Fatal Fury Special/Terry Bogard: Difference between revisions

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==Moves List==
==Move List==
<center>'''Move List Showcase''' <br>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
<youtube>yWMJkSLtsn4</youtube></center>
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Crouchwalking || align="center" | Jumping
''Credit to MiddleKick for all notes on each move.''
|-
| 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.
|}
 
===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=
}}
}}
 
===== <span class="invisible-header">c5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_c5B.png
|subtitle=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=
}}
}}
 
===== <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=
<gallery class="mw-collapsible">
  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=
}}
}}
 
===== <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=
}}
}}
 
===== <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=
}}
}}
 
===== <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=
<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=
}}
}}
 
===== <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=
}}
}}
 
===== <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=
}}
}}
 
===== <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=
}}
}}
 
===Jumping Normals===
 
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_jA.png
|subtitle=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=
}}
}}
 
===== <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.
}}
}}
 
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_jC.png
|subtitle=ジャンプ正拳突き
|caption=
|name=jC
|data=
{{AttackData-FFS
|version=Diagonal Jump
|Damage=18
|Stun=4
|Guard=Overhead
|Startup=6
|Active=17
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
}}
 
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Terry_jD.png
|image2=FFS_Terry_j8D.png
|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=
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|subtitle=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=
}}
}}
 
===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=
<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=
<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=
{{AttackData-FFS
|version=A
|subtitle=Jump Lariat Punch/ジャンプラリアットパンチ
|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=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|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=
※Hurtbox is slightly taller during 9-15F.
<gallery class="mw-collapsible">
  FFS_Terry_Dodge_Attack.png|Upper-Body Invuln
  FFS Terry Dodge Attack 1.png|
  FFS Terry Dodge Attack 2.png|Hitbox 1 (tall)
  FFS Terry Dodge Attack 3.png|Hitbox 2 (normal)
  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 (+79)
|Block Adv=/
|Property=/
|description= * Switches sides.
<gallery class="mw-collapsible">
  FFS Terry Throw 1.png|
</gallery>
}}
}}
 
===Special Moves===
 
===== <span class="invisible-header">Burn Knuckle (214P)</span> =====
{{MoveData
| name    = Burn Knuckle
| input    = 214A/C
| subtitle =
| image    = FFS Terry 214P 1.png
| caption  =
| data  =
<gallery class="mw-collapsible">
  FFS Terry 214P.png|
  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 =
}}
{{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 =
}}
}}
 
===== <span class="invisible-header">Power Wave (236P)</span> =====
{{MoveData
| name    = Power Wave
| input    = 236A/C
| subtitle =
| image    = FFS Terry 236P 2.png
| caption  =
| data  =
<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 =
}}
{{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 =
}}
}}
 
===== <span class="invisible-header">Crack Shoot (2147K)</span> =====
{{MoveData
| name    = Crack Shoot
| input    = 2147B/D
| subtitle =
| image    = FFS Terry 2147K 5.png
| caption  =
| data  =
<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.
}}
}}
 
===== <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  =
<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.
}}
}}
 
===Desperation Move===
 
===== <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  =
{{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>
}}
}}
 
==Normals==
==Normals==
{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"
{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"

Revision as of 04:33, 19 January 2025

Martial Arts Expert
Ffspecterry colors.png

Introduction

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

Standing/Taunting Crouching Crouchwalking 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
c5B

c5B
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
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
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
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
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 -
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 -

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
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 -
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
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 -

Jumping Normals

jA

jA
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 / / - - -
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.
jC

jC
ジャンプ正拳突き
FFS Terry jC.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 18 4 Overhead 6 17 / / - - -
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 / / - - -
Neutral Jump
ジャンプ後ろ回し蹴り
16 4 Overhead 11 10 / / - - -

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

※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 (+79) / /
  • Switches sides.

Special Moves

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
C 22 (5) 6 Mid 29 16 13 57 KD (+71) -7 Throw Invincible
Power Wave (236P)
Power Wave
236A/C
FFS Terry 236P 2.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 19 - 36 54 -3 -2 -
C 22 (5) 6 Mid 23 - 38 60 +3 -8 -
Crack Shoot (2147K)
Crack Shoot
2147B/D
FFS Terry 2147K 5.png
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.
Rising Tackle ([2]8P)
Rising Tackle
[2]8A/C
FFS Terry 28A.png
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.

Desperation Move

Power Geyser (21416BC)
Power Geyser
When health is flashing
21416B+C
FFS Terry 21416BC 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 (12) 4 Mid 27 22 24 72 +74 -4 -

Normals

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.

Throw

Buster Throw
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
- - - - - - - - - -

Terry's Throw.

Special Moves

Move Name Motion Notes
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.
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.
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?
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.

Super 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.

* Power Geyser will absorb projectiles.

Combos

Combo Damage Stun Notes
(Jumping A or B) > Close B or cr.B > Burn Knuckle (A); will whiff on small/crouching characters
Jumping D > Close C (2 hits) > Burn Knuckle (A) or Crack Shoot (B)
(Cross Up D or B Line Attack) > Close A x 1-4 >cr.C > Burn Knuckle (A) or Crack Shoot (B)
Close Standing A(xN) > Far Standing A(xN) > Crouching C > B Crack Shoot
Close Standing A(xN) > Far Standing A(xN) > Crouching D
Near Full Screen Power Wave > C Burn Knuckle or D Crack Shoot
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)

Strategies

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

  • 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

Match-ups

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