Street Fighter 6/Terry

From SuperCombo Wiki


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
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5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


One of Terry's two 4-frame jabs. 5LP has more range than 2LP, making it a more consistent 4f punish and light confirm option. The downside is that it has the least hitstun of his cancelable light normals, so it can't confirm into specials like 236LK or 214MP. For a consistent light confirm ender, cancel this into HP Rising Tackle.

For consistency, link into 2MK~2HK when connecting as a ranged Punish Counter.

5MP
Standing Medium Punch
SF6 Classic.png 5MP
SF6 Modern.png 5M
SF6 Terry 5mp.png
SF6 Terry 5mp hitbox.png
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 16 Sp SA TC 700 LH +1 -3
  • Cancel Hitconfirm Window: 15f / 16f (TC)
  • Drive Rush cancel advantage: +10 oH / +6 oB
  • Multiple Target Combo follow-ups:
    • 5MP~HP (3f blockstring gap)
    • 5MP~HK (1f gap on hit, 5f gap on block)
    • 5MP~MK (true blockstring, can delay for 1f blockstring gap)


A slightly disjointed poke that moves Terry forward. It has fairly good speed and range, making it a decent starter at mid-range, though it's somewhat susceptible to low pokes in neutral. Cancelable into specials, as well as a multitude of Target Combos with varying degrees of usefulness.

The low pushback and forward movement make this a good button for harassing opponents in Burnout until you can get closer for a Crack Shoot loop.

5HP
Standing Heavy Punch
SF6 Classic.png 5HP
SF6 Modern.png A[H]
SF6 Terry 5hp.png
SF6 Terry 5hp hitbox.png
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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
  • 2 hits; Counter-hit/Punish Counter bonus advantage carries through both hits
  • Cancel Hitconfirm Window: 27f (both hits) / 17f (2nd hit only)
  • Drive Rush cancel advantage: 1st hit +17 oH / +11 oB, 2nd hit +13 oH / +10 oB


A nicely disjointed combo, pressure, and whiff punish tool, and the button that most differentiates Terry from other shoto-like characters. The range is very short for a heavy normal (especially on the first hit), making it difficult to whiff punish most attacks unless they extend a wide hurtbox. It also runs the risk of dropping the 2nd hit at some ranges.

If you are close enough to connect both hits, it becomes very easy to hitconfirm into a follow-up special; however, most optimal combo routes require canceling the first hit due to its much higher hitstun. Without the 4f bonus advantage from Drive Rush/Punish Counter, you need the first hit to combo into HK Power Charge, and only a DR~5HP (1st hit) combos into Round Wave.

5HP makes a decent option out of Drive Rush. It becomes +6 on hit, linking directly to 2MP. On block, it becomes +5, but unfortunately requires a microwalk to get inside throw range. Landing a Counter-hit 2MP here has a lot of pushback, only linking to SA1 or HP Rising Tackle.

5LK
Standing Light Kick
SF6 Classic.png 5LK
SF6 Modern.png --
SF6 Terry 5lk.png
SF6 Terry 5lk hitbox.png
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5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH +2 -2
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after 1st recovery frame
  • Drive Rush cancel advantage: +4 oH / 0 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Terry's longest ranged light normal. Very important for -5 punishes as well as meterless confirms from 2MP. The range is noticeably shorter than most similar 5LKs, so Terry can struggle to punish some spaced out moves like Ryu's 236HK.

5LK has the most hitstun of Terry's lights, allowing it to combo into LK Power Charge or MP Burning Knuckle even at max range. The 236LK cancel is the most important, as it sets up Power Charge loops when spaced properly.

In neutral, it can be an effective whiff punish or counterpoke against lower-height moves. Standing pokes like Terry's own 5MK are nearly immune to being whiff punished like this, so it's important to know how it interacts with your opponent's buttons. The extra advantage from a whiff punish unfortunately doesn't help his cancel routes much, as the travel time usually prevents stronger specials from comboing; he does gain a heavily scaled Drive Rush cancel into 2HP if the need arises.

5MK
Standing Medium Kick
SF6 Classic.png 5MK
SF6 Modern.png --
SF6 Terry 5mk.png
SF6 Terry 5mk hitbox.png
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5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 - 700 LH +5 -2
  • Front leg hurtbox is raised on frames 3-20 (stronger vs. low pokes)


A long range poke that is most effective against opponents looking to use their own ranged low pokes. Very rewarding when scoring a Counter-hit in neutral, as it links into SA1 at nearly any range.

At closer ranges, Terry can link into 5LK on hit. The main advantage this carries over the same 2MP confirm is that it works from slightly farther out, and gives more consistent spacing for his 5LK > 236LK, 2LP link. The extra advantage from PC/DR allows a link into 5HP (1st hit), making it the optimal starter over 2MP.

5HK
Standing Heavy Kick
SF6 Classic.png 5HK
SF6 Modern.png 5H
SF6 Terry 5hk.png
SF6 Terry 5hk hitbox.png
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5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 21 - 900 LH +1 -4
  • Punish Counter (ground): KD +59 Crumple
    • Airborne free juggle state; +18 before opponent is knocked down
  • Punish Counter (air): puts airborne opponents into limited juggle state
  • Decent anti-air hitbox on frames 14-15 (strict timing)
  • Extends a hurtbox 1f before active that is vulnerable to projectiles


A long range poke and whiff punish tool. The high reward on Punish Counter makes it a great neutral and shimmy option. Your main follow-up to this crumple is Power Dunk (5MP~HK~HK), though at longer ranges it requires a DR~5MP starter which adds a bit of damage scaling. In the corner, a stronger meterless juggle is 5MP > Round Wave, HP Rising Tackle. Stronger (but more expensive) juggles can start from a juggled 2HP if deep in the corner.

As an anti-air, the slow startup and tall standing hurtbox makes it very prone to trading or losing to stronger jump-ins. It's best used at longer ranges where the slight disjoint can be most effective. If you manage to score an anti-air Punish Counter, you can follow up with SA1 or a DR~5HP juggle.


Crouching Normals

2LP
Crouching Light Punch
SF6 Classic.png 2LP
SF6 Modern.png 2L
SF6 Terry 2lp.png
SF6 Terry 2lp hitbox.png
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2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +5 oH / 0 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air


Terry's second 4-frame jab. With shorter range than 5LP, it can still usually work in 3-hit confirms; however, it can fail to reach in some sequences where 5LP is more consistent (such as blocked DR~5HP into a 2LK confirm starter). 2LP is also less useful as a defensive option, unless it's important for Terry to remain crouching.

Primarily used for its extra hitstun, allowing a combo into MP Burning Knuckle or LK Power Charge.

2MP
Crouching Medium Punch
SF6 Classic.png 2MP
SF6 Modern.png A[M]
SF6 Terry 2mp.png
SF6 Terry 2mp hitbox.png
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2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13(14) Sp SA 600 LH +5 -1
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +12 oH / +7 oB
  • Topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks, preventing its use as an anti-air


A fast, slightly disjointed neutral buffer and combo tool with above average range. With its 4 active frames, it can be up to +2 oB as a meaty. After Drive Rush Terry is +9 oH / +3 oB, giving a link to 5HP or a frame trap into another 2MP or a 2LK~2LP confirm.

The range makes it an excellent 6-frame punish starter, particularly against Drive Reversal. Due to the large pushback on hit, it usually won't link to 5HP; instead, the best meterless option is a cancel to HK Power Charge. You can also link into 2MK~2HK for slightly less damage.

