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{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV Terry Profile.png|thumb|After their adopted father and martial arts master Jeff Bogard was cruelly assassinated by crime lord Geese Howard, Terry and his brother Andy Bogard set off on a mission for revenge where they would travel the world learning various fighting styles. Terry’s bright personality and acts of kindness solidified him in the eyes of children on the streets as a sort of hero.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Terry Profile.png|thumb|After their adopted father and martial arts master Jeff Bogard was cruelly assassinated by crime lord Geese Howard, Terry and his brother Andy Bogard set off on a mission for revenge where they would travel the world learning various fighting styles. Terry’s bright personality and acts of kindness solidified him in the eyes of children on the streets as a sort of hero.
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<big>'''Jump:''' 41f
<br>'''Forward/Back Hop:''' 33f
<br>'''Neutral Hop:''' 32f
<br>'''Backdash:''' 21f
<br>'''Run Speed Ranking:''' 5
</big></div>]]<section end="image"/>
{{TOClimit|3}}  
{{TOClimit|3}}  
==Gameplay Summary==
==Gameplay Summary==
''Fatal Fury'''s legendary Hungry Wolf, Terry Bogard, is not one to miss out on a King of Fighters tournament, and he always comes back a bit different from the last. In The King of Fighters XV, Terry bears a close resemblance to his '98 iteration, featuring an all-motion input moveset (dropping the charge motion for his DP), and the return of his Power Dunk (623K[K]) leaping punch, the heavy variant being armored so he can muscle through zoning attempts. Terry's light Power Charge (426B) is also cancellable into Rising Tackle (623P[P]) or Power Dunk, leading to high damage combos or okizeme.
One of the most recognizable characters in fighting games, ''Fatal Fury'''s own Legendary Wolf, Terry Bogard, is a well-rounded brawler with an emphasis on pressure and midrange presence. Terry excels at closing the gap between him and his opponent with his far-reaching specials and pokes, with very high damage and guard-crushing potential once he gets in.


Terry also has an assortment of specials that are safe on block, such as his '''EX''' Power Wave (236AC), a Burning Knuckle (214P) or heavy Power Charge (426D) from a distance, and his Crack Shoot (214B/D), which ranges from -2 to -1 on block, allowing him to launch a frightening offense that can obliterate guard meter.
Terry plays a relatively simple gameplan, which is to get in and try not to get pushed out. He has numerous solid buttons in his standing normals, all of which have great reach; his Back Knuckle (6A) command normal is also decent as a neutral poke. Both his grounded and aerial blowback have excellent range and dodge low attacks, which makes them great for approaches. He even has a projectile in Power Wave (236P[P]), which he can use for pressure as well as a niche zoning tool. And as always, he has a reliable anti-air in Rising Tackle which, after several years, is once again a DP motion which allows Terry to consistently punish jump-in attempts. Rising Upper (3C), an extender for his light attacks, also works well in this regard.


Terry isn't without his flaws, of course. As his nickname may imply, Terry isn't at his strongest unless he has plenty of meter to burn. His only overhead is locked behind EX, so he has no way to initiate a highly-damaging combo with an overhead, not to mention without meter. And while many of Terry's standing normals have a lot of range, they're all only super cancellable, so he'll need 2 bars to do any real damage with them. For these reasons, Terry is typically placed in the mid or anchor position, where he has the meter to initiate combos that do plenty of damage to both the opponent's life bar and their guard meter.
Terry's pressure can be stifling if properly spaced. Burning Knuckle (214P[P]) is hugely unsafe on paper, but if throw out from further rages it becomes a powerful tool for frame trapping and space trapping. His heavy Power Charge (426D) is +2 on block at max range with high pushback, making it great for baiting out whiff punishes. '''EX''' Power Wave is +5 on block at point blank and does massive guard damage, which makes it great for extending pressure strings or breaking guard. Lastly, his Crack Shoot (214K[K]) is a decent approach tool, with the '''EX''' version being a fast overhead at 20 frames. All of these options make Terry a nuisance at any range for opponents looking for openings or gaps in Terry's pressure.


If you're new to KOF, know Terry from his variety of other appearances, or want to deal big damage and make a comeback, Terry is a great choice for you.
But the real threat is Terry's damage. With command normal extensions for both his light and heavy attacks as well as the ability to cancel his light Power Charge into Rising Tackle or Power Dunk (623K[K]), Terry can easily take a solid chunk out of the opponent's lifebar without any resources. But once Terry has a bar or more, he becomes hugely threatening. Terry is already a very meter-efficient character thanks to the solid reward he gets off his Shatter Strike as well as his Power Charge cancels, but this in itself makes his meter-dumping capabilities incredibly powerful. In a similar vein to Kyo Kusanagi, Terry can perform Power Geyser loops in the corner with the right execution, which overall makes him a devastating offensive character with great meter efficiency.
 
It should be noted, however, that beyond his damage and guard-crushing potential, Terry has no real gimmicks. Terry lacks crossups and an overhead he can combo off of, which makes it difficult for Terry to open up defensive opponents. At long range, it's hard for Terry to contest the opponent, especially since his only zoning option is a grounded fireball, which makes it easy to dodge. Terry is also significantly weaker without resources. Without meter, Terry can't threaten opponents with safe guard breaks or surprise overheads and his most important attribute, his incredibly high damage.
 
