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| '''Difficulty''' || Simple | | '''Difficulty''' || Simple | ||
|- | |- | ||
| '''Max Mode Needed?''' || Up | | '''Max Mode Needed?''' || Up To You | ||
|- | |- | ||
| '''Tier Placement''' || Very Strong (A) | | '''Tier Placement''' || Very Strong (A) | ||
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==Introduction== | ==Introduction== | ||
[[image:Terryfacesvc.png|right]] | [[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 [[Joe 02|Joe Higashi]] | 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 | {{ ProConTable | ||
| pros= | | pros= | ||
* '''Extremely | * '''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 | * '''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 | * '''Crack Shoot Juggles:''' Terry's Crack Shoot has juggle properties in this game, giving him easy access to extra damage especially in Max Mode. | ||
* '''Exceed | * '''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. | ||
* '''Supers and Exceed are Max Cancellable:''' | * '''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 | * '''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 | * '''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= | | cons= | ||
* '''Reversal is a | * '''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 | * '''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 | * '''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 | * '''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. | ||
* '''Max Mode | * '''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. | ||
}} | }} | ||
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|Block Adv=+0 | |Block Adv=+0 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Has good reach, can link into any | |description=* Has good reach, can link into any light attack, and can be normal cancelled. Can whiff against some small hurtbox and crouching characters. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=-2 | |Block Adv=-2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Just a knee. It has the same properties as cl.A, but doesn't whiff against small | |description=* Just a knee. It has the same properties as cl.A, but it doesn't whiff against small hurtbox characters. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=-4 | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |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. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=-8 | |Block Adv=-8 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* A simple cancellable kick. Similar to cl.C, but does more damage. Easier to use cl.C over cl.D in combos. | |description=* A simple cancellable kick. Similar to cl.C, but it does more damage. Easier to use cl.C over cl.D in combos. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=+1 | |Block Adv=+1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* A fast punch that can be normal cancelled | |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. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=-3 | |Block Adv=-3 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* A basic kick for poking. Can't be normal cancelled, and can't chain into other | |description=* A basic kick for poking. Can't be normal cancelled, and can't chain into other lights. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=-4 | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* A kick with good angle for anti-airing the opponent. Can't be normal cancelled, but Terry will move a little | |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. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=+0 | |Block Adv=+0 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Very good | |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. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=-1 | |Block Adv=-1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Terry's | |description=* Terry's light attack chain starter, mainly because it hits low. Chain it into cr.A. Can be normal cancelled too. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=-12 | |Block Adv=-12 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |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. | ||
}} | }} | ||
}} | }} | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* Neutral/Diagonal Jumping Attack | |description=* Neutral/Diagonal Jumping Attack | ||
* Looks like a fast chop, but | * Looks like a fast chop, but it's not very active. You can use it as an air-to-air if timed right. | ||
}} | }} | ||
}} | }} | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* Neutral/Diagonal Jumping Attack | |description=* Neutral/Diagonal Jumping Attack | ||
* Near instant kick with nice reach | * 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. | ||
}} | }} | ||
}} | }} | ||
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|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
|Startup='''nj= 3''' ; '''dj= 4''' | |Startup='''nj = 3''' ; '''dj = 4''' | ||
|Active='''nj= 7''' ; '''dj= 5''' | |Active='''nj = 7''' ; '''dj = 5''' | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* Neutral/Diagonal Jumping Attack | |description=* Neutral/Diagonal Jumping Attack | ||
* Good | * Good for combos, and you can even cross up with it. j.D can also cross up, however, and is better suited for it. | ||
}} | }} | ||
}} | }} | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* Neutral Jumping Attack | |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. | ||
}} | }} | ||
}} | }} | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* Diagonal Jumping Attack | |description=* Diagonal Jumping Attack | ||
* Kick with great reach | * Kick with great reach that can cross up the opponent. Terry's main jump-in for starting combos. | ||
}} | }} | ||
}} | }} | ||
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|Recovery=19 | |Recovery=19 | ||
|Total=28 | |Total=28 | ||
|Hit Adv='''1st= -5''' | |Hit Adv='''1st = -5''' | ||
|Block Adv='''1st= -7''' | |Block Adv='''1st = -7''' | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Primarily used for combos as it's cancellable into specials. It has great startup, so it will connect after any cancellable normal. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} | |subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} (On Block) | ||
|caption= | |caption= | ||
|name=Guard Cancel Blowback | |name=Guard Cancel Blowback | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle=qcf A | |subtitle=qcf+A | ||
|caption= | |caption= | ||
|name=Power Wave | |name=Power Wave | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Terry's classic ground projectile. It's very fast here | |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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle=qcf C | |subtitle=qcf+C | ||
