Street Fighter 6/Terry/Data

From SuperCombo Wiki


Character Vitals

Terry
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Terry Portrait.png SF6 Terry Face.png 10000 0.8 / 0.33 4+38+3 2.115 0.634
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.048 19 1.50 1.90 2.416
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.032 23 0.985 1.52 3.181


Normals

Standing Normals

5LP
Terry
terry_5lp

5LP

Standing Light Punch
SF6 Terry 5lp.png
SF6 Terry 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 20% Starter LH Chn Sp SA 13
Startup Active Recovery Hitstun Blockstun Hitstop
4 3 7 14 9 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
13 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+8 +3 - 1.01 +4 -1
Punish Advantage Perfect Parry Advantage
+8 -8
Hit Advantage Block Advantage
+4 -1
Notes
Chains into 5LP/2LP/2LK; faster chain timing than 2LP (better vs. DI); more range than 2LP, but less hitstun (cannot combo naturally into 236LP, 214MP, or 236LK)
5MP
Terry
terry_5mp

5MP

Standing Medium Punch
SF6 Terry 5mp.png
SF6 Terry 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH Sp SA TC 15 / 16 TC
Startup Active Recovery Hitstun Blockstun Hitstop
7 3 16 20 16 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
25 3000 [4000] 1500 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+5 +3 - 1.298 (1.256) +10 +6
Punish Advantage Perfect Parry Advantage
+5 -17
Hit Advantage Block Advantage
+1 -3
Notes
Moves Terry slightly forward; cancelable into 3 different Target Combo routes; good against opponents in Burnout due to its low pushback
5HP
Terry
terry_5hp

5HP

Standing Heavy Punch
SF6 Terry 5hp.png
SF6 Terry 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 - - LH,LH Sp SA 27(17)
Startup Active Recovery Hitstun Blockstun Hitstop
9 1,3 18 27,23 (24 total) 21,20 (21 total) 12,10 / 13 (2nd only)
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
30 2000,3000 [4000x2] 1000x2 500x2 (350x2) 250x2 (125x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+6 +3 - 1.245 (0.983) +17/+13 +11/+10
Punish Advantage Perfect Parry Advantage
+6 -20
Hit Advantage Block Advantage
+2 -1
Notes
2 hits; both hits are cancelable, making it easy to hitconfirm; 1st hit has more hitstun, allowing combos into 236HK; Counter-hit/Punish Counter advantage carries through both hits; short range but good hitbox priority for counterpoking; 1st hit has much less range (only 2nd hit will connect as a ranged poke)
5LK
Terry
terry_5lk

5LK

Standing Light Kick
SF6 Terry 5lk.png
SF6 Terry 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 20% Starter LH Sp SA 12
Startup Active Recovery Hitstun Blockstun Hitstop
5 2 12 16 12 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
18 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+6 +2 - 1.19 +4 0
Punish Advantage Perfect Parry Advantage
+6 -12
Hit Advantage Block Advantage
+2 -2
Notes
Terry's longest range light normal for 5f punishes (but below average for a 5LK); useful in LK Power Charge loops when spaced
5MK
Terry
terry_5mk

5MK

Standing Medium Kick
SF6 Terry 5mk.png
SF6 Terry 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 3 18 26 19 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
29 4000 [6000] 2000 700 (490) 350 (175)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+9 +2 - 1.542 - -
Punish Advantage Perfect Parry Advantage
+9 -19
Hit Advantage Block Advantage
+5 -2
Notes
Terry's main mid-range poke that can also link to 5LK at closer ranges; can easily link to SA1 on Counter-hit; front leg hurtbox is raised on frames 3-20 making it strong against low pokes
5HK
Terry
terry_5hk

5HK

Standing Heavy Kick
SF6 Terry 5hk.png
SF6 Terry 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
12 4 21 26 21 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
36 6000 [8000] 3000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 / -1 PC 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+5 0 - 1.802 (1.774) - -
Punish Advantage Perfect Parry Advantage
KD +59 Crumple -23
Hit Advantage Block Advantage
+1 -4
Notes
Solid poke for chipping the opponent's Drive gauge with its good range and hitbox priority; Punish Counter puts grounded opponents into a free juggle crumple state (+18 before opponent is knocked down); Punish Counter puts airborne opponents into limited juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles; decent anti-air on frames 14-15 (strict timing to use effectively)

Crouching Normals

2LP
Terry
terry_2lp

2LP

Crouching Light Punch
SF6 Terry 2lp.png
SF6 Terry 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 20% Starter LH Chn Sp SA 13
Startup Active Recovery Hitstun Blockstun Hitstop
4 3 8 15 10 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
14 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+8 +3 - 0.91 +5 0
Punish Advantage Perfect Parry Advantage
+8 -9
Hit Advantage Block Advantage
+4 -1
Notes
Chains into 5LP/2LP/2LK; shortest range of Terry's light normals, but naturally combos into 236LP, 214MP, and 236LK; topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air
2MP
Terry
terry_2mp

