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 |
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Colors
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Movelist
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%]
- df + C >
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