Introduction
With shorter projectiles and rushing moves, he is generally inferior to regular Terry. The Rising Tackle charge command is annoying in comparison. Compared to his OG counterpart, EX Terry has a strengthened Crack Shoot and a new move: Round Wave.
He is basically used the same way as normal Terry. He has combos that you can just not care about if they’re blocked. Pick an opening, and attack it.
Move list
At a glance
Normal throws | |
---|---|
Grasping Upper | f/b + C |
Buster Throw | f/b + D |
Command moves | |
Back Knuckle | f + A |
Rising Upper | df + C |
Special moves | |
Burn Knuckle | qcb + P |
Power Wave | qcf + P |
Round Wave | dp + P |
Rising Tackle | d (charge) u + P |
Crack Shoot | qcb + K |
Fire Kick | hcf + K |
Super special move | |
Power Geyser | qcb db f + P |
Normal moves
- st.C – has a high hitbox, so use it to check jumps. It doesn’t leave you too open, so to a slight extent it’s okay to throw this one out there.
- st.B – long reach for zoning. Has reasonable recovery time, so don’t go whiffing it willy-nilly.
- st.D – so-so reach, and quick startup for a strong attack. The recovery means you’re kind of open if you whiff, but it’s a force to be reckoned with if it touches the opponent in any way.
- CD – has invincibility at foot level. Powerful to include in links.
- j.A and j.B – excel in air-to-air.
- j.C and j.D – use when jumping in.
Command moves
- Back Knuckle
- f + A
- A two hit move; only the second is cancelable. The amount of pushback has its advantages as well as its disadvantages.
- Rising Upper
- df + C
- Can be cancelled without being cancelled into. Can be cancelled into from weak moves. The reach is a bit iffy, so it isn’t necessarily safe from strong attacks.
Special moves
- Power Wave
- qcf + P
- A projectile that travels along the ground. The hitbox is not set down right in front (i.e., it won’t hit an opponent if you’re so close you can push them) so beware. The hitbox has been shortened from OG, so opponents can now avoid it with moves that have invincibility at the foot level.
- Burn Knuckle
- qcb + P
- Rushing move; weak version travels about a third of the screen, strong version goes the whole way. If the very tip touches, you aren’t left open. The hitbox is effective, so you can use it for zoning, too.
- Crack Shoot
- qcb + K
- A heel drop from low altitude. Less vulnerable than in OG, has a better hitbox now, too. The weak version has quick startup, so it can smash the startup of zoners and jumps. The strong version won’t even touch crouchers, but it has a hitbox in the back (during startup), so it’s a good anti-air against crossups.
- Rising Tackle
- dp + P
- A multi-hit rising move that does multiple hits. It has invincible frames during startup. It is mainly used for anti-air and combos. The weak version travels straight up; the strong version advances slightly forward.
- Fire Kick
- hcf + K
- Rushes in with a sliding low kick, which launches the opponent if it hits. You can cancel the second hit with Rising Tackle. The weak version has quick startup, and short recovery if it whiffs. The strong version has long reach, and is safe in combos. There is pushback if it’s blocked, but the recovery is long, so depending on the opponent you’ll likely get countered.
- Round Wave
- dp + P
- A projectile that isn’t launched. If it touches the opponent, it is possible to cancel into another Round Wave, but it won’t do a knockdown, the recovery is long, and the hitbox is short. Beware of using this one where you don’t mean to.
Super special move
- Power Geyser
- qcb f + P
- Sets up a pillar of energy like a buff Round Wave. He has full-body invincibility during startup. The hitbox is set down right in front.
- The MAX version sets up three pillars. If the MAX version does a midair hit, the opponent may land and counterattack, so keep anti-airs with this to the normal version. The inner hitboxes are now wider, and the MAX version will now do all the hits, even in the corner.
Combos
Basic
- j.D > cl.C (1 hit) >> Back Knuckle (2 hit) >> weak Burn Knuckle or Power Geyser (or strong Fire Kick >> strong Rising Tackle)
- There are various other moves that will also combo, but this is probably the best. If you don’t start charging for the Rising Tackle as soon as you get out the Fire Kick, it won’t come out, so the degree of difficulty is high, but if you use the strong version of Fire Kick, it gets a little easier.
- cr.B >> cr.A >> strong Rising Tackle
- One combo from weak moves.
- cr.B >> cr.A >> Rising Upper >> all sorts of special moves
- Another combo from weak moves.