SvC Chaos: SNK Vs Capcom/Terry Bogard

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テリー・ボガード, Terry Bogard
"You can't be ready to throw in the towel yet, are you? This wolf's still pumped!"
Difficulty Simple
Max Mode Needed? Up To You
Tier Placement Very Strong (A)
Standing Hitbox ?
Crouching Hitbox Short
Defense Modifier 215
Wall Jump No

Introduction

Terryfacesvc.png

Packing a cool hat, Terry Bogard is the main character from the Fatal Fury series and SNK's mascot character. He is known as one of the "Lonely/Hungry Wolves," with the other two being his friend Joe Higashi and his brother Andy Bogard. As always, he's one of the easiest characters for new players to pick up and play. While he might be very similar to his KOF2002 iteration, where he's a low-tier character, in this game he's so good he's borderline top-tier, requiring very little effort to get results thanks to a whole slew of buffs (whether intentional or not) that make his rushdown game quite threatening.

Strengths Weaknesses
  • Extremely Easy to Learn: If you've played Terry in any other game, you know how he works here. He's arguably the easiest character in the game to pick up and play, with little in the way of difficult tech. A perfect character to focus on learning SVC's mechanical nuances with.
  • Fast Projectile: Terry's 236A projectile lets him play some decent grounded zoning, potentially forcing the opponent to react or getting a free poke in.
  • Versatile Specials and Supers: Terry's kit includes a lot of utility including a zoning projectile, a combo projectile, an advancing strike that can be made safe, fast and effective punishes and anti-airs, etc. Terry has everything he needs and nothing he doesn't to win.
  • Crack Shoot Juggles: Terry's Crack Shoot has juggle properties in this game, giving him easy access to extra damage especially in Max Mode.
  • Combo Extender Exceed: Much like other Deadly Rave-style Exceeds, Terry's can be ended early in specific parts of the input sequence to allow him to extend combos even further for massive damage. This can be useful if the timing of the full input is difficult to learn and makes it a more versatile combo tool overall.
  • Supers and Exceed are Max Cancellable: Terry can use Free Cancels in Max Mode even with his supers and his Exceed, further emphasizing the insane combo potential he gains from having it.
  • Excellent Combo Game: Many of Terry's best combos don't even require Max Mode, and they're both easy to learn and contain a lot of variety while consistently dealing solid damage. Notably, Terry is a great character for practicing and maximizing confirms from light attacks.
  • Top Quality Supers: At worst, High Angle Geyser is redundant but still usable. At best, his other two supers give him incredible utility that emphasizes the strength of his kit. Power Geyser is a fast anti-air and great combo tool, especially since follow-ups into Triple Geyser have no extra cost. Buster Wolf is arguably one of the best supers in the game due to its incredible speed and range, combo and punish utility, and the fact that it's completely safe on block; even GCFS punish attempts, while technically possible, are extremely difficult due to the low recovery. Buster Wolf alone makes Terry a force to be reckoned with.
  • Incredible Rushdown: Even in his worst matchups, opponents cannot escape Terry's relentless pressure forever. A ton of amazing and fast buttons and a super that nearly every character has to watch out for makes Terry a character that allows you to turn your brain off and still perform well. Whatever changes they made to him in SVC from KOF may be small on paper but elevate him massively and allow him to mix well with the game's system.
  • Great Starting Character: As stated above, Terry is one of the easiest characters to learn in this game. Furthermore, his play style across games is almost universal; anything you learn about how to play Terry here will likely carry over into KOF.
  • Always Asks if His Opponent is Okay: He may punch his opponents in the face and knock them across the stage in a huge impact, but he's got manners at least. What a nice guy.
  • Reversal is a Charge Move: One of Terry's only real sour points without comparing him to boss characters. He's a rushdown character whose reversal is tied to a down-up charge attack. While it's easy to buffer and use as a combo tool, SVC's charge input bug makes it inconsistent to use, and the charge input itself forces Terry to deviate from his desired game plan.
  • Average Anti-Airs: Terry's air buttons are good jump-ins, but other than j.D being a good horizontally reaching button, his air buttons are basic and self-explanatory. Nothing exceptional. His anti-air options aren't the best either, since Rising Tackle's range is limited horizontally on top of being a charge move and Power Geyser costs meter to use.
  • Crack Shoot Inconsistency: Crack Shoot doesn't hit near the ground despite appearing like it does, making it less useful in matchups where characters have smaller hurtboxes as it leaves Terry wide open for a punish.
