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|align="center"| HL | |align="center"| HL |
Revision as of 13:26, 8 February 2020
General Info
Crouch height: Medium
Jump: 5/36/1
Hop: 5/27/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 25 frames
Recovery roll: 28 frames
Stand | Crouch | Jump | Backdash | Grab | Run |
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Colors
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Movelist
Notes
- For the counterhit combo in the corner, j.CD, qcf + C > qcb + B, df + C, the df + C will have to be done as db + C, since the game thinks Terry has switched sides, even though it doesn't look like he has)
Combos
Anywhere
- cl.C (2) > df + C >
- qcb + A {30%}
- DM qcb hcf + P {50%}
- cr.B, cr.A > df + C >
- qcb + A {30%}
- DM qcb hcf + P {50%}
Corner
- qcf + C > qcb + B, j.C {33%}
Counterhit
- j.CD (counterhit),
- DM qcb hcf + P {40%}
- qcf + C > (Corner)
- qcb + C {45%}
- qcb + B, j.C {50%}
- DM qcb hcf + P {55%}
Maxmode
- cl.C (2) >> BC,
- run cl.C (2) > df + C > SDM qcb hcf + AC {55-60%}
- run cl.C (1) > dp + K(1) >> qcf + C > (Corner)
- DM qcb hcf + P {55%}
- qcb + B, df + C {45%} (Input as db + C because of a glitch...)
Attack Strings
- cl.C (1) / cr.D > qcf + C > qcb + A
- cl.C (1) / cr.B > df + C > qcb + A