Garou: Mark of the Wolves/Terry

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Introduction

Terry Bogard (テリー・ボガード, Terī Bogādo), the "Legendary Hungry Wolf". After the events of the previous games in the series, Terry took Rock Howard, the young son of his deceased arch-nemesis, Geese Howard, under his wing, developing a father-son bond with the boy and teaching him how to fend for himself as they traveled the world together.

Now, ten years later, he and a teenager Rock are back in South Town (properly re-named "Second South"), to participate in the "King of Fighters: Maximum Mayhem" tournament, in order to test and improve their skills; with no knowledge of the true plans of the sinister mastermind behind the scheduled event...

Terry is, overall, considered a mid-tier character in this game, with strong offensive and defensive tools that, however, are by no means flawless. His Specials are too much unsafe on block (sometimes, even on hit), so he can't really rushdown his enemies without enourmous amounts of caution; on the other hand, his excellent normals, both in the air and on the ground, allow him to stand up to his foes with a good zoning and defensive game.

Thanks to his Feint Cancels, hIs bread and butter combos are some of the best in the game, perfectly capable of doing insane amounts of damage, specially in the corner, where he also dominates with his blockstrings and resets that can easily grant him a Guard Crush opportunity if he plays unpredictably (so much that he is considered a beast in short sets, when his lockdown pressure are less obvious). His Break Special, too, is excellent, doubling as one of the best Anti-Airs in the game (it's still unsafe on block, so use it carefully).


Gameplay

Terry is a rushdown character. His main gameplan is to push the opponent to the corner of the stage where he can effectively pressure the opponent with his corner mixups, threaten a guard crush, and dish out a ton of damage with his feint cancel combos.


Strengths Weaknesses
  • Jack-of-all-trades: Terry has a well-rounded toolset of normals and special moves, which gives him an effective way for dealing with most situations.
  • Strong pressure: With many plus on block normals/feint cancels, powerful resets, and high guard crush output, Terry can dominate once he has momentum in the corner.
  • High damage: Thanks to his forward-advancing feint, Terry has some of the highest meterless damage output in the game with his feint cancel combos.
  • Situational special moves: While most are not bad by any means, all of his special moves can be unsafe or risky, and most are relegated to specific/limited uses.
  • Meter building: Terry lacks a reliable tool to build meter safely in neutral. While his strong BnBs help, it means he depends on getting in to build meter.
  • Less momentum midscreen: Terry's mixups rely on the corner in order to be less risky and more rewarding. Having to choose one or the other midscreen means Terry can be less reliable on the offensive.
MOTW Terry Art.png



Character Colors

Terrycolors.JPG


Profile

Full name: Terry Bogard.
Birthdate: March 15, 1971; 35 years old.
Birthplace: United States.
Height: 182cm (5' 11").
Weight: 81kg (179 lbs).
Blood type: O.
Family/Relatives: Jeff Bogard (adoptive father), Andy Bogard (brother), Rock Howard (adoptive son).
Job/Occupation: None (does part time work to get by).
Likes: Jeff's gloves, vintage jeans, Ukee (his pet monkey).
Dislikes: Slugs.
Hobbies: Playing video games, trawling, wall painting.
Favorite food: Fast-food, clubhouse sandwiches made by Rock.
Forte in sports: Basketball.
Special skill: Making 50 3-pointer shots in a row.
Most unpleasant: Cigarettes.
Favorite music: Rock and Country.
Fighting style: Martial arts and street fighting.


Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/20.html and https://w.atwiki.jp/garoumow/pages/81.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
HitBox: A predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
HurtBox: A predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hit box on a projectile attack.
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "basic" damage -- unmodified damage values

"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.


Close Standing Normals

Cl. Kof.lp.png
Garou Terry cl.A.jpg
Damage Guard Startup Active Recovery Total
4 Mid 3 4 4 11
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+7 +7 ◯ / ∞ ◯ / ∞ 4

As fast as it can get with a 3F start-up, this is a pretty good button to mash around when your about to score a Guard Crush.

Good poke, cancelable into Specials, and starter of a few basic combos.

Also works as an Anti-Air, specially after a cross-under.


Cl. Kof.lk.png
Garou Terry cl.B.jpg
Damage Guard Startup Active Recovery Total
6 Mid 4 4 8 16
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+3 +3 4

Canceled right into a Power Dunk, this can be used as an Anti-GC option on the enemy's wake-up. It has the same "whiff on jump startup" property as 2B, but doesn't hit low, not a very useful move.