Overall, Terry is a simple but solid character with unique but effective space control. He's welcoming for beginners, but still fleshed-out enough to work well in the hands of more seasoned players who are aware of their spacing. If you're willing to handle being weaker without meter and want to make big comebacks with resources, then give Terry a shot.  
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = '''''{{SUBPAGENAME}} is a versatile and simple character who spends meter for big damage.'''''
| intro = '''''{{SUBPAGENAME}} is a versatile and simple character who spends meter for big damage.'''''
Line 18: Line 29:
* '''Great Metered Offense''': Due to his incredible guard damage with EX Power Wave coupled with his relative safety, Terry can establish a terrifying offense game that can quickly turn into unavoidable guardbreak setups against opponents lacking meter or the reactions for the situation. While he relies heavily on meter to keep his offense strong, there's few things as frightening or common as a well-stocked Anchor Terry.  
* '''Great Metered Offense''': Due to his incredible guard damage with EX Power Wave coupled with his relative safety, Terry can establish a terrifying offense game that can quickly turn into unavoidable guardbreak setups against opponents lacking meter or the reactions for the situation. While he relies heavily on meter to keep his offense strong, there's few things as frightening or common as a well-stocked Anchor Terry.  
| cons=
| cons=
* '''Starved for Meter''': Terry needs meter for his biggest damage potential and safest pressure. While Terry has many uses for his meterless tools, he really shines with easy access to EX and supers. He also tends not to build much meter back either, making it difficult to accrue his stock back once he's blown it.  
* '''Hungry for Meter''': Terry needs meter for his biggest damage potential and safest pressure. While Terry has many uses for his meterless tools, he really shines with easy access to EX and supers. He also tends not to build much meter back either, making it difficult to accrue his stock back once he's blown it.  
* '''Meterless Mixup''': Can struggle to effectively open up opponents without meter, lacking meterless overheads and only one low he can combo from, meaning smart use of shorthops is very important.
* '''Meterless Mixup''': Can struggle to effectively open up opponents without meter, lacking meterless overheads and only one low he can combo from, meaning smart use of shorthops is very important.
* '''Awkward Light Confirms''': Canceling into Terry's specials from lights (besides Power Dunk and Rising Tackle) requires canceling into Rising Upper (3C), as his specials otherwise start up too slowly to cancel from lights. This means that Terry requires more spatial awareness than other characters.
* '''Awkward Light Confirms''': Canceling into Terry's specials from lights (besides Power Dunk and Rising Tackle) requires canceling into Rising Upper (3C), as his specials otherwise start up too slowly to cancel from lights. This means that Terry requires more spatial awareness than other characters.
* '''No Cancelable Far Standing Normals:''' Every character has at least one command/special cancellable far standing normal. Not Terry. This can limit the use of his far standing normals beyond what they are already capable of.
* '''Committal Footsies:''' Some of Terry's farthest-reaching normals, such as his 5B and 5C, are only super-cancelable. This means that Terry has to spend a lot of meter to convert stray hits into any meaningful damage, which isn't worth the cost.
}}
}}


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|moveId=terry_sta
|moveId=terry_sta
|description=
|description=
* Quick anti-air button.  
Quick hop-check and frame trap button.
}}
}}
====Far B====
====Far B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=terry_stb
|moveId=terry_stb
|description=
|description=
* Excellent range and speed makes for a situational punisher into Max Mode activation.  
 
One of Terry's best pokes thanks to its speed and range. Very easy to pester the opponent with this.
}}
}}
====Far C====
====Far C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=terry_stc
|moveId=terry_stc
|description=
|description=
* Non-duckable high poke.  
* Mainly used pre-emptively to anti-air hops
 
Very fast and disjointed straight punch, used to control neutral.
}}
}}
====Far D====
====Far D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=terry_std
|moveId=terry_std
|description=
|description=
* Massive high poke. Limited use as a pre-emptive hop stopper when you're too close for a safe Burn Knuckle.  
* Whiffs on crouchers at range.
* Duckable.  
* Shifts Terry forward slightly if pressed again before recovery ends.
* With available meter, Far D becomes a dangerous quick max option due to its huge range and low damage scaling from being a heavy attack. Learning to hit confirm this attack into quick max is valuable for Terry.
 
Very powerful high kick that excels at anti-airing and controlling neutral, just barely whiffing at round start.
}}
}}


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|moveId=terry_cla
|moveId=terry_cla
|description=
|description=
* Generic close jab.  
Pretty standard close jab. Doesn't link into anything.
* Links into cl.B, but not cl.C.
}}
}}


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|moveId=terry_clb
|moveId=terry_clb
|description=
|description=
* This is a low that does more damage than a 2B. It's not chainable but can cancel into 3C for a confirm.
* Can be linked into from cr.B up close
 
Terry's fastest low that is fully cancelable, but has miniscule activation range, which makes it somewhat harder to pull off in combos.
}}
}}


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|moveId=terry_clc
|moveId=terry_clc
|description=
|description=
* 2 hits for very easy confirms.  
A gut punch that hits twice, making for very easy confirms. The first hit does 50 damage so you can still get decent damage even if you don't confirm off the second hit.


}}
}}
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|moveId=terry_cld
|moveId=terry_cld
|description=
|description=
* Higher damage starter but a little slower than close C.
* Forces stand.  
* Forces stand.  
Go-to starter for optimal damage. At 6 frames, it's a decently fast starter. The force stand property makes it useful for combos that would otherwise whiff on crouching characters.
}}
}}


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|moveId=terry_crc
|moveId=terry_crc
|description=
|description=
* Cancelable poke.  
Cancelable poke and main whiff punish tool. Will whiff into 6A around Terry's fist, so try to use it at closer ranges.
}}
}}
====Crouch D====
====Crouch D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=terry_crd
|moveId=terry_crd
|description=
|description=
* Massive cancelable sweep.
A slow but beefy sweep that reaches high enough to catch hops at further ranges.
* Decent anti-air.  
}}
}}


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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|description2=* Placeholder
|captions= Hop Version (Hitbox), Jump Version
|description2=
* Tied with j.B for being Terry's fastest jump attack
* Can be used as an air-to-air, but j.B is preferred as that has better range and more active frames.
}}
}}
====Neutral Jump A====
====Neutral Jump A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 237: Line 263:
|name=jump A
|name=jump A
|input=j.8A
|input=j.8A
|captions= Hop Version (Hitbox), Jump Version
|description2=* Placeholder
|description2=* Placeholder
}}
}}
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|name=jump B
|name=jump B
|input=j.B
|input=j.B
|description2=* Anti-air.  
|captions= Hop Version (Hitbox), Jump Version
|description2=
* Great air-to-air: fast, good horizontal range, and has a good amount of active frames.
* You can stick this out early during a forward hop to pre-emptively check jumps
* This move whiffs completely on crouching opponents, so be mindful about the spacing when using this move so you don't whiff in front of your opponent and eat a 2B punish.
}}
}}
====Neutral Jump B====
====Neutral Jump B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 252: Line 284:
|name=Neutral Jump B
|name=Neutral Jump B
|input=j.8B
|input=j.8B
|description2=* Anti-air.  
|captions= Hop Version (Hitbox), Jump Version
|description2=* Air-to-air. Can be used in a similar way as regular j.B.  
}}
}}
====Jump C====
====Jump C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 259: Line 293:
|name=jump C
|name=jump C
|input=j.C
|input=j.C
|captions= Hop Version (Hitbox), Jump Version
|description2=* Easily gets low-profiled under.  
|description2=* Easily gets low-profiled under.  
}}
}}
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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|captions= Hop Version (Hitbox), Jump Version
|description2=* Long and deep hitting.  
|description2=* Long and deep hitting.  
* Crossup.  
* Great at crossing up opponents from a full jump or superjump. One of Terry's main mix-up options at midscreen
* Note: j.D from a hop or hyperhop will not cross up most crouching opponents (except really large crouchers such as Antonov or Rugal), so be careful not to accidentally hop over your opponent during your pressure,
}}
}}


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|moveId=terry_cd
|moveId=terry_cd
|description=
|description=
* Massive cancelable poke.
* Low invulnerable (5-30f)
* Low invulnerable.  
 
