(New page: =Introduction= =Moves List= ==Normal Moves== ==Special Moves== ==Super Moves== =The Basics= =Advanced Strategy= =Match-Ups=) |
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=Introduction= | {{TOClimit|3}} | ||
= | {{SVC Character Subnav|name=Tery Bogard}} | ||
==Normal Moves== | |||
==Special Moves== | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
==Super Moves== | |- | ||
=The | ! align="center" colspan="2" | テリー・ボガード, Terry Bogard | ||
=Advanced Strategy= | |- | ||
=Match-Ups= | ! align="center" colspan="2" | [[image:Terrysvc.gif|"You can't be ready to throw in the towel yet, are you? This wolf's still pumped!"|center]] | ||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Rushdown | |||
|- | |||
| '''Difficulty''' || Simple | |||
|- | |||
| '''Max Mode Needed?''' || Up To You | |||
|- | |||
| '''Tier Placement''' || Very Strong (A) | |||
|- | |||
| '''Standing Hitbox''' || ? | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 215 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |||
==Introduction== | |||
[[image:Terryfacesvc.png|right]] | |||
Packing a cool hat, Terry Bogard is the main character from the [[Fatal Fury]] series and SNK's mascot character. He is known as one of the "Lonely/Hungry Wolves," with the other two being his friend [[Joe 02|Joe Higashi]] and his brother [[Andy 02|Andy Bogard]]. As always, he's one of the easiest characters for new players to pick up and play. While he might be very similar to his KOF2002 iteration, where he's a low-tier character, in this game he's so good he's borderline top-tier, requiring very little effort to get results thanks to a whole slew of buffs (whether intentional or not) that make his rushdown game quite threatening. | |||
{{ ProConTable | |||
| pros= | |||
* '''Extremely Easy to Learn:''' If you've played Terry in any other game, you know how he works here. He's arguably the easiest character in the game to pick up and play, with little in the way of difficult tech. A perfect character to focus on learning SVC's mechanical nuances with. | |||
* '''Fast Projectile:''' Terry's 236A projectile lets him play some decent grounded zoning, potentially forcing the opponent to react or getting a free poke in. | |||
* '''Versatile Specials and Supers:''' Terry's kit includes a lot of utility including a zoning projectile, a combo projectile, an advancing strike that can be made safe, fast and effective punishes and anti-airs, etc. Terry has everything he needs and nothing he doesn't to win. | |||
* '''Crack Shoot Juggles:''' Terry's Crack Shoot has juggle properties in this game, giving him easy access to extra damage especially in Max Mode. | |||
* '''Combo Extender Exceed:''' Much like other Deadly Rave-style Exceeds, Terry's can be ended early in specific parts of the input sequence to allow him to extend combos even further for massive damage. This can be useful if the timing of the full input is difficult to learn and makes it a more versatile combo tool overall. However, without max mode, this is worse damage than doing the full exceed. | |||
* '''Supers and Exceed are Max Cancellable:''' Terry can use Free Cancels in Max Mode even with his supers and his Exceed, further emphasizing the insane combo potential he gains from having it. | |||
* '''Excellent Combo Game:''' Many of Terry's best combos don't even require Max Mode, and they're both easy to learn and contain a lot of variety while consistently dealing solid damage. Notably, Terry is a great character for practicing and maximizing confirms from light attacks. | |||
* '''Top Quality Supers:''' At worst, High Angle Geyser is redundant but still usable. At best, his other two supers give him incredible utility that emphasizes the strength of his kit. Power Geyser is a fast anti-air and great combo tool, especially since follow-ups into Triple Geyser have no extra cost. Buster Wolf is arguably one of the best supers in the game due to its incredible speed and range, combo and punish utility, and the fact that it's ''completely safe on block''; even GCFS punish attempts, while technically possible, are extremely difficult due to the low recovery. Buster Wolf alone makes Terry a force to be reckoned with. | |||
* '''Incredible Rushdown:''' Even in his worst matchups, opponents cannot escape Terry's relentless pressure forever. A ton of amazing and fast buttons and a super that nearly every character has to watch out for makes Terry a character that allows you to turn your brain off and still perform well. Whatever changes they made to him in SVC from KOF may be small on paper but elevate him massively and allow him to mix well with the game's system. | |||
* '''Great Starting Character:''' As stated above, Terry is one of the easiest characters to learn in this game. Furthermore, his play style across games is almost universal; anything you learn about how to play Terry here will likely carry over into KOF. | |||
* '''Always Asks if His Opponent is Okay:''' He may punch his opponents in the face and knock them across the stage in a huge impact, but he's got manners at least. What a nice guy. | |||
| cons= | |||
* '''Reversal is a Charge Move:''' One of Terry's only real sour points without comparing him to boss characters. He's a rushdown character whose reversal is tied to a down-up charge attack. While it's easy to buffer and use as a combo tool, SVC's charge input bug makes it inconsistent to use, and the charge input itself forces Terry to deviate from his desired game plan. | |||
* '''Average Anti-Airs:''' Terry's air buttons are good jump-ins, but other than j.D being a good horizontally reaching button, his air buttons are basic and self-explanatory. Nothing exceptional. His anti-air options aren't the best either, since Rising Tackle's range is limited horizontally on top of being a charge move and Power Geyser costs meter to use. | |||
* '''Crack Shoot Inconsistency:''' Crack Shoot doesn't hit near the ground despite appearing like it does, making it less useful in matchups where characters have smaller hurtboxes as it leaves Terry wide open for a punish. | |||
* '''Not Designed for Zoning:''' SVC is a game where zoning is a dominant strategy, and while Terry does technically have zoning tools it's not enough to compete with several other members of the cast. He's a rushdown character in a zoner's world, which technically makes his job harder. | |||
