cammy. Slightly cleaned up a couple of things on some characters. Should start moving them to the appropriate pages soon so the sandbox doesn't get too big I think.(it's already getting a bit wordy here))
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Dumping CvS1 Sakura + Benimaru 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={{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Simple jab. Chainable.
}}
}}
{{MoveData
|image=
|caption=
|name=s.LK
|input={{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Straight punch.
}}
}}
{{MoveData
|image=
|caption=
|name=s.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= -
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Side roundhouse. Uncancellable, but it's Sakura's longest range poke.
}}
}}
==== Close Standing Normals ====
{{MoveData
|image=
|caption=
|name=cl.HP
|input={{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|2}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Simple crouch jab. Chainable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.LK
|input={{Motion|2}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Low kick. Chainable as well.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.HP
|input={{Motion|2}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|2}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Standard sweep. Sakura can't combo after her sweep, even with a Super.
}}
}}
==== Jumping Normals ====
{{MoveData
|image=
|caption=
|name=j.LP
|input={{Motion|8}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Light jab.
}}
}}
{{MoveData
|image=
|caption=
|name=j.LK
|input={{Motion|8}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description=- Jumping kick.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HP
|input={{Motion|8}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= "New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HK
|input={{Motion|8}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Slowest out of her jumping normals, but can cross-up the opponent.
}}
}}
=== Command Normals ===
{{MoveData
|image=
|caption=
|name=Flower Kick
|input={{Motion|6}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Uncancellable
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.
}}
}}
{{MoveData
|image=
|caption=
|name=Two-Fisted Smackdown
|input={{Motion|2}}{{Icon-Capcom|hp}} (in air)
|data=
{{CvS1
|cancel= -
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|236}}{{Icon-Capcom|p}}
|data=
{{CvS1
|version= {{Icon-Capcom|lp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}
|cancel=
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|623}}{{Icon-Capcom|p}}
|data=
{{CvS1
|version= {{Icon-Capcom|lp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|214}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel= Rekka
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel= Rekka
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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=Renkyaku Followups
|input={{Motion|214}}{{Icon-Capcom|k}} (during {{Motion|214}}{{Icon-Capcom|k}})
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|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= {{Icon-Capcom|hk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|214}}{{Icon-Capcom|k}} (in air)
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|236}}{{Motion|236}}{{Icon-Capcom|p}}
|data=
{{CvS1
|version= {{Icon-Capcom|lp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|214}}{{Motion|214}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Simple jab. Chainable.
}}
}}
{{MoveData
|image=
|caption=
|name=s.LK
|input={{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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, and can be done from all ranges now.
}}
}}
{{MoveData
|image=
|caption=
|name=s.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= -
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Side roundhouse. Uncancellable, but it's Sakura's longest range poke.
}}
}}
==== Close Standing Normals ====
{{MoveData
|image=
|caption=
|name=cl.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|2}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Simple crouch jab. Chainable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.LK
|input={{Motion|2}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Low kick. Chainable as well.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.HP
|input={{Motion|2}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|2}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Standard sweep. EX Sakura can cancel this into her Midare Zankuro for a combo.
}}
}}
==== Jumping Normals ====
{{MoveData
|image=
|caption=
|name=j.LP
|input={{Motion|8}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Light jab.
}}
}}
{{MoveData
|image=
|caption=
|name=j.LK
|input={{Motion|8}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Jumping kick.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HP
|input={{Motion|8}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= "New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HK
|input={{Motion|8}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Slowest out of her jumping normals, but can cross-up the opponent.
}}
}}
=== Command Normals ===
{{MoveData
|image=
|caption=
|name=Flower Kick
|input={{Motion|6}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.
}}
}}
{{MoveData
|image=
|caption=
|name=Two-Fisted Smackdown
|input={{Motion|2}}{{Icon-Capcom|hp}} (in air)
|data=
{{CvS1
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|1}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|2}}{{Icon-Capcom|hk}} (in air)
|data=
{{CvS1
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|236}}{{Icon-Capcom|p}}
|data=
{{CvS1
|version= No Charge
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= Small Charge
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= Full Charge
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|623}}{{Icon-Capcom|p}}
|data=
{{CvS1
|version= {{Icon-Capcom|lp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|214}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|214}}{{Icon-Capcom|k}} (in air)
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|236}}{{Motion|236}}{{Icon-Capcom|p}}
|data=
{{CvS1
|version= {{Icon-Capcom|lp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|214}}{{Motion|214}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|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={{Motion|236}}{{Motion|236}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|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 1,256: Line 50:




== Benimaru Introduction ==


Sexy. Flashy. Cool. Electric. Four things that perfectly defines the male model Benimaru Nikaido. One of the (few) KOF guys to have competed in every KOF tournament, Benimaru teamed up with the fiery Kyo Kusanagi, and the two-armed judo master Goro Daimon, forming the highly-successful Team Japan during the Orochi Saga (KOF94-97).


Normal Benimaru has a couple of unique features that haven't been seen in a KOF game; namely, a new super (Denei Spark) and the ability to charge his Raijin Kens. EX Benimaru plays more like his '98 counterpart if you want a more familiar Benimaru.


== Movelist ==
==Movelist==


This moveset is for Normal Benimaru. Something something EX Benimaru
=== Normals ===


=== Normal Attacks ===
==== Far Normals ====
 
==== Far Standing Normals ====


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=s.LP
|name=st.A
|input={{Icon-Capcom|lp}}
|input={{Icon-SNK|a}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active= 6
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Simple jab. Can end chains with this.
  |advHit= +4
  |advBlock= +2
|invul=-
  |description= Simple jab.
  }}
  }}
}}
}}
Line 1,291: Line 86:
|image=
|image=
|caption=
|caption=
|name=s.LK
|name=st.B
|input={{Icon-Capcom|lK}}
|input={{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Super
|damage=-
|b. damage=0
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast.
  |advHit= -6
  |advBlock= -8
|invul=-
  |description=  
  }}
  }}
}}
}}
Line 1,309: Line 110:
|image=
|image=
|caption=
|caption=
|name=s.HP
|name=st.C
|input={{Icon-Capcom|hp}}
|input={{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|cancel= Super
  |damage=-
|guard= Mid
  |b. damage=0
|startup=-
  |stun=-
  |total=-
  |cancel=
  |advHit=-
  |advBlock=-
|description= Standard punch.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=s.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
  |cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
|total=-
  |active=
|advHit=-
  |recovery=
|advBlock=-
  |total=
|description= Hopping sobat kick. Can hop over lows attacks and low fireballs like Iori's fireball. Interestingly enough, Benimaru is not considered to be in the air for this move, so if you hit him out of it, you'll be able to do your grounded punishes.
  |advHit= -3
 
  |advBlock= -7
Normal Benimaru has the unique ability to steer his sobats (similar to Guile's Sobat in SF or Ash's twirl kicks in KOF). This is done by pressing either 4+HK or 6+HK, depending which direction you want to go. This can allow him a few new options that EX Benimaru would not, such as an easier time getting closer to someone like a zoning Iori or N.Terry by using 6+HK, or a way to attack and retreat at the same time to keep your distance by using 4+HK. When steered forward, this move becomes Benimaru's longest poke as well.
  |invul=-
}}
}}
 