As your only 6f medium, 2MP is your primary conversion from Counter-hit lights; from there, Terry's main enders are MP Burning Knuckle for slightly more meterless damage, or MK Power Charge for a juggle to SA1/SA2 or a safe jump anywhere on screen.

2HP
Crouching Heavy Punch
SF6 Classic.png 2HP
SF6 Modern.png 2H
SF6 Terry 2hp.png
SF6 Terry 2hp hitbox.png
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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
  • Good anti-air on frames 10-13 but cannot hit cross-up
  • Forces stand on hit; only the first 2 active frames are cancelable
  • Active frames 1-2 result in 2 fewer active/recovery frames (4 fewer total frames)
    • Meaty timing can be up to 2f worse on hit/block than standard timing
  • Active frames 4-6 whiff on crouching opponents unless they extend a vertical hurtbox
  • Cancel Hitconfirm Window: 18f
  • Drive Rush cancel advantage: +15 oH / +10 oB


A combo and anti-air tool with extremely short horizontal range. The vertical hitbox is very disjointed on the later active frames, but the massive hurtbox around Terry's head requires him to react earlier than many other characters with similar buttons. The anti-air frames are not cancelable, so you can't usually make the opponent block a slow projectile upon landing.

In combos, you generally need Drive Rush momentum to make use of 2HP. It links from DR~5LP/2LP, but does not give Terry the same useful cancel options as 5HP. Any link into DR~2HP allows a cancel to HK Power Charge for good damage and corner carry.

2LK
Crouching Light Kick
SF6 Classic.png 2LK
SF6 Modern.png A[L]
SF6 Terry 2lk.png
SF6 Terry 2lk hitbox.png
Hitboxes Off
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2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 11 Chn 200 L +3 -3
  • Chains into 5LP/2LP/2LK
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A low combo and blockstring starter with good range and very low pushback, allowing consistent 3-light confirms from close range. After most blocked Drive Rush normals, Terry gets a 2LK~5LP follow-up confirm to punish opponents trying to walk or backdash.

Approaching with DR~2LK is a fairly strong option, linking into 2MP/5MP on hit. This is not a tight blockstring, however, so it's smart to mix this up with light frame traps if the opponent likes to hit their 4f normals here.

2MK
Crouching Medium Kick
SF6 Classic.png 2MK
SF6 Modern.png 2M
SF6 Terry 2mk.png
SF6 Terry 2mk hitbox.png
Hitboxes Off
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2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA TC 500 L -2 -6
  • Cancel Hitconfirm Window: 13f (Special / TC)
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +8 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


An incredibly long-range cancelable low poke, second only to Juri (and the longest in the game on frame 8 specifically). The extended hurtbox comes out before the active frames and lingers for a long while on whiff, so it's important to make sure it will connect before using it as a poke.

Canceling into Drive Rush gives Terry strong combo routes for corner carry, as well as the standard block pressure from a low poke (true blockstring into 5LP/2LP, frame trap into 2MP). On hit, you can't link into the usual 5HP or 5MK starter. For optimal damage, combo into 2HP > 236HK and its usual follow-up juggles. For an easier hitconfirm or as a frame trap option on block, use 2MP, 5HP (1st hit) > 236HK instead.

Terry has the unusual ability to chain 2MK into a launching Target Combo (2MK~2HK). This greatly improves his combo ability at longer ranges where only 2MK can reach, and improves the reward for fishing with his low poke in neutral.

During the cancelable frames, Terry shifts forward a significant distance. This makes the Target Combo consistent and keeps him close for Crack Shoot Burnout pressure, but also means that a cancel into Power Wave is much more likely to be punishable.

2HK
Crouching Heavy Kick
SF6 Classic.png 2HK
SF6 Modern.png 3H
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
  • Counter-hit/Punish Counter: HKD +47
  • Has juggle potential; not a Hard Knockdown when juggled into


A sweep that is stubby, unsafe, and slow enough that it can't even punish sweeps from ~1/3 of the cast. It has good hitbox priority during the active frames, making it a decent counterpoke, but it also extends a huge hurtbox on whiff making it easily punished. The upward-angled hitbox can hit some airborne moves out of the air, but it's impractical to anti-air jumps with it like A.K.I.'s 2HK. Overall, there isn't much use for this move when Terry already has such a strong low presence without all the downsides.


Jumping Normals

j.LP
Jumping Light Punch
SF6 Classic.png j.LP
SF6 Modern.png j.L
SF6 Terry jlp.png
Assert your block pressure into a tick throw with a nice, firm handshake
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)

A fast air-to-air that hits directly on front. Useful as a close range panic option if you're not confident you can pull off a crosscut Rising Tackle.

j.MP
Jumping Medium Punch
SF6 Classic.png j.MP
SF6 Modern.png --
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
  • Puts airborne opponents into limited juggle state
  • Shifts Terry's hurtbox upward during startup


An air-to-air with a large hitbox; while slower than j.LP/j.LK, it is more rewarding to land due to its extra damage and knockdown. Depending on the jump timing, you may be able to land SA1 afterward.

Only the final active frame can connect on a grounded opponent, and only if they are standing.

j.HP
Jumping Heavy Punch
SF6 Classic.png j.HP
SF6 Modern.png --
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)
  • Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents


A solid jump-in from just outside of cross-up range. While the hitbox on Terry's fist is a bit more disjointed, it is generally overshadowed by j.HK for aerial approaches.

Can work as a decent (albeit slow) air-to-air that rewards a knockdown on CH/PC.

j.LK
Jumping Light Kick
SF6 Classic.png j.LK
SF6 Modern.png --
SF6 Terry jlk.png
Inspired by the famous cover art of Terry Adventure for the Dreamcast
SF6 Terry jlk hitbox.png
Inspired by the famous cover art of Terry Adventure for the Dreamcast
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)

A fast air-to-air that hits above Terry. It's use is similar to j.LP, but against opponents higher in the air.

j.MK
Jumping Medium Kick
SF6 Classic.png j.MK
SF6 Modern.png j.M
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)
  • Can hit cross-up


Terry's only cross-up when used at close range. The forward hitbox is also great, reaching almost as far as j.HK.

j.HK
Jumping Heavy Kick
SF6 Classic.png j.HK
SF6 Modern.png j.H
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)

Terry's strongest all-purpose aerial normal, especially from mid range. While the kicking leg is not quite as disjointed as his fist on j.HP, overall his hurtbox is more retracted upwards, making it harder to anti-air at most ranges.


Command Normals

6HP
Hammer Punch
SF6 Classic.png 6HP
SF6 Modern.png 6H
SF6 Terry 6hp.png
SF6 Terry 6hp hitbox.png
Hitboxes Off
Hitboxes On

6HP
Hammer Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3 19 - 800 H +2 -2
  • Moves Terry forward slightly


A single-hitting overhead with average range. With perfect meaty timing, it can link into 5LP/5LP, but in most cases it should be used out of Drive Rush for a link to 2MP. This also makes it +2 oB, but leaves Terry slightly out of throw range even on wide characters; he must walk at least 2f to get back into throw range, and even more if the opponent is walking backwards.

