m (→Anywhere) |
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* df + C is cancellable. | * df + C is cancellable. | ||
* Free cancellable into moves are: | |||
** qcf + C | |||
** qcb + P | |||
** qcb + K | |||
** dp + K | |||
* Free cancellable out-of moves are: | |||
** (d) u + P (1) | |||
** dp + K (1) | |||
* Moves with Invincibility are: | |||
** (d) u + A (Lower: startup & active (1st part).) | |||
** (d) u + P (Upper: startup & active (1st part).) | |||
** dp + K (Upper: startup (last part).) | |||
** DM qcf qcf + K (Full: startup (1st part).) | |||
** DM qcb db f + P (Full: startup (1st part). Upper: startup.) | |||
** SDM qcb db f + AC (Full: startup (1st part).) | |||
** HSDM qcf qcf + AC (Full: startup.) | |||
Revision as of 06:28, 8 March 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
Short Movelist
- df + C
- qcf + A
- qcf + C (SC.)
- Any other special. (Only on hit/block.)
- qcb + P
- (d) u + P (SC (1).)
- dp + K
- qcb + K
- DM qcb db f + P
- DM qcf qcf + K
- SDM qcb db f + AC
- HSDM qcf qcf + AC
Notes
- Cancellable moves are:
- Close: A, B, C (1-2), D
- Far: A
- Crouch: A, C, D
- df + C is cancellable.
- Free cancellable into moves are:
- qcf + C
- qcb + P
- qcb + K
- dp + K
- Free cancellable out-of moves are:
- (d) u + P (1)
- dp + K (1)
- Moves with Invincibility are:
- (d) u + A (Lower: startup & active (1st part).)
- (d) u + P (Upper: startup & active (1st part).)
- dp + K (Upper: startup (last part).)
- DM qcf qcf + K (Full: startup (1st part).)
- DM qcb db f + P (Full: startup (1st part). Upper: startup.)
- SDM qcb db f + AC (Full: startup (1st part).)
- HSDM qcf qcf + AC (Full: startup.)
- 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 >
- SDM qcb db f + AC
- DM qcb db f + C {50%}
- DM qcf qcf + K
- qcb + A {30%} (Very close.)
- qcb + B
- HSDM qcf qcf + AC (Very close.)
- SDM qcb db f + AC
- DM qcb db f + C
- DM qcf qcf + K
- qcb + A
- qcb + B
- qcf + A
- df + C >
- cr.B, cr.A >
- df + C > (Point blank.)
- [See 1st combo.]
- DM qcf qcf + B
- (d) u + C
- df + C > (Point blank.)
- qcf + C >
- qcb + A
- qcf + C >> DM qcb db f + C
Corner
- qcf + C > qcb + B, j.C {33%}
Counterhit
- j.CD (counterhit),
- DM qcb db f + 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 db f + AC {55-60%}
- run cl.C (1) > dp + K(1) >> qcf + C > (Corner)
- DM qcb db f + 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