The King of Fighters 2002/Terry

From SuperCombo Wiki
AH YUU OH KAY

General Info

Crouch height: Medium
Jump: 5/36/1
Hop: 5/27/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 25 frames
Recovery roll: 28 frames

Stand Crouch Jump Backdash Grab Run
Terry02 stand.png Terry02 crouch.png Terry02 jump.png Terry02 backdash.png Terry02 grab.png Terry02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Terry02 colorA.png Terry02 colorB.png Terry02 colorC.png Terry02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/5/5 +2/0 R,C,S,Su HL
Terry02 clA.png
Snkb.gif 4/5/7 0/-2 C,S,Su HL
Terry02 clB.png
Snkc.gif 3/3*7/15 -2/-4 C,S,Su HL
Terry02 clC1.png
Terry02 clC2.png
Snkd.gif 4/4/22 -6/-8 C,S,Su HL
Terry02 clD.png
Standing Far
Snka.gif 3/4/5 +3/+1 R,C,S,Su HL
Terry02 stA.png
Snkb.gif 7/4/9 -1/-3 HL
Terry02 stB.png
Snkc.gif 5/7/16 -3/-5 HL
Terry02 stC.png
Snkd.gif 19/4/15 +1/-1 HL
Terry02 stD.png
Snkc.gif + Snkd.gif 19/3/21 KD/-2 C,S,Su HL
Terry02 stCD.png
Goes over lows
Crouching
Snka.gif 3/4/6 +2/0 R,C,S,Su HL
Terry02 crA.png
Snkb.gif 3/3/8 +1/-1 R L
Terry02 crB.png
Snkc.gif 6/5/19 -4/-6 C,S,Su HL
Terry02 crC.png
Snkd.gif 10/8/22 KD/-12 C,S,Su L
Terry02 crD.png
Jump
Snka.gif 3/7/- -/- H
Terry02 jA.png
Snkb.gif 2/2+6/- -/- H
Terry02 jB1.png
Terry02 jB2.png
Snkc.gif 4/5/- -/- H
Terry02 jC.png
Snkd.gif 8/7/- -/- H
Terry02 jD.png
Snkc.gif + Snkd.gif 13/6/- KD/- HL
Terry02 jCD.png
Neutral Jump
Snka.gif 3/7/- -/- H
Terry02 juA.png
Snkb.gif 2/8/- -/- H
Terry02 jB2.png
Snkc.gif 3/7/- -/- H
Terry02 jC.png
Snkd.gif 6/7/- -/- H
Terry02 juD.png
Hop
Snka.gif 3/7/- -/- H
Terry02 hA.png
Snkb.gif 2/8/- -/- H
Terry02 jB2.png
Snkc.gif 3/9/- -/- H
Terry02 hC.png
Snkd.gif 8/7/- -/- H
Terry02 jD.png
Command Normals
df + Snkc.gif 3/3+3/19 -5/-7 S,Su HL
Terry02 dfC1.png
Terry02 dfC2.png
Special Moves
qcf + Snka.gif 14/-/32 0/-2 HL
Terry02 qcfA1.png
Terry02 qcfA2.png
Power Wave - qcf + A
  • Terry pounds the ground, sending a ground projectile across the screen
qcf + Snkc.gif 19/10/18 KD/-10 S,Su,Fi HL
Terry02 qcfC.png
Round Wave - qcf + C
  • Terry pounds the ground, creating a wave in front of him that doesn't travel forward and comes out slower than Power Wave qcf + A
  • cancellable into other special moves except Power Wave qcf + A or Round Wave qcf + C
  • free cancellable into
  • supercancellable
qcb + Snka.gif 13/10/18 KD/-10 Fi HL
Terry02 qcbA.png
Burn Knuckle - qcb + P
  • Terry dashes quickly across the screen with a high priority attack with his knuckle
  • qcb + C goes a full screen length while qcb + A will only go about about a third of a screen. Thus, qcb + A is extremely safe, except maybe if you cancelled into it deep when the opponent was in the corner
  • free cancellable into