|caption= | |caption= | ||
|name=Round Wave | |name=Round Wave | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* A stronger version of the projectile. | |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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle=qcb P | |subtitle=qcb+P | ||
|caption= | |caption= | ||
|name=Burn Knuckle | |name=Burn Knuckle | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=qcb A | |version=qcb+A | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
Line 709: | Line 709: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |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 | |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 | {{AttackData-SVC | ||
|version=qcb C | |version=qcb+C | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
Line 735: | Line 735: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle=qcb K | |subtitle=qcb+K | ||
|caption= | |caption= | ||
|name=Crack Shoot | |name=Crack Shoot | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=qcb B | |version=qcb+B | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* The classic Crack Shoot. Use the B version only, because it's the only version that can | |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 | {{AttackData-SVC | ||
|version=qcb D | |version=qcb+D | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle=dp K | |subtitle=dp+K | ||
|caption= | |caption= | ||
|name=Power Dunk | |name=Power Dunk | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=dp B | |version=dp+B | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Can be used to anti-air. The second hit will | |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 | {{AttackData-SVC | ||
|version=dp D | |version=dp+D | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
Line 827: | Line 827: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle=[d]~u P | |subtitle=[d]~u+P | ||
|caption= | |caption= | ||
|name=Rising Tackle | |name=Rising Tackle | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=[d]~u A | |version=[d]~u+A | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
Line 847: | Line 847: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Another anti-air. You can use it like [[Guile (SvC)|Guile's]] Flash/Somersault Kick | |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 | {{AttackData-SVC | ||
|version=[d]~u C | |version=[d]~u+C | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcfx2+P | ||
|caption= | |caption= | ||
|name=Buster Wolf | |name=Buster Wolf | ||
Line 893: | Line 893: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Terry's best Super. It's (almost) 100% safe on block | |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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcfx2+K | ||
|caption= | |caption= | ||
|name=High Angle Geyser | |name=High Angle Geyser | ||
Line 920: | Line 920: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* A decent super for punishes and combos. It's unsafe, but Terry can Max Cancel the first two hits. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle=qcb~db~f P > qcf P x2 | |subtitle=qcb~db~f+P > qcf+P x2 | ||
|caption= | |caption= | ||
|name=Power Geyser | |name=Power Geyser | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Super projectile | |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 | {{AttackData-SVC | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This is the most important follow up. To do this one, do the input when the first geyser connects (or when | |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 | {{AttackData-SVC | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |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. | ||
}} | }} | ||
}} | }} | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* '''Full Input:''' qcb~f+BC > AA, BB, CC, DD, qcb+CD | |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 | * 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 | * 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 | * 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 | * Easy to confirm into since it can work from any of Terry's BnB starters. | ||
* Not a bad Exceed, but | * 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. | ||
}} | }} | ||
}} | }} |
Revision as of 16:53, 26 July 2024
テリー・ボガード, Terry Bogard | |
---|---|
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 |
---|---|
|
|
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 5 | 5 | 13 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 5 | 7 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 5 | 12 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 4 | 9 | 20 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 7 | 16 | 28 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 6 | 13 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 3 | 8 | 14 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 5 | 19 | 30 | -4 | -6 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 3 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 2 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 7 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 3, 3 | 19 | 28 | 1st = -5 | 1st = -7 | - | |
|
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb+A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb+C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb+B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb+D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp+B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp+D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[d]~u+A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[d]~u+C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
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 one of those great rushdown characters, with many damaging options. What you should do with him? Keep on the offensive, jump a lot(With B/D), you'll probably get a crossup many times. Combos and damage aren't a problem for Terry, which makes him one of the easiest, but effective characters in the game. His main defensive options are his charging kick, his Power Geyser(Those two can be used as anti-airs), his Crack Shoot(Can be used to probably defeat your opponent in the air). For his Supers, you won't have problems if you need to use them on combos, because they are fast enough to help you(Especially the Buster Wolf). His Exceed is mostly used for punishing combos, and it should be really better if you stop on the second B(To continue your combos). That's it, just be offensive(But never show off, please), but play on the defensive when you think you need to. Good Luck in your future matches.
