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|align="center"| HL | |align="center"| HL | ||
|align="center"| 55+25 | |align="center"| 55+25 | ||
| A fast, twice-hitting, gut punch. Close | | A fast, twice-hitting, gut punch. Close [[File:Snkc.gif]] is typical, fast, Close [[File:snkc.gif]] / [[File:snkd.gif]] type of attack, but lacks the vertical range of similar moves such as Kyo's or Iori's Close [[File:Snkc.gif]]. 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. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|align="center"| 70 | |align="center"| 70 | ||
| Although not as fast as Close | | Although not as fast as Close [[File:Snkc.gif]], this move has a wider activation range than Close [[File:Snkc.gif]] and has a bigger hitbox both vertically and horizontally. The active frames of this move is longer than each of the hits of Close [[File:Snkc.gif]] 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 [[File:Snkc.gif]], Close [[File:Snkd.gif]] would be a more consistent option due to generous activation range. Also good for safe blockstrings and frame traps. | ||
|- | |- | ||
|colspan="8" align="center"| '''Standing Far''' | |colspan="8" align="center"| '''Standing Far''' | ||
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|align="center"| HL | |align="center"| HL | ||
|align="center"| 80 | |align="center"| 80 | ||
| A beefy straight. Think of it as an extension of Standing | | A beefy straight. Think of it as an extension of Standing [[File:Snka.gif]] but with higher committal, as it will be more susceptible to sweeps due to the longer duration of the attack compared to Standing [[File:Snka.gif]]. 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 [[File:Snkc.gif]] could net a combo into any of Terry's Desperation Moves on a grounded opponent. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|align="center"| 80 | |align="center"| 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 ([[File:df.png]] + [[File:snkc.gif]]). Since Terry can't just hold forward to walk or run and press Standing | | 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 ([[File:df.png]] + [[File:snkc.gif]]). Since Terry can't just hold forward to walk or run and press Standing [[File:Snka.gif]] to anti-air on a whim (as Terry either has to commit to stopping to do Standing [[image:snka.gif]] or accidentally get Back Knuckle ([[File:F.png]] + [[File:snka.gif]]) and suffer the consequences of having a chunk of start up while he extends his vulnerable hitbox forward), Standing [[image:snkd.gif]] covers that application at the cost of being more susceptible to sweeps and other low hitting attacks. It's faster than Standing [[image:snkc.gif]] though, so Standing [[image:snkd.gif]]'s function as an anti-air is much more relevant in King of Fighters XIII than in the past. | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|align="center"| 25 | |align="center"| 25 | ||
| A simple, light attack from crouching that doesn't hit low. Used mainly after Crouching | | A simple, light attack from crouching that doesn't hit low. Used mainly after Crouching [[File:Snkb.gif]] so that Crouching [[File:Snka.gif]] could cancel into Rising Upper and further into a special attack such as Crack Shoot ([[File:Qcb.png]] + [[File:K.png]]) or Burn Knuckle ([[File:Qcb.png]] + [[File:P.png]]). Could be used to stagger blockstrings and have a bit more frame advantage than Crouching [[image:snkb.gif]] 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 [[image:snka.gif]] 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 [[image:snkb.gif]] would not be able to do. | ||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|align="center"| 80 | |align="center"| 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 | | '''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 [[File:Snka.gif]], Standing [[File:Snkc.gif]], and Standing [[File:Snkd.gif]] while using a Burn Knuckle ([[File:Qcb.png]]+[[File:P.png]]) 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 [[image:snka.gif]] on reaction or on a whim. Terry has to commit to stopping and immediately pressing Standing [[image:snka.gif]] 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 [[File:snka.gif]] 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. | **This move also gets in the way of Terry walking/running and holding forward to press Standing [[image:snka.gif]] on reaction or on a whim. Terry has to commit to stopping and immediately pressing Standing [[image:snka.gif]] 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 [[File:snka.gif]] 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. | ||
