The King of Fighters '98/EX Terry: Difference between revisions

From SuperCombo Wiki
mNo edit summary
No edit summary
Line 1: Line 1:
[[image:Terry98_stance.gif|right]]
==Introduction==
==Introduction==
{|
{|
Line 4: Line 5:
! Crouch
! Crouch
! Jump
! Jump
! Grab
! Run
! Run
|-
|-
Line 10: Line 10:
|valign="bottom"| [[image:Terry98_crouch.png]]
|valign="bottom"| [[image:Terry98_crouch.png]]
|valign="bottom"| [[image:Terry98_jump.png]]
|valign="bottom"| [[image:Terry98_jump.png]]
|valign="bottom"| [[image:Terry98_grab.png]]
|valign="bottom"| [[image:Terry98_run.png]]
|valign="bottom"| [[image:Terry98_run.png]]
|}
|}
Line 37: Line 36:
!colspan="4"| Hitbox
!colspan="4"| Hitbox
! Notes
! Notes
|-
|colspan="10" align="center"| '''Normal Throws'''
|-
! b/f+[[image:snkc.gif]]
|align="center"| 0/-/-
|align="center"| KD/-
|align="center"|
|align="center"| Grab
|rowspan="2" colspan="4" | [[image:Terry98_grab.png|center]]
|Breakable, forward knockdown, face forward, rollable.
|-
! b/f+[[image:snkd.gif]]
|align="center"| 0/-/-
|align="center"| KD/-
|align="center"|
|align="center"| Grab
|Breakable, reverse knockdown, back turned, un-rollable.<br>
Preferred unless you have them in the corner. Sets up a super jump crossup ambiguous roll, or whatever you want really.
|-
|-
|colspan="10" align="center"| '''Standing Close'''
|colspan="10" align="center"| '''Standing Close'''

Revision as of 04:33, 2 June 2014

Terry98 stance.gif

Introduction

Stand Crouch Jump Run
Terry98 stand.png Terry98 crouch.png Terry98 jump.png Terry98 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Terry98 colorA.png Terry98 colorB.png Terry98 colorC.png Terry98 colorD.png

Gameplay Overview

Movelist

Frames Advantage Cancel Block Hitbox Notes
Normal Throws
b/f+Snkc.gif 0/-/- KD/- Grab
Terry98 grab.png
Breakable, forward knockdown, face forward, rollable.
b/f+Snkd.gif 0/-/- KD/- Grab Breakable, reverse knockdown, back turned, un-rollable.

Preferred unless you have them in the corner. Sets up a super jump crossup ambiguous roll, or whatever you want really.

Standing Close
Snka.gif 3/4/5 +3/+1 C,S,Su HL
Terry98 clA.png
Snkb.gif 4/5/7 0/-2 C,S,Su HL
Terry98 clB.png
Snkc.gif 3/3*7/15 -2/-4 C,S,Su HL
Terry98 clC1.png
Terry98 clC2.png
Fast, and 2 hits for easy comboing/hit-confirming
Snkd.gif 3/10/16 -6/-8 C,S,Su HL
Terry98 clD.png
Terry's best meaty attack, it stays out forever. It also activates from further away then cl.C
Standing Far
Snka.gif 3/4/5 +3/+1 C,S,Su HL
Terry98 stA.png
Snkb.gif 5/3/11 -2/-4 HL
Terry98 stB.png
A very fast long-range poke. Not cancelable, but a very good asset in between pressure to keep the opponent in place
Snkc.gif 5/8/17 -5/-7 HL
Terry98 stC.png
Snkd.gif 13/3/22 -5/-7 HL
Terry98 stD.png
Snkc.gif+Snkd.gif 23/3/23 KD/-4 C,S,Su HL
Terry98 stCD.png
Goes over lows
Crouching
Snka.gif 3/5/5 +2/0 C,S,Su HL
Terry98 crA.png
Snkb.gif 3/3/8 +1/-1 L
Terry98 crB.png
Standard cr.B, a fast low that can be chained into cr.A, then df+C into pretty much anything as noted in the combo section
Snkc.gif 5/8/14 -2/-4 C,S,Su HL
Terry98 crC.png
Cancellable, decently fast and pretty good as a meaty. His longest range comboable move
Snkd.gif 10/8/22 KD/-12 C,S,Su L
Terry98 crD.png
Slow but cancellable. Easy to whiff cancel, so it is not bad for mid-range zoning by whiff-canceling into qcb+B or qcb+A in case your opponent jumps
Jump
Snka.gif 4/7/- -/- H
Terry98 jA.png
Snkb.gif 3/8/- -/- H
Terry98 jB.png
Not used much, but is a great air-to-air move, and useful in some matchups, like backwards sj.B vs Choi
Snkc.gif 4/9/- -/- H
Terry98 jC.png
Crosses up
Snkd.gif 4/7/- -/- H
Terry98 jD.png
You'll see this one used more than any of his other jump attacks by most players. Great air-to-air and air-to-ground. Crosses up. Can be used as an instant overhead (ie jump back+D)
Snkc.gif+Snkd.gif 16/4/- KD/- HL
Terry98 jCD.png
Command Normals
f+Snka.gif 11/3(3)3/26 -12/-14 S,Su HL
Terry98 fA1.png
Terry98 fA2.png
df+Snkc.gif 3/3+3/24 -10/-12 S,Su HL
Terry98 dfC1.png
Terry98 dfC2.png

Combos