To stop the opponent from mashing jab on block, you can threaten with 3 main options:

  • 2LK~5LP (chained) - grants a 2-hit confirm that is safe to reversal 4f normals; requires point blank 6HP connect
  • 2LP, 2MP - interruptible by fast normals, but grants a Counter-hit confirm
  • 2MP (trade), link SA1 - only works against 4f normal with 15f hitstun or less


Target Combos

5MP~HP
Power Drive
SF6 Classic.png 5MP~HP
SF6 Modern.png 5M~5H
SF6 Terry 5mp hp.png
SF6 Terry 5mp hp hitbox.png
Hitboxes Off
Hitboxes On

5MP~HP
Power Drive
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 22 - 700 LH KD +29 -5
  • Puts opponent into limited juggle state (no follow-up juggle possible)
  • High pushback on block; 3f gap between hits on block


A low risk, low reward Target Combo that gives Terry a knockdown with a little corner carry. A decent buffer option from 5MP in neutral, since all other cancel options are unsafe or interruptible. Punishable at point blank range, but can easily be spaced out to be safe on block; only Zangief requires careful spacing due to his long range command grabs. Because this TC starts with a slightly negative button, opponents trying to take their turn back will be frame trapped by the second hit.

When spaced properly, the opponent is likely to do one of two things, both of which can be countered if you know their habits:

  • Whiff a light normal (spacing trap) - usually punishable with immediate 2MK~2HK
  • Use a longer range poke - can be predicted with Perfect Parry

After the knockdown, Terry can Drive Rush to pressure the opponent, but he won't be able to get back into throw range midscreen. An auto-timed DR~6HP is a good mixup option that trades with wakeup 4-frame normals, allowing a link to 5HP (2nd hit) or 2MK~2HK.

5MP~HK~HK
Power Shoot/Dunk
SF6 Classic.png 5MP~HK~HK
SF6 Modern.png 5M~6H~H
SF6 Terry 5mp hk.png

SF6 Terry 5mp hk hk.png
SF6 Terry 5mp hk hitbox.png

SF6 Terry 5mp hk hk hitbox.png
Hitboxes Off
Hitboxes On

5MP~HK
Power Shoot
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 31 TC 600 LH KD +39 -14
  • Puts opponent into limited juggle state
    • Only juggles into Power Dunk, or SA1 in DR~5MP juggle routes
  • Does not combo naturally from 5MP on grounded opponents
    • Requires CH/PC/DR, a juggle state, or a spaced meaty 5MP
  • Cancel Hitconfirm Window: 67-68f (full TC from CH 5MP) / 36f (from HK only)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
5MP~HK~HK
Power Dunk
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3(21)6 33 - 1050 (910) - KD +25(+22) -
  • On Hit only; () refers to scaled damage from CH 5MP combo starter
  • Regular version: occurs when buffered early or within the final 2f of the cancel window
  • KD advantage varies depending on timing; early input gives better advantage
5MP~HK~HK
Power Dunk (Just Frame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3(21)6 33 - 1200 (1040) - KD +24(+23) -
  • On Hit only; () refers to scaled damage from CH 5MP combo starter
  • Just-frame version: occurs when input within a 2f window (near the end of the cancel window)
  • Deals additional damage and builds extra Drive/Super Gauge


A Target Combo primarily used in juggles, most commonly involving Drive Rush after PC 5HK or midscreen HK Power Charge > LP Power Wave (note: this route requires a slight manual delay on the projectile). It can technically be confirmed from a Counter-hit 5MP (though the timing is strict), and it's a decent punish starter if you find yourself just outside 2MP range when the opponent is -7. When buffering from outside the opponent's poke range, this TC is quite rewarding, but it's very unsafe if the opponent manages to block it.

For a little extra damage and Super meter, try timing the Power Dunk input right as Terry's leg swings back to the ground. There is a slight audio/visual difference between the Just Frame and the regular version, and the knockdown advantage changes slightly. The extra reward is fairly insignificant, so it's better to err on the side of an early input rather than being too late and dropping the combo entirely.

Power Dunk generally grants good oki on hit, but your meaty timing will vary slightly depending on the exact KD Advantage. The route starting with 236HK > 236LP also leaves Terry a bit farther away, reducing his pressure options. Dash + 2MP will always work, and on a +25 knockdown can often set up a 2MP, 2MP > 236LK loop starter. Terry is in throw range after the dash, but the throw must be manually delayed from the aforementioned +25 knockdown. You can also Drive Rush for better pressure on hit and block, but most setups require manual timing.

5MP~MK~MP/MK
Passing Sway
SF6 Classic.png 5MP~MK~MP/MK
SF6 Modern.png 5M~M~M/H
SF6 Terry 5mp mk.png

SF6 Terry 5mp mk mp.png

SF6 Terry 5mp mk mk.png
SF6 Terry 5mp mk hitbox.png

SF6 Terry 5mp mk mp hitbox.png

SF6 Terry 5mp mk mk hitbox.png
Hitboxes Off
Hitboxes On

5MP~MK
Passing Sway
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2 27(38) TC 400 LH -3 -12
  • Full Invuln (Lane Switch): 20f~ on hit only; delaying the follow-up extends the invuln window
  • True blockstring but can be delayed to create a 1f gap
  • On Hit only, holding forward causes Terry to cross behind the opponent; otherwise, attacks from the same side
5MP~MK~MP
Jumping Lariat
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 2 18 land - 1000 LH +4 +3
  • Full Invuln: 1-25f (until recovery); Airborne 14-25f
  • Hits on the same side; whiffs if Terry attacks after passing through opponent
    • If cornered opponent holds forward, Jumping Lariat will always whiff
    • Can also whiff midscreen if delayed, or if opponent's forward walk speed ≥ 0.045
5MP~MK~MK
Jumping Knee
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 2 20 land - 1000 LH +3 -2
  • Full Invuln: 1-25f (until recovery); Airborne 16-25f
  • Can only hit cross-up; does not pass through cornered opponents
    • If cornered opponent holds forward, they will block the Knee
    • When attempting to whiff a same-side Jumping Knee, the opponent can walk forward to block if the Knee is delayed, or if their forward walk speed ≥ 0.045


A unique Target Combo that is very unsafe on block if not confirmed from 5MP. On hit, Terry has the option to end with Jumping Lariat which hits in front, or Jumping Knee which only hits cross-up. Holding forward allows the follow-ups to come out behind the opponent, while neutral or back inputs keep the same side. In the corner, the opponent can simply hold forward to destroy Terry's mixup; this will cause Jumping Lariat to whiff, while also blocking a Jumping Knee regardless of which direction Terry is holding, leaving him cornered and in range for a strike/throw mixup.

These two enders do not combo outside of specific juggle scenarios; instead, they create a small frame trap on block that will interrupt any normal, and all specials without full or anti-air invincibility. If you expect the opponent may try to Parry, intentionally whiffing the attack allows Terry to quickly land and punish with a throw. To do this, input a cross-up Jumping Lariat or a same-side Jumping Knee; just be aware that this is quite unsafe if the opponent expects it, though it can be difficult to react to the whiff animation.

On hit, Jumping Lariat leads to a light combo (or 2MP on Counter-hit), while granting a respectable +3 advantage on block just outside of throw range.

Jumping Knee only grants a light combo on Counter-hit, but it does leave him much closer for a strike/throw mixup on hit. On block, he instead recovers well out of throw range and safe at -2.