Advanced Strategy
Match-Ups
Sagat
When far away, if timed right, it's possible for Terry to jump over Sagat's B fireballs (his slow, lower profile fireballs) with 214D, but usually not 214B. More likely what happens with 214B is either Terry is hit by Sagat's fireball, Terry hits Sagat's extended out arm and moves past the fireball, or they trade. If far away enough, and Terry cannot hit Sagat with 214B, there's a slim chance he moves past it unharmed, but more than likely will fall onto the tail end of the fireball's hitbox. Terry cannot use 214K close to Sagat as he'll get stuffed by fireball, but it's hypothetically an optimal punish. Basically, low fireballs still help Sagat fight fireball wars with Terry's power wave, but high fireballs can help prevent Terry attempt to jump in or otherwise use 214K. Terry's power wave super also has an issue where against Sagat up close, if Sagat times st.D correctly, Terry's super whiffs right past Sagat even up close, 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 super 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. Or worst-case scenario, they both whiff, but Sagat pushes himself back into Terry's super while the active hitbox is still on, 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. df.C is optional. May need to omit df.C in some combos. |
cr./cl.C(1-2), df.C | TBA | TBA | TBA | TBA | Heavy starter. df.C is optional. May need to omit df.C in some combos. |
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 | Just an easy combo to begin. Terry's projectile combos are mainly to push your opponent while being safe for blockstrings. |
qcf C, qcb P | TBA | TBA | TBA | TBA | Not that used, but it can be a midscreen option. Mainly for mixups, particularly since qcb C doesn't combo so it can throw the opponent's rhythm off thinking they have a window to punish Terry. |
qcf C, dp D | TBA | TBA | TBA | TBA | Just another midscreen option. The D version needs to be used here because the second hit of the B version will whiff on this combo. |
qcf C, qcb B | TBA | TBA | TBA | TBA | The most used one, because if you're near from/on the corner, you can add a Buster Wolf after it. |
(Corner only) qcf C, qcb B, [d]~u P | TBA | TBA | TBA | TBA | The option with more hits, but it's corner only, sadly. Use this if you don't have meter. You can use the B version of the charge move too, but it will do less damage, obviously. |
(j.X,) Starter, qcb A | TBA | TBA | TBA | TBA | It's used as a BnB. Easier to do without the command normal off of a heavy, but there's really no reason not to use df.C. With lights, you need to use df.C. You can't combo the C version, either. Light starters deal less damage, but are more practical giving Terry a low hitting confirm on top of his already suffocating rushdown pressure. Note that qcb A can sometimes drop and be blocked, though it's hard to punish even if it does. |
(j.X,) cl.C/D, (df.C,) qcb B | TBA | TBA | TBA | TBA | For punishing. The D version can't combo with anything. |
(j.X,) cr.B, df.C, qcb B | TBA | TBA | TBA | TBA | This is a combo with a low starter. If you try a cr.A after the cr.B, the qcb B will whiff. |
(j.X,) Starter, dp D | TBA | TBA | TBA | TBA | The Power Dunk isn't that useful for comboing. If you want to use the cl.C, cancel the first hit. The D is in there because it does more damage than the first hit of the cl.C. The B version isn't all that good for combos. |
(j.X,) cr.B, cr.A, [d]~u C | TBA | TBA | TBA | TBA | Simple combo. Combos with charging are generally easy, which is the case of this one. |
(j.X,) cr.B, df.C, [d]~u C | TBA | TBA | TBA | TBA | More damaging than the above, and still has the low starter. |
(j.X,) cr.C, [d]~u C | TBA | TBA | TBA | TBA | The most damaging option. Use this mainly for punishing. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) Starter, qcf x2 P | TBA | TBA | TBA | TBA | One of the most used combos with Terry, because it's simple, it's damaging, and is (mostly) safe, thanks to the Super. |
(j.X,) Starter, qcf x2 K | TBA | TBA | TBA | TBA | Just a simple combo to use. If you're used to the first Buster Wolf combos, you won't have problems with this one. |
(j.X,) Starter, qcb~db~f P > qcf P x2 | TBA | TBA | TBA | TBA | A little hard to perform, due to the input(Canceling the Command Move into the Super can be hard, but with practice you can get it). The Power Geyser(With the followups) is the most damaging of Terry's Supers, so this combo has some uses. |
(Corner/Near corner only) qcf C, qcb B, qcf x2 P | TBA | TBA | TBA | TBA | The most damaging followup. Learn this one, you will need for Max Mode combos. |
(Corner only) Starter, qcb~db~f P > qcf P, (delay) qcf x2 P | TBA | TBA | TBA | TBA | Damaging and flasy yet timing demanding combo, the link between the second geyser and Buster wolf is VERY tight, but its possible. It can appear inconsistent, but maybe the reason it drops is because a delay is needed in the input of the second geyser so the opponent can be launch even higher. |
Exceed, stop on the last B, any combo | TBA | TBA | TBA | TBA | To use Terry's Exceed, first you need to know how to use it. Just try to do any combo after the second B input, it's not that hard to do. |
(j.X,) Starter, Exceed, do all of the inputs/(stop on the second B, any combo) | TBA | TBA | TBA | TBA | The best this you can do with the Exceed. You can combo after it, so this could be a better - and easier - option. |
Meme combos:
- (Training Mode and/or console only; Go for the options and put the Exceed into "Infinity") [Any combo ending with the Exceed, stop on the last B,]xN
- This is Terry's "infinite". It can't be used in a real match since you can use only one Exceed in a match, but it's cool to see it.
