Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters and Enders
Keep in mind: The combos in the "Combos" section have been tested using both of the starters in bold.
The other starters in each table should also work in each case, but may not.
Starters
Combo
Damage
Notes
j.X > cl.C > 6A
199
Primary jump-in combo for consistency thanks to cl.C's speed. cl.C on its own is good for quick punishes.
2B > 2B > 3C
112
Primary low light confirm. Rarely works after a jump-in, not where you'd really use it anyway.
cl.D > 6A
146
Most damaging combo starter. Slower than cl.C, best used after a deep jump-in or as a max damage punish.
Other Starters
Combo
Damage
Notes
CD
75
Goes over most low projectiles in the game and has huge range, but relatively slow start-up.
2C / f.C / 6A
X
Single-hit-confirmable into 236236K and Quick Max. 6A has good range but slower start-up, 2C has ok range and good start-up, f.C is a happy middle. 2C, being special cancelable, has a larger confirm window for super.
2B > f.B > MAX
58
2B combos into f.B even from the absolute tip of 2B, making it a great low light confirm into Quick Max or 236236K.
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Enders
Number
Combo
Damage
Stun
Meter Cost
Meter Gain
Location
Notes
1
214B
78
80
0
?
Anywhere
Advantageous on hit. Best used for continued pressure.
2
214A
90
60
0
?
Anywhere
Provides less stun than the above and the opponent can recover on hit but does more damage.
3
41236B~623B
154
120
0
?
Anywhere
Ending in Power Dunk does less damage, the oki is more rewarding on hit.
4
41236B~623C
172
140
0
?
Anywhere
Most damaging meterless midscreen combo ender. Opponent can recover safely on hit unless if canceled into 2141236P.
5
41236B~623D
183
140
0
?
Anywhere
Most damaging meterless combo ender, but only works in the corner.
6
41236BD > 623BD > 41236B~623C
328
140
1
33%
Anywhere
Got meter to burn? No problem! You can run for a bit between 41236BD and 623BD for some extra corner carry.
7
2141236P
200
0
1
0
Anywhere
Most damaging Level 1 Super ender. Can be canceled into after 623C to prevent the opponent from recovering safely (best to use the 632146P~236P method for this).
8
236236K
190
0
1
0
Anywhere
Slightly less damaging, but has better range. Are you OK?
9
2141236AC
355
0
2
0
Anywhere
Most damaging Level 2 Super if you have the time to spare.
10
236236BD
343
0
2
0
Anywhere
If you'd rather not bother with the extra dexterity, this is for you. Buster Wolf!
11
2141236CD
450
0
3
0
Anywhere
Buster... LAUNCHER!!!
Combos
General Notes:
Since Terry's combos rarely differ from starter to starter, "Starters" will refer to using either his jump-in combo or low light combo from the 'Starters' section above.
A common and useful combo part is 623C canceld into 214236P Super. This cancel is pretty tricky on its own, however, so it's recommended to use the following input instead for easier execution: 632146C > 236P
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
146
0
Rush combo ending in a special move.
cl.A > A > A > C
231
1
Rush combo ending in a super.
cl.A > A > A > D
356
2
Rush combo ending in a Max super.
cl.A > A > A > A
452
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter Gain
Location
notes
Starters > 41236B > 623B
238/330
240/340
Anywhere
Great oki and damage. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki.
Starters > 41236B > 623D
262/354
260/360
Corner
Slight alteration to the basic combo for a pretty decent increase in damage in the corner.
2B > 2A > 623C
149
130
0.25
Anywhere
Low light confirm for when you're too far to connect 2B > 2A > 3C.
2C > 214A
155
130
0.2
Anywhere
Decent whiff punish. Single-hit-confirms from close range.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starters > 41236BD, 41236B > 623B
297/389
240/340
Anywhere
Great oki and damage and decent use of half a bar. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki.
Starters > 41236BD, 41236B > 623D
320/412
260/360
Corner
Change the ender for a small damage and stun increase in the corner.
2B > 2A > 623AC
209
60
Anywhere
Low light confirm for when you're too far to connect 2B > 2A > 3C, and you want to spend a bit of bar.
2C > 214AC
222
70
Anywhere
Decent metered whiff punish. Single-hit-confirms from close range.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starters > 236CD, cl.D > 6A > 41236B ~ 623B
316/408
390/490
1
1.1
Anywhere
Always a little meter positive, and good damage to boot. Must be point blank for the '2B > 2A > 3C' starter.
Starters > 41236B ~ 623C > 214236P
372/464
220/320
1
0.4/0.5
Anywhere
Best way to spend a bar. Solid damage, great corner carry, and great oki. Recommendeded to use the following input trick instead of '623C > 214236P': '632146C > 236P'.
Starters > 41236BD, 623BD, 41236B ~ 623C
380/472
260/360
1
0.4/0.6
Anywhere
Easier combo than the above combo at the cost of Oki. If you can do the above combo, don't use this one.
Starters > 236CD, cl.D > 6A > 41236B ~ 623D
328/420
410/510
1
1.3
Corner
Bit more damage and a bit more stun in the corner, good to keep in mind.
Starters > 41236BD, 236A, 623BD, 41236B ~ 623C
415/507
320/420
1
Corner
Adding 236A here and there in the corner tacks on a bit of damage when linked into the EX moves.
2C / f.C / 6A > 236236K
250
70/80
1
0.1
Anywhere
Single-hit-confirm into Buster Wolf. Fun to do.
Starters > 41236BD, 41236B ~ 623C > 214236P
423/507
220/320
1.5
Anywhere
1.5 Bar combo, straight-forward enough. 41236BD can be replaced with 623BD for a bit more damage, but only works with cl.C / cl.D > 6A.
Fantastic damage for 1.5 Bar, but tricky, and doesn't work from '2B > 2A > 3C'. 623C has to be delayed as much as possible before the super cancel. Recommendeded to use the following input trick instead of '623C > 214236P': '632146C > 236P'.
3rd Character. Works from Mid-screen. Does less damage than the above combo due to Quick Max scaling, but still a useful combo for other Quick Max starters.
Amazing damage for 2 Bar. Technically a 2.5 Bar combo, but it builds just enough meter during the combo that you only need 2 Bars to start it. Can tack on a 623BD at the very end for a bit more damage if you have the extra meter.
Works from mid-screen (must leave out '236A' if you do). Great damage in the corner, and a useful mid-screen combo. When doing the combo from mid-screen, you can run for a bit after 41236BD to bring them a little closer to the corner.
3 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starters > 214A > 236236K > 214236AC
596/688
180/280
Anywhere
Standard 3 Bar combo. Only useful if Terry isn't on Anchor, though he usually is.