Terry's invincibility lasts until the end of the Jumping Lariat/Knee active frames, even if these follow-ups are delayed as long as possible. This delay allows him to disrupt the opponent's parry timing, while causing nearly every reversal in the game to whiff (notably, Lily SA2 will work, and Blanka SA1 works against delayed Jumping Lariat). If you use the standard timing, any opponent with immediate anti-air invincibility (such as meterless Shoryuken) can interrupt both follow-ups by mashing the DP input as 3131+P or 3131+K. To beat Terry's delayed TC ender, they will have to wait and react to the startup animation of the Lariat/Knee. If you think the opponent is waiting for this, you can instead stop the TC after the 2nd hit, and go for a strike/throw mixup despite being -3 on hit.

2MK~2HK
Fire Kick
SF6 Classic.png 2MK~2HK
SF6 Modern.png 2M~2M
SF6 Terry 2mk 2hk.png
SF6 Terry 2mk 2hk hitbox.png
Hitboxes Off
Hitboxes On

2MK~2HK
Fire Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2 28 Sp SA 500 (400) LH KD +35 -16
  • Cancel Hitconfirm Window: 42-44f
    • Cancel is delayed until after 2nd recovery frame (DR) or 3rd recovery frame (Specials)
  • Drive Rush cancel advantage: KD +52 / +1 oB
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)


A launching follow-up from Terry's long range 2MK, giving him uniquely high reward from a low poke even without spending Drive meter. Very unsafe on block and not hitconfirmable; all cancel options are also interruptible or punishable in some way, with Drive Rush Cancel being the safest option that only loses to invincible reversals. Against opponents without strong reversals, it's a bit easier to abuse this in neutral, only spending Drive gauge on a confirmed block.

This TC pairs well with Terry's strong DR~6HP oki routes and spacing trap setups. Since 2MK combos directly from Round Wave (236HP), Terry will usually end his stronger confirms with this launcher.

Terry can juggle into 214MK for a juggle state, followed by either midscreen SA1 or a corner 623HP if you prefer meterless damage. If near the corner, you can skip the special cancels entirely and opt for a double SA1 juggle. Midscreen, Terry requires either Drive meter or strict execution for his best damage. Canceling to OD Crack Shoot (214KK) causes a ground bounce for a quick juggle ender, while a cancel to 236HK has 3 potential enders: 623MP (1 hit, poor damage/oki), 623PP (full connect, costs meter), or 623HP (very strict cancel timing, unsafe on whiff).


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 +22
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


After a corner throw, Terry can dash for a point blank throw loop. This does not allow him to shimmy without a risky backdash or jump, but makes it almost impossible to mess up the timing. You can also walk forward to manually time the throw loop. This allows you to shimmy while blocking reversals, but requires a strict 1f timing on the follow-up throw and leaves Terry farther away after Counter-hit meaty pressure.

Midscreen, Terry can chase with Drive Rush and connect with a ranged medium or heavy normal, but can't quite get a throw or point blank pressure without taking a risk. An auto-timed DR~5HP (2nd hit) lands meaty to become +8 oH / +5 oB, allowing a link or frame trap into 2MK.

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 +18
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


After throwing the opponent back into the corner, Terry's strongest pressure tool is a meaty DR~2MP. This unfortunately leaves him open to invincible reversals on reaction, as he cannot whiff jab or block for safety.

A meaty projectile is a safer but less rewarding option that can stuff wakeup SA1 and make some invincible DPs whiff. 236MP will knock opponents out of their early jump frames, while 236LP gives Terry time for an anti-air Rising Tackle or Super if the opponent tries to jump. If the opponent has a fast divekick like Cammy's Cannon Strike, stick with MP or use 236PP for its faster recovery.

Midscreen, the opponent is sent too far for any meaningful follow-up pressure. LP Power Wave can still help control the screen as long as the opponent doesn't have a fast full-screen Super to punish its startup.


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: 2.500 (1.300 movement + 1.200 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 5HP (1st hit) or Punish Counter 5HP (2nd hit) (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

  • 5HP (1st): 6[2]
  • 5HP (2nd), 2HP: 7[3]
  • 2MP: 10[6]
  • 5MP, 2MK: 11[7]
  • 2MK~2HK: 17[13]
  • 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.

  • 5HP (1st)* > DI: 2f blockstring gap prevents opponent from absorbing the hit
  • 2HP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • 5HP (2nd) > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~2MP* > DI: 2f blockstring gap prevents opponent from absorbing the hit
  • DR~5MP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]

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; Range: 1.849; 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; Range: 1.849; 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:

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


Special Moves

Power Wave (236LP or 236MP)
Power Wave
Fireball
SF6 Classic.png 236LP or 236MP
SF6 Modern.png 236L or 236M or 5S (M)
SF6 Terry 236lp.png
LP Version
Travels fullscreen. Passes under regular fireballs.
SF6 Terry 236mp.png
MP Version
Travels midscreen. Clashes with regular fireballs.
SF6 Terry 236pp.png
OD Version
Travels fullscreen very slowly
SF6 Terry 236lp hitbox.png

SF6 Terry 236mp 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
  • Slower 1-hit projectile, travels fullscreen; Projectile Speed: 0.06
  • Can pass under most projectiles without clashing
  • Puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 4f (Super)
  • Head hurtbox disappears on frames 11-41 (while leaning over)
  • Extends an arm hurtbox on frames 14-37 that is vulnerable to strikes
236MP
Power Wave
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [14] 32 SA3 700 LH 0 -6
  • Faster 1-hit projectile, travels ~60% screen; Projectile Speed: 0.02~0.21 (accelerates each frame)
  • Hitbox clashes with standard-height fireballs
  • Counter-hit/Punish Counter: KD +33~46
  • Puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 4f (Super)
  • Head hurtbox disappears on frames 11-41 (while leaning over)
  • Extends an arm hurtbox on frames 16-39 that is vulnerable to strikes
236PP
Power Wave
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 - 28 SA2 SA3 400x2 LH,LH +2 -2
  • Slower 2-hit OD projectile, travels fullscreen; Projectile Speed: 0.055
  • Hitbox clashes with standard-height fireballs (destroys non-OD fireballs)
  • Puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 8f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Counter-hit/Punish Counter bonus advantage carries through both hits
  • Head hurtbox disappears on frames 13-36 (while leaning over)
  • Extends an arm hurtbox on frames 16-25 that is vulnerable to strikes


Power Wave is a projectile that travels low to the ground, similar to Juri's Saihasho fireball. The LP, MP, and OD versions are all considered one move, while the HP version is a separate move called Round Wave. When used from close range, meterless versions can all be punished. The OD version is safe but negative at point blank, and when canceled from a ranged poke it can leave a large punishable blockstring gap.

LP Power Wave is a slow-moving shield that allows Terry to approach behind it with Drive Rush or a spaced Burning Knuckle. In projectile wars, it will pass underneath most other fireballs, causing a trade or forcing both players to block. To space it safely on block, try to use it near max 5MP/2MP range; canceling from 2MK will move Terry forward, leaving him very punishable. 236LP is useful in some midscreen juggle routes, most notably after 236HK where the juggle state lets him extend with DR~5MP~HK~HK.

MP Power Wave accelerates very quickly, making it more like a standard projectile or a midrange poke. In fireball wars, this can be used to clash with most opposing meterless fireballs with its larger vertical hitbox. By intentionally spacing it just outside its max range, you can bait opponents into whiffing a Parry to drain their meter; this doesn't give Terry enough time to Drive Rush in for a Throw punish unless they Parry way too late.