* '''Strict Exceed Combo Timing:''' Without relying on Max Mode cancels to combo off of certain hits of his Exceed, he normally has to link specifically from the last B input to get consistent follow-ups. Being able to extend combos from Exceed isn't a hard requirement to play or even be good with Terry, but it is an unusually difficult part of his kit to learn and utilize effectively. | |||
* '''Average Max Mode Options:''' All of Terry's best Max Mode combos are in the corner; his midscreen options, on the other hand, are very limited. Even if doing Buster Wolf back-to-back is a viable strategy, it may be worth saving the meter for when you can get the opponent to the corner. | |||
* '''Meter Hungry:''' Though Terry makes good use of Max Mode when he has it, he would rather be using meter either to GCFS to close the gap when needed or, more likely, to spam supers. If he's not trying to anti-air otherwise, he wants to burn it on Buster Wolf. Even if you do have Max Mode, it's a fairly common tactic to chain Buster Wolf into itself since it recovers almost immediately. Basically, Buster Wolf is too good to ignore, and depending on how you play, you'll likely throw it out constantly. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=5 | |||
|Recovery=5 | |||
|Total=13 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* Has good reach, can link into any light attack, and can be normal cancelled. Can whiff against some small hurtbox and crouching characters. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=5 | |||
|Recovery=7 | |||
|Total=16 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* Just a knee. It has the same properties as cl.A, but it doesn't whiff against small hurtbox characters. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=12x2 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=9x2 | |||
|Stun=12x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=3, 7 | |||
|Recovery=15 | |||
|Total=28 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* Terry's main combo and close-range pressure tool. It does 2 hits, and you can cancel either hit into nearly any move Terry has. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=10 | |||
|Recovery=16 | |||
|Total=30 | |||
|Hit Adv=-6 | |||
|Block Adv=-8 | |||
|Invulnerability= | |||
|description=* A simple cancellable kick. Similar to cl.C, but it does more damage. Easier to use cl.C over cl.D in combos. | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=12 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* A fast punch that can be normal cancelled and chained into any light attack. Can also be cancelled into df+C to start combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery=9 | |||
|Total=20 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* A basic kick for poking. Can't be normal cancelled, and can't chain into other lights. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=7 | |||
|Recovery=16 | |||
|Total=28 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* A very fast punch that cannot be normal cancelled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 | |||
|Active=7 | |||
|Recovery=15 | |||
|Total=34 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* A kick with a good angle for anti-airing the opponent. Can't be normal cancelled, but Terry will move forward a little during the move. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=4 | |||
|Recovery=6 | |||
|Total=13 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* Very good for combos. Generally used after a cr.B, and cancelled into df+C to begin his combos. Can chain into other light attacks too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=3 | |||
|Recovery=8 | |||
|Total=14 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* Terry's light attack chain starter, mainly because it hits low. Chain it into cr.A. Can be normal cancelled too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=5 | |||
|Recovery=19 | |||
|Total=30 | |||
|Hit Adv=-4 | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* Mostly for doing combos while preparing to cancel it into something. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=8 | |||
|Recovery=22 | |||
|Total=40 | |||
|Hit Adv=SKD | |||
|Block Adv=-12 | |||
|Invulnerability= | |||
|description=* Cancellable sweep. Simple to use. Cancel it into a special when you need meter or block pressure. You can use it as a low-hitting poke too. | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=8 | |||
|Guard=Overhead | |||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* Looks like a fast chop, but it's not very active. You can use it as an air-to-air if timed right. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Overhead | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=2 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* Near instant kick with nice reach and lots of active frames. You can use it as a jump-in attack or air-to-air. In the corner, it can whiff against the opponent. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=30 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup='''nj = 3''' ; '''dj = 4''' | |||
|Active='''nj = 7''' ; '''dj = 5''' | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* Good for combos, and you can even cross up with it. j.D can also cross up, however, and is better suited for it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=30 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Upward angled kick. Use it if your opponent is higher in the air than you. You can use it as a neutral jump-in attack too, albeit risky. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=30 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Kick with great reach that can cross up the opponent. Terry's main jump-in for starting combos. | |||
}} | |||
}} | |||
===Command Normals=== | |||
{{MoveData | |||
|image= | |||
|subtitle=df.C | |||
|caption= | |||
|name=Rising Upper | |||
|data= | |||
{{AttackData-SVC | |||
|Damage='''Raw=''' 18 ; '''Cancel=''' 11 | |||
|Counter Dmg='''Raw=''' 24 ; '''Cancel=''' 16 | |||
|Guard=Mid | |||
|G. Crush='''Raw=''' 11 ; '''Cancel=''' 7 | |||
|Stun='''Raw=''' 18 ; '''Cancel=''' 11 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=3, 3 | |||
|Recovery=19 | |||
|Total=28 | |||
|Hit Adv='''1st Raw = -5''' ; '''1st Canceled = -11''' | |||
