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{{MOTW Character Intro |char=Terry |content= | {{MOTW Character Intro |char=Terry |content= | ||
==Introduction== | ==Introduction== | ||
'''Terry Bogard''' (テリー・ボガード, ''Terī Bogādo''), the "Legendary Hungry Wolf". After the events of the previous games in the series, Terry took Rock Howard, the young son of his deceased arch-nemesis, Geese Howard, under his wing, developing a father-son bond with the boy and teaching him how to fend for himself as they traveled the world together. | '''Terry Bogard''' (テリー・ボガード, ''Terī Bogādo''), the "Legendary Hungry Wolf". After the events of the previous games in the series, Terry took Rock Howard, the young son of his deceased arch-nemesis, Geese Howard, under his wing, developing a father-son bond with the boy and teaching him how to fend for himself as they traveled the world together. | ||
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Now, ten years later, he and a teenager Rock are back in South Town (properly re-named "Second South"), to participate in the "King of Fighters: Maximum Mayhem" tournament, in order to test and improve their skills; with no knowledge of the true plans of the sinister mastermind behind the scheduled event... | Now, ten years later, he and a teenager Rock are back in South Town (properly re-named "Second South"), to participate in the "King of Fighters: Maximum Mayhem" tournament, in order to test and improve their skills; with no knowledge of the true plans of the sinister mastermind behind the scheduled event... | ||
'''Terry''' is, overall, considered a mid-tier character in this game, with strong offensive and defensive tools that, however, are by no means flawless. His Specials are too much unsafe on block (sometimes, even on hit), so he can't really rushdown his enemies without enourmous amounts of caution; on the other hand, his | '''Terry''' is, overall, considered a mid-tier character in this game, with strong offensive and defensive tools that, however, are by no means flawless. | ||
His Specials are too much unsafe on block (sometimes, even on hit), so he can't really rushdown his enemies without enourmous amounts of caution; on the other hand, his excellent normals, both in the air and on the ground, allow him to stand up to his foes with a good zoning and defensive game. | |||
Thanks to his Feint Cancels, hIs bread and butter combos are some of the best in the game, perfectly capable of doing insane amounts of damage, specially in the corner, where he also dominates with his blockstrings and resets that can easily grant him a Guard Crush opportunity if he plays unpredictably (so much that he is considered a beast in short sets, when his lockdown pressure are less obvious). | |||
His Break Special, too, is excellent, doubling as one of the best Anti-Airs in the game (that, unfortunately, is still unsafe on block, so it must still be used carefully). | |||
== Gameplay == | == Gameplay == | ||
{{Content Box|content= | {{Content Box|content= | ||
'''Terry's''' Main objective is Play at your own pace, don't let the opponent gain momentum and control the flow of the match. | '''Terry's''' Main objective is Play at your own pace, don't let the opponent gain momentum and control the flow of the match. | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
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'''Full name:''' Terry Bogard.<BR>'''Birthdate:''' March 15, 1971; 35 years old.<BR>'''Birthplace:''' United States.<BR>'''Height:''' 182cm (5' 11").<BR>'''Weight:''' 81kg (179 lbs).<BR>'''Blood type:''' O.<BR>'''Family/Relatives:''' Jeff Bogard (adoptive father), Andy Bogard (brother), Rock Howard (adoptive son).<BR>'''Job/Occupation:''' None (does part time work to get by).<BR>'''Likes:''' Jeff's gloves, vintage jeans, Ukee (his pet monkey).<BR>'''Dislikes:''' Slugs.<BR>'''Hobbies:''' Playing video games, trawling, wall painting.<BR>'''Favorite food:''' Fast-food, clubhouse sandwiches made by Rock.<BR>'''Forte in sports:''' Basketball.<BR>'''Special skill:''' Making 50 3-pointer shots in a row.<BR>'''Most unpleasant:''' Cigarettes.<BR>'''Favorite music:''' Rock and Country.<BR>'''Fighting style:''' Martial arts and street fighting. | '''Full name:''' Terry Bogard.<BR>'''Birthdate:''' March 15, 1971; 35 years old.<BR>'''Birthplace:''' United States.<BR>'''Height:''' 182cm (5' 11").<BR>'''Weight:''' 81kg (179 lbs).<BR>'''Blood type:''' O.<BR>'''Family/Relatives:''' Jeff Bogard (adoptive father), Andy Bogard (brother), Rock Howard (adoptive son).<BR>'''Job/Occupation:''' None (does part time work to get by).<BR>'''Likes:''' Jeff's gloves, vintage jeans, Ukee (his pet monkey).<BR>'''Dislikes:''' Slugs.<BR>'''Hobbies:''' Playing video games, trawling, wall painting.<BR>'''Favorite food:''' Fast-food, clubhouse sandwiches made by Rock.<BR>'''Forte in sports:''' Basketball.<BR>'''Special skill:''' Making 50 3-pointer shots in a row.<BR>'''Most unpleasant:''' Cigarettes.<BR>'''Favorite music:''' Rock and Country.<BR>'''Fighting style:''' Martial arts and street fighting. | ||
==Move List== | |||
Frame Data Source: https://w.atwiki.jp/garoumow/pages/20.html and https://w.atwiki.jp/garoumow/pages/81.html | |||
{{MOTW Legend}} | |||
===Close Standing Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry cl.A.jpg | |||
|name=Cl. {{Icon-SNK|A}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=4 | |||
|Guard=Mid | |||
|Startup=3 | |||
|Active=4 | |||
|Recovery=4 | |||
|Total=11 | |||
|Hit Adv=+7 | |||
|Block Adv=+7 | |||
|Feint Cancel=◯ | |||
|Cancel on Hit=◯/chainable | |||
|Cancel on Block=◯/chainable | |||
|Guard Crush Value=4 | |||
|description= | |||
As fast as it can get with a 3F start-up, this is a pretty good button to mash around when your about to score a Guard Crush. | As fast as it can get with a 3F start-up, this is a pretty good button to mash around when your about to score a Guard Crush. | ||
Good poke, cancelable into Specials, and starter of a few basic combos. | Good poke, cancelable into Specials, and starter of a few basic combos. | ||
Also works as an Anti-Air, specially after a | Also works as an Anti-Air, specially after a cross-under. | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
TerryGaroucl5A.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry cl.B.jpg | |||
|name=Cl. {{Icon-SNK|B}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=6 | |||
|Guard=Mid | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=8 | |||
|Total=16 | |||
|Hit Adv=+3 | |||
|Block Adv=+3 | |||
|Feint Cancel=◯ | |||
|Cancel on Hit=◯ | |||
|Cancel on Block=◯ | |||
|Guard Crush Value=4 | |||
|description= | |||
Canceled right into a Power Dunk, this can be used as an Anti-GC option on the enemy's wake-up. It has the same "whiff on jump startup" property as 2B, but doesn't hit low, not a very useful move. | Canceled right into a Power Dunk, this can be used as an Anti-GC option on the enemy's wake-up. It has the same "whiff on jump startup" property as 2B, but doesn't hit low, not a very useful move. | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
TerryGarouclB.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
If the foward Feint Cancel is the heart of Terry's gameplay, this move is certainly the soul: good start-up, | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry cl.C.jpg | |||
|name=Cl. {{Icon-SNK|C}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|version=Cl. {{Icon-SNK|C}} | |||
