Street Fighter 6/Terry/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Terry HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Terry Portrait.png 10000 0.8 0.048 0.032 19 23 1.50 0.985 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 4 3 7 13 +4 -1 LH Chn Sp SA 13
5MP 700 7 3 16 25 +1 -3 LH Sp SA TC 15 / 16 TC
5HP 400x2 9 1,3 18(16) 30(28) +2 +1 LH,LH Sp SA 27(17)
5LK 300 5 2 12 18 +2 -2 LH Sp SA 12
5MK 700 9 3 18 29 +5 -2 LH -
5HK 900 12 4 21 36 +1 -4 LH -
2LP 300 4 3 8 14 +4 -1 LH Chn Sp SA 13
2MP 600 6 4 13(14) 22(23) +5 -1 LH Sp SA 16
2HP 800 8 6(4) 22(20) 35(31) +1 -4 LH Sp SA 18
2LK 200 5 2 11 17 +3 -3 L Chn
2MK 500 8 3 19 29 -2 -6 L Sp SA TC 13
2HK 900 11 3 23 36 KD +32 -11 L -
j.LP 300 4 7 3 land +6(+9) +2(+5) H -
j.MP 700 7 4 3 land +11 +7 H -
j.HP 800 9 6 3 land +9(+15) +5(+11) H -
j.LK 300 5 7 3 land +7(+9) +3(+5) H -
j.MK 500 7 6 3 land +8(+13) +4(+9) H -
j.HK 800 10 7 3 land +9(+15) +5(+11) H -
6HP 800 22 3 19 43 +2 -2 H -
5MP~HP 700 16 3 22 40 KD +29 -5 LH -
5MP~HK 600 18 3 31 51 KD +39 -14 LH TC 67-68 (36)
5MP~HK~HK 1050 (910) 18 3(21)6 33 80 KD +25(+22) - - -
5MP~HK~HK 1200 (1040) 18 3(21)6 33 80 KD +24(+23) - - -
5MP~MK 400 13 2 27(38) 41(52) -3 -12 LH TC
5MP~MK~MP 1000 24 2 18 land 43 +4 +3 LH -
5MP~MK~MK 1000 24 2 20 land 45 +3 -2 LH -
2MK~2HK 500 (400) 13 2 28 42 KD +35 -16 LH Sp SA 42-44

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock After DR onHit After DR onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock After DR onHit After DR onBlock Hitstun Blockstun Hitstop
5LP 20% Starter +8 -8 +4 -1 +8 +3 14 9 9
5MP +5 -17 +10 +6 +5 +3 20 16 11
5HP +6 -20 +17/+13 +11/+10 +6 +5 27,23 (24 total) 21,20 (21 total) 12,10 / 13 (2nd only)
5LK 20% Starter +6 -12 +4 0 +6 +2 16 12 9
5MK +9 -19 +9 +2 26 19 11
5HK KD +59 Crumple -23 +5 0 26 21 13
2LP 20% Starter +8 -9 +5 0 +8 +3 15 10 9
2MP +9 -16 +12 +7 +9 +3 22 17 11
2HP +5 -22 +15 +10 +5 0 25 20 13
2LK 20% Starter +7 -11 +7 +1 16 10 9
2MK 20% Starter +2 -20 +8 +4 +2 -2 20 16 9
2HK HKD +47 -24 KD +32 -7 15 13
j.LP +10(+13) -5(-2) 13 9 9
j.MP +15 -2 15 11 11
j.HP +13(+19) -8(-2) 19 15 13
j.LK +11(+13) -4(-2) 13 9 9
j.MK +12(+17) -7(-2) 17 13 11
j.HK +13(+19) -8(-2) 19 15 13
6HP +6 -20 +6 +2 24 20 11
5MP~HP KD +29 -23 20 13
5MP~HK 20% Starter; Combo (2 hits) KD +39 -32 20 13
5MP~HK~HK 11,13,12,8
5MP~HK~HK
5MP~MK +1 -27 37 17 11
5MP~MK~MP -18 24 23 13
5MP~MK~MK -20 25 20 13
2MK~2HK Combo (2 hits) KD +35 KD +52 +1 14 14

