SvC Chaos: SNK Vs Capcom/Terry Bogard

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テリー・ボガード, Terry Bogard
"You can't be ready to throw in the towel yet, are you? This wolf's still pumped!"
Category Normal
Playstyle Rushdown
Difficulty Simple
Max Mode Needed? Up To You
Tier Placement Very Strong (A)
Standing Hitbox ?
Crouching Hitbox Short
Defense Modifier 215
Wall Jump No

Introduction

Terryfacesvc.png

Packing a cool hat, Terry Bogard is the main character from the Fatal Fury series and SNK's mascot character. He is known as one of the "Lonely/Hungry Wolves," with the other two being his friend Joe Higashi and his brother Andy Bogard. As always, he's one of the easiest characters for new players to pick up and play. While he might be very similar to his KOF2002 iteration, where he's a low-tier character, in this game he's so good he's borderline top-tier, requiring very little effort to get results thanks to a whole slew of buffs (whether intentional or not) that make his rushdown game quite threatening.

Strengths Weaknesses
  • Extremely Easy to Learn: If you've played Terry in any other game, you know how he works here. He's arguably the easiest character in the game to pick up and play, with little in the way of difficult tech. A perfect character to focus on learning SVC's mechanical nuances with.
  • Fast Projectile: Terry's 236A projectile lets him play some decent grounded zoning, potentially forcing the opponent to react or getting a free poke in.
  • Versatile Specials and Supers: Terry's kit includes a lot of utility including a zoning projectile, a combo projectile, an advancing strike that can be made safe, fast and effective punishes and anti-airs, etc. Terry has everything he needs and nothing he doesn't to win.
  • Crack Shoot Juggles: Terry's Crack Shoot has juggle properties in this game, giving him easy access to extra damage especially in Max Mode.
  • Combo Extender Exceed: Much like other Deadly Rave-style Exceeds, Terry's can be ended early in specific parts of the input sequence to allow him to extend combos even further for massive damage. This can be useful if the timing of the full input is difficult to learn and makes it a more versatile combo tool overall. However, without max mode, this is worse damage than doing the full exceed.
  • Supers and Exceed are Max Cancellable: Terry can use Free Cancels in Max Mode even with his supers and his Exceed, further emphasizing the insane combo potential he gains from having it.
  • Excellent Combo Game: Many of Terry's best combos don't even require Max Mode, and they're both easy to learn and contain a lot of variety while consistently dealing solid damage. Notably, Terry is a great character for practicing and maximizing confirms from light attacks.
  • Top Quality Supers: At worst, High Angle Geyser is redundant but still usable. At best, his other two supers give him incredible utility that emphasizes the strength of his kit. Power Geyser is a fast anti-air and great combo tool, especially since follow-ups into Triple Geyser have no extra cost. Buster Wolf is arguably one of the best supers in the game due to its incredible speed and range, combo and punish utility, and the fact that it's completely safe on block; even GCFS punish attempts, while technically possible, are extremely difficult due to the low recovery. Buster Wolf alone makes Terry a force to be reckoned with.
  • Incredible Rushdown: Even in his worst matchups, opponents cannot escape Terry's relentless pressure forever. A ton of amazing and fast buttons and a super that nearly every character has to watch out for makes Terry a character that allows you to turn your brain off and still perform well. Whatever changes they made to him in SVC from KOF may be small on paper but elevate him massively and allow him to mix well with the game's system.
  • Great Starting Character: As stated above, Terry is one of the easiest characters to learn in this game. Furthermore, his play style across games is almost universal; anything you learn about how to play Terry here will likely carry over into KOF.
  • Always Asks if His Opponent is Okay: He may punch his opponents in the face and knock them across the stage in a huge impact, but he's got manners at least. What a nice guy.
  • Reversal is a Charge Move: One of Terry's only real sour points without comparing him to boss characters. He's a rushdown character whose reversal is tied to a down-up charge attack. While it's easy to buffer and use as a combo tool, SVC's charge input bug makes it inconsistent to use, and the charge input itself forces Terry to deviate from his desired game plan.
  • Average Anti-Airs: Terry's air buttons are good jump-ins, but other than j.D being a good horizontally reaching button, his air buttons are basic and self-explanatory. Nothing exceptional. His anti-air options aren't the best either, since Rising Tackle's range is limited horizontally on top of being a charge move and Power Geyser costs meter to use.