|Damage=9 | |||
|Guard=Mid | |||
|Startup=5 | |||
|Active=5 | |||
|Recovery=21 | |||
|Total=31 | |||
|Hit Adv=-5 | |||
|Block Adv=-5 | |||
|Feint Cancel=◯ | |||
|Cancel on Hit=◯ | |||
|Cancel on Block=◯ | |||
|Guard Crush Value=5 | |||
|description= | |||
If the foward Feint Cancel is the heart of Terry's gameplay, this move is certainly the soul: good start-up, excellent blockstun and hitbox positioning, fairly safe on block, Feint, Special and Super cancelable, blockstring and combo starter, throw button... this move has it all. | |||
Expect yourself to be using this a lot. | Expect yourself to be using this a lot. | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
TerryGarouclC.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
{{AttackData-Garou | |||
|version=Cl. {{Icon-SNK|C}} > {{Motion|6}} + {{Icon-SNK|C}} | |||
|subtitle=Double Combination | |||
|Damage=9 | |||
|Guard=Mid | |||
|Startup=2 | |||
|Active=3 | |||
|Recovery=14 | |||
|Total=19 | |||
|Hit Adv=+4 | |||
|Block Adv=+4 | |||
|Feint Cancel=X | |||
|Cancel on Hit=X | |||
|Cancel on Block=X | |||
|Guard Crush Value=5,9 | |||
|description= | |||
Terry's target combo from cl.5C is really good not only because it is completely safe on block, but also because it allows him to easily hit-confirm and link it's last attack into the strong version of his punch Super, anywhere on the stage, or even into his light Break Special, but only when the enemy has his back against the corner (courtesy of midscreen pushback limitations). | |||
Since it hits twice, it doubles an excellent Anti-GC weapon, even more so because of it's potential to be linked in any of the aforementioned ways. | |||
Also works as a nice frame trap, since most people don't know that this is positive on block. | |||
[[File: | <div class="mw-collapsible"> | ||
[[File:TerryGarouTargetCombo.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry cl.D.jpg | |||
|name=Cl. {{Icon-SNK|D}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=6,6 | |||
|Guard=Mid | |||
|Startup=7 | |||
|Active=2,2 | |||
|Recovery=21 | |||
|Total=32 | |||
|Hit Adv=-2 | |||
|Block Adv=-2 | |||
|Feint Cancel=◯ (1st hit) | |||
|Cancel on Hit=◯ (1st hit) | |||
|Cancel on Block=◯ (1st hit) | |||
|Guard Crush Value=3,3 | |||
|description= | |||
A good frametrap tool, you should feint it on the 1st hit. As a frametrap it has multiple purpose :<br> | A good frametrap tool, you should feint it on the 1st hit. As a frametrap it has multiple purpose :<br> | ||
- The vertical hitbox will hit a jump startup with the 2nd hit (which will be feint cancelled, only cancellable when the 1st hit whiffs) <br> | - The vertical hitbox will hit a jump startup with the 2nd hit (which will be feint cancelled, only cancellable when the 1st hit whiffs) <br> | ||
- On hit/guard, the feint leads to more pressure/combo<br> | - On hit/guard, the feint leads to more pressure/combo<br> | ||
- Will tech mashed throws<br> | - Will tech mashed throws<br> | ||
- If a JD occurs on the 1st hit, the little lag will mess with the feint input timing, letting the 2nd hit happen, preventing non invincible | - If a JD occurs on the 1st hit, the little lag will mess with the feint input timing, letting the 2nd hit happen, preventing non invincible guard cancels.<br> | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
TerryGarouclD.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===Far Standing Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry s.A.jpg | |||
|name=Far {{Icon-SNK|A}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=5 | |||
|Guard=Mid | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=7 | |||
|Total=15 | |||
|Hit Adv=+4 | |||
|Block Adv=+4 | |||
|Feint Cancel=◯ | |||
|Cancel on Hit=◯/chainable | |||
|Cancel on Block=◯/chainable | |||
|Guard Crush Value=4 | |||
|description= | |||
Basically the same as his cl. A, except that is has a far better range. | |||
Fast poke, | Fast poke, excellent for intercepting dashers. Special and Super cancelable. | ||
Also doubles as a pretty decent Anti-Air (even better after a | Also doubles as a pretty decent Anti-Air (even better after a cross-under). | ||
This move also works as a frame trap to beat out opponents trying to engage you after blocking something, like Terry's Power Wave. | This move also works as a frame trap to beat out opponents trying to engage you after blocking something, like Terry's Power Wave. | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
TerryGaroufarA.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry s.B.jpg | |||
|name=Far {{Icon-SNK|B}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=7 | |||
|Guard=Mid | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=10 | |||
|Total=19 | |||
|Hit Adv=+1 | |||
|Block Adv=+1 | |||
|Feint Cancel=X | |||
|Cancel on Hit=X | |||
|Cancel on Block=X | |||
|Guard Crush Value=4 | |||
|description= | |||
This move isn't Special cancelable. However, it works as one of Terry's best Anti-Airs, since it has a deceptively large hitbox and speed. | This move isn't Special cancelable. However, it works as one of Terry's best Anti-Airs, since it has a deceptively large hitbox and speed. | ||
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Good frame trap when followed by a far. A, for example. | Good frame trap when followed by a far. A, for example. | ||
= | <div class="mw-collapsible"> | ||
<gallery> | |||
TerryGaroufarB.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry s.C.jpg | |||
|name=Far {{Icon-SNK|C}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=14 | |||
|Guard=Mid | |||
|Startup=11 | |||
|Active=4 | |||
|Recovery=19 | |||
|Total=34 | |||
|Hit Adv=-2 | |||
|Block Adv=-2 | |||
|Feint Cancel=X | |||
|Cancel on Hit=X | |||
|Cancel on Block=X | |||
|Guard Crush Value=5 | |||
|description= | |||
Pretty horrible normal. | Pretty horrible normal. | ||
Line 427: | Line 342: | ||
Do yourself a favor and avoid this. | Do yourself a favor and avoid this. | ||
= | <div class="mw-collapsible"> | ||
<gallery> | |||
TerryGaroufarC.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry s.D.jpg.jpg | |||
|name=Far {{Icon-SNK|D}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=14 | |||
|Guard=Mid | |||
|Startup=9 | |||
|Active=4 | |||
|Recovery=22 | |||
|Total=35 | |||
|Hit Adv=-5 | |||
|Block Adv=-5 | |||
|Feint Cancel=◯ (on block) | |||
|Cancel on Hit=X | |||
|Cancel on Block=◯ | |||
|Guard Crush Value=5 | |||
|description= | |||
A little slow, but it has good damage and nice range, allowing it to be used as poke at far distances (with caution and moderation, of course). | A little slow, but it has good damage and nice range, allowing it to be used as poke at far distances (with caution and moderation, of course). | ||
Line 444: | Line 379: | ||
= | <div class="mw-collapsible"> | ||
<gallery> | |||
TerryGaroufarD.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===Crouching Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry cr.A.jpg | |||
|name=Cr. {{Icon-SNK|A}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=4 | |||
|Guard=Mid | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=13 | |||
|Hit Adv=+6 | |||
|Block Adv=+6 | |||
|Feint Cancel=◯ | |||
|Cancel on Hit=◯/chainable | |||
|Cancel on Block=◯/chainable | |||
|Guard Crush Value=4 | |||
|description= | |||
An average normal. | An average normal. | ||
Line 463: | Line 420: | ||
= | <div class="mw-collapsible"> | ||
<gallery> | |||