|Block Adv='''1st Raw = -7''' ; '''1st Canceled = -13''' | |||
|Invulnerability= | |||
|description=* Primarily used for combos as it's cancellable into specials. It has great startup, so it will connect after any cancellable normal. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} (On Block) | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf+A | |||
|caption= | |||
|name=Power Wave | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=16 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=11 | |||
|Stun=11 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Terry's classic ground projectile. It's very fast here and can be used in basic combos or as a meaty attack on the opponent's wakeup. Not available as a Max Cancel option. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf+C | |||
|caption= | |||
|name=Round Wave | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=27 | |||
|Guard=Mid | |||
|G. Crush=24 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A stronger version of the projectile. Unique in that while it's too slow to combo from Terry's normals, Round Wave itself can be cancelled into specials. Launches the opponent into a juggle state that allows for its unique special cancel property to extend combos. Generally it's cancelled into B Crack Shoot, as it leads to further extensions in the corner. In Max Mode, you can cancel this move into his Supers/Exceed. Note that Terry will move forward during the move. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb+P | |||
|caption= | |||
|name=Burn Knuckle | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcb+A | |||
|Damage=20 | |||
|Counter Dmg=22 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Another classic move. Terry will rush forward while doing a punch. The A version comes out faster while the C one goes farther; the latter does not combo from any canceled normals and it's way more punishable than the A version if blocked. Primarily used in combos, but it can also be used as a poke if spaced to hit with the last few active frames to make it safe. | |||
}} | |||
{{AttackData-SVC | |||
|version=qcb+C | |||
|Damage=24 | |||
|Counter Dmg=26 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb+K | |||
|caption= | |||
|name=Crack Shoot | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcb+B | |||
|Damage=16x2 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=11x2 | |||
|Stun=11x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* The classic Crack Shoot. Use the B version only, because it's the only version that can be used in practical combos and it doesn't whiff on crouching opponents. The button pressed will determine the distance Terry will move. If it hits the opponent in the air and you're in the corner, you can get a follow-up from the juggle state it causes. | |||
}} | |||
{{AttackData-SVC | |||
|version=qcb+D | |||
|Damage=22x3 | |||
|Counter Dmg=27 | |||
|Guard=Mid | |||
|G. Crush=16x3 | |||
|Stun=20x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp+K | |||
|caption= | |||
|name=Power Dunk | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp+B | |||
|Damage=16x2 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=11x2 | |||
|Stun=11x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Can be used to anti-air. The second hit will caused a hard knockdown on an airborne opponent; if the opponent is grounded its low hit stun makes you punishable on hit(!). | |||
}} | |||
{{AttackData-SVC | |||
|version=dp+D | |||
|Damage=17x2 | |||
|Counter Dmg=21 | |||
|Guard=Mid | |||
|G. Crush=12x2 | |||
|Stun=12x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[d]~u+P | |||
|caption= | |||
|name=Rising Tackle | |||
|data= | |||
{{AttackData-SVC | |||
|version=[d]~u+A | |||
|Damage=13x4 | |||
|Counter Dmg=14 | |||
|Guard=Mid | |||
|G. Crush=3x4 | |||
|Stun=3x4 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Another anti-air. You can use it like [[Guile (SvC)|Guile's]] Flash/Somersault Kick. The first hit of it can be Max Canceled too, leading into a corner loop. Stick with the A version for anti-airs since the C version moves Terry slightly forward, which can cause it to whiff. | |||
}} | |||
{{AttackData-SVC | |||
|version=[d]~u+C | |||
|Damage=12x7 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=2x7 | |||
|Stun=2x7 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Super Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcfx2+P | |||
|caption= | |||
|name=Buster Wolf | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22, 24x4 | |||
|Counter Dmg=22, 24 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=Free (1st) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Terry's best super. It's (almost) 100% safe on block and is still very difficult to punish on whiff due to its low recovery. The most consistent way to punish it is to GCFS the first hit into a throw. Doing Buster Wolf back-to-back on block is a very common and surprisingly effective strategy if the opponent doesn't know how to check it. Very useful as a punish tool as well due to its speed and range. The first hit is cancellable in Max Mode. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcfx2+K | |||
|caption= | |||
|name=High Angle Geyser | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24x4, 22 | |||
|Counter Dmg=24, 22 | |||
|Guard=Mid | |||
|G. Crush=4x4, 0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=Free (2nd) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A decent super for punishes and combos. It's unsafe, but Terry can Max Cancel the first two hits. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb~db~f+P > qcf+P x2 | |||
|caption= | |||
|name=Power Geyser | |||
|data= | |||
{{AttackData-SVC | |||
|version=Single Geyser | |||
|Damage=40 | |||
|Counter Dmg=43 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Super projectile that serves as a safe anti-air move. Terry's most damaging super due to the free follow-ups. Power Geyser can also be performed as qcb,hcf+P or qcb,f+P in SVC's input reader. | |||
}} | |||
{{AttackData-SVC | |||
|version=Twin Geyser | |||
|Damage=18 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=4 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This is the most important follow-up. To do this one, do the input when the first geyser connects (or when Terry's fist touches the ground if whiffed). In the corner you can juggle after it hits with any super, which leads to some of Terry's best combos, especially in Max Mode. | |||
