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==Movelist==
==Movelist==
[[File:Kof02ummovelistterry.png]]
===<u>References</u>===
====<u>Move Reference</u>====


===<u>Normals</u>===
'''Throws'''


====<u>Standing (Close)</u>====
Grasping Upper - close, [ [[image:bk.gif]] / [[image:fd.gif]] ] + [[image:c.gif]]


<nowiki>{{MoveData
Buster Throw - close, [ [[image:bk.gif]] / [[image:fd.gif]] ] + [[image:d.gif]]
|image=
|caption=
|name=cl.A
|data=
{{AttackData-2002UM
|damage=20
|startup=4
|active=
|recovery=
|hitAdv=2
|blockAdv=0
|guard=Mid
|gbar=
|description= A jab that hits opponents in all states. Can be chained into itself, a light kick button, df+C, or cancelled into any special move.
}}
}}</nowiki>


<!--*cl.A/B/C/D are cancel-able
'''Command Moves'''


*cl.A hits crouching opponents and is chain-able into itself, cl.B, cr. B, cr. A, df+C
Rising Upper - [ [[image:df.gif]] ]+ [[image:c.gif]]


*cl.C hits twice and the first hit can be special cancelled, and canceled into df+C or f+A
Hammer Punch - [ [[image:fd.gif]] ]+ [[image:a.gif]]


*cl.D is special cancel-able, and can be canceled into df+C or f+A-->
'''Special Moves'''


====<u>Standing (Far)</u>====
Power Wave - [[image:qcf.gif]] [[image:a.gif]]


<!--*st. A & st C are special cancel-able
Round Wave - [[image:qcf.gif]] [[image:c.gif]]


*st. A is chain-able into st. B, and df+C.
Burn Knuckle - [[image:qcb.gif]] [[image:a.gif]] / [[image:c.gif]]


*st. A is good for stopping hop attacks
Quick Burning - [[image:dp.gif]] [[image:a.gif]] / [[image:c.gif]]


*st. B has a very far hit box and can be used as a mid-range poke
Power Dunk - [[image:dp.gif]] [[image:b.gif]] / [[image:d.gif]]


*st. D moves Terry forward a bit, and pushes him back on block
Power Charge - [[image:hcf.gif]] [[image:b.gif]] / [[image:d.gif]]


*CD: good ranged vertical hit box, pushes terry back far on block, whiff cancel-able-->
Rising Tackle - [ [[image:dn.gif]] ]~[[image:up.gif]] [[image:b.gif]] / [[image:d.gif]]


====<u>Crouching</u>====
Crack Shoot - [[image:qcb.gif]] [[image:b.gif]] / [[image:d.gif]]


<!--*cr.A/B/C/D are all special cancel-able
'''Desperation Moves'''


*cr.A and cr. C hits mid
Power Geyser - [[image:qcb.gif]][[image:db.gif]][[image:fd.gif]] [[image:a.gif]] / [[image:c.gif]]


*cr.B hits low and is chain-able into itself, cr. A, st.A, st.B and df+C
High-Angle Geyser - [[image:qcf.gif]][[image:qcf.gif]] [[image:b.gif]] / [[image:d.gif]]


*cr.C can chain into df+C and f+A
'''Super Desperation Moves'''


*cr.D is a sweep that hits low but has an animation that looks like it may hit mid
Power Geyser - [[image:qcb.gif]][[image:db.gif]][[image:fd.gif]] [[image:a.gif]]+[[image:c.gif]]


*cr.B/C/D are all whiff cancel-able-->
'''Hidden Super Desperation Moves'''


====<u>Jumping</u>====
Rising Force - [[image:qcf.gif]][[image:qcf.gif]] [[image:a.gif]]+[[image:c.gif]]


<!--*j.A is good for air to ground attacks
====<u>Combo Reference</u>====
{| border="1" style="font-size:90%"
|+
|-
| '''0 Bar'''
|
Low<br/>
Anywhere<br/>
|
cr.B, cr.B/cr.A, df+C, qcb+A/(hcf+D, dp+D) = 28-30%<br/>
(jump-in), cl.C, f+A/df+C, qcb+A/(hcf+D, dp+D) = 26-31%<br/>
|-
| '''1 Bar'''
|
Anywhere<br/>
|
(jump-in), cl.C, f+A/df+C, qcb,hcf+P = 37/39%<br/>
|-
| '''2 Bar'''
|
Low<br/>
Anywhere<br/>
|
cr.B, cr.B/cr.A, df+C, hcf+D (SC) qcb,hcf+P = 43%<br/>
(jump-in), cl.C, f+A/df+C, hcf+D (SC) qcb,hcf+P = 42/44%<br/>
|-
| '''3 Bar'''
|
Anywhere<br/>
HSDM<br/>
|
(jump-in), cl.C, f+A/df+C, qcb,hcf+AC = 48%<br/>
(jump-in), cl.C, f+A/df+C, qcfx2+AC = 56%<br/>
|-
|}


*j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump
===<u>Normals</u>===


*j.C is good for air to ground
====<u>Standing (Close)</u>====


*j.D is good for air to ground and can cross up standing and crouching opponents easily
{{MoveData
|image=
|caption=
|name=cl.A
|data=
{{AttackData-02UM
|damage=20
|guard=Mid
|startup=3
|active=5
|recovery=5
|hitAdv=2
|blockAdv=0
|gbar=
|description=A jab that can hit most opponents in a high or low state. It can be chained into itself, a light kick button, df+C, or cancelled into any Special Move.
}}
}}