|- | |- | ||
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*Terry is a simple character with standard jump and hop arcs and good jump-in attacks. Being able to simply combo into a knockdown from a high or low mix-up, Terry is able to play a basic offensive game based around getting around an opponent's guard by making the opponent block incorrectly given the situation. | *Terry is a simple character with standard jump and hop arcs and good jump-in attacks. Being able to simply combo into a knockdown from a high or low mix-up, Terry is able to play a basic offensive game based around getting around an opponent's guard by making the opponent block incorrectly given the situation. | ||
*What Terry might slightly lack in comparison to a higher offensive character such as Kyo in terms of hopping-in or in high/low/throw mix-ups, Terry makes up for in being able to utilize Terry's ability to do larger, safer, blockstrings and frame traps that will easily wear down an opponent's guard gauge. Not the best of the best, Terry is still well rounded. Take note of the opponent's guard gauge and be ready to break the gauge with an attack that recovers quickly. The player will be able to score an opportunity to do a full combo. | *What Terry might slightly lack in comparison to a higher offensive character such as Kyo in terms of hopping-in or in high/low/throw mix-ups, Terry makes up for in being able to utilize Terry's ability to do larger, safer, blockstrings and frame traps that will easily wear down an opponent's guard gauge. Not the best of the best, Terry is still well rounded. Take note of the opponent's guard gauge and be ready to break the gauge with an attack that recovers quickly. The player will be able to score an opportunity to do a full combo. | ||
*While pushing forward, Terry can simultaneously cover ground and airspace by canceling his Crouching | *While pushing forward, Terry can simultaneously cover ground and airspace by canceling his Crouching [[File:Snkd.gif]] into a Rising Upper ([[File:df.png]]+[[File:snkc.gif]]) or a Crack Shoot ([[File:Qcb.png]]+[[file:snkb.gif]]) while maintaining relatively safe. There might be some instances where the opponent might stay out of the Crouching [[File:Snkd.gif]] range to evade being put into block stun, and the opponent will wait for either of the follow-ups and go for the punish. | ||
*Keep Terry's offensive mix-ups fresh. Reference Terry's [[file:ex.png]] Crack Shoot ([[ | *Keep Terry's offensive mix-ups fresh. Reference Terry's [[file:ex.png]] Crack Shoot ([[File:Qcb.png]]+[[file:snkb.gif]][[file:snkd.gif]]) section for additional detail. The player could expand mix-up possibilities with tick throws, breaking alternate guards with cross-up attack, staggered low hitting attacks, empty hop into low attacks or throw, and [[file:ex.png]] Crack Shoot mix-ups as well. Get the player to try to respond against these mix-ups and proceed to incorporate frame traps as well. Simple strings, such as Crouching [[File:Snkb.gif]] into a slightly delayed Close [[File:Snkd.gif]], are effective ways in trying to counter or counter hit an opponent's attempt to attack or escape. | ||
=== Neutral/Defense === | === Neutral/Defense === | ||
*The player is also able to use Terry's good normal attacks to control his inner-space. With solid normals such as Standing | *The player is also able to use Terry's good normal attacks to control his inner-space. With solid normals such as Standing [[File:Snka.gif]], Standing [[File:Snkd.gif]], and especially Standing [[File:Snkb.gif]], Terry is able to check the opponent's ability to approach in the direct vicinity in front of Terry. With an attack such as Standing [[File:Snkb.gif]] having good range and recovery to poke an opponent coupled with the ability to cancel into another attack, Terry is able to push out an opponent with Standing [[File:Snkb.gif]] and give Terry some breathing room. | ||
*Though it may be awkward for most players at first, learning to react to hops or jumps on reaction and punishing with Rising Upper ([[File: | *Though it may be awkward for most players at first, learning to react to hops or jumps on reaction and punishing with Rising Upper ([[File:df.png]]+[[File:snkc.gif]]) is a must to make sure nothing gets past Terry. Just be confident in holding a neutral position on Terry rather than constantly hovering in the blocking or crouch blocking position, and respond to the opponent's approaches with the necessary attacks. | ||