2A.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry cr.B.jpg | |||
|name=Cr. {{Icon-SNK|B}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=6 | |||
|Guard=Low | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=14 | |||
|Hit Adv=+6 | |||
|Block Adv=+6 | |||
|Feint Cancel=◯ | |||
|Cancel on Hit=◯ | |||
|Cancel on Block=◯ | |||
|Guard Crush Value=4 | |||
|description= | |||
Very good normal. | Very good normal. | ||
Line 483: | Line 460: | ||
It's also sometimes used as a frame trap with Terry's run (run a little, 'cr. B', run a little, 'cr. B' again), but it's not something that should be abused. | It's also sometimes used as a frame trap with Terry's run (run a little, 'cr. B', run a little, 'cr. B' again), but it's not something that should be abused. | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
2B.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
| | |image=Garou Terry cr.C.jpg | ||
| | |name=Cr. {{Icon-SNK|C}} | ||
| | |subtitle= | ||
| | |caption= | ||
| | |data= | ||
{{AttackData-Garou | |||
Another | |Damage=9 | ||
|Guard=Mid | |||
|Startup=7 | |||
|Active=3 | |||
|Recovery=12 | |||
|Total=22 | |||
|Hit Adv=+6 | |||
|Block Adv=+6 | |||
|Feint Cancel=◯ | |||
|Cancel on Hit=◯ | |||
|Cancel on Block=◯ | |||
|Guard Crush Value=5 | |||
|description= | |||
Another excellent normal. | |||
Average startup and solid range turns this move into one of Terry's most commonly seen combo finishers. | Average startup and solid range turns this move into one of Terry's most commonly seen combo finishers. | ||
Line 502: | Line 498: | ||
It's also his best way to punish unsafe moves at mid-ranges. | It's also his best way to punish unsafe moves at mid-ranges. | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
2C.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
| | |image=Garou Terry cr.D.jpg | ||
| | |name=Cr. {{Icon-SNK|D}} | ||
| | |subtitle= | ||
| | |caption= | ||
| | |data= | ||
{{AttackData-Garou | |||
|Damage=10 | |||
|Guard=Low | |||
|Startup=8 | |||
|Active=3 | |||
|Recovery=33 | |||
|Total=44 | |||
|Hit Adv=KD | |||
|Block Adv=-15 | |||
|Feint Cancel=X | |||
|Cancel on Hit=X | |||
|Cancel on Block=X | |||
|Guard Crush Value=5 | |||
|description= | |||
Terry's sweep is easily one of the worst in the game, with just atrocious disadvantage on block. | Terry's sweep is easily one of the worst in the game, with just atrocious disadvantage on block. | ||
Line 521: | Line 536: | ||
Should be used sparringly. | Should be used sparringly. | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
TerryGarou2D.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===Jumping Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry j.A.jpg | |||
|name=Jump {{Icon-SNK|A}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=6 | |||
|Guard=High | |||
|Startup=4 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Feint Cancel= | |||
|Cancel on Hit=X | |||
|Cancel on Block=X | |||
|Guard Crush Value=4 | |||
|description= | |||
This move comes out faster than any other of Terry's air attacks. | This move comes out faster than any other of Terry's air attacks. | ||
Line 544: | Line 580: | ||
Avoid using it with jump forward, since it can be low profiled and will whiff on crouched opponents. | Avoid using it with jump forward, since it can be low profiled and will whiff on crouched opponents. | ||
= | <div class="mw-collapsible"> | ||
<gallery> | |||
TerryGarouJA.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry j.B.jpg | |||
|name=Jump {{Icon-SNK|B}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=6 | |||
|Guard=High | |||
|Startup=5 | |||
|Active=6 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Feint Cancel= | |||
|Cancel on Hit=X | |||
|Cancel on Block=X | |||
|Guard Crush Value=4 | |||
|description= | |||
Probably Terry's best air attack. | Probably Terry's best air attack. | ||
It may be a little bit slower than his j. A (by a single frame), but it has fantastic priority, and a hitbox aiming downwards that will strike airbone opponents bellow and in front of Terry. | It may be a little bit slower than his j.A (by a single frame), but it has fantastic priority, and a hitbox aiming downwards that will strike airbone opponents bellow and in front of Terry. | ||
Not exactly a good move to throw out while jumping backwards, but in a neutral or forward jump, it will be a clean hit most of the time. | Not exactly a good move to throw out while jumping backwards, but in a neutral or forward jump, it will be a clean hit most of the time. | ||
Line 564: | Line 620: | ||
In a short jump, this move, when used alongside Terry's Power Dunk, becomes an immensely useful tool as a combo starter that can only be defended high, adding depth to Terry's mixup game. | In a short jump, this move, when used alongside Terry's Power Dunk, becomes an immensely useful tool as a combo starter that can only be defended high, adding depth to Terry's mixup game. | ||
Plus, jump or short jump, j. B works as a pretty good and unpredictable | Plus, jump or short jump, j.B works as a pretty good and unpredictable cross-up. | ||
Very, very useful move indeed. | Very, very useful move indeed. | ||
<div class="mw-collapsible"> | |||
<gallery> | |||
TerryGarouJB.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry j.C.jpg | |||
|name=Jump {{Icon-SNK|C}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=9 | |||
|Guard=High | |||
|Startup=7 | |||
|Active=6 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Feint Cancel= | |||
|Cancel on Hit=X | |||
|Cancel on Block=X | |||
|Guard Crush Value=5 | |||
|description= | |||
Good damage and start-up. | |||
It's mainly used as a close jump-in or short jump-in attack, but it can also work an awkward Air-to-Air when Terry's right above someone (also sometimes used to protect Terry's hurtbox while jumping backwards, which can come in handy when trying to get away with a win by Time Out for example). | |||
At the right distances (with the proper Throw setup, for example), this can also be used as a tricky cross-up. | |||
<div class="mw-collapsible"> | |||
<gallery> | |||
TerryGarouJC.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry j.D.jpg | |||
|name=Jump {{Icon-SNK|D}} | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=10 | |||
|Guard=High | |||
|Startup=9 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Feint Cancel= | |||
|Cancel on Hit=X | |||
|Cancel on Block=X | |||
|Guard Crush Value=5 | |||
|description= | |||
What it lacks in speed, this move compensates with damage and range. | |||
It can work as an Air-to-Air (this is one of Terry's strongest buttons to use after jumping backwards), but it definetly shines more as a jump-in or short jump-in strike, since it works absolutely wonders as a stupidly good crossup. | |||
<div class="mw-collapsible"> | |||
<gallery> | |||
GarouTerryJD.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | |||
===Universal Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry AB.jpg | |||
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}} | |||
|subtitle=Lower-body evasion attack | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=10 | |||
|Guard=Overhead | |||
|Startup=26 | |||
|Active=5 | |||
|Recovery=15 | |||
|Total=46 | |||
|Hit Adv=-1 | |||
|Block Adv=+5 | |||
|Feint Cancel= | |||
|Cancel on Hit=X | |||
|Cancel on Block=X | |||
|Guard Crush Value=6 | |||
|description= | |||
Horrible move that mostly will come out on accident after a failed Power Dunk Break attempt. | |||