*neutral j.D can be used for air-to-air but it has a more vertical hit box
{{MoveData
|image=
|caption=
|name=cl.B
|data=
{{AttackData-02UM
|damage=20
|guard=Mid
|startup=4
|active=5
|recovery=7
|hitAdv=0
|blockAdv=-2
|gbar=
|description=A knee to the chest that can also hit crouching opponents. It is only chainable into itself or st.B, but can be cancelled into a Command Move or Special/Desperation Move (although only df+C combos from it).
}}
}}


*j.CD: great air-to-air attack, and can be used to pressure the opponent in the corner, can be low profiled-->
{{MoveData
|image=
|caption=
|name=cl.C
|data=
{{AttackData-02UM
|damage=55 (40 + 15)
|guard=Mid
|startup=3
|active=10 (7 + 3)
|recovery=15
|hitAdv=-2
|blockAdv=-4
|gbar=
|description=A gut punch that hits twice and leans slightly on the unsafe side. Either hit of the punch is cancellable into a Command Move or Special and can be used to start or continue a high or middle-level combo.
}}
}}


===<u>Throws</u>===
{{MoveData
|image=
|caption=
|name=cl.D
|data=
{{AttackData-02UM
|damage=55
|guard=Mid
|startup=4
|active=4
|recovery=22
|hitAdv=-6
|blockAdv=-8
|gbar=
|description=A rather fast, but punishable upward kick. Despite its slow recovery, it can also be cancelled into Command Moves or Special Moves, giving it a similar use to cl.C but without the extra hit.
}}
}}


<!--'''Grasping''' (b/f + C) close
====<u>Standing (Far)</u>====


* Terry grabs the opponent then uppercuts them (df+C animation). The opponent lands near the corner of the screen.
{{MoveData
|image=
|caption=
|name=st.A
|data=
{{AttackData-02UM
|damage=30
|guard=Mid
|startup=3
|active=4
|recovery=5
|hitAdv=3
|blockAdv=1
|gbar=
|description=A light jab that can hit most standing or airborne opponents, making it one of Terry's better tools for stopping hops. It can chain into st.B and can be cancelled into Command or Special Moves, but cancels best into df+C.
}}
}}


* Soft knockdown
{{MoveData
|image=
|caption=
|name=st.B
|data=
{{AttackData-02UM
|damage=20
|guard=Mid
|startup=5
|active=4
|recovery=9
|hitAdv=-1
|blockAdv=-3
|gbar=
|description=A weak, but rather far kick from the left leg. This cannot be cancelled into anything, which makes it work better as a poke.
}}
}}


'''Buster Throw''' - (b/f + D) close
{{MoveData
|image=
|caption=
|name=st.C
|data=
{{AttackData-02UM
|damage=60
|guard=Mid
|startup=5
|active=7
|recovery=16
|hitAdv=-3
|blockAdv=-5
|gbar=
|description=A far punch from the left arm. It is rather unsafe, but it can be cancelled into any Special Move.
}}
}}


* Grabs and slams opponent in opposite direction. The opponent lands 1 character space away from the corner of the screen.
{{MoveData
|image=
|caption=
|name=st.D
|data=
{{AttackData-02UM
|damage=70
|guard=Mid
|startup=19
|active=4
|recovery=15
|hitAdv=1
|blockAdv=-1
|gbar=
|description=A slow and moving kick that newer players may use on accident. It is rather safe, leaving Terry at the smallest advantage on hit, but will move him back when blocked and can be easily stopped.
}}
}}


* This throw is great for okizeme setups like cross-ups with j.D or empty jump low mixups, etc.
{{MoveData
|image=
|caption=
|name=st.CD
|data=
{{AttackData-02UM
|damage=70
|guard=Mid
|startup=14
|active=3
|recovery=21
|hitAdv=Soft Knockdown
|blockAdv=-2
|gbar=
|description= A standard Blowback attack that is a hop kick that moves Terry forward. Like others, it knocks down on hit, but it pushes Terry back when blocked; alongside this, it can also be whiff cancelled.
}}
}}


* Hard knockdown-->
====<u>Crouching</u>====


===<u>Command Moves</u>===
{{MoveData
|image=
|caption=
|name=cr.A
|data=
{{AttackData-02UM
|damage=25
|guard=Mid
|startup=3
|active=4
|recovery=6
|hitAdv=2
|blockAdv=0
|gbar=
|description=A crouching punch that is both chainable and cancellable. It mainly chains into light kicks, but can also be cancelled into any Command Move or Special Move, best cancelling into df+C.
}}
}}


<!--'''Rising Upper''' - (df + C)
{{MoveData
|image=
|caption=
|name=cr.B
|data=
{{AttackData-02UM
|damage=25
|guard=Low
|startup=3
|active=3
|recovery=8
|hitAdv=1
|blockAdv=-1
|gbar=
|description=A low-hitting kick that chains into other light normals and can be whiff cancelled. Like other crouching normals, it can be cancelled into any Command Move or Special Move, with df+C being an ideal cancel option for combos.
}}
}}


* *This is Terry's command normal uppercut. Good & easy to use in combos before a special move or DM, or at the end blockstrings. It can be used as an anti-air but be mindful of its slow start-up as it may trade or get beaten out by the opponent's jump normals if timed improperly.
{{MoveData
|image=
|caption=
|name=cr.C
|data=
{{AttackData-02UM
|damage=60
|guard=Mid
|startup=6
|active=5
|recovery=19
|hitAdv=-4
|blockAdv=-6
|gbar=
|description=A slower crouching punch from the right arm. Can be cancelled into any Command Move or Special Move with ease, and furthermore whiff cancelled.
}}
}}


