The King of Fighters XIII/Terry: Difference between revisions

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== Strategy ==
== Strategy ==


=== Move Analysis ===
==== Normal Attacks ====
'''Standing Light Punch''' - A standard anti-hop attack.  Typically it whiffs on crouching opponents, but larger, crouching opponents are exceptions such as Goro or Raiden.  In this case, it could be used to pressure those large characters in a similar manner that Terry could in Garou: Mark of the Wolves.
'''Standing Light Kick''' - Far reaching kick. It is used to control the space in front of Terry.  Doesn't have quite the recovery nor the height it had in previous KOF games, this attack makes up for it by being cancelable.  Still a good attack to use to keep the opponent outside of your inside range.
=== Tips and Tricks ===
=== Tips and Tricks ===
*Typically when Terry does two crouching, light attacks on block from point blank, Terry could cross up with j.D on an opponent from a full, normal jump.
*Typically when Terry does two crouching, light attacks on block from point blank, Terry could cross up with j.D on an opponent from a full, normal jump.
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=== Basic Strategy ===
=== Basic Strategy ===


====Offense====
==== Offense ====
*Block
*Block


====Defense====
==== Defense ====
*Block
*Block



Revision as of 18:22, 1 July 2011

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Terry

KOFXIII-Terry Face.png

In a nutshell

Quite the renowned character, this SNK hero makes his inevitable return. Although Terry is a straight forward, pressure character, he isn't quite adept as Kyo or Iori in regards to breaking an opponent's ability to guard high and low attacks (not to say he can't do that kind of offensive pressure at all.) In return, Terry has strong game plan based around chunky block-strings and good frame traps that breaks the opponent's guard gauge. Overall he's a simple character and is a great character for beginners and experienced players alike.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
cancel
Standing Heavy Punch
kof.sp
80
supercancel
Close Heavy Punch
kof.sp
1st hit: 55
2nd hit: 25
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
air kof.lp
Jump: 45
Hop: 40
high
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Rising Upper
df + kof.sp
60
specialcancel
Back Knuckle
f + kof.lp
80

Throw

Name
Command
Damage
Special Properties (glossary)
Buster Throw
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Power Wave
qcf + p
p : 60
ex 1st till 3rd hit: 45x3
supercancel
kof.sp : softknockdown
Burn Knuckle
qcb + p
kof.lp : 75
kof.sp : 90
ex : 160
softknockdown drivecancel
Crack Shoot
qcb + k
kof.lk 1st and 2nd hit: 40x2
kof.sk 1st till 4th hit: 40x4
ex : 120
ex : hardknockdown
Rising Tackle
d (charge) u + p
kof.lp 1st hit: 40
2nd till 5th hit: 10x4
kof.sp 1st hit: 50
2nd till 7th hit: 15x6
ex 1st till 7th hit: 20x7
8th till 20th hit: 10x13
21st hit: 30
softknockdown drivecancel

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Power Geyser
qcb hcf + p
p : 210
ex 1st till 3rd hit: 120x3
softknockdown
Buster Wolf
qcf qcf + k
k 1st hit: 90
2nd hit: 90
ex 1st hit: 90
2nd till 5th hit: 30x4
6th hit: 90
softknockdown maxcancel
Trinity Geyser
qcf qcf + kof.lp + kof.sp
1st till 3rd hit: 150x3
softknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Attacks

Standing Light Punch - A standard anti-hop attack. Typically it whiffs on crouching opponents, but larger, crouching opponents are exceptions such as Goro or Raiden. In this case, it could be used to pressure those large characters in a similar manner that Terry could in Garou: Mark of the Wolves.

Standing Light Kick - Far reaching kick. It is used to control the space in front of Terry. Doesn't have quite the recovery nor the height it had in previous KOF games, this attack makes up for it by being cancelable. Still a good attack to use to keep the opponent outside of your inside range.

Tips and Tricks

  • Typically when Terry does two crouching, light attacks on block from point blank, Terry could cross up with j.D on an opponent from a full, normal jump.
  • Similarly when Terry does three crouching, light attack on block from point blank, Terry could cross up with j.D on an opponent from a hyper hop.
  • Terry could whiff a cl.D on okizeme and still cancel the whiff animation into df.C and use that attack to meaty an opponent, a potential gimmick.
  • The timing for canceling the df.C attack is trickier than in previous games. A recommended tip to try is to cancel the df.C a bit later than anticipated.

Combos

Basic Strategy

Offense

  • Block

Defense

  • Block

Advanced Strategy

Frame Data