Fatal Fury 1/Terry

From SuperCombo Wiki

Introduction

Terry.png


Move List Showcase

Terry and Andy were orphans who raised themselves on the streets. They were soon adopted by Jeff Bogard and eventually lived in South Town. When Terry was 10, he witnessed the death of his father at the hands of Geese Howard. Knowing that they needed more training to confront Geese, the brothers made an oath to spend a decade to fine tune their martial arts before trying to avenge their father. Unlike his brother Andy, who left South Town to train in Japan, Terry chose to wander in his home country, combining the skills learned from his father, his father's mentor Tung Fu Rue, and abilities gained from the streets.

A decade later, the crime lord Geese Howard organized a tournament, dubbed The King of Fighters. Terry, Andy and Muay Thai Kickboxing champion Joe Higashi would enter with the purpose of facing Geese. The battle that followed would eventually see Terry defeating Geese, and for some time, it was thought that Geese perished in the battle.

In Fatal Fury 1, Terry is probably the most well-designed character of the three playable characters with some good tools to work with at his disposal, however he still has a few problems that prevent him from fully coming out on top. The obvious flaw, he's not Andy, or have a Zaneiken of his own. Putting that aside, Terry does sometimes struggle to fight back against Joe's slide which is what prevents him from having a really good matchup against him, not to mention no way to anti-air the opponent outside of a really slow power wave. While he does have rising tackle here, it is completely worthless with a long charge time and requiring you hold directly down to charge. By the time it is fully charged, his opponent will already be close to landing from their jump. The rest of his kit, however, is pretty good for what it is. Power wave has the merit of being the best fireball in the game that isn't Geese's fireball with a huge hitbox, long active frames, and hogging up space a lot better than either of Andy or Joe's fireballs. It doesn't win fireball wars by itself but is a highlight to his kit by playing half of his neutral for him. Burn Knuckle also makes a good punish tool when he finds an opening, though it still gets low profiled by Joe's slide or even moves right past Joe. It can sometimes lead to interactions that result in it hitting twice, too. Crack shoot isn't much to talk about, though it's better than rising tackle. Terry does also have a slight issue with stubby normals, specifically his punches, but if he convinces the opponent to approach him, it usually isn't a problem. His gameplay basically consists of throwing out power waves, using burn knuckle to punish the opponent, and using mainly his kicks - sometimes punches - to poke them out of his way. When jumping in himself, kick is the preferred attack with a better hitbox that reaches farther, though if the opponent is closer beneath him, Terry may opt for punch for a better angle. He's a very linear character overall that while good, does still have to respect neutral a little bit. It would be a few years after FF1's release until he started becoming a more aggressive, rushdown character.

Move List

cl.A

cl.Kof.lp.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - Elbow: +7~+8, Punch: +2~+3 Elbow: +7~+8, Punch: +2~+3
  • Terry performs either an upwards elbow attack or gut punch at close range.
  • Hitting with an attack will trigger the gut punch to come out, but if it whiffs, elbow will always come out instead until Terry connects with another attack (as it's understood).
  • Elbow cl.A always whiffs against Andy on block, but will still hit Andy if he doesn't block. Block advantage only concerns Joe.
st.A

scl.Kof.lp.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -

Attack Data box that triggers for punch attacks that only trigger at mid-range. Very inconsistent to get, tiny proximity check. Leaving here to make a note that they exist and with multiple variants, info to be gathered.

st.A

st.Kof.lp.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - -2~+1 ?
  • Terry does a straight punch forwards with his back turned to the camera.
  • Blocking triggers the guard animation but it seems impossible to block. Thus, it always whiffs.
cr.A

cr.Kof.lp.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - +7~+8 +7~+8
While Jumping A

While Jumping Kof.lp.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -
While Falling A

While Falling Kof.lp.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -
dj.A

dj.Kof.lp.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -
cl.B

cl.Kof.lk.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -
st.B

st.Kof.lk.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -
cr.B

cr.Kof.lk.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - +7~+10 -
While Jumping B

While Jumping Kof.lk.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -
While Falling B

While Falling Kof.lk.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -
dj.B

dj.Kof.lk.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -
Throw

Kof.sp.png
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -
Power Wave

Power Wave
236A
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - -8~-3 -13~-12
  • Hit and block advantage assume point-blank range.
Burn Knuckle

Burn Knuckle
214A
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - KD -
Crack Shoot

Crack Shoot
Japan: 2147B
US: 19B
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -
Rising Tackle

Rising Tackle
[2]8A
Damage Guard Startup Active Recovery Total Hit Advantage Block Advantage
- Mid - - - - - -
  • Cannot be charged by holding 1 or 3.
  • Pretty worthless.
  • Requires you charge directly down in order to use, meaning you cannot block at all, and it takes a long time to charge, too. By the time this comes out, the opponent will have probably landed already.
  • Doesn't knockdown on grounded hit, either, giving your opponent a guaranteed punish.
  • Use power wave to anti-air instead.

Game Navigation

General/Characters (Arcade)
FAQ
System
Andy
Joe
Terry