|
Frames
|
Advantage
|
Properties
|
Block
|
Damage
|
Notes
|
Standing Close
|
|
5/4/16
|
+5/+3
|
|
HL
|
55+25
|
A fast, twice-hitting, gut punch. Close Heavy Punch is typical, fast, Close / type of attack, but lacks the vertical range of similar moves such as Kyo's or Iori's Close Heavy Punch. Instead, this attack has a very convenient hit-confirming property of being two hits and it's easy for new players to learn to confirm bread and butter combos. Good in blockstrings and the multiple hits help in doing guard damage to the guard meter.
|
|
6/11/20
|
-10/-12
|
|
HL
|
70
|
Although not as fast as Close Heavy Punch, this move has a wider activation range than Close Heavy Punch and has a bigger hitbox both vertically and horizontally. The active frames of this move is longer than each of the hits of Close Heavy Punch so this move is generally a better attack for meaties. When in doubt of being able to run forward to punish a move in time with Close Heavy Punch, Close Heavy Kick would be a more consistent option due to generous activation range. Also good for safe blockstrings and frame traps.
|
Standing Far
|
|
4/3/7
|
+5/+3
|

|
HL
|
25
|
A standard anti-hop attack. Typically it whiffs on crouching opponents, but larger, crouching opponents are exceptions such as Goro or Raiden. In this case, it could be used to pressure those large characters in a similar manner that Terry could in Garou: Mark of the Wolves.
|
|
7/3/11
|
+1/-1
|
|
HL
|
30
|
Far reaching kick. It is used to control the space in front of Terry. Doesn't have quite the recovery nor the height it had in previous KOF games, this attack makes up for it by being cancelable. Still a good attack to use to keep the opponent outside of your inside range.
|
|
9/4/22
|
-5/-7
|
|
HL
|
80
|
A beefy straight. Think of it as an extension of Standing Light Punch but with higher committal, as it will be more susceptible to sweeps due to the longer duration of the attack compared to Standing Light Punch. In return, it does more damage and the longer active hitbox allows Terry to set up frame traps with this move. If one could hit-confirm, then a successful Standing Heavy Punch could net a combo into any of Terry's Desperation Moves on a grounded opponent.
|
|
11/4/24
|
-7/-9
|
-
|
HL
|
80
|
In previous KOF games such as King of Fighters 2002, this move was really slow and lacked much application. Now this move is particularly useful for anti-air in angles Terry couldn't really cover on reaction, barring Rising Upper ( + ). Since Terry can't just hold forward to walk or run and press Standing Light Punch to anti-air on a whim (as Terry either has to commit to stopping to do Standing or accidentally get Back Knuckle ( + ) and suffer the consequences of having a chunk of start up while he extends his vulnerable hitbox forward), Standing covers that application at the cost of being more susceptible to sweeps and other low hitting attacks. It's faster than Standing though, so Standing 's function as an anti-air is much more relevant in King of Fighters XIII than in the past.
|
+
|
14/7/17
|
KD/-1
|

|
HL
|
75
|
A standard standing  attack. In past KOF games, this move used to be a sobat kick that went over low attacks. Now it looks like Terry's old shoulder tackle special attack, Power Charge ( + ) in games such as King of Fighters 98, and does not have properties such as going over low attacks. This current Blowback Attack is more like Kyo's as it initially reels Terry back, and then charges forward with a big, meaty hitbox. In some rare cases, Terry could use this move in response to an overextension of an opponent's attack, and punish the recovery of the move as Terry springs forward as he comes from reeling backwards. On it's own it does not have too much application; although, one could whiff it from a further distance and cancel the active frames into a special move such as Crack Shoot ( + ) to close in distance, but there are better and safer ways to approach an opponent rather than to do that.
|
Crouching
|
|
5/4/7
|
+4/+2
|

|
HL
|
25
|
A simple, light attack from crouching that doesn't hit low. Used mainly after Crouching Light Kick so that Crouching Light Punch could cancel into Rising Upper and further into a special attack such as Crack Shoot ( + ) or Burn Knuckle ( + ). Could be used to stagger blockstrings and have a bit more frame advantage than Crouching at the expense of a slight bit of distance and hitting low. An opponent might anticipate a sweep after a few crouching light attacks in a blockstring and may want to hop on your "anticipated" sweep attempt, and a Crouching staggered in a blockstring could stop and check the opponent with not too much risk. So if spaced correctly while staggering the timing, it could preemptively stifle a hop or jump out attempt that Crouching would not be able to do.
