I'm not sure if they covered this in the Master Class Terry video, but this was something I was working on.
So if Terry does a d.B, st.B into D crackshoot and it hits twice, as long as the person does not attempt a 1F command grab or an move that's invincible on start up, Terry will hit them with a st.C. When you do d.B, st.B into B crackshoot, if the opponent times a 3 frame move, he can trade with your st.C. So what this tells me is that when he hits standing opponents, he's +1 frames and probably +2 with D crackshoot. However, Terry adjusts his hat every time he does crackshoot. This is also important to note because if you don't cancel that animation (which starts as he puts his feet on the ground after crackshoot) you won't be able to do anything till he's done which means the link is really tight.
I could have sworn you can cancel the hat adjustment animation at any point in time. As in, the animation doesn't count as an actual taunt and you can do anything to stop it at any point during. Probably gonna test it tonight to confirm once I finish my homework...
EDIT: Confirmed. The hat-adjusting animation can be canceled at any time. While this doesn't make you wrong in saying that the link is tight, it can be interrupted, so you're not vulnerable while Terry does that.
Anyway, on another note, watching the STA ranbats got me thinking about Terry's positioning on a team again. I've been running him second (Joe/K', Terry, Claw Iori), but all the talk about his spot on the team got me thinking again. Personally, I've done best with him in second because he makes solid use of a 4-meter cap, and can do well using only 1 meter at a time if necessary. I know team formation can be pretty flexible, but I feel like I have other characters who can make better use of a 5-meter cap (namely, Iori and Kim). I'm probably overthinking this, but I'd like to hear some opinions on this.
Honestly, I only put Terry first if I know the person I'm playing is a fireball character. Now that there are more neutral tools to be used and frametraps, he can build a lot more meter on block which makes him nice and useful to me. However, as a first place person, his C Powerwave is indispensable against fireball focused characters. It scores a knockdown and it goes through other fireballs. It's short range, but it lets you get in close where fireball characters hate you to be in. From the knockdown, if they tech roll, you could safe jump from that distance to make them freak out.
Other than that, he's a good second. I'm not sure how he is on third, but Terry's HD combo potential midscreen can eat meter and end games. He's no joke with an HD combo. Other than an HD, Terry's a more 1 stock, 1 drive guy. Everything else after that is fluff or irrelevant/over-exaggerated damage.
Also, new stuff for Terry!
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So I've been practicing with Metaphysics and he showed me a few things with A burn knuckle that's very good and useful. I've been using it in matches. If you space Terry's A burn knuckle just right, you end up making it completely safe. If someone tries to punish you for it, you can block or completely reversal them with a C Rising Tackle.
The best blockstring I can show you to get you in the perfect position is d.B, d.A, d.C, qcf+A -wait- => Burn Knuckle. If all of the previous stuff was blocked, you're at the perfect distance to do a burn knuckle.
Now, how do you beat this? Even if you GCAB, the animation'll end once Terry hits so he's safe even through a guard roll. GCCD is a waste of meter. You could do an invincible move if you timed it right, but what's the best option here?
Moving forward stops this strategy cold. If you know someone is going to go for this set-up or naked Burn Knuckles at the right distance, you walk forward and block. This makes Burn Knuckle unsafe and allows you to punish him with anything.