  • Not Designed for Zoning: SVC is a game where zoning is a dominant strategy, and while Terry does technically have zoning tools it's not enough to compete with several other members of the cast. He's a rushdown character in a zoner's world, which technically makes his job harder.
  • Strict Exceed Combo Timing: Without relying on Max Mode cancels to combo off of certain hits of his Exceed, he normally has to link specifically from the last B input to get consistent follow-ups. Being able to extend combos from Exceed isn't a hard requirement to play or even be good with Terry, but it is an unusually difficult part of his kit to learn and utilize effectively.
  • Average Max Mode Options: All of Terry's best Max Mode combos are in the corner; his midscreen options, on the other hand, are very limited. Even if doing Buster Wolf back-to-back is a viable strategy, it may be worth saving the meter for when you can get the opponent to the corner.
  • Meter Hungry: Though Terry makes good use of Max Mode when he has it, he would rather be using meter either to GCFS to close the gap when needed or, more likely, to spam supers. If he's not trying to anti-air otherwise, he wants to burn it on Buster Wolf. Even if you do have Max Mode, it's a fairly common tactic to chain Buster Wolf into itself since it recovers almost immediately. Basically, Buster Wolf is too good to ignore, and depending on how you play, you'll likely throw it out constantly.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. Each character has variable wakeup times, with Ryu having a 28 frame wakeup animation. Thus, on soft knockdowns and hard knockdowns, the frame advantage will be put in parentheses as it is different per character. It is only meant to give you a general idea of your exact frame advantage. Refer to each character's data at the top of the page for wakeup variables, however slight.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 5 5 13 +2 +0 -
  • Has good reach, can link into any light attack, and can be normal cancelled. Can whiff against some small hurtbox and crouching characters.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 5 7 16 +0 -2 -
  • Just a knee. It has the same properties as cl.A, but it doesn't whiff against small hurtbox characters.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 3, 7 15 28 -2 -4 -
  • Terry's main combo and close-range pressure tool. It does 2 hits, and you can cancel either hit into nearly any move Terry has.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 10 16 30 -6 -8 -
  • A simple cancellable kick. Similar to cl.C, but it does more damage. Easier to use cl.C over cl.D in combos.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 5 12 +3 +1 -
  • A fast punch that can be normal cancelled and chained into any light attack. Can also be cancelled into df+C to start combos.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4 9 20 -1 -3 -
  • A basic kick for poking. Can't be normal cancelled, and can't chain into other lights.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 7 16 28 -3 -5 -
  • A very fast punch that cannot be normal cancelled.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 7 15 34 -2 -4 -
  • A kick with a good angle for anti-airing the opponent. Can't be normal cancelled, but Terry will move forward a little during the move.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 6 13 +2 +0 -
  • Very good for combos. Generally used after a cr.B, and cancelled into df+C to begin his combos. Can chain into other light attacks too.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 3 8 14 +1 -1 -
  • Terry's light attack chain starter, mainly because it hits low. Chain it into cr.A. Can be normal cancelled too.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 5 19 30 -4 -6 -
  • Mostly for doing combos while preparing to cancel it into something.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 10 8 22 40 SKD -12 -
  • Cancellable sweep. Simple to use. Cancel it into a special when you need meter or block pressure. You can use it as a low-hitting poke too.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 3 7 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Looks like a fast chop, but it's not very active. You can use it as an air-to-air if timed right.

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 2 8 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Near instant kick with nice reach and lots of active frames. You can use it as a jump-in attack or air-to-air. In the corner, it can whiff against the opponent.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - nj = 3 ; dj = 4 nj = 7 ; dj = 5 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Good for combos, and you can even cross up with it. j.D can also cross up, however, and is better suited for it.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 7 - - - - -
  • Neutral Jumping Attack
  • Upward angled kick. Use it if your opponent is higher in the air than you. You can use it as a neutral jump-in attack too, albeit risky.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 7 - - - - -
  • Diagonal Jumping Attack
  • Kick with great reach that can cross up the opponent. Terry's main jump-in for starting combos.