|
|
5/4/7
|
+4/+2
|
|
|
30
|
Similar to Crouching but hits low and has less of a vertical hitbox if any. As most Crouching attacks, it's really useful for hitconfirms, doing high/low mix ups from hops and empty hops, use as a meaty for bad jump-ins and bad landings, and for blockstrings and pressure. A pretty standard move.
|
|
4/8/24
|
-11/-13
|
|
HL
|
70
|
A punch attack that is quite similar to Guile's "Low Strong" from the Street Fighter series. In application, it is quite similar although the frame advantage might not be as good. It's a good move to use in a blockstring due to the slightly slowness, but the dominance it has due to its hitbox. So it's one of his many frame trap moves that help him score hits and confirms. This move could cancel into command normals or certain specials to add to his pressure. Crouching also is able to cancel into the aforementioned attacks on whiff as well.
|
|
8/4/23
|
KD/-8
|

|
|
80
|
A standard sweep with a slight raise in height at the tip of his foot, allowing to anti-air from certain angles in special circumstances. Like Crouching , it could cancel into command normals and special attacks upon whiff. In some cases in which one baits an opponent to hop or jump onto your sweep for the punish, Terry could simply cancel the whiff animation into his Rising Upper ( + ) and anti-air the opponent. Even Crouching canceled into Rising Upper on block is quite safe. One could maintain pressure, momentum, and control a bit of aerial space by also canceling Crouching into Crack Shoot ( + ), preferably the version of Crack Shoot.
|
Jump/Hop
|
|
6/6/-
5/10/-
|
-
|
-
|
|
45/40
|
Such as many Jumping s in the game such as Kyo's or Ryo's, this attack is mainly an air-to-air move that works in a limited amount of situations. This is due to the fact that Terry's other jumping attacks cover similar ranges but with better reach and control. So in the few cases in which no other attack is fast enough as Jumping nor could reach to the side nor below Terry, then Jumping may be applicable.
|
|
5/5/-
5/10/-
|
-/-
|
-
|
|
45/40
|
This kick is Terry's furthest reaching, jumping normal attacks. It has quite the lengthy active period that it actually hits and it controls the vast horizontal space. The weakness of this move is that it easily whiffs against crouching opponents regardless of what jump or hop arc Terry takes and is susceptible to meaty, Crouching attacks that lead into combos. Commit to this move when one is able to either confirm Terry's safety upon landing or set up and successfully air-to-air an opponent. At the right angles, Terry could air-to-air an opponent with this attack and have the time to land and run under the opponent as the opponent lands on the floor; thus setting up for a mix-up.
|
|
6/6/-
7/7/-
|
-/-
|
-
|
|
72/70
|
An attack that functions both as a jump-in and as an air-to-air given the context of the situation. This attack may not have as wide or as low of a hitbox as Jumping , but regardless of the comparison this attack is able to be used as a jump-in. The hitbox of course is surrounding Terry's upper body rather than below his waist, leaving Terry a bit more susceptible to anti-air attacks than Jumping .
- What Jumping
has to offer is that ability to check an opponent just in case for whatever reason, the opponent decides to hop or jump given the proper spacing. So when Terry is at that distance where the opponent could decided to either crouch, block while standing, or hop, Jumping would be a very appropriate move to control those several factors at once and keeping the advantage.
