Fatal Fury Special/Terry Bogard: Difference between revisions

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[[File:Ffspecterry.png|right|Martial Arts Expert]]
[[File:Ffspecterry.png|right|Martial Arts Expert]]
[[File:Ffspecterry_colors.png|right‎]]
[[File:Ffspecterry_colors.png|right]]
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==Introduction==
==Introduction==
SNK's iconic poster boy and main character of the series, Terry comes with the usual protagonist kit of specials consisting of a projectile, invulnerable anti-air and an advancing special. Arguably the most balanced character of the game, which is both his biggest strength and weakness; while he doesn't struggle too hard against any character, he doesn't have too many advantageous matchups either.
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==Moves List==
==Move List==
<center>'''Move List Showcase''' <br>
 
<youtube>yWMJkSLtsn4</youtube></center>
===General Hurtboxes===
''Credit to MiddleKick for all notes on each move.''
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
==Normals==
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Crawling || align="center" | Jumping
{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"
|-
| '''Move Name''' || '''Notes'''
|-
| Standing/Crouching A || With its rapid-fire ability it's used for close poking where you can attempt a throw once they're relaxed enough; if you sense they'll try to counter your throw, link in a crouching A x 1~2- crouching C-> B Crack Shoot combo. This only whiffs against a handful of characters when crouching: Mai and the old geezers. The crouching A has similar uses.
|-
| Far Standing B || Outside of a GA, this is Terry's only anti-air normal. It's decent, but you have to position yourself in such a way that a: it doesn't whiff and b: you don't get the close version.
|-
| Crouching C || A great combo move because it links easily from any version of his A (jumping, crouching, standing) and combos easily into his A Burn Knuckle and B Crack Shoot. This also has its own specific uses - like being able to beat Billy's Sansestu Kon (c,b,f+punch) both on reaction, depending on distance; and by throwing the punch before Billy's attack appears.
|-
| Crouching D || Terry's main mid-distance poking weapon. Very good reach and because it can be canceled, allows him to get right in the opponent's face and start his rush patterns. Your most frequent cancels should be into his B or D Crack Shoot. And for special purposes, an A Power Wave when your opponent expects the Crack Shoot or an A Burn Knuckle. The A Burn Knuckle whiffs against the smaller characters such as Mai and the old geezers, where you can throw them the instant you land. A mix-up tactic similar to SF Boxer's crouching attack-> whiffed Dash Upper-> throw. Mix this up further by not going for the throw and use a crouching A, then a throw instead.
|-
| Close Standing D || Great for combos and plenty of stun (8 points?); also allows easy hit-confirms from the second hit.
|-
| Jumping B || Great against anti-air sliding attacks; mix-up by landing into a throw or an A x n-> crouching C combo.
|-
| Jumping D || Can cross-up, and is useful for the occasional A Power Wave-> opponent jumps-> anti-air jumping D trap.
|-
|-
| Guard Attack || This uppercut is great for opponents who try rush with body projectile moves: Burn Knuckle, Crack Shoot, Tung's Senshippo(qcb+p), Laurence's Bloody Spin. Also a good anti-air. Like all GAs it has upper body invincibility and can be canceled.
| align="center"; valign="bottom" | [[File:FFS Terry Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Terry Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Terry Crouchwalk.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Terry Jump.png|bottom]]
|-
|-
| align="center" |  || align="center" |  || align="center" |  || align="center" | 54F (4+47+3) duration.
|}
|}


===Throw===
===Close Standing Normals===
 
===== <span class="invisible-header">c5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_c5A.png
|subtitle=Elbow/エルボー
|caption=
|name=c5A
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Mid
|Startup=3
|Active=3
|Recovery=4
|Total=9
|Hit Adv=+9
|Block Adv=+10
|Property=Kara Cancel
|description=With its rapid-fire ability it's used for close poking where you can attempt a throw once they're relaxed enough. If you sense they'll try to counter your throw, link in a 2A x 1~2 -> 2C -> 2147B combo. This only whiffs against a handful of characters when crouching: Mai and the old geezers. 2A has similar uses.
}}
}}
 
===== <span class="invisible-header">c5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_c5B.png
|subtitle=Knee Strike/ひざ蹴り
|caption=
|name=c5B
|data=
{{AttackData-FFS
|Damage=10
|Stun=2
|Guard=Mid
|Startup=8
|Active=6
|Recovery=8
|Total=21
|Hit Adv=+2
|Block Adv=+3
|Property=Kara Cancel
|description=Not really noteworthy as close A and 2A are much more advantageous and come out faster.
}}
}}
 
===== <span class="invisible-header">c5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_c5C.png
|subtitle=Body/ボディ
|caption=
|name=c5C
|data=
{{AttackData-FFS
|Damage=11x2
|Stun=4x2
|Guard=Mid
|Startup=7
|Active=3+8
|Recovery=13
|Total=30
|Hit Adv=+4
|Block Adv=+5
|Property=Kara Cancel
|description=Great for combos and plenty of stun. Allows easy hit-confirms from the second hit.
<gallery class="mw-collapsible">
  FFS_Terry_c5C.png
  FFS Terry c5C 1.png|
</gallery>
}}
}}
 
===== <span class="invisible-header">c5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_c5D.png
|subtitle=High Kick/ハイキック
|caption=
|name=c5D
|data=
{{AttackData-FFS
|Damage=20
|Stun=4
|Guard=Mid
|Startup=8
|Active=9
|Recovery=25
|Total=41
|Hit Adv=-10
|Block Adv=-11
|Property=Kara Cancel
|description=
}}
}}
 
===Far Standing Normals===
 
===== <span class="invisible-header">f5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_f5A.png
|subtitle=Jab/ジャブ
|caption=
|name=f5A
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Mid
|Startup=3
|Active=3
|Recovery=4
|Total=9
|Hit Adv=+9
|Block Adv=+10
|Property=Kara Cancel
|description=Low risk jab that can be used to beat the opponent's advancing moves. Can link into 2D for a knockdown.
}}
}}
 
