Gameplay OverviewGameplay Notes-To win with Terry, you want to frustrate the opponent into jumping with Terry's nasty poking game, and pressuring them into cracking once they're in the corner.
Pros-Ridiculous frame advantage
-High speed, power, and priority
-Incredibly good anti-air game
Cons-His fireballs aren't too hot and have a little too much startup recovery
-No mindgames what-so-ever
-Only has two over-heads, and one of them, Power Dunk, is only worthwhile when used in a chain combo and even then is not too great
-If baited, his anti-airs can be punished severely, especially Rising Tackle
Normals
Far st. 
-Great reach
-Fast poke, helps keep people off of Terry
-Better suited for being about medium range when doing as a poke.
Far st. 
-Further reach than st.

-Hits harder than st.

-Slightly more recovery, but not a huge problem (Terry's frame recoveries are all insanely fast)
-Again, best suited to at medium range if used as a poke.
Crouching 
-Good reach
-Strong
-Can be canceled into?
ThrowsBuster Throw 
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+

(Close)
Command Moves

Back-step Kick - Terry does a jumping roundhouse kick

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-Knocks opponent into back plane
-Good for rushing down the opponent
-Good as a combo ender
-You can cancel it into a Special/DM by performing said Special/DM right before the kick comes out
Wild Upper - Terry does a straight uppercut into the air

+

-Good anti-air, but time it so the opponent is above you
Power Dunk - Terry follows up by knocking the opponent into the air and coming back down with a downward punch

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(Right after Wild Upper)
-Overhead
Charge Kick - Terry does a running kick, similar to a punt in Football

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-Overhead
-Can cancel Charge Kick into a Special/DM by doing the Special/DM just before the kick comes out
-Can be canceled without hitting the opponent
Avoid Attack
Gut Uppercut - Terry does a fast uppercut into the air

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-Good anti-air
-Use at the very moment you are about to be hit by the opponent to avoid an attack and counter-attack (Not on projectiles)
Power Charge - Terry follows up his Gut Uppercut with a football style tackle

+C (Right after Gut Uppercut)
-Can juggle after the Power Charge
-Power Charge does not combo off of Gut Uppercut
Fake AttacksBurn Knuckle Fake - Terry does the initial frames of the Burn Knuckle

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+

-A good fake to use
Power Geyser Fake - Terry does the initial frames of the Power Geyser

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-Another decent fake of his to use
Special Moves
Burn Knuckle - Terry poses for a moment, then flies across the screen with his arm extended, fist covered in energy.

+

/

-Juggle-able
-Can juggle a Rising Tackle with the

version if they're in the air.
-

version comes out faster and goes out half the screen and does less damage
-

version comes out slower, but it covers the whole screen distance and does more damage
-Does decent stun
-Breakshotable. Highly recommended to use as a Breakshot
Power Wave - Terry punches the ground and throws a spark along the ground

+

-Good for pressuring, but not recommended to use if you're far from your opponent.
-Will clash other projectiles, canceling both out.
Round Wave - Terry punches the ground, creating a small explosion around his fist

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-Hits both planes
-Must be blocked low in the back plane
-Pulls opponent to front plane even if they block
-Absorbs projectiles
-Not overly useful except for attacking the back plane


Crack Shoot - Terry travels through the air with one leg extended, flying in a semi circular path.

+

-Good to use from medium range
-Breakshot
-Good to use in combos
-Does not give knockdown
-Juggle-able

Fire Kick - Terry slides along the ground with one foot extended, if it connects, he does a second kick, which will send the opponent into the air.

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-The sliding kick must be blocked low
-Sliding kick must connect to perform the full attack
-Follow up kick launches opponent into the air and can be followed up with a Rising Tackle
-Needs to be used at about medium range at least or it won't connect
-Juggle-able
-Can be followed up with an

Burn Knuckle or a Crack Shoot
-Breakshot
-Difficult to use to surprise your opponent

Passing Sway - Terry hits the opponent with an elbow and then finishes with a turn around kick

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-Will send Terry to the back plane
-Will not work if opponent is in the back plane
-Not very useful as it doesn't provide much any advantage on hit
-Very little recovery lag

Rising Tackle - Terry risies from the ground spinning, feet first, arms extended
Charge

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-Fantastic anti-air
-Has good priority
-Combos well
-Has low recovery lag
Desperation Move
Power Geyser - Terry punches the ground and a huge explosion rises.

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-Good anti-air
-Great priority
-Comes out fast
-Quick recovery
-Absorbs projectiles
-Cannot combo off of anything (Unsure of this)
Super Desperation Move

Tripple Geyser - Terry punches the ground, creating three huge explosions with every punch

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-Absorbs projectiles
-Combos off of practically everything
-Juggle-able
-Is possible to juggle from this, but its
extremely hard