  • Crack Shoot Inconsistency: Crack Shoot doesn't hit near the ground despite appearing like it does, making it less useful in matchups where characters have smaller hurtboxes as it leaves Terry wide open for a punish.
  • Not Designed for Zoning: SVC is a game where zoning is a dominant strategy, and while Terry does technically have zoning tools it's not enough to compete with several other members of the cast. He's a rushdown character in a zoner's world, which technically makes his job harder.
  • Strict Exceed Combo Timing: Without relying on Max Mode cancels to combo off of certain hits of his Exceed, he normally has to link specifically from the last B input to get consistent follow-ups. Being able to extend combos from Exceed isn't a hard requirement to play or even be good with Terry, but it is an unusually difficult part of his kit to learn and utilize effectively.
  • Average Max Mode Options: All of Terry's best Max Mode combos are in the corner; his midscreen options, on the other hand, are very limited. Even if doing Buster Wolf back-to-back is a viable strategy, it may be worth saving the meter for when you can get the opponent to the corner.
  • Meter Hungry: Though Terry makes good use of Max Mode when he has it, he would rather be using meter either to GCFS to close the gap when needed or, more likely, to spam supers. If he's not trying to anti-air otherwise, he wants to burn it on Buster Wolf. Even if you do have Max Mode, it's a fairly common tactic to chain Buster Wolf into itself since it recovers almost immediately. Basically, Buster Wolf is too good to ignore, and depending on how you play, you'll likely throw it out constantly.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 5 5 13 +2 +0 -
  • Has good reach, can link into any light attack, and can be normal cancelled. Can whiff against some small hurtbox and crouching characters.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 5 7 16 +0 -2 -
  • Just a knee. It has the same properties as cl.A, but it doesn't whiff against small hurtbox characters.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 3, 7 15 28 -2 -4 -
  • Terry's main combo and close-range pressure tool. It does 2 hits, and you can cancel either hit into nearly any move Terry has.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 10 16 30 -6 -8 -
  • A simple cancellable kick. Similar to cl.C, but it does more damage. Easier to use cl.C over cl.D in combos.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 5 12 +3 +1 -
  • A fast punch that can be normal cancelled and chained into any light attack. Can also be cancelled into df+C to start combos.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4 9 20 -1 -3 -
  • A basic kick for poking. Can't be normal cancelled, and can't chain into other lights.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 7 16 28 -3 -5 -
  • A very fast punch that cannot be normal cancelled.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 7 15 34 -2 -4 -
  • A kick with a good angle for anti-airing the opponent. Can't be normal cancelled, but Terry will move forward a little during the move.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 6 13 +2 +0 -
  • Very good for combos. Generally used after a cr.B, and cancelled into df+C to begin his combos. Can chain into other light attacks too.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 3 8 14 +1 -1 -
  • Terry's light attack chain starter, mainly because it hits low. Chain it into cr.A. Can be normal cancelled too.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 5 19 30 -4 -6 -
  • Mostly for doing combos while preparing to cancel it into something.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 10 8 22 40 SKD -12 -
  • Cancellable sweep. Simple to use. Cancel it into a special when you need meter or block pressure. You can use it as a low-hitting poke too.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 3 7 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Looks like a fast chop, but it's not very active. You can use it as an air-to-air if timed right.

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 2 8 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Near instant kick with nice reach and lots of active frames. You can use it as a jump-in attack or air-to-air. In the corner, it can whiff against the opponent.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - nj = 3 ; dj = 4 nj = 7 ; dj = 5 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Good for combos, and you can even cross up with it. j.D can also cross up, however, and is better suited for it.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 7 - - - - -
  • Neutral Jumping Attack
  • Upward angled kick. Use it if your opponent is higher in the air than you. You can use it as a neutral jump-in attack too, albeit risky.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 7 - - - - -
  • Diagonal Jumping Attack
  • Kick with great reach that can cross up the opponent. Terry's main jump-in for starting combos.