* Very easy to combo into from a cr.B, cr.A, st.A, close C, crouching C, close D, and crouching D.
{{MoveData
|image=
|caption=
|name=cr.D
|data=
{{AttackData-02UM
|damage=70
|guard=Low
|startup=10
|active=18
|recovery=22
|hitAdv=Soft Knockdown
|blockAdv=-12
|gbar=
|description=A slow sweep kick that knocks the opponent down. It can be cancelled into any Command or Special Move, although the poor practicality of doing it on a successful hit may encourage the player to whiff cancel or cancel it when blocked.
}}
}}


* Special cancel-able
====<u>Jumping</u>====


{{MoveData
|image=
|caption=
|name=j.A
|data=
{{AttackData-02UM
|damage=30
|guard=High
|startup=3
|active=7...
|recovery=
|hitAdv=
|blockAdv=
|gbar=
|description=Terry deals a downward chop to the opponent. This can be used for a multitude of ideas, but mainly as an air-to-ground, jump-in, or instant overhead.
}}
}}


'''Hammer Punch''' - (f + A)
{{MoveData
|image=
|caption=
|name=j.B
|data=
{{AttackData-02UM
|damage=25
|guard=High
|startup=2
|active=8...
|recovery=
|hitAdv=
|blockAdv=
|gbar=
|description=Terry does a funky horizontal kick with his right leg. This is good as an air-to-air and can also be used stop incoming hops and jumps from a middle or long-ranged distance, but can be low profiled if performed too early.
}}
}}


* Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. Not cancel-able by itself, but it is as easy to cancel into from many of his crouching and standing normals similar to his df+C command normal. It can combo only from heavy normals, and it is special cancel-able but loses its overhead properties. Terry gets pushed back a great distance if its blocked, which is good if you need some space away from the opponent for you can properly react and read their next actions of movement.
{{MoveData
|image=
|caption=
|name=j.C
|data=
{{AttackData-02UM
|damage=55
|guard=High
|startup=3
|active=9...
|recovery=
|hitAdv=
|blockAdv=
|gbar=
|description=Terry punches at a position angled downward. This is another move best used as an air-to-ground or jump-in.
}}
}}


*Be careful using f+A at the end of a blockstring, the opponent can roll before the f+A hits if your opponent is expecting it.
{{MoveData
|image=
|caption=
|name=j.D
|data=
{{AttackData-02UM
|damage=55
|guard=High
|startup=8
|active=7...
|recovery=
|hitAdv=
|blockAdv=
|gbar=
|description=Terry does a jumping kick angled downward. This is can be used as a cross-up, usable against standing or crouching opponents, and is probably Terry's best air-to-ground option despite its slower start-up.
}}
}}


* Hits overhead
{{MoveData
|image=
|caption=
|name=nj.D
|data=
{{AttackData-02UM
|damage=55
|guard=High
|startup=2
|active=10...
|recovery=
|hitAdv=
|blockAdv=
|gbar=
|description=Terry does an upward kick mid-air. This can be used as an air-to-air, since its hitbox doesn't directly target opponents above him.
}}
}}


* Special cancel-able if cancelled from other normals-->
{{MoveData
|image=
|caption=
|name=j.CD
|data=
{{AttackData-02UM
|damage=70
|guard=Mid
|startup=13
|active=6...
|recovery=
|hitAdv=Soft Knockdown
|blockAdv=
|gbar=
|description=Terry does a horizontally-aimed jumping kick as an aerial Blowback. This is Terry's best air-to-air due to its knockdown property and taller hitbox, and can be used as a tool to pressure opponents in the corner. Despite this, however, it can be low profiled.
}}
}}


===<u>Special Moves</u>===
===<u>Throws</u>===


<!--'''Power Wave''' - (qcf + A)
{{MoveData
|image=
|caption=
|name=Grasping (b/f + C when close to opponent)
|data=
{{AttackData-02UM
|damage=80
|guard=n/a
|startup=
|active=
|recovery=
|hitAdv=Soft Knockdown
|blockAdv=
|gbar=
|description=Terry grabs the opponent and uppercuts them. Due to the opponent landing near the corner of the screen and its ability as a throw, this can be seen as a good "get off me" tool, but will not work in this way if escaped.
}}
}}


* Projectile which travels along the ground at a good speed and has plus frames
{{MoveData
|image=
|caption=
|name=Buster Throw (b/f + D when close to opponent)
|data=
{{AttackData-02UM
|damage=80
|guard=n/a
|startup=
|active=
|recovery=
|hitAdv=Hard Knockdown
|blockAdv=
|gbar=
|description=Terry slams the opponent in the opposite direction. The opponent lands a character space away from the corner of the screen, but if Terry gets close enough again it can see itself being used for okizeme setups involving jumping attacks.
}}
}}


* Great for zoning or to end in blockstrings
===<u>Command Moves</u>===


'''Round Wave''' - (qcf + C)
{{MoveData
|image=
|caption=
|name=Rising Upper (df + C)
|data=
{{AttackData-02UM
|damage=50
|guard=Mid
|startup=3
|active=6
|recovery=19
|hitAdv=-5
|blockAdv=-7
|gbar=
|description=Terry does a quick uppercut before going back into a crouching position. This Command Move is good and easy to use in combos before a Special or Desperation Move due to its ease in chaining from most Normals and Special cancel ability, or can be used to end a blockstring if any attempts at confirming are not successful. It can also be used as an anti-air, but the player should be mindful of its slow start-up as it may trade or get beaten out by the opponent's jumping Normals if timed improperly.
}}
}}