Patheticaly slow start-up. | |||
If you want to do an overhead, just go for the short hop. | |||
[[File: | <div class="mw-collapsible"> | ||
[[File:TerryGarouLowEvade.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry 2AB-1.jpg | |||
|image2=Garou Terry 2AB-2.jpg | |||
|image3=Garou Terry 2AB-3.jpg | |||
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}} | |||
|subtitle=Upper-body evasion attack | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=10 | |||
|Guard=Mid | |||
|Startup=8 | |||
|Active=3 | |||
|Recovery=29 | |||
|Total=40 | |||
|Hit Adv=-13 | |||
|Block Adv=-7 | |||
|Feint Cancel=◯ (on hit) | |||
|Cancel on Hit=◯ | |||
|Cancel on Block=X | |||
|Guard Crush Value=6 | |||
|description= | |||
One of the worst in the game, but you're still left with no choice but to use it. | |||
It actually has a pretty decent start-up and priority (at certain ranges), so it can be used to break a few Reversal attempts. | |||
The real problem lies in it's enourmous frame disadvantage, both on hit and on block; this can be somewhat diminished by a Feint or Special cancel, but there's absolutely nothing you can do if it's blocked, since it's not cancelable at all in that situation. | |||
Other than that, the damage on this is quite good, so it can be used in combos to pump the damage up a little. | |||
It may be used as an Anti-Air too, but that's an advanced and hard technique, since the timing must be perfect, and the chance of losing or trading against the enemy is real. | |||
1~6F upper-body invincibility. | |||
<div class="mw-collapsible"> | |||
[[File:TerryGarouHighEvade.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou Terry CD.jpg | |||
|name=Max Dunk (T.O.P. Attack) | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=7,6,7 | |||
|Guard=Mid | |||
|Startup=14 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv=KD | |||
|Block Adv=-11 | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value=25,5,5 | |||
|description= | |||
Not particularly useful. | |||
It can be used as an easy Guard Cancel, but it has horribly slow start-up. | |||
Sure, it also does great Guard Crush damage, but even if your enemy gets his guard crumpled with this, the recovery on it is so abysmal that you won't even be able to do any follow-up. | |||
To add insult to injury, the damage is pitiful, and it's also unsafe on block. | |||
<div class="mw-collapsible"> | |||
[[File:TerryGarouTOPAttack.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou_Terry_Grab.jpg | |||
|name=Buster Throw | |||
|subtitle='''Close''' {{Motion|b}}/{{Motion|f}}+{{Icon-SNK|C}} | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage=14 | |||
|Guard=Unblockable | |||
|Startup=1 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv=+37 | |||
|Block Adv= | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value= | |||
|description= | |||
Terry's normal throw. In case the throw fails, a 'cl. C' will come out instead. On hit/guard it's one of Terry's best normals as it leads to mixups (Feint Cancel it). However clC doesn't have vertical hitbox, a neutral jump to escape the tick throw will leave Terry vulnerable. | |||
You can use this to set up some tricky crossup situations. For example, after performing a midscreen backthrow, run just a little bit and then jump with Terry's 'j. C': if done correctly, the enemy will get hit in the back at a pretty deceptive angle (this can be done with a regular throw, but a backthrow seems to be easier). A similar setup works in the corner too, and it's even better: after throwing his enemy into the corner, and running just a little before perfoming a jump, even if the enemy has his back against the corner, he will have to change his block direction because of a bug that will force him to stand up facing the opposite direction of Terry's. | |||
}} | |||
}} | |||
===Feints=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= Garou_Terry_ForwardTaunt.jpg | |||
|name={{Motion|f}}+{{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|subtitle=Forward Feint | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total=11 | |||
|Hit Adv= | |||
|Block Adv= | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value= | |||
|description=Mimics the start of Burn Knuckle A. | |||
Terry's best Feint Cancel option by far, since it makes him advance slightly, lessening the impact of the pushback from his attacks and allowing him to land more blows in his combos. | |||
This is, without a doubt, core to Terry's gameplay, and should be mastered as soon as possible. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=Garou_Terry_DownTaunt.jpg | |||
|name={{Motion|d}}+{{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|subtitle=Down Feint | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total=11 | |||
|Hit Adv= | |||
|Block Adv= | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value= | |||
|description=Mimics the start of Burn Knuckle C. | |||
Almost completely uselesss. Stick with the forward one, it's a thousand times better. | |||
This one moves Terry backwards way too much, so Feint Canceling with this becomes a waste of time. | |||
You could, once in a blue moon, use this to actualy fool your opponent into thinking you're going for a Burning Knuckle... but that would be you searching really, really hard for a reason to use this at all. | |||
}} | |||
}} | |||
=== | ===Special Moves=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
| name = Power Wave | |||
| input = {{Motion|236}} + {{Icon-SNK|A}} / {{Icon-SNK|C}} | |||
| subtitle = | |||
| image = | |||
| caption = | |||
| linkname = | |||
| data = | |||
Both versions are impossible to just defend at 0-pixel health bar. <br><br> | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = {{Motion|236}} + {{Icon-SNK|A}} | |||
| Damage = 12 | |||
| Guard = Mid | |||
| Startup = 11 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = -6 | |||
| Block Adv = -6 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 7 | |||
| description = | |||
Terry's ground-based fireball. Quite average, to be frank. | |||
Pressing the light button makes the fireball travel slower, and it's generaly useless in combos. The recovery on this version of the move is better, but Terry can still be punished even on hit if it was done too close to the enemy, so be careful. | |||
}} | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = {{Motion|236}} + {{Icon-SNK|C}} | |||
| Damage = 14 | |||
| Guard = Mid | |||
| Startup = 11 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = -11 | |||
| Block Adv = -11 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 8 | |||
| description = | |||
This version of the Power Wave travels a little bit faster through the ground, making it more useful in his basic combos. However, it suffers from an even more unforgivable recovery and high block disadvantage. | This version of the Power Wave travels a little bit faster through the ground, making it more useful in his basic combos. However, it suffers from an even more unforgivable recovery and high block disadvantage. | ||
It's what Terry has, though, so use with caution. | It's what Terry has, though, so use with caution. | ||
<div class="mw-collapsible"> | |||
[[File:TerryPowerWave.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
| | | name = Burn Knuckle (or Burning Knuckle) | ||
| | | input = {{Motion|214}} + {{Icon-SNK|A}} / {{Icon-SNK|C}} | ||
| | | subtitle = | ||
| | | image = | ||
