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The King of Fighters '98 UMFE/EX Terry

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Introduction

EX Terry is a character with tools for every distance, like a fireball for long distances and solid pokes for midrange, but close up is where he shines. He has great confirms from both lows and jump-ins, a mix of frametraps and true blockstrings, and great combo damage. One of his best aspects is that his go-to strings are good combos on hit and safe blockstrings/frametraps on block, letting him autopilot his way through. With Extra mode meter, he also gets access to some very damaging Quick MAX combos that make him a lot scarier. His weaknesses include fairly weak anti-airing options, and a lack of mixups outside of the general system tools.

Changes from Previous Versions

98 to 98UM

Normals:

  • The activation range of cl.D has been reduced
  • st.D's priority has been reduced
  • Full jump j.D now has less downwards priority, meaning that you can no longer use it to instant overhead on regular height crouchers; hop j.D still works for instant overheads, though

Specials:

  • qcf+P now has 5 frames less recovery
  • d~u+P now has some throw invincibility on startup
  • hcf+B's damage has been reduced by 5 points
  • hcf+D's damage has been reduced by 6 points
  • dp+P has been added as a new move, it is special-cancelable on hit or block

Supers:

  • qcb,db,f+P's hit effect is now the one from Real Bout Fatal Fury Special
  • Third hit of qcb,db,f+AC has had its hitbox increased behind it
  • All hits of qcb,db,f+AC now connect even at the edge of the screen; it will drop if used all the way in the corner though.

98UM to 98UMFE

Normals:

  • st.B's damage has been increased from 5 to 6 points

Specials:

  • qcb+D's recovery has been reduced by 3 frames
  • qcb+D's hitbox has been extended downwards, it can now hit short crouchers
  • hcf+K is now special-cancelable into any other special than another hcf+K
  • qcf+C now builds less meter
  • d~u+C now has extra invincibility

Supers:

  • qcb,db,f+P now has 8 frames faster startup, but it no longer has invincibility after the super flash.

Normal Moves

Close

  • cl.A: A standard cl.A. Whiffs on short crouchers. Chainable and cancelable.
  • cl.B: Will hit all crouchers. Cancelable.
  • cl.C: Two-hitting cl.C. Good to use in combos, as both hits are cancelable, making it easy to confirm from. Cancelable.
  • cl.D: Larger activation range than cl.C, but only does 1 hit. Has a lot of active frames, so good as a meaty. Cancelable.

Standing

  • st.A: Standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable and cancelable.
  • st.B: Good far-reaching midrange poke.
  • st.C: Whiffs on low crouchers. Comes out at a nice height for stopping hops.
  • st.D: Slow startup and recovery. Long range.

Crouching

  • cr.A: Standard crouching jab. Chainable and cancelable.
  • cr.B: EX Terry's main low confirm option. Chainable.
  • cr.C: Fairly fast, nice range and combo-able. Cancelable on hit, block, and whiff.
  • cr.D: A long-range sweep with fairly long startup. Decent for midrange poking when canceled. Cancelable on hit, block, and whiff.

Jumping

  • j.A: Nice priority for air-to-airs. Can also be used as a jump-in.
  • j.B: Mostly good as an air-to-air. Whiffs on regular crouchers.
  • j.C: Decent jump-in. Can crossup.
  • j.D: His most-used jump-in and a great multipurpose tool. It's good as an air-to-air and as a jump-in. It can also crossup, and the hop version can instant overhead on regular-height crouchers.

CD Normals

  • st.CD: Slow attack with a lot of startup. Has a lot of low invincibility. Cancelable on hit, block, and whiff.
  • j.CD: Great jump-in for pressure due to its downwards angle.

Throws

Grasping Upper: b/f+C (close)

  • Regular throw, techable. EX Terry grabs the opponent and uppercuts them, sending them almost fullscreen away and causing a soft knockdown.

Buster Throw: b/f+D (close)

  • Regular throw, techable. EX Terry slams the opponent to the ground behind him, sending them almost fullscreen away and causing a backturned hard knockdown.

Command Moves

Back Knuckle: f+A

  • Two-hitting move for combos and blockstrings.
  • The second hit can whiff if there's too much pushback before the f+A.
  • Only the second hit is cancelable.