* Energy explosion around Terry's fist. You can't combo into it, but if it hits, it's possible to special cancel it (except into qcf+A) as a follow up.
{{MoveData
|image=
|caption=
|name=Hammer Punch (f + A)
|data=
{{AttackData-02UM
|damage=45
|guard=High (Mid if cancelled)
|startup=20 (18 if cancelled)
|active=4
|recovery=21 (23 if cancelled)
|hitAdv=-5 (-7 if cancelled)
|blockAdv=-7 (-9 if cancelled)
|gbar=
|description=Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. This Command Move is not cancel-able by itself, but it is as easy to cancel into from many of his crouching and standing Normals, similar to ''Rising Upper''. It only combos from heavy Normals, and gains the ability to Special Cancel at the cost of its overhead property. The player should be careful when using the move, however; at the end of a blockstring, the opponent can roll before the move hits if they are expecting it, but Terry gets pushed back a great distance if it is successfully blocked, which may be good if the player needs some space away from the opponent so they can properly react and read their next actions of movement.
}}
}}


* Has pretty slow start-up, and isn't safe on block, plus you can't combo into it which makes it's use it battle rather limited and unsafe
===<u>Special Moves</u>===


* Soft knockdown
{{MoveData
|image=
|caption=
|name=Power Wave (qcf, A)
|data=
{{AttackData-02UM
|damage=50
|guard=Mid
|startup=14
|active=1...
|recovery=31
|hitAdv=0
|blockAdv=-2
|gbar=
|description=Terry hits the ground, creating a grounded wave of fire. This is a projectile which travels along the ground at a good speed, has plus frames varying on the space between Terry and the projectile, and is great for zoning or ending blockstrings.
}}
}}


* Super cancel-able
{{MoveData
|image=
|caption=
|name=Round Wave (qcf, C)
|data=
{{AttackData-02UM
|damage=75
|guard=Mid
|startup=19
|active=10
|recovery=18
|hitAdv=Soft Knockdown
|blockAdv=-10
|gbar=
|description=Terry hits the ground after striking a pose, creating a large wave of fire around his fist. This move has rather slow start-up and is not safe on block, and cannot be comboed into, but can be cancelled into another Special or Desperation Move as a trade-off. Due to these qualities, its use in battle is rather limited and rarely advised.
}}
}}


* Special cancel-able
{{MoveData
|image=
|caption=
|name=Burn Knuckle (qcb, P)
|data=
{{AttackData-02UM
|damage=65 (A)<br>90 (C)
|guard=Mid
|startup=13 (A)<br>20 (C)
|active=10 (A)<br>18 (C)
|recovery=19 (A)<br>20 (C)
|hitAdv=Soft Knockdown
|blockAdv=-10~-1 (A)<br>-20~-3 (C)
|gbar=
|description=Terry charges at the opponent with a glowing fist. The distance he travels depends on the button pressed; the A version travels one third of the screen, while the C version travels at a full-screen distance. Alongside this, the A version has a fast amount of start-up, which makes it easier to combo into and harder to punish if spaced enough, and the C version has a slower startup, which cannot be comboed into but harder to punish at a full-screen distance. However, it is very unsafe on block at a point-blank distance, further encouraging spacial strategy with the move's use.
}}
}}


'''Burn Knuckle''' - (qcb + A/C)
{{MoveData
|image=
|caption=
|name=Quick Burning (dp, P)
|data=
{{AttackData-02UM
|damage=65 (45 + 20)
|guard=Mid (first hit)<br>High (second hit)
|startup=4
|active=16
|recovery=21
|hitAdv=-3
|blockAdv=-5
|gbar=
|description=Terry strikes a close uppercut that is followed by a long-range overhead blow. It is rather unsafe regardless of if it hits or is blocked, but pushes Terry back a fair distance if it is blocked, and keeps the second hit's overhead property if cancelled into from a Normal. The move is also the same regardless of which strength of button is pressed, unlike many of Terry's other moves, which vary based on that condition.
}}
}}


* Terry charges with a glowing fist
{{MoveData
|image=
|caption=
|name=Power Dunk (dp, K)
|data=
{{AttackData-02UM
|damage=90 (45 + 45, B)<br>100 (50 + 50, D)
|guard=Mid
|startup=6 (B)<br>7 (D)
|active=39 (B)<br>43 (D)
|recovery=19 (B)<br>21 (D)
|hitAdv=Hard Knockdown (first hit)<br>-11 (second hit, B)<br>-15 (second hit, D)
|blockAdv=-13 (B)<br>-17 (D)
|gbar=
|description=Terry jumps with a rising knee before punching the opponent to the ground. The distance of the move depends on the button pressed; the B version is shorter and thus makes the second hit inable to connect if comboed from most grounded Normals, but the D version is longer which allows the hit to connect. It can provide good wake-up option setups due to its hard knockdown property and Terry being generally close after landing, but is best used at the end of combos due to its flaws. It is unreliable as an anti-air due to the startup of the move, lacks any reversal conditions like invulnerability, and can be easily punished in any form if blocked.
}}
}}


* A version travel one third of the screen; C version travels full screen
{{MoveData
|image=
|caption=
|name=Power Charge (hcf, K)
|data=
{{AttackData-02UM
|damage=30
|guard=Mid
|startup=11 (B)<br>16 (D)
|active=4
|recovery=37 (B)<br>38 (D)
|hitAdv=Soft Knockdown
|blockAdv=-23 (B)<br>-24 (D)
|gbar=
|description=Terry lunges his shoulders at the opponent, which pops them into the air if it hits. It is easy to combo into from heavy close and grounded Normals (including df+C and f+A) and can be followed up with ''Power Dunk'', which makes it best used in the middle of combos, likely as an ender. The move deals the same amount of damage regardless of the button pressed, which is not much outside of a bit of the opponent's Guard Bar, but the heavy kick version travels a farther distance than the light kick version. However, if the move is used raw, it has very slow start-up, long recovery if whiffed, and is punishable on block.
}}
}}