*Terry actually has some aerial control to limit the opponent from approaching. A backwards hop or neutral hop Jumping | *Terry actually has some aerial control to limit the opponent from approaching. A backwards hop or neutral hop Jumping [[File:Snkb.gif]] is effective when the opponent tries approach by ground or by air. An early Jumping [[File:Snkd.gif]] from a hop is also decent for stopping grounded approaches. When in doubt, a Jumping Blowback Attack is also good for air-to-air usage. Just be careful and don't become predictable, an opponent might try to get under Terry at just the right moment to crouch underneath Terry's hopping or jumping attack and hit Terry while he's on the way down. In some instances, this might land a full combo for the opponent. | ||
*In instances where the opponent feels confident enough to just run forward to close in on Terry and land a Close [[File:snkc.gif]] or [[File:snkd.gif]] attack from far, use Power Wave ([[File: | *In instances where the opponent feels confident enough to just run forward to close in on Terry and land a Close [[File:snkc.gif]] or [[File:snkd.gif]] attack from far, use Power Wave ([[File:Qcf.png]]+[[File:P.png]]) to stop and remind the opponent that it's not a free ticket getting in. Remember that it's relatively easy for the opponent to hop over the Power Wave and to not use it excessively. | ||
*When somewhat in doubt when or how an opponent will close in space from about mid or mid-close screen, Terry has quite the handy Crouching | *When somewhat in doubt when or how an opponent will close in space from about mid or mid-close screen, Terry has quite the handy Crouching [[File:Snkc.gif]] to use. It might not recover as fast as it did in previous KOF games, this attack is still effective as a really beefy normal just like Guile's "Low Strong" from the Street Fighter series. It's pretty legitimate to use twice in a row, be it on hit or on block, just to push out an opponent. Note that Crouching [[File:Snkc.gif]] could not only cancel on hit but on whiff during the active frames. As a reminder, try to not get hopped or jumped on by the opponent when doing Crouching [[File:Snkc.gif]]. | ||
*Even with decent reversal Desperation Moves, more often than not some of the best defensive options Terry has is just to simply block. If an opponent doesn't do a safe jump or hop on Terry, be sure to use the standard option select Close [[File:snkc.gif]] or [[File:snkd.gif]]. In this case for Terry, the optimal button would be [[File:snkd.gif]]. If Terry uses the option select on the opportune moment that the opponent will attack deep in a jump or hop-in, Terry will just simply block. If the opponent tried to go for an empty hop mix-up, the opponent will be hit by either an anti-air attack or simply be hit by a meaty attack or thrown upon landing. | *Even with decent reversal Desperation Moves, more often than not some of the best defensive options Terry has is just to simply block. If an opponent doesn't do a safe jump or hop on Terry, be sure to use the standard option select Close [[File:snkc.gif]] or [[File:snkd.gif]]. In this case for Terry, the optimal button would be [[File:snkd.gif]]. If Terry uses the option select on the opportune moment that the opponent will attack deep in a jump or hop-in, Terry will just simply block. If the opponent tried to go for an empty hop mix-up, the opponent will be hit by either an anti-air attack or simply be hit by a meaty attack or thrown upon landing. | ||
**Keep in mind also while blocking, that Terry could simply punish a hop on reaction with a Standing | **Keep in mind also while blocking, that Terry could simply punish a hop on reaction with a Standing [[File:Snka.gif]]. Sometimes the simplest things are some of the most important factors in a match. | ||
== Advanced Strategy == | == Advanced Strategy == |
Revision as of 22:19, 18 June 2020


Terry Bogard
In a nutshell
Quite the renowned character, this SNK hero makes his inevitable return. Although Terry is a straight forward, pressure character, he isn't quite adept as Kyo or Iori in regards to breaking an opponent's ability to guard high and low attacks (not to say he can't do that kind of offensive pressure at all.) In return, Terry has strong game plan based around chunky block-strings and good frame traps that breaks the opponent's guard gauge. Overall he's a simple character and is a great character for beginners and experienced players alike.