A jumping kick with massive forward movement and low invulnerability. CD can be spaced out to be up to +2 on block—in fact, all of his grounded CD attacks (Shatter Strike, Advance Strike) can be spaced out to be unpunishable or highly advantageous.
}}
}}


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Incredible st.CD that complements Terry's toolkit. On combo hit, Terry can easily build back the meter lost from his Shatter Strike with his Power Charge cancels.
Incredible st.CD that complements Terry's toolkit. On combo hit, Terry can easily build back the meter lost from his Shatter Strike with his Power Charge cancels.
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=terry_214cd
|description=
*Same animation and range as his CD.
* The throw counter is on the ground under Terry.
Thanks to the generous forward movement and active frames, Terry's Advance Strike is a very powerful meaty attack, being up to +8 on block. From that range, Terry can safely link into 2D to continue a blockstring.
}}
}}


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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|description2=* Massive air poke.
|captions= Hop Version (Hitbox), Jump Version
|description2=
* Somewhat slow, but has a big hitbox with a lot of horizontal range and can be timed to not whiff against crouching opponents (use when Terry reaches the top of his hop height)
* Can function as both an air-to-ground and an air-to-air
* Good for rushing your opponent down, or putting out a big hitbox to wall them out in neutral
}}
}}


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* Terry's Shatter Strike is long enough be comboed into from this move.
* Terry's Shatter Strike is long enough be comboed into from this move.


Because Terry does not have a cr.C that serves as a main anti-air, he has this tool instead, which also serves as a converter for his cancelable light normals. A tad slow for an uppercut, but works nonetheless.
Terry's dedicated light converter that also functions as a decent anti-air. Has noticeably low range for a combo extender, so try to use it as close as you can.
}}
}}


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|name=Power Wave  
|name=Power Wave  
|input=236A/C/AC
|input=236A/C/AC
|captions= Normal Version (Hitbox), EX Version
|description3= Terry punches the ground, generating a shockwave that travels across the screen.
|description3= Terry punches the ground, generating a shockwave that travels across the screen.
* '''EX''' version connects into Buster Wolf whenever it hits.
* '''EX''' version connects into Buster Wolf whenever it hits.


Power Wave is Terry's signature projectile. It's decent for space control, but it's slower and easier to jump over than other fireballs.
Power Wave is Terry's signature projectile. Power Wave is quite mediocre as a zoning option due to its slow startup and recovery, and as a ground-based projectile, it's quite easy to jump over. For these reasons, Power Wave is most effective at midrange as a blockstring ender, where it would be hard for the opponent to punish.


The '''EX''' version is very plus on block and connects into Buster Wolf whenever it hits.
The '''EX''' version, meanwhile, is a very powerful pressure tool. It is +5 on block at point-blank range and depletes around 17% of the opponent's guard bar. In certain blockstrings, Terry can destroy around 50% of the opponent's guard bar until he's pushed out of range. On hit, it puts the opponent into decently long hitstun before launching, allowing Terry to combo into Buster Wolf almost wherever it connects.
}}
}}


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|name=Burning Knuckle  
|name=Burning Knuckle  
|input=214A/C/AC
|input=214A/C/AC
|captions= A Version (Hitbox), C Version (Hitbox), EX Version
|description3=
|description3=
Terry briefly pauses before launching forwards with a straight punch.
Terry briefly pauses before launching forwards with a straight punch.
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Burning Knuckle is Terry's most straightforward combo ender. It has decent damage and oki on hit and is great for basic combos, including super cancels. While relatively unsafe at point blank, Burning Knuckle's frame advantage increases at further ranges and is plus on block at max range. At its furthest range, 214C is one of the most plus-on-block non-projectile moves in the game and cannot be punished except by command grabs.
Burning Knuckle is Terry's most straightforward combo ender. It has decent damage and oki on hit and is great for basic combos, including super cancels. While relatively unsafe at point blank, Burning Knuckle's frame advantage increases at further ranges and is plus on block at max range. At its furthest range, 214C is one of the most plus-on-block non-projectile moves in the game and cannot be punished except by command grabs.
----
----
'''A version:''' Soft knockdown. Combos from heavies and 3C.
'''214A:''' Soft knockdown. Combos from heavies and 3C.
----
----
'''C version:''' Exactly one frame too slow to combo from heavies. Only combos from crumples, such as 41236BD. Hard knockdown.
'''214C:''' Exactly one frame too slow to combo from heavies. Only combos from crumples, such as 41236BD. Sliding hard knockdown.
----
----
'''EX version:''' Sliding hard knockdown. Combos from heavies and 3C, and starts up two frames slower than 214A.
'''214AC:''' Sliding hard knockdown. Combos from heavies and 3C.
}}
}}


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|name=Crack Shoot  
|name=Crack Shoot  
|input=214B/D/BD
|input=214B/D/BD
|captions= B Version (Hitbox),,, D Version,,, EX Version
|description3=
|description3=
Terry flips forward with an outstretched leg, striking opponents repeatedly as he flies forwards.
Terry flips forward with an outstretched leg, striking opponents repeatedly as he flies forwards.
* Slightly minus on block.
* Slightly minus on block.
* Only the '''EX''' version is a true overhead, but is more unsafe on block.
* Only the '''EX''' version is a true overhead.
* 214D hits only twice on grounded opponents. The third hit only lands if the opponent is airborne.


