Street Fighter 6/Terry

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Introduction

A passionate fighter that hones his craft as he travels all over the world. Also known as the "Hungry Wolf." He came to Metro City after hearing about the opening of the Pao Pao Cafe.

With great disjointed normals, a broad variety of target combos, and a set of well-rounded special moves, Terry's primary strengths are very similar to a standard shoto package with a few extra twists that make him particularly unique--his main goal is going for close-range pressure and spacing traps to either force errors out of the opponent or punish them for overextending in closer-range before going in and bringing home the big one.

Notable amongst Terry's normals are his medium buttons, as well as his 5HP. 5MP alone starts off several target combos, each of which have their own utilities--Power Drive knocks the opponent down on hit and pushes them back far enough for a spacing trap from another 5MP on block, Passing Sway lets him attempt to try a strike/throw mixup or a sideswitch on hit, and Power Shoot sets him up for a Power Dunk on a 5MP counter-hit. As a counterbalance, much more of his conversion potential is put on his 2MP, especially after a Drive Rush, due to its hitbox, speed, and hitstun; his 5MK and 2MK, by comparison, are among his longest buttons, with 2MK featuring a special-cancelable Target Combo in Fire Kick and 5MK serving as an excellent poke that links into his fast and punishing SA1, Buster Wolf, on counterhit. 5HP is a two-hit normal that serves as one of his primary setups for juggles from other special moves, as well as being a huge threat from Drive Rush.

As far as special moves go, Terry has his pick of several versatile ones. On the projectile front, Power Wave and Round Wave are a pair of unique fireballs with different use cases. LP Power Wave travels on the ground much like Juri's enhanced Saihasho does, enabling it to sneak under higher projectiles and hitboxes, while MP Power Wave loses a bit of range in exchange for clashing with regular fireballs and OD Power Wave is a multi-hit projectile that's great for pressure and approaches; Round Wave eschews a projectile entirely, keeping the fireball clash property, and serves as a fireball bait from further away and a powerful pressure and okizeme tool up close. Quick Burn and Burn Knuckle are similarly divided in use--whereas Quick Burn allows Terry to break open opponents at close range with minimal risk when properly spaced, Burn Knuckle is a fast gap-closer (especially when spaced for safety) and a great corner carry tool during juggles. Power Charge allows Terry to set up both loops and juggles from anywhere on screen depending on which version he uses, while Crack Shoot is an excellent low crush, even hopping over projectiles when the HK version is used; Rising Tackle rounds out his kit with a standard DP. Terry also has a unique SA2, Power Geyser--not only is it a powerful anti-air tool, it can be extended into Double Geyser by spending 3 Drive Bars, and spending an additional Super Gauge on top of that turns it into Triple Geyser, which can potentially do more damage than even using his standard SA3, Rising Fang.

The main drawbacks to playing as Terry mostly deal with the speed and range of some of his other normals and how they affect his gameplan. Because 2MP is the only medium normal that Terry has that's 6 frames, and due to the lighter hitstun on his 5LP and short range of his 2LP, some of Terry's conversions are either short or awkward without spending Drive Gauge, getting a counterhit, or otherwise staying at very specific positioning. Similarly, while his medium and heavy buttons are quite disjointed, it is very easy for Terry to find himself outmatched in a poking war if he is too careless with where he places them, since many of them are a bit slower by comparison to other moves.

If you want a character who excels at close-mid range pokes, pressure, and punishes, and can crack open opponents with savvy street style, pick Terry and bust some wolves.


