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== Normal Moves == | == Normal Moves == | ||
'''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 cancelled, 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. | |||
'''Crawl''' | '''Crawl''' | ||
*Hold Down-Forward | *Hold Down-Forward | ||
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'''Uppercut''' | '''Uppercut''' | ||
*(While Blocking)Forward + LP | *(While Blocking)Forward + LP | ||
**The 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 cancelled. | |||
===Line Blast=== | ===Line Blast=== | ||
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*HP+HK | *HP+HK | ||
**Will knock opponent to other plane | **Will knock opponent to other plane | ||
***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. | |||
===Throw=== | ===Throw=== |
Revision as of 08:55, 4 May 2008
Introduction
Moves List
Normal Moves
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 cancelled, 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.
Crawl
- Hold Down-Forward
Low Clothesline
- LP/LP+LK from opposite plane
High Clothesline
- HP from opposite plane
Low Dive Kick
- LK from opposite plane
High Dive Kick
- HK from opposite plane
Command Moves
Uppercut
- (While Blocking)Forward + LP
- The 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 cancelled.
Line Blast
Hop Kick
- HP+HK
- Will knock opponent to other plane
- 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.
- Will knock opponent to other plane
Throw
Buster Throw
- (close to opponent)Forward or Back + HP
Special Moves
Power Wave
- Quarter Circle Forward + Punch
Burning Knuckle
- Quarter Circle Back + Punch
Rising Tackle
- Charge Down, Up + Punch
Crack Shoot
- Down, Down-Back, Back, Up-Back + Kick
Super Move
Power Geyser
- Quarter Circle Back, Down-Back, Forward + LK & HP
- Will absorb projectiles