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|Block Adv=+10 | |Block Adv=+10 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |description=With its rapid-fire ability it's used for close poking where you can attempt a throw once they're relaxed enough. If you sense they'll try to counter your throw, link in a 2A x 1~2 -> 2C -> 2147B combo. This only whiffs against a handful of characters when crouching: Mai and the old geezers. 2A has similar uses. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=+3 | |Block Adv=+3 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=+5 | |Block Adv=+5 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |description=Great for combos and plenty of stun. Allows easy hit-confirms from the second hit. | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS_Terry_c5C.png | FFS_Terry_c5C.png | ||
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|Block Adv=+4 | |Block Adv=+4 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |description=A great combo move because it links easily from any A normal and combos easily into 214A and 2147B. This also has its own specific uses - like being able to beat Billy's Sansestukon both on reaction, depending on distance; and by throwing the punch before Billy's attack appears. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=-3 | |Block Adv=-3 | ||
|Property= | |Property= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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|Property= | |Property= | ||
|description= * Same frame data for diagonal and neutral jumps. | |description= * Same frame data for diagonal and neutral jumps. | ||
* Diagonal version is great against anti-air sliding attacks; mix-up by landing into a throw or an A x n-> 2C combo. | |||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=Can cross-up, and is useful for the occasional 236A -> opponent jumps -> anti-air trap. | ||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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|Block Adv=-3 | |Block Adv=-3 | ||
|Property=Cancel, Lane Shift, Foot Invuln 4-32F | |Property=Cancel, Lane Shift, Foot Invuln 4-32F | ||
|description= | |description=Great for beating all sliding attacks (Duck, Laurence, Jubei and Joe) and once in full swing, will beat low-to-the-ground crouching kicks from Bear, Geese and Mai. Also has great priority and makes a decent meaty. As it can be used while crouching it allows Terry to keep his charge for a Rising Tackle. | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Terry CD Front.png| | FFS Terry CD Front.png| | ||
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|Block Adv=-3 | |Block Adv=-3 | ||
|Property=Cancel, Lane Shift, Foot Invuln 4-30F | |Property=Cancel, Lane Shift, Foot Invuln 4-30F | ||
|description= | |description=Quicker in the back lane and has a slightly different hitbox. | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Terry CD Back.png| | FFS Terry CD Back.png| | ||
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|Block Adv= | |Block Adv= | ||
|Property=Cancel, Upper-Body Invuln 1-24F※ | |Property=Cancel, Upper-Body Invuln 1-24F※ | ||
|description= | |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"> | ||
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| image = FFS Terry 236P 2.png | | image = FFS Terry 236P 2.png | ||
| caption = | | caption = | ||
| data = | | data = Cannot be avoided by Dodge Attacks. | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Terry 236P.png| | FFS Terry 236P.png| | ||
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| Block Adv = -2 | | Block Adv = -2 | ||
| Property = | | Property = | ||
| description = | | description = Comes out quicker but travels slower. | ||
*Will combo in special circumstances: opponent dizzy, back facing Terry, in the corner. | |||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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| Block Adv = -8 | | Block Adv = -8 | ||
| Property = | | Property = | ||
| description = | | description = Comes out slower but travels faster. | ||
}} | }} | ||
}} | }} | ||
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| image = FFS Terry 214P 1.png | | image = FFS Terry 214P 1.png | ||
| caption = | | caption = | ||
| data = | | 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. | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Terry 214P.png| | FFS Terry 214P.png| | ||
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| image = FFS Terry 28A.png | | image = FFS Terry 28A.png | ||
| caption = | | caption = | ||
| data = | | data =The A version is a quick anti-air reversal with great reach thanks to the fist that Terry stretches out. Will go through close projectiles and hit cleanly, knocking them down. Up to 3 hits when blocked. May be safe from punishment against some characters when all 3 hits are blocked. | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Terry 28A.png| | FFS Terry 28A.png| | ||
