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|valign="bottom" style="border-right:0px;"| [[image:Terry02_dpD1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Terry02_dpD1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Terry02_dpD2.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Terry02_dpD2.png|center]] | ||
|- | |||
! _d,u+[[image:snka.gif]] | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Terry02_duA1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Terry02_duA2.png|center]] | |||
|rowspan="2"| '''Rising Tackle - _d u+P''' | |||
* supercancellable on the first hit | |||
* free cancellable out of on the first hit | |||
|- | |||
! _d,u+[[image:snkc.gif]] | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Terry02_duC1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Terry02_duC2.png|center]] | |||
|} | |} | ||
===DMs=== | ===DMs=== | ||
1. High Angle Geyser - qcfx2+K | 1. High Angle Geyser - qcfx2+K |
Revision as of 16:49, 15 September 2013
General Info
Crouch height: Medium
Colors
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Movelist
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
- 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. cl.C(2), df+C, qcb+A/qcb hcf+P - 30%/50%
2. cr.B, cr.A, df+C, qcb+A/qcb hcf+P - 30%/50%
Corner
1. qcf+C, qcb+B, j.C - 33%
Counterhit
1. j.CD(counterhit), qcb hcf+P - 40%
2. j.CD(counterhit), qcf+C, qcb+C/(qcb+B, j.C)/(S)qcb hcf+P - 45%/50%/55% (Corner)
Maxmode
1. cl.C(2), BC, run cl.C(2), df+C, qcb hcf+AC - 55-60%
2. cl.C(2), BC, run cl.C(1), dp+K(1), (C)qcf+C, (S)qcb hcf+P - 55% (Corner)
3. cl.C(2), BC, run cl.C(1), dp+K(1), (C)qcf+C, qcb+B, df+C - 45% (Corner)
Attack Strings
1. cl.C(1)/cr.D, ~qcf+C, qcb+A
2. cl.C(1)/cr.B, df+C, qcb+A