Command Normals

Rising Upper
df.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 3, 3 19 28 1st = -5 1st = -7 -
  • Primarily used for combos as it's cancellable into specials. It has great startup, so it will connect after any cancellable normal.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png (On Block)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Power Wave
qcf+A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Terry's classic ground projectile. It's very fast here and can be used in basic combos or as a meaty attack on the opponent's wakeup. Not available as a Max Cancel option.

Round Wave
qcf+C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A stronger version of the projectile. Unique in that while it's too slow to combo from Terry's normals, Round Wave itself can be cancelled into specials. Launches the opponent into a juggle state that allows for its unique special cancel property to extend combos. Generally it's cancelled into B Crack Shoot, as it leads to further extensions in the corner. In Max Mode, you can cancel this move into his Supers/Exceed. Note that Terry will move forward during the move.

Burn Knuckle
qcb+P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb+A - - Mid - - - - - - - - - - -
  • Another classic move. Terry will rush forward while doing a punch. The A version comes out faster while the C one goes farther; the latter does not combo from any canceled normals and it's way more punishable than the A version if blocked. Primarily used in combos, but it can also be used as a poke if spaced to hit with the last few active frames to make it safe.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb+C - - Mid - - - - - - - - - - -

Crack Shoot
qcb+K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb+B - - Mid - - - - - - - - - - -
  • The classic Crack Shoot. Use the B version only, because it's the only version that can be used in practical combos and it doesn't whiff on crouching opponents. The button pressed will determine the distance Terry will move. If it hits the opponent in the air and you're in the corner, you can get a follow-up from the juggle state it causes.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb+D - - Mid - - - - - - - - - - -

Power Dunk
dp+K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp+B - - Mid - - - - - - - - - - -
  • Can be used to anti-air. The second hit will caused a hard knockdown on an airborne opponent; if the opponent is grounded its low hit stun makes you punishable on hit(!).
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp+D - - Mid - - - - - - - - - - -

Rising Tackle
[d]~u+P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u+A - - Mid - - - - - - - - - - -
  • Another anti-air. You can use it like Guile's Flash/Somersault Kick. The first hit of it can be Max Canceled too, leading into a corner loop. Stick with the A version for anti-airs since the C version moves Terry slightly forward, which can cause it to whiff.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u+C - - Mid - - - - - - - - - - -

Super Moves

Buster Wolf
qcfx2+P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
22, 24x4 22, 24 Mid 0 0 0 Free (1st) - - - - - - -
  • Terry's best Super. It's (almost) 100% safe on block and is still very difficult to punish on whiff due to its low recovery. The most consistent way to punish it is to GCFS the first hit into a throw. Doing Buster Wolf back-to-back on block is a very common and surprisingly effective strategy if the opponent doesn't know how to check it. Very useful as a punish tool as well due to its speed and range. The first hit is cancellable in Max Mode.

High Angle Geyser
qcfx2+K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24x4, 22 24, 22 Mid 4x4, 0 0 0 Free (2nd) - - - - - - -
  • A decent super for punishes and combos. It's unsafe, but Terry can Max Cancel the first two hits.

Power Geyser
qcb~db~f+P > qcf+P x2
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Single Geyser 40 43 Mid 16 0 0 X - - - - - - -
  • Super projectile that serves as a safe anti-air move. Terry's most damaging super due to the free follow-ups. Power Geyser can also be performed as qcb,hcf+P or qcb,f+P in SVC's input reader.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Twin Geyser 18 18 Mid 4 0 0 X - - - - - - -
  • This is the most important follow-up. To do this one, do the input when the first geyser connects (or when Terry's fist touches the ground if whiffed). In the corner you can juggle after it hits with any super, which leads to some of Terry's best combos, especially in Max Mode.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Triple Geyser 18 18 Mid 4 0 0 X - - - - - - -
  • The finisher to Power Geyser. To do it, do the input as the second geyser connects (or when Terry's fist touches the ground if whiffed). You can't do things after it, but it will add more damage to the super. The full Power Geyser sequence makes it one of the most damaging supers in the game.