2MP

Crouching Medium Punch
SF6 Terry 2mp.png
SF6 Terry 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 16
Startup Active Recovery Hitstun Blockstun Hitstop
6 4 13(14) 22 17 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
22(23) 3000 [4000] 1500 600 (420) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+9 +3 - 1.16 +12 +7
Punish Advantage Perfect Parry Advantage
+9 -16
Hit Advantage Block Advantage
+5 -1
Notes
1f extra recovery on block/whiff; great poke, counterpoke, meaty, and combo tool that can be up to +3 on block; topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks, preventing its use as an anti-air
2HP
Terry
terry_2hp

2HP

Crouching Heavy Punch
SF6 Terry 2hp.png
SF6 Terry 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 18
Startup Active Recovery Hitstun Blockstun Hitstop
8 6(4) 22(20) 25 20 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
35(31) 5000 [8000] 2000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+5 0 - 0.79 (0.78) +15 +10
Punish Advantage Perfect Parry Advantage
+5 -22
Hit Advantage Block Advantage
+1 -4
Notes
Forces stand; good anti-air on frames 10-13 but cannot hit cross-up; very short horizontal range; only first 2 active frames are cancelable; if the attack connects on the first 2 active frames, it has 2 fewer active and recovery frames (meaty timing can be up to 2f worse on hit/block if 3rd active frame connects); active frames 4-6 whiff on crouching hurtboxes; delaying the cancel into 236PP can grant better frame advantage for combo extensions
2LK
Terry
terry_2lk

2LK

Crouching Light Kick
SF6 Terry 2lk.png
SF6 Terry 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 20% Starter L Chn -
Startup Active Recovery Hitstun Blockstun Hitstop
5 2 11 16 10 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
17 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+7 +1 - 1.10 - -
Punish Advantage Perfect Parry Advantage
+7 -11
Hit Advantage Block Advantage
+3 -3
Notes
Chains into 5LP/2LP/2LK; good range, hitbox priority, and low pushback for a 2LK make it a great combo/blockstring starter or Drive Rush starter that can link into 2MP/5MP on hit
2MK
Terry
terry_2mk

2MK

Crouching Medium Kick
SF6 Terry 2mk.png
SF6 Terry 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter L Sp SA TC 13
Startup Active Recovery Hitstun Blockstun Hitstop
8 3 19 20 16 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
29 2000 [4000] 1000 500 (350) 300 (150)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+2 -2 - 1.501 +8 +4
Punish Advantage Perfect Parry Advantage
+2 -20
Hit Advantage Block Advantage
-2 -6
Notes
Very long range low poke with a launching TC extension
2HK
Terry
terry_2hk

2HK

Crouching Heavy Kick
SF6 Terry 2hk.png
SF6 Terry 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Hitstun Blockstun Hitstop
11 3 23 - 15 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
36 4000 [10000] 3000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 3
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
KD +32 -7 - 1.629 - -
Punish Advantage Perfect Parry Advantage
HKD +47 -24
Hit Advantage Block Advantage
KD +32 -11
Notes
Good hitbox priority for counterpoking; can situationally anti-air at longer ranges; has juggle potential (not a Hard Knockdown when juggled into)

Jumping Normals

j.LP
Terry
terry_jlp

j.LP

Jumping Light Punch
SF6 Terry jlp.png
SF6 Terry jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
4 7 3 land 13 9 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 1500 [2000] 500 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+10(+13) -5(-2)
Hit Advantage Block Advantage
+6(+9) +2(+5)
Notes
Fast air-to-air
j.MP
Terry
terry_jmp

j.MP

Jumping Medium Punch
SF6 Terry jmp.png
SF6 Terry jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
7 4 3 land 15 11 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 2500 [4000] 1000 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 3
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+15 -2
Hit Advantage Block Advantage
+11 +7
Notes
Puts airborne opponents into limited juggle state; has a large air-to-air hitbox; only the last active frame can connect on grounded opponents (standing only, strict timing)
j.HP
Terry
terry_jhp

j.HP

Jumping Heavy Punch
SF6 Terry jhp.png
SF6 Terry jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 6 3 land 19 15 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 4000 [5000] 2000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+13(+19) -8(-2)
Hit Advantage Block Advantage
+9(+15) +5(+11)
Notes
Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good hitbox priority for close-range jump-ins
j.LK
Terry
terry_jlk

j.LK

Jumping Light Kick
SF6 Terry jlk.png
SF6 Terry jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 7 3 land 13 9 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 1500 [2000] 500 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+11(+13) -4(-2)
Hit Advantage Block Advantage
+7(+9) +3(+5)
Notes
Fast air-to-air that hits above Terry
j.MK
Terry
terry_jmk

j.MK

Jumping Medium Kick
SF6 Terry jmk.png
SF6 Terry jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
7 6 3 land 17 13 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 2500 [4000] 1000 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+12(+17) -7(-2)
Hit Advantage Block Advantage
+8(+13) +4(+9)
Notes
Cross-up with good horizontal range and forward hitbox priority
j.HK
Terry
terry_jhk

j.HK

Jumping Heavy Kick
SF6 Terry jhk.png
SF6 Terry jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
10 7 3 land 19 15 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 4000 [5000] 2000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+13(+19) -8(-2)
Hit Advantage Block Advantage
+9(+15) +5(+11)
Notes
Strongest all-purpose jump-in with good range and horizontal/vertical hitbox priority