Pick if you like: Avoid if you dislike:
  • Dealing tons of damage with launches and juggles from multiple positions on screen
  • Being able to close gaps quickly and unexpectedly with powerful forward moving attacks, especially for punishes
  • Pressuring people at close and close-mid range with a versatile gameplan and a broad variety of tools
  • Slower and occasionally awkward normals, including the lack of a long-ranged cancelable standing heavy normal
  • Having to extensively optimize combos or spend Drive Gauge for combo extensions


Classic & Modern Versions Comparison

List of differences with Modern Terry
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Medium Kick (5MK)
  • Jumping Light Kick (j.LK)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Power Charge (2S)
    • Medium/OD Only
  • Crack Shoot (4S)
    • Heavy/OD Only
Assist Combos
  • A[L~L~L]: 2LK ~ 2LP ~ Burning Knuckle
    • On Block: stops at 2LP
  • A[M~M~M]: 2MP ~ M Power Charge ~ SA1
    • On Block: stops at M Power Charge
    • Can also choose to manually juggle SA2 (anywhere) or H Rising Tackle (corner)
  • A[H (1)~H~H~H~H]: 5HP (1) ~ H Power Charge ~ H Crack Shoot ~ H Rising Tackle ~ SA3
  • A[H (2)~H~H]: 5HP (2) ~ M Burning Knuckle ~ SA3
    • On Block: stops at H Power Charge / M Burning Knuckle
Miscellaneous Changes
  • None of Terry's Assist Combos cost Drive meter, making them unchanged in Burnout


Terry
SF6 Terry Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.048
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.50
Backward Dash Distance 0.985
Drive Rush Min. Distance (Throw) 0.634
Drive Rush Min. Distance (Block) 2.416
Drive Rush Max Distance 3.181
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
    • A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
  • Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit

More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:

  • Combo Count Initial Value
  • Combo Count Additional Value
  • Combo Count Upper Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover 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. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



IASA / Actionable Recovery

Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.

Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.



Normals

Standing Normals

5LP
Standing Light Punch
SF6 Classic.png 5LP
SF6 Modern.png 5L
SF6 Terry 5lp.png
SF6 Terry 5lp hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +4 -1


5MP
Standing Medium Punch
5MP
SF6 Terry 5mp.png
SF6 Terry 5mp hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 16 Sp SA TC 700 LH +1 -3


5HP
Standing Heavy Punch
5HP
SF6 Terry 5hp.png
SF6 Terry 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 1,3 18(16) Sp SA 400x2 LH,LH +2 +1


5LK
Standing Light Kick
5LK
SF6 Terry 5lk.png
SF6 Terry 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH +2 -2


5MK
Standing Medium Kick
5MK
SF6 Terry 5mk.png
SF6 Terry 5mk hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 - 700 LH +5 -2


5HK
Standing Heavy Kick
5HK
SF6 Terry 5hk.png
SF6 Terry 5hk hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 21 - 900 LH +1 -4



Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Terry 2lp.png
SF6 Terry 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 300 LH +4 -1


2MP
Crouching Medium Punch
2MP
SF6 Terry 2mp.png
SF6 Terry 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13(14) Sp SA 600 LH +5 -1


2HP
Crouching Heavy Punch
2HP
SF6 Terry 2hp.png
SF6 Terry 2hp hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6(4) 22(20) Sp SA 800 LH +1 -4


2LK
Crouching Light Kick
2LK
SF6 Terry 2lk.png
SF6 Terry 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 11 Chn 200 L +3 -3


2MK
Crouching Medium Kick
2MK
SF6 Terry 2mk.png
SF6 Terry 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA TC 500 L -2 -6


2HK
Crouching Heavy Kick
2HK
SF6 Terry 2hk.png
SF6 Terry 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 23 - 900 L KD +32 -11



Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Terry jlp.png
SF6 Terry jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 7 3 land - 300 H +6(+9) +2(+5)


j.MP
Jumping Medium Punch
j.MP
SF6 Terry jmp.png
SF6 Terry jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 3 land - 700 H +11 +7


j.HP
Jumping Heavy Punch
j.HP
SF6 Terry jhp.png
SF6 Terry jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H +9(+15) +5(+11)


j.LK
Jumping Light Kick
j.LK
SF6 Terry jlk.png
SF6 Terry jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 7 3 land - 300 H +7(+9) +3(+5)


j.MK
Jumping Medium Kick
j.MK
SF6 Terry jmk.png
SF6 Terry jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H +8(+13) +4(+9)


j.HK
Jumping Heavy Kick
j.HK
SF6 Terry jhk.png
SF6 Terry jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 3 land - 800 H +9(+15) +5(+11)



