-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
User:SquidlyPoli1/Articles: Difference between revisions
Jump to navigation
Jump to search
SquidlyPoli1 (talk | contribs) Moves listed. |
SquidlyPoli1 (talk | contribs) No edit summary |
||
Line 17: | Line 17: | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage=20 | |damage=20 | ||
| | |guard=Mid | ||
|startup=4 | |startup=4 | ||
|active= | |active= | ||
Line 23: | Line 23: | ||
|hitAdv=2 | |hitAdv=2 | ||
|blockAdv=0 | |blockAdv=0 | ||
| | |gbar= | ||
|description= A jab that | |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. | ||
}} | }} | ||
}} | }} | ||
Line 34: | Line 34: | ||
|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=20 | ||
|guard=Mid | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|hitAdv=0 | |||
|blockAdv=-2 | |||
|gbar= | |gbar= | ||
|description=A knee to the chest that can also hit crouching opponents. It is only chainable into itself or st.B, but can be cancelled into a Command Move or Special/Desperation Move (although only df + C combos from it). | |||
|description= | |||
}} | }} | ||
}} | }} | ||
Line 52: | Line 52: | ||
|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=55 (40 + 15) | ||
|guard=Mid | |||
|startup=4 | |||
|active= | |||
|recovery= | |||
|hitAdv=-2 | |||
|blockAdv=-4 | |||
|gbar= | |gbar= | ||
|description=A gut punch that hits twice and leans slightly on the unsafe side. Either hit of the punch is cancellable into a Command Move or Special and can be used to start or continue a high or middle-level combo. | |||
|description= | |||
}} | }} | ||
}} | }} | ||
Line 70: | Line 70: | ||
|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=55 | ||
|guard=Mid | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|hitAdv=-6 | |||
|blockAdv=-8 | |||
|gbar= | |gbar= | ||
| | |description=A rather fast, but punishable upward kick. Despite its slow recovery, it can also be cancelled into Command Moves or Special Moves, giving it a similar use to cl.C but without the extra hit. | ||
}} | }} | ||
}} | }} | ||
====<u>Standing (Far)</u>==== | ====<u>Standing (Far)</u>==== | ||
Line 98: | Line 90: | ||
|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=30 | ||
| | |guard=Mid | ||
|startup= | |startup=4 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=3 | ||
|blockAdv= | |blockAdv=1 | ||
| | |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. | ||
}} | }} | ||
}} | }} | ||
Line 116: | Line 108: | ||
|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=20 | ||
| | |guard=Mid | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=-1 | ||
|blockAdv= | |blockAdv=-3 | ||
| | |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. | ||
}} | }} | ||
}} | }} | ||
Line 134: | Line 126: | ||
|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=60 | ||
| | |guard=Mid | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=-3 | ||
|blockAdv= | |blockAdv=-5 | ||
| | |gbar= | ||
|description= | |description=A far punch from the left arm. It is rather unsafe, but it can be cancelled into any Special Move. | ||
}} | }} | ||
}} | }} | ||
Line 152: | Line 144: | ||
|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=70 | ||
| | |guard=Mid | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=1 | ||
|blockAdv= | |blockAdv=-1 | ||
| | |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. | ||
}} | }} | ||
}} | }} | ||
Line 170: | Line 162: | ||
|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=70 | ||
|guard=Mid | |||
|startup=15 | |||
|active= | |||
|recovery= | |||
|hitAdv=Soft Knockdown | |||
|blockAdv=-2 | |||
|gbar= | |gbar= | ||
|description= A standard Blowback attack that is a hop kick that moves Terry forward. Like others, it knocks down on hit, but it pushes Terry back when blocked; alongside this, it can also be whiff cancelled. | |||
|description= | |||
}} | }} | ||
}} | }} | ||
====<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 |
---|
cl.B |
---|
cl.C |
---|
cl.D |
---|
Standing (Far)
st.A |
---|
st.B |
---|
st.C |
---|
st.D |
---|
st.CD |
---|
Crouching
cr.A |
---|
cr.B |
---|
cr.C |
---|
cr.D |
---|
Jumping
j.A |
---|
j.B |
---|
j.C |
---|
j.D |
---|
nj.D |
---|
j.CD |
---|
Throws
Grasping (b/f + C when close to opponent) |
---|
Buster Throw (b/f + D when close to opponent) |
---|
Command Moves
Rising Upper (df + C) |
---|
Hammer Punch (f + A) |
---|
Special Moves
Power Wave (qcf, A) |
---|
Round Wave (qcf, C) |
---|
Burn Knuckle (qcb, P) |
---|
Quick Burning (dp, P) |
---|
Power Dunk (dp, K) |
---|
Power Charge (hcf, K) |
---|
Rising Tackle ([d]~u, K) |
---|
Crack Shoot (qcb, K) |
---|
Desperation Moves
Power Geyser (qcb, db, f, P or qcb, f, P) |
---|
High Angle Geyser (qcf, qcf, K) |
---|
Super Desperation Moves
Power Geyser (qcb, db, f, 2P or qcb, f, 2P) |
---|
Hidden Super Desperation Move
Rising Force (qcf, qcf, 2P) |
---|
Combos
Strategy
Use Burn Knuckle when they least expect it.
Videos
External Links
Dream Cancel discussion forum thread
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]