Exceed

Rising Beat
Qcb.pngF.pngKof.lk.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
16+(5x8)+(23x4) 16+(5x8)+(23x4) Mid x X X Free - - - - - - -
  • Full Input: qcb~f+BC > AA, BB, CC, DD, qcb+CD
  • Terry rushes forward to perform a Deadly Rave on the opponent, with a series of punches and kicks ending in a Buster Wolf-esque ender to blast the opponent away.
  • On the 5th hit (the second B input), you have enough advantage to link into any combo. This is an improvement over Geese's similar Exceed, but it doesn't go through projectiles like Geese's.
  • Terry can Max Cancel most hits of the Exceed, allowing for massive combo extensions. The finisher is nice to default to and does good damage, but Terry doesn't need it unless it secures a kill.
  • Easy to confirm into since it can work from any of Terry's BnB starters.
  • Not a bad Exceed, but not essential to Terry's game plan either. Primarily serves as a combo tool that allows for massive damage potential and doesn't require other resources.

Strategy

Basic Strategy

Terry's gameplan

Terry is one of those great rushdown characters, with many damaging options. What you should do with him? Keep on the offensive, jump a lot(With B/D), you'll probably get a crossup many times. Combos and damage aren't a problem for Terry, which makes him one of the easiest, but effective characters in the game. His main defensive options are his charging kick, his Power Geyser(Those two can be used as anti-airs), his Crack Shoot(Can be used to probably defeat your opponent in the air). For his Supers, you won't have problems if you need to use them on combos, because they are fast enough to help you(Especially the Buster Wolf). His Exceed is mostly used for punishing combos, and it should be really better if you stop on the second B(To continue your combos). That's it, just be offensive(But never show off, please), but play on the defensive when you think you need to. Good Luck in your future matches.

Advanced Strategy

Match-Ups

Sagat

When far away, if timed right, it's possible for Terry to jump over Sagat's B fireballs (his slow, lower profile fireballs) with 214D, but usually not 214B. More likely what happens with 214B is either Terry is hit by Sagat's fireball, Terry hits Sagat's extended out arm and moves past the fireball, or they trade. If far away enough, and Terry cannot hit Sagat with 214B, there's a slim chance he moves past it unharmed, but more than likely will fall onto the tail end of the fireball's hitbox. Terry cannot use 214K close to Sagat as he'll get stuffed by fireball, but it's hypothetically an optimal punish. Basically, low fireballs still help Sagat fight fireball wars with Terry's power wave, but high fireballs can help prevent Terry attempt to jump in or otherwise use 214K. Terry's power wave super also has an issue where against Sagat up close, if Sagat times st.D correctly, Terry's super whiffs right past Sagat even up close, but still leaves him in front of Sagat due to disjointed hitboxes. Sagat's st.D pushes him forward, but not his pushbox, thus Terry's super hitbox ends up behind Sagat's hurtboxes. However, this also means Sagat can't punish or trade with super as a result. If Terry's super does connect before Terry can get close enough to Sagat, or Sagat's attack doesn't come out fast enough, it's likely only the first hit will connect, but Sagat is safe from the rest due to being farther away. It's possible to also trade, albeit unlikely, and it's rarer still for Sagat to interrupt Terry without a trade on st.D. Or worst-case scenario, they both whiff, but Sagat pushes himself back into Terry's super while the active hitbox is still on, thus getting hit regardless due to recovery frames. This happens if Sagat initiates st.D first, though the exact timing is not 100% understood. That said, Terry wins the matchup simply due to better normals, better punishes, meterless reversal, being much faster, safer punishes, and not having to commit to his offense and easily forcing himself in front of Sagat, especially with Buster Wolf in neutral and for punishes. Terry up close forces Sagat to work with worse buttons and more committal defense. Terry's lights are much better at stuffing Sagat in neutral, notably st.B. At least Sagat's meter dump is equally as good as Terry's meter dump.

