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  {{AttackData-02UM  
  {{AttackData-02UM  
  |damage=20
  |damage=20
  |gbar=
  |guard=Mid
  |startup=4
  |startup=4
  |active=  
  |active=  
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  |hitAdv=2
  |hitAdv=2
  |blockAdv=0
  |blockAdv=0
  |guard=Mid
  |gbar=
  |description= A jab that hits opponents in all states. Can be chained into itself, a light kick button, df+C, or cancelled into any special move.
  |description=A jab that can hit most opponents in a high or low state. It can be chained into itself, a light kick button, df+C, or cancelled into any special move.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-02UM  
  {{AttackData-02UM  
  |damage=
  |damage=20
|guard=Mid
|startup=5
|active=
|recovery=
|hitAdv=0
|blockAdv=-2
  |gbar=
  |gbar=
|startup=
  |description=A knee to the chest that can also hit crouching opponents. It is only chainable into itself or st.B, but can be cancelled into a Command Move or Special/Desperation Move (although only df + C combos from it).
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
  |description=
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-02UM  
  {{AttackData-02UM  
  |damage=
  |damage=55 (40 + 15)
|guard=Mid
|startup=4
|active=
|recovery=
|hitAdv=-2
|blockAdv=-4
  |gbar=
  |gbar=
|startup=
  |description=A gut punch that hits twice and leans slightly on the unsafe side. Either hit of the punch is cancellable into a Command Move or Special and can be used to start or continue a high or middle-level combo.
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
  |description=
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-02UM  
  {{AttackData-02UM  
  |damage=
  |damage=55
|guard=Mid
|startup=5
|active=
|recovery=
|hitAdv=-6
|blockAdv=-8
  |gbar=
  |gbar=
  |startup=
  |description=A rather fast, but punishable upward kick. Despite its slow recovery, it can also be cancelled into Command Moves or Special Moves, giving it a similar use to cl.C but without the extra hit.
|active=  
|recovery=
|hitAdv=
|blockAdv=
|guard=
|description=
  }}
  }}
}}
}}
<!--*cl.A/B/C/D are cancel-able
*cl.A hits crouching opponents and is chain-able into itself, cl.B, cr. B, cr. A, df+C
*cl.C hits twice and the first hit can be special cancelled, and canceled into df+C or f+A
*cl.D is special cancel-able, and can be canceled into df+C or f+A-->


====<u>Standing (Far)</u>====
====<u>Standing (Far)</u>====
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|data=
|data=
  {{AttackData-02UM  
  {{AttackData-02UM  
  |damage=
  |damage=30
  |gbar=
  |guard=Mid
  |startup=
  |startup=4
  |active=  
  |active=  
  |recovery=  
  |recovery=  
  |hitAdv=
  |hitAdv=3
  |blockAdv=
  |blockAdv=1
  |guard=
  |gbar=
  |description=
  |description=A light jab that can hit most standing or airborne opponents, making it one of Terry's better tools for stopping hops. It can chain into st.B and can be cancelled into Command or Special Moves, but cancels best into df+C.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-02UM  
  {{AttackData-02UM  
  |damage=
  |damage=20
  |gbar=
  |guard=Mid
  |startup=
  |startup=6
  |active=  
  |active=  
  |recovery=  
  |recovery=  
  |hitAdv=
  |hitAdv=-1
  |blockAdv=
  |blockAdv=-3
  |guard=
  |gbar=
  |description=
  |description=A weak, but rather far kick from the left leg. This cannot be cancelled into anything, which makes it work better as a poke.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-02UM  
  {{AttackData-02UM  
  |damage=
  |damage=60
  |gbar=
  |guard=Mid
  |startup=
  |startup=6
  |active=  
  |active=  
  |recovery=  
  |recovery=  
  |hitAdv=
  |hitAdv=-3
  |blockAdv=
  |blockAdv=-5
  |guard=
  |gbar=
  |description=
  |description=A far punch from the left arm. It is rather unsafe, but it can be cancelled into any Special Move.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-02UM  
  {{AttackData-02UM  
  |damage=
  |damage=70
  |gbar=
  |guard=Mid
  |startup=
  |startup=11
  |active=  
  |active=  
  |recovery=  
  |recovery=  
  |hitAdv=
  |hitAdv=1
  |blockAdv=
  |blockAdv=-1
  |guard=
  |gbar=
  |description=
  |description=A slow and moving kick that newer players may use on accident. It is rather safe, leaving Terry at the smallest advantage on hit, but will move him back when blocked and can be easily stopped.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-02UM  
  {{AttackData-02UM  
  |damage=
  |damage=70
|guard=Mid
|startup=15
|active=
|recovery=
|hitAdv=Soft Knockdown
|blockAdv=-2
  |gbar=
  |gbar=
|startup=
  |description= A standard Blowback attack that is a hop kick that moves Terry forward. Like others, it knocks down on hit, but it pushes Terry back when blocked; alongside this, it can also be whiff cancelled.
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
  |description=
  }}
  }}
}}
}}
<!--*st. A & st C are special cancel-able
*st. A is chain-able into st. B, and df+C.
*st. A is good for stopping hop attacks
*st. B has a very far hit box and can be used as a mid-range poke
*st. D moves Terry forward a bit, and pushes him back on block
*CD: good ranged vertical hit box, pushes terry back far on block, whiff cancel-able-->


====<u>Crouching</u>====
====<u>Crouching</u>====

Revision as of 23:37, 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 can hit most opponents in a high or low state. It can be chained into itself, a light kick button, df+C, or cancelled into any special move.

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

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

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

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

cl.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
55 Mid 5 - - -6 -8

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

Standing (Far)

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

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

st.B
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
20 Mid 6 - - -1 -3

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

st.C
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
60 Mid 6 - - -3 -5

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

st.D
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
70 Mid 11 - - 1 -1

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

st.CD
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
70 Mid 15 - - Soft Knockdown -2

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

Crouching

cr.A
Damage Guard Startup Active Recovery Hit Advantage Block Advantage Guard Bar
- - - - - - -
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]]