Cl. Kof.sp.png
Garou Terry cl.C.jpg
Cl. Kof.sp.png Damage Guard Startup Active Recovery Total
9 Mid 5 5 21 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 5

If the foward Feint Cancel is the heart of Terry's gameplay, this move is certainly the soul: good start-up, excellent blockstun and hitbox positioning, fairly safe on block, Feint, Special and Super cancelable, blockstring and combo starter, throw button... this move has it all.

Expect yourself to be using this a lot.

Cl. Kof.sp.png > F.png + Kof.sp.png
Double Combination
Damage Guard Startup Active Recovery Total
9 Mid 2 3 14 19
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X X X 5,9

Terry's target combo from cl.5C is really good not only because it is completely safe on block, but also because it allows him to easily hit-confirm and link it's last attack into the strong version of his punch Super, anywhere on the stage, or even into his light Break Special, but only when the enemy has his back against the corner (courtesy of midscreen pushback limitations).

Since it hits twice, it doubles an excellent Anti-GC weapon, even more so because of it's potential to be linked in any of the aforementioned ways.

Also works as a nice frame trap, since most people don't know that this is positive on block.

     TerryGarouTargetCombo.jpg


Cl. Kof.sk.png
Garou Terry cl.D.jpg
Damage Guard Startup Active Recovery Total
6,6 Mid 7 2,2 21 32
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 3,3

A good frametrap tool, you should feint it on the 1st hit. As a frametrap it has multiple purpose :
- The vertical hitbox will hit a jump startup with the 2nd hit (which will be feint cancelled, only cancellable when the 1st hit whiffs)
- On hit/guard, the feint leads to more pressure/combo
- Will tech mashed throws
- If a JD occurs on the 1st hit, the little lag will mess with the feint input timing, letting the 2nd hit happen, preventing non invincible guard cancels.


Far Standing Normals

Far Kof.lp.png
Garou Terry s.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 4 4 7 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 ◯ / ∞ ◯ / ∞ 4

Basically the same as his cl. A, except that is has a far better range.

Fast poke, excellent for intercepting dashers. Special and Super cancelable.

Also doubles as a pretty decent Anti-Air (even better after a cross-under).

This move also works as a frame trap to beat out opponents trying to engage you after blocking something, like Terry's Power Wave.



Far Kof.lk.png
Garou Terry s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 5 4 10 19
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X X X 4

This move isn't Special cancelable. However, it works as one of Terry's best Anti-Airs, since it has a deceptively large hitbox and speed.

It's also pretty safe in case the opponent empty-jumps at you, expecting to Air-JD your Anti-Air, since the pushback won't allow him to counter-attack.

At precise ranges, this move will beat out hop and jump attempts, acting as a preemptive Anti-Air of sorts.

Good frame trap when followed by a far. A, for example.


Far Kof.sp.png
Garou Terry s.C.jpg
Damage Guard Startup Active Recovery Total
14 Mid 11 4 19 34
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 X X X 5

Pretty horrible normal.

Not only is this button ungodly slow, it's also unsafe on block and on hit, and it's not even Feint, Special, or Super cancelable.

Do yourself a favor and avoid this.


Far Kof.sk.png
Garou Terry s.D.jpg.jpg
Damage Guard Startup Active Recovery Total
14 Mid 9 4 22 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X 5

A little slow, but it has good damage and nice range, allowing it to be used as poke at far distances (with caution and moderation, of course).

This isn't cancelable on hit, but it is cancelable on block, making this move a prime candidate of corner resets with Terry's Power Charge.



Crouching Normals

Cr. Kof.lp.png
Garou Terry cr.A.jpg
Damage Guard Startup Active Recovery Total
4 Mid 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

An average normal.

One frame faster than Terry's crouching light kick (but it doesn't hit low, making it less useful).

Good frame advantage on block and on hit. Special and Super cancelable.



Cr. Kof.lk.png
Garou Terry cr.B.jpg
Damage Guard Startup Active Recovery Total
6 Low 5 4 5 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 4

Very good normal.

Medium range, fast startup, Special and Super cancelable, and it has to be defended low; as such, this move is a great add to Terry's overall mixup game when used as a meaty.

The hitstun in this also allows for some nice and easy hit confirms.

It's also sometimes used as a frame trap with Terry's run (run a little, 'cr. B', run a little, 'cr. B' again), but it's not something that should be abused.