* Light punch version has a good amount of start-up which makes it easy to combo into, and hard to punish if spaced at its maximum distance. At point blank it is very unsafe on block
{{MoveData
|image=
|caption=
|name=Rising Tackle ([d]~u, P)
|data=
{{AttackData-02UM
|damage= 50 (10*5, A)<br>95 (50 + 20+ 5*4 + 5, C)
|guard=Mid
|startup=5
|active=14 (A)<br>24 (C)
|recovery=35 (A)<br>39 (C)
|hitAdv=Soft Knockdown
|blockAdv=-33 (A)<br>-46 (C)
|gbar=
|description=Terry deals multiple spinning punches aimed at the feet first while rising upward. This is Terry's best reversal and anti-air due to its quick start-up and invulnerability during it, more-so the heavy punch version because of its farther vertical distance. The A version of the move travels at a shorter vertical distance, which allows it to stop regular jumps and super-jumping attacks, but only lower-body invulnerability and only deals 5 hits. The C version, however, has full-body invulnerability alongside the aforementioned farther vertical distance and deals 7 hits. Regardless, both versions are highly unsafe if whiffed and on block.
}}
}}


* Heavy punch version has slower start-up (can't combo into it), and hard to punish if spaced full screen. Similar to the light punch version, at point blank it is very unsafe on block.
{{MoveData
|image=
|caption=
|name=Crack Shoot (qcb, K)
|data=
{{AttackData-02UM
|damage=65 (45 + 20, B)<br>55 (D)
|guard=Mid
|startup=10 (B)<br>9 (D)
|active=5 (B)<br>16 (D)
|recovery=21 (B)<br>23 (D)
|hitAdv=-3 (B)<br>-5 (D)
|blockAdv=-5 (B)<br>-7 (D)
|gbar=
|description=Terry does a flip kick that can be used as a preemptive anti-air against mid to long range jumps or full jumps. The B version starts up faster, deals 2 hits, travels towards the opponent at a short distance and is hard to punish on block, while the D version travels farther, deals only one hit, is easier to punish on block, and whiffs on crouching opponents. Neither version deals a knockdown on a successful hit, which may leave a player to further struggle with characters who excel at closer distances.
}}
}}


'''Quick Burning''' - (dp + A/C)
===<u>Desperation Moves</u>===


* One close uppercut followed by a long range overhead blow
{{MoveData
|image=
|caption=
|name=Power Geyser (qcb, db, f, P or qcb, f, P)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}


* Even though the second hit is negative frames, Terry is pushed back a fair distance if blocked.
{{MoveData
 
|image=
* The second hit which is the overhead doesn't lose it's overhead property if if the whole special move is cancelled from a normal attack (example cr. D into dp+P)
|caption=
 
|name=High Angle Geyser (qcf, qcf, K)
* Both punch strengths (light punch and heavy punch) of Quick Burning have similar qualities and properties
|data=
 
{{AttackData-02UM
'''Power Dunk''' - (dp + B/D)
|damage=
 
|gbar=
* Rising knee followed by a punch to the ground. Best used at the end of a combo, not reliable as an anti-air or a reversal because it has no invincibility or very fast start up. It has horrible recovery on whiff, and is easy to punish if blocked up close. The opponent can roll in between the first and second hit if blocked. The second hit causes a hard knockdown and Terry lands very close to their fall body which can provide good wake-up option setups.
|startup=
 
|active=
* Light punch version has a shorter distance than the heavy punch version. Second doesn't hit if you combo it from any standing or crouching normals.
|recovery=
 
|hitAdv=
* Heavy punch version has a much longer distance than the light punch version, and second hit connects are reliably from cancel-able light or heavy normals.
|blockAdv=
 
|guard=
* Hard knockdown
|description=
 
}}
* Hits mid
}}
 
'''Power Charge''' - (hcf + B/D)
 
* Lunging attack which pops opponent into the air. Best used in the middle of combos to end with '''Power Dunk'''. Very slow start-up, no invincibility, long recovery if whiffed and punish-able on block. It doesn't deal much damage except a good amount of the opponent guard meter.
 
* Light kick version and heavy kick version deal the same amount of damage, but the heavy kick version travels a farther distance than the light kick version.
 
* Can be cancelled on block and on hit into '''Power Dunk'''.
 
* Easy to combo into from heavy close standing normals, df+C and f+A
 
* Super Cancel-able
 
'''Rising Tackle''' - Charge (d~u + A/C)
 
* Rising attack spinning punches, aimed at the feet first. Best used as a reversal & anti-air because of its quick start-up, more-so the heavy punch version. Both punch versions are highly unsafe if whiffed and on block.
 
* Light punch version travels vertically at a shorter distance than the heavy punch version and doesn't have any invincibility. This version can be used to anti-air regular jumps and super jumping attacks but must be performed rather early or else it may get beaten out. Delivers 5 hits.
 
* Heavy punch version travels farther vertically than the light punch version, and has a small amount of start-up invincibility which is best used as a reversal option and anti air. Delivers 7 hits.
 
'''Crack Shoot''' - (qcb + B/D)
 
* This flip kick can be used as a preemptive anti-air against mid to long range jumps or full jumps.
 
* Light kick version starts up faster, travels towards the opponent at a short distance and is hard to punish on block, while the heavy kick version travels farther, easier to punish on block and whiffs on crouching opponents.
 