Command Normals


Target Combos


Throws

Forward Throw (LPLK)
Forward Throw
SF6 Classic.png LPLK
SF6 Modern.png LM
SF6 Terry lplk.png
SF6 Terry lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Grasping Upper
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +22 -
  • Punish Counter: HKD +?
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Back Throw (4LPLK)
Back Throw
SF6 Classic.png 4LPLK
SF6 Modern.png 4LM
SF6 Terry 4lplk.png
SF6 Terry lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Buster Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +18 -
  • Side switches
  • Punish Counter: HKD +?
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)



Drive System

Drive Impact (HPHK)
Drive Impact
SF6 Classic.png HPHK
SF6 Modern.png DI
SF6 Terry hphk.png
SF6 Terry hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Back Spin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Armor (2-hit): 1-27f; Range: ? (? movement + ? hitbox)
  • On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
  • On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
  • Combos when canceled from ??? or Punish Counter ??? (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
  • A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
    • This happens because a blocked DI is not considered a "hit" for combo purposes
    • Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.

Drive Reversal (6HPHK)
Drive Reversal
SF6 Classic.png 6HPHK
SF6 Modern.png 6DI
SF6 Terry 6hphk.png
SF6 Terry 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Back Knuckle (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit; 4f screen freeze during startup
6HPHK
Back Knuckle (Recovery)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-20f; Armor Break
  • 5f extra recovery on hit; no screen freeze

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
SF6 Classic.png MPMK
SF6 Modern.png DP
SF6 Terry mpmk.png
SF6 Terry mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (MPMK~66)
Drive Rush
SF6 Classic.png MPMK~66
SF6 Modern.png DP~66
SF6 Terry 66.png
SF6 Terry 66 hitbox.png
Hitboxes Off
Hitboxes On

MPMK~66
Parry Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
3+8 - 15(37) - - - - -
  • 1-bar version performed out of Parry
  • Startup is 1+8 immediately after successful Parry
MPMK or 66
Drive Rush Cancel
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - 15(37) - - - - -
  • 3-bar version performed on hit/block from a cancelable normal
    • Can also be performed from whiffed cancelable light normals

See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes

  • Startup refers to minimum time before an attack can cancel the Drive Rush animation
  • The first 15 recovery frames are cancelabe into any attack
  • The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
  • Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo

Distance:

  • ? (min, cancel into immediate Throw)
  • ? (min, earliest blocking/movement frame)
  • ? (max, final DR frame)


Special Moves

Placeholder (236P)
Placeholder
236P
SF6 Terry 236lp.png

SF6 Terry 236pp.png
SF6 Terry 236lp hitbox.png

SF6 Terry 236pp hitbox.png
Hitboxes Off
Hitboxes On

236LP
Power Wave
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 35 SA3 600 LH -3 -9
236MP
Power Wave
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [14] 32 SA3 700 LH 0 -6
236HP
Round Wave
Startup Active Recovery Cancel Damage Guard On Hit On Block
29 9 14 SA3 900 LH +8 +5
236PP
Power Wave
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 - 28 SA2 SA3 400x2 LH,LH +2 -2



Super Arts

Level 1 Super ()
?
Level 1 Super Art
?
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Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On

                  No results


Level 2 Super ()
?
Level 2 Super Art
?
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On

                  No results


Level 3 Super ()
?
Level 3 Super Art
?
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
""

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Critical Art adds 500 more damage
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Critical Art adds 500 more damage
Hitboxes Off
Hitboxes On

                  No results

No results



Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Terry 5pppkkk.png
""
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
""
Hitboxes Off
Hitboxes On

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
300 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Terry 6pppkkk.png
""
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
""
Hitboxes Off
Hitboxes On

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
205 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Terry 4pppkkk.png
""
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
""
Hitboxes Off
Hitboxes On

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
499 (total) - - - - - - -



SF6 Navigation

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