- An example would be when an opponent may jump/hop at the right timing to go over the space that Terry's Jumping
would cover as a jump-in/hop-in attack. Terry should commit to a Jumping in this situation to air-to-air the opponent to win out in that aerial situation. Jumping might not be as great of an option in this situation as the probability of the opponent staying grounded is still high; so Jumping would be most optimal here. So in some cases due to spacing, Jumping does have relevancy.
|
|
8/6/-
7/8/-
|
-/-
|
-
|
|
70/68
|
A standard jump-in attack. One of the few moves in the KOF series that have a Street Fighter-like hitbox upon jump-in. As in, this attack has a really good 45° downward angle, good horizontal range, and cross-up just like a Street Fighter Jumping attack by a character such as Ryu. Within the context of KOF and hopping, this move isn't as fast nor has as much of a downward, vertical hitbox like Kyo's Jumping or Iori's Jumping to establish quick, hard-to-defend pressure. Though, he can do quite similar pressure as well but not to an extremely dominating extent, it's a bit easier to react to and anti-air Terry's Jumping compared to the aforementioned attacks. Due to the systems of the game, this move can actually cross-up more easily from a hop than in past iterations of KOF, allowing for more angles of pressure and offense for Terry to exercise. People more familiar with Street Fighter jump-in attacks would be quickly familiar with Terry's Jumping and become well acquainted with it.
|
+
|
12/4/-
10/5/-
|
KD/-
|
|
HL
|
90/80
|
Similar to Terry's Jumping attack, this move is almost strictly for anti-air. It has a higher angled hitbox compared to Jumping and Jumping for air-to-air, and it covers that remaining upward space that Terry's other jumping normal attacks do not control. On the other hand, Jumping Blowback Attack whiffs over most crouching characters; and since all Jumping Blowback Attacks do not hit high as an overhead, the opponent doesn't need to stand up at all in response to this attack. So if misused, this attack will whiff and be severely punished. As usual, any opponent that is hit by a counter hit Jumping Blowback Attack is susceptible to an additional hit for a juggle combo, such as a jumping normal attack for a hit reset or a super.
- On larger crouching characters such as Raiden or Maxima, it's easier for Terry to make this attack be blocked regardless of the opponent crouching or standing. So in those match ups, Terry could force an additional set-up/frame trap by using a well spaced Jumping Blowback attack in a preemptive response to an anti-air attack, and will counter hit or trade with that attack.
|
Command Normals
|
+
|
16/4/17
|
0/-2
|
|
HL
|
60
|
Rising Upper- An uppercut quite similar in application as Ryo's Crouching or Kyo's Close . The limitation of this move compared to the previously mentioned moves is that this move can't be simply done on reaction from a blocking position, or from holding back. So Terry has to commit or risk doing this on defense and is harder to do on reaction than a simple Crouching from a down-back position. On the other hand, Terry can approach or maintain his run by holding down-forward by sliding down from forward from initiating a run, and just press the button on reaction when the player sees the opponent jump or hop. So while in certain instances it may more difficult to use this move as an anti-air than others, Rising Upper also does have its means of ease in others. Although characters such as Ryo could also do the same kind of uppercut from a run as well, Terry's hitbox on his Rising Upper has better horizontal coverage compared to Ryo's Crouching . In comparison to Kyo's Cl. , Terry's Rising Upper covers more or less the same range, but Kyo's limitation is that Kyo has to be close to the opponent to execute Cl. ; Terry can do Rising Upper anywhere on screen regardless of spacing.
- Additionally as this is a command normal attack, many of Terry's normal attacks can cancel into Rising Upper. So Terry has the the advantage of canceling attacks such as Crouching
and Crouching into Rising Upper, controlling ground and air space almost simultaneously. Further, this move can combo from Crouching that combos from Crouching . So from a jump-in or an empty hop, Terry could more or less earn the same kind of combo and knockdown from a high or low mix up as Rising Upper combos into Burn Knuckle ( + ) and his Desperation Moves.
- On a blockstring, Terry could cancel Rising Upper into Crack Shoot (
+ ) and be relatively safe. If the opponent might try to Guard Cancel Roll on the Rising Upper to try to punish the recovery of Crack Shoot, Terry can simply end the blockstring on Rising Upper and re-assume pressure by applying a meaty attack on the recovery of the Guard Cancel Roll. If the opponent does not Guard Cancel Roll, Terry's Rising Upper induces enough push back on block that Terry is left at a safe range.
