Hit detection notes
Although other sources may have different definitions, hit detection for this wiki is defined by the following:
Overhead - An attack that must be blocked high.
Mid - An attack that can be blocked either high or low.
Low - An attack that must be blocked low.
In which case, we should indeed switch up the notation on the Terry Wiki then.
In the Combo Section it states that it requires a counter hit for D Crackshoot to be able to be comboed after. This is not the case.
You can link a close standing C off of a D crackshoot on characters based on the opponent's character's natural height or positioning (standing or crouching).
For example on a standing takuma you can hit him with D crackshoot and link off of it as long as you only get the last hit if you get more than one it won't work no counterhit is needed but This doesn't work on a standing Kyo. However, B and D crackshoot can both be linked off of if you hit them on a crouching Kyo (same with robert, ryo... Also, I believe I heard when the game came out counter hits don't provide frame advantage just damage. So, if that's true we might also be confusing people with that statement.
If you would like I can compile a list of people who need to be crouching for these to link and a list of those who this works on while standing.
Move | Damage | Stun | Startup | FrameAdv. | Comment |
5A | 25 | 3 | 4 | +2 | |
2A | 25 | 3 | 5 | +1 | |
j.A | 45 | 3 | 6 | - | |
6A | 70 | 8 | 14 | -13 | |
5B | 30 | 3 | 6 | +2 | |
2B | 30 | 3 | 4 | -1 | |
j.B | 45 | 3 | 5 | - | |
cl.C (1) | 55 | 8 | 4 | - | |
cl.C (2) | 25 | 4 | - | -2 | |
2C | 70 | 7 | 7 | -6 | |
3C | 60 | 6 | 4 | -11 | |
f.C | 80 | 7 | 7 | -6 | |
j.C | 72 | 7 | 6 | - | |
cl.D | 70 | 7 | 5 | -8 | |
2D | 80 | 7 | 10 | -15 | |
f.D | 80 | 7 | 11 | -2 | |
j.D | 70 | 7 | 8 | - | |
C+D | 75 | 10 | 15 | -1,+6 | -1 min range +6 max range |
j.C+D | 90 | 8 | 10 | - | |
Throw | 100 | 0 | 1 | - | Untechable |
Break CD | 4 | 0 | 15 | -15 | |
------------------ | ------------------ | ------------------ | ------------------ | ------------------ | ------------------ |
Power Wave A | 60 | 6 | 17 | -1 +23 | -1 min range +23 max range |
Power Wave C | 60 | 8 | 18 | -9 +0 | -9 min range +0 max range |
Burn Knuckle A | 75 | 8 | 15 | -10 -3 | -10 min range -3 max range |
Burn Knuckle C | 90 | 8 | 28 | -26 -12 | -26 min range -12 max range |
Crack Shoot B (1) | 40 | 4 | 13 | - | |
Crack Shoot B (2) | 40 | 4 | - | -2 +0 | -2 standing op. +0 crouch op. |
Crack Shoot D (1) | 40 | 4 | 15 | - | |
Crack Shoot D (2-3) | 40 | 4 | - | -1 +2 | -1 standing op. +2 crouch op. |
Rising Tackle A (1) | 40 | 4 | 5 | - | |
Rising Tackle A (2-5) | 10 | 1 | - | -26 | Varies depending op. position |
Rising Tackle C (1) | 50 | 6 | 7 | - | |
Rising Tackle C (2-7) | 15 | 1 | - | -49 | Varies depending op. position |
------------------ | ------------------ | ------------------ | ------------------ | ------------------ | ------------------ |
Power Wave EX (1) | 45 | 0 | 22 | - | |
Power Wave EX (2-3) | 45 | 0 | - | +27 +78 | +27 min range +78 max range |
Burn Knuckle EX | 160 | 0 | 14 | -17 -1 | -17 min range -1 max range |
Crack Shoot EX | 120 | 0 | 14 | -10 - 4 | Overhead, -10 min range, -4 max range, Hard KD |
Rising Tackle EX (1) | 20 | 0 | 4 | - | |
Rising Tackle EX (2-7) | 20 | 0 | - | - | |
Rising Tackle EX (8-17) | 10 | 0 | - | -57 | |
------------------ | ------------------ | ------------------ | ------------------ | ------------------ | ------------------ |
Buster Wolf (B,D) (1) | 90 | 0 | 37(7) | - | 30f freeze |
Buster Wolf (B,D) (2) | 90 | 0 | - | -15 | |
Buster Wolf EX (1) | 90 | 0 | 37(7) | - | 30f freeze |
Buster Wolf EX (2-5) | 30 | 0 | - | - | |
Buster Wolf EX (6) | 90 | 0 | - | -18 | |
Power Geyser (A,C) | 210 | 0 | 46(16) | -9 | 30f freeze |
Power Geyser EX (1) | 120 | 0 | 40(10) | - | 30f freeze |
Power Geyser EX (2-3) | 120 | 0 | - | -12 | |
Trinity Geyser (1) | 150 | 0 | 90(14) | - | 76f freeze |
Trinity Geyser (2-3) | 150 | 0 | - | -36 |
Well, here's something short and simple. Could use some adding to or editing. I only covered Anti-Air and Air-to-Air.
Also, I feel his normal attacks could use some more clarification and details on usage in certain situations. If anyone wants to help with that, feel free.
What about alternate inputs. An example would be with Rising Tackle. Instead of just ;dn~ ;up+ ;a/ ;c you can input ;dn ;db ;bk ;ub ;up + ;a/ ;c.
The reason I bring this up is because in one of his trials, you have to do a Rising Tackle to a Power Geyser and with the second inputs you can cheat to get the move out easier.
Wiki updated with Kim matchup! For those who haven't followed the discussions on the FB group for KOF13 players, I am gathering info from fellow Terry players to buff up our matchup section in order to have clearer knowledge on how to fight the cast. I feel Terry is heavily dependent on good matchup knowledge due to the simplicity of his core style, and needs an extra edge. Please let me know how it looks!