Cr. Kof.sp.png
Garou Terry cr.C.jpg
Damage Guard Startup Active Recovery Total
9 Mid 7 3 12 22
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 5

Another excellent normal.

Average startup and solid range turns this move into one of Terry's most commonly seen combo finishers.

It's also his best way to punish unsafe moves at mid-ranges.


Cr. Kof.sk.png
Garou Terry cr.D.jpg
Damage Guard Startup Active Recovery Total
10 Low 8 3 33 44
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -15 X X X 5

Terry's sweep is easily one of the worst in the game, with just atrocious disadvantage on block.

It has some speed and, of course, it can score you a knockdown, but that's pretty much it.

Should be used sparringly.


Jumping Normals

Jump Kof.lp.png
Garou Terry j.A.jpg
Damage Guard Startup Active Recovery Total
6 High 4 8 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4

This move comes out faster than any other of Terry's air attacks.

It's horizontal hitbox will strike out of the air almost anything at heights equivalents to that of Terry's own jump.

It may lack a little range, but this is still one of Terry's most usefuls Air-to-Airs that can be used in whatever jump trajectory.

Since it stays active for a good amount of time, remember to press this as soon as you leave the ground, to make sure it comes out as fast as possible.

Avoid using it with jump forward, since it can be low profiled and will whiff on crouched opponents.


Jump Kof.lk.png
Garou Terry j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 5 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4

Probably Terry's best air attack.

It may be a little bit slower than his j.A (by a single frame), but it has fantastic priority, and a hitbox aiming downwards that will strike airbone opponents bellow and in front of Terry.

Not exactly a good move to throw out while jumping backwards, but in a neutral or forward jump, it will be a clean hit most of the time.

In a short jump, this move, when used alongside Terry's Power Dunk, becomes an immensely useful tool as a combo starter that can only be defended high, adding depth to Terry's mixup game.

Plus, jump or short jump, j.B works as a pretty good and unpredictable cross-up.

Very, very useful move indeed.


Jump Kof.sp.png
Garou Terry j.C.jpg
Damage Guard Startup Active Recovery Total
9 High 7 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 5

Good damage and start-up.

It's mainly used as a close jump-in or short jump-in attack, but it can also work an awkward Air-to-Air when Terry's right above someone (also sometimes used to protect Terry's hurtbox while jumping backwards, which can come in handy when trying to get away with a win by Time Out for example).

At the right distances (with the proper Throw setup, for example), this can also be used as a tricky cross-up.


Jump Kof.sk.png
Garou Terry j.D.jpg
Damage Guard Startup Active Recovery Total
10 High 9 4 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 5

What it lacks in speed, this move compensates with damage and range.

It can work as an Air-to-Air (this is one of Terry's strongest buttons to use after jumping backwards), but it definetly shines more as a jump-in or short jump-in strike, since it works absolutely wonders as a stupidly good crossup.


Universal Moves

St. Kof.lp.pngKof.lk.png
Lower-body evasion attack
Garou Terry AB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 26 5 15 46
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 - X X 6

Horrible move that mostly will come out on accident after a failed Power Dunk Break attempt.

Patheticaly slow start-up.

If you want to do an overhead, just go for the short hop.

     TerryGarouLowEvade.jpg


Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
Garou Terry 2AB-1.jpg
Garou Terry 2AB-2.jpg
Garou Terry 2AB-3.jpg
Damage Guard Startup Active Recovery Total
10 Mid 8 3 29 40
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-13 -7 X 6

One of the worst in the game, but you're still left with no choice but to use it.

It actually has a pretty decent start-up and priority (at certain ranges), so it can be used to break a few Reversal attempts.

The real problem lies in it's enourmous frame disadvantage, both on hit and on block; this can be somewhat diminished by a Feint or Special cancel, but there's absolutely nothing you can do if it's blocked, since it's not cancelable at all in that situation.

Other than that, the damage on this is quite good, so it can be used in combos to pump the damage up a little.

It may be used as an Anti-Air too, but that's an advanced and hard technique, since the timing must be perfect, and the chance of losing or trading against the enemy is real.

1~6F upper-body invincibility.

  TerryGarouHighEvade.jpg


Max Dunk (T.O.P. Attack)
Kof.sp.pngKof.sk.png
Garou Terry CD.jpg
Damage Guard Startup Active Recovery Total
7, 6, 7 (base damage) Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 25,5,5

Not particularly useful.

It can be used as an easy Guard Cancel, but it has horribly slow start-up.

