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« on: December 29, 2013, 06:42:32 PM »
NB: I'm not a Terry player but that's how I understand his gamestyle. Some people may argue with my advices.
The thing is, if your crackshoot D is blocked high, you're -1.
That means against a 1 frame throw you're doomed, hopefully if you do it after a few light you can't be normal thrown except in the corner (and even here it might not work). But you better forget it against 1f grapplers.
Then if your opponent doesn't have a 3 frame move you can try to do your s.C afterward (since you're -1, you're supposed to trade at worste and if it hits well free combo, if it's guarded free pressure!). And once he is used too it you start doing slower moves such as d.B or throws, consider jumps if he tries to mash lows to bait the throw (If you just do s.C he guards high and you will never open his guard).
If he does have a 3f you have to make him fear the rising tackle, so the first time you do your crackshoot, throw a good rising tackle afterward (Because he's gonna mash his 3f to gain the advantage). Well if you get punished it's your fault for not being good at mind games :D (Do not abuse of it obly, if you could get killed by the punition you might want to stick to a safe gameplan, you're at a disadvantage afterall).
But you have to take this risk from times to times to be respected. After that you can start to throw your s.C, and get back to the previous gameplan, with rising tackles when your opponent gets a bit moving.
From afar some 3f might come out in their far version netting you a free combo since Terry s.C has a lot of range and the first frame of their s.C will make them closer making you sure your s.C comes out in his close form. I do know I got trapped with my Kyo like that some times. You might want to work on specific setups for that.
If the crackshoot is blocked low it's free cookies and pressure since you're +2.
Never forget that Terry main opening is guard crush. He does a ton of it, and the ex fireball does really help. So if your frametraps are blocked, it means that if you make him guard the next one you will surely crush his guard. So you should consider to wait and see their reaction, because most player will panick and do a DP, a roll or a jump, either way you can punish them and start to repress with their guard gauge half empty.
Here i'm assuming that the s.B hits low, and you can't be normal thrown after d.B,d.A,qcb.D guarded high (Doesn't have the game at hand right now, so I would be glad if you could confirm it :D).
Another way to mix is to do d.B,d.A (you can delay quite a lot to let you the time to confirm) d.C if it does hit, and then mix a little with either canceling the d.A into crackshoot, or doing s.B, crackshoot (d.B,d.A,s.B,qcb.D), if they get up for blocking the crackshoot high after d.A they take the risk to eat the s.B. Once they wait the crackshoot after d.A or s.B, just do d.B throw.
There is (should be, not sure again) a hole between d.A and crackshoot D, but if your opponent mash a dp between and you do s.B it's gonna hit, because it's a blockstring and he needs to stand up for buffering the motion.
However there is nothing preventing them to do a reversal between s.B and your crackshoot, so be careful.
Again if they stand up after s.B for guarding the crackshoot you can throw a sweep.
BTW you can do frametraps after lows or d.As, but it's not under the scope of your question :D
Either way you have to mix things, and try to predict your opponent next reaction.
Any critic or comment is appreciated. Especially from experienced terry players.