===== <span class="invisible-header">f5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_f5B.png
|subtitle=Middle Kick/ミドルキック
|caption=
|name=f5B
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Mid
|Startup=5
|Active=7
|Recovery=8
|Total=20
|Hit Adv=+1
|Block Adv=+2
|Property=Kara Cancel
|description=Outside of Dodge Attack, this is Terry's only anti-air normal. Make sure to be outside of c5B's proximity when anti-airing.
}}
}}
 
===== <span class="invisible-header">f5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_f5C.png
|subtitle=Straight/ストレート
|caption=
|name=f5C
|data=
{{AttackData-FFS
|Damage=16
|Stun=4
|Guard=Mid
|Startup=10
|Active=8
|Recovery=14
|Total=31
|Hit Adv=+1
|Block Adv=0
|Property=
|description=Fairly poor move as it has very little reach and whiffs against several characters if they're crouching. Not cancellable either.
}}
}}
 
===== <span class="invisible-header">f5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_f5D 1.png
|subtitle=回し蹴り
|caption=
|name=f5D
|data=
{{AttackData-FFS
|Damage=18
|Stun=4
|Guard=Mid
|Startup=10
|Active=10
|Recovery=20
|Total=39
|Hit Adv=-7
|Block Adv=-8
|Property=
|description=Good reach. Terry's main long distance poke along with 2D.
<gallery class="mw-collapsible">
  FFS Terry f5D.png|
  FFS Terry f5D 1.png|
</gallery>
}}
}}
 
===Crouching Normals===
 
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_2A.png
|subtitle=Crouching Jab/しゃがみジャブ
|caption=
|name=2A
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Mid
|Startup=4
|Active=3
|Recovery=5
|Total=11
|Hit Adv=+8
|Block Adv=+9
|Property=Kara Cancel
|description=Good combo starter, especially against small characters. Links to itself and 2C.
}}
}}
 
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_2B.png
|subtitle=足払い蹴り
|caption=
|name=2B
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Low
|Startup=7
|Active=6
|Recovery=9
|Total=21
|Hit Adv=+1
|Block Adv=+2
|Property=
|description=Unfortunately cannot be linked out of, though it can combo into 214A if the opponent is standing.
}}
}}
 
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Terry 2C.png
|subtitle=Crouching Straight/しゃがみストレート
|caption=
|name=2C
|data=
{{AttackData-FFS
|Damage=16
|Stun=4
|Guard=Mid
|Startup=7
|Active=9
|Recovery=10
|Total=25
|Hit Adv=+5
|Block Adv=+4
|Property=Kara Cancel
|description=A great combo move because it links easily from any A normal and combos easily into 214A and 2147B. This also has its own specific uses - like being able to beat Billy's Sansestukon both on reaction, depending on distance; and by throwing the punch before Billy's attack appears.
}}
}}
 
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_2D.png
|subtitle=Slide Kick/スライドキック
|caption=
|name=2D
|data=
{{AttackData-FFS
|Damage=14
|Stun=4
|Guard=Low
|Startup=8
|Active=8
|Recovery=19
|Total=35
|Hit Adv=KD
|Block Adv=-3
|Property=
|description=Terry's main mid-distance poking weapon. Very good reach and because it can be canceled, allows him to get right in the opponent's face and start his rush patterns. Your most frequent cancels should be into either version of Crack Shoot and for special purposes, a 236A when your opponent expects the Crack Shoot or an A Burn Knuckle. The Burn Knuckle whiffs against the smaller characters such as Mai and the old geezers, where you can throw them the instant you land.
}}
}}
 
===Jumping Normals===
 
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_jA.png
|subtitle=Jump Chop/ジャンプ手刀
|caption=
|name=jA
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Overhead
|Startup=6
|Active=∞
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=This is what you get if you attempt to do a light Rising Tackle without having a full charge, and it might occasionally save you as it's a passable air-to-air move. Not something you want to use on purpose, though, as Terry has better options.
}}
}}
 
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_jB.png
|image2=FFS_Terry_j8B.png
|subtitle=Jump Terry Kick/ジャンプテリーキック
|subtitle2=ジャンプ前蹴り
|caption=Diagonal Jump
|caption2=Neutral Jump
|name=jB
|data=
{{AttackData-FFS
|Damage=10
|Stun=2
|Guard=Overhead
|Startup=6
|Active=∞
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description= * Same frame data for diagonal and neutral jumps.
* Diagonal version is great against anti-air sliding attacks; mix-up by landing into a throw or an A x n-> 2C combo.
}}
}}
 
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_jC.png
|subtitle=Jump Thrust/ジャンプ正拳突き
|caption=
|name=jC
|data=
{{AttackData-FFS
|Damage=18
|Stun=4
|Guard=Overhead
|Startup=6
|Active=17
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=Strong hitbox with more reach than you'd expect. Very good air-to-air.
}}
}}
 
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=FFS_Terry_jD.png
|caption=F + C
|image2=FFS_Terry_j8D.png
|name=Buster Throw
|subtitle=
|caption=Diagonal Jump
|caption2=Neutral Jump
|name=jD
|data=
{{AttackData-FFS
|version=Diagonal Jump
|subtitle=Jump Terry Kick/ジャンプテリーキック
|Damage=20
|Stun=4
|Guard=Overhead
|Startup=8
|Active=17
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=Can cross-up, and is useful for the occasional air-to-air.
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|subtitle=Jump Spin Kick/ジャンプ後ろ回し蹴り
|Damage=16
|Stun=4
|Guard=Overhead
|Startup=11
|Active=10
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=Good air-to-air.
}}
}}
 