|
+
|
16/4/17
|
0/-2
|
-
|
HL
|
80
|
Back Knuckle- This attack doesn't have as much utility as Rising Upper in terms of being a command normal to hitconfirm during combos. Although there is more time to "confirm something", this move doesn't cancel into anything afterward. Instead, this move could be used to confirm into a Hyper Drive mode activation and Terry could extend his combo. Otherwise, this move is like Back Knuckle in King of Fighters 98; but in King of Fighters XIII, it only hits once and hits faster with better recovery. In a neutral game, Terry could use Back Knuckle as an anti-air against a hop that is beyond the reach of Standing Light Punch, Standing Heavy Punch, and Standing Heavy Kick while using a Burn Knuckle ( + ) is too much of a risk to use due to the lack of safety on block, as spacing a Burn Knuckle on block to be safe is very minute, and a precise/difficult thing to do.
- This move also gets in the way of Terry walking/running and holding forward to press Standing
on reaction or on a whim. Terry has to commit to stopping and immediately pressing Standing for the anti-air. If not done quickly enough, Terry will end up in the recovery animation of the run and not immediately anti-air. Of course if Terry holds forward and presses the button, then he'll get a Back Knuckle, which could be detrimental if he's too close to the opponent since the start up animation is not that fast at all, and is susceptible for a punish.
|
Throws
|
/ + /
|
0
|
KD
|
|
|
100
|
Buster Throw- A neat, hard knockdown throw. It easily sets up for a cross-up attempt by Terry, especially if the opponent was thrown in the corner so Terry won't need to cover additional distance and time by running and super jumping at the opponent. If the player could get the opponent to be honest and block on okizeme, this throw could also set up into an empty jump or empty hop attempt into either another throw or a Crouching attack that confims into a combo.
|
Special Moves
|
+
|
: 15/4/19
: 21/6/22
: 16/9/31
|
: 0/-3
: 0/-6
: KD/-8
|
: 
|
HL
|
: 60
: 45*3
|
Power Wave- One should be able to recognize this trademark attack of Terry's. One of the most standard, grounded projectiles in King of Fighters XIII, Power Wave controls the ground space in front of Terry. In contrast to the usual airborne projectiles, grounded projectiles such as Power Wave cannot be slid nor crouched under by an opponent. Rather, it's easier for the opponent to hop or jump over grounded projectiles than airborne projectiles such as Athena's Psychoball ( + ).
- As both Power Wave attacks lack decent start up and recovery speeds compared to past iterations (e.g. King of Fighters 2002), they can't be used in the same type of pressure that sets ground momentum. Rather in King of Fighters XIII, Power Wave is a means of checking and dissuading an opponent's grounded approach from time to time. The
Version of Power Wave does this particularly well and has the better recovery of the two regular Power Waves.
- The
Version of Power Wave has a marginal increase of start up and recovery compared to the Version and stops less than half of the screen in front of Terry. In return, this version of Power Wave covers its short distance quicker than Version covering the same distance and knocks down the opponent upon hit.
- Both versions of Power Wave are decent during a blockstring and do the most, safe chip damage on block compared to Terry's other Special Moves, but Power Waves are the most susceptible to Guard Cancel Rolls by the opponent. As Terry does a Power Wave, he doesn't change his position or move forward, leaving Terry vulnerable for a punish if the opponent Guard Cancel Rolls appropriately. Although Power Wave is a move with some applications, it is not one to be used too generously.
Version nullifies projectiles much like K's Ein Trigger ( + ) or like Terry's Power Wave from The King of Fighters '98. It also nullifies projectiles, which is a proficient tool to make a way through opponents' zoning. Just note that the move has quite a bit of start up before the projectile comes out and is susceptible to other attacks or against projectiles that are difficult to react to. Realistically, the player could use this Power Wave against slower projectiles such as Athena's Psychoball ( + ) or Mature's Ebony Tears (  + ).
