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Difference between revisions of "The King of Fighters 2002/Terry"
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*Invincible: Complete startup. | *Invincible: Complete startup. | ||
|} | |} | ||
− | ===Notes=== | + | ==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 + P (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 == | == Combos == | ||
− | === | + | ===Basic Combos=== |
− | * cl.C (2) > df + C > | + | * cl.C (2) / cl.D / cr.C > |
− | ** '''DM qcb | + | ** df + C > |
− | ** DM qcf qcf + K | + | *** SDM qcb db f + AC {Max Mode + 1 Stock} |
− | ** '''qcb + A { | + | *** '''DM qcb db f + C {1 stock}''' |
− | ** qcf + A | + | *** 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%] | ||
− | * cr.B, cr.A > | + | Damage above is based on cl.C (2) as starter. |
− | ** df + C > (Point blank) | + | |
− | + | 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.) ...''' | |
− | ** '''(d) u + C | + | ** DM qcf qcf + B {1 stock} |
+ | ** '''(d) u + C''' | ||
* qcf + C > | * qcf + C > | ||
− | ** '''qcb + | + | ** '''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=== | ===Counterhit=== | ||
* j.CD (counterhit), | * j.CD (counterhit), | ||
− | ** DM qcb | + | ** DM qcb db f + P {40%} |
** qcf + C > (Corner) | ** qcf + C > (Corner) | ||
*** qcb + C {45%} | *** qcb + C {45%} | ||
− | *** qcb + B, | + | *** qcb + B, df.C {50%} |
*** DM qcb hcf + P {55%} | *** 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=== | ===Maxmode=== | ||
* cl.C (2) >> BC, | * cl.C (2) >> BC, | ||
− | ** run cl.C (2) > df + C > SDM qcb | + | ** run cl.C (2) > df + C > SDM qcb db f + AC {55-60%} |
** run cl.C (1) > dp + K(1) >> qcf + C > (Corner) | ** run cl.C (1) > dp + K(1) >> qcf + C > (Corner) | ||
− | *** DM qcb | + | *** DM qcb db f + P {55%} |
*** qcb + B, df + C {45%} (Input as db + C because of a glitch...) | *** 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.D > qcf + C > qcb + A |
Latest revision as of 18:32, 23 July 2020
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 + P (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