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

Starters

Starters
Combo Position Damage Stun Difficulty Notes
cr.B, cr.A, df.C TBA TBA TBA TBA Light starter. df.C is optional. May need to omit df.C in some combos.
cr./cl.C(1-2), df.C TBA TBA TBA TBA Heavy starter. df.C is optional. May need to omit df.C in some combos.
cl.D, df.C TBA TBA TBA TBA Same as cl.C starter.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) Starter, qcf A TBA TBA TBA TBA Just an easy combo to begin. Terry's projectile combos are mainly to push your opponent while being safe for blockstrings.
qcf C, qcb P TBA TBA TBA TBA Not that used, but it can be a midscreen option. Mainly for mixups, particularly since qcb C doesn't combo so it can throw the opponent's rhythm off thinking they have a window to punish Terry.
qcf C, dp D TBA TBA TBA TBA Just another midscreen option. The D version needs to be used here because the second hit of the B version will whiff on this combo.
qcf C, qcb B TBA TBA TBA TBA The most used one, because if you're near from/on the corner, you can add a Buster Wolf after it.
(Corner only) qcf C, qcb B, [d]~u P TBA TBA TBA TBA The option with more hits, but it's corner only, sadly. Use this if you don't have meter. You can use the B version of the charge move too, but it will do less damage, obviously.
(j.X,) Starter, qcb A TBA TBA TBA TBA It's used as a BnB. Easier to do without the command normal off of a heavy, but there's really no reason not to use df.C. With lights, you need to use df.C. You can't combo the C version, either. Light starters deal less damage, but are more practical giving Terry a low hitting confirm on top of his already suffocating rushdown pressure. Note that qcb A can sometimes drop and be blocked, though it's hard to punish even if it does.
(j.X,) cl.C/D, (df.C,) qcb B TBA TBA TBA TBA For punishing. The D version can't combo with anything.
(j.X,) cr.B, df.C, qcb B TBA TBA TBA TBA This is a combo with a low starter. If you try a cr.A after the cr.B, the qcb B will whiff.
(j.X,) Starter, dp D TBA TBA TBA TBA The Power Dunk isn't that useful for comboing. If you want to use the cl.C, cancel the first hit. The D is in there because it does more damage than the first hit of the cl.C. The B version isn't all that good for combos.
(j.X,) cr.B, cr.A, [d]~u C TBA TBA TBA TBA Simple combo. Combos with charging are generally easy, which is the case of this one.
(j.X,) cr.B, df.C, [d]~u C TBA TBA TBA TBA More damaging than the above, and still has the low starter.
(j.X,) cr.C, [d]~u C TBA TBA TBA TBA The most damaging option. Use this mainly for punishing.
Super Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) Starter, qcf x2 P TBA TBA TBA TBA One of the most used combos with Terry, because it's simple, it's damaging, and is (mostly) safe, thanks to the Super.
(j.X,) Starter, qcf x2 K TBA TBA TBA TBA Just a simple combo to use. If you're used to the first Buster Wolf combos, you won't have problems with this one.
(j.X,) Starter, qcb~db~f P > qcf P x2 TBA TBA TBA TBA A little hard to perform, due to the input(Canceling the Command Move into the Super can be hard, but with practice you can get it). The Power Geyser(With the followups) is the most damaging of Terry's Supers, so this combo has some uses.
(Corner/Near corner only) qcf C, qcb B, qcf x2 P TBA TBA TBA TBA The most damaging followup. Learn this one, you will need for Max Mode combos.
(Corner only) Starter, qcb~db~f P > qcf P, (delay) qcf x2 P TBA TBA TBA TBA Damaging and flasy yet timing demanding combo, the link between the second geyser and Buster wolf is VERY tight, but its possible. It can appear inconsistent, but maybe the reason it drops is because a delay is needed in the input of the second geyser so the opponent can be launch even higher.
Exceed, stop on the last B, any combo TBA TBA TBA TBA To use Terry's Exceed, first you need to know how to use it. Just try to do any combo after the second B input, it's not that hard to do.
(j.X,) Starter, Exceed, do all of the inputs/(stop on the second B, any combo) TBA TBA TBA TBA The best this you can do with the Exceed. You can combo after it, so this could be a better - and easier - option.

