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
Standing
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
Crouching
cr.A/B/C/D are all special cancel-able
cr.A and cr. C hits mid
cr.B hits low and is chain-able into itself, cr. A, st.A, st.B and df+C
cr.C can chain into df+C and f+A
cr.D is a sweep that hits low but has an animation that looks like it may hit mid
cr.B/C/D are all whiff cancel-able
Jumping
j.A is good for air to ground attacks
j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump
j.C is good for air to ground
j.D is good for air to ground and can cross up standing and crouching opponents easily
neutral j.D can be used for air-to-air but it has a more vertical hit box
Blowback
CD: good ranged vertical hit box, pushes terry back far on block, whiff cancel-able
j.CD: great air-to-air attack, and can be used to pressure the opponent in the corner, can be low profiled
Throws
Grasping (b/f + C) close
Terry grabs the opponent then uppercuts them (df+C animation). The opponent lands near the corner of the screen.
Soft knockdown
Buster Throw - (b/f + D) close
Grabs and slams opponent in opposite direction. The opponent lands 1 character space away from the corner of the screen.
This throw is great for okizeme setups like cross-ups with j.D or empty jump low mixups, etc.
Hard knockdown
Command Moves
Rising Upper - (df + C)
*This is Terry's command normal uppercut. Good & easy to use in combos before a special move or DM, or at the end blockstrings. It can be used as an anti-air but be mindful of its slow start-up as it may trade or get beaten out by the opponent's jump normals if timed improperly.
Very easy to combo into from a cr.B, cr.A, st.A, close C, crouching C, close D, and crouching D.
Special cancel-able
Hammer Punch - (f + A)
Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. Not cancel-able by itself, but it is as easy to cancel into from many of his crouching and standing normals similar to his df+C command normal. It can combo only from heavy normals, and it is special cancel-able but loses its overhead properties. Terry gets pushed back a great distance if its blocked, which is good if you need some space away from the opponent for you can properly react and read their next actions of movement.
Be careful using f+A at the end of a blockstring, the opponent can roll before the f+A hits if your opponent is expecting it.
Hits overhead
Special cancel-able if cancelled from other normals
Special Moves
Power Wave - (qcf + A)
Projectile which travels along the ground at a good speed and has plus frames
Great for zoning or to end in blockstrings
Round Wave - (qcf + C)
Energy explosion around Terry's fist. You can't combo into it, but if it hits, it's possible to special cancel it (except into qcf+A) as a follow up.
Has pretty slow start-up, and isn't safe on block, plus you can't combo into it which makes it's use it battle rather limited and unsafe
Soft knockdown
Super cancel-able
Special cancel-able
Burn Knuckle - (qcb + A/C)
Terry charges with a glowing fist
A version travel one third of the screen; C version travels full screen
Light punch version has a good amount of start-up which makes it easy to combo into, and hard to punish if spaced at its maximum distance. At point blank it is very unsafe on block
Heavy punch version has slower start-up (can't combo into it), and hard to punish if spaced full screen. Similar to the light punch version, at point blank it is very unsafe on block.
Quick Burning - (dp + A/C)
One close uppercut followed by a long range overhead blow
Even though the second hit is negative frames, Terry is pushed back a fair distance if blocked.
The second hit which is the overhead doesn't lose it's overhead property if if the whole special move is cancelled from a normal attack (example cr. D into dp+P)
Both punch strengths (light punch and heavy punch) of Quick Burning have similar qualities and properties
Power Dunk - dp + B/D
Rising knee follwed by a punch to the ground
dmg A: 150; C: 170
Power Charge - hcf + B/D
Lunging attack which pops opponent into the air
dmg 50
Rising Tackle - Charge d~u + A/C
Rising attack, feet first
dmg A: 90; C: 160
Crack Shoot - qcb + B/D
Flip kick
B version hits twice; D version hits once
dmg B: 105; D: 95
DM
Power Geyser - d, db, b, db, f + P
Giant power wave
dmg 210
High Angle Geyser - qcf x 2 + K
Shoulder tackle, uppercut then power slam
dmg 200
SDM
Power Geyser - d, db, b, db, f + AC
Triple power geyser
dmg 320
HSDM
Rising Force - qcf x 2 + AC
Energized shoulder tackle, Power Charge into a Rising Tackle