Video Walkthrough
Move List
Normal Moves
(Copied from Shen Page- working on this now. Don't worry if it looks strange).
Console Changes
- Far standing
has faster recovery.
- Standing
has increased active frames.
- Added new target combo: cr.
> cr.
. It is cancelable.
- Buster Wolf's (
+
) dashing speed is now identical to the EX version. The invincibility is the same as before.
- Trinity Geyser's (
+
) hitbox has been changed so that it actually hits 3 times.
- Power Geyser can be max canceled.
Combos
- note, all combos starting with st.C df.C can alternatively be started with cr.B cr.A cr.C as well.
0% Drive
0 Bar
- st.C df.C xx qcb+A - (195)
cr. Bx2, st. B, qcb+B = 151
- st.C df.C xx qcb+B - (198)
- Leaves Terry at point blank range with +0 Frame Advantage
qcb+D, st. C = 114 dmg
1 Bar
- st.C df.C xx qcbhcf+P - (310)
- st.C df.C xx qcb+KK - (234)
cr.B cr.B cr.B st.B xx qcb+AC - 238
- cr.B cr.B cr.B st.B xx qcfx2+K - (254)
st. D/C, df+C, qcb hcf+P = 316 dmg
2 Bar
- st.C df.C xx qcbhcf+AC - (438)
- cr.B cr.B cr.B st.B xx qcbhcf+AC - (398)
- cr.B cr.B cr.B st.B xx qcfx2+BD - (?)
50% Drive
0 Bar
- st.C/D df+C xx qcb+A (DC) qcb+B, d~u+AC - (384)
- (near corner) st.C/D, df.C xx qcb+A (DC) qcb+B, st.C - (313)
- (corner only) st.C, df.C xx qcb+A (DC) qcb+K, d~u+C - (337) ??
(crouching) qcb+D, cl. C/D, df+C, qcb+A, (DC) d~u+C = 311/317
(crouching) qcb+D, cl. C/D, df+C, qcb+A, (DC) qcb+B, st. C = 335/342
1 Bar
- st.C df+C xx qcb+A (DC) qcb+B, qcb+BD - (341)
st. C, df+C, qcb+A, (DC) qcb+B, d~u+AC = 384 dmg
st. C, df+C, qcb+AC, (DC) d~u+C = 338 dmg
- (corner only) cr.B cr.B cr.B st.B xx qcb+PP (DC) d~u+C - (324)
st. C, df+C, qcb+A, (DC) qcb+D, qcfx2+K = 383 dmg
2 Bar
- st.C df+C xx qcb+A (SC) qcbhcf+AC - (483)
- Doing this combo in Mid-screen is preferred, some of the hits will whiff in the corner.