}} | |||
{{AttackData-SVC | |||
|version=Triple Geyser | |||
|Damage=18 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=4 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* The finisher to Power Geyser. To do it, do the input as the second geyser connects (or when Terry's fist touches the ground if whiffed). You can't do things after it, but it will add more damage to the super. The full Power Geyser sequence makes it one of the most damaging supers in the game. | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|214}}{{Motion|6}}{{Icon-SNK|B}}{{Icon-SNK|C}} | |||
|caption= | |||
|name=Rising Beat | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=16+(5x8)+(23x4) | |||
|Counter Dmg=16+(5x8)+(23x4) | |||
|Guard=Mid | |||
|G. Crush=x | |||
|Stun=X | |||
|Meter=X | |||
|Cancel=Free | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* '''Full Input:''' qcb~f+BC > AA, BB, CC, DD, qcb+CD | |||
* Terry rushes forward to perform a Deadly Rave on the opponent, with a series of punches and kicks ending in a Buster Wolf-esque ender to blast the opponent away. | |||
* On the 5th hit (the second B input), you have enough advantage to link into any combo. This is an improvement over [[SvC Chaos: SNK Vs Capcom/Geese Howard|Geese's]] similar Exceed, but it doesn't go through projectiles like Geese's. | |||
* Terry can Max Cancel most hits of the Exceed, allowing for massive combo extensions. The finisher is nice to default to and does good damage, but Terry doesn't need it unless it secures a kill. | |||
* Easy to confirm into since it can work from any of Terry's BnB starters. | |||
* Not a bad Exceed, but not essential to Terry's game plan either. Primarily serves as a combo tool that allows for massive damage potential and doesn't require other resources. | |||
}} | |||
}} | |||
==Strategy== | |||
===Basic Strategy=== | |||
'''''Terry's Gameplan''''' | |||
Terry is the prime example of a simple yet effective rushdown character in SVC. His j.D is a fantastic crossup, his combos are easy and damaging, and he has tools for just about every situation in the game. Power Wave is a passable projectile for space control, Rising Tackle and especially Power Geyser serve as consistent anti-airs, and Crack Shoot has a lot of situational applications that can lead to real combo extensions. | |||
Without a doubt, Buster Wolf is a huge part of Terry's identity in SVC. Its range, speed, and almost non-existent recovery make it one of the most abusable tools in the game with plenty of applications for combos and punishes to boot. Buster Wolf on its own makes Terry in Max Mode especially dangerous, as the threat of back-to-back Buster Wolf on block is very real with it being a strong knowledge check that is difficult to punish meaningfully. Even without this tactic, Max Mode gives Terry a ton of flexibility with standard combo routing due to having so many Free Cancel options both into and out of his specials and even his supers. | |||
Terry is meant to be played with relentless offense in a game where zoners tend to control the meta. Use GCFS to close the gap as needed and tack on the pressure as much as possible. Terry's simplicity as an aggressive character makes him a great SVC starter character, as you'll be encouraged to learn SVC's unique mechanics to supplement his already stable game plan. | |||
===Advanced Strategy=== | |||
====Match-Ups==== | |||
=====Sagat===== | |||
When far away, if timed right, it's possible for Terry to jump over Sagat's B Tiger Shots with 214D; 214B is prone to losing or trading depending on distance. Terry cannot use 214K close to Sagat as he'll get stuffed by fireballs, but it's theoretically an optimal punish. Basically, low fireballs help Sagat fight fireball wars with Terry's Power Wave, but high fireballs can prevent Terry from jumping in or using 214K. Terry's Power Geyser also has an issue where against Sagat up close, if Sagat times st.D correctly, Terry's super whiffs right past Sagat but still leaves him in front of Sagat due to disjointed hitboxes. Sagat's st.D pushes him forward, but not his pushbox, thus Terry's super hitbox ends up behind Sagat's hurtboxes. However, this also means Sagat can't punish or trade with Power Geyser as a result. If Terry's super does connect before Terry can get close enough to Sagat, or Sagat's attack doesn't come out fast enough, it's likely only the first hit will connect, but Sagat is safe from the rest due to being farther away. It's possible to also trade, albeit unlikely, and it's rarer still for Sagat to interrupt Terry without a trade on st.D. In the worst-case scenario, they both whiff but Sagat pushes himself back into Terry's super while the hitbox is still active, thus getting hit regardless due to recovery frames. This happens if Sagat initiates st.D first, though the exact timing is not 100% understood. That said, Terry wins the matchup simply due to better normals, better punishes, meterless reversal, being much faster, safer punishes, and not having to commit to his offense and easily forcing himself in front of Sagat, especially with Buster Wolf in neutral and for punishes. Terry up close forces Sagat to work with worse buttons and more committal defense. Terry's lights are much better at stuffing Sagat in neutral, notably st.B. At least Sagat's meter dump is equally as good as Terry's meter dump. | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
===Starters=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Starters | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|cr.B, cr.A, df.C || TBA || TBA || TBA || TBA || Light starter. May need to omit df.C depending on distance. | |||
|- | |||
|cr./cl.C(1-2), df.C || TBA || TBA || TBA || TBA || Heavy starter. May need to omit df.C depending on distance. | |||
|- | |||
|cl.D, df.C || TBA || TBA || TBA || TBA || Same as cl.C starter. | |||
|- | |||
|} | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) Starter, qcf+A || TBA || TBA || TBA || TBA || A very basic BnB into Power Wave. Primarily used for block strings to create space safely. | |||
|- | |||
|qcf+C, qcb+P || TBA || TBA || TBA || TBA || A basic midscreen follow-up example for Round Wave. A consistent option that can probably even be used on block if A Burn Knuckle is spaced correctly, but beware of GCFS. | |||