Command Normals

Rising Upper
df.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 3, 3 19 28 1st Raw = -5 ; 1st Canceled = -11 1st Raw = -7 ; 1st Canceled = -13 -
  • Primarily used for combos as it's cancellable into specials. It has great startup, so it will connect after any cancellable normal.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png (On Block)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Power Wave
qcf+A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Terry's classic ground projectile. It's very fast here and can be used in basic combos or as a meaty attack on the opponent's wakeup. Not available as a Max Cancel option.

Round Wave
qcf+C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A stronger version of the projectile. Unique in that while it's too slow to combo from Terry's normals, Round Wave itself can be cancelled into specials. Launches the opponent into a juggle state that allows for its unique special cancel property to extend combos. Generally it's cancelled into B Crack Shoot, as it leads to further extensions in the corner. In Max Mode, you can cancel this move into his Supers/Exceed. Note that Terry will move forward during the move.

Burn Knuckle
qcb+P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb+A - - Mid - - - - - - - - - - -
  • Another classic move. Terry will rush forward while doing a punch. The A version comes out faster while the C one goes farther; the latter does not combo from any canceled normals and it's way more punishable than the A version if blocked. Primarily used in combos, but it can also be used as a poke if spaced to hit with the last few active frames to make it safe.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb+C - - Mid - - - - - - - - - - -

Crack Shoot
qcb+K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb+B - - Mid - - - - - - - - - - -
  • The classic Crack Shoot. Use the B version only, because it's the only version that can be used in practical combos and it doesn't whiff on crouching opponents. The button pressed will determine the distance Terry will move. If it hits the opponent in the air and you're in the corner, you can get a follow-up from the juggle state it causes.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb+D - - Mid - - - - - - - - - - -

Power Dunk
dp+K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp+B - - Mid - - - - - - - - - - -
  • Can be used to anti-air. The second hit will caused a hard knockdown on an airborne opponent; if the opponent is grounded its low hit stun makes you punishable on hit(!).
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp+D - - Mid - - - - - - - - - - -

Rising Tackle
[d]~u+P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u+A - - Mid - - - - - - - - - - -
  • Another anti-air. You can use it like Guile's Flash/Somersault Kick. The first hit of it can be Max Canceled too, leading into a corner loop. Stick with the A version for anti-airs since the C version moves Terry slightly forward, which can cause it to whiff.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u+C - - Mid - - - - - - - - - - -

Super Moves

Buster Wolf
qcfx2+P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
22, 24x4 22, 24 Mid 0 0 0 Free (1st) - - - - - - -
  • Terry's best super. It's (almost) 100% safe on block and is still very difficult to punish on whiff due to its low recovery. The most consistent way to punish it is to GCFS the first hit into a throw. Doing Buster Wolf back-to-back on block is a very common and surprisingly effective strategy if the opponent doesn't know how to check it. Very useful as a punish tool as well due to its speed and range. The first hit is cancellable in Max Mode.

High Angle Geyser
qcfx2+K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24x4, 22 24, 22 Mid 4x4, 0 0 0 Free (2nd) - - - - - - -
  • A decent super for punishes and combos. It's unsafe, but Terry can Max Cancel the first two hits.

Power Geyser
qcb~db~f+P > qcf+P x2
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Single Geyser 40 43 Mid 16 0 0 X - - - - - - -
  • Super projectile that serves as a safe anti-air move. Terry's most damaging super due to the free follow-ups. Power Geyser can also be performed as qcb,hcf+P or qcb,f+P in SVC's input reader.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Twin Geyser 18 18 Mid 4 0 0 X - - - - - - -
  • This is the most important follow-up. To do this one, do the input when the first geyser connects (or when Terry's fist touches the ground if whiffed). In the corner you can juggle after it hits with any super, which leads to some of Terry's best combos, especially in Max Mode.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Triple Geyser 18 18 Mid 4 0 0 X - - - - - - -
  • The finisher to Power Geyser. To do it, do the input as the second geyser connects (or when Terry's fist touches the ground if whiffed). You can't do things after it, but it will add more damage to the super. The full Power Geyser sequence makes it one of the most damaging supers in the game.