| caption = | |||
| linkname = | |||
| data = | |||
Both versions are impossible to just defend at 0-pixel health bar. <br><br> | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = {{Motion|214}} + {{Icon-SNK|A}} | |||
| Damage = 17 | |||
| Guard = Mid | |||
| Startup = 14 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = KD | |||
| Block Adv = -12 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 7 | |||
| description = | |||
This Special has very few pratical uses. | This Special has very few pratical uses. | ||
Line 724: | Line 1,029: | ||
Probably the best way to finish some of Terry's juggle combos, mostly on a Counter-Hit basis (and only when you can't afford the meter for a Super). | Probably the best way to finish some of Terry's juggle combos, mostly on a Counter-Hit basis (and only when you can't afford the meter for a Super). | ||
<div class="mw-collapsible"> | |||
[[File:GarouTerryBurningKnuckleA.jpg]] | |||
</div> | |||
== | }} | ||
{{AttackData-Garou | |||
| subtitle = | |||
| version = {{Motion|214}} + {{Icon-SNK|C}} | |||
| Damage = 21 | |||
| Guard = Mid | |||
|- | | Startup = 23 | ||
| | | Active = | ||
| | | Recovery = | ||
| | | Total = | ||
| | | Hit Adv = KD | ||
| Block Adv = -10 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 8 | |||
| description = | |||
This version of Terry's Burning Knuckle does more damage and is barely safer on block. | This version of Terry's Burning Knuckle does more damage and is barely safer on block. | ||
Line 743: | Line 1,056: | ||
Honestly, this is almost worthless. | Honestly, this is almost worthless. | ||
<div class="mw-collapsible"> | |||
[[File:TerryGarouBurningKnuckleC.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
| name = Crack Shoot | |||
| input = {{Motion|214}} + {{Icon-SNK|B}} / {{Icon-SNK|D}} | |||
| subtitle = | |||
| image = | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = {{Motion|214}} + {{Icon-SNK|B}} | |||
| Damage = 15 | |||
| Guard = Overhead | |||
| Startup = 22 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = -2 | |||
| Block Adv = -2 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 4 | |||
| description = | |||
This Special hits overhead, scoring some good damage. | This Special hits overhead, scoring some good damage. | ||
Line 764: | Line 1,098: | ||
Besides taking your enemy by surprise or something along those lines, there are very few reasons why to use this at all. | Besides taking your enemy by surprise or something along those lines, there are very few reasons why to use this at all. | ||
<div class="mw-collapsible"> | |||
[[File:TerryGarouCrackShoot.jpg]] | |||
</div> | |||
== | }} | ||
{{AttackData-Garou | |||
| subtitle = | |||
| version = {{Motion|214}} + {{Icon-SNK|D}} | |||
| Damage = 20 | |||
| Guard = Overhead | |||
|- | | Startup = 20 | ||
| | | Active = | ||
| | | Recovery = | ||
| | | Total = | ||
| | | Hit Adv = KD | ||
| Block Adv = -13 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 8 | |||
| description = | |||
Travels further than it's weaker counterpart, doing more damage and now gaining knockdown capabilities. | Travels further than it's weaker counterpart, doing more damage and now gaining knockdown capabilities. | ||
Line 783: | Line 1,125: | ||
Tremendously unsafe on block. | Tremendously unsafe on block. | ||
<div class="mw-collapsible"> | |||
[[File:TerryGarouCrackShootD.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
| | | name = Power Dunk | ||
| | | input = {{Motion|623}} + {{Icon-SNK|B}} | ||
|- | | subtitle = | ||
| image = | |||
| caption = | |||
| linkname = | |||
| data = | |||
Impossible to just defend at 0-pixel health bar. <br><br> | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = {{Motion|623}} + {{Icon-SNK|B}} | |||
| Damage = 8,6,6 | |||
| Guard = Mid, Mid, Overhead | |||
| Startup = 3 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = KD | |||
| Block Adv = -4 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 3,2,2 | |||
| description = | |||
Terry's very own "Dragon Punch" move, with no invincibility frames. | Terry's very own "Dragon Punch" move, with no invincibility frames. | ||
Line 806: | Line 1,171: | ||
One of the main issues with this Special is that the amounts of hits will vary depending on the range it's used, so if the opponent tries to Air-JD every strike, he may very well land before Terry in some situations (who will be as a sitting duck for a good punishment). | One of the main issues with this Special is that the amounts of hits will vary depending on the range it's used, so if the opponent tries to Air-JD every strike, he may very well land before Terry in some situations (who will be as a sitting duck for a good punishment). | ||
<div class="mw-collapsible"> | |||
[[File:TerryGarouPowerDunkB.jpg]] | |||
</div> | |||
}} | |||
{{AttackData-Garou | |||
| header = no | |||
| subtitle = | |||
| version = {{Motion|623}} + {{Icon-SNK|B}} Break | |||
| Damage = 8 | |||
| Guard = Mid | |||
| Startup = 3 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = KD | |||
| Block Adv = -2 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 3 | |||
| description = | |||
<div class="mw-collapsible"> | |||
[[File:TerryGarouPowerDunkBR.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
| name = Power Dunk | |||
| input = {{Motion|623}} + {{Icon-SNK|D}} | |||
| subtitle = | |||
| image = | |||
| caption = | |||
| linkname = | |||
| data = | |||
Impossible to just defend at 0-pixel health bar. <br><br> | |||
1~5F full-body invincibility. <br><br> | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = {{Motion|623}} + {{Icon-SNK|D}} | |||
| Damage = 9,9,8 | |||
| Guard = Mid, Mid, Overhead | |||
| Startup = 3 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = KD | |||
| Block Adv = -11 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 3,3,2 | |||
| description = | |||
In it's strong variety, Terry's Power Dunk gains a good ammount of invincibility at it's start-up frames, so a Reversal at wake-up, for example, is now a possibility (a dangerous one still, so don't overuse it or get predictable with it). On the other hand, it's far more unsafe on block now. | In it's strong variety, Terry's Power Dunk gains a good ammount of invincibility at it's start-up frames, so a Reversal at wake-up, for example, is now a possibility (a dangerous one still, so don't overuse it or get predictable with it). On the other hand, it's far more unsafe on block now. | ||
Can still work as an Anti-Air too, but there's still chance that Terry will get punished if the enemy antecipates it and does an Air-JD. | Can still work as an Anti-Air too, but there's still chance that Terry will get punished if the enemy antecipates it and does an Air-JD. | ||
<div class="mw-collapsible"> | |||
[[File:TerryGarouPowerDunkD.jpg]] | |||
</div> | |||
}} | |||
{{AttackData-Garou | |||
| header = no | |||
| subtitle = | |||
| version = {{Motion|623}} + {{Icon-SNK|D}} Break | |||
| Damage = 9 | |||
| Guard = Mid | |||
| Startup = 3 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = KD | |||
| Block Adv = -2 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 3 | |||
| description = | |||
Easily Terry's best and most useful Special move. | Easily Terry's best and most useful Special move. | ||
Line 847: | Line 1,270: | ||