|- | |||
|qcf+C, dp+D || TBA || TBA || TBA || TBA || Another midscreen option. The D version needs to be used here because the second hit of the B version will whiff. | |||
|- | |||
|qcf+C, qcb+B || TBA || TBA || TBA || TBA || The optimal follow-up to Round Wave if you're close enough, as it enables further juggles in the corner. | |||
|- | |||
|(Corner Only) qcf+C, qcb+B, [d]~u+P || TBA || TBA || TBA || TBA || Meterless corner BnB utilizing Crack Shoot's juggle properties. | |||
|- | |||
|(j.X,) Starter, qcb+A || TBA || TBA || TBA || TBA || The staple Burn Knuckle BnB. Light starters require chaining to df+C for this to work, but heavy starters work regardless. It's possible for Burn Knuckle to be blocked if the spacing or the cancel timing is off, but normally this results in a spaced Burn Knuckle that can't be punished anyway. | |||
|- | |||
|(j.X,) cl.C/D, (df.C,) qcb+B || TBA || TBA || TBA || TBA || Ideal meterless punish combo into Crack Shoot. | |||
|- | |||
|(j.X,) cr.B, df.C, qcb+B || TBA || TBA || TBA || TBA || Possible combo into Crack Shoot from a low starter. Note that the typical chain into cr.A needs to be omitted here due to spacing. | |||
|- | |||
|(j.X,) Starter, dp+D || TBA || TBA || TBA || TBA || Basic combo into Power Dunk. May be more damage optimal midscreen. | |||
|- | |||
|(j.X,) cr.B, cr.A, [d]~u+C || TBA || TBA || TBA || TBA || Low confirm into Rising Tackle. | |||
|- | |||
|(j.X,) cr.B, df.C, [d]~u+C || TBA || TBA || TBA || TBA || A more damaging version of the low confirm into Rising Tackle if your execution is good. | |||
|- | |||
|(j.X,) cr.C, [d]~u+C || TBA || TBA || TBA || TBA || Punish combo into Rising Tackle. | |||
|- | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Super Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) Starter, qcfx2+P || TBA || TBA || TBA || TBA || Staple metered BnB into Buster Wolf. Reliable and damaging. | |||
|- | |||
|(j.X,) Starter, qcfx2+K || TBA || TBA || TBA || TBA || Same as above but into High Angle Geyser. Looks cooler because you see it less often. | |||
|- | |||
|(j.X,) Starter, qcb~db~f+P > qcf+Px2 || TBA || TBA || TBA || TBA || Same as above but into Power Geyser. Can generally be more difficult to execute depending on the starter, but it's technically the most damaging version of this combo due to the Power Geyser follow-ups, so it's worth learning. | |||
|- | |||
|(Corner/Near Corner Only) qcf+C, qcb+B, qcfx2+P || TBA || TBA || TBA || TBA || Ideal Round Wave starter combo near the corner. Important for Terry's Max Mode routes. | |||
|- | |||
|(Corner Only) Starter, qcb~db~f+P > (Delay) qcf+P, qcfx2+P || TBA || TBA || TBA || TBA || A flashy but very rewarding 2-bar corner combo. The timing for this is tricky because it requires a slight delay in the activation of Twin Geyser in order to create the extra juggle height needed for Buster Wolf to connect. Absolutely worth the damage if you can land it. | |||
|- | |||
|Exceed (AA~BB, End), Any Combo || TBA || TBA || TBA || TBA || The standard sequence for comboing after Terry's Exceed. By stopping at the second B input (or any input, since Terry is plus on hit after all of them), you have enough hitstun to follow up with any combo for additional damage, notably a cl.C starter combo. '''Without max mode meter to burn to extend your combos further, you are strictly doing worse damage than simply ending the exceed by itself. If you do not have max mode meter to spend, this is only for style points, otherwise you are doing worse damage, even with the power geyser super.''' | |||
To illustrate this point, a basic combo is doing j.D, cl.C, df.C, Exceed. By ending it after AA~BB, if all you do is, again, cl.C, df.C, super, you are doing worse damage than if you did the full exceed, even if the combo started the same way. The closest way to match the damage of doing the full exceed is by doing the triple geyser super and landing all 3 geysers, however you will still be off by a few points of damage. If you default to either of his other supers, you will do noticeably worse damage than the full exceed. | |||
|- | |||
|(j.X,) Starter, Exceed || TBA || TBA || TBA || TBA || Logically, Terry can go into his Exceed from any combo starter. You can finish the input sequence of the Exceed if you know it'll kill. You can use the above sequence break to extend with an additional full combo, '''however without max mode you should not as you lose damage compared to doing the full exceed.''' | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
NOTE: Terry's Max Mode loops are all corner only. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|qcf+C, (C) Super || TBA || TBA || TBA || TBA || Round Wave can Max Cancel into any super. Note that Buster Wolf doesn't work well here due to the juggle state caused by Round Wave, and D High Angle Geyser doesn't work well midscreen due to its longer startup. | |||
|- | |||
|qcf+C, (C) Exceed (AA~BB, End), Any Combo || TBA || TBA || TBA || TBA || Round Wave can similarly Max Cancel into Exceed, and the initial hit of Exceed re-stands the opponent, allowing you to sequence break into another full combo. | |||
|- | |||
|qcf+C, (C) Exceed || TBA || TBA || TBA || TBA || | |||
|- | |||
|qcf+C, (C) Exceed (AA~BB~CC~DD), (C) Any Move || TBA || TBA || TBA || TBA || The second-to-last input in Terry's Exceed can Max Cancel into anything, allowing you to capitalize even more on Exceed's damage potential. | |||
|- | |||
|(j.X,) Starter, qcfx2+P(1), (C) qcb+A || TBA || TBA || TBA || TBA || Showcasing that it's possible to Max Cancel the first hit of Buster Wolf. | |||
|- | |||
|(j.X,) Starter, qcfx2+K(2), (C) qcb+A || TBA || TBA || TBA || TBA || Showcasing that it's possible to Max Cancel the second hit of High Angle Geyser. | |||
|- | |||
|(j.X,) Starter, qcfx2+P(1), (C) qcb+B || TBA || TBA || TBA || TBA || An alternate route from the Max Cancel on Buster Wolf that can help with practicing for Max Mode loops. | |||
|- | |||
|(Corner/Near Corner Only) (j.X,) Starter, qcfx2+K(2), (C) qcb+B, qcfx2+P(1), (C) qcf+C, qcb+B, qcfx2+P || TBA || TBA || TBA || TBA || An example of a potential Max Mode loop that uses High Angle Geyser as the starter for the sequence. The idea is to get the opponent airborne to allow for Crack Shoot's juggle properties to carry the rest of the combo. | |||