===Universal Mechanics===
 
===== <span class="invisible-header">Lane Blast (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_CD_Front 3.png
|image2=FFS_Terry_CD_Back 3.png
|subtitle=Jump Back Spin Kick/ジャンプバックスピンキック
|caption=Front Lane
|caption2=Back Lane
|name=Lane Blast
|input=C+D
|data=
{{AttackData-FFS
|version=Front Lane
|Damage=22
|Stun=5
|Guard=Mid
|Startup=19
|Active=9
|Recovery=13
|Total=40
|Hit Adv=KD
|Block Adv=-3
|Property=Cancel, Lane Shift, Foot Invuln 4-32F
|description=Great for beating all sliding attacks (Duck, Laurence, Jubei and Joe) and once in full swing, will beat low-to-the-ground crouching kicks from Bear, Geese and Mai. Also has great priority and makes a decent meaty. As it can be used while crouching it allows Terry to keep his charge for a Rising Tackle.
<gallery class="mw-collapsible">
  FFS Terry CD Front.png|
  FFS Terry CD Front 1.png|
  FFS Terry CD Front 2.png|
  FFS Terry CD Front 3.png|
  FFS Terry CD Front 4.png|
  FFS Terry CD Front 5.png|
</gallery>
}}
{{AttackData-FFS
|header=no
|version=Back Lane
|Damage=22
|Stun=5
|Guard=Mid
|Startup=16
|Active=9
|Recovery=13
|Total=37
|Hit Adv=KD
|Block Adv=-3
|Property=Cancel, Lane Shift, Foot Invuln 4-30F
|description=Quicker in the back lane and has a slightly different hitbox.
<gallery class="mw-collapsible">
  FFS Terry CD Back.png|
  FFS Terry CD Back 1.png|
  FFS Terry CD Back 2.png|
  FFS Terry CD Back 3.png|
  FFS Terry CD Back 4.png|
</gallery>
}}
}}
 
===== <span class="invisible-header">Lane Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_Lane_Punch_Front.png
|image2=FFS Terry Lane Kick Front.png
|image3=FFS Terry Lane Punch Back.png
|image4=FFS Terry Lane Kick Back.png
|subtitle=
|caption=Front Lane Punch
|caption2=Front Lane Kick
|caption3=Back Lane Punch
|caption4=Back Lane Kick
|name=Lane Attack
|input=A/B/C/D from opposite lane
|data=
|data=
  {{AttackData-FFS
  {{AttackData-FFS
  |Damage=
|version=A
  |Stun=
|subtitle=Jump Lariat Punch/ジャンプラリアットパンチ
  |Startup=
  |Damage=20
  |Stun=2
|Guard=Overhead
|Startup=13
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * Straight and fast cross-lane punch.
}}
{{AttackData-FFS
|header=no
|version=B
|subtitle=Jump Knee Attack/ジャンプニーアタック
|Damage=20
|Stun=2
|Guard=Overhead
|Startup=13
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * Straight cross-lane kick.
}}
{{AttackData-FFS
|header=no
|version=C
|subtitle=Jump Lariat Punch/ジャンプラリアットパンチ
|Damage=20
|Stun=4
|Guard=Overhead
|Startup=13
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * Slower high angle punch.
}}
{{AttackData-FFS
|header=no
|version=D
|subtitle=Jump Knee Attack/ジャンプニーアタック
|Damage=20
|Stun=4
|Guard=Overhead
  |Startup=13
  |Active=
  |Active=
  |Recovery=
  |Recovery=4
|Total=
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=Terry's Throw.
|Property=/
|description= * Slower high-angle kick.
}}
}}
 
===== <span class="invisible-header">Dodge Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_Dodge_Attack 2.png
|subtitle=
|caption=
|name=Dodge Attack
|input=6A during proximity guard
|data=
{{AttackData-FFS
|Damage=11
|Stun=5
|Guard=Mid
|Startup=9
|Active=7+9
|Recovery=12
|Total=36
|Hit Adv=Air Reset
|Block Adv=
|Property=Cancel, Upper-Body Invuln 1-24F※
  |description=This uppercut is great for opponents who try to rush with moves like: Burn Knuckle, Crack Shoot, Tung's 214P, Laurence's Bloody Spin. Also a good anti-air.
 
※Hurtbox is slightly taller during 9-15F.
<gallery class="mw-collapsible">
  FFS_Terry_Dodge_Attack.png|Startup
  FFS Terry Dodge Attack 1.png|
  FFS Terry Dodge Attack 2.png|9-15F
  FFS Terry Dodge Attack 3.png|
  FFS Terry Dodge Attack 4.png|Recovery
</gallery>
}}
}}
 
===Throws===
 
===== <span class="invisible-header">Buster Throw (4/6C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_Throw.png
|caption=
|name=Buster Throw
|input=close 4/6C
|data=
{{AttackData-FFS
|Damage=26
|Stun=3
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=KD (+75)
|Block Adv=/
|Property=/
|description= * Switches sides.
<gallery class="mw-collapsible">
  FFS Terry Throw 1.png|
</gallery>
  }}
  }}
}}
}}


==Special Moves==
===Special Moves===
 
===== <span class="invisible-header">Power Wave (236P)</span> =====
{{MoveData
| name    = Power Wave
| input    = 236A/C
| subtitle =
| image    = FFS Terry 236P 2.png
| caption  =
| data  = Cannot be avoided by Dodge Attacks.
<gallery class="mw-collapsible">
  FFS Terry 236P.png|
  FFS Terry 236P 1.png|
  FFS Terry 236P 2.png|
</gallery>
{{AttackData-FFS
| version    = A
| subtitle    =
| Damage      = 16 (4)
| Stun        = 3
| Guard      = Mid
| Startup    = 19
| Active      =
| Recovery    = 36
| Total      = 54
| Hit Adv    = -3
| Block Adv  = -2
| Property    =
| description = Comes out quicker but travels slower.
*Will combo in special circumstances: opponent dizzy, back facing Terry, in the corner.
}}
{{AttackData-FFS
| header      = no
| version    = C
| subtitle    =
| Damage      = 22 (5)
| Stun        = 6
| Guard      = Mid
| Startup    = 23
| Active      =
| Recovery    = 38
| Total      = 60
| Hit Adv    = +3
| Block Adv  = -8
| Property    =
| description = Comes out slower but travels faster.
}}
}}