OD Power Wave travels slowly like the LP version, but is much better at eliminating oncoming projectiles so Terry can safely advance in neutral. This makes it a much more effective shield than 236LP. In some juggle routes, the opponent can get popped up twice, giving more time to pick up a strong ender. Certain grounded spacings also give Terry enough frame advantage for a follow-up link, similar to Chun-Li's OD Kikoken loops. For example, corner DR~5MK, 5HP (2-hit) > 236PP leaves Terry +8~9 and links into 2MK~2HK.

Round Wave (236HP)
Round Wave
Stationary Fireball
SF6 Classic.png 236HP
SF6 Modern.png 236H
SF6 Terry 236hp.png
SF6 Terry 236hp hitbox.png
Hitboxes Off
Hitboxes On

236HP
Round Wave
Startup Active Recovery Cancel Damage Guard On Hit On Block
29 9 14 SA3 900 LH +8 +5
  • Stationary 1-hit projectile; acts as a strike when Perfect Parried
  • Puts airborne opponents into a limited juggle state
  • Head hurtbox disappears on frames 24-48 (while leaning over)
  • Cancel Hitconfirm Window: 10f (Super)


Mostly useful as a meaty and pressure tool, but can be used as a fake fireball on occasion to bait an approach. Can be a strong meaty tool against characters without invincible OD reversals, as it will stuff any SA1 on startup, but it can easily be Perfect Parried on reaction if the opponent is looking for it. It is much worse at beating fireballs than 236MP due to its slow startup.

Round Wave is an excellent juggle extender, particularly in the corner. On the ground, it only combos from PC/DR~ 5HP (1st hit), and always leaves a big interruptible gap in block cancels. It can link into 2HP up close or 2MK~2HK from a bit farther out.

Quick Burn (214LP)
Quick Burn
Overhead Combo
SF6 Classic.png 214LP
SF6 Modern.png 214L
SF6 Terry 214lp.png

SF6 Terry 214lpmp.png
OD Followup
SF6 Terry 214lp hitbox.png

SF6 Terry 214lpmp hitbox.png
SF6 Terry 214lpmp 2 hitbox.png
Hitboxes Off
Hitboxes On

214LP
Quick Burn
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(22) 2(10)2 23 SA3 (2nd) 500,400 (900) LH,H +2 -5
  • () refers to overhead startup when 1st hit whiffs
  • Cancel Hitconfirm Window: 36f 1st hit / 13f 2nd hit (Super)
  • Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
214LPMP
Quick Burn
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(22) 2(10)2 23 SA2 SA3 (2nd) 400x2,600 (1400) LH,H,LH KD +33 -5
  • () refers to overhead startup when 1st hit whiffs
  • Transitions to launching follow-up on hit only
  • Cancel Hitconfirm Window: 36f 1st hit / 13f 2nd hit (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A 2-hit punch that is an overhead on the 2nd hit only. Used primarily in one of two scenarios: a light string ender on hit, or a quick overhead mixup when canceled into on block. Usually unsafe if blocked, but both versions can be spaced out to be -4 oB and may be safe depending on the opponent's light normal range. The OD version gets a lot more pushback if the 1st hit connects near its max range, making it much safer.

Starting from point blank range, a 3-hit light chain will always combo into both hits of Quick Burn, though Terry will be slightly out of throw range unless he keeps the combo down to 2 lights. On block, the 3rd light normal will ensure that the first hit of Quick Burn whiffs; by whiffing this hit, the lack of hitstop makes the overhead functionally 22-frame startup instead of 33. Any Light or Medium canceled into 214LP will leave a large blockstring gap if the 1st hit whiffs, but Heavies will frame trap the opponent.

OD Quick Burn has some more use in combos with its extra attack that plays out only on hit. While it looks like a launcher, there is no follow-up attack possible. It can be juggled into, but there isn't usually a good reason to pick this as a juggle ender.

The 2nd hit being Super cancelable gives Terry a way to cash out for extra damage, either in hitconfirms or as a high-risk, high-reward gamble if you think the opponent won't block the overhead. For the OD version, this means he won't get the 3rd hit, though he can use SA2 to make this possible without dumping your entire meter.

Burning Knuckle (214MP or 214HP)
Burning Knuckle
SF6 Classic.png 214MP or 214HP
SF6 Modern.png 214M or 214H
SF6 Terry 214hp.png
SF6 Terry 214hp hitbox.png
Hitboxes Off
Hitboxes On

214MP
Burning Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 9 20 SA3 1000 LH KD +30~42 -6(+2)
  • Puts airborne opponents into limited juggle state (can juggle after very late connect)
  • Causes screen-shake effect when spaced to be +1 oB (Burnout: +5 oB)
  • Cancel Hitconfirm Window: 17f (Super, 1st active frame)
214HP
Burning Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 14 17 SA3 1200 LH KD +28~41 -8(+5)
  • Puts airborne opponents into limited juggle state (can juggle after very late connect)
  • Causes screen-shake effect when spaced to be +1 oB (Burnout: +5 oB)
  • Cancel Hitconfirm Window: 17f (Super, 1st active frame)
214MPHP or 214LPHP
Burning Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 14 17 SA2 SA3 1400 LH KD +60~73 -8(+5)
  • Punish Counter: KD +70~83 Tumble / KD +138~151 Wall Splat (limited juggle state)
  • Puts airborne opponents into limited juggle state (can juggle after very late connect)
  • Causes screen-shake effect when spaced to be +1 oB (Burnout: +5 oB)
  • Cancel Hitconfirm Window: 23f (Super, first 7 active frames)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)


An important approach tool in neutral that also has some combo applications due to its corner carry. All versions can be plus on block at the right distance, resulting in a screen shake so that both players know it was spaced correctly. If the opponent is in Burnout, Terry can be +1~+4 without the screen shake.

214MP travels about half screen and is harder for the opponent to react to, but requires precise spacing to be advantageous. If spaced perfectly so the last active frame connects, Terry gets a KD +42 safe jump. Can be used as a cross-under side switch tool if you Perfect Parry something in the corner; just start the punish with 5HP > 236HK, then cancel into a whiffed 214MP to retake the corner with oki. Also notable as one of Terry's best light string enders, comboing from 2LP or 5LK.

214HP travels about 80% of the screen, and has a very reactable visual cue where Terry sticks his hands up. This version is much easier to make plus on block, but is much easier for the opponent to Perfect Parry or interrupt on startup. It can be useful to set up a LP Power Wave as a shield to make the approach harder to defend against. 214HP is the most common meterless ender from a 2MK~2HK Target Combo, and is the easiest option out of 236HK's unique special cancel window, requiring no special timing.

214PP is essentially just a slightly faster HP version with better cancel options and knockdown advantage. The ability to cancel into SA2 gives Terry a solid damage option from a midrange buffer, but the cancel won't work from near max range; at best, Terry will be -2 oB at its cancelable range. If you manage to score a Punish Counter during your approach, the opponent will tumble along the ground in a juggle state, juggling into SA1 (or more if starting at close range). If the opponent hits the wall, they will splat similar to a Drive Impact for even better juggle rewards.