|- | |||
|(j.X,) Starter, qcfx2+P(1), (C) dp+D(1), (C) qcb+B, (Corner Follow-Up) || TBA || TBA || TBA || TBA || Another route to start Max Mode juggle loops from Crack Shoot. D Power Dunk pops the opponent into the air, enabling the rest of the combo. | |||
|- | |||
|(j.X,) cr.C / (cr.B, df.C), [d]~u+P(1), (C) qcb+B, (Corner/Near Corner Only) qcfx2+P || TBA || TBA || TBA || TBA || Another simple route into Max Mode extensions that uses the first hit of Rising Tackle for the pop-up. | |||
|- | |||
|(Corner Only) Exceed (AA~BB~CC~DD), [(C) qcf+C, qcb+B, qcfx2+P]x2 || TBA || TBA || TBA || TBA || An example of using Exceed to combo into a simple Max Mode loop near the corner. A demonstration of what might be the most straightforward Max Mode loop Terry has access to near the corner. | |||
|- | |||
|(Corner Only) (Hold d) Exceed (AA~BB, End), cr.C / (cr.B, df.C), [[d]~u+P(1), (C) qcb+B]xN || TBA || TBA || TBA || TBA || A version of the Max Mode loop that uses Rising Tackle. Notable in that it spends less Max Mode meter over time than the above loop route, but can be challenging to do on account of the multiple charge inputs in sequence. | |||
|- | |||
|(Corner Only) Exceed (AA~BB, End), Starter, qcfx2+K(2), (C) qcb+B, Loop || TBA || TBA || TBA || TBA || An example of one of the more damaging loop starters using everything compiled above. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] | |||
[[Category:Terry Bogard]] |
Latest revision as of 04:04, 23 April 2025
テリー・ボガード, Terry Bogard | |
---|---|
Category | Normal |
Playstyle | Rushdown |
Difficulty | Simple |
Max Mode Needed? | Up To You |
Tier Placement | Very Strong (A) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 215 |
Wall Jump | No |
Introduction
Packing a cool hat, Terry Bogard is the main character from the Fatal Fury series and SNK's mascot character. He is known as one of the "Lonely/Hungry Wolves," with the other two being his friend Joe Higashi and his brother Andy Bogard. As always, he's one of the easiest characters for new players to pick up and play. While he might be very similar to his KOF2002 iteration, where he's a low-tier character, in this game he's so good he's borderline top-tier, requiring very little effort to get results thanks to a whole slew of buffs (whether intentional or not) that make his rushdown game quite threatening.
Strengths | Weaknesses |
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|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Mid | 5 | 5 | - | - | 3 | 5 | 5 | 13 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Mid | 5 | 5 | - | - | 4 | 5 | 7 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12x2 | 18 | Mid | 9x2 | 12x2 | - | - | 3 | 3, 7 | 15 | 28 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Mid | 16 | 20 | - | - | 4 | 10 | 16 | 30 | -6 | -8 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 8 | Mid | 6 | 6 | - | - | 3 | 4 | 5 | 12 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Mid | 7 | 7 | - | - | 7 | 4 | 9 | 20 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Mid | 16 | 20 | - | - | 5 | 7 | 16 | 28 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Mid | 16 | 20 | - | - | 12 | 7 | 15 | 34 | -2 | -4 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Mid | 5 | 5 | - | - | 3 | 4 | 6 | 13 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Mid | 5 | 5 | - | - | 3 | 3 | 8 | 14 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Mid | 16 | 20 | - | - | 6 | 5 | 19 | 30 | -4 | -6 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Mid | 16 | 20 | - | - | 10 | 8 | 22 | 40 | SKD | -12 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 8 | Overhead | 6 | 6 | - | - | 3 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Overhead | 7 | 7 | - | - | 2 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Overhead | 16 | 20 | - | - | nj = 3 ; dj = 4 | nj = 7 ; dj = 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Overhead | 16 | 20 | - | - | 6 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Overhead | 16 | 20 | - | - | 8 | 7 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Raw= 18 ; Cancel= 11 | Raw= 24 ; Cancel= 16 | Mid | Raw= 11 ; Cancel= 7 | Raw= 18 ; Cancel= 11 | - | - | 3 | 3, 3 | 19 | 28 | 1st Raw = -5 ; 1st Canceled = -11 | 1st Raw = -7 ; 1st Canceled = -13 | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 | 13 | Mid | 11 | 11 | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 27 | Mid | 24 | 16 | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb+A | 20 | 22 | Mid | 16 | 16 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb+C | 24 | 26 | Mid | 16 | 20 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb+B | 16x2 | 20 | Mid | 11x2 | 11x2 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb+D | 22x3 | 27 | Mid | 16x3 | 20x2 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp+B | 16x2 | 20 | Mid | 11x2 | 11x2 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp+D | 17x2 | 21 | Mid | 12x2 | 12x2 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[d]~u+A | 13x4 | 14 | Mid | 3x4 | 3x4 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[d]~u+C | 12x7 | 13 | Mid | 2x7 | 2x7 | - | - | - | - | - | - | - | - | - |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22, 24x4 | 22, 24 | Mid | 0 | 0 | 0 | Free (1st) | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24x4, 22 | 24, 22 | Mid | 4x4, 0 | 0 | 0 | Free (2nd) | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Single Geyser | 40 | 43 | Mid | 16 | 0 | 0 | X | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Twin Geyser | 18 | 18 | Mid | 4 | 0 | 0 | X | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Triple Geyser | 18 | 18 | Mid | 4 | 0 | 0 | X | - | - | - | - | - | - | - |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16+(5x8)+(23x4) | 16+(5x8)+(23x4) | Mid | x | X | X | Free | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
Terry's Gameplan
Terry is the prime example of a simple yet effective rushdown character in SVC. His j.D is a fantastic crossup, his combos are easy and damaging, and he has tools for just about every situation in the game. Power Wave is a passable projectile for space control, Rising Tackle and especially Power Geyser serve as consistent anti-airs, and Crack Shoot has a lot of situational applications that can lead to real combo extensions.