Command Normals

6HP
Terry
terry_6hp

6HP

Hammer Punch
SF6 Terry 6hp.png
SF6 Terry 6hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
22 3 19 24 20 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
43 5000 [4000] 2000 oH / 1500 oB 1000 (700) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+6 +2 - - - -
Punish Advantage Perfect Parry Advantage
+6 -20
Hit Advantage Block Advantage
+2 -2
Notes
Can link into 5LP/2LP with perfect meaty timing; leaves Terry slightly out of throw range when used from Drive Rush

Target Combos

5MP~HP
Terry
terry_5mp_hp

5MP~HP

Power Drive
SF6 Terry 5mp hp.png
SF6 Terry 5mp hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
16 3 22 - 20 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
40 2000 [4000] 600 600 (420) 300 (150)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 4
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +29 -23
Hit Advantage Block Advantage
KD +29 -5
Notes
Puts opponent into limited juggle state (no follow-up juggles possible); high pushback on block keeps Terry safe if well-spaced; 3f gap on block for a frame trap (but can lose to 3f startup counters/armor moves)
5MP~HK
Terry
terry_5mp_hk

5MP~HK

Power Shoot
SF6 Terry 5mp hk.png
SF6 Terry 5mp hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - 20% Starter; Combo (2 hits) LH TC 67-68 (36)
Startup Active Recovery Hitstun Blockstun Hitstop
18 3 31 - 20 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
51 1000 [4000] 500 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 45 45 4
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +39 -32
Hit Advantage Block Advantage
KD +39 -14
Notes
Puts opponent into limited juggle state; does not combo naturally on grounded opponents (requires at least Counter-hit or meaty timing); can be used in juggle routes; can follow up with Power Dunk on hit only; 5f gap between hits if blocked
5MP~HK~HK
Terry
terry_5mp_hk_hk

5MP~HK~HK

Power Dunk
SF6 Terry 5mp hk hk.png
SF6 Terry 5mp hk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1050 (910) - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
18 3(21)6 33 - - 11,13,12,8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
80 - - 2500 1750 (1225) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - 50,60
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
KD +25(+22) -
Notes
() refers to scaled damage from CH 5MP combo starter; this standard version occurs when buffering Power Dunk early or within the final 2f of the cancel window; KD advantage varies depending on timing (early input gives better advantage); can only be performed on hit; useful for corner carry and oki
5MP~HK~HK (Just Frame)
Terry
terry_5mp_hk_hk_just

5MP~HK~HK

Power Dunk (Just Frame)
SF6 Terry 5mp hk hk.png
SF6 Terry 5mp hk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (1040) - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
18 3(21)6 33 - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
80 - - 3000 2250 (1575) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - 50,60
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
KD +24(+23) -
Notes
() refers to scaled damage from CH 5MP combo starter; extra damage when performed within a strict 2f timing window (success indicated by screen shake); can only be performed on hit; useful for corner carry and oki
5MP~MK
Terry
terry_5mp_mk

5MP~MK

Passing Sway
SF6 Terry 5mp mk.png
SF6 Terry 5mp mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400 - - LH TC -
Startup Active Recovery Hitstun Blockstun Hitstop
13 2 27(38) 37 17 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
41(52) 2500 [4000] 1000 400 (280) 200 (100)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
20-40 Full (hit) - - 1 1 3
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+1 -27
Hit Advantage Block Advantage
-3 -12
Notes
Invuln applies during recovery on hit only; no collision box during invuln frames; can be followed up with Jumping Lariat or Jumping Knee; follow-ups cause invuln to be extended until the attack active frames (can significantly delay the follow-up for much longer invincibility); true blockstring but can be delayed for a 1f gap on block
5MP~MK~MP
Terry
terry_5mp_mk_mp

5MP~MK~MP

Jumping Lariat
SF6 Terry 5mp mk mp.png
SF6 Terry 5mp mk mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
24 2 18 land 24 23 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
43 2500 - 1500 oH / 1000 oB 1000 (700) 200 (100)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-25 Full - 14-25 1 1 4
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -18
Hit Advantage Block Advantage
+4 +3
Notes
Follow-up from Passing Sway on hit only (does not combo unless juggled into); can only hit on the same side (whiffs if holding forward for cross-up); in the corner, will hit even while holding forward; -23~29 on whiff if Terry crosses up; full invincibility and no collision box from 5MP~MK is extended until end of active frames; can significantly delay the input to disrupt Perfect Parry timing while the extended invincibility window can beat normals and nearly all reversals (3-9f gap between hits); leaves Terry close enough for follow-up link on hit, and slightly out of throw range on block; will counter-hit a 4f normal but can lose to specials with early anti-air invuln regardless of which side Terry recovers
5MP~MK~MK
Terry
terry_5mp_mk_mk

