User:Aroo of fighters/sandbox

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KOF 03 Test 1

st.A
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.

KOF 03 Test 2

Kof.lp.png
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.




Movelist

Normals

Far Normals

st.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - 6 - - +4 +2 -

Simple jab.


st.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - -6 -8 -


st.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - -3 -7 -


st.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - -5 -9 -

Terry's longest-range normal.


Close Range Normals

cl.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +3 +1 -

Simple jab.


cl.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +1 -1 -

Not a low.


cl.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +6 +2 -

One hit normal. Strongest normal that can combo into his Power Dunk. Has a unique target combo associated with it in 6+C

Combination Blow
F.png + Kof.sp.png (after cl.C connects).
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +6 +2 -

Terry's second hit of his cl.C target combo. Plus on block and, like in Garou, has a very lenient cancel window; you can very easily hitconfirm into his Light Burn Knuckle.


cl.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - 0 -4 -

Two-hit move. Both hits are cancellable, though both hits push the opponent far out so your options are limited (you can't do cl.D into 6+C, for example).

Crouching Normals =

cr.A
D.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +1 -1 -


cr.B
D.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - Special/Super - - - - +4 +2 -

Chains into cr.A


cr.C
D.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - -3 -7 -

Not a low.


cr.D
D.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - Special/Super - - - - Soft KD -13 -

Not a low.



Jump Normals

Like Garou, Terry's normals remain the same no matter how you jump.


j.A
U.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -


j.B
U.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Can crossup.


j.C
U.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -


j.D
U.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Can crossup.


Command Normals

Rising Upper
Df.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - -1 -5 -

Most damaging command normal. Can be used as an OK anti air, in which case it will soft knockdown the opponent, though you can't combo out of it. Ideally this is the command normal you want to use in combos due to its damage.


Backspin Kick
Df.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - Soft KD -12 -

Terry's classic CD move from past KOF games. Long startup, but delivers a soft knockdown when it connects. Unlike CDs in past games, however, you cannot special/super cancel this move when done raw.

Backspin Kick (cancel ver.)
Df.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - -7 -11 -

When cancelled into, Backspin Kick has a faster startup, and becomes special cancellable, however, it loses its knockdown properties. Doesn't deal as much damage as 3+C, however, this move goes further than 3+C does, giving this move some utility (for example; a basic low confirm Terry could do is "cr.B, cr.A". If Terry cancels cr.A into 3+C, the move will whiff entirely; however, if Terry cancels into 3+D, the move will hit). At any range, this move will combo into Heavy Power Charge, which is Terry's best meterless combo ender in almost all situations.

Oddly enough, this move can be special-cancelled, but not super-cancelled, hurting Buster Wolf's potential a lot.


Other Moves

Buster Throw
B.png/F.pngKof.sp.png/Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - Hard KD - -

Standard throw. C throw retains the same side, D throw swaps sides.

MSA Attack
Qcf.png+Kof.lk.pngKof.sp.png/Kof.sp.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Standard MSA.


MSA Enter
(Automatic after teammate does an MSA)
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - +33 +16 -

Standard MSA entrance.

Special Moves

Power Wave
Qcf.png+P.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LP - - Mid - - - - - - - - - - -4 -8 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HP - - Mid - - - - - - - - - - -11 -15 -

Projectile that travels along the ground. C version travels faster than A version.


Burn Knuckle
Qcb.png+P.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LP - - Mid - - - - - - - - - - Soft KD -13 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HP - - Mid - - - - - - - - - - Soft KD -22 -

A version has short startup and travels about 1/3rd of the screen forward. C version has longer startup, can go almost fullscreen (though it won't hit most fullscreen opponents) and deals more damage. A version is perhaps your best long-distance meterless combo ender if you have low execution skills.


Crack Shoot
Qcb.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Overhead - - - - - - - - - - +1 -3 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Overhead - - - - - - - - - - -4 -8 -

Unlike in most of his KOF incarnations (but like in Garou: MOTW), this move now hits as an overhead, though it won't combo from any of Terry's ground moves. This move does two hits, though only one of those hits will hit crouching opponents. A version will hit all crouching opponents, while the C version only hits high/very high crouchers (Adel, Chang, Daimon, Maxima, Mukai and Tizoc) crouching.


Power Dunk
Dp.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - Hard KD -17 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - - -15 -

Non-invincible DP. A version goes lower, C version goes higher. Can be combo'd into, but you need to be very close to connect; any sort of command normal or any sort of confirm will see this move whiff. Does three hits, though outside of MSA launchers, it only does the last two hits when used as a juggle. You'll always want to Break this move if possible.