Max Mode Combos
Any Max Mode loops Terry has are corner only combos, though this is hardly much of a detriment to him, anyways.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
qcf C, (C)any Super | TBA | TBA | TBA | TBA | Yeah, you can max cancel the Round Wave into a Super, which is cool. "Which Supers are better to use?" What I can say is... Don't use the Buster Wolf(Not on this combo, you have a better hit-confirm for it, and many hits will whiff on it). The qcb, df, f+P is the most damaging one, and you can confirm the 3 Geysers on this combo. For the qcf(2x)+B, never use the D version, unless if you're on the corner(On midscreen, the Super will hit only one time). |
qcf C, (C)Exceed, stop on the last B, do a ground combo | TBA | TBA | TBA | TBA | Yeah, you can hit-confirm the Exceed using the Round Wave. Interestingly enough, the opponent won't be launched if you do this combo, which is cool. For the follow up used, don't worry about it, do the coolest. |
qcf C, (C)Exceed, continue the inputs until the end | TBA | TBA | TBA | TBA | |
qcf C, (C)Exceed, max cancel the last D into something | TBA | TBA | TBA | TBA | |
(j.X,) Starter, qcf x2 P(1), (C)qcb A | TBA | TBA | TBA | TBA | The Burn Knuckle options aren't very good. You won't use it that much, but it's still a possible combo. |
(j.X,) Starter, qcf x2 K(2), (C)qcb A | TBA | TBA | TBA | TBA | Another not-that good combo, but has more damage than the above. |
(j.X,) Starter, qcf x2 P(1), (C)qcb B | TBA | TBA | TBA | TBA | Not that good as a combo, but I think you should practice the max cancel part if you want to learn some Max Mode loops. |
(Corner/Near corner only) (j.X,) Starter, qcf x2 K(2), (C)qcb B, qcf x2 P(1), (C)qcf C, qcb B, qcf x2 P | TBA | TBA | TBA | TBA | This one is a interesting combo. His qcf x2 K is incredible on Max Mode, because it can be used as a setup for Terry's loops(You'll see some of them below). On this combo, we use the Crack Shoot's juggle property(If it hits the opponent in the air, you can juggle him/her). He has many options involving the Crack Shoot, so I won't flood this section with them. If you don't like loops, you can stick with this combo. |
(j.X,) Starter, qcf x2 P(1), (C)dp D(1), (C)qcb B, followup if in the corner | TBA | TBA | TBA | TBA | A cool combo. The DP+K isn't that good(For combos) on the normal mode, but on Max Mode you can cancel the first hit! You should explore it to see some other options(You can do some corner loops involving it too). |
(j.X,) cr.C / (cr.B, df.C), [d]~u P(1), (C)qcb B,(Corner/Near corner only) qcf x2 P | TBA | TBA | TBA | TBA | This is a cool and easy combo. If you want to max cancel the Super on the corner(To do loops), go ahead. If you're on the corner, you can use qcb D instead. |
(Corner only) Any combo ending with the Exceed up to last D, [(C)qcf C, qcb B, qcf x2 P]x2 | TBA | TBA | TBA | TBA | Just a simple loop for you. Many loops use the qcb+B's juggle property on the corner, and the fact that the Supers can be max canceled. I don't know if this is the easiest of them, but it will consume a lot of your meter(Due to the Supers). You don't need to begin with the Exceed, it is just in there to confirm the combos. |
(Corner only) Any combo ending with the Exceed (Charge down during the Exceed), stop on the last B, cr.C / (cr.B, df.C), [[d]~u P(1), (C)qcb B]xN | TBA | TBA | TBA | TBA | Another interesting combo, but it requires a lot of charging, which can be hard if you're not used to do it. |
(Corner only) Any combo into Exceed, stop on the last B, Starter, qcf x2 K(2), (C)qcb B, do a loop of your choice | TBA | TBA | TBA | TBA | A most damaging setup for the loops(And a really good one). Explore the loops, using them doesn't mean you're cheating. (Note: Generally, special moves that can be max canceled can begin his corner loops, like the DP+K. It can be canceled into the qcb+B, which can begin another corner loop, assuming you use the DP+K again. Test this one, and begin searching for more ones!) |