 
==== Close Standing Normals ====
 
 
{{MoveData
|image=
|caption=
|name=cl.LP
|input={{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cl.LK
|input={{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of).
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cl.HP
|input={{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Standard heavy punch.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cl.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Knee. Not his knee special.
}}
}}
 
 
==== Crouching Normals ====
 
{{MoveData
|image=
|caption=
|name=cr.LP
|input={{Motion|2}}{{Icon-Capcom|lp}}
|data=
{{CvS1
  |cancel= Special/Super
  |guard= Mid
|startup=-
  |total=-
  |advHit=-
  |advBlock=-
  |description= Simple low jab. Chainable
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.LK
|input={{Motion|2}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Low kick. Chainable.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.HP
|input={{Motion|2}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Yeah, this move is only Super-Cancellable. Useful I suppose if you have bad execution skills and want to cancel into his Raikouken. Doesn't hit low as well, even though it looks like it should.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.HK
|input={{Motion|2}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken.
}}
}}
 
 
==== Jumping Normals ====
 
 
{{MoveData
|image=
|caption=
|name=j.LP
|input={{Motion|8}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
  |description=
  |description=
  }}
  }}
Line 1,517: Line 134:
|image=
|image=
|caption=
|caption=
|name=j.LK
|name=st.D
|input={{Motion|8}}{{Icon-Capcom|lk}}
|input={{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|cancel=-
  |damage=-
|guard= Overhead.
  |b. damage=0
|startup=-
  |stun=-
|total=-
|advHit=-
  |advBlock=-
  |description= Can crossup.
}}
}}
 
 
 
{{MoveData
|image=
|caption=
|name=j.HP
|input={{Motion|8}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel=
|guard= Overhead
  |startup=-
|total=-
|advHit=-
|advBlock=-
|description=
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=j.HK
|input={{Motion|8}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description=
}}
}}
 
 
=== Command Normals ===
 
{{MoveData
|image=
|caption=
|name=Flying Drill
|input={{Motion|2}}{{Icon-Capcom|hk}} (in air)
|data=
{{CvS1
  |cancel=
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Benimaru drills his opponent with a downwards divekick. Does multiple hits. There's a minimum height requirement before Beni can drill. Can't cancel into this like you could in KOF, nor can you perform this from a backdash.
  |advHit= -5
  |advBlock= -9
|invul=-
  |description= Terry's longest-range normal.
  }}
  }}
}}
}}




=== Throws ===
==== Close Range Normals ====
 
It's worth noting beforehand if you're coming from KOF that his throws are swapped around. His C throw in KOF is his HK throw in CvS1, and his D throw in KOF is his HP throw in CvS1.


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Front Suplex
|name=cl.A
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hp}}
|input={{Icon-SNK|a}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|cancel=
  |damage=-
|guard= Throw
  |b. damage=0
|startup=-
  |stun=-
|total=-
  |cancel=Special/Super
  |advHit=-
  |advBlock=-
|description= Benimaru tosses his opponent to the ground.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Catch and Shoot
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel=-
|guard= Throw
|startup=-
|total=-
|advHit=-
  |advBlock=-
|description= Benimaru picks his opponent up and knees 'em in the face. Most damaging out of his two throws, and both throws leave the opponent pretty far, so this is his preferred throw by far.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name= Spinning Knee Press
|input=(any input except {{Motion|8}}) + {{Icon-Capcom|hp}}
|data=
{{CvS1
  |cancel=-
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Air throw. Unbreakable, keeps the same side. More damaging that his HP throw, less damaging than his HK throw. Still his highest damaging air attack.
}}
}}
 
 
 
=== Special Moves ===
 
{{MoveData
|image=
|caption=
|name=Raijin Ken
|input={{Motion|236}}{{Icon-Capcom|p}}
|data=
{{CvS1
|version= {{Icon-Capcom|lp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}: No Charge
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}: Light Charge
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}: Full Charge
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Benimaru shoots an electric spark from his hand. Light version does one hit and is faster. Heavy version has slower startup and less damage, but has slightly more range, enabling it to hit crouchers that can crouch underneath the light version.
  |advHit= +3
 
  |advBlock= +1
Unique to Normal Benimaru is that you can "charge" the heavy version by mashing HP during startup. The more you "charge" it, the slower the startup will be, but it'll do more hits (up to 3 hits total), and gets slightly bigger. Unfortunately, charging it means that it'll never be able to combo, and both versions combo from the same normals, so there's no reason to go for the heavy version during combos.
|invul=-
  |description= Simple jab.
  }}
  }}
}}
}}
Line 1,704: Line 184:
|image=
|image=
|caption=
|caption=
|name=Iai Geri
|name=cl.B
|input={{Motion|236}}{{Icon-Capcom|k}}
|input={{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version= {{Icon-Capcom|lk}}
  |damage=-
|cancel=-
  |b. damage=0
|guard= Mid
  |stun=-
|startup=-
  |cancel=Special/Super
|total=-
|advHit=-
  |advBlock=-
}}
{{CvS1
  |header=no
  |version= {{Icon-Capcom|hk}}
  |cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Benimaru does a lightning-fast knee that hits the opponent. His fastest special, this is his only special that can combo from light attacks. Damage is identical between versions, so there's little difference on which move you do. Unlike later games, you can't follow it up with the Handou Sandan Geri.  
  |advHit= +1
|advBlock= -1
  |invul=-
  |description= Not a low.
  }}
  }}
}}
}}
Line 1,733: Line 208:
|image=
|image=
|caption=
|caption=
|name=Shinkuu Katategoma
|name=cl.C
|input={{Motion|63214}}{{Icon-Capcom|k}}
|input={{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version= {{Icon-Capcom|lk}}
  |damage=-
|cancel=-
  |b. damage=0
|guard= Mid
  |stun=-
|startup=-
  |cancel=Special/Super
|total=-
|advHit=-
  |advBlock=-
}}
{{CvS1
  |header=no
  |version= {{Icon-Capcom|hk}}
  |cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Benimaru does a spinning kick on his sides. Light version has him do 3 spins, Heavy version does 6. If this move hits, the opponent will be sent flying over to the other side (similar to how it worked in KOF94/95).
  |advHit= +6
 