{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"
===== <span class="invisible-header">Burn Knuckle (214P)</span> =====
|-
{{MoveData
| '''Move Name''' || '''Motion''' || '''Notes'''
| name    = Burn Knuckle
|-
| input    = 214A/C
| Power Wave || QCF + P || Cannot be GA'ed through. When used at some distance it can be followed up with a Crack Shoot for a 2-hit combo or as a pressure tactic (the Crack Shoots hits while the opponent is in block-stun). The A version comes out quicker but travels slower; C version comes out slower but travels faster. The A version will combo in special circumstances: opponent dizzy, back facing Terry, in the corner.
| subtitle =
|-
| image    = FFS Terry 214P 1.png
| Burning Knuckle || QCB + P || The A version is safe when spaced so it barely hits, but your options are limited from that position. Very quick and can be used to punish blocked moves such as Cheng's Belly Blast (d,u+p), both versions of the Bloody Sabre and the A version of the Rising Tackle. The C version is only safe when blocked at a full-screen's distance. It's okay to use once in a while during full-screen A Power Wave volleys. Can be used to retaliate after a blocked Kim Hisho Kyaku (jump d+kick), even beating the extra kick that Kim can perform as he's landing.
| caption  =
|-
| data  =
| Rising Tackle || Charge D,U + P || The A version is a quick DP-like move with great reach thanks to the fist that Terry stretches out. Will go through close energy projectiles and hit cleanly, knocking them down. Wake-up and anti-air functions available as well. Up to 3 hits when blocked. May be safe from punishment against some characters when all 3 hits are blocked; Bear?
<gallery class="mw-collapsible">
|-
  FFS Terry 214P.png|
| Crack Shoot || QCB,UB + K || Terry's breadwinner. Great trap and mix-ups. Can travel over projectiles cleanly when performed before the projectile materializes: Hurricane Upper, Mai's fan, Jubei's Cookie Cutter, Geese's A Reppu Ken; Power Wave, Krauser's Low Blitz Ball and perhaps more. Safe when blocked except for a handful of instances. The D version has more start-up than the B version but is safer when blocked and leaves Terry at a further distance. The B version is great to combo from his crouching C. When the B Crack Shoot is blocked, Terry is vulnerable to Cheng's B tumble attack, Duck, Jubei's and Bear's command throw. Even if it hits, say from a crouching C-> B Crack Shoot combo, he is still vulnerable to the throws. Take caution. Both versions hit twice hit depending on character and distance.
  FFS Terry 214P 1.png|
|-
</gallery>
|}
{{AttackData-FFS
| version    = A
| subtitle    =
| Damage      = 16 (4)
| Stun        = 3
| Guard      = Mid
| Startup    = 14
| Active      = 16
| Recovery    = 11
| Total      = 40
| Hit Adv    = Air Reset (+12)
| Block Adv  = -9
| Property    = Throw Invincible
| description = Safe when spaced so it barely hits, but your options are limited from that position. Very quick and can be used to punish blocked moves such as Cheng's [2]8P, both versions of Laurence's 41236P and the A version of Rising Tackle.
}}
{{AttackData-FFS
| header      = no
| version    = C
| subtitle    =
| Damage      = 22 (5)
| Stun        = 6
| Guard      = Mid
| Startup    = 29
| Active      = 16
| Recovery    = 13
| Total      = 57
| Hit Adv    = KD (+71)
| Block Adv  = -7
| Property    = Throw Invincible
| description = Only safe when blocked at a full-screen's distance. It's okay to use once in a while during full-screen A Power Wave volleys. Can be used to retaliate after a blocked Kim divekick, even beating the extra kick that Kim can perform as he's landing.
}}
}}
 
===== <span class="invisible-header">Rising Tackle ([2]8P)</span> =====
{{MoveData
| name    = Rising Tackle
| input    = [2]8A/C
| subtitle =
| image    = FFS Terry 28A.png
| caption  =
| data  =The A version is a quick anti-air reversal with great reach thanks to the fist that Terry stretches out. Will go through close projectiles and hit cleanly, knocking them down. Up to 3 hits when blocked. May be safe from punishment against some characters when all 3 hits are blocked.
<gallery class="mw-collapsible">
  FFS Terry 28A.png|
  FFS Terry 28A 1.png|
  FFS Terry 28A 2.png|
</gallery>
{{AttackData-FFS
| version    = A
| Damage      = 14 (3x3)
| Stun        = 3
| Guard      = Mid
| Startup    = 13
| Active      = 6+6+3
| Recovery    = 29
| Total      = 56
| Hit Adv    = KD (+13)
| Block Adv  = -16
| Property    = Invincible 1-24F, Throw Invincible
| description = * -10 if the 3rd hit is blocked.
}}
{{AttackData-FFS
| header      = no
| version     = C
| Damage      = 20 (5)
| Stun        = 6
| Guard      = Mid
| Startup    = 18
| Active      = 5+5+5+3
| Recovery    = 40
| Total      = 75
| Hit Adv    = KD (+42)
| Block Adv  = -40
| Property    = Invincible 1-25F, Throw Invincible
| description = * -34 if the 3rd hit is blocked.
}}
}}