Exceed

Rising Beat
Qcb.pngF.pngKof.lk.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
16+(5x8)+(23x4) 16+(5x8)+(23x4) Mid x X X Free - - - - - - -
  • Full Input: qcb~f+BC > AA, BB, CC, DD, qcb+CD
  • Terry rushes forward to perform a Deadly Rave on the opponent, with a series of punches and kicks ending in a Buster Wolf-esque ender to blast the opponent away.
  • On the 5th hit (the second B input), you have enough advantage to link into any combo. This is an improvement over Geese's similar Exceed, but it doesn't go through projectiles like Geese's.
  • Terry can Max Cancel most hits of the Exceed, allowing for massive combo extensions. The finisher is nice to default to and does good damage, but Terry doesn't need it unless it secures a kill.
  • Easy to confirm into since it can work from any of Terry's BnB starters.
  • Not a bad Exceed, but not essential to Terry's game plan either. Primarily serves as a combo tool that allows for massive damage potential and doesn't require other resources.

Strategy

Basic Strategy

Terry's Gameplan

Terry is the prime example of a simple yet effective rushdown character in SVC. His j.D is a fantastic crossup, his combos are easy and damaging, and he has tools for just about every situation in the game. Power Wave is a passable projectile for space control, Rising Tackle and especially Power Geyser serve as consistent anti-airs, and Crack Shoot has a lot of situational applications that can lead to real combo extensions.

Without a doubt, Buster Wolf is a huge part of Terry's identity in SVC. Its range, speed, and almost non-existent recovery make it one of the most abusable tools in the game with plenty of applications for combos and punishes to boot. Buster Wolf on its own makes Terry in Max Mode especially dangerous, as the threat of back-to-back Buster Wolf on block is very real with it being a strong knowledge check that is difficult to punish meaningfully. Even without this tactic, Max Mode gives Terry a ton of flexibility with standard combo routing due to having so many Free Cancel options both into and out of his specials and even his supers.

Terry is meant to be played with relentless offense in a game where zoners tend to control the meta. Use GCFS to close the gap as needed and tack on the pressure as much as possible. Terry's simplicity as an aggressive character makes him a great SVC starter character, as you'll be encouraged to learn SVC's unique mechanics to supplement his already stable game plan.

Advanced Strategy

Match-Ups

Sagat

When far away, if timed right, it's possible for Terry to jump over Sagat's B Tiger Shots with 214D; 214B is prone to losing or trading depending on distance. Terry cannot use 214K close to Sagat as he'll get stuffed by fireballs, but it's theoretically an optimal punish. Basically, low fireballs help Sagat fight fireball wars with Terry's Power Wave, but high fireballs can prevent Terry from jumping in or using 214K. Terry's Power Geyser also has an issue where against Sagat up close, if Sagat times st.D correctly, Terry's super whiffs right past Sagat but still leaves him in front of Sagat due to disjointed hitboxes. Sagat's st.D pushes him forward, but not his pushbox, thus Terry's super hitbox ends up behind Sagat's hurtboxes. However, this also means Sagat can't punish or trade with Power Geyser as a result. If Terry's super does connect before Terry can get close enough to Sagat, or Sagat's attack doesn't come out fast enough, it's likely only the first hit will connect, but Sagat is safe from the rest due to being farther away. It's possible to also trade, albeit unlikely, and it's rarer still for Sagat to interrupt Terry without a trade on st.D. In the worst-case scenario, they both whiff but Sagat pushes himself back into Terry's super while the hitbox is still active, thus getting hit regardless due to recovery frames. This happens if Sagat initiates st.D first, though the exact timing is not 100% understood. That said, Terry wins the matchup simply due to better normals, better punishes, meterless reversal, being much faster, safer punishes, and not having to commit to his offense and easily forcing himself in front of Sagat, especially with Buster Wolf in neutral and for punishes. Terry up close forces Sagat to work with worse buttons and more committal defense. Terry's lights are much better at stuffing Sagat in neutral, notably st.B. At least Sagat's meter dump is equally as good as Terry's meter dump.