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [4000] 1500 500 (350) 250 (125)
5HP 2000,3000 [4000x2] 1000x2 500x2 (350x2) 250x2 (125x2)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 4000 [6000] 2000 700 (490) 350 (175)
5HK 6000 [8000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 600 (420) 250 (125)
2HP 5000 [8000] 2000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2000 [4000] 1000 500 (350) 300 (150)
2HK 4000 [10000] 3000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
6HP 5000 [4000] 2000 oH / 1500 oB 1000 (700) 250 (125)
5MP~HP 2000 [4000] 600 600 (420) 300 (150)
5MP~HK 1000 [4000] 500 500 (350) 250 (125)
5MP~HK~HK 2500 1750 (1225)
5MP~HK~HK 3000 2250 (1575)
5MP~MK 2500 [4000] 1000 400 (280) 200 (100)
5MP~MK~MP 2500 1500 oH / 1000 oB 1000 (700) 200 (100)
5MP~MK~MK 2500 1500 oH / 1000 oB 1000 (700) 200 (100)
2MK~2HK 3000 [4000] 500 oH / 1500 oB 300 (210) 500 (250)

input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
5LP 1.01 1 1 0
5MP 1.298 (1.256) 1 1 0
5HP 1.245 (0.983) 1 1 0
5LK 1.19 1 1 0
5MK 1.542 1 1 0
5HK 1.802 (1.774) 1 / '"`UNIQ--templatestyles-00000000-QINU`"'-1 PC 1 0
2LP 0.91 1 1 0
2MP 1.16 1 1 0
2HP 0.79 (0.78) 1 1 0
2LK 1.10 1 1 0
2MK 1.501 1 1 0
2HK 1.629 1 1 3
j.LP 1.08 1 1 0
j.MP 0.81 1 1 3
j.HP 0.78 1 1 0
j.LK 0.92 1 1 0
j.MK 1.14 1 1 0
j.HK 1.15 1 1 0
6HP 1.468 (1.371) 1 1 0
5MP~HP 1 1 4
5MP~HK 45 45 4
5MP~HK~HK 50,60
5MP~HK~HK 50,60
5MP~MK 20-40 Full (hit) 1 1 3
5MP~MK~MP 1-25 Full 14-25 1 1 4
5MP~MK~MK 1-25 Full 16-25 1 1 1
2MK~2HK 2 1 2