- Quite similar to the Version of Power Wave, this projectile moves completely across the screen. The difference is that this attack moves slower and hits 3 times. This version of Power Wave doesn't knockdown the opponent; so it actually may be used to hit the opponent, and the player could continue to combo during or after the Version of Power Wave hits.
|
+
|
: 32/7/19
: 35/8/19
: 58/7/23
|
: 0/-1
: 0/-3
: KD/-8
|

|
HL
|
: 75
: 90
: 160
|
Burn Knuckle- Not as hot as previous KOF games, this iteration of Burn Knuckle is more reminiscent of Garou: Mark of The Wolves. That is, Burn Knuckle is largely unsafe on block regardless of the version used. The Version of Burn Knuckle could be positioned well enough to be safe on block, but the attack must connect with an opponent's guard right on the tip of Burn Knuckle right as Burn Knuckle is about to completely stop. In essence, this attack is really difficult to time and position correctly to be safe on block in a game where movement and spacing is quite volatile. Outside of combos, this move could be used as a preemptive anti-air attack against jumps, rather jumps than hops, from mid and far screen. In most cases, one shouldn't rely on doing so that often.
- As with the normal versions of Burn Knuckle, this attack is also unsafe. What makes Burn Knuckle stand out is that it has the fastest start up out of the other Burn Knuckles, and goes full screen. If need be, this move is much more reliable as an anti-air than the normal versions of Burn Knuckle. Upon hitting a close by opponent, Terry knocks the opponent upwards into a juggle state in which Terry could follow up with another attack of the player's choice. That is mainly what this attack is used for in application, an extension of combos be it Drive and Hyper Drive.
|
+
|
: 6/8/18
:
:
|
: -/-
:
:
|
:
|
HL
:
|
: 40*2
: 40*4
: 120
|
Crack Shoot- Terry's main ender for a blockstring. In past KOF games, it was typically Burn Knuckle ( + ) [now unsafe on block] or Power Charge ( + ) [not in King of Fighters XIII] that safely ended Terry's blockstrings. Now to take that helm is the Version of Crack Shoot, as it now safely moves Terry forward in a blockstring while maintaining a safe distance away from the opponent. So, trying to Guard Cancel Roll to punish Terry's Crack Shoot is difficult unless the opponent is cornered. The Version of Crack Shoot could combo into a Close Attack after hitting a crouching opponent, but most of the time it's pretty easy for the opponent to react and either punish or block the attack.
- Although the
Version has frame advantage on block rather than being at neutral like Version, it takes distance to space it properly to land on an opponent. Also, the Version is frequently used in Drive/Hyper Drive combos and as a preemptive anti-air from strange angles, such as the opponent trying to use a cross-up attack.
- Overall, Crack Shoot is a bit slower than in the past KOF games and is more reminiscent of Terry's Crack Shoot from Garou: Mark of The Wolves. If anything, Crack Shoot in King of Fighters XIII is the medium in between KOF's Crack Shoot and MOTW's Crack Shoot, but it is not an overhead.
- Now this attack is an overhead attack! This move even exceeds the speed of the past Crack Shoot attacks and stacks on not only an overhead property, but it induces a hard knockdown upon the opponent as well. For worth of the meter used, Crack Shoot does 60 less damage than a Buster Wolf ( + ) and 90 damage less than Power Geyser (  + ), and that's not adjusted for proration. So, Crack Shoot is really worth its damage for the amount of meter it uses as it is good upon hit, but also sets up the opponent for further 50/50 mix-ups. When the opponent is tired of receiving 120 damage chunks from each attempt, Terry could mix-up by doing a combo/blockstring starting from Crouching , as it hits low.
- From Terry's hard knockdown attacks (such as a throw or
Crack Shoot) or from an opportunity where Terry could attempt a safe jump, the player could do a jump-in or cross-up Jumping , quickly check if the opponent blocked the attack, and mix-up by going straight into Crack Shoot upon landing. In turn, this could make it difficult for the opponent to block or react to. If the move connects, the opponent will be in a hard knockdown state and Terry could mix-up yet again.
- To reiterate, Terry could simply mix-up the situation with low hitting attacks that lead into a combo. The mix-up doesn't necessarily have to happen from a blocked Jumping
; Terry could do empty jumps/hops into low hitting attacks, and then proceed to mix-up those situations with an empty jump/hop into Crack Shoot. The player could even do staggered blockstrings with low hitting attacks and change up the opportunities and timings for an Crack Shoot. Even simply doing Crouching or Rising Upper ( + ) as a mix-up or as a blockstring is a valid use of this move. This attack upon hit even leads into an ambiguous roll mix-up on okizeme.