Meme combos:

  • (Training Mode and/or console only; Go for the options and put the Exceed into "Infinity") [Any combo ending with the Exceed, stop on the last B,]xN
This is Terry's "infinite". It can't be used in a real match since you can use only one Exceed in a match, but it's cool to see it.

Max Mode Combos

Any Max Mode loops Terry has are corner only combos, though this is hardly much of a detriment to him, anyways.

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
qcf C, (C)any Super TBA TBA TBA TBA Yeah, you can max cancel the Round Wave into a Super, which is cool. "Which Supers are better to use?" What I can say is... Don't use the Buster Wolf(Not on this combo, you have a better hit-confirm for it, and many hits will whiff on it). The qcb, df, f+P is the most damaging one, and you can confirm the 3 Geysers on this combo. For the qcf(2x)+B, never use the D version, unless if you're on the corner(On midscreen, the Super will hit only one time).
qcf C, (C)Exceed, stop on the last B, do a ground combo TBA TBA TBA TBA Yeah, you can hit-confirm the Exceed using the Round Wave. Interestingly enough, the opponent won't be launched if you do this combo, which is cool. For the follow up used, don't worry about it, do the coolest.
qcf C, (C)Exceed, continue the inputs until the end TBA TBA TBA TBA
qcf C, (C)Exceed, max cancel the last D into something TBA TBA TBA TBA
(j.X,) Starter, qcf x2 P(1), (C)qcb A TBA TBA TBA TBA The Burn Knuckle options aren't very good. You won't use it that much, but it's still a possible combo.
(j.X,) Starter, qcf x2 K(2), (C)qcb A TBA TBA TBA TBA Another not-that good combo, but has more damage than the above.
(j.X,) Starter, qcf x2 P(1), (C)qcb B TBA TBA TBA TBA Not that good as a combo, but I think you should practice the max cancel part if you want to learn some Max Mode loops.
(Corner/Near corner only) (j.X,) Starter, qcf x2 K(2), (C)qcb B, qcf x2 P(1), (C)qcf C, qcb B, qcf x2 P TBA TBA TBA TBA This one is a interesting combo. His qcf x2 K is incredible on Max Mode, because it can be used as a setup for Terry's loops(You'll see some of them below). On this combo, we use the Crack Shoot's juggle property(If it hits the opponent in the air, you can juggle him/her). He has many options involving the Crack Shoot, so I won't flood this section with them. If you don't like loops, you can stick with this combo.
(j.X,) Starter, qcf x2 P(1), (C)dp D(1), (C)qcb B, followup if in the corner TBA TBA TBA TBA A cool combo. The DP+K isn't that good(For combos) on the normal mode, but on Max Mode you can cancel the first hit! You should explore it to see some other options(You can do some corner loops involving it too).
(j.X,) cr.C / (cr.B, df.C), [d]~u P(1), (C)qcb B,(Corner/Near corner only) qcf x2 P TBA TBA TBA TBA This is a cool and easy combo. If you want to max cancel the Super on the corner(To do loops), go ahead. If you're on the corner, you can use qcb D instead.
(Corner only) Any combo ending with the Exceed up to last D, [(C)qcf C, qcb B, qcf x2 P]x2 TBA TBA TBA TBA Just a simple loop for you. Many loops use the qcb+B's juggle property on the corner, and the fact that the Supers can be max canceled. I don't know if this is the easiest of them, but it will consume a lot of your meter(Due to the Supers). You don't need to begin with the Exceed, it is just in there to confirm the combos.
(Corner only) Any combo ending with the Exceed (Charge down during the Exceed), stop on the last B, cr.C / (cr.B, df.C), [[d]~u P(1), (C)qcb B]xN TBA TBA TBA TBA Another interesting combo, but it requires a lot of charging, which can be hard if you're not used to do it.
(Corner only) Any combo into Exceed, stop on the last B, Starter, qcf x2 K(2), (C)qcb B, do a loop of your choice TBA TBA TBA TBA A most damaging setup for the loops(And a really good one). Explore the loops, using them doesn't mean you're cheating. (Note: Generally, special moves that can be max canceled can begin his corner loops, like the DP+K. It can be canceled into the qcb+B, which can begin another corner loop, assuming you use the DP+K again. Test this one, and begin searching for more ones!)

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