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK; faster chain timing than 2LP (better vs. DI); more range than 2LP, but less hitstun (cannot combo naturally into 236LP, 214MP, or 236LK)
5MP Moves Terry slightly forward; cancelable into 3 different Target Combo routes; good against opponents in Burnout due to its low pushback
5HP 2 hits; 2f less recovery on block; both hits are cancelable, making it easy to hitconfirm; 1st hit has more hitstun, allowing combos into 236HK; Counter-hit/Punish Counter advantage carries through both hits; short range but good hitbox priority for counterpoking; 1st hit has much less range (only 2nd hit will connect as a ranged poke); when used out of Drive Rush on block, Terry is left slightly out of throw range but can microwalk + throw to beat 4f light normals
5LK Terry's longest range light normal for 5f punishes (but below average for a 5LK); useful in LK Power Charge loops when spaced; DR cancel is delayed until after 1st recovery frame
5MK Terry's main mid-range poke that can also link to 5LK at closer ranges; can easily link to SA1 on Counter-hit; front leg hurtbox is raised on frames 3-20 making it strong against low pokes
5HK Solid poke for chipping the opponent's Drive gauge with its good range and hitbox priority; Punish Counter puts grounded opponents into a free juggle crumple state (+18 before opponent is knocked down); Punish Counter puts airborne opponents into limited juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles; decent anti-air on frames 14-15 (strict timing to use effectively)
2LP Chains into 5LP/2LP/2LK; shortest range of Terry's light normals, but naturally combos into 236LP, 214MP, and 236LK; topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air
2MP 1f extra recovery on block/whiff; great poke, counterpoke, meaty, and combo tool that can be up to +3 on block; topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks, preventing its use as an anti-air
2HP Forces stand; good anti-air on frames 10-13 but cannot hit cross-up; very short horizontal range; only first 2 active frames are cancelable; if the attack connects on the first 2 active frames, it has 2 fewer active and recovery frames (meaty timing can be up to 2f worse on hit/block if 3rd active frame connects); active frames 4-6 whiff on crouching opponents unless they extend a vertical hurtbox; delaying the cancel into 236PP can grant better frame advantage for combo extensions
2LK Chains into 5LP/2LP/2LK; good range, hitbox priority, and low pushback for a 2LK make it a great combo/blockstring starter or Drive Rush starter that can link into 2MP/5MP on hit
2MK Very long range low poke with a launching TC extension; DR cancel is delayed until after active frames; moves Terry forward during cancelable frames (makes 2MK~2HK more consistent, keeps Terry closer for Crack Shoot burnout pressure, but makes Power Wave cancels more unsafe)
2HK Good hitbox priority for counterpoking, but large extended hurtbox on whiff; can situationally anti-air some airborne moves at longer ranges; has juggle potential (not a Hard Knockdown when juggled into)
j.LP Fast air-to-air
j.MP Puts airborne opponents into limited juggle state; has a large air-to-air hitbox; only the last active frame can connect on grounded opponents (standing only, strict timing); shifts Terry's hurtbox upward during startup
j.HP Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good hitbox priority for close-range jump-ins
j.LK Fast air-to-air that hits above Terry
j.MK Cross-up with good horizontal range and forward hitbox priority
j.HK Strongest all-purpose jump-in with good range and horizontal/vertical hitbox priority
6HP Can link into 5LP/2LP with perfect meaty timing; leaves Terry slightly out of throw range when used from Drive Rush
5MP~HP Puts opponent into limited juggle state (no follow-up juggles possible); high pushback on block keeps Terry safe if well-spaced; 3f gap on block for a frame trap (but can lose to 3f startup counters/armor moves)
5MP~HK Puts opponent into limited juggle state; does not combo naturally on grounded opponents (requires at least Counter-hit or meaty timing); can be used in juggle routes; can follow up with Power Dunk on hit only; 5f gap between hits if blocked
5MP~HK~HK () refers to scaled damage from CH 5MP combo starter; this standard version occurs when buffering Power Dunk early or within the final 2f of the cancel window; KD advantage varies depending on timing (early input gives better advantage); can only be performed on hit; useful for corner carry and oki
5MP~HK~HK () refers to scaled damage from CH 5MP combo starter; extra damage when performed within a strict 2f timing window (success indicated by screen shake); can only be performed on hit; useful for corner carry and oki
5MP~MK Invuln applies during recovery on hit only; no collision box during invuln frames; can be followed up with Jumping Lariat or Jumping Knee; follow-ups cause invuln to be extended until the attack active frames (can significantly delay the follow-up for much longer invincibility); true blockstring but can be delayed for a 1f gap on block
5MP~MK~MP Follow-up from Passing Sway on hit only (does not combo unless juggled into); can only hit on the same side (whiffs if holding forward for cross-up); -23~29 on whiff if Terry crosses up; full invincibility and no collision box from 5MP~MK is extended until end of active frames; can significantly delay the input to disrupt Perfect Parry timing while the extended invincibility window can beat normals and nearly all reversals (3-9f gap between hits); leaves Terry close enough for follow-up link on hit, and slightly out of throw range on block; will counter-hit a 4f normal but can lose to specials with early anti-air invuln regardless of which side Terry recovers; in the corner, Terry will still connect even if attempting to whiff a cross-up Jumping Lariat; if the opponent walks forward while cornered, Jumping Lariat will whiff regardless of which side Terry chooses (and will also block Jumping Knee); midscreen, Jumping Lariat will whiff if the opponent walks forward with a walkspeed of 0.045 or faster (if the input is delayed, all characters can walk forward to make it whiff)
5MP~MK~MK Follow-up from Passing Sway on hit (does not combo unless juggled into); can only hit cross-up (must be holding forward); -25~31 on whiff if Terry does not cross-up; full invincibility and no collision box from 5MP~MK is extended until end of active frames; can significantly delay the input to disrupt Perfect Parry timing while the extended invincibility window can beat normals and nearly all reversals (3-9f gap between hits); Terry recovers point blank on hit for a strike/throw mixup, and safely out of throw range on block; will counter-hit a 4f normal but can lose to specials with early anti-air invuln regardless of which side Terry recovers; does not cross up against cornered opponents, but if the opponent holds forward they will automatically block the cross-up (leaving Terry at point blank); this also applies midscreen if the opponent walks forward with a walk speed of 0.045 or faster (though this does not avoid the Jumping Lariat ender midscreen)
2MK~2HK Puts opponent into limited juggle state; () refers to scaled damage from 2MK combo starter; can always be interrupted by an invincible reversal if DR canceled on block; DR cancel is delayed until after 2nd recovery frame; special cancel is delayed until after 3rd recovery frame