==Super Move==
===== <span class="invisible-header">Crack Shoot (2147K)</span> =====
{{MoveData
| name    = Crack Shoot
| input    = 2147B/D
| subtitle =
| image    = FFS Terry 2147K 5.png
| caption  =
| data  =Terry's breadwinner. Great trap and mix-ups. Can travel over projectiles cleanly when performed before the projectile materializes: Hurricane Upper, Mai's fan, Jubei's crackers, Geese's A Reppu Ken; Power Wave, Krauser's Low Blitz Ball and perhaps more. Safe when blocked except for a handful of instances. The D version has more start-up than the B version but is safer when blocked and leaves Terry at a further distance. The B version is great to combo from his crouching C. When the B Crack Shoot is blocked, Terry is vulnerable to Cheng's [4]6B, Duck, Jubei and Bear's command throw. Even if it hits, say from a 2C 2147B combo, he is still vulnerable to these throws. Take caution. Both versions hit twice hit depending on character and distance.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes">
  FFS Terry 2147K.png|
  FFS Terry 2147K 1.png|
  FFS Terry 2147K 2.png|
  FFS Terry 2147K 3.png|
  FFS Terry 2147K 4.png|
  FFS Terry 2147K 5.png|
  FFS Terry 2147K 6.png|
  FFS Terry CD Front 5.png|
</gallery>
{{AttackData-FFS
| version    = B
| subtitle    =
| Damage      = 13x2 (3x2)
| Stun        = 3x2
| Guard      = Mid
| Startup    = 10
| Active      = 6x3
| Recovery    = 16
| Total      = 43
| Hit Adv    = -1
| Block Adv  = -10
| Property    = Throw Invincible
| description = * -4 on block against crouching Terry.
}}
{{AttackData-FFS
| header      = no
| version    = D
| subtitle    =
| Damage      = 18x2 (4x2)
| Stun        = 6x2
| Guard      = Mid
| Startup    = 15
| Active      = 8+8+4
| Recovery    = 19
| Total      = 53
| Hit Adv    = -2
| Block Adv  = -9
| Property    = Throw Invincible
| description = * -1 on block against crouching Terry.
}}
}}


{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"
===Desperation Move===
|-
| '''Move Name''' || '''Motion''' || '''Notes'''
|-
| Power Geyser || QCB,DB,F + B+C || Will absorb projectiles. Anti-air. Mix in between your Power Waves when at some distance. And mix-up with a crouching D-> A Power Wave and crouching D-> Power Geyser. Great for a corner, meaty block-damage pressure sequence, where you recover while the opponent is in block-stun from the Geyser so you can lock them down with crouching A-> crouching C-> Crack Shoot etc.
|-
|}


<sub>* Power Geyser will absorb projectiles.</sub>
===== <span class="invisible-header">Power Geyser (21416BC)</span> =====
{{MoveData
| name    = Power Geyser
| input    = 21416B+C
| subtitle = When health is flashing
| image    = FFS Terry 21416BC 2.png
| caption  =
| data  =Will absorb projectiles. Anti-air. Mix in between your Power Waves when at some distance. And mix-up with a 2D 236A and 2D Power Geyser. Great for a corner, meaty block-damage pressure sequence, where you recover while the opponent is in block-stun from the Geyser so you can lock them down with 2A 2C Crack Shoot etc.
{{AttackData-FFS
| Damage      = 48 (12)
| Stun        = 4
| Guard      = Mid
| Startup    = 27
| Active      = 22
| Recovery    = 24
| Total      = 72
| Hit Adv    = +74
| Block Adv  = -4
| Property    =
| description =
<gallery class="mw-collapsible">
  FFS Terry 21416BC.png|
  FFS Terry 21416BC 1.png|
  FFS Terry 21416BC 2.png|
  FFS Terry 21416BC 3.png|
  FFS Terry 21416BC 4.png|
</gallery>
}}
}}


==Combos==
==Combos==
Line 100: Line 866:
| align="center" |'''Notes'''
| align="center" |'''Notes'''
|-
|-
| (Jumping A or B) > Close B or cr.B  > Burn Knuckle (A); will whiff on small/crouching characters
| (jA/B), 2B > 214A
|
|
|
|
|
|Will whiff on small/crouching characters
|-
|-
| Jumping D > Close C (2 hits) > Burn Knuckle (A) or Crack Shoot (B)
| (jD), c5C(2) > 214A/2147B
|
|
|
|
|
|
|-
|-
| (Cross Up D or B Line Attack) > Close A x 1-4 >cr.C > Burn Knuckle (A) or Crack Shoot (B)
| (Cross Up jD or B Lane Attack), c5A x 1~4, 2C > 214A/2147B
|
|
|
|
|
|
|-
|-
| Close Standing A(xN) > Far Standing A(xN) > Crouching C > B Crack Shoot
| c5A x N, f5A x N, 2D
|
|
|
|
|
|
|-
|-
| Close Standing A(xN) > Far Standing A(xN) > Crouching D
|2A x 1~3, 2C > 2147B
|
|
|
|
|
|Works against smaller characters
|-
|-
| Near Full Screen Power Wave > C Burn Knuckle or D Crack Shoot
|236A/C(from a distance) > 214C/2147D
|
|
|
|-
| Cross Up Jumping D > Crouching A > Crouching C(1 Hit) > D Crack Shoot or C Rising Tackle; Crouching Opponents Only
|
|
|
|-
|cr.A x 1-3 > cr.C > Crack Shoot (B) (works against smaller characters)
|
|
|
|-
|Power Wave (from a distance) > Burn Knuckle (C) or Crack Shoot (D)
|
|
|
|-
| Cross Up D > Close Standing B > B Crack Shoot(2 Hits)
|
|
|
|
Line 152: Line 898:
|}
|}


==Strategies==
==Strategy==
 
== Overview ==
 
=== Basics ===
 
'''Standing/Crouching A'''
*With its rapid-fire ability it's used for close poking where you can attempt a throw once they're relaxed enough; if you sense they'll try to counter your throw, link in a crouching A x 1~2- crouching C-> B Crack Shoot combo. This only whiffs against a handful of characters when crouching: Mai and the old geezers. The crouching A has similar uses.
 
'''Far Standing B'''
*Outside of a GA, this is Terry's only anti-air normal. It's decent, but you have to position yourself in such a way that a: it doesn't whiff and b: you don't get the close version.
 
