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 |
< Street Fighter 6 | Terry
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
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 | 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) |