  |advBlock= +2
On block, the heavy version does chip damage comparable to the damage his other moves do on hit, making it an excellent way to end a round (though don't be fooled, it's very punishable on block, especially since you're left point blank from your opponent). You can end this move early by pressing all four attack buttons ({{Icon-Capcom|lp}}{{Icon-Capcom|lk}}{{Icon-Capcom|hp}}{{Icon-Capcom|hk}}) together
|invul=-
  |description= One hit normal. Strongest normal that can combo into his Power Dunk. Has a unique target combo associated with it in 6+C
  }}
  }}
}}
}}
=== Super Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Raikou Ken
|name=Combination Blow
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|p}}
|input={{Motion|6}} + {{Icon-SNK|c}} (after cl.C connects).
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version= {{Icon-Capcom|lp}}
  |damage=-
|cancel=-
  |b. damage=0
|guard= Mid
  |stun=-
|startup=-
  |cancel=Special/Super
|total=-
|advHit=-
  |advBlock=-
}}
{{CvS1
  |header=no
  |version= {{Icon-Capcom|hp}}
  |cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
  |active=
  |advHit=-
  |recovery=
  |advBlock=-
  |total=
}}
  |advHit= +6
{{CvS1
  |advBlock= +2
  |header=no
  |invul=-
  |version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
  |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.
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
  |advBlock=-
  |description= A super version of Benimaru's Raijin Ken, shooting a bigger spark from his hand that does more hits and more damage. Level 1 version does 5 hits, Level 2 does 7 and Level 3 does 10. Has a slight amount of startup frames, even on his Lv. 3 version, but the Raikouken is generally big enough that it can work as an anti-air or something. If Benimaru gets hit, the Raikouken ends as well. Only the Lv. 3 version has any real invincibility on startup, and even then you could probably do a well timed trade to stuff it or something. This is his only super to combo from anti-air resets and sweeps.
  }}
  }}
}}
}}
Line 1,805: Line 255:
|image=
|image=
|caption=
|caption=
|name=Denei Spark
|name=cl.D
|input={{Motion|214}}{{Motion|214}}{{Icon-Capcom|p}}
|input={{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version= {{Icon-Capcom|lp}}
  |damage=-
|cancel=-
  |b. damage=0
|guard= Mid
  |stun=-
|startup=-
  |cancel=Special/Super
|total=-
|advHit=-
  |advBlock=-
}}
{{CvS1
  |header=no
  |version= {{Icon-Capcom|hp}}
  |cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
  |active=
  |advHit=-
  |recovery=
  |advBlock=-
  |total=
}}
  |advHit= 0
{{CvS1
  |advBlock= -4
  |header=no
  |invul=-
  |version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
  |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).
  |cancel=-
  |guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= An original move for Benimaru, Benimaru charges forward. If he hits his opponent, the opponent will crumple down. Level 1 does 3 hits, Level 2 does 4 and Level 3 does 5.
 
More damaging than his other super, has a good amount of startup invincibility, and travels further than a Raikou Ken (so, for example, a max distance st.LK will combo into Denei Spark, but not into Raikou Ken). Level 2 and Level 3 versions have instant startup. Doesn't share an input with any of his specials (including his Shinkuu Katategoma) so it's easier to execute in combos compared to his Raikouken (for example, a simple hit confirm combo could be {{Icon-Capcom|lp}} -> {{Motion|214}}+{{Icon-Capcom|lp}} -> {{Motion|214}}+{{Icon-Capcom|p}}). Swaps sides but who cares, the crumple allows you to jump to the other side and do whatever you want to do if you got cornered or something.
  }}
  }}
}}
}}


 
=== Crouching Normals ====
 
 
== EX Benimaru Movelist ==
 
This moveset is for EX Benimaru. Something something EX Benimaru
 
=== Normal Attacks ===
 
==== Far Standing Normals ====


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=s.LP
|name=cr.A
|input={{Icon-Capcom|lp}}
|input={{Motion|2}}{{Icon-SNK|a}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Simple jab. Can end chains with this.
  |advHit= +1
|advBlock= -1
  |invul=-
  |description=
  }}
  }}
}}
}}
Line 1,874: Line 304:
|image=
|image=
|caption=
|caption=
|name=s.LK
|name=cr.B
|input={{Icon-Capcom|lK}}
|input={{Motion|2}}{{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Super
|damage=-
  |guard= Mid
|b. damage=0
  |startup=-
|stun=-
  |total=-
  |cancel=Special/Super
  |advHit=-
  |guard= Low
  |advBlock=-
  |startup=
  |description= High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast.
|active=
|recovery=
  |total=
  |advHit= +4
  |advBlock= +2
|invul=-
  |description= Chains into cr.A
  }}
  }}
}}
}}
Line 1,892: Line 328:
|image=
|image=
|caption=
|caption=
|name=s.HP
|name=cr.C
|input={{Icon-Capcom|hp}}
|input={{Motion|2}}{{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Standard punch.
  |advHit= -3
  |advBlock= -7
|invul=-
  |description= Not a low.
  }}
  }}
}}
}}
Line 1,910: Line 352:
|image=
|image=
|caption=
|caption=
|name=s.HK
|name=cr.D
|input={{Icon-Capcom|hk}}
|input={{Motion|2}}{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel=-
|damage=-
  |guard= Mid
|b. damage=0
  |startup=-
|stun=-
  |total=-
  |cancel=Special/Super
  |advHit=-
  |guard= Low
  |advBlock=-
  |startup=
  |description= Hopping sobat kick. Can hop over lows attacks and low fireballs like Iori's fireball. Interestingly enough, Benimaru is not considered to be in the air for this move, so if you hit him out of it, you'll be able to do your grounded punishes. EX Benimaru can't steer his Sobats like Normal Benimaru could.
|active=
|recovery=
  |total=
  |advHit= Soft KD
|advBlock= -13
  |invul=-
  |description= Not a low.
  }}
  }}
}}
}}




==== Close Standing Normals ====




{{MoveData
==== Jump Normals ====
|image=
|caption=
|name=cl.LP
|input={{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks.
}}
}}


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


{{MoveData
|image=
|caption=
|name=cl.LK
|input={{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of).
}}
}}




Line 1,967: Line 384:
|image=
|image=
|caption=
|caption=
|name=cl.HP
|name=j.A
|input={{Icon-Capcom|hp}}
|input={{Motion|8}}{{Icon-SNK|a}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|cancel= Special/Super
  |damage=-
|guard= Mid
  |b. damage=0
|startup=-
  |stun=-
|total=-
|advHit=-
|advBlock=-
|description= Standard heavy punch.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cl.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Knee. Not his knee special.
}}
}}
 
 
==== Crouching Normals ====
 
{{MoveData
|image=
|caption=
|name=cr.LP
|input={{Motion|2}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Simple low jab. Chainable
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.LK
|input={{Motion|2}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
  |advHit=-
  |advBlock=-
|description= Low kick. Chainable.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.HP
|input={{Motion|2}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Super
|guard= Mid
|startup=-
|total=-
|advHit=-
  |advBlock=-
|description= Yeah, this move is only Super-Cancellable. Useful I suppose if you have bad execution skills and want to cancel into his Raikouken. Doesn't hit low as well, even though it looks like it should.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.HK
|input={{Motion|2}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken.
}}
}}
 
 
==== Jumping Normals ====
 
 
{{MoveData
|image=
|caption=
|name=j.LP
|input={{Motion|8}}{{Icon-Capcom|lp}}
|data=
{{CvS1
  |cancel=-
  |cancel=-
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |advHit=
  |advBlock=
|invul=-
  |description=
  |description=
  }}
  }}
Line 2,098: Line 408:
|image=
|image=
|caption=
|caption=
|name=j.LK
|name=j.B
|input={{Motion|8}}{{Icon-Capcom|lk}}
|input={{Motion|8}}{{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
  |cancel=-
  |cancel=-
  |guard= Overhead.
  |guard= Overhead
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |advHit=
  |advBlock=
|invul=-
  |description= Can crossup.
  |description= Can crossup.
  }}
  }}
}}
}}




