Fatal Fury Special/Terry Bogard: Difference between revisions

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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.
{|  
{|  
|-style="text-align:left;"
|-style="text-align:left;"
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==Move List==
==Move List==
===General Hurtboxes===
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Crouchwalking || align="center" | Jumping
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Crawling || align="center" | Jumping
|-
|-
| 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"; 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]]
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{{MoveData
{{MoveData
|image=FFS_Terry_c5B.png
|image=FFS_Terry_c5B.png
|subtitle=ひざ蹴り
|subtitle=Knee Strike/ひざ蹴り
|caption=
|caption=
|name=c5B
|name=c5B
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  |Block Adv=+3
  |Block Adv=+3
  |Property=Kara Cancel
  |Property=Kara Cancel
  |description=Outside of Dodge Attack, 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.
  |description=Not really noteworthy as close A and 2A are much more advantageous and come out faster.
  }}
  }}
}}
}}
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  |Block Adv=+10
  |Block Adv=+10
  |Property=Kara Cancel
  |Property=Kara Cancel
  |description=
  |description=Low risk jab that can be used to beat the opponent's advancing moves. Can link into 2D for a knockdown.
  }}
  }}
}}
}}
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  |Block Adv=+2
  |Block Adv=+2
  |Property=Kara Cancel
  |Property=Kara Cancel
  |description=
  |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.
  }}
  }}
}}
}}
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  |Block Adv=0
  |Block Adv=0
  |Property=
  |Property=
  |description=
  |description=Fairly poor move as it has very little reach and whiffs against several characters if they're crouching. Not cancellable either.
  }}
  }}
}}
}}
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  |Block Adv=-8
  |Block Adv=-8
  |Property=
  |Property=
  |description=
  |description=Good reach. Terry's main long distance poke along with 2D.
<gallery class="mw-collapsible">
<gallery class="mw-collapsible">
   FFS Terry f5D.png|
   FFS Terry f5D.png|
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  |Block Adv=+9
  |Block Adv=+9
  |Property=Kara Cancel
  |Property=Kara Cancel
  |description=
  |description=Good combo starter, especially against small characters. Links to itself and 2C.
  }}
  }}
}}
}}
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  |Block Adv=+2
  |Block Adv=+2
  |Property=
  |Property=
  |description=
  |description=Unfortunately cannot be linked out of, though it can combo into 214A if the opponent is standing.
  }}
  }}
}}
}}
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  |Block Adv=-3
  |Block Adv=-3
  |Property=
  |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. A mix-up tactic similar to SF Boxer's crouching attack-> whiffed Dash Upper-> throw. Mix this up further with tick throws.
  |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.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS_Terry_jA.png
|image=FFS_Terry_jA.png
|subtitle=ジャンプ手刀
|subtitle=Jump Chop/ジャンプ手刀
|caption=
|caption=
|name=jA
|name=jA
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  |Block Adv=
  |Block Adv=
  |Property=
  |Property=
  |description=
  |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.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS_Terry_jC.png
|image=FFS_Terry_jC.png
|subtitle=ジャンプ正拳突き
|subtitle=Jump Thrust/ジャンプ正拳突き
|caption=
|caption=
|name=jC
|name=jC
|data=
|data=
  {{AttackData-FFS
  {{AttackData-FFS
|version=Diagonal Jump
  |Damage=18
  |Damage=18
  |Stun=4
  |Stun=4
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  |Block Adv=
  |Block Adv=
  |Property=
  |Property=
  |description=
  |description=Strong hitbox with more reach than you'd expect. Very good air-to-air.
  }}
  }}
}}
}}
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  |Block Adv=
  |Block Adv=
  |Property=
  |Property=
  |description=Can cross-up, and is useful for the occasional 236A -> opponent jumps -> anti-air trap.
  |description=Can cross-up, and is useful for the occasional air-to-air.
  }}
  }}
  {{AttackData-FFS
  {{AttackData-FFS
  |header=no
  |header=no
  |version=Neutral Jump
  |version=Neutral Jump
  |subtitle=ジャンプ後ろ回し蹴り
  |subtitle=Jump Spin Kick/ジャンプ後ろ回し蹴り
  |Damage=16
  |Damage=16
  |Stun=4
  |Stun=4
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  |Block Adv=
  |Block Adv=
  |Property=
  |Property=
  |description=
  |description=Good air-to-air.
  }}
  }}
}}
}}
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  |Property=Cancel, Upper-Body Invuln 1-24F※
  |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.
  |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.
※Hurtbox is slightly taller during 9-15F.
<gallery class="mw-collapsible">
<gallery class="mw-collapsible">
   FFS_Terry_Dodge_Attack.png|Startup
   FFS_Terry_Dodge_Attack.png|Startup
   FFS Terry Dodge Attack 1.png|
   FFS Terry Dodge Attack 1.png|
   FFS Terry Dodge Attack 2.png|Hitbox 1 (tall)
   FFS Terry Dodge Attack 2.png|9-15F
   FFS Terry Dodge Attack 3.png|Hitbox 2 (normal)
   FFS Terry Dodge Attack 3.png|
   FFS Terry Dodge Attack 4.png|Recovery
   FFS Terry Dodge Attack 4.png|Recovery
</gallery>
</gallery>
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  |Active=1
  |Active=1
  |Recovery=/
  |Recovery=/
  |Hit Adv=KD (+79)
  |Hit Adv=KD (+75)
  |Block Adv=/
  |Block Adv=/
  |Property=/
  |Property=/
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| image    = FFS Terry 214P 1.png
| image    = FFS Terry 214P 1.png
| caption  =  
| caption  =  
| data  = 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 [2]8P, both versions of Laurence's 41236P and the A version of 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 divekick, even beating the extra kick that Kim can perform as he's landing.
| data  =  
<gallery class="mw-collapsible">
<gallery class="mw-collapsible">
   FFS Terry 214P.png|
   FFS Terry 214P.png|
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  | Block Adv  = -9
  | Block Adv  = -9
  | Property    = Throw Invincible
  | Property    = Throw Invincible
  | description =  
  | 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
  {{AttackData-FFS
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  | Block Adv  = -7
  | Block Adv  = -7
  | Property    = Throw Invincible
  | Property    = Throw Invincible
  | description =  
  | 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.
  }}
  }}
}}
}}
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|}
|}


==Strategies==
==Strategy==
 
===The Basics===
 
===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