5MP~MK~MK

Jumping Knee
SF6 Terry 5mp mk mk.png
SF6 Terry 5mp mk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
24 2 20 land 25 20 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
45 2500 - 1500 oH / 1000 oB 1000 (700) 200 (100)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-25 Full - 16-25 1 1 1
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -20
Hit Advantage Block Advantage
+3 -2
Notes
Follow-up from Passing Sway on hit (does not combo unless juggled into); can only hit cross-up (must be holding forward); does not work against cornered opponents; -25~31 on whiff if Terry does not cross-up; full invincibility and no collision box from 5MP~MK is extended until end of active frames; can significantly delay the input to disrupt Perfect Parry timing while the extended invincibility window can beat normals and nearly all reversals (3-9f gap between hits); Terry recovers point blank on hit for a strike/throw mixup, and safely out of throw range on block; will counter-hit a 4f normal but can lose to specials with early anti-air invuln regardless of which side Terry recovers
2MK~2HK
Terry
terry_2mk_2hk

2MK~2HK

Fire Kick
SF6 Terry 2mk 2hk.png
SF6 Terry 2mk 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 (400) - Combo (2 hits) LH Sp SA 42-44
Startup Active Recovery Hitstun Blockstun Hitstop
13 2 28 - 14 14
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
42 3000 [4000] 500 oH / 1500 oB 300 (210) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 2 1 2
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - KD +52 +1
Punish Advantage Perfect Parry Advantage
KD +35 -
Hit Advantage Block Advantage
KD +35 -16
Notes
Puts opponent into limited juggle state; () refers to scaled damage from 2MK combo starter; can always be interrupted by an invincible reversal if DR canceled on block

Throws

Forward Throw
Terry
terry_lplk

LPLK

Grasping Upper
SF6 Terry lplk.png
SF6 Terry lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 23 - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
30 - [10000] 2000 2000(1400) [4000(2800)] -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
HKD +22 -
Hit Advantage Block Advantage
KD +22 -
Notes
Can dash for a +3 corner throw loop; can also walk for manual timing (very strict 1f timing but allows him to shimmy)
Back Throw
Terry
terry_4lplk

4LPLK

Buster Throw
SF6 Terry 4lplk.png
SF6 Terry lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 23 - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
30 - [10000] 2000 2000(1400) [4000(2800)] -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
HKD +18 -
Hit Advantage Block Advantage
KD +18 -
Notes
Side switches; cannot walk or dash for a corner throw loops; can use immediate DR~2MP for corner oki, but this is susceptible to invincible reversals on reaction; midscreen, chasing with Drive Rush gives very weak oki

Drive Moves

HPHK
Terry
terry_hphk

HPHK

Back Spin Kick
SF6 Terry hphk.png
SF6 Terry hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
26 2 35 - 34 25
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
62 5000 10000 [15000] -10000 [3000(2100)] -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
Crumple (Standing +21, Juggle +46, HKD +104) -35
Hit Advantage Block Advantage
KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
Terry
terry_6hphk

6HPHK

Back Knuckle (Block)
SF6 Terry 6hphk.png
SF6 Terry 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
20 3 26(31) - 23 20
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
48(53) - - -20000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 100 1
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +23 -27
Hit Advantage Block Advantage
KD +23 -6
Notes
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal.
Terry
terry_6hphk_recovery

6HPHK

Back Knuckle (Recovery)
SF6 Terry 6hphk.png
SF6 Terry 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
18 3 26(31) - 23 20
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
46(51) - - -20000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-20 Full Break - 200 100 1
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +23 -27
Hit Advantage Block Advantage
KD +23 -6
Notes
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal.
MPMK
Terry
terry_mpmk

MPMK

Drive Parry
SF6 Terry mpmk.png
SF6 Terry mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Hitstun Blockstun Hitstop
1 12 or until released 33(1)(11) - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
45(3) - - -5000,250~ - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo.
MPMK~66
Terry
terry_mpmk_66_pdr

MPMK~66

Parry Drive Rush
SF6 Terry 66.png
SF6 Terry 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Hitstun Blockstun Hitstop
3+8 - 15(37) - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
26(48) - - -10000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable 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; Distance: 0.634 (min/throw), 2.416 (min/block), 3.181 (max/final DR frame)
Terry
terry_mpmk_66_drc

MPMK or 66

Drive Rush Cancel
SF6 Terry 66.png
SF6 Terry 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 - 15(37) - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
24(46) - - -30000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable 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

Special Moves

Power Wave

236LP
Terry
terry_236lp

236LP

Power Wave
SF6 Terry 236lp.png
SF6 Terry 236lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 4
Startup Active Recovery Hitstun Blockstun Hitstop
14 - 35 33 27 8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
49 2500 [2000] 1000 600 (420) 300 (150)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 2 1
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - 0.06 - - -
Punish Advantage Perfect Parry Advantage
+1 -25
Hit Advantage Block Advantage
-3 -9
Notes
1-hit projectile; travels fullscreen, moving slowly along the ground; can pass underneath standard projectiles without clashing; puts airborne opponents into limited juggle state; no head hurtbox on frames 11-41 (while leaning over); extended arm hurtbox on frames 14-37 is projectile invuln
236MP
Terry
terry_236mp

