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User:SquidlyPoli1/Articles
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Revision as of 00:47, 27 December 2020 by SquidlyPoli1(talk | contribs)(→Movelist: Readjusted frame data based on KoF Ari-Jigoku website and documented crouching Normals.)
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.
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.
cl.B
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
20
Mid
4
5
7
0
-2
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).
cl.C
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
55 (40 + 15)
Mid
3
10 (7 + 3)
15
-2
-4
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.
cl.D
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
55
Mid
4
4
22
-6
-8
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.
Standing (Far)
st.A
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
30
Mid
3
4
5
3
1
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.
st.B
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
20
Mid
5
4
9
-1
-3
A weak, but rather far kick from the left leg. This cannot be cancelled into anything, which makes it work better as a poke.
st.C
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
60
Mid
5
7
16
-3
-5
A far punch from the left arm. It is rather unsafe, but it can be cancelled into any Special Move.
st.D
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
70
Mid
19
4
15
1
-1
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.
st.CD
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
70
Mid
14
3
21
Soft Knockdown
-2
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.
Crouching
cr.A
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
25
Mid
3
4
6
2
0
A crouching punch that is both chainable and cancellable. It mainly chains into light kicks, but can also be cancelled into any Command Move or Special Move, best cancelling into df+C.
cr.B
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
25
Low
3
3
8
1
-1
A low-hitting kick that chains into other light normals and can be whiff cancelled. Like other crouching normals, it can be cancelled into any Command Move or Special Move, with df+C being an ideal cancel option for combos.
cr.C
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
60
Mid
6
5
19
-4
-6
A slower crouching punch from the right arm. Can be cancelled into any Command Move or Special Move with ease, and furthermore whiff cancelled.
cr.D
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
70
Low
10
18
22
Soft Knockdown
-12
A slow sweep kick that knocks the opponent down. It can be cancelled into any Command or Special Move, although the poor practicality of doing it on a successful hit may encourage the player to whiff cancel or cancel it when blocked.