Without a doubt, Buster Wolf is a huge part of Terry's identity in SVC. Its range, speed, and almost non-existent recovery make it one of the most abusable tools in the game with plenty of applications for combos and punishes to boot. Buster Wolf on its own makes Terry in Max Mode especially dangerous, as the threat of back-to-back Buster Wolf on block is very real with it being a strong knowledge check that is difficult to punish meaningfully. Even without this tactic, Max Mode gives Terry a ton of flexibility with standard combo routing due to having so many Free Cancel options both into and out of his specials and even his supers.
Terry is meant to be played with relentless offense in a game where zoners tend to control the meta. Use GCFS to close the gap as needed and tack on the pressure as much as possible. Terry's simplicity as an aggressive character makes him a great SVC starter character, as you'll be encouraged to learn SVC's unique mechanics to supplement his already stable game plan.
Advanced Strategy
Match-Ups
Sagat
When far away, if timed right, it's possible for Terry to jump over Sagat's B Tiger Shots with 214D; 214B is prone to losing or trading depending on distance. Terry cannot use 214K close to Sagat as he'll get stuffed by fireballs, but it's theoretically an optimal punish. Basically, low fireballs help Sagat fight fireball wars with Terry's Power Wave, but high fireballs can prevent Terry from jumping in or using 214K. Terry's Power Geyser also has an issue where against Sagat up close, if Sagat times st.D correctly, Terry's super whiffs right past Sagat but still leaves him in front of Sagat due to disjointed hitboxes. Sagat's st.D pushes him forward, but not his pushbox, thus Terry's super hitbox ends up behind Sagat's hurtboxes. However, this also means Sagat can't punish or trade with Power Geyser as a result. If Terry's super does connect before Terry can get close enough to Sagat, or Sagat's attack doesn't come out fast enough, it's likely only the first hit will connect, but Sagat is safe from the rest due to being farther away. It's possible to also trade, albeit unlikely, and it's rarer still for Sagat to interrupt Terry without a trade on st.D. In the worst-case scenario, they both whiff but Sagat pushes himself back into Terry's super while the hitbox is still active, thus getting hit regardless due to recovery frames. This happens if Sagat initiates st.D first, though the exact timing is not 100% understood. That said, Terry wins the matchup simply due to better normals, better punishes, meterless reversal, being much faster, safer punishes, and not having to commit to his offense and easily forcing himself in front of Sagat, especially with Buster Wolf in neutral and for punishes. Terry up close forces Sagat to work with worse buttons and more committal defense. Terry's lights are much better at stuffing Sagat in neutral, notably st.B. At least Sagat's meter dump is equally as good as Terry's meter dump.
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.B, cr.A, df.C | TBA | TBA | TBA | TBA | Light starter. May need to omit df.C depending on distance. |
cr./cl.C(1-2), df.C | TBA | TBA | TBA | TBA | Heavy starter. May need to omit df.C depending on distance. |
cl.D, df.C | TBA | TBA | TBA | TBA | Same as cl.C starter. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) Starter, qcf+A | TBA | TBA | TBA | TBA | A very basic BnB into Power Wave. Primarily used for block strings to create space safely. |
qcf+C, qcb+P | TBA | TBA | TBA | TBA | A basic midscreen follow-up example for Round Wave. A consistent option that can probably even be used on block if A Burn Knuckle is spaced correctly, but beware of GCFS. |
qcf+C, dp+D | TBA | TBA | TBA | TBA | Another midscreen option. The D version needs to be used here because the second hit of the B version will whiff. |
qcf+C, qcb+B | TBA | TBA | TBA | TBA | The optimal follow-up to Round Wave if you're close enough, as it enables further juggles in the corner. |
(Corner Only) qcf+C, qcb+B, [d]~u+P | TBA | TBA | TBA | TBA | Meterless corner BnB utilizing Crack Shoot's juggle properties. |
(j.X,) Starter, qcb+A | TBA | TBA | TBA | TBA | The staple Burn Knuckle BnB. Light starters require chaining to df+C for this to work, but heavy starters work regardless. It's possible for Burn Knuckle to be blocked if the spacing or the cancel timing is off, but normally this results in a spaced Burn Knuckle that can't be punished anyway. |
(j.X,) cl.C/D, (df.C,) qcb+B | TBA | TBA | TBA | TBA | Ideal meterless punish combo into Crack Shoot. |
(j.X,) cr.B, df.C, qcb+B | TBA | TBA | TBA | TBA | Possible combo into Crack Shoot from a low starter. Note that the typical chain into cr.A needs to be omitted here due to spacing. |
(j.X,) Starter, dp+D | TBA | TBA | TBA | TBA | Basic combo into Power Dunk. May be more damage optimal midscreen. |
(j.X,) cr.B, cr.A, [d]~u+C | TBA | TBA | TBA | TBA | Low confirm into Rising Tackle. |
(j.X,) cr.B, df.C, [d]~u+C | TBA | TBA | TBA | TBA | A more damaging version of the low confirm into Rising Tackle if your execution is good. |
(j.X,) cr.C, [d]~u+C | TBA | TBA | TBA | TBA | Punish combo into Rising Tackle. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) Starter, qcfx2+P | TBA | TBA | TBA | TBA | Staple metered BnB into Buster Wolf. Reliable and damaging. |
(j.X,) Starter, qcfx2+K | TBA | TBA | TBA | TBA | Same as above but into High Angle Geyser. Looks cooler because you see it less often. |
(j.X,) Starter, qcb~db~f+P > qcf+Px2 | TBA | TBA | TBA | TBA | Same as above but into Power Geyser. Can generally be more difficult to execute depending on the starter, but it's technically the most damaging version of this combo due to the Power Geyser follow-ups, so it's worth learning. |
(Corner/Near Corner Only) qcf+C, qcb+B, qcfx2+P | TBA | TBA | TBA | TBA | Ideal Round Wave starter combo near the corner. Important for Terry's Max Mode routes. |
(Corner Only) Starter, qcb~db~f+P > (Delay) qcf+P, qcfx2+P | TBA | TBA | TBA | TBA | A flashy but very rewarding 2-bar corner combo. The timing for this is tricky because it requires a slight delay in the activation of Twin Geyser in order to create the extra juggle height needed for Buster Wolf to connect. Absolutely worth the damage if you can land it. |
Exceed (AA~BB, End), Any Combo | TBA | TBA | TBA | TBA | The standard sequence for comboing after Terry's Exceed. By stopping at the second B input (or any input, since Terry is plus on hit after all of them), you have enough hitstun to follow up with any combo for additional damage, notably a cl.C starter combo. Without max mode meter to burn to extend your combos further, you are strictly doing worse damage than simply ending the exceed by itself. If you do not have max mode meter to spend, this is only for style points, otherwise you are doing worse damage, even with the power geyser super.