236MP

Power Wave
SF6 Terry 236mp.png
SF6 Terry 236mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 - LH SA3 4
Startup Active Recovery Hitstun Blockstun Hitstop
16 [14] 32 33 27 8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
48 2500 [2000] 1000 700 (490) 350 (175)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 3
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - 0.02~0.21 - - -
Punish Advantage Perfect Parry Advantage
KD +33 -22
Hit Advantage Block Advantage
0 -6
Notes
1-hit projectile; travels more quickly than LP version but dissipates at ~60% screen distance; causes knockdown on Counter-hit/Punish Counter; hitbox is at ground level but reaches high enough to clash with standard projectiles; projectile speed starts slow and accelerates each active frame; puts airborne opponents into limited juggle state; no head hurtbox on frames 11-41 (while leaning over); extended arm hurtbox on frames 16-39 is projectile invuln
236PP
Terry
terry_236pp

236PP

Power Wave
SF6 Terry 236pp.png
SF6 Terry 236pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 20% Starter LH,LH SA2 SA3 8
Startup Active Recovery Hitstun Blockstun Hitstop
15 - 28 31 total 27 total 8,8 (7,0 self)
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
43 1250x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 0,1 1
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - 0.055 - - -
Punish Advantage Perfect Parry Advantage
+6 -7
Hit Advantage Block Advantage
+2 -2
Notes
2-hit OD projectile; travels fullscreen, moving slowly along the ground; hitbox is at ground level but reaches high enough to clash with standard OD projectiles; acts as a shield allowing Terry to Drive Rush for pressure; no head hurtbox on frames 13-36 (while leaning over); extended arm hurtbox on frames 16-25 is projectile invuln; Counter-hit/Punish Counter advantage carries through both hits; puts airborne opponents into limited juggle state (can pop opponents up twice at certain juggle spacings)

Round Wave

236HP
Terry
terry_236hp

236HP

Round Wave
SF6 Terry 236hp.png
SF6 Terry 236hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225 - LH SA3 10
Startup Active Recovery Hitstun Blockstun Hitstop
29 9 16 33 30 8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
53 5000 [2000] 1500 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+12 -23
Hit Advantage Block Advantage
+8 +5
Notes
Stationary 1-hit projectile hitbox that can dissipate fireballs or apply meaty pressure; can be perfect parried like a strike (screen freeze); puts airborne opponents into limited juggle state; no head hurtbox on frames 24-48 (while leaning over)

Quick Burn

214LP
Terry
terry_214lp

214LP

Quick Burn
SF6 Terry 214lp.png
SF6 Terry 214lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,400 (900) 125,100 (225) 30% Starter LH,H SA3 (2nd) 36(13)
Startup Active Recovery Hitstun Blockstun Hitstop
10(22) 2(10)2 23 39(27) 32(20) 11,10
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
46 1000,3000 [5000x2] 1000x2 300,400 (210,280) 150,200 (75,100)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 3 1,1 8,9
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+6 -23(-35)
Hit Advantage Block Advantage
+2 -5
Notes
2 hits; functionally 22f startup as an overhead; on hit, leaves Terry at close range for a strike/throw/shimmy mixup; short range, primarily used in light confirms
214LPMP
Terry
terry_214lpmp

214LPMP

Quick Burn
SF6 Terry 214lpmp.png
SF6 Terry 214lpmp hitbox.pngSF6 Terry 214lpmp 2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2,600 (1400) 100x2 20% Starter LH,H,LH SA2 SA3 (2nd) 36(13)
Startup Active Recovery Hitstun Blockstun Hitstop
10(22) 2(10)2 23 - 32(20) 11,10,19
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
46 2000,3000 [2500x2,5000] -20000 200,500,600 (140,350,420) 100,250 (50,125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 3 1x3 8,9,10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +33 -23(-35)
Hit Advantage Block Advantage
KD +33 -5
Notes
2 hits that transition to a 3rd attack on hit only; 3rd hit launches opponent into limited juggle state; functionally 22f startup as an overhead

Burning Knuckle

214MP
Terry
terry_214mp

214MP

Burning Knuckle
File:SF6 Terry 214mp.png
File:SF6 Terry 214mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - LH SA3 17
Startup Active Recovery Hitstun Blockstun Hitstop
14 9 20 - 23 15
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
42 5000 [6000] 2000 1000 (700) 275 (137)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +30~42 -27(-19)
Hit Advantage Block Advantage
KD +30~42 -6(+2)
Notes
Travels about 50% of the screen; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; only cancelable on 1st active frame (cannot cancel on a farther range connect); grants a safe jump on hit if final active frame connects
214HP
Terry
terry_214hp

214HP

Burning Knuckle
SF6 Terry 214hp.png
SF6 Terry 214hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 300 - LH SA3 17
Startup Active Recovery Hitstun Blockstun Hitstop
23 14 17 - 23 15
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
53 6000 [10000] 3000 oH / 2000 oB 1200 (840) 275 (137)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 20 10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +28~41 -29(-16)
Hit Advantage Block Advantage
KD +28~41 -8(+5)
Notes
Travels about 80% of the screen; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; useful approach when following behind Power Wave; Terry raises his hands for a reactable visual cue; only cancelable on 1st active frame (cannot cancel on a farther range connect)
214MPHP or 214LPHP
Terry
terry_214mphp