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

Starters

Starters
Combo Position Damage Stun Difficulty Notes
cr.B, cr.A, df.C TBA TBA TBA TBA Light starter. May need to omit df.C depending on distance.
cr./cl.C(1-2), df.C TBA TBA TBA TBA Heavy starter. May need to omit df.C depending on distance.
cl.D, df.C TBA TBA TBA TBA Same as cl.C starter.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) Starter, qcf+A TBA TBA TBA TBA A very basic BnB into Power Wave. Primarily used for block strings to create space safely.
qcf+C, qcb+P TBA TBA TBA TBA A basic midscreen follow-up example for Round Wave. A consistent option that can probably even be used on block if A Burn Knuckle is spaced correctly, but beware of GCFS.
qcf+C, dp+D TBA TBA TBA TBA Another midscreen option. The D version needs to be used here because the second hit of the B version will whiff.
qcf+C, qcb+B TBA TBA TBA TBA The optimal follow-up to Round Wave if you're close enough, as it enables further juggles in the corner.
(Corner Only) qcf+C, qcb+B, [d]~u+P TBA TBA TBA TBA Meterless corner BnB utilizing Crack Shoot's juggle properties.
(j.X,) Starter, qcb+A TBA TBA TBA TBA The staple Burn Knuckle BnB. Light starters require chaining to df+C for this to work, but heavy starters work regardless. It's possible for Burn Knuckle to be blocked if the spacing or the cancel timing is off, but normally this results in a spaced Burn Knuckle that can't be punished anyway.
(j.X,) cl.C/D, (df.C,) qcb+B TBA TBA TBA TBA Ideal meterless punish combo into Crack Shoot.
(j.X,) cr.B, df.C, qcb+B TBA TBA TBA TBA Possible combo into Crack Shoot from a low starter. Note that the typical chain into cr.A needs to be omitted here due to spacing.
(j.X,) Starter, dp+D TBA TBA TBA TBA Basic combo into Power Dunk. May be more damage optimal midscreen.
(j.X,) cr.B, cr.A, [d]~u+C TBA TBA TBA TBA Low confirm into Rising Tackle.
(j.X,) cr.B, df.C, [d]~u+C TBA TBA TBA TBA A more damaging version of the low confirm into Rising Tackle if your execution is good.
(j.X,) cr.C, [d]~u+C TBA TBA TBA TBA Punish combo into Rising Tackle.
Super Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) Starter, qcfx2+P TBA TBA TBA TBA Staple metered BnB into Buster Wolf. Reliable and damaging.
(j.X,) Starter, qcfx2+K TBA TBA TBA TBA Same as above but into High Angle Geyser. Looks cooler because you see it less often.
(j.X,) Starter, qcb~db~f+P > qcf+Px2 TBA TBA TBA TBA Same as above but into Power Geyser. Can generally be more difficult to execute depending on the starter, but it's technically the most damaging version of this combo due to the Power Geyser follow-ups, so it's worth learning.
(Corner/Near Corner Only) qcf+C, qcb+B, qcfx2+P TBA TBA TBA TBA Ideal Round Wave starter combo near the corner. Important for Terry's Max Mode routes.
(Corner Only) Starter, qcb~db~f+P > (Delay) qcf+P, qcfx2+P TBA TBA TBA TBA A flashy but very rewarding 2-bar corner combo. The timing for this is tricky because it requires a slight delay in the activation of Twin Geyser in order to create the extra juggle height needed for Buster Wolf to connect. Absolutely worth the damage if you can land it.
Exceed (AA~BB, End), Any Combo TBA TBA TBA TBA The standard sequence for comboing after Terry's Exceed. By stopping at the second B input, you have enough hitstun to follow up with any combo for additional damage, notably a cl.C starter combo. Without max mode meter to burn to extend your combos further, you are strictly doing worse damage than simply ending the exceed by itself. If you do not have max mode meter to spend, this is only for style points, otherwise you are doing worse damage, even with the power geyser super.