Breaking
Kof.lp.png+Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Like in Garou, Terry can Break the first hit of his Power Dunk by pressing A+B. Terry will cancel the Power Dunk into a unique sway, moving him forward and on the ground while the opponent is in the air. After the sway, Terry can juggle the opponent with whatever he wants.

During the sway (when shadows are following you), Terry can cancel the sway into two different moves, either a Power Geyser super (which functions identical to the regular Power Geyser), or a unique version of his Crack Shoot, the Break Shoot.

This is Terry's primary way to score MSA conversions; though this means the opponent will be launched into the air, making his MSA opportunities relatively less-rewarding, depending on the character he MSA's to. Outside of this, he can try to reset the opponent, or go for another attack (usually another Power Dunk, or a Power Geyser).

While usually Terry cannot juggle into a Power Dunk Break, if someone else on your team lands an MSA on an airborne opponent (best done in the corner thanks to inputs being messy if you connect an MSA on an airborne opponent midscreen), Terry can, with very good timing, land a Power Dunk and Break it. This is one of Terry's few ways, if not the only way, in which he can combo into his LDM.

Break Shoot
Qcb.png+Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

A unique version of the Crack Shoot that can be done while Terry is Breaking his Power Dunk. This mostly differs from regular Crack Shoot in one important way; in the corner, you can juggle after a Break Shoot. While in midscreen you can't do anything after a Break Shoot, in the corner, you can do another Power Dunk or a Power Geyser/Buster Wolf, though the timing to land any of these followups is pretty strict.

cl.C -> Power Dunk -> Break Shoot -> Power Dunk is more damaging than cl.C -> Rising Upper -> Power Charge.


Power Charge
Hcf.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - -3 -7 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - -3 -7 -

No longer a launcher like in past KOF games, Power Charge instead functions as a rekka, similar to Garou. You can do his followups on hit, block, or whiff, though they must be inputted using the same strength as what you used for Power Charge (B for Light Power Charge, D for Heavy Power Charge). D Power Charge is Terry's best midscreen combo ender, as it can pick up the same combo strings as Light Burn Knuckle, but does more damage and gives a hard knockdown.

Followup 1
F.pngF.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - -1 -5 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - -1 -5 -

Followup of Power Charge. Supercancellable into either Power Geyser or Buster Wolf (Power Geyser preferred because it does more damage). This is Terry's sole super-cancel route, and while I personally wouldn't recommend it over the much cheaper option of Power Dunk -> Breaking -> Super, this is still fine for comboing out of low confirms and stuff. The safest place to end your Power Charge if blocked.

Followup 2
F.pngF.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - Hard KD -13 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - - -16 -

Followup to the followup. Grants a hard knockdown; you could potentially sneak in a tag out depending on your opponent. On counterhit, if none of the previous 2 followups connected, this move will cause a wallbounce.


Supers

Power Geyser
Qcb.pngDb.pngF.png+P.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LP - - Mid - - - - - - - - - - Soft KD -31 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HP - - - - - - - - - - - - - Soft KD -34 -

Terry's classic Power Geyser super. More damaging than his Buster Wolf, and can be used in nearly any combo that Buster Wolf can combo into, making it his better super of the two. If it trades you can follow it up with Buster Wolf midscreen (or another Power Geyser in the corner)


Buster Wolf
Qcf.pngQcf.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - Soft KD -14 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - - - - - - - - - - - - Soft KD -22 -

A version has a shorter startup and goes about 4/10ths of the screen. C version has a longer startup, has a longer invincibility window during startup, has invincibility to grounded projectiles while traveling, and can hit fullscreen. Slightly less damaging than Power Geyser, however, it goes further than Power Geyser. If the first hit trades on a grounded opponent then you could potentially do another Buster Wolf or a Power Geyser.

Be careful when using this as an anti-air punish or as a juggle combo ender, often times the opponent will be too high for the second, more damaging, part of the move. This move can also potentially have the second hit whiff if the first hit connects with an extended limb of someone far away (for example, against Chizuru's clones or against Billy's pole)


Power Stream
Qcb.pngHcf.png+Kof.lp.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - Soft KD -31 -

Terry's sole LDM. There are two parts to this move; first, Terry doublepunches the ground, launching the opponent into the air. Pretty much nothing Terry has combos into this; the actual hitbox is much narrower than what the move suggests so a lot of moves that look like it would combo won't actually combo into it. After that, Terry sends a beam of energy up into the air. Usually, this will deal about 7 hits, though if this connects as an anti-air, the amount of hits you get may be reduced. If only the beam part hits, the move will do about 9 hits altogether.

Be careful with your inputs, because Power Stream is a traditional 2141236+PP input, and Terry's Power Geyser is a 21416+P input, being too rough on your inputs here will net you a Power Geyser instead of a Power Stream.