214MPHP or 214LPHP

Burning Knuckle
File:SF6 Terry 214mphp.png
File:SF6 Terry 214mphp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1400 350 20% Starter; Combo (2 hits) LH SA2 SA3 23
Startup Active Recovery Hitstun Blockstun Hitstop
19 14 17 - 23 15
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
49 6000 [10000] -20000 1200 (840) 600 (300)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +70~83 (+138~151) Tumble -29(-16)
Hit Advantage Block Advantage
KD +60~73 -8(+5)
Notes
Puts opponent into limited juggle state on hit; Punish Counter puts opponent into tumbling OTG state (wall splat if opponent reaches the corner); only cancelable on the first 7 active frames; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout

Rising Tackle

623LP
Terry
terry_623lp

623LP

Rising Tackle
SF6 Terry 623lp.png
SF6 Terry 623lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000(700) 250 20% Starter LH SA3 17
Startup Active Recovery Hitstun Blockstun Hitstop
5 10 21+12 land - 20 15
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
47 4000 [5000] 2000 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Air - 6-35 (FKD) 1 5 5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +33 -41
Hit Advantage Block Advantage
KD +33 -23
Notes
Very short horizontal range (hits straight above Terry to anti-air close jumps); cannot hit cross-up; active frames 3-10 do reduced damage; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); puts opponent into limited juggle state (allows follow-up juggles on a high connect)
623MP
Terry
terry_623mp

623MP

Rising Tackle
File:SF6 Terry 623mp.png
File:SF6 Terry 623mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600x2 150x2 20% Starter LH SA3 14
Startup Active Recovery Hitstun Blockstun Hitstop
6 4,6 28+12 land - 24 12,10
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
55 2000x2 [5000] 2000x2 600x2 (420x2) 250x2 (125x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-10 Air - 7-43 (FKD) 1 1,1 5(6),6
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +25 -48(-41)
Hit Advantage Block Advantage
KD +25 -26
Notes
Medium horizontal range; cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state
623HP
Terry
terry_623hp

623HP

Rising Tackle
File:SF6 Terry 623hp.png
SF6 Terry 623hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700,300x2 (1300) 175,75x2 (325) 20% Starter LH SA3 14
Startup Active Recovery Hitstun Blockstun Hitstop
7 2,4,14 27+15 land - 26(22) 12,6,6
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
68 1400x3 [5000] 1000,500x2 oH / 2000,1000x2 oB 400,300x2 (280,210x2) 200x3 (100x3)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-8 Air - 8-53 (FKD) 1 0x3 6(8),8,8
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +27 -60(-53)
Hit Advantage Block Advantage
KD +27 -36(-40)
Notes
Farthest horizontal range (most consistent for combos, but may whiff under close jumps); cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); 3rd hit whiffs on crouch block (reduced chip and Drive damage); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state
623PP
Terry
terry_623pp

623PP

Rising Tackle
File:SF6 Terry 623pp.png
SF6 Terry 623pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,200x4,400 (1600) 100,50 - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
6 2,3,2,2,3,3 34+15 land - 22 total 12,3x4,5
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
69 1000x2 - -20000 600,200x5 (420,140x5) 150,100 (75,50)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-10 Full - 7-54 (FKD) 100 0x5,100 9x5,10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +27 -62
Hit Advantage Block Advantage
KD +27 -42
Notes
Horizontal range is between MP/HP versions (good anti-air for mid range jumps, as well as a strong juggle ender); cannot hit cross-up; can miss several hits of damage against high airborne opponent

Power Charge

236LK
Terry
terry_236lk

236LK

Power Charge
SF6 Terry 236lk.png
SF6 Terry 236lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 20% Starter; Combo (2 hits) LH SA3 18
Startup Active Recovery Hitstun Blockstun Hitstop
14 5 24 32 20 12
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
42 3000 [5000] 1500 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 4
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+7(+11) -27(-23)
Hit Advantage Block Advantage
+3(+7) -9(-5)
Notes
Short travel distance; comboable from lights except 5LP; keeps opponent standing for strike/throw mixup on hit; can be spaced out to allow a follow-up combo on hit; puts airborne opponents into limited juggle state
236MK
Terry
terry_236mk

236MK

Power Charge
File:SF6 Terry 236mk.png
File:SF6 Terry 236mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter; Combo (2 hits) LH SA3 19
Startup Active Recovery Hitstun Blockstun Hitstop
20 6 23 - 18 12
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
48 3000 [5000] 2000 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 4
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +42~47 -27(-22)
Hit Advantage Block Advantage
KD +42~47 -11(-6)
Notes
Medium travel distance; comboable from mediums; puts opponent into limited juggle state (airborne opponents are launched higher than the HK version); can juggle SA1 anywhere on screen; final 4 recovery frames are cancelable into SA2 on hit, allowing a juggle anywhere on screen; sets up a safe jump setup on a close range grounded hit
236HK
Terry
terry_236hk

