Matchup info
Rock Howard


5 - 5
(Slightly favorable matchup)
- cr.
: -12 on block. Use 'cr. C' to start your punish when at point-blank range. At max ranges, punishable only by a P-Power Super.
- High-Evade Attack: -5 on block. Use 'st. A', then kick Super (use the motion store technique to pull this off).
: -5 on block, but completely safe when done at max distance (not even punishable with a Reversal P-Power punch Super). At close and mid-ranges, start you punish with an 'st. A'.
A fair and simple matchup, both ways. Terry is a little better in the air.
Exploit the fact that his damage output is low when he is meterless by mantaining pressure soon, since a single stock of Super is all that Rock needs to shut down your Power Dunk Break.
Pay attention to the way your particular opponent's sets up his command grabs, so you can predict and evade them properly in the future.
Don't fall for any of his shenanigans: be aware of what, how and when you can or you can't punish him.
Play carefuly, bait him out, and do your thing.
Kim Dong-Hwan


5 - 5
(Slightly unfavorable matchup)
- cr.
: -8 on block. Use 'cr. C' to start your punish when at point-blank range. At mid ranges, punishable only by a Reversal punch Super (don't waste two bars on this, since the third hit will most likely whiff). Not punishable at max ranges.
- High-Evade Attack: +5 on block. Punishable by GC only (a regular JD won't even let you land an 'st. A').
- T.O.P. Attack: -9 on block. Use 'cr. C' to start your punish at point-blank range. At mid and far ranges, punishable only by a Reversal Super.
: -9 on block. Use 'cr. C' to start your punish at point-blank range. At mid and far ranges, punishable only by a Reversal Super.
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(Air): Up to -5 on block, depending on the range. Use 'st. A' or 'cr. B' to start your punishment, but make sure this was blocked as deeply as possible.
: -5 on block. Very rarely will people use a raw Super like this. If it does happens, though, it won't hurt to be prepared: because of it's lengthy start-up, Dong can be hit out of the Super animation by almost anything you have pretty easily, like a Power Dunk Break. If you block this, punish with 'st. A' or cr. B' as starters. or just go for any P-Power Super you have as Reversals. If you use a strong Power Charge as Guard Cancel, you can punish him even better.
This is slightly in favour of Dong (but still surely winnable).
Dong plays, more or less, the same no matter what character he's facing: he will try to out-poke you while he gains time and meter.
Using your heavy buttons outside of combos are a bad idea, and you 'st. B' too is heavily nerfed here. Don't overuse your run either: instead, run and stop (a lot), in order to bait him to use his air Super.
Don't rest easy, though, even when he's meterless, since Dong sills controls the air with his superior mobility, air-chain and air-throw, beating both your normals and air-JD attempts.
While in the ground, strikin Dong out of the air can be just as difficult, since he can air-JD your Power Dunk Break and immediately counter-attack with his Super (no need to GC the Super at all). Power Dunk Break will be the difference, however, when he's meterless or in the ground.
The instant air-JD technique, too, is vital here, since Dong has no real blockstring midscreen. This way, he won't be able to reset his combos or use his overheads properly.
Be patient and avoid any mistakes, because if Terry falls behind, making a comeback will be very, very difficult.
Hotaru Futaba


5 - 5
(Slightly unfavorable matchup)
- cr.
: -14 on block. Use 'cr. C' to start your punish when at point-blank range. At mid ranges, punishable by any Super. At max ranges, only punishable by a Reversal P-Power kick Super.
- High-Evade Attack: +3 on block. Punishable by GC only (a regular JD won't even let you land an 'st. A').
This is an interesting matchup, since neither character has absolutely freedom here; for example, Terry can't overuse his normals, nor Break, and while he is slightly advantageous in the ground (his pokes are far better), Hotaru has an overwhelming edge in the air, thanks to her Dive-Kick and strong aerial buttons.
Use an auto-corrected Power Dunk Break to punish Hotaru if she tries to abuse her command crossup by spamming her air stomp around you. But other than that, Terry's Break may fail as a proper Anti-Air if your opponent knows what he's doing: the chance of eating a Super with 0F of startup is just too great, and Hotaru will almost never be out of Super thanks to her hit and run, meter building tactics. 'st. B' will aid you immensely when she's above you, though, since Terry has enough time to recover in case Hotaru tries to Air-JD your Anti-Air and punish you.
Running and stopping must also be avoided as much as possible, since her fireball's recovery is quick (at certain ranges, two fireballs will work almost as effectively as a true blockstring), and it's speed is fast. As for your own fireball, stick with the weak version of Terry's Power Wave, since it has better recovery, allowing you to JD the hit in case Hotaru goes for the reflect
Never block while crouching. Hotaru has virtually no way of landing damage out of a low besides her sweep (one of the worst in the game), so if you're always standing, you'll cripple her game by nullifying her annoying hops.
Overall, Hotaru's playstyle is similar to Dong in the sense that she'll try to win by Time Over. Be patient, Terry has better damage after all, and don't forget to use 'st. A' and 'st. B', your best friends in this matchup.
Marco Rodrigez


5 - 5
(Slightly unfavorable matchup)
Hokutomaru


5 - 5
(Slightly favorable matchup)
Kevin Rian


3 - 7
(Highly unfavorable matchup)
Freeman


5 - 5
(Slightly favorable matchup)
The Griffon


6 - 4
(Favorable matchup)
B. Jenet


3 - 7
(Highly unfavorable matchup)
Gato


3 - 7
(Highly unfavorable matchup)
Kim Jae Hoon


5 - 5
(Fair matchup)
Grant


4 - 6
(Unfavorable matchup)
Kain R. Heinlein


4 - 6
(Unfavorable matchup)
Notable players