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +22 - T
4LPLK 1200 (2040) 5 3 23 30 KD +18 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -6 LH
6HPHK 500 recoverable 18 3 26(31) 46(51) KD +23 -6 LH
MPMK - 1 12 or until released 33(1)(11) 45(3) - - -
MPMK~66 - 3+8 - 15(37) 26(48) - - -
MPMK or 66 - 9 - 15(37) 24(46) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +22
4LPLK 20% Immediate HKD +18
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 23 20
6HPHK 125 recoverable KD +23 -27 23 20
MPMK 50% Multiplier (Perfect)
MPMK~66 15% Multiplier (Mid-Combo)
MPMK or 66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
6HPHK -20000
MPMK -5000,250~
MPMK~66 -10000
MPMK or 66 -30000

input Invuln Armor Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Range Juggle Start Juggle Increase Juggle Limit
LPLK 0.80
4LPLK 0.80
HPHK 1-27 2.50 0 1 0
6HPHK 1-22 Full Break 1.849 200 100 1
6HPHK 1-20 Full Break 1.849 200 100 1
MPMK 6 Full (after Perfect Parry)
MPMK~66
MPMK or 66

input Notes
input Notes
LPLK Can dash for a +3 corner throw loop; can also walk for manual timing (very strict 1f timing but allows him to shimmy)
4LPLK Side switches; cannot walk or dash for a corner throw loops; can use immediate DR~2MP for corner oki, but this is susceptible to invincible reversals on reaction; midscreen, chasing with Drive Rush gives very weak oki
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal.
6HPHK Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal.
MPMK See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo.
MPMK~66 See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.634 (min/throw), 2.416 (min/block), 3.181 (max/final DR frame)
MPMK or 66 See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
236LP 600 14 - 35 49 -3 -9 LH SA3 4
236MP 700 16 [14] 32 48 0 -6 LH SA3 4
236PP 400x2 15 - 28 43 +2 -2 LH,LH SA2 SA3 8
236HP 900 29 9 14 51 +8 +5 LH SA3 10
214LP 500,400 (900) 10(22) 2(10)2 23 46 +2 -5 LH,H SA3 (2nd) 36(13)
214LPMP 400x2,600 (1400) 10(22) 2(10)2 23 46 KD +33 -5 LH,H,LH SA2 SA3 (2nd) 36(13)
214MP 1000 14 9 20 42 KD +30~42 -6(+2) LH SA3 17
214HP 1200 23 14 17 53 KD +28~41 -8(+5) LH SA3 17
214MPHP or 214LPHP 1400 19 14 17 49 KD +60~73 -8(+5) LH SA2 SA3 23
623LP 1000(700) 5 10 21+12 land 47 KD +33 -23 LH SA3 17
623MP 600x2 6 4,6 28+12 land 55 KD +25 -26 LH SA3 14
623HP 700,300x2 (1300) 7 2,4,14 27+15 land 68 KD +27 -36(-40) LH SA3 14
623PP 400,200x4,400 (1600) 6 2,3,2,2,3,3 34+15 land 69 KD +27 -42 LH -
236LK 700 14 5 24 42 +3(+7) -9(-5) LH SA3 18
236MK 800 20 6 23 48 KD +42~47 -11(-6) LH SA3 19