Crack Shoot isn't plus, but is one of the safest moves Terry can throw out without having to spend meter. On hit its attributes are mediocre; it doesn't knock down or super cancel, leaves the opponent standing with little to no advantage, and scales with its own hits, making it a very poor combo tool in general. Its best use is as a general approach and pressure tool.
Crack Shoot isn't plus, but is one of the safest moves Terry can throw out without having to spend meter. On hit its attributes are mediocre; it doesn't knock down or super cancel, leaves the opponent standing with little to no advantage, and scales with its own hits, making it a very poor combo tool in general. Its best use is as a general approach and pressure tool.


The '''EX''' version doesn't combo from anything, but knocks down and is Terry's only overhead. Good mixup tool to throw in now and then, but its meter cost and lack of safety make it a bit of a high risk, low reward move.
The '''EX''' version is Terry's only overhead, and it's quite safe for an overhead at -2 on block. It's also one of the faster overheads in the game at 20 frames of startup, which also means Terry can combo into it. Despite this, its hit reward is middling. It causes a soft knockdown on hit and cannot be followed up with anything, making it impossible for Terry to get any good reward off of it.
}}
}}


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|name=Rising Tackle  
|name=Rising Tackle  
|input=623A/C/AC
|input=623A/C/AC
|captions= A Version (Hitbox),,, C Version,,, EX Version
|description3=* Reversal/anti-air.  
|description3=* Reversal/anti-air.  
* A version is invulnerable to air-attacks.  
* A version is invulnerable to air-attacks.  
* C & EX versions have full invulnerability.  
* C & EX versions have full invulnerability.  


The reversal DP, a staple part of any poster boy's toolkit. While having been a charge move in some past entries like XIII and XIV, in XV, Rising Tackle returns as a DP and thus is much easier to use when playing Terry. All versions make good use as reversals or combo enders. Being a DP move again, this move is much easier to cancel into Power Geyser, but requires being inputted as 632146P to do so.
The reversal DP, a staple part of any poster boy's toolkit. Rising Tackle is great combo ender, especially when paired with 426B for extra damage.
 
Note: Rising Tackle can be canceled into Power Geyser by performing the DP input as 632146P. Performing 236P right after will cause Power Geyser to come out.
}}
}}


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|name=Power Charge  
|name=Power Charge  
|input=41236B/D/BD
|input=41236B/D/BD
|captions= Normal Version (Hitbox), EX Version
|description3=
|description3=
*EX crumples, making it another good combo extender. If Terry has at least one bar, 236CD is typically a better option, though.
*426BD crumples, although 236CD is typically a better option if Terry has at least one bar.
*The second hit of 623K followups will whiff if Terry previously used 623BD in the combo.
*The second hit of 623K followups will whiff if Terry previously used 623BD in the combo.


Terry performs a low-angled shoulder charge. Like in some previous iterations, Power Charge can cancel into 623P or 623K on hit or block, but now only the light version is capable of doing so. The heavy version is slow and does not combo from anything.
Terry performs a low-angled shoulder charge. Power Charge has a decent amount of utility; the light version can cancel into 623P or 623K, while the heavy version can be used to create frame traps or spacing traps, depending on Terry's distance from the opponent.


All followups allow Terry to build an absurd amount of meter on hit (just under 0.5 bars). Very good for combos involving Shatter Strike being used mid-combo.
Below are the followups for 426B. The followups allow Terry to build just under 0.5 bars, which is great for combos involving meter.
----
----
'''623A:''' Possibly worst option. Lowest damage.
'''623A:''' Possibly worst option. Lowest damage.
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|name=Power Dunk  
|name=Power Dunk  
|input=623B/D/BD
|input=623B/D/BD
|captions= B Version (Hitbox),, D Version,,, EX Version
|description3=
|description3=
* This move hits before leaving the ground and again on the way down. NOT on the way up.   
* This move hits before leaving the ground and again on the way down. NOT on the way up.   
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|name=Power Geyser
|name=Power Geyser
|input=2141236A/C/AC
|input=2141236A/C/AC
|captions= Normal Version (Hitbox),, Max Version
|description3=* Fully invincible projectile super that doesn't go very far.
|description3=* Fully invincible projectile super that doesn't go very far.
* Too slow to reliably work as a reversal, but can be tricky to punish.  
* Too slow to reliably work as a reversal, but can be tricky to punish.  
* Preferable over Buster Wolf as a combo ender in almost all scenarios due to its massive hitbox. Also does better damage.


Terry punches the ground, creating a stationary, but highly powerful version of Power Wave. Similar to Kyo Kusanagi, Terry can perform Power Geyser loops in the corner with 41236B, but this requires a delay in the followup 632146P, so it is a bit finicky.
Terry punches the ground, creating a stationary, but highly powerful version of Power Wave. Similar to Kyo Kusanagi, Terry can perform Power Geyser loops in the corner with 41236B, but this requires a delay in the followup 632146P, so it is a bit finicky.
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|name=Buster Wolf
|name=Buster Wolf
|input=236236B/D/BD
|input=236236B/D/BD
|captions= Normal Version (Hitbox), Max Version
|description3=* Super that goes near full screen in the blink of an eye.  
|description3=* Super that goes near full screen in the blink of an eye.  
* MAX version has projectile invulnerability and goes full screen, beats pretty much any projectile, including a Maxima laser.  
* MAX version has projectile invulnerability and goes full screen, beats pretty much any projectile, including a Maxima laser.  


Terry's iconic exploding punch super. Doesn't have a very tall hitbox (won't connect after Rising Tackle except in the corner) but does go relatively far.
Buster Wolf has much better horizontal range than Power Geyser, but its vertical hitbox is smaller and will whiff after Rising Tackle. It also has slightly lower damage, making it less optimal for most scenarios.
}}
}}



Latest revision as of 18:25, 22 July 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

After their adopted father and martial arts master Jeff Bogard was cruelly assassinated by crime lord Geese Howard, Terry and his brother Andy Bogard set off on a mission for revenge where they would travel the world learning various fighting styles. Terry’s bright personality and acts of kindness solidified him in the eyes of children on the streets as a sort of hero.
Jump: 41f
Forward/Back Hop: 33f
Neutral Hop: 32f
Backdash: 21f
Run Speed Ranking: 5

Gameplay Summary

One of the most recognizable characters in fighting games, Fatal Fury's own Legendary Wolf, Terry Bogard, is a well-rounded brawler with an emphasis on pressure and midrange presence. Terry excels at closing the gap between him and his opponent with his far-reaching specials and pokes, with very high damage and guard-crushing potential once he gets in.

