Street Fighter 6/Terry: Difference between revisions

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Long range poke and combo tool. Not special cancelable, but combos into standing light kick naturally from shorter ranges, allowing for 5Lk - light tackle - 2lp to link. Links into standing heavy punch from a drive rush or in a punish counter situation, making it important for many drive rush cancel combos.  
Long range poke and combo tool. Not special cancelable, but combos into standing light kick naturally from shorter ranges, allowing for 5Lk - light tackle - 2lp to link. Links into standing heavy punch from a drive rush or in a punish counter situation, making it important for many drive rush cancel combos. On counter hit or punish counter, links into level 1 from any range.
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Revision as of 10:46, 28 September 2024


Introduction

A passionate fighter that hones his craft as he travels all over the world. Also known as the "Hungry Wolf." He came to Metro City after hearing about the opening of the Pao Pao Cafe.

With great disjointed normals, a broad variety of target combos, and a set of well-rounded special moves, Terry's primary strengths are very similar to a standard shoto package with a few extra twists that make him particularly unique--his main goal is going for close-range pressure and spacing traps to either force errors out of the opponent or punish them for overextending in closer-range before going in and bringing home the big one.

Notable amongst Terry's normals are his medium buttons, as well as his 5HP. 5MP alone starts off several target combos, each of which have their own utilities--Power Drive knocks the opponent down on hit and pushes them back far enough for a spacing trap from another 5MP on block, Passing Sway lets him attempt to try a strike/throw mixup or a sideswitch on hit, and Power Shoot sets him up for a Power Dunk on a 5MP counter-hit. As a counterbalance, much more of his conversion potential is put on his 2MP, especially after a Drive Rush, due to its hitbox, speed, and hitstun; his 5MK and 2MK, by comparison, are among his longest buttons, with 2MK featuring a special-cancelable Target Combo in Fire Kick and 5MK serving as an excellent poke that links into his fast and punishing SA1, Buster Wolf, on counterhit. 5HP is a two-hit normal that serves as one of his primary setups for juggles from other special moves, as well as being a huge threat from Drive Rush.

As far as special moves go, Terry has his pick of several versatile ones. On the projectile front, Power Wave and Round Wave are a pair of unique fireballs with different use cases. LP Power Wave travels on the ground much like Juri's enhanced Saihasho does, enabling it to sneak under higher projectiles and hitboxes, while MP Power Wave loses a bit of range in exchange for clashing with regular fireballs and OD Power Wave is a multi-hit projectile that's great for pressure and approaches; Round Wave eschews a projectile entirely, keeping the fireball clash property, and serves as a fireball bait from further away and a powerful pressure and okizeme tool up close. Quick Burn and Burn Knuckle are similarly divided in use--whereas Quick Burn allows Terry to break open opponents at close range with minimal risk when properly spaced, Burn Knuckle is a fast gap-closer (especially when spaced for safety) and a great corner carry tool during juggles. Power Charge allows Terry to set up both loops and juggles from anywhere on screen depending on which version he uses, while Crack Shoot is an excellent low crush, even hopping over projectiles when the HK version is used; Rising Tackle rounds out his kit with a standard DP. Terry also has a unique SA2, Power Geyser--not only is it a powerful anti-air tool, it can be extended into Double Geyser by spending 3 Drive Bars, and spending an additional Super Gauge on top of that turns it into Triple Geyser, which can potentially do more damage than even using his standard SA3, Rising Fang.

The main drawbacks to playing as Terry mostly deal with the speed and range of some of his other normals and how they affect his gameplan. Because 2MP is the only medium normal that Terry has that's 6 frames, and due to the lighter hitstun on his 5LP and short range of his 2LP, some of Terry's conversions are either short or awkward without spending Drive Gauge, getting a counterhit, or otherwise staying at very specific positioning. Similarly, while his medium and heavy buttons are quite disjointed, it is very easy for Terry to find himself outmatched in a poking war if he is too careless with where he places them, since many of them are a bit slower by comparison to other moves.

If you want a character who excels at close-mid range pokes, pressure, and punishes, and can crack open opponents with savvy street style, pick Terry and bust some wolves.


Pick if you like: Avoid if you dislike:
  • Dealing tons of damage with launches and juggles from multiple positions on screen
  • Being able to close gaps quickly and unexpectedly with powerful forward moving attacks, especially for punishes
  • Pressuring people at close and close-mid range with a versatile gameplan and a broad variety of tools
  • Slower and occasionally awkward normals, including the lack of a long-ranged cancelable standing heavy normal
  • Having to extensively optimize combos or spend Drive Gauge for combo extensions


Classic & Modern Versions Comparison

List of differences with Modern Terry
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Medium Kick (5MK)
  • Jumping Light Kick (j.LK)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Power Charge (2S)
    • Medium/OD Only
  • Crack Shoot (4S)
    • Heavy/OD Only
Assist Combos
  • A[L~L~L]: 2LK ~ 2LP ~ Burning Knuckle
    • On Block: stops at 2LP
  • A[M~M~M]: 2MP ~ M Power Charge ~ SA1
    • On Block: stops at M Power Charge
    • Can also choose to manually juggle SA2 (anywhere) or H Rising Tackle (corner)
  • A[H (1)~H~H~H~H]: 5HP (1) ~ H Power Charge ~ H Crack Shoot ~ H Rising Tackle ~ SA3
  • A[H (2)~H~H]: 5HP (2) ~ M Burning Knuckle ~ SA3
    • On Block: stops at H Power Charge / M Burning Knuckle
Miscellaneous Changes
  • None of Terry's Assist Combos cost Drive meter, making them unchanged in Burnout


Terry
SF6 Terry Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.048
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.50
Backward Dash Distance 0.985
Drive Rush Min. Distance (Throw) 0.634
Drive Rush Min. Distance (Block) 2.416
Drive Rush Max Distance 3.181
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
    • A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
  • Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit

More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:

  • Combo Count Initial Value
  • Combo Count Additional Value
  • Combo Count Upper Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



IASA / Actionable Recovery

Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.

Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.



Normals

Standing Normals

5LP
Standing Light Punch
SF6 Classic.png 5LP
SF6 Modern.png 5L
SF6 Terry 5lp.png
SF6 Terry 5lp hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


5MP
Standing Medium Punch
SF6 Classic.png 5MP
SF6 Modern.png 5M
SF6 Terry 5mp.png
SF6 Terry 5mp hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 16 Sp SA TC 700 LH +1 -3
  • Cancel Hitconfirm Window: 15f / 16f (TC)
  • Drive Rush cancel advantage: +10 oH / +6 oB


5HP
Standing Heavy Punch
SF6 Classic.png 5HP
SF6 Modern.png A[H]
SF6 Terry 5hp.png
SF6 Terry 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 1,3 18(16) Sp SA 400x2 LH,LH +2 +1
  • Cancel Hitconfirm Window: 27f (both hits) / 17f (2nd hit only)
  • Drive Rush cancel advantage: 1st hit +17 oH / +11 oB, 2nd hit +13 oH / +10 oB


Nicely disjointed whiff punisher and pressure tool. Has two hits at close range, like Ryu's Solar Plexus but cancellable, enabling easy hit confirms. Quite stubby, but combos naturally into heavy tackle when canceled on the first hit, giving it a valuable niche in combos.

5LK
Standing Light Kick
5LK
SF6 Terry 5lk.png
SF6 Terry 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH +2 -2
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after 1st recovery frame
  • Drive Rush cancel advantage: +4 oH / 0 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A standard, long ranged standing light kick. Useful for situations where you're not close to your opponent but have limited frame advantage.

5MK
Standing Medium Kick
5MK
SF6 Terry 5mk.png
SF6 Terry 5mk hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 - 700 LH +5 -2


Long range poke and combo tool. Not special cancelable, but combos into standing light kick naturally from shorter ranges, allowing for 5Lk - light tackle - 2lp to link. Links into standing heavy punch from a drive rush or in a punish counter situation, making it important for many drive rush cancel combos. On counter hit or punish counter, links into level 1 from any range.

5HK
Standing Heavy Kick
SF6 Classic.png 5HK
SF6 Modern.png 5H
SF6 Terry 5hk.png
SF6 Terry 5hk hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 21 - 900 LH +1 -4


Long range poke and whiff punish button. Large reward on punish counter makes it great in neutral and shimmy situations. From short ranges, the punish counter crumple combos directly into the power dunk target combo. From longer ranges, a drive rush is needed beforehand. When connected in a punish counter situation on cornered opponents from a short range, combos into 2HP for costly but damaging drive rush extensions.


Crouching Normals

2LP
Crouching Light Punch
SF6 Classic.png 2LP
SF6 Modern.png 2L
SF6 Terry 2lp.png
SF6 Terry 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +5 oH / 0 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


2MP
Crouching Medium Punch
SF6 Classic.png 2MP
SF6 Modern.png A[M]
SF6 Terry 2mp.png
SF6 Terry 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13(14) Sp SA 600 LH +5 -1
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +12 oH / +7 oB


Fast, 6-frame medium. Great as a punish option, giving enough advantage on punish counter to route into heavy tackle. Solid disjoint also gives it utility as a fast counterpoke.

2HP
Crouching Heavy Punch
SF6 Classic.png 2HP
SF6 Modern.png 2H
SF6 Terry 2hp.png
SF6 Terry 2hp hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6(4) 22(20) Sp SA 800 LH +1 -4
  • Cancel Hitconfirm Window: 18f
  • Drive Rush cancel advantage: +15 oH / +10 oB


2LK
Crouching Light Kick
SF6 Classic.png 2LK
SF6 Modern.png A[L]
SF6 Terry 2lk.png
SF6 Terry 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 11 Chn 200 L +3 -3
  • Chains into 5LP/2LP/2LK
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


2MK
Crouching Medium Kick
SF6 Classic.png 2MK
SF6 Modern.png 2M
SF6 Terry 2mk.png
SF6 Terry 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA TC 500 L -2 -6
  • Cancel Hitconfirm Window: 13f (Special / TC)
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +8 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


2HK
Crouching Heavy Kick
SF6 Classic.png 2HK
SF6 Modern.png 3H
SF6 Terry 2hk.png
SF6 Terry 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 23 - 900 L KD +32 -11


Stubby, slow and unsafe on block. Sweeps don't get much worse.


Jumping Normals

j.LP
Jumping Light Punch
SF6 Classic.png j.LP
SF6 Modern.png j.L
SF6 Terry jlp.png
SF6 Terry jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 7 3 land - 300 H +6(+9) +2(+5)

Terry performs a mid-air karate chop.

j.MP
Jumping Medium Punch
j.MP
SF6 Terry jmp.png
SF6 Terry jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 3 land - 700 H +11 +7


j.HP
Jumping Heavy Punch
j.HP
SF6 Terry jhp.png
SF6 Terry jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H +9(+15) +5(+11)


j.LK
Jumping Light Kick
Inspired by the famous cover art of Terry Adventure for the Dreamcast
j.LK
SF6 Terry jlk.png
SF6 Terry jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 7 3 land - 300 H +7(+9) +3(+5)


j.MK
Jumping Medium Kick
SF6 Classic.png j.MK
SF6 Modern.png j.M
SF6 Terry jmk.png
SF6 Terry jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H +8(+13) +4(+9)
  • Can hit cross-up


j.HK
Jumping Heavy Kick
SF6 Classic.png j.HK
SF6 Modern.png j.H
SF6 Terry jhk.png
SF6 Terry jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 3 land - 800 H +9(+15) +5(+11)



Command Normals

6HP
Hammer Punch
SF6 Classic.png 6HP
SF6 Modern.png 6H
SF6 Terry 6hp.png
SF6 Terry 6hp hitbox.png
Hitboxes Off
Hitboxes On

6HP
Hammer Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3 19 - 800 H +2 -2


A safe on block overhead. Links into crouching medium punch after a drive rush while also being +2 on block, making it a potent mixup tool.