236HK 800 25 9 27 60 KD +37~45 -16(-8) LH Sp* SA3 25 (36 Sp)
236KK 800 19 8 24 50 KD +55~76 Wall Bounce -14(-7) LH SA2 SA3 24
214LK 700 16(18) 4 4+14 land 37 +1 -3 LH -
214MK 700 / 450x2 17(22) 4,3 2+16 land 41 +3 -3 LH -
214HK 300x3,800 (900~1400) 23(30) 3,3,2,3 1+18 land 52 KD +43~45 -1 LH -
214KK 1200 20(21) 4 2+17 land 42 KD +29 -2 LH -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236LP 150 +1 -25 27 8
236MP 175 KD +33~46 -22 27 8
236PP 100x2 20% Starter +6 -7 27 total 8,8 (7,0 self)
236HP 225 +12 -21 28 8
214LP 125,100 (225) 30% Starter +6 -23(-35) 32(20) 11,10
214LPMP 100x2 20% Starter KD +33 -23(-35) 32(20) 11,10,19
214MP 250 KD +30~42 -27(-19) 23 15
214HP 300 KD +28~41 -29(-16) 23 15
214MPHP or 214LPHP 350 20% Starter; Combo (2 hits) KD +70~83 (+138~151) Tumble -29(-16) 23 15
623LP 250 20% Starter KD +33 -41 20 15
623MP 150x2 20% Starter KD +25 -48(-41) 24 12,10
623HP 175,75x2 (325) 20% Starter KD +27 -60(-53) 26(22) 12,6,6
623PP 100,50 KD +27 -62 22 total 12,3x4,5
236LK 175 20% Starter; Combo (2 hits) +7(+11) -27(-23) 20 12
236MK 200 20% Starter; Combo (2 hits) KD +42~47 -27(-22) 18 12
236HK 200 KD +37~45 -34(-26) 20 15
236KK 200 Combo (2 hits) KD +55~76 Wall Bounce -30(-23) 18 15
214LK 175 HKD +29 -18 17 10
214MK 175 HKD +28 -18 17 10,10
214HK 75,200 (275) Combo (2 hits) KD +43~45 -21 22 total 8x3,12
214KK 300 HKD +29 -20 20 12

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
236LP 2500 [2000] 1000 600 (420) 300 (150)
236MP 2500 [2000] 1000 700 (490) 350 (175)
236PP 1250x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2)
236HP 7000 [2000] 1500 1000 (700) 500 (250)
214LP 1000,3000 [5000x2] 1000x2 300,400 (210,280) 150,200 (75,100)
214LPMP 2000,3000 [2500x2,5000] -20000 200,500,600 (140,350,420) 100,250 (50,125)
214MP 5000 [6000] 2000 1000 (700) 275 (137)
214HP 6000 [10000] 3000 oH / 2000 oB 1200 (840) 275 (137)
214MPHP or 214LPHP 8000 [10000] -20000 1200 (840) 600 (300)
623LP 4000 [5000] 2000 800 (560) 400 (200)
623MP 2000x2 [5000] 2000x2 600x2 (420x2) 250x2 (125x2)
623HP 1400x3 [5000] 1000,500x2 oH / 2000,1000x2 oB 400,300x2 (280,210x2) 200x3 (100x3)
623PP 1000x2 -20000 600,200x5 (420,140x5) 150,100 (75,50)
236LK 3000 [5000] 1500 500 (350) 250 (125)
236MK 3000 [5000] 2000 800 (560) 400 (200)
236HK 3000 [5000] 2000 500 (350) 250 (125)
236KK 3000 [5000] -20000 1000 (700) 500 (250)
214LK 2500 [8000] 1000 800 (560) 200 (100)
214MK 3500 [8000 / 3000x2 air] 1000 / 700x2 air 500x2 (350x2) 250 (125)
214HK 2000,3000 [3000x3] 1000,3000 / 1000x3 air 300x3,600 (210x3,420) 150,300 (75,150)
214KK 3000 [10000] -20000 1000 (700) 200 (100)