Rising Tackle (623P)
Rising Tackle
Uppercut
SF6 Classic.png 623P
SF6 Modern.png 623X or 6S (L)
SF6 Terry 623lp.png
SF6 Terry 623lp hitbox.png
LP/MP Version

SF6 Terry 623hp hitbox.png
HP Version

SF6 Terry 623pp hitbox.png
OD Version
Hitboxes Off
Hitboxes On

623LP
Rising Tackle
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 21+12 land SA3 1000(700) LH KD +33 -23
  • Anti-Air Invuln: 1-14f (cannot hit cross-up); Airborne 6-35f (Forced Knockdown state)
  • () refers to reduced damage on active frames 3-10
  • Cancel Hitconfirm Window: 17f (Super, 1st active frame only)
  • Applies 20% damage scaling to next hit when beginning a combo (Rising Tackle > SA3 starter: 30% total scaling)
623MP
Rising Tackle
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4,6 28+12 land SA3 600x2 LH KD +25 -26
  • Anti-Air Invuln: 1-10f (cannot hit cross-up); Airborne 7-43f (Forced Knockdown state)
  • If Perfect Parried, opponent must crouch to avoid 2nd hit
  • Cancel Hitconfirm Window: 14f (Super, 1st active frame only)
  • Applies 20% damage scaling to next hit when beginning a combo (Rising Tackle > SA3 starter: 30% total scaling)
623HP
Rising Tackle
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2,4,14 27+15 land SA3 700,300x2 (1300) LH KD +27 -36(-40)
  • Anti-Air Invuln: 1-8f (cannot hit cross-up); Airborne 8-53f (Forced Knockdown state)
  • 3rd hit whiffs on crouch block; if Perfect Parried, opponent must crouch to avoid 2nd hit
  • Cancel Hitconfirm Window: 14f (Super, 1st active frame only)
  • Applies 20% damage scaling to next hit when beginning a combo (Rising Tackle > SA3 starter: 30% total scaling)
623PP
Rising Tackle
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2,3,2,2,3,3 34+15 land - 400,200x4,400 (1600) LH KD +27 -42
  • Full Invuln: 1-10f (cannot hit cross-up); Airborne 7-54f (Forced Knockdown state)


A shoto-style uppercut special move, with more range but slower startup on heavier versions. The LP version is great at close range and as a cross-cut anti-air when the opponent jumps over Terry. It also has deceptively short landing recovery, which can cause opponents to miss their punish window even after baiting it successfully. If the opponent is juggled high enough, Terry can land and follow up with another Rising Tackle or even an SA1 in some cases.

MP and HP Rising Tackle work reasonably well against mid-range jumps, but both have a tendency to whiff under opponents if you slightly misjudge the spacing. Whenever possible, it's best to stick with 623LP for anti-air purposes, even if it requires a slight forward walk first. Many juggles can end with 623HP for meterless damage.

OD Rising Tackle is Terry's main invincible reversal, with range in between that of the MP/HP versions. It can be used as a juggle ender to squeeze out a little extra damage, or to ensure consistency with its combination of speed, range, and juggle potential. If the opponent is too high or far away, several hits can whiff, resulting in less total damage.

Regardless of which version is used, Terry usually requires Drive Rush to get any follow-up oki. The knockdown advantage is slightly better when used as an anti-air, which can occasionally allow meterless oki depending on the height and screen position.

Power Charge (236K)
Power Charge
Shoulder Tackle
SF6 Classic.png 236K
SF6 Modern.png 2S (M)
SF6 Terry 236lk.png
SF6 Terry 236lk hitbox.png
Hitboxes Off
Hitboxes On

236LK
Power Charge
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 5 24 SA3 700 LH +3(+7) -9(-5)
  • Shortest distance; leaves opponents grounded for strike/throw mixup or combo loops
  • Puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 18f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
236MK
Power Charge
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 6 23 SA3 800 LH KD +42~47 -11(-6)
  • Medium distance; puts opponents into limited juggle state
  • Cancel Hitconfirm Window: 19f (Super)
    • On Hit, the final 4 recovery frames are cancelable into SA2
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
236HK
Power Charge
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 9 27 Sp* SA3 800 LH KD +37~45 -16(-8)
  • Farthest distance; puts opponents into limited juggle state
    • Airborne opponents have much lower launch height (very limited follow-ups)
  • Cancel Hitconfirm Window: 25f (Super) / 36f (Special, hit only)
    • Unique Special -> Special cancel on hit, frames 26-45 (cannot use another 236K)
236KK
Power Charge
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 8 24 SA2 SA3 800 LH KD +55~76 Wall Bounce -14(-7)
  • Farthest distance (similar to HK version); causes Wall Bounce into limited juggle state on hit
    • KD Advantage and juggle follow-ups depend on distance from wall
  • Cancel Hitconfirm Window: 24f (Super)
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)


A forward-moving shoulder tackle that travels farther on stronger versions. Generally more rewarding on hit than Burning Knuckle, though it can never be spaced safely.

LK Power Charge - Combos from light normals (except 5LP) and keeps the opponent grounded for a standing strike/throw mixup. With specific combo strings, Terry can leave himself +4 oH for a mid-combo link to another Light normal (e.g. DR~2LP, 2MP, 5LK > 236LK). These combo loops will be heavily scaled, but depending on your resources and the opponent's health, it can be worthwhile to secure a kill.

MK Power Charge - Combos naturally from 2MP or Heavy normals, and serves as a useful whiff punish ender from 2MK. The opponent is popped up into the air, allowing a juggle to SA1 or SA2 anywhere on the screen (the latter is only possible due to a unique SA2 cancel window during recovery). In the corner, 623HP works for solid meterless damage. Any hit on a grounded opponent sets up a KD +42 safe jump, allowing Terry to pressure with a max range j.HK even on a midscreen Back Rise.

HK Power Charge - One of the most unique special moves in the game, only comboing from the first hit of 5HP unless Terry has a Drive Rush/Punish Counter enhancement. When it hits a grounded opponent, the opponent is launched airborne just like 236MK. Terry can then cancel the recovery of his Power Charge into any other special move within a huge 20-frame cancel window. This allows for great creativity and variable levels of execution and resource use in your combo routing. The most important follow-up cancels to know are:

  • 214HP (immediate) - solid damage, great corner carry and oki (+6 after Dash x2), no execution requirement
  • 214MP (immediate) - side switch, great after a corner Perfect Parry; sets up auto-timed DR~6HP oki
  • 236LP (immediate) - juggles opponent late enough for DR~delay 5MP to connect for a Target Combo juggle
  • 214HK (delayed) - with strict timing, landing all 3 hits lets Terry pick up a juggle like 623HP anywhere for great damage
  • Note: if 236HK hits airborne, the juggle state is much worse (can only cancel directly to SA3)

OD Power Charge - less commonly used, as Terry can often set up combo routes with more damage or better oki. Can be a good option when your back is to the wall, leading to a follow-up like Dash + 623HP which lets you start rebuilding Drive gauge right away. With 1f faster startup than 236MK, this can be comboed into from any medium button, making it more risky to walk back against 2MK. If the opponent is too close to the wall, they will bounce over Terry's head on the rebound. In a worst-case scenario, the only move that can reach for a juggle is SA1, which can be tricky to input with the side switch.

