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The King of Fighters '98 UMFE/EX Terry
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
- a dash punch. A version goes a short distance and C version goes full screen.
- A version is a good pressure tool as it's safe when properly spaced out, works as a preemptive anti air to catch jumpouts and has a good hitbox to catch pokes.
- C version is safe from full screen away and can be used as a way to get in, but use it sparingly it's easy to in a multitude of ways.
- 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 Terry.
- Moves with low invulnerability can go through the projectile.
Round Wave: dp + A/C
- a close ranged energy wave.
- on block it's special and super cancelable so you can cancel out of it for pressure or combos.
- long startup and recovery, it is not whiff cancelable so on whiff it is very punishable.
- also very punishable on block and hit if you don't cancel it into anything.
Crack Shot: qcb + B/D
- a arching kick. B version travels shorter and lower down than the C version.
- B version is a good preemptive anti air and can be fairly safe on block.
- B version Will whiff on short crouchers
- D version takes longer to come out but is + on block.
- 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.
- (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.
- 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.