input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
236LP 1 2 1
236MP 1 1 3
236PP 1 0,1 1
236HP 1 1 5
214LP 1.618 (1.037) 3 1,1 8,9
214LPMP 1.818 (1.287) 3 1x3 8,9,10
214MP 2.862 (1.653) 1 1 10
214HP 3.908 (1.659) 1 20 10
214MPHP or 214LPHP 3.908 (1.659) 1 1 10
623LP 1-14 Air 6-35 (FKD) 0.71 (1st) 1 5 5
623MP 1-10 Air 7-43 (FKD) 1.248 (1st) 1 1,1 5(6),6
623HP 1-8 Air 8-53 (FKD) 1.318 (1st) 1 0x3 6(8),8,8
623PP 1-10 Full 7-54 (FKD) 1.248 (1st) 100 0x5,100 9x5,10
236LK 1.960 (1.384) 1 1 4
236MK 2.441 (1.789) 1 1 4
236HK 2.895 (1.645) 1 1 2
236KK 2.871 (1.665) 3 2 5
214LK 7-23 (FKD) 1 1 5
214MK 9-25 (FKD) 1 1,1 5,5
214HK 14-31 Lower Body Projectile 12-34 (FKD) 1 1x4 5x3,6
214KK 8-25 (FKD) 1 1 8