Sure, it also does great Guard Crush damage, but even if your enemy gets his guard crumpled with this, the recovery on it is so abysmal that you won't even be able to do any follow-up.

To add insult to injury, the damage is pitiful, and it's also unsafe on block.

   TerryGarouTOPAttack.jpg


Throws

Buster Throw
Close B.png/F.png+Kof.sp.png
Garou Terry Grab.jpg
Damage Guard Startup Active Recovery Total
14 Unblockable 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+37 - - - - -

Terry's normal throw. In case the throw fails, a 'cl. C' will come out instead. On hit/guard it's one of Terry's best normals as it leads to mixups (Feint Cancel it). However clC doesn't have vertical hitbox, a neutral jump to escape the tick throw will leave Terry vulnerable.

You can use this to set up some tricky crossup situations. For example, after performing a midscreen backthrow, run just a little bit and then jump with Terry's 'j. C': if done correctly, the enemy will get hit in the back at a pretty deceptive angle (this can be done with a regular throw, but a backthrow seems to be easier). A similar setup works in the corner too, and it's even better: after throwing his enemy into the corner, and running just a little before perfoming a jump, even if the enemy has his back against the corner, he will have to change his block direction because of a bug that will force him to stand up facing the opposite direction of Terry's.


Feints

F.png+Kof.lp.pngKof.sp.png
Forward Feint
Garou Terry ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Burn Knuckle A.

Terry's best Feint Cancel option by far, since it makes him advance slightly, lessening the impact of the pushback from his attacks and allowing him to land more blows in his combos.

This is, without a doubt, core to Terry's gameplay, and should be mastered as soon as possible.


D.png+Kof.lp.pngKof.sp.png
Down Feint
Garou Terry DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Burn Knuckle C.

Almost completely uselesss. Stick with the forward one, it's a thousand times better.

This one moves Terry backwards way too much, so Feint Canceling with this becomes a waste of time.

You could, once in a blue moon, use this to actualy fool your opponent into thinking you're going for a Burning Knuckle... but that would be you searching really, really hard for a reason to use this at all.


Special Moves

Power Wave
Qcf.png + Kof.lp.png / Kof.sp.png
Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
12 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 - - - 7

Terry's ground-based fireball. Quite average, to be frank.

Pressing the light button makes the fireball travel slower, and it's generaly useless in combos. The recovery on this version of the move is better, but Terry can still be punished even on hit if it was done too close to the enemy, so be careful.

Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
14 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-11 -11 - - - 8

This version of the Power Wave travels a little bit faster through the ground, making it more useful in his basic combos. However, it suffers from an even more unforgivable recovery and high block disadvantage.

It's what Terry has, though, so use with caution.

   TerryPowerWave.jpg


Burn Knuckle (or Burning Knuckle)
Qcb.png + Kof.lp.png / Kof.sp.png
Qcb.png + Kof.lp.png Damage Guard Startup Active Recovery Total
17 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -12 - - - 7

This Special has very few practical uses.

On hit, it will cause good damage, corner carry, and knockdown. On block, it will leave you stuck with it's pretty crippling recovery. It can, however, become relatively safe to use when blocked at the right distances (so much that people will immediately follow this up with a Power Dunk Break for an improvised frame trap). Better safe than sorry, though, so be sure to confirm this in your combos properly.

It covers good range too, and it can work sometimes as an easy Guard Cancel option.

Probably the best way to finish some of Terry's juggle combos, mostly on a Counter-Hit basis (and only when you can't afford the meter for a Super).

   GarouTerryBurningKnuckleA.jpg
Qcb.png + Kof.sp.png Damage Guard Startup Active Recovery Total
21 Mid 23 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -10 - - - 8

This version of Terry's Burning Knuckle does more damage and is barely safer on block.

It's also pretty much a JD/GC bait for the enemy, thanks to it's criminaly long start-up animation (that also won't allow you to practically combo this into and out of anything).

Honestly, this is almost worthless.

   TerryGarouBurningKnuckleC.jpg


Crack Shoot
Qcb.png + Kof.lk.png / Kof.sk.png
Qcb.png + Kof.lk.png Damage Guard Startup Active Recovery Total
15 Overhead 22 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 4

This Special hits overhead, scoring some good damage.

Quite safe on block and on hit (punishable, in both situations, only by a few Supers with 0F of start-up).

It can't, however, be reliably used in combos, and the speed and range on this is lacking at best.

Besides taking your enemy by surprise or something along those lines, there are very few reasons why to use this at all.