Rising Upper: df+C

  • Has two hitboxes, the first one in front of him and the second one diagonally above him. Only hits once, however.
  • The second hitbox can function as an anti-air, and in fact works as EX Terry's main anti-air normal against full jumps.
  • Good to use in combos that starts with lights, as f+A won't combo from them.
  • Cancelable.

Special Moves

Burning Knuckles: qcb+A/C

  • A dash punch. A version goes a short distance and C version goes fullscreen.
  • A version is a good pressure tool, as it's safe when properly spaced out, works as a preemptive anti-air to catch jump-outs, and has a good hitbox to catch pokes.
  • C version is safe from fullscreen away and can be used as a way to get in, but use it sparingly as its slow startup makes it easy to react to and stuff.
  • Can be low-profiled and then punished by some moves.

Power Wave: qcf+A/C

  • A grounded projectile. A version travels slower than the C version.
  • Good zoning and pressure tool, as it's safe on block.
  • Can be hopped over.
  • Has a deadzone right in front of EX Terry.
  • Moves with low invincibility can go through the projectile.

Round Wave: dp+A/C

  • A close-ranged stationary projectile.
  • On hit and block it's special- and super-cancelable, so you can use it to extend pressure or combos.
  • Long startup and recovery, making it very punishable on whiff since you can't cancel it into something safe.
  • Also very punishable on block and hit if you don't cancel it into anything.

Crack Shot: qcb+B/D

  • An arching kick. B version travels shorter and lower down than the D version.
  • B version is a good preemptive anti-air, and can be fairly safe on block if spaced.
  • B version will whiff on short crouchers.
  • D version takes longer to come out, but is plus on block and does multiple hits.
  • as an anti air D version hits higher up than B version.
  • only the last hit of D version will hit short crouchers.

Fire Kick:hcf + B/D

  • a sliding kick with two hits that hits low.
  • the first hit of the sliding kick is special cancelable which means you can make some true blockstrings and frame traps when combined with his other specials.
  • the second hit is only cancelable into his rising tackle.
  • good move to cancel into both as a combo and on block as it has a lot of reach and comes out fast so you can combo even from further distances.
  • unsafe on block unless the first hit is cancelled into qcf+A or qcb+B.
  • when not cancelled it causes a juggleable state so you can do a j.D for a reset. if you just let the opponent fall it causes a soft knockdown.

Rising Tackle: d~u + A/C

  • a big upwards travelling spinning kick. B version goes a shorter distance but comes out faster.
  • B version has startup invincibility and can be used as a fast anti air.
  • D version has startup + some active frame invincibility making it a good reversal.
  • unsafe on block or whiff.
  • Causes soft knockdown.

Desperation Moves

Power Geyser:: qcb, db, f + A/C

  • a large energy wave in front of Terry.
  • has a large range upwards and in front of Terry so it works great as an anti air.
  • its large range also makes it easy to combo into from all of his super cancelable tools.
  • has full startup invulnerability but none on the active frames so it can trade.
  • causes soft knockdown.
  • the Max version does 3 big power geysers in a row, each appearing in front of the last.
  • does more damage but the last hit can whiff if the move was done too close to the corner.
  • causes soft knockdown.

Combos

  • cr.B cr.A cr.A df+C hcf+K d~u+C/ j.D

low confirm combo. the rising tackle finisher is for max damage and the j.D is for a reset.

  • cr.B cr.A cr.A df+C qcbf+P

low confirm into super.

  • (j.X) cl.C f+A hcf+K d~u+C/j.D

standard combo from a jumpin or a heavy starter. on a jumpin you need to go into f+A on the first hit of cl.C for the combo to work.

  • (j.X) cl.C f+A qcb,f+P

simple super combo from a jumpin or heavy.

  • cr.B cr.A cr.A df+C hcf+K ABC qcb,f+P

Low confirm into a extra mode quick max that allows a super to connect after the second hit of hcf+K

  • (j.X) cl.C df+C hcf+K(1) qcb+D ABC cr.A df+C qcb,f+P

A quick max combo that works on standing opponents only as the qcb+D will whiff on crouchers. on a crossup starter you can replace the later cr.A with a cl.D for more damage.

Strategy & Tips

Videos

King of Fighters 98 UM FE: EX Terry Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro