(→Combos) |
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Line 635: | Line 635: | ||
===Special Moves=== | ===Special Moves=== | ||
===== <span class="invisible-header">Power Wave (236P)</span> ===== | |||
{{MoveData | |||
| name = Power Wave | |||
| input = 236A/C | |||
| subtitle = | |||
| image = FFS Terry 236P 2.png | |||
| caption = | |||
| data = | |||
<gallery class="mw-collapsible"> | |||
FFS Terry 236P.png| | |||
FFS Terry 236P 1.png| | |||
FFS Terry 236P 2.png| | |||
</gallery> | |||
{{AttackData-FFS | |||
| version = A | |||
| subtitle = | |||
| Damage = 16 (4) | |||
| Stun = 3 | |||
| Guard = Mid | |||
| Startup = 19 | |||
| Active = | |||
| Recovery = 36 | |||
| Total = 54 | |||
| Hit Adv = -3 | |||
| Block Adv = -2 | |||
| Property = | |||
| description = | |||
}} | |||
{{AttackData-FFS | |||
| header = no | |||
| version = C | |||
| subtitle = | |||
| Damage = 22 (5) | |||
| Stun = 6 | |||
| Guard = Mid | |||
| Startup = 23 | |||
| Active = | |||
| Recovery = 38 | |||
| Total = 60 | |||
| Hit Adv = +3 | |||
| Block Adv = -8 | |||
| Property = | |||
| description = | |||
}} | |||
}} | |||
===== <span class="invisible-header">Burn Knuckle (214P)</span> ===== | ===== <span class="invisible-header">Burn Knuckle (214P)</span> ===== | ||
Line 681: | Line 727: | ||
}} | }} | ||
===== <span class="invisible-header"> | ===== <span class="invisible-header">Rising Tackle ([2]8P)</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Rising Tackle | ||
| input = | | input = [2]8A/C | ||
| subtitle = | | subtitle = | ||
| image = FFS Terry | | image = FFS Terry 28A.png | ||
| caption = | | caption = | ||
| data = | | data = | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Terry | FFS Terry 28A.png| | ||
FFS Terry | FFS Terry 28A 1.png| | ||
FFS Terry | FFS Terry 28A 2.png| | ||
</gallery> | </gallery> | ||
{{AttackData-FFS | {{AttackData-FFS | ||
| version = A | | version = A | ||
| Damage = 14 (3x3) | |||
| Damage = | |||
| Stun = 3 | | Stun = 3 | ||
| Guard = Mid | | Guard = Mid | ||
| Startup = | | Startup = 13 | ||
| Active = | | Active = 6+6+3 | ||
| Recovery = | | Recovery = 29 | ||
| Total = | | Total = 56 | ||
| Hit Adv = | | Hit Adv = KD (+13) | ||
| Block Adv = - | | Block Adv = -16 | ||
| Property = | | Property = Invincible 1-24F, Throw Invincible | ||
| description = | | description = * -10 if the 3rd hit is blocked. | ||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
| header = no | | header = no | ||
| version = C | | version = C | ||
| Damage = 20 (5) | |||
| Damage = | |||
| Stun = 6 | | Stun = 6 | ||
| Guard = Mid | | Guard = Mid | ||
| Startup = | | Startup = 18 | ||
| Active = | | Active = 5+5+5+3 | ||
| Recovery = | | Recovery = 40 | ||
| Total = | | Total = 75 | ||
| Hit Adv = + | | Hit Adv = KD (+42) | ||
| Block Adv = - | | Block Adv = -40 | ||
| Property = | | Property = Invincible 1-25F, Throw Invincible | ||
| description = | | description = * -34 if the 3rd hit is blocked. | ||
}} | }} | ||
}} | }} | ||
Line 775: | Line 819: | ||
| Property = Throw Invincible | | Property = Throw Invincible | ||
| description = * -1 on block against crouching Terry. | | description = * -1 on block against crouching Terry. | ||
}} | }} | ||
}} | }} |
Revision as of 15:50, 19 January 2025
Introduction
Strengths | Weaknesses |
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Move List
Standing/Taunting | Crouching | Crouchwalking | Jumping |
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54F (4+47+3) duration. |
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 3 | 3 | 4 | 9 | +9 | +10 | Kara Cancel |
c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
10 | 2 | Mid | 8 | 6 | 8 | 21 | +2 | +3 | Kara Cancel |
c5C
c5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
20 | 4 | Mid | 8 | 9 | 25 | 41 | -10 | -11 | Kara Cancel |
Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 3 | 3 | 4 | 9 | +9 | +10 | Kara Cancel |
f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 5 | 7 | 8 | 20 | +1 | +2 | Kara Cancel |
f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 10 | 8 | 14 | 31 | +1 | 0 | - |
f5D
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 4 | 3 | 5 | 11 | +8 | +9 | Kara Cancel |
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Low | 7 | 6 | 9 | 21 | +1 | +2 | - |
2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 7 | 9 | 10 | 25 | +5 | +4 | Kara Cancel |
2D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
14 | 4 | Low | 8 | 8 | 19 | 35 | KD | -3 | - |
Jumping Normals
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Overhead | 6 | ∞ | / | / | - | - | - |
jB
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | Overhead | 6 | ∞ | / | / | - | - | - | |
|
jC
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 18 | 4 | Overhead | 6 | 17 | / | / | - | - | - |
jD
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump Jump Terry Kick/ジャンプテリーキック |
20 | 4 | Overhead | 8 | 17 | / | / | - | - | - |
Neutral Jump ジャンプ後ろ回し蹴り |
16 | 4 | Overhead | 11 | 10 | / | / | - | - | - |
Universal Mechanics
Lane Blast (CD)
Lane Attack
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A Jump Lariat Punch/ジャンプラリアットパンチ |
20 | 2 | Overhead | 13 | - | 4 | - | - | - | / | |
| |||||||||||
B Jump Knee Attack/ジャンプニーアタック |
20 | 2 | Overhead | 13 | - | 4 | - | - | - | / | |
| |||||||||||
C Jump Lariat Punch/ジャンプラリアットパンチ |
20 | 4 | Overhead | 13 | - | 4 | - | - | - | / | |
| |||||||||||
D Jump Knee Attack/ジャンプニーアタック |
20 | 4 | Overhead | 13 | - | 4 | - | - | - | / | |
|
Dodge Attack
Throws
Buster Throw (4/6C)
Special Moves
Power Wave (236P)
Burn Knuckle (214P)
Rising Tackle ([2]8P)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 14 (3x3) | 3 | Mid | 13 | 6+6+3 | 29 | 56 | KD (+13) | -16 | Invincible 1-24F, Throw Invincible | |
| |||||||||||
C | 20 (5) | 6 | Mid | 18 | 5+5+5+3 | 40 | 75 | KD (+42) | -40 | Invincible 1-25F, Throw Invincible | |
|
Crack Shoot (2147K)
Desperation Move
Power Geyser (21416BC)
Old Movelist
Normals
Move Name | Notes |
Standing/Crouching A | With its rapid-fire ability it's used for close poking where you can attempt a throw once they're relaxed enough; if you sense they'll try to counter your throw, link in a crouching A x 1~2- crouching C-> B Crack Shoot combo. This only whiffs against a handful of characters when crouching: Mai and the old geezers. The crouching A has similar uses. |
Far Standing B | Outside of a GA, this is Terry's only anti-air normal. It's decent, but you have to position yourself in such a way that a: it doesn't whiff and b: you don't get the close version. |
Crouching C | A great combo move because it links easily from any version of his A (jumping, crouching, standing) and combos easily into his A Burn Knuckle and B Crack Shoot. This also has its own specific uses - like being able to beat Billy's Sansestu Kon (c,b,f+punch) both on reaction, depending on distance; and by throwing the punch before Billy's attack appears. |
Crouching D | Terry's main mid-distance poking weapon. Very good reach and because it can be canceled, allows him to get right in the opponent's face and start his rush patterns. Your most frequent cancels should be into his B or D Crack Shoot. And for special purposes, an A Power Wave when your opponent expects the Crack Shoot or an A Burn Knuckle. The A Burn Knuckle whiffs against the smaller characters such as Mai and the old geezers, where you can throw them the instant you land. A mix-up tactic similar to SF Boxer's crouching attack-> whiffed Dash Upper-> throw. Mix this up further by not going for the throw and use a crouching A, then a throw instead. |
Close Standing D | Great for combos and plenty of stun (8 points?); also allows easy hit-confirms from the second hit. |
Jumping B | Great against anti-air sliding attacks; mix-up by landing into a throw or an A x n-> crouching C combo. |
Jumping D | Can cross-up, and is useful for the occasional A Power Wave-> opponent jumps-> anti-air jumping D trap. |
Guard Attack | This uppercut is great for opponents who try rush with body projectile moves: Burn Knuckle, Crack Shoot, Tung's Senshippo(qcb+p), Laurence's Bloody Spin. Also a good anti-air. Like all GAs it has upper body invincibility and can be canceled. |
Special Moves
Move Name | Motion | Notes |
Power Wave | QCF + P | Cannot be GA'ed through. When used at some distance it can be followed up with a Crack Shoot for a 2-hit combo or as a pressure tactic (the Crack Shoots hits while the opponent is in block-stun). The A version comes out quicker but travels slower; C version comes out slower but travels faster. The A version will combo in special circumstances: opponent dizzy, back facing Terry, in the corner. |
Burning Knuckle | QCB + P | The A version is safe when spaced so it barely hits, but your options are limited from that position. Very quick and can be used to punish blocked moves such as Cheng's Belly Blast (d,u+p), both versions of the Bloody Sabre and the A version of the Rising Tackle. The C version is only safe when blocked at a full-screen's distance. It's okay to use once in a while during full-screen A Power Wave volleys. Can be used to retaliate after a blocked Kim Hisho Kyaku (jump d+kick), even beating the extra kick that Kim can perform as he's landing. |
Rising Tackle | Charge D,U + P | The A version is a quick DP-like move with great reach thanks to the fist that Terry stretches out. Will go through close energy projectiles and hit cleanly, knocking them down. Wake-up and anti-air functions available as well. Up to 3 hits when blocked. May be safe from punishment against some characters when all 3 hits are blocked; Bear? |
Crack Shoot | QCB,UB + K | Terry's breadwinner. Great trap and mix-ups. Can travel over projectiles cleanly when performed before the projectile materializes: Hurricane Upper, Mai's fan, Jubei's Cookie Cutter, Geese's A Reppu Ken; Power Wave, Krauser's Low Blitz Ball and perhaps more. Safe when blocked except for a handful of instances. The D version has more start-up than the B version but is safer when blocked and leaves Terry at a further distance. The B version is great to combo from his crouching C. When the B Crack Shoot is blocked, Terry is vulnerable to Cheng's B tumble attack, Duck, Jubei's and Bear's command throw. Even if it hits, say from a crouching C-> B Crack Shoot combo, he is still vulnerable to the throws. Take caution. Both versions hit twice hit depending on character and distance. |
Super Move
Move Name | Motion | Notes |
Power Geyser | QCB,DB,F + B+C | Will absorb projectiles. Anti-air. Mix in between your Power Waves when at some distance. And mix-up with a crouching D-> A Power Wave and crouching D-> Power Geyser. Great for a corner, meaty block-damage pressure sequence, where you recover while the opponent is in block-stun from the Geyser so you can lock them down with crouching A-> crouching C-> Crack Shoot etc. |
* Power Geyser will absorb projectiles.
Combos
Combo | Damage | Stun | Notes |
(jA/B), 2B > 214A | Will whiff on small/crouching characters | ||
(jD), c5C(2) > 214A/2147B | |||
(Cross Up jD or B Lane Attack), c5A x 1~4, 2C > 214A/2147B | |||
c5A x N, f5A x N, 2D | |||
2A x 1~3, 2C > 2147B | Works against smaller characters | ||
236A/C(from a distance) > 214C/2147D |
Strategies
Overview
Basics
Standing/Crouching A
- With its rapid-fire ability it's used for close poking where you can attempt a throw once they're relaxed enough; if you sense they'll try to counter your throw, link in a crouching A x 1~2- crouching C-> B Crack Shoot combo. This only whiffs against a handful of characters when crouching: Mai and the old geezers. The crouching A has similar uses.
Far Standing B
- Outside of a GA, this is Terry's only anti-air normal. It's decent, but you have to position yourself in such a way that a: it doesn't whiff and b: you don't get the close version.
Crouching C
- A great combo move because it links easily from any version of his A (jumping, crouching, standing) and combos easily into his A Burn Knuckle and B Crack Shoot. This also has its own specific uses - like being able to beat Billy's Sansestu Kon (c,b,f+punch) both on reaction, depending on distance; and by throwing the punch before Billy's attack appears.
Crouching D
- Terry's main mid-distance poking weapon. Very good reach and because it can be canceled, allows him to get right in the opponent's face and start his rush patterns. Your most frequent cancels should be into his B or D Crack Shoot. And for special purposes, an A Power Wave when your opponent expects the Crack Shoot or an A Burn Knuckle. The A Burn Knuckle whiffs against the smaller characters such as Mai and the old geezers, where you can throw them the instant you land. A mix-up tactic similar to SF Boxer's crouching attack-> whiffed Dash Upper-> throw. Mix this up further by not going for the throw and use a crouching A, then a throw instead.
Close Standing C
- Great for combos and plenty of stun (8 points?); also allows easy hit-confirms from the second hit.
Jumping B
- Great against anti-air sliding attacks; mix-up by landing into a throw or an A x n-> crouching C combo.
Jumping D
- Can cross-up, and is useful for the occasional A Power Wave-> opponent jumps-> anti-air jumping D trap.
Guard Attack
- This uppercut is great for opponents who try rush with body projectile moves: Burn Knuckle, Crack Shoot, Tung's Senshippo(qcb+p), Laurence's Bloody Spin. Also a good anti-air. Like all GAs it has upper body invincibility and can be canceled.
Line Blast
- Terry's Line Blast is like A3 A-Charlie's standing Forward but without the mobility and with a fair bit of wind-up animation; it's great for beating all sliding attacks (Duck, Laurence, Jubei and Joe) and once in full swing, will beat low-to-the-ground crouching kicks from Bear, Geese and Mai. Also has great priority and makes a decent meaty. The move will still execute if performed from a crouching position, and as such allows Terry to keep his charge for a Rising Tackle. The move is quicker on the rear plane but may not have the same hit box properties as the front plane version.
Power Wave
- Cannot be GA'ed through. When used at some distance it can be followed up with a Crack Shoot for a 2-hit combo or as a pressure tactic (the Crack Shoots hits while the opponent is in block-stun). The A version comes out quicker but travels slower; C version comes out slower but travels faster. The A version will combo in special circumstances: opponent dizzy, back facing Terry, in the corner.
Burning Knuckle
- The A version is safe when spaced so it barely hits, but your options are limited from that position. Very quick and can be used to punish blocked moves such as Cheng's Belly Blast (d,u+p), both versions of the Bloody Sabre and the A version of the Rising Tackle. The C version is only safe when blocked at a full-screen's distance. It's okay to use once in a while during full-screen A Power Wave volleys. Can be used to retaliate after a blocked Kim Hisho Kyaku (jump d+kick), even beating the extra kick that Kim can perform as he's landing.
Rising Tackle
- The A version is a quick DP-like move with great reach thanks to the fist that Terry stretches out. Will go through close energy projectiles and hit cleanly, knocking them down. Wake-up and anti-air functions available as well. Up to 3 hits when blocked. May be safe from punishment against some characters when all 3 hits are blocked; Bear?
Crack Shoot Terry's breadwinner. Great trap and mix-ups. Can travel over projectiles cleanly when performed before the projectile materializes: Hurricane Upper, Mai's fan, Jubei's Cookie Cutter, Geese's A Reppu Ken; Power Wave, Krauser's Low Blitz Ball and perhaps more. Safe when blocked except for a handful of instances. The D version has more start-up than the B version but is safer when blocked and leaves Terry at a further distance. The B version is great to combo from his crouching C. When the B Crack Shoot is blocked, Terry is vulnerable to Cheng's B tumble attack, Duck, Jubei's and Bear's command throw. Even if it hits, say from a crouching C-> B Crack Shoot combo, he is still vulnerable to the throws. Take caution. Both versions hit twice hit depending on character and distance.
Power Geyser
- Will absorb projectiles. Anti-air. Mix in between your Power Waves when at some distance. And mix-up with a crouching D-> A Power Wave and crouching D-> Power Geyser. Great for a corner, meaty block-damage pressure sequence, where you recover while the opponent is in block-stun from the Geyser so you can lock them down with crouching A-> crouching C-> Crack Shoot etc.
Credit to MiddleKick