Crack Shoot (214K)
Crack Shoot
Flip Kick
SF6 Classic.png 214K
SF6 Modern.png 4S (H)
SF6 Terry 214lk.png
SF6 Terry 214lk hitbox.png
LK Version

SF6 Terry 214mk hitbox.png
MK Version

SF6 Terry 214hk hitbox.png
HK Version

SF6 Terry 214kk hitbox.png
OD Version
Hitboxes Off
Hitboxes On

214LK
Crack Shoot
Startup Active Recovery Cancel Damage Guard On Hit On Block
16(18) 4 4+14 land - 700 LH +1 -3
  • Airborne 7-23f (Forced Knockdown state)
  • Punish Counter: HKD +29
  • First 2 active frames can only hit airborne (functionally 18f startup); spike knockdown vs. airborne opponents
214MK
Crack Shoot
Startup Active Recovery Cancel Damage Guard On Hit On Block
17(22) 4,3 2+16 land - 700 / 450x2 LH +3 -3
  • Airborne 9-25f (Forced Knockdown state)
  • Counter-hit/Punish Counter: HKD +28
  • 2 hits vs. airborne, 1 hit vs. grounded; first 5 active frames can only hit airborne (functionally 22f startup)
  • Puts airborne opponents into limited juggle state
214HK
Crack Shoot
Startup Active Recovery Cancel Damage Guard On Hit On Block
23(30) 3,3,2,3 1+18 land - 300x3,800 (900~1400) LH KD +43~45 -1
  • Lower Body Projectile Invuln: 14-31f; Airborne 12-34f (Forced Knockdown state)
  • Kicking leg is Anti-Air Invuln on frames 28-30
  • 2 hits vs. grounded, up to 3 hits vs. airborne; first 7 active frames can only hit airborne (functionally 30f startup)
  • Puts airborne opponents into limited juggle state; different follow-ups depending on number of hits
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)
214KK
Crack Shoot
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(21) 4 2+17 land - 1200 LH KD +29 -2
  • Airborne 8-25f (Forced Knockdown state); hops over many grounded attacks
  • Punish Counter: HKD +29
  • Puts airborne opponents into limited juggle OTG bounce state
  • First active frame can only hit airborne (functionally 21f startup); first 2 active frames can anti-air


Terry hops into the air, flipping forward and swinging his leg down. It can hop over many grounded attacks, especially common pokes like 2MP/2MK, and can even anti-air opponents that try to bait it with a jump (though it cannot hit cross-up). Each version has has its own unique use with varying speeds, hit/block advantages, and travel distances. All versions are safe on block but susceptible to Perfect Parry, and most characters have a button like 5LP that can swat Terry out of the air when used predictably.

LK Crack Shoot - The fastest version with the least range. When canceled from a blocked Heavy normal (except 2MK~2HK), it creates a true blockstring to chip down the opponent's Drive gauge; canceling from a Medium leaves a small blockstring gap that can Counter-hit the opponent, though it leaves Terry vulnerable to meterless anti-air specials. A string like 2MK > 214LK, if not overused, is a fairly low-risk way of scoring a quick hit in neutral. In Burnout pressure, Terry can get true blockstrings even from Mediums, but the forward movement doesn't compensate for the pushback, so he cannot continue looping Crack Shoot pressure.

MK Crack Shoot - Similar to the LK version, but with more forward movement and some better combo utility. It can juggle directly from a 2MK~2HK Target Combo, into 623HP (corner) or SA1 (midscreen). It leaves larger blockstring gaps when canceled into, but is still very useful in Burnout blockstring loops; by using the sequence of [5LP, 2MP > 214MK, 5LP, 2MP > 214KK], you can keep chipping the opponent while pushing them toward the corner. Only Supers or anti-air invincible DPs can escape this loop.

Both the LK/MK versions can be used to achieve a side switch in certain scenarios. At close range, they will both corpse-hop over a downed opponent, such as after Punish Counter 2HK. You can also delay a cancel from HK Power Charge (236HK) to hop underneath a juggled opponent, which may be worth the damage loss after a cornered Perfect Parry.

HK Crack Shoot is the slowest and longest-range version, similar to Ken's HK Dragonlash. If you can make the opponent respect it, it gives the best situation on block, especially in Burnout. It can also be spaced precisely to become +1 on block. The most important use for the HK version is to cancel it from HK Power Charge; with precise timing, it can juggle all 3 hits, giving the best juggle state for HP Rising Tackle or a Super follow-up. Juggles can be finicky if you only land 2 airborne hits. This version does not combo after a 2MK~2HK launch.

OD Crack Shoot is the best version for dodging the opponents attacks during Terry's approach. It works well in juggles, like after 2MK~2HK, giving a quick bounce that can lead to Rising Tackle or a Super. If the opponent tries to jump in anticipation of your approach, it's possible to snipe them out of the air with its great vertical hitbox. It's also very important for Terry's Burnout pressure, as he slowly gets pushed out of range on his meterless blockstrings. While this costs 2 Drive bars every other rep, Terry continues to build meter when the opponent blocks. This lets him stay close to the opponent for much longer, chipping them as they get pushed toward the corner.


Super Arts

Level 1 Super (236236K)
Buster Wolf
Level 1 Super Art
SF6 Classic.png 236236K
SF6 Modern.png 236236K or 5HS or 6HS
SF6 Terry 236236k.png
ARE YOU OK?
SF6 Terry 236236k 2.png
BUSTER WOLF
Hitboxes Off
Hitboxes On

236236K
Buster Wolf
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 12 60(45) - 2000 LH KD +22 -26
  • Strike/Throw Invuln: 1-8f; Armor Break
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • Puts opponent into limited juggle state on hit (can land another SA1 if juggled on later active frames)
  • Travels ~80% screen length; transitions to projectile follow-up on hit only
  • If 1st hit trades, deals 500 damage and puts opponent into free juggle crumple state (follow-ups possible)
  • Incurs a fixed 45f recovery on block (advantage does not change on later active frames)
  • 30% minimum damage scaling; applies 30% damage scaling to next hit when beginning a combo


A fast, long-range Super with great utility as a reversal, punish, and combo ender. Buster Wolf can punish moves that are usually safe due to pushback (like a spaced Dhalsim SA1), or whiff punish pokes that Terry would otherwise have trouble reaching. It becomes his main reversal option in Burnout, beating anything except projectiles.

Terry can juggle into SA1 in a plethora of situations, most notably after 236MK anywhere on the screen. Off a midscreen 2MK~2HK launch, the best way to score damage and corner carry is with a juggle into 236MK + SA1. On a high juggle connect in the corner, the opponent is launched high enough to connect a second SA1 for some nice damage (e.g. 2MK~2HK > SA1, SA1).

When connecting on a grounded opponent, Terry only gets oki in the corner, where a dash leaves him +3. He also gets an auto-timed meaty 6HP overhead, though it doesn't give a link without Counter-hit. Midscreen, the best he can do is send out a LP Power Wave to cover his approach, as long the opponent doesn't have a fast anti-fireball Super stocked. Juggling into SA1 increases your knockdown advantage significantly, from +31 to +44 depending on height. A high juggle like 236MK into SA1 gives enough time to pressure even a midscreen opponent with Dash + Drive Rush buttons.

Level 2 Super (214214P~PP~PP)
Power Geyser
Level 2 Super Art
SF6 Classic.png 214214P~PP~PP
SF6 Classic.png 21416MKHP (alt)
SF6 Modern.png 214214M~XX~XX or 4HS~XX~XX
SF6 Terry 214214p.png

SF6 Terry 214214p pp.png

SF6 Terry 214214p pp pp.png
SF6 Terry 214214p hitbox.png
SF6 Terry 214214p 2 hitbox.png

SF6 Terry 214214p pp hitbox.png
Hitboxes Off
Hitboxes On

214214P
Power Geyser
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 13 54 - 2600 LH KD +24 -27
  • Full Invuln: 1-17f; Anti-Air Invuln: 18-25f; Armor Break
  • 1-hit Super-priority projectile hitbox; hitbox expands forward and upward throughout the active frames
  • Cancel Hitconfirm Window: 28f (Twin Geyser)
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
  • 40% minimum damage scaling; applies 50% damage scaling to next hit when beginning a combo
  • Alternate input (21416+MKHP) causes a classic Power Geyser effect (attack properties are unchanged)

A projectile ground-pound with good range and invincibility, giving it anti-air and anti-projectile applications. On hit only, Terry has follow-ups at the cost of additional Drive and Super meter. If used as a reversal, the slow startup allows the opponent to safely apply meaty pressure with light normals. The heavy scaling also severely weakens the follow-ups when starting a combo with SA2. If the opponent is launched high enough, it can be used as a juggle ender. As an example, the final 4 recovery frames of 236MK are cancelable into SA2, allowing Terry to juggle it anywhere on the screen.