* B version hits twice; D version hits once
 
* Doesn't knockdown opponent if hit
 
* Hits mid-->
 
===<u>Desperation Moves</u>===


<!--'''Power Geyser''' - (d, db, b, db, f + P)
<!--'''Power Geyser''' - (d, db, b, db, f + P)
Line 216: Line 714:


===<u>Super Desperation Moves</u>===
===<u>Super Desperation Moves</u>===
{{MoveData
|image=
|caption=
|name=Power Geyser (qcb, db, f, 2P or qcb, f, 2P)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}


<!--'''Power Geyser''' - (d, db, b, db, f + AC)
<!--'''Power Geyser''' - (d, db, b, db, f + AC)
Line 226: Line 742:


===<u>Hidden Super Desperation Move</u>===
===<u>Hidden Super Desperation Move</u>===
{{MoveData
|image=
|caption=
|name=Rising Force (qcf, qcf, 2P)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}


<!--* Rising Force - (qcf x 2 + AC)
<!--* Rising Force - (qcf x 2 + AC)
Line 233: Line 767:
* Soft Knockdown-->
* Soft Knockdown-->


==<u>Combos</u>==
==Combos==
<!--You can always use cl.D instead of cl.C
You can always use cl.D instead of cl.C


===0 Stock===
===0 Stock===
Line 279: Line 813:
* cl.C, f+A/df+C, qcfx2+AC / qcb,db,f+AC
* cl.C, f+A/df+C, qcfx2+AC / qcb,db,f+AC


* cl.C, f+A, BC run, cl.C(1), f+A, (qcfx2+AC)/(dp+P, (SC) qcb,db,f+AC)-->
* cl.C, f+A, BC run, cl.C(1), f+A, (qcfx2+AC)/(dp+P, (SC) qcb,db,f+AC)


==<u>Strategy</u>==
==Strategy==
Use Burn Knuckle when they least expect it.
Use Burn Knuckle when they least expect it.



Latest revision as of 21:02, 17 May 2021

One of the most iconic SNK characters, Terry has been with the King of Fighters series since its debut, and as always, is one of the simplest characters in the game. He has good damage on his bread-and-butters, but lacks somewhat in mixups and has generally average tools; don't let this discourage you, however, as he is a beginner-friendly all-rounder and works well for a starting pick.

Movelist

References

Move Reference

Throws

Grasping Upper - close, [ / ] +

Buster Throw - close, [ / ] +

Command Moves

Rising Upper - [ ]+

Hammer Punch - [ ]+

Special Moves

Power Wave -

Round Wave -

Burn Knuckle - /

Quick Burning - /

Power Dunk - /

Power Charge - /

Rising Tackle - [ ]~ /

Crack Shoot - /

Desperation Moves

Power Geyser - /

High-Angle Geyser - /

Super Desperation Moves

Power Geyser - +

Hidden Super Desperation Moves

Rising Force - +

Combo Reference

0 Bar

Low
Anywhere

cr.B, cr.B/cr.A, df+C, qcb+A/(hcf+D, dp+D) = 28-30%
(jump-in), cl.C, f+A/df+C, qcb+A/(hcf+D, dp+D) = 26-31%

1 Bar

Anywhere

(jump-in), cl.C, f+A/df+C, qcb,hcf+P = 37/39%

2 Bar

Low
Anywhere

cr.B, cr.B/cr.A, df+C, hcf+D (SC) qcb,hcf+P = 43%
(jump-in), cl.C, f+A/df+C, hcf+D (SC) qcb,hcf+P = 42/44%

3 Bar

Anywhere
HSDM

(jump-in), cl.C, f+A/df+C, qcb,hcf+AC = 48%
(jump-in), cl.C, f+A/df+C, qcfx2+AC = 56%

Normals

Standing (Close)

cl.A
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
20 Mid 3 5 5 2 0

A jab that can hit most opponents in a high or low state. It can be chained into itself, a light kick button, df+C, or cancelled into any Special Move.

cl.B
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
20 Mid 4 5 7 0 -2

A knee to the chest that can also hit crouching opponents. It is only chainable into itself or st.B, but can be cancelled into a Command Move or Special/Desperation Move (although only df+C combos from it).

cl.C
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
55 (40 + 15) Mid 3 10 (7 + 3) 15 -2 -4

A gut punch that hits twice and leans slightly on the unsafe side. Either hit of the punch is cancellable into a Command Move or Special and can be used to start or continue a high or middle-level combo.

cl.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
55 Mid 4 4 22 -6 -8

A rather fast, but punishable upward kick. Despite its slow recovery, it can also be cancelled into Command Moves or Special Moves, giving it a similar use to cl.C but without the extra hit.

Standing (Far)

st.A
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
30 Mid 3 4 5 3 1

A light jab that can hit most standing or airborne opponents, making it one of Terry's better tools for stopping hops. It can chain into st.B and can be cancelled into Command or Special Moves, but cancels best into df+C.

st.B
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
20 Mid 5 4 9 -1 -3

A weak, but rather far kick from the left leg. This cannot be cancelled into anything, which makes it work better as a poke.

st.C
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
60 Mid 5 7 16 -3 -5

A far punch from the left arm. It is rather unsafe, but it can be cancelled into any Special Move.

st.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
70 Mid 19 4 15 1 -1

A slow and moving kick that newer players may use on accident. It is rather safe, leaving Terry at the smallest advantage on hit, but will move him back when blocked and can be easily stopped.

st.CD
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
70 Mid 14 3 21 Soft Knockdown -2

A standard Blowback attack that is a hop kick that moves Terry forward. Like others, it knocks down on hit, but it pushes Terry back when blocked; alongside this, it can also be whiff cancelled.