Target Combos

5MP~HP
Power Drive
5MP~HP
SF6 Terry 5mp hp.png
SF6 Terry 5mp hp hitbox.png
Hitboxes Off
Hitboxes On

5MP~HP
Power Drive
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 22 - 700 LH KD +29 -5


Can be spaced to be safe

5MP~HK~HK
Power Shoot/Dunk
SF6 Classic.png 5MP~HK~HK
SF6 Modern.png 5M~6H~H
SF6 Terry 5mp hk.png

SF6 Terry 5mp hk hk.png
SF6 Terry 5mp hk hitbox.png

SF6 Terry 5mp hk hk hitbox.png
Hitboxes Off
Hitboxes On

5MP~HK
Power Shoot
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 31 TC 600 LH KD +39 -14
  • Puts opponent into limited juggle state
  • Does not combo naturally from 5MP on grounded opponents
    • Requires CH/PC/DR or a juggle state
  • Cancel Hitconfirm Window: 67-68f (full TC from CH 5MP) / 36f (from HK only)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
5MP~HK~HK
Power Dunk
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3(21)6 33 - 1050 (910) - KD +25(+22) -
  • () refers to scaled damage from CH 5MP combo starter
  • Regular version: occurs when buffered early or within the final 2f of the cancel window
  • KD advantage varies depending on timing; early input gives better advantage
5MP~HK~HK
Power Dunk (Just Frame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3(21)6 33 - 1200 (1040) - KD +24(+23) -
  • () refers to scaled damage from CH 5MP combo starter
  • Just-frame version: occurs when input within a 2f window (near the end of the cancel window)
  • Deals additional damage and builds extra Drive/Super Gauge


5MP~MK~MP/MK
Passing Sway
SF6 Classic.png 5MP~MK~MP/MK
SF6 Modern.png 5M~M~M/H
SF6 Terry 5mp mk.png

SF6 Terry 5mp mk mp.png

SF6 Terry 5mp mk mk.png
SF6 Terry 5mp mk hitbox.png

SF6 Terry 5mp mk mp hitbox.png

SF6 Terry 5mp mk mk hitbox.png
Hitboxes Off
Hitboxes On

5MP~MK
Passing Sway
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2 27(38) TC 400 LH -3 -12
  • Full Invuln: 20-40f on hit only (lane switch)
  • True blockstring but can be delayed to create a 1f gap
  • On Hit only, holding forward causes Terry to cross behind the opponent; otherwise, attacks from the same side
5MP~MK~MP
Jumping Lariat
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 2 18 land - 1000 LH +4 +3
  • Full Invuln: 1-25f (until recovery); Airborne 14-25f
  • Hits on the same side; whiffs if Terry attacks after passing through opponent
5MP~MK~MK
Jumping Knee
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 2 20 land - 1000 LH +3 -2
  • Full Invuln: 1-25f (until recovery); Airborne 16-25f
  • Can only hit cross-up; does not pass through cornered opponents


A unique Target Combo that is very unsafe on block if not confirmed from 5MP. On hit, Terry has the option to end with Jumping Lariat which hits in front, or Jumping Knee which only hits cross-up. Holding forward allows the follow-ups to come out behind the opponent, while neutral or back inputs keep the same side. In the corner, Terry cannot pass through the opponent, making it impossible to connect with Jumping Knee.

These two enders do not combo outside of specific juggle scenarios; instead, they create a small frame trap on block that will interrupt any normal, and all specials without full or anti-air invincibility. If you expect the opponent may try to Parry, intentionally whiffing the attack allows Terry to quickly land and punish with a throw. To do this, input a cross-up Jumping Lariat or a same-side Jumping Knee; just be aware that this is quite unsafe if the opponent expects it, though it can be difficult to react to the whiff animation.

On hit, Jumping Lariat leads to a light combo (or 2MP on Counter-hit), while granting a respectable +3 advantage on block just outside of throw range.

Jumping Knee only grants a light combo on Counter-hit, but it does leave him much closer for a strike/throw mixup on hit. On block, he instead recovers well out of throw range and safe at -2.

Any special with immediate anti-air invincibility (such as meterless Shoryuken) can interrupt both follow-ups; if the move uses a DP input (623P/623K), you can simply input 3131 and press the button to ensure it comes out on the proper side. Against characters with this type of move, it's inadvisable to use this Target Combo at all; the 2nd hit leaves Terry at -3 on Hit and the risk/reward on the 3rd hit is not in Terry's favor.