A really useful tip that helps any character with a "Dragon Punch" attack, but is particularly helpful to Terry, is the "Crouching Dragon Punch": basicaly, you hold downwards for a few instants after buffering the forward input, so that Terry can jump into his Power Dunk right from his crouching state. Great for lowering his hurtbox to make sure his Anti-Airs are as safe as possible from losing or trades. | A really useful tip that helps any character with a "Dragon Punch" attack, but is particularly helpful to Terry, is the "Crouching Dragon Punch": basicaly, you hold downwards for a few instants after buffering the forward input, so that Terry can jump into his Power Dunk right from his crouching state. Great for lowering his hurtbox to make sure his Anti-Airs are as safe as possible from losing or trades. | ||
= | <div class="mw-collapsible"> | ||
[[File:TerryGarouPowerDunkBR.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
| name = Power Charge | |||
| input = {{Motion|6}}{{Motion|6}} + {{Icon-SNK|A}} (perform up to 3x) | |||
| subtitle = | |||
| image = | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = {{Motion|6}}{{Motion|6}} + {{Icon-SNK|A}} | |||
| Damage = 10 | |||
| Guard = Mid | |||
| Startup = 11 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = -7 | |||
| Block Adv = -7 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 7 | |||
| description = | |||
}} | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = --- {{Motion|6}}{{Motion|6}} + {{Icon-SNK|A}} | |||
| Damage = 10 | |||
| Guard = Mid | |||
| Startup = | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = KD | |||
| Block Adv = -16 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 7 | |||
| description = | |||
}} | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = --- --- {{Motion|6}}{{Motion|6}} + {{Icon-SNK|A}} | |||
| Damage = 10 | |||
| Guard = Mid | |||
| Startup = | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = KD | |||
| Block Adv = -18 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 7 | |||
| description = | |||
Terry's "Rekka" Special, that can be followed up twice by repeating the inputs for the Special. | Terry's "Rekka" Special, that can be followed up twice by repeating the inputs for the Special. | ||
Line 869: | Line 1,344: | ||
Midscreen, only the first two hits will usualy land (sometimes, only the first and the third one will), but it doesn't matter: always go for the last hit anyway, even if you know it will whiff, just so you can build some extra meter from it. When your enemy is at the corner, or just anywhere near it, all three blows will safely land. | Midscreen, only the first two hits will usualy land (sometimes, only the first and the third one will), but it doesn't matter: always go for the last hit anyway, even if you know it will whiff, just so you can build some extra meter from it. When your enemy is at the corner, or just anywhere near it, all three blows will safely land. | ||
<div class="mw-collapsible"> | |||
[[File:TerryGarouPowerDunkA.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
| name = Power Charge | |||
| input = {{Motion|6}}{{Motion|6}} + {{Icon-SNK|C}} (perform up to 3x) | |||
| subtitle = | |||
| image = | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = {{Motion|6}}{{Motion|6}} + {{Icon-SNK|C}} | |||
| Damage = 11 | |||
| Guard = Mid | |||
| Startup = 20 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = +7 | |||
| Block Adv = +7 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 8 | |||
| description = | |||
}} | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = --- {{Motion|6}}{{Motion|6}} + {{Icon-SNK|C}} | |||
| Damage = 10 | |||
| Guard = Mid | |||
| Startup = | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = KD | |||
| Block Adv = +2 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 8 | |||
| description = | |||
}} | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = --- --- {{Motion|6}}{{Motion|6}} + {{Icon-SNK|C}} | |||
| Damage = 14 | |||
| Guard = Mid | |||
| Startup = | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv = KD | |||
| Block Adv = -13 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = 8 | |||
| description = | |||
Another one of Terry's best moves (even if it can be considered kind of "gimmicky"). | Another one of Terry's best moves (even if it can be considered kind of "gimmicky"). | ||
Line 896: | Line 1,422: | ||
It can also be used as a fantastic Guard Cancel punishment against slow moves with high recovery. | It can also be used as a fantastic Guard Cancel punishment against slow moves with high recovery. | ||
<div class="mw-collapsible"> | |||
[[File:TerryGarouPowerChargeC.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===Super Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image = | |||
== | |name = Power Geyser | ||
|input ={{Motion|236}},{{Motion|236}}+{{Icon-SNK|A}}/{{Icon-SNK|C}} | |||
|caption= | |||
=== | |data= | ||
Both versions are impossible to just defend at 0-pixel health bar. <br><br> | |||
| | |||
| | |||
{{AttackData-Garou | |||
|version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|A}} | |||
|subtitle = S Power | |||
|Damage=30 | |||
|Guard=Mid | |||
|Startup=7 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv=KD | |||
|Block Adv=-38 | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value=15 | |||
|description= | |||
The most iconical and nostalgic move at the Legendary Hungry Wolf's disposal since ''Fatal Fury 2'' is back... and it's average at best. | The most iconical and nostalgic move at the Legendary Hungry Wolf's disposal since ''Fatal Fury 2'' is back... and it's average at best. | ||
Line 941: | Line 1,467: | ||
1~4F full-body invincibility. Attack guaranteed to go through entire startup and come out. | |||
<div class="mw-collapsible"> | |||
[[File:TerryGarouPowerGeyserA.jpg]] | |||
</div> | |||
}} | |||
{{AttackData-Garou | |||
|header = no | |||
|version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|C}} | |||
|subtitle = P Power | |||
|Damage=16,16,16 | |||
|Guard=Mid | |||
|Startup=3 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv=KD | |||
|Block Adv=-68 | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value=10×3 | |||
|description= | |||
A triple Power Geyser attack. | |||
Lightning-quick start-up, and even greater amount of invincibility frames than before, sure are good pros, but most of the cons of it's weaker version remains, making this less useful than it seems. | |||
It's one of the very few moves on Terry's arsenal that can easily be hit-confirmed out of his Double Combination, which can be sometimes useful. | |||
1~4F full-body invincibility. Attack guaranteed to go through entire startup and come out. | |||
<div class="mw-collapsible"> | |||
[[File:TerryGarouPowerGeyserC.jpg]] | |||
</div> | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image = | |||
|name =Buster Wolf | |||
|input ={{Motion|236}},{{Motion|236}}+{{Icon-SNK|B}}/{{Icon-SNK|D}} | |||
|caption= | |||
|data= | |||
{{AttackData-Garou | |||
|version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|B}} | |||
|subtitle = S Power | |||
|Damage=18,18 | |||
|Guard=Mid | |||
|Startup=7 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv=KD | |||
|Block Adv=-17 | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value=10,5 | |||
|description= | |||
The Legendary Hungry Wolf's new trademark Super, and honestly, his best one. | |||
It has a little less invincibility frames than his punch Super, true, but it inflicts greater damage and (thankfuly) can be used independently of Terry's position in the stage. | |||