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| image = FFS Terry 2147K 5.png | | image = FFS Terry 2147K 5.png | ||
| caption = | | caption = | ||
| data = | | data =Terry's breadwinner. Great trap and mix-ups. Can travel over projectiles cleanly when performed before the projectile materializes: Hurricane Upper, Mai's fan, Jubei's crackers, Geese's A Reppu Ken; Power Wave, Krauser's Low Blitz Ball and perhaps more. Safe when blocked except for a handful of instances. The D version has more start-up than the B version but is safer when blocked and leaves Terry at a further distance. The B version is great to combo from his crouching C. When the B Crack Shoot is blocked, Terry is vulnerable to Cheng's [4]6B, Duck, Jubei and Bear's command throw. Even if it hits, say from a 2C 2147B combo, he is still vulnerable to these throws. Take caution. Both versions hit twice hit depending on character and distance. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes"> | ||
FFS Terry 2147K.png| | FFS Terry 2147K.png| | ||
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| image = FFS Terry 21416BC 2.png | | image = FFS Terry 21416BC 2.png | ||
| caption = | | caption = | ||
| data = | | data =Will absorb projectiles. Anti-air. Mix in between your Power Waves when at some distance. And mix-up with a 2D 236A and 2D Power Geyser. Great for a corner, meaty block-damage pressure sequence, where you recover while the opponent is in block-stun from the Geyser so you can lock them down with 2A 2C Crack Shoot etc. | ||
{{AttackData-FFS | {{AttackData-FFS | ||
| Damage = 48 (12) | | Damage = 48 (12) | ||
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}} | }} | ||
}} | }} | ||
==Combos== | ==Combos== | ||
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==Strategies== | ==Strategies== | ||
===Match-ups=== | ===Match-ups=== |
Revision as of 16:42, 19 January 2025
Introduction
Strengths | Weaknesses |
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Move List
Standing/Taunting | Crouching | Crouchwalking | Jumping |
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54F (4+47+3) duration. |
Close Standing Normals
c5A
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
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | Mid | 8 | 6 | 8 | 21 | +2 | +3 | Kara Cancel | |
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. |
c5C
c5D
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
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 3 | 3 | 4 | 9 | +9 | +10 | Kara Cancel |
f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 5 | 7 | 8 | 20 | +1 | +2 | Kara Cancel |
f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 10 | 8 | 14 | 31 | +1 | 0 | - |
f5D
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 4 | 3 | 5 | 11 | +8 | +9 | Kara Cancel |
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Low | 7 | 6 | 9 | 21 | +1 | +2 | - |
2C
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
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. A mix-up tactic similar to SF Boxer's crouching attack-> whiffed Dash Upper-> throw. Mix this up further with tick throws. |
Jumping Normals
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Overhead | 6 | ∞ | / | / | - | - | - |
jB
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | Overhead | 6 | ∞ | / | / | - | - | - | |
|
jC
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 18 | 4 | Overhead | 6 | 17 | / | / | - | - | - |
jD
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 236A -> opponent jumps -> anti-air trap. | |||||||||||
Neutral Jump ジャンプ後ろ回し蹴り |
16 | 4 | Overhead | 11 | 10 | / | / | - | - | - |
Universal Mechanics
Lane Blast (CD)
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 | |
Lane Attack
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 | - | - | - | / | |
| |||||||||||
B Jump Knee Attack/ジャンプニーアタック |
20 | 2 | Overhead | 13 | - | 4 | - | - | - | / | |
| |||||||||||
C Jump Lariat Punch/ジャンプラリアットパンチ |
20 | 4 | Overhead | 13 | - | 4 | - | - | - | / | |
| |||||||||||
D Jump Knee Attack/ジャンプニーアタック |
20 | 4 | Overhead | 13 | - | 4 | - | - | - | / | |
|
Dodge Attack
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※ | |
Throws
Buster Throw (4/6C)
Special Moves
Power Wave (236P)
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.
| |||||||||||
C | 22 (5) | 6 | Mid | 23 | - | 38 | 60 | +3 | -8 | - | |
Comes out slower but travels faster. |
Burn Knuckle (214P)
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 |
Rising Tackle ([2]8P)
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 | |
| |||||||||||
C | 20 (5) | 6 | Mid | 18 | 5+5+5+3 | 40 | 75 | KD (+42) | -40 | Invincible 1-25F, Throw Invincible | |
|
Crack Shoot (2147K)
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 | |
| |||||||||||
D | 18x2 (4x2) | 6x2 | Mid | 15 | 8+8+4 | 19 | 53 | -2 | -9 | Throw Invincible | |
|
Desperation Move
Power Geyser (21416BC)
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 |