Terry's invincibility lasts until the end of the Jumping Lariat/Knee active frames, though this serves little purpose beyond avoiding lingering projectiles like Kimberly's spraycan.

2MK~2HK
Fire Kick
SF6 Classic.png 2MK~2HK
SF6 Modern.png 2M~2M
SF6 Terry 2mk 2hk.png
SF6 Terry 2mk 2hk hitbox.png
Hitboxes Off
Hitboxes On

2MK~2HK
Fire Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2 28 Sp SA 500 (400) LH KD +35 -16
  • Cancel Hitconfirm Window: 42-44f
    • Cancel is delayed until after 2nd recovery frame (DR) or 3rd recovery frame (Specials)
  • Drive Rush cancel advantage: KD +52 / +1 oB
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)


A launching target combo from crouching medium kick, leading to high reward. Unconfirmable and unsafe on block, making it a risky neutral option mostly reserved for whiff punishes. Can be canceled into drive rush on block, but a reversal from the blocking opponent will always succeed, as he isn't able to perform a true blockstring from this cancel. However, this can be a potent option against opponents without access to a reversal, as on hit you can confirm into a special and don't need to spent the drive gauge. Otherwise, useful in certain combos, particularly as an ender to his corner projectile loops. Also, sets up for double level 1 on cornered opponents.


Throws

Forward Throw (LPLK)
Forward Throw
SF6 Classic.png LPLK
SF6 Modern.png LM
SF6 Terry lplk.png
SF6 Terry lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Grasping Upper
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +22 -
  • Punish Counter: HKD +22
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Back Throw (4LPLK)
Back Throw
SF6 Classic.png 4LPLK
SF6 Modern.png 4LM
SF6 Terry 4lplk.png
SF6 Terry lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Buster Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +18 -
  • Side switches
  • Punish Counter: HKD +18
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)



Drive System

Drive Impact (HPHK)
Drive Impact
SF6 Classic.png HPHK
SF6 Modern.png DI
SF6 Terry hphk.png
SF6 Terry hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Back Spin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Armor (2-hit): 1-27f; Range: ? (? movement + ? hitbox)
  • On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
  • On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
  • Combos when canceled from ??? or Punish Counter ??? (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
  • A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
    • This happens because a blocked DI is not considered a "hit" for combo purposes
    • Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.

Drive Reversal (6HPHK)
Drive Reversal
SF6 Classic.png 6HPHK
SF6 Modern.png 6DI
SF6 Terry 6hphk.png
SF6 Terry 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Back Knuckle (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit; 4f screen freeze during startup
6HPHK
Back Knuckle (Recovery)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-20f; Armor Break
  • 5f extra recovery on hit; no screen freeze

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
SF6 Classic.png MPMK
SF6 Modern.png DP
SF6 Terry mpmk.png
SF6 Terry mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (MPMK~66)
Drive Rush
SF6 Classic.png MPMK~66
SF6 Modern.png DP~66
SF6 Terry 66.png
SF6 Terry 66 hitbox.png
Hitboxes Off
Hitboxes On

MPMK~66
Parry Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
3+8 - 15(37) - - - - -
  • 1-bar version performed out of Parry
  • Startup is 1+8 immediately after successful Parry
MPMK or 66
Drive Rush Cancel
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - 15(37) - - - - -
  • 3-bar version performed on hit/block from a cancelable normal
    • Can also be performed from whiffed cancelable light normals

See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes

  • Startup refers to minimum time before an attack can cancel the Drive Rush animation
  • The first 15 recovery frames are cancelabe into any attack
  • The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
  • Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo

Distance:

  • 0.634 (min, cancel into immediate Throw)
  • 2.416 (min, earliest blocking/movement frame)
  • 3.181 (max, final DR frame)


Special Moves

Power Wave (236LP or 236MP)
Power Wave
SF6 Classic.png 236LP or 236MP
SF6 Modern.png 236L or 236M or 5S (M)
SF6 Terry 236lp.png
LP Version
Travels fullscreen. Passes under regular fireballs.
SF6 Terry 236mp.png
MP Version
Travels midscreen. Clashes with regular fireballs.
SF6 Terry 236pp.png
OD Version
Travels fullscreen very slowly
SF6 Terry 236lp hitbox.png