To illustrate this point, a basic combo is doing j.D, cl.C, df.C, Exceed. By ending it after AA~BB, if all you do is, again, cl.C, df.C, super, you are doing worse damage than if you did the full exceed, even if the combo started the same way. The closest way to match the damage of doing the full exceed is by doing the triple geyser super and landing all 3 geysers, however you will still be off by a few points of damage. If you default to either of his other supers, you will do noticeably worse damage than the full exceed.

(j.X,) Starter, Exceed TBA TBA TBA TBA Logically, Terry can go into his Exceed from any combo starter. You can finish the input sequence of the Exceed if you know it'll kill. You can use the above sequence break to extend with an additional full combo, however without max mode you should not as you lose damage compared to doing the full exceed.

Max Mode Combos

NOTE: Terry's Max Mode loops are all corner only.

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
qcf+C, (C) Super TBA TBA TBA TBA Round Wave can Max Cancel into any super. Note that Buster Wolf doesn't work well here due to the juggle state caused by Round Wave, and D High Angle Geyser doesn't work well midscreen due to its longer startup.
qcf+C, (C) Exceed (AA~BB, End), Any Combo TBA TBA TBA TBA Round Wave can similarly Max Cancel into Exceed, and the initial hit of Exceed re-stands the opponent, allowing you to sequence break into another full combo.
qcf+C, (C) Exceed TBA TBA TBA TBA
qcf+C, (C) Exceed (AA~BB~CC~DD), (C) Any Move TBA TBA TBA TBA The second-to-last input in Terry's Exceed can Max Cancel into anything, allowing you to capitalize even more on Exceed's damage potential.
(j.X,) Starter, qcfx2+P(1), (C) qcb+A TBA TBA TBA TBA Showcasing that it's possible to Max Cancel the first hit of Buster Wolf.
(j.X,) Starter, qcfx2+K(2), (C) qcb+A TBA TBA TBA TBA Showcasing that it's possible to Max Cancel the second hit of High Angle Geyser.
(j.X,) Starter, qcfx2+P(1), (C) qcb+B TBA TBA TBA TBA An alternate route from the Max Cancel on Buster Wolf that can help with practicing for Max Mode loops.
(Corner/Near Corner Only) (j.X,) Starter, qcfx2+K(2), (C) qcb+B, qcfx2+P(1), (C) qcf+C, qcb+B, qcfx2+P TBA TBA TBA TBA An example of a potential Max Mode loop that uses High Angle Geyser as the starter for the sequence. The idea is to get the opponent airborne to allow for Crack Shoot's juggle properties to carry the rest of the combo.
(j.X,) Starter, qcfx2+P(1), (C) dp+D(1), (C) qcb+B, (Corner Follow-Up) TBA TBA TBA TBA Another route to start Max Mode juggle loops from Crack Shoot. D Power Dunk pops the opponent into the air, enabling the rest of the combo.
(j.X,) cr.C / (cr.B, df.C), [d]~u+P(1), (C) qcb+B, (Corner/Near Corner Only) qcfx2+P TBA TBA TBA TBA Another simple route into Max Mode extensions that uses the first hit of Rising Tackle for the pop-up.
(Corner Only) Exceed (AA~BB~CC~DD), [(C) qcf+C, qcb+B, qcfx2+P]x2 TBA TBA TBA TBA An example of using Exceed to combo into a simple Max Mode loop near the corner. A demonstration of what might be the most straightforward Max Mode loop Terry has access to near the corner.
(Corner Only) (Hold d) Exceed (AA~BB, End), cr.C / (cr.B, df.C), [[d]~u+P(1), (C) qcb+B]xN TBA TBA TBA TBA A version of the Max Mode loop that uses Rising Tackle. Notable in that it spends less Max Mode meter over time than the above loop route, but can be challenging to do on account of the multiple charge inputs in sequence.
(Corner Only) Exceed (AA~BB, End), Starter, qcfx2+K(2), (C) qcb+B, Loop TBA TBA TBA TBA An example of one of the more damaging loop starters using everything compiled above.

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