Crouching

cr.A
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
25 Mid 3 4 6 2 0

A crouching punch that is both chainable and cancellable. It mainly chains into light kicks, but can also be cancelled into any Command Move or Special Move, best cancelling into df+C.

cr.B
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
25 Low 3 3 8 1 -1

A low-hitting kick that chains into other light normals and can be whiff cancelled. Like other crouching normals, it can be cancelled into any Command Move or Special Move, with df+C being an ideal cancel option for combos.

cr.C
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
60 Mid 6 5 19 -4 -6

A slower crouching punch from the right arm. Can be cancelled into any Command Move or Special Move with ease, and furthermore whiff cancelled.

cr.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
70 Low 10 18 22 Soft Knockdown -12

A slow sweep kick that knocks the opponent down. It can be cancelled into any Command or Special Move, although the poor practicality of doing it on a successful hit may encourage the player to whiff cancel or cancel it when blocked.

Jumping

j.A
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
30 High 3 7... - - -

Terry deals a downward chop to the opponent. This can be used for a multitude of ideas, but mainly as an air-to-ground, jump-in, or instant overhead.

j.B
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
25 High 2 8... - - -

Terry does a funky horizontal kick with his right leg. This is good as an air-to-air and can also be used stop incoming hops and jumps from a middle or long-ranged distance, but can be low profiled if performed too early.

j.C
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
55 High 3 9... - - -

Terry punches at a position angled downward. This is another move best used as an air-to-ground or jump-in.

j.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
55 High 8 7... - - -

Terry does a jumping kick angled downward. This is can be used as a cross-up, usable against standing or crouching opponents, and is probably Terry's best air-to-ground option despite its slower start-up.

nj.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
55 High 2 10... - - -

Terry does an upward kick mid-air. This can be used as an air-to-air, since its hitbox doesn't directly target opponents above him.

j.CD
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
70 Mid 13 6... - Soft Knockdown -

Terry does a horizontally-aimed jumping kick as an aerial Blowback. This is Terry's best air-to-air due to its knockdown property and taller hitbox, and can be used as a tool to pressure opponents in the corner. Despite this, however, it can be low profiled.

Throws

Grasping (b/f + C when close to opponent)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
80 n/a - - - Soft Knockdown -

Terry grabs the opponent and uppercuts them. Due to the opponent landing near the corner of the screen and its ability as a throw, this can be seen as a good "get off me" tool, but will not work in this way if escaped.

Buster Throw (b/f + D when close to opponent)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
80 n/a - - - Hard Knockdown -

Terry slams the opponent in the opposite direction. The opponent lands a character space away from the corner of the screen, but if Terry gets close enough again it can see itself being used for okizeme setups involving jumping attacks.

Command Moves

Rising Upper (df + C)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
50 Mid 3 6 19 -5 -7

Terry does a quick uppercut before going back into a crouching position. This Command Move is good and easy to use in combos before a Special or Desperation Move due to its ease in chaining from most Normals and Special cancel ability, or can be used to end a blockstring if any attempts at confirming are not successful. It can also be used as an anti-air, but the player should be mindful of its slow start-up as it may trade or get beaten out by the opponent's jumping Normals if timed improperly.

Hammer Punch (f + A)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
45 High (Mid if cancelled) 20 (18 if cancelled) 4 21 (23 if cancelled) -5 (-7 if cancelled) -7 (-9 if cancelled)

Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. This Command Move is not cancel-able by itself, but it is as easy to cancel into from many of his crouching and standing Normals, similar to Rising Upper. It only combos from heavy Normals, and gains the ability to Special Cancel at the cost of its overhead property. The player should be careful when using the move, however; at the end of a blockstring, the opponent can roll before the move hits if they are expecting it, but Terry gets pushed back a great distance if it is successfully blocked, which may be good if the player needs some space away from the opponent so they can properly react and read their next actions of movement.

Special Moves

Power Wave (qcf, A)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
50 Mid 14 1... 31 0 -2

Terry hits the ground, creating a grounded wave of fire. This is a projectile which travels along the ground at a good speed, has plus frames varying on the space between Terry and the projectile, and is great for zoning or ending blockstrings.

Round Wave (qcf, C)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
75 Mid 19 10 18 Soft Knockdown -10

Terry hits the ground after striking a pose, creating a large wave of fire around his fist. This move has rather slow start-up and is not safe on block, and cannot be comboed into, but can be cancelled into another Special or Desperation Move as a trade-off. Due to these qualities, its use in battle is rather limited and rarely advised.

Burn Knuckle (qcb, P)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
65 (A)
90 (C)
Mid 13 (A)
20 (C)
10 (A)
18 (C)
19 (A)
20 (C)
Soft Knockdown -10~-1 (A)
-20~-3 (C)

Terry charges at the opponent with a glowing fist. The distance he travels depends on the button pressed; the A version travels one third of the screen, while the C version travels at a full-screen distance. Alongside this, the A version has a fast amount of start-up, which makes it easier to combo into and harder to punish if spaced enough, and the C version has a slower startup, which cannot be comboed into but harder to punish at a full-screen distance. However, it is very unsafe on block at a point-blank distance, further encouraging spacial strategy with the move's use.

Quick Burning (dp, P)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
65 (45 + 20) Mid (first hit)
High (second hit)
4 16 21 -3 -5

Terry strikes a close uppercut that is followed by a long-range overhead blow. It is rather unsafe regardless of if it hits or is blocked, but pushes Terry back a fair distance if it is blocked, and keeps the second hit's overhead property if cancelled into from a Normal. The move is also the same regardless of which strength of button is pressed, unlike many of Terry's other moves, which vary based on that condition.

Power Dunk (dp, K)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
90 (45 + 45, B)
100 (50 + 50, D)
Mid 6 (B)
7 (D)
39 (B)
43 (D)
19 (B)
21 (D)
Hard Knockdown (first hit)
-11 (second hit, B)
-15 (second hit, D)
-13 (B)
-17 (D)

Terry jumps with a rising knee before punching the opponent to the ground. The distance of the move depends on the button pressed; the B version is shorter and thus makes the second hit inable to connect if comboed from most grounded Normals, but the D version is longer which allows the hit to connect. It can provide good wake-up option setups due to its hard knockdown property and Terry being generally close after landing, but is best used at the end of combos due to its flaws. It is unreliable as an anti-air due to the startup of the move, lacks any reversal conditions like invulnerability, and can be easily punished in any form if blocked.

