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Standing
- st. A: Terry jabs his arm forward, resulting in a decent anti-air poke that only possesses high hit-detection. It only hits high and lacks both chain and special cancelability, but can be canceled into both MAX and all of Terry's various DMs.
- st. B: Terry swiftly kicks in front of him at a 30-40 degree angle, making this poke great for applying quick block pressure. Not special or chain-cancelable, but can be canceled into from cr. B. MAX and DM cancelable.
- st. C: A quick straight-angled punch. MAX and DM cancelable, but lacks any other forms of cancelability otherwise.
- st. D: A devastating kick which is directed at around a 100 degree angle, making it suffice as an anti-air. Due to its start-up not being as quick as Terry's other anti-air options while also possessing a fairly limited hit-box, this normal is best used as somewhat of a preemptive technique to countering aerial-based approaches. MAX and DM cancelable, cannot be chain or special canceled.
Close
- cl. A: Elbows the opponent, does not chain into other lights (asides from itself via Rush Auto-Combo) but does chain into both of Terry's Command Normals. Special, DM, and MAX cancelable as well. It's quick start-up time and decent range allows for it to be used as a method of quickly interrupting an opponent's offense, but otherwise can be a bit limited in its usage.
- cl. B: Terry kicks the opponent at a lower angle near an opponent's leg. Can be chained into and from into Command Normals, but cannot be chained into Lights. It is also Special, DM and MAX cancelable. Usage for this normal can be found in continuing block-strings in where Terry is in direct proximity with the opponent, but even with this can be substituted with more effective Normals in most cases.
- cl. C: Terry very quickly punches the opponent's gut twice, making this a Normal which hits twice. Amazing for hit-confirming due to its two-hitting properties, also happens to be a go to option for punishes due to its speed and ability to chain into Command Normals. It is also Special, DM, and MAX cancelable.
- cl. D: Terry shoves his knee forward at about mid-body height. The normal is a bit slow, but does the most damage out of all of his standing Normals. Much like cl. C it also happens to be chain cancelable, making this move amazing for maximizing damage in situations where one can guarantee it landing.
Crouching
- cr. A: A quick forward jab in which is Special, MAX, DM, and chain cancelable. Despite it being a crouching normal it lacks the properties of an "actual" low, making this at times ineffective at opening an opponent up. Due to how it is cancelable into from lights, it does however function amazingly as an immediate follow-up to cr. B.
- cr. B: Terry quickly kicks towards the feet of his opponent. This move is one of Terry's two "actual" lows, making the use of this move pertinent to strengthening Terry's mix-up game. It is not Special cancelable and lacks the ability to chain into Command Normals, but can be chained into any one of Terry's lights, providing Terry with the ability of effectively comboing(?) off of a low.
- cr. C: A punch sent at a straight-angle from a crouching position. The move isn't as quick as some of Terry's alternatives, but has a fair bit of range in addition to being cancelable, making the usage of this move quite important at times. This move can be MAX, DM, and Special canceled in addition to being capable of chaining into Command Normals.
- cr. D: A sweeping kick which applies a soft-knockdown status to an opponent it connects with. Has a decent bit of range (even for that of a sweep) while being fairly quick, it is also Terry's only other "actual" low. This can be used to quickly throw an opponent off-guard and to apply knockdown based pressure after a successful hit. This move also happens to be cancelable, allowing for more effective usage within block-strings. (Due to the knockdown status in which sweeps possess in this game, you will be incapable of following up a sweep with some form of cancel for the sake of comboing)
Jumping
- j.A: A quick downwards angled punch. It's quick nature makes it effective for attempting to beat out opponents whom are attempting to jump while you are already airborne, but is otherwise lacking. It doesn't help that a few of Terry's other jumping normals can also serve this purpose and do so more efficiently.
- j.B: Terry quickly kicks in front of him. This normal is best suited for quickly beating out opponents who are attempting to jump/hop due to its fair horizontal range and swift start-up, it is fairly limited in its usage otherwise.
- j.C: A quick and powerful downward angled punch. It's angle, priority, and relatively quick start-up can allow for it to be utilized specifically for the sakenof beating out anti-airs and in air-to-air situations. It also deals a fair amount of hitstun, making it fairly effective for the use of it as a "jump-in tool".
- j.D: Terry shoves his leg at a slightly downward angle. This normal is quite versatile, as it is his longest reaching jumping normal, has a fairly short start-up time, and possesses both a fair bit of priority and hit-stun.
Blowback
- st.CD: A lengthy and devastating kick which has a bit of start-up. Due to how Terry becomes very slightly airborne during the animation of this move, it can actually be used for avoiding both lows and grounded fireballs if timed properly.
- j.CD: A quicker version of Terry's CD which happens to have somewhat of a lingering hit-box. Simply put, this is one of Terry's best moves. Its speed, range, very high priority and generous hitbox can make this move quite appealing for one to "spam" with.