- (corner only) st.C df+C xx qcb+AC (DC) qcb+K, d~u+AC - (465)
- Corner variation of the previous combo
- cr.B cr.B cr.B st.B xx qcb+AC (SC) qcfx2+K - (372)
- Variation - d~u+PP Ender - (376)
- st.C df+C xx qcb+AC (SC) qcfx2+BD - (508)
100% Drive
0 Bar st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x3
st. C, f+A, (HD) st. D, f+A, qcb+A, (HDC) qcb+K, [d~u+C, (HDC) qcb+C, (HDC) qcb+D]x2, d~u+C
1 Bar
- st.C df+C xx qcb+A (DC) qcb+K, d~u+C (DC) qcb+B, df+C - (375)
st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcfx2+K
st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcb, db, f+P
st. C, f+A, (HD) st. D, f+A, qcb+A, (HDC) qcb+K, [d~u+C, (HDC) qcb+C, (HDC) qcb+D]x2, qcfx2+K
(j.D) cl.D, f+A, [HDA] cl.D, f+A, qcb+A, [HDC] qcb+AC, ([HDC] qcb+B, d~u+C, [HDC] qcb+C)x2, [HDC] qcb+B, d~u+C = 732 dmg
cr.B, cr.A, cr.C [HDA] cl.D, f+A, qcb+A [HDC] d~u+C [HDC] qcb+C, (cross up) [HDC] d~u+C [HDC] qcb+C (cross up) [HDC] qcb+D, d~u+AC = 601~612 dmg
2 Bar
- st.C df.C (HD Activation) cl.D df.C xx qcb+A (DC) d~u+C (DC) qcb+C (DC) qcb+AC (DC) d~u+C (DC) qcb+C (DC) qcb+D (DC) d~u+AC
cl.D, df+C, [HDA] cl.D, df+C, qcf+A, [HDC] qcfX2+AC -delay- qcb+A = 696 dmg
(near corner) cl.D, df+C, [HDA] cl.D, df+C, qcf+C, [HDC] qcfX2+AC -delay- qcb+A, d~u+C = 750 dmg
cr.B, cr.A, cr.C [HDA] cl.D, f+A, qcb+A [HDC] d~u+C [HDC] qcb+C (cross up)[HDC] d~u+C [HDC] qcb+C (cross up) d~u+C [HDC] qcfx2+AC = 709 dmg
(corner) cl. D, f+A, BC [HDA], cr. A, cr. C, qcf+A, [HDC] qcf(x2)+AC (3 hits), qcb+B, d~u+C. = 701 dmg
- (corner only) st.C df.C (HD Activation) cl.D df.C xx qcb+A (DC) qcb+AC, d~u+C (DC) qcb+C (DC) qcb+D, d~u+C (DC) qcb+C (DC) qcb+D, qcfx2+P
- (corner) cl.D,f+A HD cl.D,f+A xx qcb+A xx qcb,hcf+AC (2 hits), charge d,u+C xx qcb+C xx qcb+B, charge d,u+C xx qcb+C xx qcb+B, charge d,u+C - (746,27)
Standard corner hd combo. If only 2 hits of geyser connect, you can juggle after. Delay the qcb+B's so they connect low. You can end with ex tackle or ex buster wolf for more damage (listed below).
3 Bar
- (corner) cl.D,f+A HD cl.D,f+A xx qcb+A xx qcb,hcf+AC (2 hits), charge d,u+C xx qcb+C xx qcb+B, charge d,u+C xx qcb+C xx qcb+B, charge d,u+AC - (793,15)
(corner) cl. D, f+A, BC [HDA], cr. A, cr. C, qcf+A,[HDC] qcb hcf+A/C, [Max Cancel] qcf(x2)+AC (3 hits), qcb+A, qcb+B, d~u+C = 882 dmg
cl.C, df+C, qcb~hcf+CB {HD BYPASS}, [MC] qcfx2+AC, run up qcb+A, d~u+C = 805 dmg
(corner) cr. B, cr. A, cr. C, BC [HDA], cr. C, qcf+A,[HDC] qcb hcf+A/C, [Max Cancel] qcf(x2)+AC (3 hits), qcb+A, qcb+B, d~u+C = 840 dmg
4 Bar
- (corner) cl.D,f+A HD cl.D,f+A xx qcb+A xx qcb,hcf+AC (2 hits), charge d,u+C xx qcb+C xx qcb+B, charge d,u+C xx qcb+C xx qcb+B, qcfx2+BD - (830,15)
- (midscreen) cl.D,f+A HD cl.D,f+A xx qcb+A xx qcb,hcf+AC xx qcfx2+AC - (924,15)
A lot of damage. If you're close enough to the corner you can get an additional buster wolf or a qcb+D, charge d,u+C which will do 98-100%.
