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The King of Fighters '98 UMFE/EX Terry
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Introduction
Normal Moves
Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN
Close
- cl. A: a standard cl.A. Whiffs on short crouchers. Chainable. Cancelable.
- cl. B: will hit all crouchers. Not chainable. 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.
Stand
- st. A: standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable. Cancelable.
- st. B: good far reaching mid range poke. Not chainable. Not cancelable.
- st. C: Whiffs on low crouchers. Comes out ata nice height for stopping hops. Not cancelable.
- st. D: slow startup and recovery. Long range. Not cancelable.
Crouch
- cr. A: standard crouching jab. Chainable. Cancelable.
- cr. B: Terry's main low confirm option. Chainable. Not cancelable.
- cr. C: fairly fast, nice range and comboable. Cancelable on whiff and contact.
- cr. D: a long range sweep with fairly long startup. decent for midrange poking when cancelled. Cancelable on whiff and contact.
Jump
- j. A: nice priority for air to airs. Can also be used as a jumpin.
- j. B: mostly good as an air to air. whiffs on regular crouchers.
- j. C: decent jumpin. Can crossup.
- j. D: his most used jumpin and a great multi purpose tool. its good as an air to air and as a jumpin. It can also crossup and instant overhead.
Blowback
- st. CD: slow attack with a lot of startup. Has a lot of low invulnerability. Cancelable on whiff and contact.
- j. CD: great jumpin for pressure due to it's downwards angle.
Throws
Grasping Upper: (close) b/f + C
- regular throw, techable. Terry grabs the opponent and uppercuts them sending them almost full screen away causing a soft knockdown.
Buster Throw: (close) b/f + D
- regular throw, techable. Terry slams the opponent to the ground behind him sending them almost full screen away 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 on in front of him and the second on diagonally above him.
- the second hitbox can function as an anti air, and this is important because terry lacks a good anti air move among his normals.
- 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
Power Wave: qcf + A/C
Round Wave: dp + A/C
Crack Shot: qcb + B/D
Fire Kick:hcf + B/D
Rising Tackle: d~u + A/C
Desperation Moves
Power Geyser:: qcb, db, f + A/C