Learn how to hit-confirm with Terry into this Super, and always try to land one whenever you hit your enemy out of something with your Power Dunk Break if you have the meter to spare; and since we are speaking of meter, remember to always whiff a strong Power Charge while your enemy is in his hard knocked down state, so you can safely approach and build meter at the same time. | |||
1~8F full-body invincibility. The 2nd hit has a projectile hitbox/hurtbox. | |||
<div class="mw-collapsible"> | |||
[[File:TerryGarouBusterWolfB.jpg]] | |||
</div> | |||
}} | |||
{{AttackData-Garou | |||
| header = no | |||
|version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|D}} | |||
|subtitle = P Power | |||
|Damage=20,10×4 | |||
|Guard=Mid | |||
|Startup=4 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv=KD | |||
|Block Adv=-34 | |||
|Feint Cancel= | |||
|Cancel on Hit= | |||
|Cancel on Block= | |||
|Guard Crush Value=5×5 | |||
|description= | |||
With a twice as fast start-up time, added number of hits (five in total), and increased damage potential, this Super is Terry's best combo finisher and punishment tool by far, even if it's not generaly advised to use two stocks of Super at once (unless it guarantees the kill, of course). | |||
Quick note: almost all hits will end up whiffing if Terry use this version of his Super immediately after a Counter-Hit Break, so don't forget to use a second Break before you spend your precious meter and it all ends up going to waste. | |||
1~8F full-body invincibility. The 2nd hit onwards has a projectile hitbox/hurtbox. | |||
= | <div class="mw-collapsible"> | ||
[[File:TerryGarouBusterWolfD.jpg]] | |||
</div> | |||
[[File:TerryGarouBusterWolfD.jpg]] | }} | ||
}} | |||
Revision as of 10:42, 1 March 2023
Introduction
Terry Bogard (テリー・ボガード, Terī Bogādo), the "Legendary Hungry Wolf". After the events of the previous games in the series, Terry took Rock Howard, the young son of his deceased arch-nemesis, Geese Howard, under his wing, developing a father-son bond with the boy and teaching him how to fend for himself as they traveled the world together.
Now, ten years later, he and a teenager Rock are back in South Town (properly re-named "Second South"), to participate in the "King of Fighters: Maximum Mayhem" tournament, in order to test and improve their skills; with no knowledge of the true plans of the sinister mastermind behind the scheduled event...
Terry is, overall, considered a mid-tier character in this game, with strong offensive and defensive tools that, however, are by no means flawless. His Specials are too much unsafe on block (sometimes, even on hit), so he can't really rushdown his enemies without enourmous amounts of caution; on the other hand, his excellent normals, both in the air and on the ground, allow him to stand up to his foes with a good zoning and defensive game.
Thanks to his Feint Cancels, hIs bread and butter combos are some of the best in the game, perfectly capable of doing insane amounts of damage, specially in the corner, where he also dominates with his blockstrings and resets that can easily grant him a Guard Crush opportunity if he plays unpredictably (so much that he is considered a beast in short sets, when his lockdown pressure are less obvious). His Break Special, too, is excellent, doubling as one of the best Anti-Airs in the game (that, unfortunately, is still unsafe on block, so it must still be used carefully).
Gameplay
Terry's Main objective is Play at your own pace, don't let the opponent gain momentum and control the flow of the match.
Strengths | Weaknesses |
---|---|
|
|
Character Colors
Profile
Full name: Terry Bogard.
Birthdate: March 15, 1971; 35 years old.
Birthplace: United States.
Height: 182cm (5' 11").
Weight: 81kg (179 lbs).
Blood type: O.
Family/Relatives: Jeff Bogard (adoptive father), Andy Bogard (brother), Rock Howard (adoptive son).
Job/Occupation: None (does part time work to get by).
Likes: Jeff's gloves, vintage jeans, Ukee (his pet monkey).
Dislikes: Slugs.
Hobbies: Playing video games, trawling, wall painting.
Favorite food: Fast-food, clubhouse sandwiches made by Rock.
Forte in sports: Basketball.
Special skill: Making 50 3-pointer shots in a row.
Most unpleasant: Cigarettes.
Favorite music: Rock and Country.
Fighting style: Martial arts and street fighting.
Move List
Frame Data Source: https://w.atwiki.jp/garoumow/pages/20.html and https://w.atwiki.jp/garoumow/pages/81.html
Data Help | |
---|---|
Disclaimer: This is meant to teach basic terminology used when describing moves. | |
Hitbox: | A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing. |
Hurtbox: | A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. |
Throw Box/Range: | Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun. |
Projectile Box: | Hitbox on a projectile attack. |
Guard/Counter Box: | The Guard Box or Counter Box. This appears when blocking or using a counter move. |
Push Box: | Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".) |
Startup | The number of frames before an attack can hit the opponent. Does not include the first active frame. |
Guard | The way this move must be blocked.
High or H or Overhead (especially when from the ground) -- must be blocked standing. |
Damage | "Basic" damage -- Unmodified damage values
"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decreases the defender's guard durability gauge by this value. |
+X | Attacker has X number of advantage frames. |
-X | Attacker has X number of disadvantage frames. |
KD | Short for "knockdown", knocks down opponent on hit. |
◯ | Cancelable on both hit and block. |
∞ | Chain cancelable with the same button (renda cancel). |
※ | Cancelable on the first hit/part only. |
《X》OR «X» OR <<X>> OR (X) | X number of inactive frames between hits of multihit moves. |
△ | Only cancelable on block. |
▽ | Only cancelable on hit. |
× OR X | Not cancelable. |
Close Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 3 | 4 | 4 | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+7 | +7 | ◯/chainable | ◯/chainable | 4 | |
As fast as it can get with a 3F start-up, this is a pretty good button to mash around when your about to score a Guard Crush. Good poke, cancelable into Specials, and starter of a few basic combos. Also works as an Anti-Air, specially after a cross-under. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 4 | 4 | 8 | 16 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+3 | +3 | ◯ | ◯ | 4 | |
Canceled right into a Power Dunk, this can be used as an Anti-GC option on the enemy's wake-up. It has the same "whiff on jump startup" property as 2B, but doesn't hit low, not a very useful move.
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6,6 | Mid | 7 | 2,2 | 21 | 32 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-2 | -2 | ◯ (1st hit) | ◯ (1st hit) | 3,3 | |
A good frametrap tool, you should feint it on the 1st hit. As a frametrap it has multiple purpose : |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 4 | 4 | 7 | 15 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | ◯/chainable | ◯/chainable | 4 | |
Basically the same as his cl. A, except that is has a far better range. Fast poke, excellent for intercepting dashers. Special and Super cancelable. Also doubles as a pretty decent Anti-Air (even better after a cross-under). This move also works as a frame trap to beat out opponents trying to engage you after blocking something, like Terry's Power Wave.