Team Order
1st position
Pros
Cons
2nd position
Pros
Cons
3rd position
Pros
Cons
Strategy
Basic Strategy
Offense
- Terry is a simple character with standard jump and hop arcs and good jump-in attacks. Being able to simply combo into a knockdown from a high or low mix-up, Terry is able to play a basic offensive game based around getting around an opponent's guard by making the opponent block incorrectly given the situation.
- What Terry might slightly lack in comparison to a higher offensive character such as Kyo in terms of hopping-in or in high/low/throw mix-ups, Terry makes up for in being able to utilize Terry's ability to do larger, safer, blockstrings and frame traps that will easily wear down an opponent's guard gauge. Not the best of the best, Terry is still well rounded. Take note of the opponent's guard gauge and be ready to break the gauge with an attack that recovers quickly. The player will be able to score an opportunity to do a full combo.
- While pushing forward, Terry can simultaneously cover ground and airspace by canceling his Crouching
into a Rising Upper (
+
) or a Crack Shoot (
+
) while maintaining relatively safe. There might be some instances where the opponent might stay out of the Crouching
range to evade being put into block stun, and the opponent will wait for either of the follow-ups and go for the punish.
- Keep Terry's offensive mix-ups fresh. Reference Terry's
Crack Shoot (
+
) section for additional detail. The player could expand mix-up possibilities with tick throws, breaking alternate guards with cross-up attack, staggered low hitting attacks, empty hop into low attacks or throw, and
Crack Shoot mix-ups as well. Get the player to try to respond against these mix-ups and proceed to incorporate frame traps as well. Simple strings, such as Crouching
into a slightly delayed Close
, are effective ways in trying to counter or counter hit an opponent's attempt to attack or escape.
Neutral/Defense
- The player is also able to use Terry's good normal attacks to control his inner-space. With solid normals such as Standing
, Standing
, and especially Standing
, Terry is able to check the opponent's ability to approach in the direct vicinity in front of Terry. With an attack such as Standing
having good range and recovery to poke an opponent coupled with the ability to cancel into another attack, Terry is able to push out an opponent with Standing
and give Terry some breathing room.
- Though it may be awkward for most players at first, learning to react to hops or jumps on reaction and punishing with Rising Upper (
+
) is a must to make sure nothing gets past Terry. Just be confident in holding a neutral position on Terry rather than constantly hovering in the blocking or crouch blocking position, and respond to the opponent's approaches with the necessary attacks.
- Terry actually has some aerial control to limit the opponent from approaching. A backwards hop or neutral hop Jumping
is effective when the opponent tries approach by ground or by air. An early Jumping
from a hop is also decent for stopping grounded approaches. When in doubt, a Jumping Blowback Attack is also good for air-to-air usage. Just be careful and don't become predictable, an opponent might try to get under Terry at just the right moment to crouch underneath Terry's hopping or jumping attack and hit Terry while he's on the way down. In some instances, this might land a full combo for the opponent.
- In instances where the opponent feels confident enough to just run forward to close in on Terry and land a Close
or
attack from far, use Power Wave (
+
) to stop and remind the opponent that it's not a free ticket getting in. Remember that it's relatively easy for the opponent to hop over the Power Wave and to not use it excessively.
- When somewhat in doubt when or how an opponent will close in space from about mid or mid-close screen, Terry has quite the handy Crouching
to use. It might not recover as fast as it did in previous KOF games, this attack is still effective as a really beefy normal just like Guile's "Low Strong" from the Street Fighter series. It's pretty legitimate to use twice in a row, be it on hit or on block, just to push out an opponent. Note that Crouching
could not only cancel on hit but on whiff during the active frames. As a reminder, try to not get hopped or jumped on by the opponent when doing Crouching
.
