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Basic "redesign" layout created as a proof of concept. Fighting game wikis outside of the MUGEN Database seem scary.
 
Moves listed.
Line 10: Line 10:
====<u>Standing (Close)</u>====
====<u>Standing (Close)</u>====


<nowiki>{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=cl.A
|name=cl.A
|data=
|data=
  {{AttackData-2002UM
  {{AttackData-02UM
  |damage=20
  |damage=20
|gbar=
  |startup=4
  |startup=4
  |active=  
  |active=  
Line 23: Line 24:
  |blockAdv=0
  |blockAdv=0
  |guard=Mid
  |guard=Mid
|description= A jab that hits opponents in all states. Can be chained into itself, a light kick button, df+C, or cancelled into any special move.
}}
}}
{{MoveData
|image=
|caption=
|name=cl.B
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=cl.C
|data=
{{AttackData-02UM
|damage=
  |gbar=
  |gbar=
  |description= A jab that hits opponents in all states. Can be chained into itself, a light kick button, df+C, or cancelled into any special move.
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
  |description=
}}
}}
 
{{MoveData
|image=
|caption=
|name=cl.D
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
  }}
  }}
}}</nowiki>
}}


<!--*cl.A/B/C/D are cancel-able
<!--*cl.A/B/C/D are cancel-able
Line 37: Line 91:


====<u>Standing (Far)</u>====
====<u>Standing (Far)</u>====
{{MoveData
|image=
|caption=
|name=st.A
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=st.B
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=st.C
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=st.D
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=st.CD
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}


<!--*st. A & st C are special cancel-able
<!--*st. A & st C are special cancel-able
Line 51: Line 195:


====<u>Crouching</u>====
====<u>Crouching</u>====
{{MoveData
|image=
|caption=
|name=cr.A
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=cr.B
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=cr.C
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=cr.D
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}


<!--*cr.A/B/C/D are all special cancel-able
<!--*cr.A/B/C/D are all special cancel-able
Line 65: Line 281:


====<u>Jumping</u>====
====<u>Jumping</u>====
{{MoveData
|image=
|caption=
|name=j.A
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=j.B
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=j.C
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=j.D
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=nj.D
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=j.CD
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}


<!--*j.A is good for air to ground attacks
<!--*j.A is good for air to ground attacks
Line 79: Line 403:


===<u>Throws</u>===
===<u>Throws</u>===
{{MoveData
|image=
|caption=
|name=Grasping (b/f + C when close to opponent)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=Buster Throw (b/f + D when close to opponent)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}


<!--'''Grasping''' (b/f + C) close
<!--'''Grasping''' (b/f + C) close
Line 95: Line 455:


===<u>Command Moves</u>===
===<u>Command Moves</u>===
{{MoveData
|image=
|caption=
|name=Rising Upper (df + C)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=Hammer Punch (f + A)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}


<!--'''Rising Upper''' - (df + C)
<!--'''Rising Upper''' - (df + C)
Line 116: Line 512:


===<u>Special Moves</u>===
===<u>Special Moves</u>===
{{MoveData
|image=
|caption=
|name=Power Wave (qcf, A)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=Round Wave (qcf, C)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=Burn Knuckle (qcb, P)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=Quick Burning (dp, P)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=Power Dunk (dp, K)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=Power Charge (hcf, K)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=Rising Tackle ([d]~u, K)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=Crack Shoot (qcb, K)
|data=
{{AttackData-02UM
|damage=
|gbar=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
}}
}}


<!--'''Power Wave''' - (qcf + A)
<!--'''Power Wave''' - (qcf + A)
Line 200: Line 740:


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


<!--'''Power Geyser''' - (d, db, b, db, f + P)
<!--'''Power Geyser''' - (d, db, b, db, f + P)
Line 216: Line 792:


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


<!--'''Power Geyser''' - (d, db, b, db, f + AC)
<!--'''Power Geyser''' - (d, db, b, db, f + AC)
Line 226: Line 820:


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


<!--* Rising Force - (qcf x 2 + AC)
<!--* Rising Force - (qcf x 2 + AC)

Revision as of 18:57, 26 December 2020

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

Movelist

Normals

Standing (Close)

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

A jab that hits opponents in all states. Can be chained into itself, a light kick button, df+C, or cancelled into any special move.

cl.B
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
cl.C
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
cl.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -


Standing (Far)

st.A
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
st.B
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
st.C
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
st.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
st.CD
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -


Crouching

cr.A
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
cr.B
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
cr.C
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
cr.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -


Jumping

j.A
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
j.B
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
j.C
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
j.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
nj.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
j.CD
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -


Throws

Grasping (b/f + C when close to opponent)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
Buster Throw (b/f + D when close to opponent)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -


Command Moves

Rising Upper (df + C)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
Hammer Punch (f + A)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -


Special Moves

Power Wave (qcf, A)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
Round Wave (qcf, C)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
Burn Knuckle (qcb, P)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
Quick Burning (dp, P)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
Power Dunk (dp, K)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
Power Charge (hcf, K)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
Rising Tackle ([d]~u, K)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
Crack Shoot (qcb, K)
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -


Desperation Moves

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


Super Desperation Moves

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


Hidden Super Desperation Move

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


Combos

Strategy

Use Burn Knuckle when they least expect it.

Videos

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

External Links

Dream Cancel discussion forum thread


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