Street Fighter 6/Terry/Strategy

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Neutral

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Offense

Frame Traps

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Okizeme and Mixups

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Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.

Knockdown KD Adv. Oki/Notes
Forward Throw +? ?
Back Throw +? ?
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +?
HKD +? (CH/PC)
KD +? (Juggle)
?
SA1 ? ?
SA2 ? ?
SA3/CA ? ?


vs. Burnout

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Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP/2LP 5LK/2LK 2MP 5MP 2MK/2HP 5MK/5HP 2HK 5HK 6HP
5LP~DRC 5 6 7 8 9 10 12 13 23
5MP~DRC 0 0 0 1 2 3 5 6 16
5HP(1)~DRC 0 0 0 0 0 0 0 1 11
5HP(2)~DRC 0 0 0 0 0 0 1 2 12
5LK~DRC 4 5 6 7 8 9 11 12 22
2LP~DRC 4 5 6 7 8 9 11 12 22
2MP~DRC 0 0 0 0 1 2 4 5 15
2HP~DRC 0 0 0 0 0 0 1 2 12
2MK~DRC 0 1 2 3 4 5 7 8 18
2MK~2HK~DRC 3 4 5 6 7 8 10 11 21


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DRC +4 5LP, 2HP ...
5LP, 2MK~2HK ...
5LP, 5MP ...
5LK~DRC
2LP~DRC +5
2MK~DRC +8 2MP, 5HP ...
2HP ...
5MP~DRC +10 5MK, 5HP(1) > 236HK ...
5HP(1) > 236HP, 2HP ...
  • Corner only
2MP~DRC +12
5HP(2)~DRC +13
2HP~DRC +15
5HP(1)~DRC +17
2MK~2HK~DRC Free Juggle ?


Defense

Reversals

  • OD Rising Tackle (623PP) - Fully invincible reversal with fast startup. Can break 1-hit armor like Zangief's 5HP or Marisa's Gladius.
  • SA1 (236236K) - Strike/Throw invincible and fast with excellent range, but loses to meaty projectiles
  • SA2 (214214P) - Fully invincible with good range and damaging follow-ups, but very slow; can lose to meaty light normals
  • SA3/CA (236236P) - Fast and fully invincible; may not connect for full cinematic at some ranges


Anti-Airs

  • 2HP - Decent vertical hitbox, but must react early compared to many similar anti-air normals
  • Rising Tackle (623P) - Anti-air invuln; LP for close jumps/cross-cut and HP for longer range jumps. Cancelable into SA3/CA if the first active frame connects for good damage despite heavy damage scaling.
  • SA1 (236236K) - Can anti-air back/neutral jumps from farther away; invincibility may run out if too far, resulting in a loss or trade
  • SA2 (214214P) - Somewhat slow, but the hitbox and invincibility make it a consistent option
  • SA3/CA (236236P) - Expensive but rewarding anti-air, used similarly to Rising Tackle. If the opponent is too high up or far away, a lower damage non-cinematic version will come out instead.
  • j.MP / j.LP / j.LK - Air-to-air options. j.MP gives a knockdown for better oki/positioning but is a little slower. j.LP is the fastest and hits straight in front, while j.LK hits at an angle slightly above Terry.


Anti-Projectile

  • HK Crack Shoot (214HK) - Generally requires a prediction rather than a true reaction, but can hop over fireballs for a knockdown punish. Also safe if blocked.
  • Power Wave (236P) - The MP version will clash with standard projectiles in fireball wars. The LP version will pass underneath; this makes it a poor reaction counter, but is great if Terry gets his fireball game established first. The OD version will destroy any incoming meterless projectiles while providing a slow shield to walk behind, while clashing with other 2-hit OD fireballs.


Fighting vs. Terry

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