Line 2,117: Line 432:
|image=
|image=
|caption=
|caption=
|name=j.HP
|name=j.C
|input={{Motion|8}}{{Icon-Capcom|hp}}
|input={{Motion|8}}{{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
  |cancel=
  |cancel=
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |advHit=
  |advBlock=
|invul=-
  |description=
  |description=
  }}
  }}
Line 2,135: Line 456:
|image=
|image=
|caption=
|caption=
|name=j.HK
|name=j.D
|input={{Motion|8}}{{Icon-Capcom|hk}}
|input={{Motion|8}}{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel=-
|damage=-
|b. damage=0
|stun=-
  |cancel=
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description=
  |advHit=
  |advBlock=
|invul=-
  |description= Can crossup.
  }}
  }}
}}
}}
Line 2,155: Line 482:
|image=
|image=
|caption=
|caption=
|name=Flying Drill
|name=Rising Upper
|input={{Motion|2}}{{Icon-Capcom|hk}} (in air)
|input={{Motion|3}}{{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel=
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Benimaru drills his opponent with a downwards divekick. Does multiple hits. There's a minimum height requirement before Beni can drill. Can't cancel into this like you could in KOF, nor can you perform this from a backdash.
  |advHit= -1
  |advBlock= -5
|invul=-
  |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 2,173: Line 506:
|image=
|image=
|caption=
|caption=
|name=Jacknife Kick
|name=Backspin Kick
|input={{Motion|8}}{{Icon-Capcom|lk}}
|input={{Motion|3}}{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel=
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Benimaru steps forward and kicks his opponent. How far he steps forward...depends on which side Benimaru is. Left side travels further than the right side.
  |advHit= Soft KD
 
|advBlock= -12
Glitch aside, this move is probably his longest-range poke considering he travels forward. Unlike in KOF, you can't cancel into or out of this move.
  |invul=-
  |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.
  }}
  }}
}}
}}
=== Throws ===
It's worth noting beforehand if you're coming from KOF that his throws are swapped around. His C throw in KOF is his HK throw in CvS1, and his D throw in KOF is his HP throw in CvS1.


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Front Suplex
|name=Backspin Kick (cancel ver.)
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hp}}
|input={{Motion|3}}{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|cancel=
  |damage=-
|guard= Throw
  |b. damage=0
|startup=-
  |stun=-
|total=-
  |cancel=Special/Super
|advHit=-
  |advBlock=-
  |description= Benimaru tosses his opponent to the ground.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Catch and Shoot
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hk}}
|data=
{{CvS1
  |cancel=-
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Benimaru picks his opponent up and knees 'em in the face. Most damaging out of his two throws, and both throws leave the opponent pretty far, so this is his preferred throw by far.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name= Spinning Knee Press
|input=(any input except {{Motion|8}}) + {{Icon-Capcom|hp}}
|data=
{{CvS1
  |cancel=-
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Air throw. Unbreakable, keeps the same side. More damaging that his HP throw, less damaging than his HK throw. Still his highest damaging air attack.
}}
}}
 
 
 
=== Special Moves ===
 
{{MoveData
|image=
|caption=
|name=Raijin Ken
|input={{Motion|236}}{{Icon-Capcom|p}}
|data=
{{CvS1
|version= {{Icon-Capcom|lp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Benimaru shoots an electic spark from his hand. Both versions do one hit. Light has faster startup, heavy does more damage, and has a bigger range, allowing it to hit crouchers who could crouch under the Light version.  
  |advHit= -7
  |advBlock= -11
|invul=-
  |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.


Heavy version cannot be charged like Normal Benimaru's does, but it does more damage to make up for it, making it a better option overall.
Oddly enough, this move can be special-cancelled, but not super-cancelled, hurting Buster Wolf's potential a lot.
  }}
  }}
}}
}}


{{MoveData
|image=
|caption=
|name=Taikuu Raijin Ken
|input={{Motion|623}}{{Icon-Capcom|p}}
|data=
{{CvS1
|version= {{Icon-Capcom|lp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Anti-air version of his Raijin Ken, where Benimaru aims his spark diagonally upwards. Both versions do about the same amount of damage as a heavy grounded Raijin Ken. Aimed upwards for anti-air purposes, this will whiff on most, if not all crouchers; as well as many smaller characters standing like Yuri.
}}
}}


=== Other Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Iai Geri
|name=Buster Throw
|input={{Motion|236}}{{Icon-Capcom|k}}
|input={{Motion|4}}/{{Motion|6}}{{Icon-SNK|c}}/{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version= {{Icon-Capcom|lk}}
  |damage=-
  |cancel=-
  |b. damage=
|guard= Mid
  |stun=-
|startup=-
  |cancel=
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
  |advBlock=-
|description= Benimaru does a lightning-fast knee that hits the opponent. His fastest special, this is his only special that can combo from light attacks. Damage is identical between versions, so there's little difference on which move you do. Unlike later games, you can't follow it up with the Handou Sandan Geri.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Shinkuu Katategoma
|input={{Motion|63214}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Benimaru does a spinning kick on his sides. Light version has him do 3 spins, Heavy version does 6. Compared to N.Benimaru's version of this move, EX Benimaru's version now only knocks down on the final hit, and the opponent is no longer sent careening over to the other side of the screen; giving Benimaru a knockdown that doesn't have him swap sides. However, N.Benimaru's amazing chip damage is not present in EX Benimaru's version; only the final hit of the move does chip damage, and at a much lower damage value. You can't cancel this move midway as well.
  }}
}}
 
 
{{MoveData
|image=
|caption=
|name=Benimaru Collider
|input={{Motion|63214}}{{Motion|6}}{{Icon-Capcom|p}}
|data=
{{CvS1
  |cancel=-
  |guard= Throw
  |guard= Throw
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Command grab. Benimaru's most damaging special move by far, giving him a better high/low/throw presence than N.Benimaru. Cannot be comboed into, unlike in KOF. Everything is identical between versions
  |advHit= Hard KD
  |advBlock=
|invul=-
  |description= Standard throw. C throw retains the same side, D throw swaps sides.
  }}
  }}
}}
}}
=== Super Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Raikou Ken
|name=MSA Attack
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|p}}
|input={{Motion|236}}+{{Icon-SNK|b}}{{Icon-SNK|c}}/{{Icon-SNK|c}}{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |version= {{Icon-Capcom|lp}}
  |damage=-
  |cancel=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
|total=-
  |active=
|advHit=-
  |recovery=
|advBlock=-
  |total=
}}
  |advHit=  
{{CvS1
  |advBlock=
|header=no
  |invul=-
|version= {{Icon-Capcom|hp}}
  |description= Standard MSA.
|cancel=-
  |guard= Mid
  |startup=-
  |total=-
  |advHit=-
  |advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
  |cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
  |description= A super version of Benimaru's Raijin Ken, shooting a bigger spark from his hand that does more hits and more damage. Level 1 version does 5 hits, Level 2 does 7 and Level 3 does 10. Has a slight amount of startup frames, even on his Lv. 3 version, but the Raikouken is generally big enough that it can work as an anti-air or something. If Benimaru gets hit, the Raikouken ends as well. Only the Lv. 3 version has any real invincibility on startup, and even then you could probably do a well timed trade to stuff it or something. This is his only super to combo from anti-air resets and sweeps.
  }}
  }}
}}
}}
Line 2,428: Line 604:
|image=
|image=
|caption=
|caption=
|name=Taikuu Raikou Ken
|name=MSA Enter
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|k}}
|input=(Automatic after teammate does an MSA)
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version= {{Icon-Capcom|lp}}
  |damage=-
|cancel=-
  |b. damage=
|guard= Mid
  |stun=-
|startup=-
  |cancel=
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}
  |cancel=-
  |guard= Mid
  |startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
  |cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Anti-air version of the Raikou Ken.
  |advHit= +33
  |advBlock= +16
|invul=-
  |description= Standard MSA entrance.  
  }}
  }}
}}
}}
 