Terry plays a relatively simple gameplan, which is to get in and try not to get pushed out. He has numerous solid buttons in his standing normals, all of which have great reach; his Back Knuckle (6A) command normal is also decent as a neutral poke. Both his grounded and aerial blowback have excellent range and dodge low attacks, which makes them great for approaches. He even has a projectile in Power Wave (236P[P]), which he can use for pressure as well as a niche zoning tool. And as always, he has a reliable anti-air in Rising Tackle which, after several years, is once again a DP motion which allows Terry to consistently punish jump-in attempts. Rising Upper (3C), an extender for his light attacks, also works well in this regard.

Terry's pressure can be stifling if properly spaced. Burning Knuckle (214P[P]) is hugely unsafe on paper, but if throw out from further rages it becomes a powerful tool for frame trapping and space trapping. His heavy Power Charge (426D) is +2 on block at max range with high pushback, making it great for baiting out whiff punishes. EX Power Wave is +5 on block at point blank and does massive guard damage, which makes it great for extending pressure strings or breaking guard. Lastly, his Crack Shoot (214K[K]) is a decent approach tool, with the EX version being a fast overhead at 20 frames. All of these options make Terry a nuisance at any range for opponents looking for openings or gaps in Terry's pressure.

But the real threat is Terry's damage. With command normal extensions for both his light and heavy attacks as well as the ability to cancel his light Power Charge into Rising Tackle or Power Dunk (623K[K]), Terry can easily take a solid chunk out of the opponent's lifebar without any resources. But once Terry has a bar or more, he becomes hugely threatening. Terry is already a very meter-efficient character thanks to the solid reward he gets off his Shatter Strike as well as his Power Charge cancels, but this in itself makes his meter-dumping capabilities incredibly powerful. In a similar vein to Kyo Kusanagi, Terry can perform Power Geyser loops in the corner with the right execution, which overall makes him a devastating offensive character with great meter efficiency.

It should be noted, however, that beyond his damage and guard-crushing potential, Terry has no real gimmicks. Terry lacks crossups and an overhead he can combo off of, which makes it difficult for Terry to open up defensive opponents. At long range, it's hard for Terry to contest the opponent, especially since his only zoning option is a grounded fireball, which makes it easy to dodge. Terry is also significantly weaker without resources. Without meter, Terry can't threaten opponents with safe guard breaks or surprise overheads and his most important attribute, his incredibly high damage.

Overall, Terry is a simple but solid character with unique but effective space control. He's welcoming for beginners, but still fleshed-out enough to work well in the hands of more seasoned players who are aware of their spacing. If you're willing to handle being weaker without meter and want to make big comebacks with resources, then give Terry a shot.

Terry Bogard is a versatile and simple character who spends meter for big damage.
Pros Cons
  • Easy: Terry is very easy to understand and versatile, making him great for any team. He has a large toolkit, easy confirms off of heavies, and relatively simple inputs. His basic BnB combos can be learnt in seconds.
  • Exceptional Metered Damage: Both of Terry's supers deal fantastic damage, especially the MAX versions. Even better, both of his supers are designed to be used in conjunction with each other and easily flow into his Climax, meaning Terry can threaten a massive meter dump off of any hit. Terry has such high damage potential with meter that he can ToD off of an anti-air DP.
  • Large and Safe Toolset: Terry has it all- a fireball, a DP, an EX overhead, two screen-crossing moves and an armored lunge for beating projectiles. Best of all, many of his tools are surprisingly safe on block when done at a distance, such as 214C. Terry can also spend meter to make himself plus in many scenarios, such as 236AC.
  • Great Metered Offense: Due to his incredible guard damage with EX Power Wave coupled with his relative safety, Terry can establish a terrifying offense game that can quickly turn into unavoidable guardbreak setups against opponents lacking meter or the reactions for the situation. While he relies heavily on meter to keep his offense strong, there's few things as frightening or common as a well-stocked Anchor Terry.
  • Hungry for Meter: Terry needs meter for his biggest damage potential and safest pressure. While Terry has many uses for his meterless tools, he really shines with easy access to EX and supers. He also tends not to build much meter back either, making it difficult to accrue his stock back once he's blown it.
  • Meterless Mixup: Can struggle to effectively open up opponents without meter, lacking meterless overheads and only one low he can combo from, meaning smart use of shorthops is very important.
  • Awkward Light Confirms: Canceling into Terry's specials from lights (besides Power Dunk and Rising Tackle) requires canceling into Rising Upper (3C), as his specials otherwise start up too slowly to cancel from lights. This means that Terry requires more spatial awareness than other characters.
  • Committal Footsies: Some of Terry's farthest-reaching normals, such as his 5B and 5C, are only super-cancelable. This means that Terry has to spend a lot of meter to convert stray hits into any meaningful damage, which isn't worth the cost.


Movelist

(*) = EX OK

(!) = MAX OK

Throws

Buster Throw (Forward) - / +

Buster Throw (Backward) - / +

Command Normals

Back Knuckle - +

Rising Upper - +

Special Moves

Power Wave - + / (*)

Burning Knuckle - + / (*)

Crack Shoot - + / (*)

Rising Tackle - + / (*)

Power Charge - + / (*)

Power Dunk - + / (*)

Super Special Moves

Power Geyser - + / (!)

Buster Wolf - + / (!)

Climax Super Special Moves

Stardust Ignition - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Light
Light (harder)
Heavy

2B > 2A > 3C > 214A = 183 dmg
2B > 2A > 3C > 426B > 623C = 250 dmg
c.C > 6A > 426B > 623C = 290 dmg

0.5 Meter

Light
Heavy

2B > 2A > 3C > 426BD, 41236B > 623C = 311 dmg
c.C > 6A > 426BD, 41236B > 623C = 351 dmg

1 Meter

Light confirm
Light confirm
Heavy
Corner

2B > 2B > 5B > 236236B = 246 dmg (easier input: 2B > 2B > 236B > 236B)
2B > 2A > 3C > 214A > 236236B = 335 dmg
Close C > 6A > 426BD, 623BD, 426B > 623C = 428 dmg
[starter] > 426BD, 236A, 623BD, 426B > 623C = 415 light/464 heavy dmg

2 Meters

Light confirm quick max (1st/2nd character)
Light confirm quick max (3rd character)
Anywhere (easy)
Corner