- The main limitation of this attack is that
Crack Shoot does take a single bar of meter to use; the player must manage Terry's meter wisely. Just be sure to keep the momentum, offense, and creativity fresh and pay attention to the kinds of responses each opponent makes.
|
charge , +
|
: 14/6/19
: 17/6/14
: 15/7/23
|
: KD/-7
: KD/-2
: KD/-7
|

:
|
HL
|
: 40+10*4
: 50+15*6
: 20*7+10*13+30
|
Rising Tackle- Terry's signature anti-air attack. Typically, this attack is just simply an average anti-air attack without much invulnerability. In past games such as King of Fighters 98, this attack had a motion and guard point hitboxes (as in it absorbed hits like a block); Rising Tackle was a good anti-air attack. Now it has returned to its common form: a plain, charge-motion attack. The Version of Rising Tackle is the preferred version to anti-air an opponent with due to the extended vertical range and invincibility compared to the Version. Rising Tackle isn't particularly good against cross-up attacks though, and is more often than not to miss. Outside of combos, this move is mainly used against a poorly coordinated full jump or super jump that will land right upon or in front of Terry.
- To be duly noted, the
Version could also beat out Guard Cancel Blowback Attacks. So doing a setup such as doing a Crouching on a blocking opponent and canceling straight into Version Rising Tackle to hit a Guard Cancel Blowback is a valid tactic, just be cautionary and really know when an opponent will do a Guard Cancel Blowback Attack or Terry will be receiving a very agonizing punish upon landing.
- Mainly, this move is used to end simple Drive Cancel combos such as a player using a Drive Cancel on a Burn Knuckle ( + ) to combo into a Crack Shoot ( + ) and finish with an Rising Tackle. It might be a faster anti-air than the Version of Rising Tackle, but it does not have the same invincibility to be a reversal.
|
DMs
|
+
|
/ : 11/7/31
: 8/7/28
|
/ : KD/-20
: KD/-17
|
 
|
HL
|
/ : 210
: 120*3
|
Power Geyser- A renowned classic: the powerful, old faithful. Power Geyser makes its return and for the better. In previous KOF games, this move was terribly slow. Terrible as an anti-air, terrible as a reversal; this move was mainly used in combos due to its sheer power over Terry's other Desperation Moves in regards to the meter involved. Now in King of Fighters XIII, this attack has not only a heightened hitbox but a faster start up as well. While still not ideal as a reversal, this attack surely covers great vertical space fast enough to catch opponents.
- Similar to a normal Power Geyser, Terry just does a single pound to the floor with his fist to shoot out a geyser of energy. In this case, three successive geysers erupt almost simultaneously from a single area. Faster than the typical Power Geyser, it'll catch more airborne opponents in more opportunities.
|
+
|
: 3/6/41
|
: KD/-28
|

: 
|
HL
|
90+90
: 90+30*4+90
|
Buster Wolf- Are you OK? The opponent surely won't be. In regards to actual application, Buster Wolf is the Desperation Move to go to when in need of a reversal super attack. Unlike Terry's other Desperation Move, Buster Wolf doesn't have as high of damage output and the damage is spread amongst two hits, thus further prorated in combos. It is extremely quick however, even faster than Burn Knuckle.
- One with a more dynamic finish, this version has start up invincibility, has a better hitbox, is projectile invincible, and deals more damage overall than a normal Buster Wolf.
|
+ +
|
15/4/45
|
KD/-30
|
|
-
|
150*3
|
Trinity Geyser- The pride of Yellowstone, this new Desperation Move is a combination of Terry's old Power Wave from the first Fatal Fury game and one of Terry's most recent Desperation Moves, Power Stream. The strength of this move is no joke, but the player must use caution when using the move in the corner. The reason being is that the damage by this attack is earned by each individual geyser that hits, and only two of the multiple geysers will usually hit the opponent in the corner, as opposed to the typical 3 mid-screen. In the corner, the move can often be followed up with attacks such as burn knuckle, crack shoot, and buster wolf for extra damage. Trinity Geyser is good enough as an anti-air against full jumps, otherwise this attack is confirmed from normal attacks or from a Max Cancel.
|