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 4 | 10 | 19 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | X | X | 4 | |
This move isn't Special cancelable. However, it works as one of Terry's best Anti-Airs, since it has a deceptively large hitbox and speed. It's also pretty safe in case the opponent empty-jumps at you, expecting to Air-JD your Anti-Air, since the pushback won't allow him to counter-attack. At precise ranges, this move will beat out hop and jump attempts, acting as a preemptive Anti-Air of sorts. Good frame trap when followed by a far. A, for example. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 11 | 4 | 19 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-2 | -2 | X | X | 5 | |
Pretty horrible normal. Not only is this button ungodly slow, it's also unsafe on block and on hit, and it's not even Feint, Special, or Super cancelable. Do yourself a favor and avoid this. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 9 | 4 | 22 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -5 | X | ◯ | 5 | |
A little slow, but it has good damage and nice range, allowing it to be used as poke at far distances (with caution and moderation, of course). This isn't cancelable on hit, but it is cancelable on block, making this move a prime candidate of corner resets with Terry's Power Charge.
|
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯/chainable | ◯/chainable | 4 | |
An average normal. One frame faster than Terry's crouching light kick (but it doesn't hit low, making it less useful). Good frame advantage on block and on hit. Special and Super cancelable.
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 5 | 4 | 5 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ | ◯ | 4 | |
Very good normal. Medium range, fast startup, Special and Super cancelable, and it has to be defended low; as such, this move is a great add to Terry's overall mixup game when used as a meaty. The hitstun in this also allows for some nice and easy hit confirms. It's also sometimes used as a frame trap with Terry's run (run a little, 'cr. B', run a little, 'cr. B' again), but it's not something that should be abused. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Mid | 7 | 3 | 12 | 22 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ | ◯ | 5 | |
Another excellent normal. Average startup and solid range turns this move into one of Terry's most commonly seen combo finishers. It's also his best way to punish unsafe moves at mid-ranges. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 8 | 3 | 33 | 44 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -15 | X | X | 5 | |
Terry's sweep is easily one of the worst in the game, with just atrocious disadvantage on block. It has some speed and, of course, it can score you a knockdown, but that's pretty much it. Should be used sparringly. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 4 | 8 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 4 | |
This move comes out faster than any other of Terry's air attacks. It's horizontal hitbox will strike out of the air almost anything at heights equivalents to that of Terry's own jump. It may lack a little range, but this is still one of Terry's most usefuls Air-to-Airs that can be used in whatever jump trajectory. Since it stays active for a good amount of time, remember to press this as soon as you leave the ground, to make sure it comes out as fast as possible. Avoid using it with jump forward, since it can be low profiled and will whiff on crouched opponents. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 5 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 4 | |
Probably Terry's best air attack. It may be a little bit slower than his j.A (by a single frame), but it has fantastic priority, and a hitbox aiming downwards that will strike airbone opponents bellow and in front of Terry. Not exactly a good move to throw out while jumping backwards, but in a neutral or forward jump, it will be a clean hit most of the time. In a short jump, this move, when used alongside Terry's Power Dunk, becomes an immensely useful tool as a combo starter that can only be defended high, adding depth to Terry's mixup game. Plus, jump or short jump, j.B works as a pretty good and unpredictable cross-up. Very, very useful move indeed. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 7 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 5 | |
Good damage and start-up. It's mainly used as a close jump-in or short jump-in attack, but it can also work an awkward Air-to-Air when Terry's right above someone (also sometimes used to protect Terry's hurtbox while jumping backwards, which can come in handy when trying to get away with a win by Time Out for example). At the right distances (with the proper Throw setup, for example), this can also be used as a tricky cross-up. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 9 | 4 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 5 | |
What it lacks in speed, this move compensates with damage and range. It can work as an Air-to-Air (this is one of Terry's strongest buttons to use after jumping backwards), but it definetly shines more as a jump-in or short jump-in strike, since it works absolutely wonders as a stupidly good crossup. |
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 26 | 5 | 15 | 46 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | +5 | X | X | 6 | |
Horrible move that mostly will come out on accident after a failed Power Dunk Break attempt. Patheticaly slow start-up. If you want to do an overhead, just go for the short hop. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 8 | 3 | 29 | 40 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-13 | -7 | ◯ | X | 6 | |
One of the worst in the game, but you're still left with no choice but to use it. It actually has a pretty decent start-up and priority (at certain ranges), so it can be used to break a few Reversal attempts. The real problem lies in it's enourmous frame disadvantage, both on hit and on block; this can be somewhat diminished by a Feint or Special cancel, but there's absolutely nothing you can do if it's blocked, since it's not cancelable at all in that situation. Other than that, the damage on this is quite good, so it can be used in combos to pump the damage up a little. It may be used as an Anti-Air too, but that's an advanced and hard technique, since the timing must be perfect, and the chance of losing or trading against the enemy is real. 1~6F upper-body invincibility. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7,6,7 | Mid | 14 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -11 | - | - | 25,5,5 | |
Not particularly useful. It can be used as an easy Guard Cancel, but it has horribly slow start-up. Sure, it also does great Guard Crush damage, but even if your enemy gets his guard crumpled with this, the recovery on it is so abysmal that you won't even be able to do any follow-up. To add insult to injury, the damage is pitiful, and it's also unsafe on block. |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Unblockable | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+37 | - | - | - | - | |
Terry's normal throw. In case the throw fails, a 'cl. C' will come out instead. On hit/guard it's one of Terry's best normals as it leads to mixups (Feint Cancel it). However clC doesn't have vertical hitbox, a neutral jump to escape the tick throw will leave Terry vulnerable. You can use this to set up some tricky crossup situations. For example, after performing a midscreen backthrow, run just a little bit and then jump with Terry's 'j. C': if done correctly, the enemy will get hit in the back at a pretty deceptive angle (this can be done with a regular throw, but a backthrow seems to be easier). A similar setup works in the corner too, and it's even better: after throwing his enemy into the corner, and running just a little before perfoming a jump, even if the enemy has his back against the corner, he will have to change his block direction because of a bug that will force him to stand up facing the opposite direction of Terry's. |
Feints
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Burn Knuckle A. Terry's best Feint Cancel option by far, since it makes him advance slightly, lessening the impact of the pushback from his attacks and allowing him to land more blows in his combos. This is, without a doubt, core to Terry's gameplay, and should be mastered as soon as possible. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Burn Knuckle C. Almost completely uselesss. Stick with the forward one, it's a thousand times better. This one moves Terry backwards way too much, so Feint Canceling with this becomes a waste of time. You could, once in a blue moon, use this to actualy fool your opponent into thinking you're going for a Burning Knuckle... but that would be you searching really, really hard for a reason to use this at all. |
Special Moves
1~5F full-body invincibility.
Super Moves