   TerryGarouCrackShoot.jpg
Qcb.png + Kof.sk.png Damage Guard Startup Active Recovery Total
20 Overhead 20 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -13 - - - 8

Travels further than it's weaker counterpart, doing more damage and now gaining knockdown capabilities.

People tend to use this as an Anti-Air in some cases but, frankly, that's mostly a very bad idea.

Tremendously unsafe on block.

   TerryGarouCrackShootD.jpg


Power Dunk
Dp.png + Kof.lk.png
Dp.png + Kof.lk.png Damage Guard Startup Active Recovery Total
8,6,6 Mid, Mid, Overhead 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -4 - - - 3,2,2

Terry's very own "Dragon Punch" move, with no invincibility frames.

Because of it's swift start-up, this Special is Terry's primal option for a Guard Cancel by far. It's main function, however, is to be used as an average, multi-hit, Anti-Air attack.

It can be used in some very specific combos too; in ways that, for some reason, it's strong variety wouldn't.

It's also relatively safe on block, since the recovery is not that bad.

One of the main issues with this Special is that the amounts of hits will vary depending on the range it's used, so if the opponent tries to Air-JD every strike, he may very well land before Terry in some situations (who will be as a sitting duck for a good punishment).

   TerryGarouPowerDunkB.jpg
Dp.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
8 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -2 - - - 3
   TerryGarouPowerDunkBR.jpg


Power Dunk
Dp.png + Kof.sk.png
1~5F full-body invincibility.

Dp.png + Kof.sk.png Damage Guard Startup Active Recovery Total
9,9,8 Mid, Mid, Overhead 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 3,3,2

In it's strong variety, Terry's Power Dunk gains a good ammount of invincibility at it's start-up frames, so a Reversal at wake-up, for example, is now a possibility (a dangerous one still, so don't overuse it or get predictable with it). On the other hand, it's far more unsafe on block now.

Can still work as an Anti-Air too, but there's still chance that Terry will get punished if the enemy antecipates it and does an Air-JD.

   TerryGarouPowerDunkD.jpg
Dp.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
9 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -2 - - - 3

Easily Terry's best and most useful Special move.

On hit, it juggles the opponent into the air, allowing Terry to nail them with any one of his Supers (or just another Power Dunk, in case he's meterless).

However, on the ground, can be punished by JD > 3f moves (not everyone has one), or block > certain supers (sometimes the spacing will make it unpunishable), or throw if done too close. => You can use the TOP glitch to prevent throw punishes.

Air-JD allow punishes it as well.

It can be canceled out of pretty much almost all of Terry's best normal moves, so a good Terry player must master this attack, so that any normal hit of his can lead into it for a free Super; jumps and short-jumps into his Break, for example, work magnificently when Terry is at the offense, and when he's not, an Anti-Air Break will intercept almost any jumps or hops, with or without a Guard Cancel.

A really useful tip that helps any character with a "Dragon Punch" attack, but is particularly helpful to Terry, is the "Crouching Dragon Punch": basicaly, you hold downwards for a few instants after buffering the forward input, so that Terry can jump into his Power Dunk right from his crouching state. Great for lowering his hurtbox to make sure his Anti-Airs are as safe as possible from losing or trades.

   TerryGarouPowerDunkBR.jpg


Power Charge
F.pngF.png + Kof.lp.png (perform up to 3x)
F.pngF.png + Kof.lp.png Damage Guard Startup Active Recovery Total
10 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 - - - 7
--- F.pngF.png + Kof.lp.png Damage Guard Startup Active Recovery Total
10 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 7
--- --- F.pngF.png + Kof.lp.png Damage Guard Startup Active Recovery Total
10 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -18 - - - 7

Terry's "Rekka" Special, that can be followed up twice by repeating the inputs for the Special.

Awesome damage, and a knockdown, on hit. Very unsafe on block.

Midscreen, only the first two hits will usualy land (sometimes, only the first and the third one will), but it doesn't matter: always go for the last hit anyway, even if you know it will whiff, just so you can build some extra meter from it. When your enemy is at the corner, or just anywhere near it, all three blows will safely land.

   TerryGarouPowerDunkA.jpg


Power Charge
F.pngF.png + Kof.sp.png (perform up to 3x)
F.pngF.png + Kof.sp.png Damage Guard Startup Active Recovery Total
11 Mid 20 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+7 +7 - - - 8
--- F.pngF.png + Kof.sp.png Damage Guard Startup Active Recovery Total
10 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +2 - - - 8
--- --- F.pngF.png + Kof.sp.png Damage Guard Startup Active Recovery Total
14 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -13 - - - 8

Another one of Terry's best moves (even if it can be considered kind of "gimmicky").