2B > 2B > 5B > BC, c.D > 6A > 426BD, 426B > 623C > 2141236C = 426 dmg
2B > 2B > 5B > BC, c.D > 6A > 426BD, 623BD, 426B > 623C > Power Geyser = 479 dmg
[starter] > 214A > 2141236AC = 463 light/516 heavy dmg (easier input: [starter] > 214A > 236AC)
[starter] > 426BD, 236A, 623BD, 426B > 623C > 2141236C = 511 light/570 heavy dmg

3 Meters

Light confirm quick max (1st character)
Light confirm quick max (2nd/3rd character)
Anywhere (easy)

2B > 2B > 5B > BC, c.D > 6A > 426BD, 214A > 2141236CD = 547 dmg
2B > 2B > 5B > BC, c.D > 6A > 214A, 236236B > 2141236CD = 613 dmg
[starter] > 214A > 236236B > 2141236AC = 596 light/658 heavy dmg

4 Meters

Light confirm quick max
Anywhere (easy)
100% raw max

2B > 2B > 5B > BC, c.D > 6A > 214A, 236236BD > 2141236CD = 710 dmg
[starter] > 214A > 236236B > 2141236CD = 672 light/738 heavy dmg
BC, c.C > 6A > 214A > 2141236A > 236236BD > 2141236BD = 1045 dmg

Normals

Far Standing Normals

Far A

stand A
A
A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid super 5 3 8 +4 +2 - 30 60

Quick hop-check and frame trap button.

Far B

stand B
B
B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 2 13 0 -2 - 30 60

One of Terry's best pokes thanks to its speed and range. Very easy to pester the opponent with this.

Far C

stand C
C
C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid super 7 4 21 -4 -6 - 70 120
  • Mainly used pre-emptively to anti-air hops

Very fast and disjointed straight punch, used to control neutral.

Far D

stand D
D
D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 11 4 20 -3 -5 - 70 120
  • Whiffs on crouchers at range.
  • Shifts Terry forward slightly if pressed again before recovery ends.
  • With available meter, Far D becomes a dangerous quick max option due to its huge range and low damage scaling from being a heavy attack. Learning to hit confirm this attack into quick max is valuable for Terry.

Very powerful high kick that excels at anti-airing and controlling neutral, just barely whiffing at round start.

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60

Pretty standard close jab. Doesn't link into anything.

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 5 3 10 +2 0 - 30 60
  • Can be linked into from cr.B up close

Terry's fastest low that is fully cancelable, but has miniscule activation range, which makes it somewhat harder to pull off in combos.

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (50+20) Mid command 5 5 18 0 -2 - 70 (50+20) 120 (60+60)

A gut punch that hits twice, making for very easy confirms. The first hit does 50 damage so you can still get decent damage even if you don't confirm off the second hit.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 6 8 16 -3 -5 - 70 120
  • Forces stand.

Go-to starter for optimal damage. At 6 frames, it's a decently fast starter. The force stand property makes it useful for combos that would otherwise whiff on crouching characters.

Crouch Normals

Crouch A

crouch A
cr.A
cr.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 8 +3 +1 - 30 60
  • Generic crouch jab.

Crouch B

crouch B
cr.B
cr.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 5 4 10 +1 -1 - 15 30
  • Rapid fire low kick. Great for confirms into Super / Max Mode. Range is a little shorter than the animation implies so chain into far B for Quick Max confirms.

Crouch C

crouch C
cr.C
cr.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 7 5 20 -4 -6 - 70 120

Cancelable poke and main whiff punish tool. Will whiff into 6A around Terry's fist, so try to use it at closer ranges.

Crouch D

crouch D
cr.D
cr.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 11 5 20 SKD (24: Tech / 51: Non-tech) -6 - 70 120

A slow but beefy sweep that reaches high enough to catch hops at further ranges.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 4 6 1 on ground - - - 30 50

jump jump

45 High - 4 7 1 on ground - - - 30 60
  • Tied with j.B for being Terry's fastest jump attack
  • Can be used as an air-to-air, but j.B is preferred as that has better range and more active frames.

Neutral Jump A

jump A
j.8A
j.8A

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 4 4 1 on ground - - - 30 50

jump jump

45 High - 4 5 1 on ground - - - 30 60
  • Placeholder

Jump B

jump B
j.B
j.B

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 4 8 1 on ground - - - 30 50

jump jump

45 High - 5 10 1 on ground - - - 30 60
  • Great air-to-air: fast, good horizontal range, and has a good amount of active frames.
  • You can stick this out early during a forward hop to pre-emptively check jumps
  • This move whiffs completely on crouching opponents, so be mindful about the spacing when using this move so you don't whiff in front of your opponent and eat a 2B punish.

Neutral Jump B

Neutral Jump B
j.8B
j.8B

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 5 6 1 on ground - - - 30 50

jump jump

45 High - 5 7 1 on ground - - - 30 60
  • Air-to-air. Can be used in a similar way as regular j.B.

Jump C

jump C
j.C
j.C

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 6 5 1 on ground - - - 70 100

jump jump

70 High - 6 6 1 on ground - - - 70 120
  • Easily gets low-profiled under.

Jump D

jump D
j.D
j.D

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 8 6 1 on ground - - - 70 100

jump jump

70 High - 8 7 1 on ground - - - 70 120
  • Long and deep hitting.
  • Great at crossing up opponents from a full jump or superjump. One of Terry's main mix-up options at midscreen
  • Note: j.D from a hop or hyperhop will not cross up most crouching opponents (except really large crouchers such as Antonov or Rugal), so be careful not to accidentally hop over your opponent during your pressure,

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 14 8 20 Wall Splat - HKD (gnd) (72 to 89) -5 (+2) Low Body: 5 to 30 (26 Frames) 100 160
  • Low invulnerable (5-30f)

A jumping kick with massive forward movement and low invulnerability. CD can be spaced out to be up to +2 on block—in fact, all of his grounded CD attacks (Shatter Strike, Advance Strike) can be spaced out to be unpunishable or highly advantageous.

ShatterStrike

Shatterstrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (93) -10 (-5) Armor: 4 to 14 (11 frames) 0 200
  • One of the easiest to land Shatter Strikes in the game due to its massive range.

Incredible st.CD that complements Terry's toolkit. On combo hit, Terry can easily build back the meter lost from his Shatter Strike with his Power Charge cancels.