input Notes
input Notes
236LP 1-hit projectile; travels fullscreen, moving slowly along the ground; can pass underneath standard projectiles without clashing; puts airborne opponents into limited juggle state; no head hurtbox on frames 11-41 (while leaning over); extended arm hurtbox on frames 14-37 is projectile invuln
236MP 1-hit projectile; travels more quickly than LP version but dissipates at ~60% screen distance; causes knockdown on Counter-hit/Punish Counter (KD +33~46); hitbox is at ground level but reaches high enough to clash with standard projectiles; projectile speed starts slow and accelerates each active frame; puts airborne opponents into limited juggle state; no head hurtbox on frames 11-41 (while leaning over); extended arm hurtbox on frames 18-39 is projectile invuln
236PP 2-hit OD projectile; travels fullscreen, moving slowly along the ground; hitbox is at ground level but reaches high enough to clash with standard OD projectiles; acts as a shield allowing Terry to Drive Rush for pressure; no head hurtbox on frames 13-36 (while leaning over); extended arm hurtbox on frames 16-25 is projectile invuln; Counter-hit/Punish Counter advantage carries through both hits; puts airborne opponents into limited juggle state (can pop opponents up twice at certain juggle spacings)
236HP Stationary 1-hit projectile hitbox that can dissipate fireballs or apply meaty pressure; can be perfect parried like a strike (screen freeze); puts airborne opponents into limited juggle state; no head hurtbox on frames 24-48 (while leaning over)
214LP 2 hits; functionally 22f startup as an overhead; on hit, leaves Terry at close range for a strike/throw/shimmy mixup; short range, primarily used in light confirms
214LPMP 2 hits that transition to a 3rd attack on hit only; functionally 22f startup as an overhead
214MP Travels about 50% of the screen; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; only cancelable on 1st active frame (cannot cancel on a farther range connect); grants a safe jump on hit if final active frame connects; puts airborne opponents into limited juggle state (can juggle after very late connect)
214HP Travels about 80% of the screen; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; useful approach when following behind Power Wave; Terry raises his hands for a reactable visual cue; only cancelable on 1st active frame (cannot cancel on a farther range connect); puts airborne opponents into limited juggle state (can juggle after very late connect)
214MPHP or 214LPHP Punish Counter puts opponent into tumbling OTG state (wall splat if opponent reaches the corner); only cancelable on the first 7 active frames; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; puts airborne opponents into limited juggle state (can juggle after very late connect)
623LP Very short horizontal range (hits straight above Terry to anti-air close jumps); cannot hit cross-up; active frames 3-10 do reduced damage; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); puts opponent into limited juggle state (allows follow-up juggles on a high connect)
623MP Medium horizontal range; cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state
623HP Farthest horizontal range (most consistent for combos, but may whiff under close jumps); cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); 3rd hit whiffs on crouch block (reduced chip and Drive damage); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state
623PP Horizontal range is between MP/HP versions (good anti-air for mid range jumps, as well as a strong juggle ender); cannot hit cross-up; can miss several hits of damage against high airborne opponent
236LK Short travel distance; comboable from lights except 5LP; keeps opponent standing for strike/throw mixup on hit; can be spaced out to allow a follow-up combo on hit; puts airborne opponents into limited juggle state
236MK Medium travel distance; comboable from 2MP or heavy normals; puts opponent into limited juggle state (airborne opponents are launched higher than the HK version); can juggle SA1 anywhere on screen; final 4 recovery frames are cancelable into SA2 on hit, allowing a juggle anywhere on screen; sets up a safe jump setup on a close range grounded hit
236HK Farthest travel distance; cancelable on frames 26-45 into special moves (except Power Charge) on hit only; delaying the special cancel allows different conversions or more optimal damage; puts opponent into limited juggle state (airborne opponents are not launched as high, resulting in more limited follow-ups); only combos naturally from the first hit of 5HP
236KK Causes Wall Bounce on hit; if used twice in a combo, 2nd hit will cause a quick wall splat that drops straight to the ground; KD advantage varies based on distance from wall (farther away gives higher advantage)
214LK First 2 active frames can only hit airborne opponents (functionally 18f startup); cannot hit cross-up; causes spike knockdown vs. airborne opponents; causes Hard Knockdown on Punish Counter (prevents follow-up links); can hop over many grounded attacks (especially crouching); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; very strong vs. Burnout, dealing chip while staying close range with frame advantage
214MK 2 hits vs. airborne, 1 hit vs. grounded (different damage values accordingly); first 5 active frames can only hit airborne opponents (functionally 22f startup); cannot hit cross-up; puts airborne opponents into limited juggle state; causes Hard Knockdown on Counter-hit/Punish Counter (prevents follow-up links); can hop over many grounded attacks (even some standing); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; very strong vs. Burnout, dealing chip while staying close range with frame advantage
214HK 2 hits vs. grounded, up to 3 hits vs. airborne; first 7 active frames can only hit airborne opponents (functionally 30f startup); cannot hit cross-up; puts airborne opponent into limited juggle state; kicking leg is anti-air invuln on frames 28-30; can be spaced out to hit once with 2f better advantage; technically has 4 hits, but up to 3 can land at once; damage is highly variable depending on which hits connect (last hit does most damage, but landing all 3 airborne hits allows strong juggle extensions); can hop over many grounded attacks (even some standing); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; strong vs. Burnout, dealing chip while staying close range with frame advantage (but too slow to cancel into for Burnout loops); last hit is lower to the ground than other versions and can beat moves that low profile other versions
214KK Puts airborne opponents into limited juggle OTG state; first active frame does not connect on grounded opponents (functionally 21f startup); first 2 active frames have a good anti-air hitbox; can hop over many grounded attacks (even some standing); very strong vs. Burnout, dealing chip while staying close range with frame advantage (often required to get point blank after 2 reps of meterless Burnout loop)