=== Special Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Electrigger
|name=Power Wave
|input={{Motion|63214}}{{Motion|63214}}{{Icon-Capcom|p}}
|input={{Motion|236}}+{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version= {{Icon-Capcom|lp}}
  |version=LP
|cancel=-
  |damage=-
|guard= Throw
  |b. damage=
|startup=-
  |stun=-
|total=-
  |cancel=
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
  |version= {{Icon-Capcom|hp}}
  |cancel=-
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
|cancel=-
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
  |description= A super version of his Benimaru Collider Special. Command grab with further range than the move it's based off.
 
By far and away his biggest damaging super, even compared to N.Benimaru's supers. The Level 1 version of Electrigger does slightly more damage than a Level 2 Raikou Ken or Denei Spark (and same thing for the Level 2 version of Electrigger compared to the Level 3 versions of his other supers!) It doesn't have the easy combo potential of Denei Spark, you can't combo into it like you could in KOF...but it's damaging enough that an opponent can be wary of getting too close to a metered Benimaru.
  }}
}}
 
 
== Beni Combo Tips ==
 
 
=== Universal ===
 
* Iai Geri (236+K) is his quickest special; it's the only special move that can combo from light normals.
* Raijin Ken (236+P) can juggle into the Raikou Ken (236236+P) if it's used as an anti air in the corner. This applies the regular Raijin Ken and EX Beni's Taikuu Raijin Ken (623+P).
* Speaking of Raikou Ken, an anti-air Level 1 Raikou Ken can juggle into another Level 1 Raikou Ken, for 1 extra hit. Only really useful in SNK gauge due to the lack of damage, you'd rather use a Level 2 instead...
* ...unless the Raikou Ken lands on a grounded opponent. In this casse, the secend Raikou Ken will do 10 hits instead of 6. This is more damaging than his Level 2 Raikou Ken, though the timing seems to be pretty strict on when you do the second Raikou Ken.
 
 
 
 
== Cammy Introduction ==
 
 
A mysterious, amnesiac girl, Cammy works with the paramilitary organization Delta Red. Her work under Delta Red has led her to cross paths with M. Bison's Shadaloo several times. During the events of Street Fighter II, it was revealed that Cammy had served under Bison before as a member of Shadaloo, though despite the revelation, she still willingly works with Delta Red.
 
This version of Cammy is based off her incarnation in Super Turbo. EX Cammy...we'll get to that when we get to tha.
 
== Cammy Movelist ==
 
=== Cammy Normals ===
 
==== Far Standing Normals ====
 
 
{{MoveData
|image=
|caption=
|name=s.LP
|input={{Icon-Capcom|lp}}
|data=
{{CvS1
  |cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Simple jab. Chainable.
  |advHit= -4
  |advBlock= -8
  |invul=-
  }}
  }}
}}
{{AttackData-KoF03
 
|version=HP
 
|damage=-
{{MoveData
|b. damage=0
|image=
|stun=-
|caption=
  |cancel=
|name=s.LK
|input={{Icon-Capcom|lk}}
|data=
{{CvS1
  |cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= High kick. Could be crouched under from far away, but on the flip-side it can also be used as an anti-air
  |advHit= -11
  |advBlock= -15
|invul=-
  |description= Projectile that travels along the ground. C version travels faster than A version.
  }}
  }}
}}
}}
Line 2,571: Line 668:
|image=
|image=
|caption=
|caption=
|name=s.HP
|name=Burn Knuckle
|input={{Icon-Capcom|lp}}
|input={{Motion|214}}+{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Super
|version=LP
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Big knuckle punch. Stays out on screen for a little bit. Because this is only super cancellable, and reaches fairly far, you could use this in pokes to empty-cancel into a Level 3 Spin Drive Smasher (since, unlike in KOF, you cannot cancel whiffed normals into a special or super), making this a good whiff punisher when Cammy's at Level 3. Can only cancel on the first few active frames, but it feels more lenient than st.HK.
  |advHit= Soft KD
  |advBlock= -13
  |invul=-
  }}
  }}
}}
{{AttackData-KoF03
 
|version=HP
 
|damage=-
{{MoveData
|b. damage=
|image=
|stun=-
|caption=
  |cancel=
|name=s.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
  |cancel= Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Longest range normal Cammy has. Just like her st.HP, this is merely super-cancellable, and can be used in whiff punishes to empty-cancel into Lv.3 Spin Drive Smasher. Harder to execute, as the input can overlap with Spiral Arrow (if you do qcf+k, qcf+k, for example). I believe Cammy also must hit her opponent on the first couple of active frames for the move to even become Super Cancellable in the first place?
  |advHit= Soft KD
|advBlock= -22
  |invul=-
  |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.
  }}
  }}
}}
}}


==== Close Standing Normals ====


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=cl.LP
|name=Crack Shoot
|input={{Icon-Capcom|lp}}
|input={{Motion|214}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|cancel= Special/Super
  |version=LK
|guard= Mid
  |damage=-
|startup=-
  |b. damage=
  |total=-
  |stun=-
|advHit=-
|advBlock=-
|description= Quick and chainable. Can link into cl.HP
}}
}}
 
{{MoveData
|image=
|caption=
|name=cl.LK
|input={{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
  |advBlock=-
  |description= Knee. Can end chains.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cl.HP
|input={{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
  |startup=-
|total=-
|advHit=-
|advBlock=-
|description= Swinging punch.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Big upwards kick. Can function as a very vertical anti air (especially in blindspots where Cannon Strike may miss). Supercancellable before Cammy's legs are fully stretched out
}}
}}
 
==== Crouching Normals ====
 
{{MoveData
|image=
|caption=
|name=cr.LP
|input={{Motion|2}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Generic crouch jab.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.LK
|input={{Motion|2}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Generic low kick
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.HP
|input={{Motion|2}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Anti-air punch. Sorta like a shoto-style crouching uppercut but it's a straight punch upwards instead of an uppercut, so it's not as good as a vertical anti-air. Goes further than st.HP and is super-cancellable only.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.HK
|input={{Motion|2}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Uncancellable
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Uncancellable Sweep
}}
}}
 
