I'm going through Terry's wiki and I have some questions regarding his pros, cons and other things, as well as suggestions for changing certain entries.
Pros
- "Has very good and fast normals like st.A, st.B, d.A, d.B, st.C, etc."
^ Can the examples of the normals should be mentioned in the gameplay notes?
- "df+C can work as a vertical anti-air and helps keep out hoppers"
^ I think mentioning this as a con is too specific. Can we just say "Good ground normals and command moves for anti-airs"?
- Has a strong pressure game, can cancel his seep into other specials as well
^ there is a spelling error, and I think a lot of characters can cancel their sweeps too, so maybe that can be mentioned somewhere else.
"- D Crackshoot pressure off a low allows him to set up his frame trap (Puts him at frame advantage)"
^ I think this is rather specific too for a pro too.
"-Properly spacing most ground specials make them safe and good to use for pressure (Easy guardbreak character)"
^ Maybe this can be added next to the pro about his strong pressure game?
- "Improper spacing of crackshoot and command grab characters take away some of your options (But there's still a way!)"
^ I know what's being said but I think it should be rephrased a bit. Plus, I dont think "But theres still a way" should be added there.
"-Jump CD has practically no lower hit box so is pretty bad for air to ground pressure"
I think this is a rather specific con that should be mentioned in his normals section.
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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.
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I have a question about this entry:
* "Back Knuckle = (f+A) 70 damage, hits mid. Terry spins around and hits the opponent with the back of his knuckle, hence the name. Great reach and good damage, but slow to come out. Useful on wake-up. Can be combo'd into from standing A. In HD mode, this command normal is special cancel-able, even Rising Tackle combos after it. "
Useful on wake-up? Whose wake-up? The Terry player's wake or the opponents? Why would it be useful?
* "Power Wave (EX) = qcf+AC - Travels full-screen, but slowly. Hits three times. Although it doesn't link with any specials, it's hard to poke him after it comes out. With proper spacing, that's impossible. If an opponent jumps onto it, it traps them in a standing position while being hit, allowing for a follow up attack. On block, and if you're at the right distance, you can run after your fireball and keep pressuring your opponent. "
What is bolded, I'm having a little trouble understanding. Does it mean the move has good pushback on block?
* "All Crack Shoots are fairly safe on block, B being -2 frames and D being -1 when standing. Opponents can do moves (like low B) to lower their hurtbox and avoid being hit at the right time so don't be too predictable! His B and D Crack Shoot allows you to continue into a combo if they are hit while crouching, though the link is pretty tight. At about half screen, a D crack shoot can hit a standing opponent and allow Terry to continue the combo as well. If an opponent blocks D Crackshoot low, that's a frame trap. Terry is at frame advantage. You can jump, pressure with low B or st.C and your opponent will likely be beat out or feel safer blocking. "
The section I have bolded isn't wrong, but it is worded kinda funny. A frame trap is usually a set-up, not just one attack. It would be better to say "if an opponent blocks the heavy kick (D) crackshoot while crouching, Terry is at frame advantage", then whatever else for the set-up.
* "Crack Shoot (EX) = qcb+BD - Comes out faster and is an overhead. This makes it a very useful way to end a match if your opponent in near death. "
It would probably be best to let people know if it is safe on block or not.
* "Rising Tackle = (d~u+P) -Terry flips upside down and flies straight up while spinning around like a top. The awesomeness of this move is inversely proportional to how goofy it sounds. Great damage, but incredibly unsafe. (If you want a safer anti-air, go for Rising Upper.) Use this only when you're certain your opponent will be above you, or in combos. The quicker, A version hits five times, and C version hits seven times, although if the opponent isn't close enough all the hits won't connect. "
I think the bolded sentence should be removed, it seem a little corny and it isn't useful to know.
* "Rising Tackle (EX) = d~u+AC - EX version is godly. Around 3 frames start-up and insanely powerful. It also has a vacuum effect, where the opponent is pulled into the move if it connects. So while the normal version can just knock them away after one hit, the EX version is always going to hit multiple times if one hit connects. There are technically 21 hits to this move, but it's impossible for all of them to connect. Against an airborne opponent who is very close, it can hit a maximum of 20 times. The maximum number of times it can hit a grounded opponent is only 17. Great for ending combos. "
I think it should be noted against how unsafe and risky this move can be if isn't used correctly.
* "Buster Wolf = (qcfx2+K) - Does this move even need an introduction? Probably not, but I'll give one anyway. Terry flies forward like in Burn Knuckle and, if the move connects, an explosion blasts the opponent away. It's not as strong as Power Geyser, but it can combo in many situations Power Geyser wouldn't be able to. Also, it can be max canceled into his NeoMax. Terry no longer shouts "Are you okay!?" when the move starts up, but most self-respecting Terry players will shout it anyway.
Buster Wolf (EX) = qcfx2+BD - EX version does more damage and goes through projectiles. Great full-screen punish. "
The bolded sentences need to be removed. It should also be noted how unsafe it is on block...
* "Trinity Geyser = (qcfx2+AC) - Terry raises both fists behind his head and, after a dramatic pause, slams both fists to the ground. A series of successive power geysers travel across the screen, although the move can only hit a maximum of three times. It's a great NeoMax against mid-screen opponents (and can even be followed up with Burn Knuckle under the right circumstances). However, against cornered opponents it's completely inadvisable, since it'll only hit once. "
I think would should be noted is some possible defensive escapes the opponent can do, or what can evade it the geysers.
EDIT: Also, I think Terry's combo section needs to be updated with damage values, newly found combos, comments and strategies for certain combos and a notation legend.