'''Crouching C'''
*A great combo move because it links easily from any version of his A (jumping, crouching, standing) and combos easily into his A Burn Knuckle and B Crack Shoot. This also has its own specific uses - like being able to beat Billy's Sansestu Kon (c,b,f+punch) both on reaction, depending on distance; and by throwing the punch before Billy's attack appears.
 
'''Crouching D'''
*Terry's main mid-distance poking weapon. Very good reach and because it can be canceled, allows him to get right in the opponent's face and start his rush patterns. Your most frequent cancels should be into his B or D Crack Shoot. And for special purposes, an A Power Wave when your opponent expects the Crack Shoot or an A Burn Knuckle. The A Burn Knuckle whiffs against the smaller characters such as Mai and the old geezers, where you can throw them the instant you land. A mix-up tactic similar to SF Boxer's crouching attack-> whiffed Dash Upper-> throw. Mix this up further by not going for the throw and use a crouching A, then a throw instead.
 
'''Close Standing C'''
*Great for combos and plenty of stun (8 points?); also allows easy hit-confirms from the second hit.
 
'''Jumping B'''
*Great against anti-air sliding attacks; mix-up by landing into a throw or an A x n-> crouching C combo.
 
'''Jumping D'''
*Can cross-up, and is useful for the occasional A Power Wave-> opponent jumps-> anti-air jumping D trap.
 
'''Guard Attack'''
*This uppercut is great for opponents who try rush with body projectile moves: Burn Knuckle, Crack Shoot, Tung's Senshippo(qcb+p), Laurence's Bloody Spin. Also a good anti-air. Like all GAs it has upper body invincibility and can be canceled.
 
'''Line Blast'''
*Terry's Line Blast is like A3 A-Charlie's standing Forward but without the mobility and with a fair bit of wind-up animation; it's great for beating all sliding attacks (Duck, Laurence, Jubei and Joe) and once in full swing, will beat low-to-the-ground crouching kicks from Bear, Geese and Mai. Also has great priority and makes a decent meaty. The move will still execute if performed from a crouching position, and as such allows Terry to keep his charge for a Rising Tackle. The move is quicker on the rear plane but may not have the same hit box properties as the front plane version.
 
'''Power Wave'''
*Cannot be GA'ed through. When used at some distance it can be followed up with a Crack Shoot for a 2-hit combo or as a pressure tactic (the Crack Shoots hits while the opponent is in block-stun). The A version comes out quicker but travels slower; C version comes out slower but travels faster. The A version will combo in special circumstances: opponent dizzy, back facing Terry, in the corner.
 
'''Burning Knuckle'''
*The A version is safe when spaced so it barely hits, but your options are limited from that position. Very quick and can be used to punish blocked moves such as Cheng's Belly Blast (d,u+p), both versions of the Bloody Sabre and the A version of the Rising Tackle. The C version is only safe when blocked at a full-screen's distance. It's okay to use once in a while during full-screen A Power Wave volleys. Can be used to retaliate after a blocked Kim Hisho Kyaku (jump d+kick), even beating the extra kick that Kim can perform as he's landing.
 
'''Rising Tackle'''
*The A version is a quick DP-like move with great reach thanks to the fist that Terry stretches out. Will go through close energy projectiles and hit cleanly, knocking them down. Wake-up and anti-air functions available as well. Up to 3 hits when blocked. May be safe from punishment against some characters when all 3 hits are blocked; Bear?
 
'''Crack Shoot'''
Terry's breadwinner. Great trap and mix-ups. Can travel over projectiles cleanly when performed before the projectile materializes: Hurricane Upper, Mai's fan, Jubei's Cookie Cutter, Geese's A Reppu Ken; Power Wave, Krauser's Low Blitz Ball and perhaps more. Safe when blocked except for a handful of instances. The D version has more start-up than the B version but is safer when blocked and leaves Terry at a further distance. The B version is great to combo from his crouching C. When the B Crack Shoot is blocked, Terry is vulnerable to Cheng's B tumble attack, Duck, Jubei's and Bear's command throw. Even if it hits, say from a crouching C-> B Crack Shoot combo, he is still vulnerable to the throws. Take caution. Both versions hit twice hit depending on character and distance.


'''Power Geyser'''
===The Basics===
*Will absorb projectiles. Anti-air. Mix in between your Power Waves when at some distance. And mix-up with a crouching D-> A Power Wave and crouching D-> Power Geyser. Great for a corner, meaty block-damage pressure sequence, where you recover while the opponent is in block-stun from the Geyser so you can lock them down with crouching A-> crouching C-> Crack Shoot etc.


''Credit to MiddleKick''
===Advanced Strategy===


===Match-ups===
==Matchups==


====Vs. Andy Bogard====
===Vs. Andy Bogard===


====Vs. Axel Hawk====
===Vs. Axel Hawk===


====Vs. Big Bear====
===Vs. Big Bear===


====Vs. Billy Kane====
===Vs. Billy Kane===


====Vs. Cheng Sinzan====
===Vs. Cheng Sinzan===


====Vs. Duck King====
===Vs. Duck King===


====Vs. Geese Howard====
===Vs. Geese Howard===


====Vs. Joe Higashi====
===Vs. Joe Higashi===


====Vs. Jubei Yamada====
===Vs. Jubei Yamada===


====Vs. Kim Kaphwan====
===Vs. Kim Kaphwan===


====Vs. Laurence Blood====
===Vs. Laurence Blood===


====Vs. Mai Shiranui====
===Vs. Mai Shiranui===


====Vs. Ryo Sakazaki====
===Vs. Ryo Sakazaki===


====Vs. Terry Bogard====
===Vs. Terry Bogard===


====Vs. Tung Fu Rue====
===Vs. Tung Fu Rue===


====Vs. Wolfgang Krauser====
===Vs. Wolfgang Krauser===


{{Navbox-FFS}}
{{Navbox-FFS}}
[[Category:Fatal Fury Special]]
[[Category:Fatal Fury Special]]
[[Category:Terry Bogard]]
[[Category:Terry Bogard]]

Latest revision as of 05:39, 27 March 2025

Martial Arts Expert
Ffspecterry colors.png

Introduction

SNK's iconic poster boy and main character of the series, Terry comes with the usual protagonist kit of specials consisting of a projectile, invulnerable anti-air and an advancing special. Arguably the most balanced character of the game, which is both his biggest strength and weakness; while he doesn't struggle too hard against any character, he doesn't have too many advantageous matchups either.