SF6 Terry 236mp hitbox.png

SF6 Terry 236pp hitbox.png
Hitboxes Off
Hitboxes On

236LP
Power Wave
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 35 SA3 600 LH -3 -9
  • Travels full screen; does not clash with standard-height fireballs
  • Cancel Hitconfirm Window: 4f (Super)
236MP
Power Wave
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [14] 32 SA3 700 LH 0 -6
  • Travels half screen; clashes with standard-height fireballs
  • Cancel Hitconfirm Window: 4f (Super)
236PP
Power Wave
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 - 28 SA2 SA3 400x2 LH,LH +2 -2
  • Travels full screen; clashes with standard-height fireballs, destroying them if higher priority
  • Cancel Hitconfirm Window: 8f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Terry's LP Power Wave is an excellent tool to protect himself as he advances. Behind it, he can either Drive Rush or space a plus on block Burning Knuckle to force his opponent to deal with his approach. It will always go under other fireballs, as long as they're not like Juri's Store 236LK. Rarely does this trade in Terry's favor. MP Power Wave is more useful here, as it clashes with projectiles and has a shorter total duration.

Terry's OD Power Wave is the best of both worlds, and can be easily spaced to be plus on block or allow for links in combos, allowing for optimal corner loops akin to Chun-Li's OD Kikoken combos.

Round Wave (236HP)
Round Wave
SF6 Classic.png 236HP
SF6 Modern.png 236H
SF6 Terry 236hp.png
SF6 Terry 236hp hitbox.png
Hitboxes Off
Hitboxes On

236HP
Round Wave
Startup Active Recovery Cancel Damage Guard On Hit On Block
29 9 14 SA3 900 LH +8 +5
  • Stationary 1-hit projectile; acts as a strike when Perfect Parried
  • Puts airborne opponents into a limited juggle state
  • Head hurtbox disappears on frames 24-48 (while leaning over)
  • Cancel Hitconfirm Window: 10f (Super)


Mostly useful as a meaty and pressure tool, but can be used as a fake fireball on occasion to bait an approach. Round Wave is an excellent juggle extender, particularly in the corner, and can be linked into 2HP up close. Much worse than 236MP when it comes to beating out other fireballs due to its slow startup. Very powerful meaty tool against characters without invincible OD reversals, as it will stuff any SA1 on startup.

Quick Burn (214LP)
Quick Burn
SF6 Classic.png 214LP
SF6 Modern.png 214L
SF6 Terry 214lp.png

SF6 Terry 214lpmp.png
OD Followup
SF6 Terry 214lp hitbox.png

SF6 Terry 214lpmp hitbox.png
SF6 Terry 214lpmp 2 hitbox.png
Hitboxes Off
Hitboxes On

214LP
Quick Burn
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(22) 2(10)2 23 SA3 (2nd) 500,400 (900) LH,H +2 -5
  • Cancel Hitconfirm Window: 36f 1st hit / 13f 2nd hit (Super)
  • Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
214LPMP
Quick Burn
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(22) 2(10)2 23 SA2 SA3 (2nd) 400x2,600 (1400) LH,H,LH KD +33 -5
  • Cancel Hitconfirm Window: 36f 1st hit / 13f 2nd hit (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Burning Knuckle (214MP or 214HP)
Burning Knuckle
SF6 Classic.png 214MP or 214HP
SF6 Modern.png 214M or 214H
SF6 Terry 214hp.png
SF6 Terry 214hp hitbox.png
Hitboxes Off
Hitboxes On

214MP
Burning Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 9 20 SA3 1000 LH KD +30~42 -6(+2)
  • Cancel Hitconfirm Window: 17f (Super)
214HP
Burning Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 14 17 SA3 1200 LH KD +28~41 -8(+5)
  • Cancel Hitconfirm Window: 17f (Super)
214MPHP or 214LPHP
Burning Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 14 17 SA2 SA3 1400 LH KD +60~73 -8(+5)
  • Cancel Hitconfirm Window: 23f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)


  • A screen shake effect will occur when Burning Knuckle is spaced enough to be +1 or higher.