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (+68 [+73] - Non Throw Counter Hit) / Crumple (+103 [+108] - Throw Counter Hit) +3 [+8] Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is on the ground under Terry.

Thanks to the generous forward movement and active frames, Terry's Advance Strike is a very powerful meaty attack, being up to +8 on block. From that range, Terry can safely link into 2D to continue a blockstring.

jump CD

jump CD
j.CD
j.CD

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 13 6 1 on ground SKD (Tech: ≤+56 / Non-tech: ≤+96) - - 80 120

jump jump

90 Mid - 13 8 1 on ground SKD (Tech: ≤+56 / Non-tech: ≤+96) - - 80 140
  • Somewhat slow, but has a big hitbox with a lot of horizontal range and can be timed to not whiff against crouching opponents (use when Terry reaches the top of his hop height)
  • Can function as both an air-to-ground and an air-to-air
  • Good for rushing your opponent down, or putting out a big hitbox to wall them out in neutral

Rush Moves

rush
cl.AA/c.AAX
cl.AA/c.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush 6 - - -3 -5 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid Rush 6 - - -4 -6 - 30 180 (60+60+60)
  • Goes into A Burning Knuckle, (MAX) Buster Wolf or Climax respectively. A Burning Knuckle is unsafe even when at rush combo's max range.

Throws

Buster Throw (Forward)

Buster Throw (Forward)
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (39) Unblockable - - -
  • Great knockdown. Just hold forward-jump to get a safejump vs 4 frame reversals.

Buster Throw (Backward)

Buster Throw (Backward)
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (39) Unblockable - - -
  • Great knockdown. Just hold forward-jump to get a safejump vs 4 frame reversals.

Command Moves

Back Knuckle

Back Knuckle
6A
6A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid special 14 [15] 3 [4] 23 [22] -6 [-5] -8 [-7] - 80 120
  • Extender for his heavy strings.

A swinging backfist. Can be canceled on hit or block. While mainly used as an extender from heavy starters, it can be used on its own as a poke or blockstring tool, though its slow speed can make it predictable.

Rising Upper

Rising Upper
3C
3C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 Mid special 7 [8] 4 25 [20] -8 [-3] -10 [-5] - 60 120
  • High reaching anti-air. Cancelable for possible combo conversions after counter hitting hops.
  • Can combo from close lights and lows, e.g. 2B > 2A > 3C.
  • Terry's Shatter Strike is long enough be comboed into from this move.

Terry's dedicated light converter that also functions as a decent anti-air. Has noticeably low range for a combo extender, so try to use it as close as you can.

Special Moves

Power Wave

Power Wave
236A/C/AC
236A/C/AC

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid super 17 Full Screen Projectile 32 -6 (Close) to +26 (Max Range) -6 (Close) to +26 (Max Range) - 60 60

C C

60 Mid super 15 Full Screen Projectile 38 -12 (Close) to +19 (Max Range) -12 (Close) to +19 (Max Range) - 60 60

AC AC

99 (35+35+35) Mid - 15 Full Screen Projectile 37 SKD (+?) +5 (Close) to +24 (Max Range) - 0 180 (60+60+60)

Terry punches the ground, generating a shockwave that travels across the screen.

  • EX version connects into Buster Wolf whenever it hits.

Power Wave is Terry's signature projectile. Power Wave is quite mediocre as a zoning option due to its slow startup and recovery, and as a ground-based projectile, it's quite easy to jump over. For these reasons, Power Wave is most effective at midrange as a blockstring ender, where it would be hard for the opponent to punish.

The EX version, meanwhile, is a very powerful pressure tool. It is +5 on block at point-blank range and depletes around 17% of the opponent's guard bar. In certain blockstrings, Terry can destroy around 50% of the opponent's guard bar until he's pushed out of range. On hit, it puts the opponent into decently long hitstun before launching, allowing Terry to combo into Buster Wolf almost wherever it connects.

Burning Knuckle

Burning Knuckle
214A/C/AC
214A/C/AC

A Version (Hitbox)
C Version (Hitbox)

A Version (Hitbox)
C Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

90 Mid super 15 9 17 SKD (32: Tech / 72: Non-tech) - Close -7 (Close) to +1 (Max Range) - 60 100

C C

110 Mid super 21 14 17 HKD (67 - Close) -8 (Close) to +5 (Max Range) - 80 100

AC AC

160 Mid - 17 16 17 HKD (61 - Close) -14 (Close) to +1 (Max Range) - 0 120

Terry briefly pauses before launching forwards with a straight punch.

  • Unsafe on block at point blank, but is plus at max range.


Burning Knuckle is Terry's most straightforward combo ender. It has decent damage and oki on hit and is great for basic combos, including super cancels. While relatively unsafe at point blank, Burning Knuckle's frame advantage increases at further ranges and is plus on block at max range. At its furthest range, 214C is one of the most plus-on-block non-projectile moves in the game and cannot be punished except by command grabs.


214A: Soft knockdown. Combos from heavies and 3C.


214C: Exactly one frame too slow to combo from heavies. Only combos from crumples, such as 41236BD. Sliding hard knockdown.


214AC: Sliding hard knockdown. Combos from heavies and 3C.

Crack Shoot

Crack Shoot
214B/D/BD
214B/D/BD

B Version (Hitbox)

B Version (Hitbox)
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

78 (40+40) Mid - 14 (Air) / 16 (In Front) 6 18 +1 (+2) -1 (0) - 80 (40+40) 120 (60+60)

D D

114 (40+40+40) Mid - 17 8 19 0 (+1) -2 (-1) - 120 (40+40+40) 120 (60+60)

BD BD

80 High - 20 3 18 SKD (33: Tech / 60: Non-tech) -2 - 0 100

Terry flips forward with an outstretched leg, striking opponents repeatedly as he flies forwards.

  • Slightly minus on block.
  • Only the EX version is a true overhead.
  • 214D hits only twice on grounded opponents. The third hit only lands if the opponent is airborne.

Crack Shoot isn't plus, but is one of the safest moves Terry can throw out without having to spend meter. On hit its attributes are mediocre; it doesn't knock down or super cancel, leaves the opponent standing with little to no advantage, and scales with its own hits, making it a very poor combo tool in general. Its best use is as a general approach and pressure tool.