 
==== Jumping Normals ====
 
 
{{MoveData
|image=
|caption=
|name=j.LP
|input={{Motion|8}}{{Icon-Capcom|lp}}
|data=
{{CvS1
  |cancel=
  |cancel=
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description=
  |advHit= +1
  |advBlock= -3
  |invul=-
  }}
  }}
}}
{{AttackData-KoF03
 
|version=HK
 
|damage=-
{{MoveData
|b. damage=0
|image=
|stun=-
|caption=
|name=j.lk
|input={{Motion|8}}{{Icon-Capcom|lk}}
|data=
{{CvS1
  |cancel=
  |cancel=
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Can crossup
  |advHit= -4
  |advBlock= -8
|invul=-
  |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 2,791: Line 748:
|image=
|image=
|caption=
|caption=
|name=j.HP
|name=Power Dunk
|input={{Motion|8}}{{Icon-Capcom|hp}}
|input={{Motion|623}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version=LK
|damage=-
|b. damage=
|stun=-
  |cancel=
  |cancel=
  |guard= Overhead
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description=
  |advHit= Hard KD
  |advBlock= -17
  |invul=-
  }}
  }}
}}
{{AttackData-KoF03
 
|version=HK
 
|damage=-
{{MoveData
|b. damage=
|image=
|stun=-
|caption=
|name=j.HK
|input={{Motion|8}}{{Icon-Capcom|hk}}
|data=
{{CvS1
  |cancel=
  |cancel=
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description=
}}
}}
=== Command Normals ===
{{MoveData
|image=
|caption=
|name=Crouch Strong
|input={{Motion|1}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Cammy's old crouching medium punch from the 6-button Street Fighter games, now as a command normal. Special/super-cancellable like it was, and has further range and damage than her cr.LP
  |advHit=
|advBlock= -15
  |invul=-
  |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=Crouch Forward
|name=Breaking
|input={{Motion|1}}{{Icon-Capcom|hk}}
|input={{Icon-SNK|a}}+{{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|version=
  |guard= Mid
|damage=-
  |startup=-
|b. damage=
  |total=-
|stun=-
  |advHit=-
  |cancel=
  |advBlock=-
  |guard=
  |description= Just like her cr.MP, this move is Cammy's old crouching medium kick from the 6-button Street Fighter games. Has slightly less range than her sweep, but in exchange it's a low attack that is also special/super cancellable.
  |startup=
}}
|active=-
}}
|recovery=-
 
  |total=
  |advHit=
  |advBlock=
|invul=-
  |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.


=== Throws ===
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).


{{MoveData
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.
|image=
|caption=
|name=Hooligan Suplex
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= HP throw. Leaves the opponent fullscreen. Faster than her HK throw.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Frankensteiner
|name=Break Shoot
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hk}}
|input={{Motion|214}}+{{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version=
|damage=-
|b. damage=
|stun=-
  |cancel=
  |cancel=
  |guard= Throw
  |guard=
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= HK throw. Leaves opponent fullscreen. More damaging than her HP throw
  |advHit=
}}
  |advBlock=
}}
|invul=-
  |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
|image=
|caption=
|name=Flying Neck Breaker
|input=(any input except {{Motion|8}})+{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Air throw. Can swap sides by throwing the opponent with any of the back buttons
  }}
  }}
}}
}}
Line 2,923: Line 844:
|image=
|image=
|caption=
|caption=
|name=Air Frankensteiner
|name=Power Charge
|input=(any input except {{Motion|8}})+{{Icon-Capcom|hk}}
|input={{Motion|41236}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version=LK
|damage=-
|b. damage=
|stun=-
  |cancel=
  |cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Air throw. As fast as the Flying Neckbreaker, yet does more damage. The only disadvantage is that you can't use this to swap sides.
}}
}}
=== Special Moves ===
{{MoveData
|image=
|caption=
|name=Spiral Arrow
|input={{Motion|236}}+{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |advHit= -3
  |advBlock= -7
|invul=-
  }}
  }}
  {{CvS1
  {{AttackData-KoF03
  |header=no
  |version=HK
  |version= {{Icon-Capcom|hk}}
  |damage=-
  |cancel=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Cammy drills her opponent's legs. Not a low. Usually safe on blocked if spaced far-enough from the opponent. Can juggle into Lv. 3 Spin Drive Smasher midscreen but the damage is so bad that you should only consider this to close out matches. In corner you can juggle into a Lv. 1 SDS where the damage output is much better (but even then the Lv. 3 version does ok damage in the corner)
  |advHit= -3
  |advBlock= -7
|invul=-
  |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.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Cannon Spike
|name=Followup 1
|input={{Motion|623}}+{{Icon-Capcom|k}}
|input={{Motion|6}}{{Motion|6}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |version= {{Icon-Capcom|lk}}
  |version=LK
  |cancel=-
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |advHit= -1
  |advBlock= -5
|invul=-
  }}
  }}
  {{CvS1
  {{AttackData-KoF03
  |header=no
  |version=HK
  |version= {{Icon-Capcom|hk}}
  |damage=-
  |cancel=-
|b. damage=0
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Invincible-DP style move. Both versions have the same startup, but heavy version goes higher than the light version. Travels slightly horizontal, so it'll miss if the opponent's on top of you.
  |advHit= -1
  |advBlock= -5
|invul=-
  |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.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Axel Spin Knuckle
|name=Followup 2
|input={{Motion|63214}}+{{Icon-Capcom|p}}
|input={{Motion|6}}{{Motion|6}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |version= {{Icon-Capcom|lp}}
  |version=LK
  |cancel=-
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |advHit= Hard KD
|advBlock= -13
  |invul=-
  }}
  }}
  {{CvS1
  {{AttackData-KoF03
|header=no
  |version=HK
  |version= {{Icon-Capcom|hp}}
  |damage=-
|cancel=-
  |b. damage=
|guard= Mid
  |stun=-
|startup=-
|total=-
|advHit=-
  |advBlock=-
  |description= Cammy does a spin before punching the opponent. Cammy is invulnerable to upper body strikes and projectiles partway through, and can also hop over very low moves (like Iori or Terry's fireballs), though it's evasion properties against super fireballs is...questionable at best. Both versions do two hits, and you can juggle afterwards into Spin Drive Smasher anywhere on screen.
 
The easiest version to juggle into IMO is the Lv. 2 version (which poses a problem if you're using SNK groove). Lv. 3 version isn't cost effective because it'll often miss a lot of the hits. It's possible to juggle into the Lv. 1 version, but it's a lot harder to time than a Lv. 2 version, due to the slower startup (and shorter distance).
 