- Even with decent reversal Desperation Moves, more often than not some of the best defensive options Terry has is just to simply block. If an opponent doesn't do a safe jump or hop on Terry, be sure to use the standard option select Close
or
. In this case for Terry, the optimal button would be
. If Terry uses the option select on the opportune moment that the opponent will attack deep in a jump or hop-in, Terry will just simply block. If the opponent tried to go for an empty hop mix-up, the opponent will be hit by either an anti-air attack or simply be hit by a meaty attack or thrown upon landing.
Advanced Strategy
Frame Traps and Links
(L) = Link, can be a frame trap as well. "(n) frame gap" = The amount of frames that opponent has to counter a frame trap. 1.) st. A > cl. C (L) - 2 frame gap between st. A and cl. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
2.) st. A > cl. D - 3 frame gap between st. A and cl. D. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
3.) cr. A > cl. C - 3 frame gap between cr. A and cl. C.
4.) cr. A > cl. D - 4 frame gap between cr. A and cl. D.
5.) st. B > st. A (L) - 2 frame gap between st. B and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
6.) st. B > cr. A - 3 frame gap between st. B and cr. A.
7.) st. B > cr. B - 2 frame gap between st. B and cr. B.
8.) st. B > cl. C (L) - 2 frame gap between st. B and cl. C.
9.) st. B > df+C (L) - 2 frame gap between st. B and df. C.
10.) st. B > cl. D - 3 frame gap between st. A and cl. D.
11.) st. B > st. B - 4 frame gap between st. B and st. B.
12.) qcb+B (blocked in crouch position) > st. A - 4 frame gap between qcb+B (blocked on crouch position) and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
13.) qcb+B (blocked in crouch position) > cr. B - 4 frame gap between qcb+B (blocked on crouch position) and cr. B.
14.) qcb+B (blocked in crouch position) > cl. C - 4 frame gap between qcb+B (blocked on crouch position) and cl. C.
15.) qcb+B (blocked in crouch position) > df+C - 4 frame gap between qcb+B (blocked on crouch position) and df+C.
16.) qcb+D (blocked in crouch position) > st. A - 2 frame gap between qcb+D (blocked on crouch position) and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
17.) qcb+D (blocked in crouch position) > cr. A - 3 frame gap between qcb+D (blocked on crouch position) and cr. A.
18.) qcb+D (blocked in crouch position) > st. B - 4 frame gap between qcb+D (blocked on crouch position) and st. B.
19.) qcb+D (blocked in crouch position) > cr. B - 2 frame gap between qcb+D (blocked on crouch position) and cr. B.
20.) qcb+D (blocked in crouch position) > cl. C - 2 frame gap between qcb+D (blocked on crouch position) and cl. C.
21.) qcb+D (blocked in crouch position) > df+C - 2 frame gap between qcb+D (blocked on crouch position) and df+C.
22.) qcb+D (blocked in crouch position) > cl. D - 3 frame gap between qcb+D (blocked on crouch position) and cl. D.
Tips and Tricks
- Typically when Terry does two crouching, light attacks on block from point blank, Terry could cross up with Jumping
on an opponent from a full, normal jump.
- Similarly when Terry does three crouching, light attack on block from point blank, Terry could cross up with Jumping
on an opponent from a hyper hop.
- Terry could whiff a Close
on okizeme and still cancel the whiff animation into a Rising Upper (
+
) and use that attack to meaty an opponent, a potential gimmick.
- The timing for canceling Rising Upper (
+
) is trickier than in previous games. A recommended tip to try is to cancel Rising Upper a bit later than anticipated.
- Be careful when using Rising Upper (
+
) in blockstings. Unlike past KOF games, this attack is more prone to whiffing in blockstrings on more than just crouching opponents due to the amount of push back Terry's normal attacks induce on hit and on block. Be sure to test and know the spacings to use this attack in hitconfirms and blockstrings, don't accidentally lose momentum by whiffing unintentionally.