The EX version is Terry's only overhead, and it's quite safe for an overhead at -2 on block. It's also one of the faster overheads in the game at 20 frames of startup, which also means Terry can combo into it. Despite this, its hit reward is middling. It causes a soft knockdown on hit and cannot be followed up with anything, making it impossible for Terry to get any good reward off of it.

Rising Tackle

Rising Tackle
623A/C/AC
623A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

78 (60+10+10) Mid super (1) 4 6 (1) 7 37 (12 on ground) SKD (25: Tech / 52: Non-tech) -25 Full body against non-projectile air moves: 1 to 6 (6 frames) 60 (40+10+10) 60 (40+10+10)

C C

116 (80+10*4) Mid super (1) 5 23 52 (20 on ground) SKD (17: Tech / 44: Non-tech) -48 Full Body: 1 to 10 (10 Frames) 80 (40+10*4) 70 (50+10+10)

AC AC

174 (120+10*6) Mid - 4 28 50 (17 on ground) SKD (21: Tech / 48: Non-tech) -51 Full Body: 1 to 11 (11 Frames) 0 70 (50+10+10)
  • Reversal/anti-air.
  • A version is invulnerable to air-attacks.
  • C & EX versions have full invulnerability.

The reversal DP, a staple part of any poster boy's toolkit. Rising Tackle is great combo ender, especially when paired with 426B for extra damage.

Note: Rising Tackle can be canceled into Power Geyser by performing the DP input as 632146P. Performing 236P right after will cause Power Geyser to come out.

Power Charge

Power Charge
41236B/D/BD
41236B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

60 Mid super 15 8 28 SKD (17: Tech / 44: Non-tech) -18 (Close) to -11 (Max Range) - 60 120

D D

70 Mid super 21 8 25 SKD (34: Tech / 74: Non-tech) -5 (Close) to 2 (Max Range) - 100 160

BD BD

80 Mid - 15 8 24 Crumple - HKD (95) -13 (Close) to -6 (Max Range) - 0 160
  • 426BD crumples, although 236CD is typically a better option if Terry has at least one bar.
  • The second hit of 623K followups will whiff if Terry previously used 623BD in the combo.

Terry performs a low-angled shoulder charge. Power Charge has a decent amount of utility; the light version can cancel into 623P or 623K, while the heavy version can be used to create frame traps or spacing traps, depending on Terry's distance from the opponent.

Below are the followups for 426B. The followups allow Terry to build just under 0.5 bars, which is great for combos involving meter.


623A: Possibly worst option. Lowest damage.


623B: Higher damage, and leads to a hard knockdown. Good oki.


623C: Best option if you want to do Power Geyser as a combo ender. Gives Terry a massive amount of meter on hit.


623D: Highest damage, but whiffs outside of the corner.

Power Dunk

Power Dunk
623B/D/BD
623B/D/BD

B Version (Hitbox)

B Version (Hitbox)
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

96 (30+70) Mid - 6 3 (13) 9 22 HKD (37) -10 (Stand block) to -7 (Crouch block) - 60 (30+30) 100 (50+50)

D D

125 (40+90) Mid - 13 3 (13) 8 21 HKD (39) -8 (Stand block) to -5 (Crouch block) Frontal Body Armor: 3 to 12 (10 frames) 80 (40+40) 100 (50+50)

BD BD

96 (30+70) Mid - 6 3 (13) 8 14 Ground Bounce - HKD (73) -5 (Stand block) to -2 (Crouch block) - 0 140 (70+70)
  • This move hits before leaving the ground and again on the way down. NOT on the way up.
  • EX version hits opponents laying on the ground after a hard knockdown (a.k.a. OTG).

Terry leaps into the air with a knee strike before slamming back down into the ground with a straight punch. This is Terry's fastest move that can cause a hard knockdown meterless, but it has rather mediocre range and has a tendency to whiff if 6A and 3C are used from normals. Like Rising Tackle, it is one of Terry's only specials that can combo from lights without using 3C.

Super Special Moves

Power Geyser

Power Geyser
2141236A/C/AC
2141236A/C/AC

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

200 Mid advanced, climax 17 23 25 HKD (+61) -16 Full Body: 1 to 14 (14 Frames) 0 0

C C

200 Mid advanced, climax 17 23 25 HKD (+61) -16 Full Body: 1 to 14 (14 Frames) 0 0

AC AC

355 (125*3) Min: 186 Mid climax 13 27 64 HKD (+26) -53 Full Body: 1 to 16 (16 Frames) 0 0
  • Fully invincible projectile super that doesn't go very far.
  • Too slow to reliably work as a reversal, but can be tricky to punish.
  • Preferable over Buster Wolf as a combo ender in almost all scenarios due to its massive hitbox. Also does better damage.

Terry punches the ground, creating a stationary, but highly powerful version of Power Wave. Similar to Kyo Kusanagi, Terry can perform Power Geyser loops in the corner with 41236B, but this requires a delay in the followup 632146P, so it is a bit finicky.

Buster Wolf

Buster Wolf
236236B/D/BD
236236B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

190 (90+100) Mid advanced, climax 10 8 26 HKD (+54) -15 (Close) to -8 (Max Range) Full Body: 1 to 6 (6 Frames) 0 0

D D

190 (90+100) Mid advanced, climax 10 8 26 HKD (+54) -15 Full Body: 1 to 6 (6 Frames) 0 0

BD BD

343 (75+20+16*4+20+16*4+100) Min: 191 Mid climax 9 12 24 HKD (+53) -17 (Close) to -8 (Max Range) Full Body: 1 to 4 (4 Frames) / Projectile Invincibility: 1 to 19 (19 frames) 0 0
  • Super that goes near full screen in the blink of an eye.
  • MAX version has projectile invulnerability and goes full screen, beats pretty much any projectile, including a Maxima laser.

Buster Wolf has much better horizontal range than Power Geyser, but its vertical hitbox is smaller and will whiff after Rising Tackle. It also has slightly lower damage, making it less optimal for most scenarios.

Climax Super Special Moves

Stardust Ignition

Stardust Ignition
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
450 (100+350) Min: 225 Mid - 12 11 28 HKD (+38) -20 (Close) to -13 (Max Range) Full Body: 1 to 20 (20 Frames) 0 0
  • Short tackle with invincibility. Roughly the same range as a light Burn Knuckle.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Alt Color 1
Alt Color 2
Alt Color 3
Alt Color 4
Alt Color 5
Alt Color 6
Alt Color 7
Alt Color 8


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Terry Bogard Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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