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236K 2000 7 12 60(45) 78(52) KD +22 -26 LH
214214P 2600 13 13 54 79 KD +24 -27 LH
214214P~PP 1100
(440 scaled)
22 6 43 70 KD +55 - LH
214214P~PP~PP 2500
(1000 scaled)
14 1 125 139 KD +18 - LH
236236P 4000
(2650-3000)
8(3) 27 29+28 land 91 HKD +22
(KD +29~31)
-50(-53) LH
236236P 4500
(3150-3500)
8(3) 27 29+28 land 91 HKD +37
(KD +29~31)
-50(-53) LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236K 500 30% Starter; 30% Minimum KD +22 -44 20 30,25
214214P 750 50% Starter; 40% Minimum KD +24 -56 40 15
214214P~PP 20% Immediate; 40% Minimum 15
214214P~PP~PP 20% Immediate; 40% Minimum 20
236236P 1100
(1000)
50% Minimum; 10% Immediate (Sp) HKD +22
(KD +29~31)
-75 34(31) 2,3,3
236236P 1350
(1250)
50% Minimum; 10% Immediate (Sp) HKD +37
(KD +29~31)
-75 34(31) 2,3,3

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236K 2500 5000 -10000 -10000
214214P 5000 10000 -20000 -20000
214214P~PP 0
214214P~PP~PP 2000 -10000 -10000
236236P 4000,1750x3 15000
(1000x7,3000)
-30000 -30000
236236P 4000,3000x3 20000
(1000x7,10000)
-30000 -30000

input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
236236K 1-8 Strike/Throw Break 3.862 (1.762) 20 20 99
214214P 1-17 Full, 18-25 Air Break 1 0 99
214214P~PP Break 1 0 99
214214P~PP~PP 1-139 Full Break 100 100 99
236236P 1-16 Full Break 9-63 (FKD) 1.585 (1st) 99
236236P 1-16 Full Break 9-63 (FKD) 1.585 (1st) 99

input Notes
input Notes
236236K Incurs a fixed 45f recovery on block (advantage is not affected by meaty timing); transitions to projectile follow-up on hit only; fast and long range, making it great for combos and punishes; puts opponent into limited juggle state and can combo into another SA1 if juggled high enough; if first hit trades, deals 500 damage and puts the opponent into a free juggle crumple state (may be able to follow up with moves like 214HP, Dash/DR normals, or another SA1)
214214P 1-hit Super-priority projectile hitbox with good anti-air and anti-projectile properties; can follow up with Twin Geyser (3 Drive bars) and Triple Geyser (1 Super bar) on hit only; starter scaling means that follow-ups will be heavily scaled after a reversal or anti-air SA2; can be performed during the last 4 recovery frames of 236MK for a juggle anywhere on screen; can also be input with 21416+MK+HP (cosmetic difference only)
214214P~PP Follow-up to Power Geyser for 3 Drive bars (on hit only); can also be followed up with SA1, 214MP, Drive Rush juggles, or more in the corner; the damage on non-Super follow-ups is extremely low when starting from raw SA2 due to starter scaling; attempting to input Triple Geyser follow-up without enough meter results in a whiffed attack that leaves Terry at -3 KD Advantage; no invincibility at all (can be hit by lingering moves like Kimberly's spraycan)
214214P~PP~PP Follow-up to Twin Geyser for 1 extra Super bar; attempting to input without a full Super meter results in a whiffed attack that leaves Terry at -3 KD Advantage
236236P Only the first 3 active frames cause cinematic hit; damage distribution on non-cinematic hit is 350(x6-7),550 with no HKD and less KD advantage; cinematic time regenerates ~2.1 Drive bars for Terry; faster 3f startup when canceled from Rising Tackle or Burning Knuckle; final hit whiffs on crouch block (reduced chip and Drive damage)
236236P Available at 25% HP or below; only the first 3 active frames cause cinematic hit; damage distribution on non-cinematic hit is 350(x6-7),1050 with no HKD and less KD advantage; cinematic time regenerates ~2.1 Drive bars for Terry; faster 3f startup when canceled from Rising Tackle or Burning Knuckle; final hit whiffs on crouch block (reduced chip and Drive damage)



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