To illustrate this point, a basic combo is doing j.D, cl.C, df.C, Exceed. By ending it after AA~BB, if all you do is, again, cl.C, df.C, super, you are doing worse damage than if you did the full exceed, even if the combo started the same way. The closest way to match the damage of doing the full exceed is by doing the triple geyser super and landing all 3 geysers, however you will still be off by a few points of damage. If you default to either of his other supers, you will do noticeably worse damage than the full exceed. |
(j.X,) Starter, Exceed | TBA | TBA | TBA | TBA | Logically, Terry can go into his Exceed from any combo starter. You can finish the input sequence of the Exceed if you know it'll kill. You can use the above sequence break to extend with an additional full combo, however without max mode you should not as you lose damage compared to doing the full exceed. |
Max Mode Combos
NOTE: Terry's Max Mode loops are all corner only.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
qcf+C, (C) Super | TBA | TBA | TBA | TBA | Round Wave can Max Cancel into any super. Note that Buster Wolf doesn't work well here due to the juggle state caused by Round Wave, and D High Angle Geyser doesn't work well midscreen due to its longer startup. |
qcf+C, (C) Exceed (AA~BB, End), Any Combo | TBA | TBA | TBA | TBA | Round Wave can similarly Max Cancel into Exceed, and the initial hit of Exceed re-stands the opponent, allowing you to sequence break into another full combo. |
qcf+C, (C) Exceed | TBA | TBA | TBA | TBA | |
qcf+C, (C) Exceed (AA~BB~CC~DD), (C) Any Move | TBA | TBA | TBA | TBA | The second-to-last input in Terry's Exceed can Max Cancel into anything, allowing you to capitalize even more on Exceed's damage potential. |
(j.X,) Starter, qcfx2+P(1), (C) qcb+A | TBA | TBA | TBA | TBA | Showcasing that it's possible to Max Cancel the first hit of Buster Wolf. |
(j.X,) Starter, qcfx2+K(2), (C) qcb+A | TBA | TBA | TBA | TBA | Showcasing that it's possible to Max Cancel the second hit of High Angle Geyser. |
(j.X,) Starter, qcfx2+P(1), (C) qcb+B | TBA | TBA | TBA | TBA | An alternate route from the Max Cancel on Buster Wolf that can help with practicing for Max Mode loops. |
(Corner/Near Corner Only) (j.X,) Starter, qcfx2+K(2), (C) qcb+B, qcfx2+P(1), (C) qcf+C, qcb+B, qcfx2+P | TBA | TBA | TBA | TBA | An example of a potential Max Mode loop that uses High Angle Geyser as the starter for the sequence. The idea is to get the opponent airborne to allow for Crack Shoot's juggle properties to carry the rest of the combo. |
(j.X,) Starter, qcfx2+P(1), (C) dp+D(1), (C) qcb+B, (Corner Follow-Up) | TBA | TBA | TBA | TBA | Another route to start Max Mode juggle loops from Crack Shoot. D Power Dunk pops the opponent into the air, enabling the rest of the combo. |
(j.X,) cr.C / (cr.B, df.C), [d]~u+P(1), (C) qcb+B, (Corner/Near Corner Only) qcfx2+P | TBA | TBA | TBA | TBA | Another simple route into Max Mode extensions that uses the first hit of Rising Tackle for the pop-up. |
(Corner Only) Exceed (AA~BB~CC~DD), [(C) qcf+C, qcb+B, qcfx2+P]x2 | TBA | TBA | TBA | TBA | An example of using Exceed to combo into a simple Max Mode loop near the corner. A demonstration of what might be the most straightforward Max Mode loop Terry has access to near the corner. |
(Corner Only) (Hold d) Exceed (AA~BB, End), cr.C / (cr.B, df.C), [[d]~u+P(1), (C) qcb+B]xN | TBA | TBA | TBA | TBA | A version of the Max Mode loop that uses Rising Tackle. Notable in that it spends less Max Mode meter over time than the above loop route, but can be challenging to do on account of the multiple charge inputs in sequence. |
(Corner Only) Exceed (AA~BB, End), Starter, qcfx2+K(2), (C) qcb+B, Loop | TBA | TBA | TBA | TBA | An example of one of the more damaging loop starters using everything compiled above. |