Rising Tackle (623P)
Rising Tackle
SF6 Classic.png 623P
SF6 Modern.png 623X or 6S (L)
SF6 Terry 623lp.png
SF6 Terry 623lp hitbox.png
LP/MP Version

SF6 Terry 623hp hitbox.png
HP Version

SF6 Terry 623pp hitbox.png
OD Version
Hitboxes Off
Hitboxes On

623LP
Rising Tackle
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 21+12 land SA3 1000(700) LH KD +33 -23
  • Anti-Air Invuln: 1-14f; Airborne 6-35f (Forced Knockdown state)
  • Cancel Hitconfirm Window: 17f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (Rising Tackle > SA3 starter: 30% total scaling)
623MP
Rising Tackle
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4,6 28+12 land SA3 600x2 LH KD +25 -26
  • Anti-Air Invuln: 1-10f; Airborne 7-43f (Forced Knockdown state)
  • Cancel Hitconfirm Window: 14f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (Rising Tackle > SA3 starter: 30% total scaling)
623HP
Rising Tackle
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2,4,14 27+15 land SA3 700,300x2 (1300) LH KD +27 -36(-40)
  • Anti-Air Invuln: 1-8f; Airborne 8-53f (Forced Knockdown state)
  • Cancel Hitconfirm Window: 14f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (Rising Tackle > SA3 starter: 30% total scaling)
623PP
Rising Tackle
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2,3,2,2,3,3 34+15 land - 400,200x4,400 (1600) LH KD +27 -42


Power Charge (236K)
Power Charge
SF6 Classic.png 236K
SF6 Modern.png 2S (M)
SF6 Terry 236lk.png
SF6 Terry 236lk hitbox.png
Hitboxes Off
Hitboxes On

236LK
Power Charge
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 5 24 SA3 700 LH +3(+7) -9(-5)
  • Cancel Hitconfirm Window: 18f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
236MK
Power Charge
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 6 23 SA3 800 LH KD +42~47 -11(-6)
  • Cancel Hitconfirm Window: 19f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
236HK
Power Charge
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 9 27 Sp* SA3 800 LH KD +37~45 -16(-8)
  • Cancel Hitconfirm Window: 25f (Super) / 36f (Special, hit only)
236KK
Power Charge
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 8 24 SA2 SA3 800 LH KD +55~76 Wall Bounce -14(-7)
  • Cancel Hitconfirm Window: 24f (Super)
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)


Medium version sets up a safe jump. Medium version also can combo into 623HP in the corner.

Crack Shoot (214K)
Crack Shoot
SF6 Classic.png 214K
SF6 Modern.png 4S (H)
SF6 Terry 214lk.png
SF6 Terry 214lk hitbox.png
LK Version

SF6 Terry 214mk hitbox.png
MK Version

SF6 Terry 214hk hitbox.png
HK Version

SF6 Terry 214kk hitbox.png
OD Version
Hitboxes Off
Hitboxes On

214LK
Crack Shoot
Startup Active Recovery Cancel Damage Guard On Hit On Block
16(18) 4 4+14 land - 700 LH +1 -3
214MK
Crack Shoot
Startup Active Recovery Cancel Damage Guard On Hit On Block
17(22) 4,3 2+16 land - 700 / 450x2 LH +3 -3
214HK
Crack Shoot
Startup Active Recovery Cancel Damage Guard On Hit On Block
23(30) 3,3,2,3 1+18 land - 300x3,800 (900~1400) LH KD +43~45 -1
  • Lower Body Projectile Invuln: 14-31f; Airborne 12-34f (Forced Knockdown state)
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)
214KK
Crack Shoot
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(21) 4 2+17 land - 1200 LH KD +29 -2



Super Arts

Level 1 Super (236236K)
Buster Wolf
Level 1 Super Art
SF6 Classic.png 236236K
SF6 Modern.png 236236K or 5HS or 6HS
SF6 Terry 236236k.png
ARE YOU OK?
SF6 Terry 236236k 2.png
BUSTER WOLF
Hitboxes Off
Hitboxes On

236236K
Buster Wolf
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 12 60(45) - 2000 LH KD +22 -26
  • Strike/Throw Invuln: 1-8f; Armor Break
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling; applies 30% damage scaling to next hit when beginning a combo


7 frames with excellent range is a combo that allows this level 1 to punish many moves that are normally safe, such as a spaced Dhalsim level 1. The high launch allows double level 1 combos on airborne, cornered opponents. Also comes with the standard invincibility on startup.

Level 2 Super (214214P~PP~PP)
Power Geyser
Level 2 Super Art
SF6 Classic.png 214214P~PP~PP
SF6 Modern.png 214214M~XX~XX or 4HS~XX~XX
SF6 Terry 214214p.png

SF6 Terry 214214p pp.png

SF6 Terry 214214p pp pp.png
SF6 Terry 214214p hitbox.png
SF6 Terry 214214p 2 hitbox.png

SF6 Terry 214214p pp hitbox.png
Hitboxes Off
Hitboxes On

214214P
Power Geyser
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 13 54 - 2600 LH KD +24 -27
  • Can also be input with 21416HPMK. Triggers a classic power geyser effect when successful, though the attack properties are unchanged.
  • Full Invuln: 1-17f; Anti-Air Invuln: 18-25f; Armor Break
  • Cancel Hitconfirm Window: 28f (Twin Geyser)
  • 40% minimum damage scaling; applies 50% damage scaling to next hit when beginning a combo

Fairly long range and fast, giving it anti-projectile applications.

214214P~PP
Twin Geyser
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 6 43 - 1100
(440 scaled)
LH KD +55 -
  • Follow-up to Power Geyser; costs 3 Drive bars
  • Cancel Hitconfirm Window: 57-70f (Triple Geyser)
  • 40% minimum damage scaling; applies 20% immediate scaling when comboed into

Costly in drive, but allows for a follow-up combo on cornered opponents. Used in many optimal combos, for when you only have a sliver of drive left and want to get the most possible out of it.

214214P~PP~PP
Triple Geyser
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 1 125 - 2500
(1000 scaled)
LH KD +18 -
  • Follow-up to Twin Geyser; costs 1 additional Super bar
  • Full Invuln: 1-139f (entire animation)
  • 40% minimum damage scaling; applies 20% immediate scaling when comboed into


Extremely costly, but extremely damaging too. In max-damage corner routes, this super does more damage than level 3 routing, especially when you use all of your drive gauge.

Level 3 Super (236236P)
Rising Fang
Level 3 Super Art
SF6 Classic.png 236236P
SF6 Modern.png 236236H or 2HS
SF6 Terry 236236p.png

SF6 Terry 236236p ca.png
Critical Art adds 500 more damage
SF6 Terry 236236p hitbox.png
Critical Art adds 500 more damage
Hitboxes Off
Hitboxes On

236236P
Rising Fang
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(3) 27 29+28 land - 4000
(2650-3000)
LH HKD +22
(KD +29~31)
-50(-53)
  • Full Invuln: 1-16f; Airborne 9-63f (Forced Knockdown state); Armor Break
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block); up to 0.93 bars if opponent stand blocks
    • Non-cinematic version only depletes up to 1 bar on hit
    • Cinematic time regenerates ~2.1 Drive bars for Terry
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
236236P
Rising Fang (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(3) 27 29+28 land - 4500
(3150-3500)
LH HKD +37
(KD +29~31)
-50(-53)
  • Full Invuln: 1-16f; Airborne 9-63f (Forced Knockdown state); Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bars (block); up to 1.3 bars if opponent stand blocks
    • Non-cinematic version only depletes up to 1.7 bars on hit
    • Cinematic time regenerates ~2.1 Drive bars for Terry
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves



Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Terry 5pppkkk.png
"Hey! C'mon C'mon!"

SF6 Terry 5pppkkk burnout.png
"Hey buddy, I got tons of fight left in me!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
300 (total) - - - - - - -
5PPPKKK
Neutral Taunt (Burnout)
Startup Active Recovery Cancel Damage Guard On Hit On Block
370 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Terry 6pppkkk.png
"No line here? Alright."

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
205 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Terry 4pppkkk.png
"We gonna fight or what? I don't have all day.
*whistles* Geez..."

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
499 (total) - - - - - - -



SF6 Navigation

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Mai
Manon
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Data
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