That's what I meant.
There's no list of safe spacing for it. If you have that, you can go from there.
For B crackshoot, you have d.B, st.B, st.CD, B Crackshoot. I also would say point blank, you have d.B, st.B, df+C, B Crackshoot, but that's a bit closer than st.CD. It's a frame trap in one as st.B links with df+C, making it a pretty tight frame trap anyway. You can hit confirm the df+C if they try to poke.
So, you're close enough for most 1F command grabs if you do d.B, st.B, df+C. If you notice that d.B, st.B is blocked, a fast enough frame trap is d.A, d.C. That actually is really good and spaces your follow up crackshoot enough so you can't be punished.
So don't do: d.B, st.B, df+C, qcb+B on block (Can be thrown or command grabbed)
Do: d.B, st.B, d.A, d.C, qcb+B on block (Can't be thrown or command grabbed, good spacing for st.B, st.C, sweep, etc)
OR
1. d.B, d.B, d.A, d.C, qcb+B
2. d.B, st.B, st.CD, qcb+B
3. d.B, d.A, (delay), d.B, st.B, qcb+B
Notes:
These setups place you in a distance where you cannot be easily punished or punished at all by characters with command grabs, normal throws, and fast normals, utilizing qcb+(K) (Crackshoot) to the best of its ability.
All of these can be substituted for qcb+D.
If qcb+D is done, Terry is susceptible to normal throwing (f+(Heavy) only). Prepare to tech.
-Great spacing for baiting people into punishing with back throw or command grabs or for people scared to respond.
-When in doubt, Rising tackle out. Beats most responses with its invulnerability
All qcb+B setups are unthrowable setups.
If blocked standing w/ qcb+B, Terry is at -2. His fastest response from that range is d.B (4F). Meaning you will lose to anything 6F or faster.
-Good against grapplers or characters who have slow normals or reliant on far reaching heavy normals
-Will trade or lose with people mashing crouching light normals 4F or faster, DP if this becomes their response.
- d.A (at max range), d.C and d.B, st.B are possible afterwards for combo potential.
-Far spacing makes DPs risky.