qcb + Snkc.gif 20/19/20 KD/-21 Fi HL
Terry02 qcbC.png
qcb + Snkb.gif 10/3*2/10+11 -3/-5 Fi HL
Terry02 qcbB1.png
Terry02 qcbB2.png
Crack Shoot - qcb + K
  • Terry does a forward flip kick in the air
  • qcb + D travels further and higher than qcb + B, but is far too slow and has a bad hitbox, whiffing against crouching opponents
  • qcb + B works fairly well as an anti-air to stop early jumpins in progress, although may be a bit too slow to stop any jump attacks on reaction
  • free cancellable into
qcb + Snkd.gif 9/2+4(5)*2/10+13 -5/-7 Fi HL
Terry02 qcbD1.png
Terry02 qcbD2.png
Terry02 qcbD3.png
dp + Snkb.gif 6/4+2(21)12/19 KD/-40 Fi,Fo HL
Terry02 dpB1.png
Terry02 dpB2.png
Power Dunk - dp + K
  • Terry jumps into the air, the first hit coming out fast and on the ground, and the second one hitting as Terry falls to the ground
  • hard knockdown on the second hit if it hits an opponent in the air
  • Upper body invincible: Frame 5-6.
  • free cancellable into
  • free cancellable out of on the first hit
dp + Snkd.gif 7/4+2(23)14/21 KD/-46 Fi,Fo HL
Terry02 dpD1.png
Terry02 dpD2.png
_d,u + Snka.gif 5/4*1(2)2(2)2(2)1/20+15 KD/-33 Su,Fo HL
Terry02 duA1.png
Terry02 duA2.png
Rising Tackle - _d u + P
  • A version: Lower body invincible: complete startup and first active period.
  • C version: Upper body invincible: complete startup and first active period.
  • supercancellable on the first hit
  • free cancellable out of on the first hit
_d,u + Snkc.gif 5/4*1(2)2(2)2(2)2(2)2(2)2/22+17 KD/-46 Su,Fo HL
Terry02 duC1.png
Terry02 duC2.png
DMs
qcfx2+Snkb.gif 6/2(6)3*2*12(17)1+1+7/33 KD/-53 HL
Terry02 qcfx2B1.png
Terry02 qcfx2B2.png
High Angle Geyser - qcfx2+K
  • Invincible: A: Frame 1-3, C: Frame 1-6.
Terry02 qcfx2B3.png
Terry02 qcfx2B4.png
qcfx2+Snkd.gif 11/7(6)3*2*12(17)1+1+7/37 KD/-57 HL
Terry02 qcfx2D1.png
Terry02 qcfx2D2.png
Terry02 qcfx2D3.png
Terry02 qcfx2B4.png
qcb,db,f + Snka.gif 17/1+1+8/43 KD/-25 HL
Terry02 qcbfA1.png
Terry02 qcbfA2.png
Power Geyser - qcb,f + P
  • Terry powers up and pounds the ground, creating a geyser of flame in front of him
  • Invincible: A: Frame 1-14, C: Frame 1-15. Upper body invincible: A: Frame 15-17, C: Frame 16-18
qcb,db,f + Snkc.gif 18/1+1+9/47 KD/-29 HL
Terry02 qcbfC1.png
Terry02 qcbfC2.png
SDM
qcb,db,f + Snka.gif + Snkc.gif 18/1+1+7(3)1+1+7(34)1+1+7/36 KD/-60 HL
Terry02 qcbfAC1.png
Terry02 qcbfAC2.png
Power Geyser - qcb,f + AC
  • Invincible: Frame 1-16.
Terry02 qcbfAC3.png
Terry02 qcbfAC4.png
Terry02 qcbfAC5.png
Terry02 qcbfAC6.png
HSDM
qcfx2+Snka.gif + Snkc.gif 12/7/30 KD/-19 HL
Terry02 HSDM.png
Rising Force - qcfx2+AC
  • starts up fairly slow but can travel across the screen incredibly fast
  • Counts as airborne during active period.
  • Invincible: Complete startup.