236HK

Power Charge
File:SF6 Terry 236hk.png
File:SF6 Terry 236hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH Sp* SA3 25 (36 Sp)
Startup Active Recovery Hitstun Blockstun Hitstop
25 9 27 - 20 15
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
60 3000 [5000] 2000 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 2
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +37~45 -34(-26)
Hit Advantage Block Advantage
KD +37~45 -16(-8)
Notes
Farthest travel distance; cancelable on frames 26-45 into special moves (except Power Charge) on hit only; delaying the special cancel allows different conversions or more optimal damage; puts opponent into limited juggle state (airborne opponents are not launched as high, resulting in more limited follow-ups); only combos naturally from the first hit of 5HP
236KK
Terry
terry_236kk

236KK

Power Charge
File:SF6 Terry 236kk.png
File:SF6 Terry 236kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 Combo (2 hits) LH SA2 SA3 24
Startup Active Recovery Hitstun Blockstun Hitstop
19 8 24 - 18 15
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
50 3000 [5000] -20000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 3 2 5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +55~76 Wall Bounce -30(-23)
Hit Advantage Block Advantage
KD +55~76 Wall Bounce -14(-7)
Notes
Causes Wall Bounce on hit; KD advantage varies based on distance from wall (farther away gives higher advantage)

Crack Shoot

214LK
Terry
terry_214lk

214LK

Crack Shoot
SF6 Terry 214lk.png
SF6 Terry 214lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
16(18) 4 4+14 land 21 17 10
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
37 2000 [8000] 1000 800 (560) 200 (100)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 7-23 (FKD) 1 1 5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
HKD +29 -18
Hit Advantage Block Advantage
+1 -3
Notes
First 2 active frames can only hit airborne opponents (functionally 18f startup); cannot hit cross-up; causes spike knockdown vs. airborne opponents; can hop over many grounded attacks (especially crouching); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; very strong vs. Burnout, dealing chip while staying close range with frame advantage
214MK
Terry
terry_214mk

214MK

Crack Shoot
File:SF6 Terry 214mk.png
SF6 Terry 214mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 / 450x2 175 - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
17(22) 4,3 2+16 land 21 17 10,10
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
41 2500 [8000 / 3000x2 air] 1000 / 700x2 air 500x2 (350x2) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 9-25 (FKD) 1 1,1 5,5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
HKD +28 -18
Hit Advantage Block Advantage
+1 -3
Notes
2 hits vs. airborne, 1 hit vs. grounded (different damage values accordingly); first 5 active frames can only hit airborne opponents (functionally 22f startup); cannot hit cross-up; puts airborne opponents into limited juggle state; can hop over many grounded attacks (even some standing); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; very strong vs. Burnout, dealing chip while staying close range with frame advantage
214HK
Terry
terry_214hk

214HK

Crack Shoot
File:SF6 Terry 214hk.png
SF6 Terry 214hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x3,800 (900~1400) 75,200 (275) Combo (2 hits) LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
23(30) 3,3,2,3 1+18 land - 22 total 8x3,12
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
52 2000x2 [3000x3] 1000,2000 / 1000x3 air 300x3,600 (210x3,420) 150,300 (75,150)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
14-31 Lower Body Projectile - 12-34 (FKD) 1 1x4 5x3,6
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +43~45 -21
Hit Advantage Block Advantage
KD +43~45 -1
Notes
2 hits vs. grounded, up to 3 hits vs. airborne; first 7 active frames can only hit airborne opponents (functionally 30f startup); cannot hit cross-up; puts airborne opponent into limited juggle state; kicking leg is anti-air invuln on frames 28-30; can be spaced out to hit once with 2f better advantage; technically has 4 hits, but up to 3 can land at once; damage is highly variable depending on which hits connect (last hit does most damage, but landing all 3 airborne hits allows strong juggle extensions); can hop over many grounded attacks (even some standing); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; strong vs. Burnout, dealing chip while staying close range with frame advantage (but too slow to cancel into for Burnout loops); last hit is lower to the ground than other versions and can beat moves that low profile other versions
214KK
Terry
terry_214kk

214KK

Crack Shoot
File:SF6 Terry 214kk.png
SF6 Terry 214kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 300 - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
20(21) 4 2+17 land - 20 12
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
42 3000 [10000] -20000 1000 (700) 200 (100)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 8-25 (FKD) 1 1 8
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
HKD +29 -20
Hit Advantage Block Advantage
KD +29 -2
Notes
Puts airborne opponents into limited juggle OTG state; first active frame does not connect on grounded opponents (functionally 21f startup); first 2 active frames have a good anti-air hitbox; can hop over many grounded attacks (even some standing); very strong vs. Burnout, dealing chip while staying close range with frame advantage (often required to get point blank after 2 reps of meterless Burnout loop)

Super Arts

236236K
Terry
terry_236236k

236236K

Buster Wolf
SF6 Terry 236236k.pngSF6 Terry 236236k 2.png
SF6 Terry 236236k hitbox.pngSF6 Terry 236236k 2 hitbox.pngSF6 Terry 236236k 3 hitbox.pngSF6 Terry 236236k 4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2000 500 30% Starter; 30% Minimum LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
7 12 60(45) - 20 30,25
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
78(52) 2500 5000 - -10000 -10000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-8 Strike/Throw Break - 20 20 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +22 -44
Hit Advantage Block Advantage
KD +22 -26
Notes
Incurs a fixed 45f recovery on block (advantage is not affected by meaty timing); transitions to projectile follow-up on hit only; fast and long range, making it great for combos and punishes; puts opponent into limited juggle state and can combo into another SA1 if juggled high enough
214214P
Terry
terry_214214p