After an SA2 knockdown, Terry gets weak oki midscreen; he can Drive Rush and barely reach with a max range medium or heavy normal, but doesn't get great pressure or confirms in most cases. In the corner, a dash leaves him +5 for a great strike/throw mixup; a meaty 5LP/2LP leaves you +6/+1, enough to link into 2MP even on a regular hit.

214214P~PP
Twin Geyser
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 6 43 - 1100
(440 scaled)
LH KD +55 -
  • Follow-up to Power Geyser on hit only; costs an additional 3 bars of Drive Gauge
  • No invincibility; does not drain any additional Drive gauge from the opponent
  • Puts opponent into limited juggle state on hit
  • Can be delayed significantly after Power Geyser hits, affecting the opponent's juggle height
  • Cancel Hitconfirm Window: 57-70f (Triple Geyser)
  • 40% minimum damage scaling; applies 20% immediate scaling when comboed into

The extra Drive cost makes this quite expensive, especially if canceling from an OD move in your combo route. There are optimal damage routes that use SA2 follow-ups instead of the usual SA3 ender, but this should mostly be saved for kill combos because Terry will end up in a much worse Drive situation (3-bar cost, no regen during cinematic, less Drive depletion for opponent).

Twin Geyser has no invincibility on its own, so lingering projectiles like Kimberly's Spraycan can punish Terry depending on the timing. If you don't have another full Super bar for the Triple Geyser ender, you can pick up other juggles after this hit, such as 214MP or DR~5MP. These will do very little damage due to scaling, and are mostly useful for corner carry. You can also choose to spend your third Super bar on SA1 here, but this is only useful if required to put the opponent into Burnout.

214214P~PP~PP
Triple Geyser
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 1 125 - 2500
(1000 scaled)
LH KD +18 -
  • Follow-up to Twin Geyser on hit; costs an additional 1 bar of Super Gauge
    • Attempting to input this without enough Super gauge results in a failed attack that leaves Terry at KD -3
  • Full Invuln: 1-139f (entire animation)
  • Drive Gauge Depletion: 0.2 bars (hit)
  • 40% minimum damage scaling; applies 20% immediate scaling when comboed into

A powerful but costly ender that can make SA2 as dangerous as an SA3 when dumping resources. Useful when needed for a kill combo, but otherwise it's often better to pick SA3 for Drive Gauge management purposes.

The opponent gets launched across the screen, preventing Terry from getting any midscreen oki. In the corner, he can manually time a strike/throw mixup or position himself for a shimmy. Some good auto-timed oki sequences are:

  • OD Power Wave - +6/+2, leaves Terry in throw range and can link to another 2MP
    • On hit, sets up another 2MP > 236PP (also +6 oH for a combo loop but puts Terry in Burnout)
  • DR~2MP - +11/+5, great pressure but cannot bait a 6f reversal out of DR

Level 3 Super (236236P)
Rising Fang
Level 3 Super Art
SF6 Classic.png 236236P
SF6 Modern.png 236236H or 2HS
SF6 Terry 236236p.png
THIS ENDS HERE!

SF6 Terry 236236p ca.png
Critical Art adds 500 more damage
SF6 Terry 236236p hitbox.png
Critical Art adds 500 more damage
Hitboxes Off
Hitboxes On

236236P
Rising Fang
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(3) 27 29+28 land - 4000
(2650-3000)
LH HKD +22
(KD +29~31)
-50(-53)
  • Full Invuln: 1-16f; Airborne 9-63f (Forced Knockdown state); Armor Break
  • Only the first 3 active frames cause a cinematic hit; non-cinematic damage: 350x6~7,550
  • 3f startup only when canceled from 623P or 214P
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block); up to 0.93 bars if opponent stand blocks
    • Non-cinematic version only depletes up to 1 bar on hit
    • Cinematic time regenerates ~2.1 Drive bars for Terry
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
236236P
Rising Fang (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(3) 27 29+28 land - 4500
(3150-3500)
LH HKD +37
(KD +29~31)
-50(-53)
  • Full Invuln: 1-16f; Airborne 9-63f (Forced Knockdown state); Armor Break
  • Available at 25% HP or below
  • Only the first 3 active frames cause a cinematic hit; non-cinematic damage: 350x6~7,1050
  • 3f startup only when canceled from 623P or 214P
  • Drive Gauge Depletion: 2 bars (hit) / 1 bars (block); up to 1.3 bars if opponent stand blocks
    • Non-cinematic version only depletes up to 1.7 bars on hit
    • Cinematic time regenerates ~2.1 Drive bars for Terry
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


Terry performs a stronger version of his Rising Tackle, leading to a cinematic hit on the early active frames. If input too early or from too far away, it will instead play out a weaker non-cinematic version that depletes less Drive meter, deals less damage, and loses its Hard Knockdown.

Just like Rising Tackle, SA3 can be used as an anti-air, reversal, or juggle ender. It's fast enough to be good at all of these, but it shares the weakness of whiffing under some close range jumps. You can instead cancel an anti-air Rising Tackle into SA3, but this only works on a very deep connect and loses some damage due to scaling. In juggles, you'll usually want to end with 623HP > SA3; if you are too far for the Rising Tackle, you will usually be too far to connect SA3 too.

A cinematic SA3 gives decent oki midscreen, with a Drive Rush just barely getting into throw range or allowing pressure with a delayed button like 2MP or 5HP. If you don't want to spend meter, Forward Dash leaves you +3 near max 2MP range for minimal pressure unless the opponent is cornered. A cinematic Critical Art has much better knockdown advantage and always sends the opponent to the opposite edge of the screen. This leaves more freedom on your oki routes, such as Drive Rush into delayed 6HP or Dash + Drive Rush into a strike/throw mixup. Non-cinematic hits have more variable knockdowns, but you can generally chase the opponent with Drive Rush oki.

Since the final hit whiffs on crouch blocking opponents, SA3's chip damage is standardized assuming the opponent will crouch block. Practicing against a stand blocking training dummy can cause players to overestimate Terry's chip damage on a burned out opponent.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
SF6 Classic.png 5PPPKKK
SF6 Modern.png 5LMHS+DP+A
SF6 Terry 5pppkkk.png
"Hey! C'mon C'mon!"

SF6 Terry 5pppkkk burnout.png
"Hey buddy, I got tons of fight left in me!"

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

Forward Taunt (6PPPKKK)
Forward Taunt
SF6 Classic.png 6PPPKKK
SF6 Modern.png 6LMHS+DP+A
SF6 Terry 6pppkkk.png
"No line here? Alright."

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

Back Taunt (4PPPKKK)
Back Taunt
SF6 Classic.png 4PPPKKK
SF6 Modern.png 4LMHS+DP+A
SF6 Terry 4pppkkk.png
"We gonna fight or what? I don't have all day.
*whistles* Geez..."

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



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