 
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Hooligan Combination
|input={{Motion|1}}{{Motion|236}}{{Motion|9}}+{{Icon-Capcom|p}}
|data=
{{CvS1
  |version= {{Icon-Capcom|lp}}
|cancel=Hooligan
|guard=-
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hp}}
|cancel=Hooligan
|guard=-
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Cammy jumps forward while spinning her body rapidly. Light version has her jump high, but travels a short distance, while the heavy version has her jump very low, and very far forwards. There is no hitbox attached to this move, but Cammy has several different followups; depending on what Cammy does (or what Cammy doesn't do). Unusal Chickenwing-style input, so if you're rusty at performing this input you may get Cammy to jump forward.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Razor Edge Slicer
|input={{Motion|5}}
|data=
{{CvS1
  |cancel=
  |cancel=
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= If Cammy does nothing during Hooligan Combination. he'll default to doing the Razor Edge Slicer, a sliding low attack. Distance travelled depends on the strength of the Hooligan Combination, with the heavy version travelling a bit further forward. Unsafe if blocked and doesn't even combo into Spin Drive Smasher but it's there I suppose if you're doing casuals.
}}
}}
{{MoveData
|image=
|caption=
|name=Fatal Leg Twister
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hp}} (near opponent's head)
|data=
{{CvS1
|cancel=-
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Cammy's Frankensteiner. Swaps sides with the opponent. Unique in that this move requires you to perform this move near an opponent's head. Timing varies if the opponent's standing depending on height, but this will always be the followup on a crouching opponent, even if done on a tall opponent like Yamazaki or Rugal.
}}
}}
{{MoveData
|image=
|caption=
|name=Cross Scissors Pressure
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hp}} (near opponent's body)
|data=
{{CvS1
|cancel=-
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= A unique grab where Cammy attaches herself to an opponent and flips them around before planting them into the ground. This move has massive stage carrying potential, when done slightly further from midscreen this can send them to the corner. This move can be done if the opponent's in the air (any position) or if Cammy performs this input on a standing opponent's body. This move won't come out against crouchers, as you'll always get Fatal Leg Twister instead. Most damaging followup she has.
}}
}}
{{MoveData
|image=
|caption=
|name=Cancel
|input={{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel=-
|guard=-
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Exactly as describes, Cammy flips and does nothing. This will happen if Cammy isn't in range for any of her throw followups, so don't try to spam the grab followup. The only benefits this provides is that you don't perform the lengthy, punishable Razor Edge Slicer, but even then if you notice your opponent blocking low you could just do any of her grab followups so???
Although it looks like you should, you cannot act out of this move until you hit the ground. Cammy can act quickly when she lands, but there are a few frames where the opponent can perform a ground punish.
}}
}}
=== Super Move ===
{{MoveData
|image=
|caption=
|name=Spin Drive Smasher
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
  |active=-
  |advHit=-
  |recovery=-
|advBlock=-
  |total=
}}
  |advHit=
{{CvS1
  |advBlock= -16
|header=no
  |invul=-
|version= {{Icon-Capcom|hk}}
  |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.  
|cancel=-
|guard= Mid
|startup=-
  |total=-
  |advHit=-
  |advBlock=-
}}
{{CvS1
  |header=no
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
  |description= N.Cammy's sole super, Cammy does a multi-hitting Spiral Arrow, followed by a multi-hitting Cannon Spike. Level 1 version does 6 hits, Level 2 version does 7 and Level 3 version does 9. Different versions travel different distances, with the Lv. 3 version going the furtherest.
 
Level 2 and Level 3 versions have instant startup (unblockable on reaction if you're not already blocking). The far distance of Level 3 means she has a long-distance instant super (a bit forward from round start position). Level 2 and Level 3 versions are also invincible for a while, making it a good long-range poke.
 
The long range of her Lv. 3 version can also be used for counterpoking using empty-cancelling, making a Cammy with a Lv. 3 super a dangerous character to poke against.
 
It's actually pretty poor in juggles, as there'll be very few times where you get all the hits, especially midscreen. Your only options are either a spaced Spiral Arrow or Spin Knuckle. In midscreen, only the Level 3 version combos from Spiral Arrow, while all versions will combo from a Spin Knuckle. In the corner, you'll often get one or more extra hits in juggles than you would midscreen.
 
Funnily enough, if the final hit misses, Cammy won't rebound from the opponent. If done on a Level 1 SDS, you can actually juggle into a Lv. 2 SDS. It's really hard to time, and the damage is only barely higher than a raw Lv.2, but it looks cool for combo videos.
 
  }}
  }}
}}
}}




== EX Cammy Moveset ==
=== Moveset Changes ===


This version of EX Cammy is the CvS1: Pro version of EX Cammy, who has a slightly altered moveset compared to CvS1 EX Cammy. In CvS1 vanilla, EX Cammy did not have the Spiral Arrow. When CvS1 Pro came around, EX Cammy regained the use of her Spiral Arrow, but in exchange, she lost out on her Hooligan Combination. I believe this makes her the only character to outright lose a move (Cannon Strike from Hooligan Combination).
=== Supers ===


=== Cammy Normals ===
==== Far Standing Normals ====




Line 3,197: Line 967:
|image=
|image=
|caption=
|caption=
|name=s.LP
|name=Power Geyser
|input={{Icon-Capcom|lp}}
|input={{Motion|214}}{{Motion|1}}{{Motion|6}}+{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|version=LP
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Simple jab. Chainable.
  |advHit= Soft KD
  |advBlock= -31
  |invul=-
  }}
  }}
}}
{{AttackData-KoF03
 
|version=HP
 
|damage=-
{{MoveData
|b. damage=
|image=
|stun=-
|caption=
|cancel=
|name=s.LK
  |guard=
|input={{Icon-Capcom|lk}}
  |startup=
|data=
  |active=-
  {{CvS1
  |recovery=-
  |cancel= Special/Super
  |total=
  |guard= Mid
  |advHit= Soft KD
  |startup=-
|advBlock= -34
  |total=-
  |invul=-
  |advHit=-
  |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)
  |advBlock=-
  |description= High kick. Could be crouched under from far away, but on the flip-side it can also be used as an anti-air
  }}
  }}
}}
}}
Line 3,233: Line 1,007:
|image=
|image=
|caption=
|caption=
|name=s.HP
|name=Buster Wolf
|input={{Icon-Capcom|lp}}
|input={{Motion|236}}{{Motion|236}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|cancel= Super
  |version=LK
|guard= Mid
  |damage=-
|startup=-
  |b. damage=
|total=-
  |stun=-
|advHit=-
|advBlock=-
|description= Big knuckle punch. Stays out on screen for a little bit. Because this is only super cancellable, and reaches fairly far, you could use this in pokes to empty-cancel into a Level 3 Spin Drive Smasher (since, unlike in KOF, you cannot cancel whiffed normals into a special or super), making this a good whiff punisher when Cammy's at Level 3. Can only cancel on the first few active frames, but it feels more lenient than st.HK.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=s.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Longest range normal Cammy has. Just like her st.HP, this is merely super-cancellable, and can be used in whiff punishes to empty-cancel into Lv.3 Spin Drive Smasher. Harder to execute, as the input can overlap with Spiral Arrow (if you do qcf+k, qcf+k, for example). I believe Cammy also must hit her opponent on the first couple of active frames for the move to even become Super Cancellable in the first place?
}}
}}
 
==== Close Standing Normals ====
 
{{MoveData
|image=
|caption=
|name=cl.LP
|input={{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Quick and chainable. Can link into cl.HP
}}
}}
 
{{MoveData
|image=
|caption=
|name=cl.LK
|input={{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Knee. Can end chains.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cl.HP
|input={{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Swinging punch.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Big upwards kick. Can function as a very vertical anti air (especially in blindspots where Cannon Strike may miss). Supercancellable before Cammy's legs are fully stretched out
}}
}}
 