Power Charge (hcf, K)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
30 Mid 11 (B)
16 (D)
4 37 (B)
38 (D)
Soft Knockdown -23 (B)
-24 (D)

Terry lunges his shoulders at the opponent, which pops them into the air if it hits. It is easy to combo into from heavy close and grounded Normals (including df+C and f+A) and can be followed up with Power Dunk, which makes it best used in the middle of combos, likely as an ender. The move deals the same amount of damage regardless of the button pressed, which is not much outside of a bit of the opponent's Guard Bar, but the heavy kick version travels a farther distance than the light kick version. However, if the move is used raw, it has very slow start-up, long recovery if whiffed, and is punishable on block.

Rising Tackle ([d]~u, P)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
50 (10*5, A)
95 (50 + 20+ 5*4 + 5, C)
Mid 5 14 (A)
24 (C)
35 (A)
39 (C)
Soft Knockdown -33 (A)
-46 (C)

Terry deals multiple spinning punches aimed at the feet first while rising upward. This is Terry's best reversal and anti-air due to its quick start-up and invulnerability during it, more-so the heavy punch version because of its farther vertical distance. The A version of the move travels at a shorter vertical distance, which allows it to stop regular jumps and super-jumping attacks, but only lower-body invulnerability and only deals 5 hits. The C version, however, has full-body invulnerability alongside the aforementioned farther vertical distance and deals 7 hits. Regardless, both versions are highly unsafe if whiffed and on block.

Crack Shoot (qcb, K)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
65 (45 + 20, B)
55 (D)
Mid 10 (B)
9 (D)
5 (B)
16 (D)
21 (B)
23 (D)
-3 (B)
-5 (D)
-5 (B)
-7 (D)

Terry does a flip kick that can be used as a preemptive anti-air against mid to long range jumps or full jumps. The B version starts up faster, deals 2 hits, travels towards the opponent at a short distance and is hard to punish on block, while the D version travels farther, deals only one hit, is easier to punish on block, and whiffs on crouching opponents. Neither version deals a knockdown on a successful hit, which may leave a player to further struggle with characters who excel at closer distances.

Desperation Moves

Power Geyser (qcb, db, f, P or qcb, f, P)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
High Angle Geyser (qcf, qcf, K)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -


Super Desperation Moves

Power Geyser (qcb, db, f, 2P or qcb, f, 2P)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -


Hidden Super Desperation Move

Rising Force (qcf, qcf, 2P)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -


Combos

You can always use cl.D instead of cl.C

0 Stock

  • cl.C, f+A/df+C, hcf+K, dp+D/d~u+C

Main BnB combo. dp+D is easier and causes hard knockdown; d~u+C does tiny bit more damage, but causes soft knockdown and is much harder to perform. d~u+C can be done by holding d immediately after hcf (in one motion, like hcf, d), then u+P as Power Charge hits, there's a very short time to charge the move so it's tricky to get it right.

  • cr.B, cr.A/cr.B/cl.B, df+C, hcf+K, dp+K/d~u+C

Similar BnB combo started from low confirm chain.

  • cl.C, f+A/df+C, qcb+A
  • cr.B, cr.A/cr.B/cl.B, df+C, qcb+A

Somewhat easier versions of main BnBs, also safer on block, but less damage and soft knockdown.

  • cl.C, f+A/df+C, qcb+A
  • cr.B, cr.A/cr.B/cl.B, df+C, qcb+A

Not much damage but pretty safe on block, good as blockstrings.

  • cr.B, cr.A/cr.B, d~u+P/dp+D

Slightly easier but non-optimal combo from lows.

1 Stock

  • cl.C, f+A/df+C, qcb,db,f+P/qcfx2+K
  • cr.B, cr.A/cr.B/st.B, df+C, qcb,db,f+P

2 Stock

  • cl.C, f+A/df+C, hcf+K (SC) qcb,db,f+P
  • cr.B, cr.A/cr.B, d~u+P (SC) qcb,db,f+P
  • cl.C, f+A, BC run, cl.C(1), f+A, dp+P, (C)hcf+K (SC) qcb,db,f+P
  • cl.C(1), f+A, BC run, cl.D, (f+A), dp+P, (C)dp+B(1), (C)hcf+B, (C)qcb+B, dp+K(1)/d~u+P(1) (SC) qcb,db,f+P

( if you use the second f+A, cancel dp+P on the 1st hit. )

  • (Corner) cl.C(1), f+A, BC run, cl.D, (f+A), dp+P, (C)dp+B(1), (C)hcf+B, (C)qcb+B, dp+K(1), (C)qcf+C, (dp+K(1)) (SC) qcb,db,f+P

( Same note as above. You have to delay the dp+K(1) before it for qcf+C to connect, which is the corner-only part of the combo. )

3 Stock

  • cl.C, f+A/df+C, qcfx2+AC / qcb,db,f+AC
  • cl.C, f+A, BC run, cl.C(1), f+A, (qcfx2+AC)/(dp+P, (SC) qcb,db,f+AC)

Strategy

Use Burn Knuckle when they least expect it.

Videos

Terry -Max- combos by Franck Frost
阿澤.Aze (Terry Best Rounds)
Terry Master Class

External Links

Dream Cancel discussion forum thread


{{Navbox 2002UM}} [[Category:The King of Fighters 2k2UM]]