Strengths Weaknesses
  • Well-rounded, has tools for every situation
  • Easy commands
  • Great combo potential
  • Doesn’t really shine in any category, moves are about average
  • Strangely low amount of dizzy points
  • Struggles against good zoners

Move List

General Hurtboxes

Standing/Taunting Crouching Crawling Jumping
FFS Terry Stand.png FFS Terry Crouch.png FFS Terry Crouchwalk.png FFS Terry Jump.png
54F (4+47+3) duration.

Close Standing Normals

c5A

c5A
Elbow/エルボー
FFS Terry c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 3 3 4 9 +9 +10 Kara Cancel

With its rapid-fire ability it's used for close poking where you can attempt a throw once they're relaxed enough. If you sense they'll try to counter your throw, link in a 2A x 1~2 -> 2C -> 2147B combo. This only whiffs against a handful of characters when crouching: Mai and the old geezers. 2A has similar uses.

c5B

c5B
Knee Strike/ひざ蹴り
FFS Terry c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 8 6 8 21 +2 +3 Kara Cancel

Not really noteworthy as close A and 2A are much more advantageous and come out faster.

c5C

c5C
Body/ボディ
FFS Terry c5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11x2 4x2 Mid 7 3+8 13 30 +4 +5 Kara Cancel

Great for combos and plenty of stun. Allows easy hit-confirms from the second hit.

c5D

c5D
High Kick/ハイキック
FFS Terry c5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 8 9 25 41 -10 -11 Kara Cancel

Far Standing Normals

f5A

f5A
Jab/ジャブ
FFS Terry f5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 3 3 4 9 +9 +10 Kara Cancel

Low risk jab that can be used to beat the opponent's advancing moves. Can link into 2D for a knockdown.

f5B

f5B
Middle Kick/ミドルキック
FFS Terry f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 5 7 8 20 +1 +2 Kara Cancel

Outside of Dodge Attack, this is Terry's only anti-air normal. Make sure to be outside of c5B's proximity when anti-airing.

f5C

f5C
Straight/ストレート
FFS Terry f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 10 8 14 31 +1 0 -

Fairly poor move as it has very little reach and whiffs against several characters if they're crouching. Not cancellable either.

f5D

f5D
回し蹴り
FFS Terry f5D 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 10 10 20 39 -7 -8 -

Good reach. Terry's main long distance poke along with 2D.

Crouching Normals

2A

2A
Crouching Jab/しゃがみジャブ
FFS Terry 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 4 3 5 11 +8 +9 Kara Cancel

Good combo starter, especially against small characters. Links to itself and 2C.

2B

2B
足払い蹴り
FFS Terry 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Low 7 6 9 21 +1 +2 -

Unfortunately cannot be linked out of, though it can combo into 214A if the opponent is standing.

2C

2C
Crouching Straight/しゃがみストレート
FFS Terry 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 7 9 10 25 +5 +4 Kara Cancel

A great combo move because it links easily from any A normal and combos easily into 214A and 2147B. This also has its own specific uses - like being able to beat Billy's Sansestukon both on reaction, depending on distance; and by throwing the punch before Billy's attack appears.

2D

2D
Slide Kick/スライドキック
FFS Terry 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Low 8 8 19 35 KD -3 -

Terry's main mid-distance poking weapon. Very good reach and because it can be canceled, allows him to get right in the opponent's face and start his rush patterns. Your most frequent cancels should be into either version of Crack Shoot and for special purposes, a 236A when your opponent expects the Crack Shoot or an A Burn Knuckle. The Burn Knuckle whiffs against the smaller characters such as Mai and the old geezers, where you can throw them the instant you land.

Jumping Normals

jA

jA
Jump Chop/ジャンプ手刀
FFS Terry jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Overhead 6 / / - - -

This is what you get if you attempt to do a light Rising Tackle without having a full charge, and it might occasionally save you as it's a passable air-to-air move. Not something you want to use on purpose, though, as Terry has better options.

jB

jB
Jump Terry Kick/ジャンプテリーキック
FFS Terry jB.png
Diagonal Jump
FFS Terry j8B.png
Neutral Jump
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Overhead 6 / / - - -
  • Same frame data for diagonal and neutral jumps.
  • Diagonal version is great against anti-air sliding attacks; mix-up by landing into a throw or an A x n-> 2C combo.
jC

jC
Jump Thrust/ジャンプ正拳突き
FFS Terry jC.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Overhead 6 17 / / - - -

Strong hitbox with more reach than you'd expect. Very good air-to-air.

jD

jD
FFS Terry jD.png
Diagonal Jump
FFS Terry j8D.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump
Jump Terry Kick/ジャンプテリーキック
20 4 Overhead 8 17 / / - - -

Can cross-up, and is useful for the occasional air-to-air.

Neutral Jump
Jump Spin Kick/ジャンプ後ろ回し蹴り
16 4 Overhead 11 10 / / - - -

Good air-to-air.

Universal Mechanics

Lane Blast (CD)

Lane Blast
Jump Back Spin Kick/ジャンプバックスピンキック
C+D
FFS Terry CD Front 3.png
Front Lane
FFS Terry CD Back 3.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 19 9 13 40 KD -3 Cancel, Lane Shift, Foot Invuln 4-32F

Great for beating all sliding attacks (Duck, Laurence, Jubei and Joe) and once in full swing, will beat low-to-the-ground crouching kicks from Bear, Geese and Mai. Also has great priority and makes a decent meaty. As it can be used while crouching it allows Terry to keep his charge for a Rising Tackle.

