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Line 406: |
Line 406: |
| |valign="bottom" style="border-right:0px;"| [[image:Terry02_qcbfC1.png|center]] | | |valign="bottom" style="border-right:0px;"| [[image:Terry02_qcbfC1.png|center]] |
| |valign="bottom" style="border-left:0px;"| [[image:Terry02_qcbfC2.png|center]] | | |valign="bottom" style="border-left:0px;"| [[image:Terry02_qcbfC2.png|center]] |
| | |- |
| | |colspan="8" align="center"| '''SDM''' |
| | |- |
| | !rowspan="3"| qcb,f+[[image:snka.gif]]+[[image:snkc.gif]] |
| | |rowspan="3" align="center"| |
| | |rowspan="3" align="center"| |
| | |rowspan="3" align="center"| |
| | |rowspan="3" align="center"| HL |
| | |valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Terry02_qcbfAC1.png|center]] |
| | |valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Terry02_qcbfAC2.png|center]] |
| | |rowspan="3"| '''Power Geyser - qcb,f+AC''' |
| | |- |
| | |valign="bottom" style="border-right:0px; border-bottom:0px; border-top:0px;"| [[image:Terry02_qcbfAC3.png|center]] |
| | |valign="bottom" style="border-left:0px; border-bottom:0px; border-top:0px;"| [[image:Terry02_qcbfAC4.png|center]] |
| | |- |
| | |valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Terry02_qcbfAC5.png|center]] |
| | |valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Terry02_qcbfAC6.png|center]] |
| |} | | |} |
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| ===SDMs===
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| 1. Power Geyser - qcb hcf+AC
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| ===HSDM=== | | ===HSDM=== |
| 1. Rising Force - qcfx2+AC<br> | | 1. Rising Force - qcfx2+AC<br> |
General Info
Crouch height: Medium
Colors
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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3/5/5
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+2/0
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R,C,S,Su
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HL
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|
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4/5/7
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0/-2
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C,S,Su
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HL
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3/3*7/15
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-2/-4
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C,S,Su
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HL
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4/4/22
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-6/-8
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C,S,Su
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HL
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Standing Far
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3/4/5
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+3/+1
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R,C,S,Su
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HL
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7/4/9
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-1/-3
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HL
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5/7/16
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-3/-5
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HL
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19/4/15
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+1/-1
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HL
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+
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19/3/21
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KD/-2
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C,S,Su
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HL
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Goes over lows
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Crouching
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3/4/6
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+2/0
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R,C,S,Su
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HL
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3/3/8
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+1/-1
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R
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L
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6/5/19
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-4/-6
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C,S,Su
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HL
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10/8/22
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KD/-12
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C,S,Su
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L
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Jump
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3/7/-
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-/-
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H
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2/2+6/-
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-/-
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H
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4/5/-
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-/-
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H
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8/7/-
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-/-
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H
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+
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13/6/-
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KD/-
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HL
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Neutral Jump
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3/7/-
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-/-
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H
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2/8/-
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-/-
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H
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3/7/-
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-/-
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H
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6/7/-
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-/-
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H
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Hop
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3/7/-
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-/-
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H
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2/8/-
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-/-
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H
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3/9/-
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-/-
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H
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8/7/-
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-/-
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H
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Command Normals
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df+
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3/3+3/19
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-5/-7
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S,Su
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HL
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Special Moves
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qcf+
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Power Wave - qcf+A
- Terry pounds the ground, sending a ground projectile across the screen
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qcf+
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HL
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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
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qcb+
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HL
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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
|
qcb+
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HL
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qcb+
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HL
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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
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qcb+
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HL
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dp+
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HL
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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
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dp+
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HL
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_d,u+
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HL
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Rising Tackle - _d u+P
- supercancellable on the first hit
- free cancellable out of on the first hit
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_d,u+
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HL
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DMs
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qcfx2+
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HL
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High Angle Geyser - qcfx2+K
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qcfx2+
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HL
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qcb,f+
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HL
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Power Geyser - qcb,f+P
- Terry powers up and pounds the ground, creating a geyser of flame in front of him
- large startup invincibility
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qcb,f+
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HL
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SDM
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qcb,f+ +
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HL
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Power Geyser - qcb,f+AC
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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
Strategies
Game Navigation
General
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Characters
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Secret/Orochi Characters
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