Short Movelist

  • df + C


  • qcf + A


  • qcf + C
    • Any other special, except qcf + A. (Only on hit/block.)


  • qcb + P


  • (d) u + P


  • dp + K


  • qcb + K


  • DM qcb db f + P


  • DM qcf qcf + K


  • SDM qcb db f + AC


  • HSDM qcf qcf + AC

Notes

Cancellable moves

  • Close: A, B, C (1-2), D
  • Far: A
  • Crouch: A, B, C, D


  • CD is cancellable into command moves, specials and DMs


  • df + C is cancellable.

Super cancellable moves

  • qcf + C
  • (d) u + P (1)

Free cancellable into moves

  • qcf + C
  • qcb + P
  • qcb + K
  • dp + K

Free cancellable out-of moves

  • (d) u + P (1)
  • dp + K (1)

Moves with Invincibility

  • (d) u + A (Lower: startup & active (1st part).)
  • (d) u + C (Upper: startup & active (1st part).)
  • dp + K (Upper: startup (last part).)
  • DM qcf qcf + K (Full: startup (1st part).)
  • DM qcb db f + P (Full: startup (1st part). Upper: startup.)
  • SDM qcb db f + AC (Full: startup (1st part).)
  • HSDM qcf qcf + AC (Full: startup.)

Moves with autoguard

(none)

Other Notes

(none)

Combos

Basic Combos

  • cl.C (2) / cl.D / cr.C >
    • df + C >
      • SDM qcb db f + AC {Max Mode + 1 Stock}
      • DM qcb db f + C {1 stock}
      • DM qcf qcf + K {1 stock}
      • qcb + A [32%] (Very close.)
      • qcb + B (Very close.)
    • HSDM qcf qcf + AC (Very close. Does not work after cl.C (2)) [64%] {Max Mode + 1 Stock}
    • SDM qcb db f + AC [44.5%] {Max Mode + 1 Stock}
    • DM qcb db f + C [36%] {1 stock}
    • DM qcf qcf + K [29%] {1 stock}
    • qcb + A [22%]
    • qcb + B [19%]
    • qcf + A [20%]
    • (d) u + C [29%]
    • dp + D (Point blank. Does not work after cl.C (2)) [30%]

Damage above is based on cl.C (2) as starter.

About cl.C (2) / cl.D / cr.C: cl.C (2) is faster than cl.D, that is faster than cr.C; cr.C deal a little more damage (~+1%) and has more range; cl.C (2) has more pushback.


  • cr.B, cr.A / cr.B >
    • df + C > (Point blank.) ...
    • DM qcf qcf + B {1 stock}
    • (d) u + C


  • qcf + C >
    • qcb + C [33%]
    • qcb + A [27%]
    • dp + D (Very close or corner.) [33.5]
    • qcb + B, (Close) [27%]
      • df + C (Corner) [38%]
    • >> DM qcb db f + C [40%] {2 stocks}

Counterhit

  • j.CD (counterhit),
    • DM qcb db f + P {40%}
    • qcf + C > (Corner)
      • qcb + C {45%}
      • qcb + B, df.C {50%}
      • DM qcb hcf + P {55%}

For the qcb + B, df + C combo ender, the df + C will have to be done as db + C, since the game thinks Terry has switched sides, even though it doesn't look like he has.

Maxmode

  • cl.C (2) >> BC,
    • run cl.C (2) > df + C > SDM qcb db f + AC {55-60%}
    • run cl.C (1) > dp + K(1) >> qcf + C > (Corner)
      • DM qcb db f + P {55%}
      • qcb + B, df + C {45%} (Input as db + C because of a glitch...)

Attack Strings

  • cl.C (1) / cr.D > qcf + C > qcb + A


  • cl.C (1) / cr.B > df + C > qcb + A

Strategies

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