Back Lane 22 5 Mid 16 9 13 37 KD -3 Cancel, Lane Shift, Foot Invuln 4-30F

Quicker in the back lane and has a slightly different hitbox.

Lane Attack

Lane Attack
A/B/C/D from opposite lane
FFS Terry Lane Punch Front.png
Front Lane Punch
FFS Terry Lane Kick Front.png
Front Lane Kick
FFS Terry Lane Punch Back.png
Back Lane Punch
FFS Terry Lane Kick Back.png
Back Lane Kick
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A
Jump Lariat Punch/ジャンプラリアットパンチ
20 2 Overhead 13 - 4 - - - /
  • Straight and fast cross-lane punch.
B
Jump Knee Attack/ジャンプニーアタック
20 2 Overhead 13 - 4 - - - /
  • Straight cross-lane kick.
C
Jump Lariat Punch/ジャンプラリアットパンチ
20 4 Overhead 13 - 4 - - - /
  • Slower high angle punch.
D
Jump Knee Attack/ジャンプニーアタック
20 4 Overhead 13 - 4 - - - /
  • Slower high-angle kick.
Dodge Attack

Dodge Attack
6A during proximity guard
FFS Terry Dodge Attack 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 9 7+9 12 36 Air Reset - Cancel, Upper-Body Invuln 1-24F※

This uppercut is great for opponents who try to rush with moves like: Burn Knuckle, Crack Shoot, Tung's 214P, Laurence's Bloody Spin. Also a good anti-air.

※Hurtbox is slightly taller during 9-15F.

Throws

Buster Throw (4/6C)

Buster Throw
close 4/6C
FFS Terry Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+75) / /
  • Switches sides.

Special Moves

Power Wave (236P)
Power Wave
236A/C
FFS Terry 236P 2.png
Cannot be avoided by Dodge Attacks.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 19 - 36 54 -3 -2 -

Comes out quicker but travels slower.

  • Will combo in special circumstances: opponent dizzy, back facing Terry, in the corner.
C 22 (5) 6 Mid 23 - 38 60 +3 -8 -

Comes out slower but travels faster.

Burn Knuckle (214P)
Burn Knuckle
214A/C
FFS Terry 214P 1.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 14 16 11 40 Air Reset (+12) -9 Throw Invincible

Safe when spaced so it barely hits, but your options are limited from that position. Very quick and can be used to punish blocked moves such as Cheng's [2]8P, both versions of Laurence's 41236P and the A version of Rising Tackle.

C 22 (5) 6 Mid 29 16 13 57 KD (+71) -7 Throw Invincible

Only safe when blocked at a full-screen's distance. It's okay to use once in a while during full-screen A Power Wave volleys. Can be used to retaliate after a blocked Kim divekick, even beating the extra kick that Kim can perform as he's landing.

Rising Tackle ([2]8P)
Rising Tackle
[2]8A/C
FFS Terry 28A.png
The A version is a quick anti-air reversal with great reach thanks to the fist that Terry stretches out. Will go through close projectiles and hit cleanly, knocking them down. Up to 3 hits when blocked. May be safe from punishment against some characters when all 3 hits are blocked.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 14 (3x3) 3 Mid 13 6+6+3 29 56 KD (+13) -16 Invincible 1-24F, Throw Invincible
  • -10 if the 3rd hit is blocked.
C 20 (5) 6 Mid 18 5+5+5+3 40 75 KD (+42) -40 Invincible 1-25F, Throw Invincible
  • -34 if the 3rd hit is blocked.
Crack Shoot (2147K)
Crack Shoot
2147B/D
FFS Terry 2147K 5.png
Terry's breadwinner. Great trap and mix-ups. Can travel over projectiles cleanly when performed before the projectile materializes: Hurricane Upper, Mai's fan, Jubei's crackers, Geese's A Reppu Ken; Power Wave, Krauser's Low Blitz Ball and perhaps more. Safe when blocked except for a handful of instances. The D version has more start-up than the B version but is safer when blocked and leaves Terry at a further distance. The B version is great to combo from his crouching C. When the B Crack Shoot is blocked, Terry is vulnerable to Cheng's [4]6B, Duck, Jubei and Bear's command throw. Even if it hits, say from a 2C 2147B combo, he is still vulnerable to these throws. Take caution. Both versions hit twice hit depending on character and distance.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 13x2 (3x2) 3x2 Mid 10 6x3 16 43 -1 -10 Throw Invincible
  • -4 on block against crouching Terry.
D 18x2 (4x2) 6x2 Mid 15 8+8+4 19 53 -2 -9 Throw Invincible
  • -1 on block against crouching Terry.

Desperation Move

Power Geyser (21416BC)
Power Geyser
When health is flashing
21416B+C
FFS Terry 21416BC 2.png
Will absorb projectiles. Anti-air. Mix in between your Power Waves when at some distance. And mix-up with a 2D 236A and 2D Power Geyser. Great for a corner, meaty block-damage pressure sequence, where you recover while the opponent is in block-stun from the Geyser so you can lock them down with 2A 2C Crack Shoot etc.
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 (12) 4 Mid 27 22 24 72 +74 -4 -

Combos

Combo Damage Stun Notes
(jA/B), 2B > 214A Will whiff on small/crouching characters
(jD), c5C(2) > 214A/2147B
(Cross Up jD or B Lane Attack), c5A x 1~4, 2C > 214A/2147B
c5A x N, f5A x N, 2D
2A x 1~3, 2C > 2147B Works against smaller characters
236A/C(from a distance) > 214C/2147D

Strategy

The Basics

Advanced Strategy

Matchups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki