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== Movelist == | |||
'''Command Normals:'''<br> | |||
1. Rising Upper - df+C<br> | |||
- a very fast uppercut that works great as an anti-air<br> | |||
- cancellable | |||
'''Special Moves:'''<br> | |||
1. Power Wave - qcf+A<br> | |||
- Terry pounds the ground, sending a ground projectile across the screen | |||
2. Round Wave - qcf+C<br> | |||
- Terry pounds the ground, creating a wave in front of him that doesn't travel forward and comes out slower than Power Wave qcf+A<br> | |||
- cancellable into other special moves except Power Wave qcf+A or Round Wave qcf+C<br> | |||
- free cancellable into<br> | |||
- supercancellable | |||
3. Burn Knuckle - qcb+P<br> | |||
- Terry dashes quickly across the screen with a high priority attack with his knuckle<br> | |||
- qcb+C goes a full screen length while qcb+A will only go about about a third of a screen. Thus, qcb+A is extremely safe, except maybe if you cancelled into it deep when the opponent was in the corner<br> | |||
- free cancellable into | |||
4. Crack Shoot - qcb+K<br> | |||
- Terry does a forward flip kick in the air<br> | |||
- qcb+D travels further and higher than qcb+B, but is far too slow and has a bad hitbox, whiffing against crouching opponents<br> | |||
- qcb+B works fairly well as an anti-air to stop early jumpins in progress, although may be a bit too slow to stop any jump attacks on reaction<br> | |||
- free cancellable into | |||
5. Power Dunk - dp+K<br> | |||
- Terry jumps into the air, the first hit coming out fast and on the ground, and the second one hitting as Terry falls to the ground<br> | |||
- hard knockdown on the second hit if it hits an opponent in the air<br> | |||
- free cancellable into<br> | |||
- free cancellable out of on the first hit | |||
6. Rising Tackle - _d u+P<br> | |||
- supercancellable on the first hit<br> | |||
- free cancellable out of on the first hit | |||
'''DMs:'''<br> | |||
1. High Angle Geyser - qcfx2+K | |||
2. Power Geyser - qcb hcf+P<br> | |||
- Terry powers up and pounds the ground, creating a geyser of flame in front of him<br> | |||
- large startup invincibility | |||
'''SDMs:'''<br> | |||
1. Power Geyser - qcb hcf+AC | |||
'''HSDM:'''<br> | |||
1. Rising Force - qcfx2+AC<br> | |||
- starts up fairly slow but can travel across the screen incredibly fast | |||
'''Notes:'''<br> | |||
-cancellable normals are close A, far A, crouch A, close B, crouch B, close C, crouch C, close D, crouch D<br> | |||
-CD is cancellable into specials and DMs<br> | |||
-CD evades low attacks<br> | |||
-for the counterhit combo in the corner, jump CD, qcf+C, qcb+B, df+C, the df+C will have to be done as db+C, since the game thinks Terry has switched sides, even though it doesn't look like he has) | |||
== Combos == | |||
'''Anywhere:'''<br> | '''Anywhere:'''<br> | ||
1. Close C(2), df+C, qcb+A/ | 1. Close C(2), df+C, qcb+A/qcb hcf+P - 30%/50%<br> | ||
2. Crouch B, Crouch A, df+C, qcb+A | 2. Crouch B, Crouch A, df+C, qcb+A/qcb hcf+P - 30%/50% | ||
'''Corner:'''<br> | '''Corner:'''<br> | ||
1. qcf+C, qcb+B, | 1. qcf+C, qcb+B, Jump C - 33% | ||
'''Counterhit:'''<br> | '''Counterhit:'''<br> | ||
1. Jump CD(counterhit), qcb hcf+P - 40%<br> | 1. Jump CD(counterhit), qcb hcf+P - 40%<br> | ||
2. Jump CD(counterhit), qcf+C, qcb+C/(qcb+B, | 2. Jump CD(counterhit), qcf+C, qcb+C/(qcb+B, Jump C)/(S)qcb hcf+P - 45%/50%/55% (Corner) | ||
'''Maxmode:'''<br> | '''Maxmode:'''<br> | ||
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1. Close C/Crouch D, ~qcf+C, qcb+A<br> | 1. Close C/Crouch D, ~qcf+C, qcb+A<br> | ||
2. Close C(1)/Crouch B, df+C, qcb+A | 2. Close C(1)/Crouch B, df+C, qcb+A | ||
== Strategies == | |||
Revision as of 07:33, 17 July 2006
Movelist
Command Normals:
1. Rising Upper - df+C
- a very fast uppercut that works great as an anti-air
- cancellable
Special Moves:
1. Power Wave - qcf+A
- Terry pounds the ground, sending a ground projectile across the screen
2. Round Wave - qcf+C
- Terry pounds the ground, creating a wave in front of him that doesn't travel forward and comes out slower than Power Wave qcf+A
- cancellable into other special moves except Power Wave qcf+A or Round Wave qcf+C
- free cancellable into
- supercancellable
3. Burn Knuckle - qcb+P
- Terry dashes quickly across the screen with a high priority attack with his knuckle
- qcb+C goes a full screen length while qcb+A will only go about about a third of a screen. Thus, qcb+A is extremely safe, except maybe if you cancelled into it deep when the opponent was in the corner
- free cancellable into
4. Crack Shoot - qcb+K
- Terry does a forward flip kick in the air
- qcb+D travels further and higher than qcb+B, but is far too slow and has a bad hitbox, whiffing against crouching opponents
- qcb+B works fairly well as an anti-air to stop early jumpins in progress, although may be a bit too slow to stop any jump attacks on reaction
- free cancellable into
5. Power Dunk - dp+K
- Terry jumps into the air, the first hit coming out fast and on the ground, and the second one hitting as Terry falls to the ground
- hard knockdown on the second hit if it hits an opponent in the air
- free cancellable into
- free cancellable out of on the first hit
6. Rising Tackle - _d u+P
- supercancellable on the first hit
- free cancellable out of on the first hit
DMs:
1. High Angle Geyser - qcfx2+K
2. Power Geyser - qcb hcf+P
- Terry powers up and pounds the ground, creating a geyser of flame in front of him
- large startup invincibility
SDMs:
1. Power Geyser - qcb hcf+AC
HSDM:
1. Rising Force - qcfx2+AC
- starts up fairly slow but can travel across the screen incredibly fast
Notes:
-cancellable normals are close A, far A, crouch A, close B, crouch B, close C, crouch C, close D, crouch D
-CD is cancellable into specials and DMs
-CD evades low attacks
-for the counterhit combo in the corner, jump CD, qcf+C, qcb+B, df+C, the df+C will have to be done as db+C, since the game thinks Terry has switched sides, even though it doesn't look like he has)
Combos
Anywhere:
1. Close C(2), df+C, qcb+A/qcb hcf+P - 30%/50%
2. Crouch B, Crouch A, df+C, qcb+A/qcb hcf+P - 30%/50%
Corner:
1. qcf+C, qcb+B, Jump C - 33%
Counterhit:
1. Jump CD(counterhit), qcb hcf+P - 40%
2. Jump CD(counterhit), qcf+C, qcb+C/(qcb+B, Jump C)/(S)qcb hcf+P - 45%/50%/55% (Corner)
Maxmode:
1. Close C(2), BC, run Close C(2), df+C, qcb hcf+AC - 55-60%
2. Close C(2), BC, run Close C(1), dp+K(1), (C)qcf+C, (S)qcb hcf+P - 55% (Corner)
3. Close C(2), BC, run Close C(1), dp+K(1), (C)qcf+C, qcb+B, df+C - 45% (Corner)
Attack Strings:
1. Close C/Crouch D, ~qcf+C, qcb+A
2. Close C(1)/Crouch B, df+C, qcb+A