It's main use, undoubtedly, is in Terry's lockdown pressure and Guard Crush setups, since the first two hits are completely safe on block, and allows Terry to keep on the offensive.

After using this move once, Terry will usually follow-up with any blockstring variety that he desires, just so that he can unexpectedly reset the blockstring all over again by suddenly using another Power Charge, till the enemy's guard is finally broken and he can land his most damaging combos.

There are lots of ways to escape the reset, and lots of ways that Terry can counter those escape attempts and keep on pressuring, which is great part of his corner strenght and mind-games (this will all, however, be discussed about in more detail in an individual and proper section).

It can also be used as a fantastic Guard Cancel punishment against slow moves with high recovery.

   TerryGarouPowerChargeC.jpg


Super Moves

Power Geyser
Qcf.png,Qcf.png+Kof.lp.png/Kof.sp.png
Qcf.png,Qcf.png+Kof.lp.png
S Power
Damage Guard Startup Active Recovery Total
30 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -38 - - - 15

The most iconical and nostalgic move at the Legendary Hungry Wolf's disposal since Fatal Fury 2 is back... and it's average at best.

It doesn't do as much damage as his Kick Super, it has a relatively slow start-up, the range on it's hitbox doesn't reach nearly as far as it's animation would suggest, it can whiff completely when used in the direction of the corner, and the recovery on it, in case it gets block or it whiffs, is absolutely ridiculous. To make matters worse, since it only hits once, the opponent can just use an Air-JD to gain a little life back, land, and still have more than enough time to easily punish you.

It's not useless by any means, however: it's easy to be linked into out of Tery's jabs for some damaging Anti-Air setups, it has a surprisingly large ammount of invincibility frames on it's startup, and it works great as an Anti-Air against short hops (even allowing some pretty amazing follow-ups combos with his Kick Super, in case it trades).

Just make sure to use it at the right times, or save the meter for his other Super.


1~4F full-body invincibility. Attack guaranteed to go through entire startup and come out.

   TerryGarouPowerGeyserA.jpg
Qcf.png,Qcf.png+Kof.sp.png
P Power
Damage Guard Startup Active Recovery Total
16,16,16 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -68 - - - 10×3

A triple Power Geyser attack.

Lightning-quick start-up, and even greater amount of invincibility frames than before, sure are good pros, but most of the cons of it's weaker version remains, making this less useful than it seems.

It's one of the very few moves on Terry's arsenal that can easily be hit-confirmed out of his Double Combination, which can be sometimes useful.


1~4F full-body invincibility. Attack guaranteed to go through entire startup and come out.

   TerryGarouPowerGeyserC.jpg


Buster Wolf
Qcf.png,Qcf.png+Kof.lk.png/Kof.sk.png
Qcf.png,Qcf.png+Kof.lk.png
S Power
Damage Guard Startup Active Recovery Total
18,18 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -17 - - - 10,5

The Legendary Hungry Wolf's new trademark Super, and honestly, his best one.

It has a little less invincibility frames than his punch Super, true, but it inflicts greater damage and (thankfuly) can be used independently of Terry's position in the stage.

Learn how to hit-confirm with Terry into this Super, and always try to land one whenever you hit your enemy out of something with your Power Dunk Break if you have the meter to spare; and since we are speaking of meter, remember to always whiff a strong Power Charge while your enemy is in his hard knocked down state, so you can safely approach and build meter at the same time.


1~8F full-body invincibility. The 2nd hit has a projectile hitbox/hurtbox.

   TerryGarouBusterWolfB.jpg
Qcf.png,Qcf.png+Kof.sk.png
P Power
Damage Guard Startup Active Recovery Total
20,10×4 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -34 - - - 5×5

With a twice as fast start-up time, added number of hits (five in total), and increased damage potential, this Super is Terry's best combo finisher and punishment tool by far, even if it's not generaly advised to use two stocks of Super at once (unless it guarantees the kill, of course).

Quick note: almost all hits will end up whiffing if Terry use this version of his Super immediately after a Counter-Hit Break, so don't forget to use a second Break before you spend your precious meter and it all ends up going to waste.


1~8F full-body invincibility. The 2nd hit onwards has a projectile hitbox/hurtbox.

   TerryGarouBusterWolfD.jpg


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