214214P

Power Geyser
SF6 Terry 214214p.png
SF6 Terry 214214p hitbox.pngSF6 Terry 214214p 2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2600 750 50% Starter; 40% Minimum LH - 28
Startup Active Recovery Hitstun Blockstun Hitstop
13 13 54 - 40 15
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
79 5000 10000 - -20000 -20000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-17 Full, 18-25 Air Break - 1 0 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +24 -56
Hit Advantage Block Advantage
KD +24 -27
Notes
1-hit Super-priority projectile hitbox with good anti-air and anti-projectile properties; can follow up with Twin Geyser (3 Drive bars) and Triple Geyser (1 Super bar) on hit only; starter scaling means that follow-ups will be heavily scaled after a reversal or anti-air SA2; can be performed during the last 4 recovery frames of 236MK for a juggle anywhere on screen; can also be input with 21416+MK+HP (cosmetic difference only)
214214P~PP
Terry
terry_214214p_pp

214214P~PP

Twin Geyser
SF6 Terry 214214p pp.png
SF6 Terry 214214p pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100
(440 scaled)
- 20% Immediate; 40% Minimum LH - 57-70
Startup Active Recovery Hitstun Blockstun Hitstop
22 6 43 - - 15
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
70 - 0 -30000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- Break - 1 0 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
KD +55 -
Notes
Follow-up to Power Geyser for 3 Drive bars (on hit only); can also be followed up with SA1, 214MP, Drive Rush juggles, or more in the corner; the damage on non-Super follow-ups is extremely low when starting from raw SA2 due to starter scaling; attempting to input Triple Geyser follow-up without enough meter results in a whiffed attack that leaves Terry at -3 KD Advantage; no invincibility at all (can be hit by lingering moves like Kimberly's spraycan)
214214P~PP~PP
Terry
terry_214214p_pp_pp

214214P~PP~PP

Triple Geyser
SF6 Terry 214214p pp pp.png
File:SF6 Terry 214214p pp pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2500
(1000 scaled)
- 20% Immediate; 40% Minimum LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
14 1 125 - - 20
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
139 - 2000 - -10000 -10000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-139 Full Break - 100 100 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
KD +18 -
Notes
Follow-up to Twin Geyser for 1 extra Super bar; attempting to input without a full Super meter results in a whiffed attack that leaves Terry at -3 KD Advantage
236236P
Terry
terry_236236p

236236P

Rising Fang
SF6 Terry 236236p.png
SF6 Terry 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000
(2650-3000)
1100
(1000)
50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
8(3) 27 29+28 land - 34(31) 2,3,3
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
91 4000,1750x3 15000
(1000x7,3000)
- -30000 -30000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-16 Full Break 9-63 (FKD) - - 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
HKD +22
(KD +29~31)
-75
Hit Advantage Block Advantage
HKD +22
(KD +29~31)
-50(-53)
Notes
Only the first 3 active frames cause cinematic hit; damage distribution on non-cinematic hit is 350(x6-7),550 with no HKD and less KD advantage; cinematic time regenerates ~2.1 Drive bars for Terry; faster 3f startup when canceled from Rising Tackle or Burning Knuckle; final hit whiffs on crouch block (reduced chip and Drive damage)
236236P (CA)
Terry
terry_236236p(ca)

236236P

Rising Fang (CA)
SF6 Terry 236236p ca.png
SF6 Terry 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500
(3150-3500)
1350
(1250)
50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
8(3) 27 29+28 land - 34(31) 2,3,3
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
91 4000,3000x3 20000
(1000x7,10000)
- -30000 -30000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-16 Full Break 9-63 (FKD) - - 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
HKD +37
(KD +29~31)
-75
Hit Advantage Block Advantage
HKD +37
(KD +29~31)
-50(-53)
Notes
Available at 25% HP or below; only the first 3 active frames cause cinematic hit; damage distribution on non-cinematic hit is 350(x6-7),1050 with no HKD and less KD advantage; cinematic time regenerates ~2.1 Drive bars for Terry; faster 3f startup when canceled from Rising Tackle or Burning Knuckle; final hit whiffs on crouch block (reduced chip and Drive damage)

Taunts

5PPPKKK
Terry
terry_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Terry 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
300 (total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
300 - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
"Hey, come on, come on!"
5PPPKKK (Burnout)
Terry
terry_5pppkkk_burnout

5PPPKKK

Neutral Taunt (Burnout)
SF6 Terry 5pppkkk burnout.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
370 (total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
370 - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
"Hey buddy, I got tons of fight left in me!"; only occurs when Terry is in Burnout
6PPPKKK
Terry
terry_6pppkkk

6PPPKKK

Forward Taunt
SF6 Terry 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
205 (total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
205 - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
"No line here? Alright"
4PPPKKK
Terry
terry_4pppkkk

4PPPKKK

Back Taunt
SF6 Terry 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
499 (total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
499 - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
"We gonna fight or what? I don't have all day. *whistle* Jeez."



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