==== Crouching Normals ====
 
{{MoveData
|image=
|caption=
|name=cr.LP
|input={{Motion|2}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
  |advHit=-
|advBlock=-
|description= Generic crouch jab.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.LK
|input={{Motion|2}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Generic low kick
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.HP
|input={{Motion|2}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Anti-air punch. Sorta like a shoto-style crouching uppercut but it's a straight punch upwards instead of an uppercut, so it's not as good as a vertical anti-air. Goes further than st.HP and is super-cancellable only.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.HK
|input={{Motion|2}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Uncancellable
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Uncancellable Sweep
}}
}}
 
 
==== Jumping Normals ====
 
 
{{MoveData
|image=
|caption=
|name=j.LP
|input={{Motion|8}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description=
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=j.lk
|input={{Motion|8}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special
  |guard= Overhead
|startup=-
  |total=-
|advHit=-
|advBlock=-
|description= Can crossup
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=j.HP
|input={{Motion|8}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description=
  }}
}}
 
 
{{MoveData
|image=
|caption=
|name=j.HK
|input={{Motion|8}}{{Icon-Capcom|hk}}
|data=
{{CvS1
  |cancel=
  |cancel=
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description The only aerial normal Cammy has that doesn't cancel to Cannon Strike.
}}
}}
=== Command Normals ===
{{MoveData
|image=
|caption=
|name=Crouch Strong
|input={{Motion|1}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Cammy's old crouching medium punch from the 6-button Street Fighter games, now as a command normal. Special/super-cancellable like it was, and has further range and damage than her cr.LP
  |advHit= Soft KD
  |advBlock= -14
  |invul=-
  }}
  }}
}}
  {{AttackData-KoF03
 
  |version=HK
 
  |damage=-
{{MoveData
  |b. damage=
|image=
  |stun=-
|caption=
|name=Crouch Forward
|input={{Motion|1}}{{Icon-Capcom|hk}}
|data=
  {{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
  |total=-
|advHit=-
  |advBlock=-
  |description= Just like her cr.MP, this move is Cammy's old crouching medium kick from the 6-button Street Fighter games. Has slightly less range than her sweep, but in exchange it's a low attack that is also special/super cancellable.
}}
}}
 
 
=== Throws ===
 
 
{{MoveData
|image=
|caption=
|name=Hooligan Suplex
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
  |description= HP throw. Leaves the opponent fullscreen. Faster than her HK throw.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Frankensteiner
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hk}}
|data=
{{CvS1
  |cancel=
  |cancel=
  |guard= Throw
  |guard=
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= HK throw. Leaves opponent fullscreen. More damaging than her HP throw
  |advHit= Soft KD
}}
|advBlock= -22
}}
  |invul=-
  |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)
{{MoveData
|image=
|caption=
|name=Flying Neck Breaker
|input=(any input except {{Motion|8}})+{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Air throw. Can swap sides by throwing the opponent with any of the back buttons. Slightly better throw now since you can option select a whiffed HP airthrow into Cannon Strike.
  }}
  }}
}}
}}
Line 3,585: Line 1,049:
|image=
|image=
|caption=
|caption=
|name=Air Frankensteiner
|name=Power Stream
|input=(any input except {{Motion|8}})+{{Icon-Capcom|hk}}
|input={{Motion|214}}{{Motion|41236}}+{{Icon-SNK|a}}{{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version=
|damage=-
|b. damage=
|stun=-
  |cancel=
  |cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Air throw. As fast as the Flying Neckbreaker, yet does more damage. The only disadvantage is that you can't use this to swap sides.
}}
}}
=== Special Moves ===
{{MoveData
|image=
|caption=
|name=Spiral Arrow
|input={{Motion|236}}+{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Cammy drills her opponent's legs. Not a low. Usually safe on blocked if spaced far-enough from the opponent. Can juggle into Lv. 3 Spin Drive Smasher midscreen but the damage is so bad that you should only consider this to close out matches. In corner you can juggle into a Lv. 1 SDS, or any level of Reverse Shaft Breaker for better damage.
}}
}}
{{MoveData
|image=
|caption=
|name=Cannon Spike
|input={{Motion|623}}+{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Invincible-DP style move. Both versions have the same startup, but heavy version goes higher than the light version. Travels slightly horizontal, so it'll miss if the opponent's on top of you.
}}
}}
{{MoveData
|image=
|caption=
|name=Cannon Strike
|input={{Motion|236}}+{{Icon-Capcom|k}} (in air)
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Divekick. Light version has a steeper angle, heavy version has a shallower angle. Has a height restiction, but unlike many other incarnations of Cammy (such as SF4, SFV or Alpha 3), you can perform this move from a neutral or back jump. If it hits close enough to the ground, you can actually combo out of it. Safer now in CvS1 Pro compared to CvS1 Vanilla, as Cammy no longer rebounds off the opponent if this is blocked.
Can be cancelled into from most of her air normals, but it won't combo. Still, this is a good way for Cammy to quickly approach the opponent after an air-to-air connect. If this connects on an airborne opponent, the opponent can be juggled with any of her supers.
}}
}}
=== Super Move ===
{{MoveData
|image=
|caption=
|name=Spin Drive Smasher
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Cammy does a multi-hitting Spiral Arrow, followed by a multi-hitting Cannon Spike. Level 1 version does 6 hits, Level 2 version does 7 and Level 3 version does 9. Different versions travel different distances, with the Lv. 3 version going the furtherest.
Level 2 and Level 3 versions have instant startup (unblockable on reaction if you're not already blocking). The far distance of Level 3 means she has a long-distance instant super (a bit forward from round start position). Level 2 and Level 3 versions are also invincible for a while, making it a good long-range poke.
The long range of her Lv. 3 version can also be used for counterpoking using empty-cancelling, making a Cammy with a Lv. 3 super a dangerous character to poke against.
It's actually pretty poor in juggles, as there'll be very few times where you get all the hits, especially midscreen. Your only options are either a spaced Spiral Arrow or Spin Knuckle. In midscreen, only the Level 3 version combos from Spiral Arrow, while all versions will combo from a Spin Knuckle. In the corner, you'll often get one or more extra hits in juggles than you would midscreen.
Funnily enough, if the final hit misses, Cammy won't rebound from the opponent. If done on a Level 1 SDS, you can actually juggle into either a Lv. 2 SDS or a Lv. 1/2 Reverse Shaft Breaker.
}}
}}
{{MoveData
|image=
|caption=
|name=Reverse Shaft Breaker
|input={{Motion|214}}{{Motion|214}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
|cancel=-
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Cammy does a multi-hitting Spiral Arrow, aimed directly above her. Both the Level 1 and Level 2 versions does 7 hits, while the Level 3 version does 8 hits. By mashing buttons during this move, Cammy can increase the number of hits she can do. When fully mashed, the Level 1 version does 9 hits, Level 2 version does 13 hits and the Level 3 version does 17 hits. Like most mash moves in CvS1 Pro, you'll have to mash harder to get all the hits now than you were previously able to in CvS1 Vanilla
  |advHit= Soft KD
|advBlock= -31
  |invul=-
  |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.


Level 2 and Level 3 versions have instant startup, and wider range than the Level 1 version. Regardless of which version you use it's better for corner juggles than her Spin Drive Smasher, not just because of the vacuuming effect that can land from a stray juggle, but also because of its multiple hits as well. Keep in mind, however, that it'll be hard to know which side the opponent ends up, as incomplete mashing can lead to the opponent swapping sides occasionally.
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.