Difference between revisions of "User:SquidlyPoli1/Articles"
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SquidlyPoli1 (talk | contribs) (→Movelist: Readjusted frame data based on KoF Ari-Jigoku website and documented crouching Normals.) |
SquidlyPoli1 (talk | contribs) (Documented aerial Normals and Command Moves. Due to the Command Moves having a lot of text it was easy to adapt them into Database-like terms.) |
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|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=30 | ||
| | |guard=High | ||
|startup= | |startup=3 | ||
|active= | |active=7... | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
| | |gbar= | ||
|description= | |description=Terry deals a downward chop to the opponent. This can be used for a multitude of ideas, but mainly as an air-to-ground, jump-in, or instant overhead. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=25 | ||
| | |guard=High | ||
|startup= | |startup=2 | ||
|active= | |active=8... | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
| | |gbar= | ||
|description= | |description=Terry does a funky horizontal kick with his right leg. This is good as an air-to-air and can also be used stop incoming hops and jumps from a middle or long-ranged distance, but can be low profiled if performed too early. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=55 | ||
| | |guard=High | ||
|startup= | |startup=3 | ||
|active= | |active=9... | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
| | |gbar= | ||
|description= | |description=Terry punches at a position angled downward. This is another move best used as an air-to-ground or jump-in. | ||
}} | }} | ||
}} | }} | ||
Line 310: | Line 310: | ||
|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=55 | ||
| | |guard=High | ||
|startup= | |startup=8 | ||
|active= | |active=7... | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
| | |gbar= | ||
|description= | |description=Terry does a jumping kick angled downward. This is can be used as a cross-up, usable against standing or crouching opponents, and is probably Terry's best air-to-ground option despite its slower start-up. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=55 | ||
| | |guard=High | ||
|startup= | |startup=2 | ||
|active= | |active=10... | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
| | |gbar= | ||
|description= | |description=Terry does an upward kick mid-air. This can be used as an air-to-air, since its hitbox doesn't directly target opponents above him. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=70 | ||
| | |guard=Mid | ||
|startup= | |startup=13 | ||
|active= | |active=6... | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=Soft Knockdown | ||
|blockAdv= | |blockAdv= | ||
| | |gbar= | ||
|description= | |description=Terry does a horizontally-aimed jumping kick as an aerial Blowback. This is Terry's best air-to-air due to its knockdown property and taller hitbox, and can be used as a tool to pressure opponents in the corner. Despite this, however, it can be low profiled. | ||
}} | }} | ||
}} | }} | ||
===<u>Throws</u>=== | ===<u>Throws</u>=== | ||
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|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=80 | ||
| | |guard=n/a | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=Soft Knockdown | ||
|blockAdv= | |blockAdv= | ||
| | |gbar= | ||
|description= | |description=Terry grabs the opponent and uppercuts them. Due to the opponent landing near the corner of the screen and its ability as a throw, this can be seen as a good "get off me" tool, but will not work in this way if escaped. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=80 | ||
| | |guard=n/a | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=Hard Knockdown | ||
|blockAdv= | |blockAdv= | ||
| | |gbar= | ||
|description= | |description=Terry slams the opponent in the opposite direction. The opponent lands a character space away from the corner of the screen, but if Terry gets close enough again it can see itself being used for okizeme setups involving jumping attacks. | ||
}} | }} | ||
}} | }} | ||
===<u>Command Moves</u>=== | ===<u>Command Moves</u>=== | ||
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|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=50 | ||
|guard=Mid | |||
|startup=3 | |||
|active=6 | |||
|recovery=19 | |||
|hitAdv=-5 | |||
|blockAdv=-7 | |||
|gbar= | |gbar= | ||
|description=Terry does a quick uppercut before going back into a crouching position. This Command Move is good and easy to use in combos before a Special or Desperation Move due to its ease in chaining from most Normals and Special cancel ability, or can be used to end a blockstring if any attempts at confirming are not successful. It can also be used as an anti-air, but the player should be mindful of its slow start-up as it may trade or get beaten out by the opponent's jumping Normals if timed improperly. | |||
|description= | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-02UM | {{AttackData-02UM | ||
|damage= | |damage=45 | ||
|guard=High (Mid if cancelled) | |||
|startup=20 (18 if cancelled) | |||
|active=4 | |||
|recovery=21 (23 if cancelled) | |||
|hitAdv=-5 (-7 if cancelled) | |||
|blockAdv=-7 (-9 if cancelled) | |||
|gbar= | |gbar= | ||
|description=Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. This Command Move is not cancel-able by itself, but it is as easy to cancel into from many of his crouching and standing Normals, similar to ''Rising Upper''. It only combos from heavy Normals, and gains the ability to Special Cancel at the cost of its overhead property. The player should be careful when using the move, however; at the end of a blockstring, the opponent can roll before the move hits if they are expecting it, but Terry gets pushed back a great distance if it is successfully blocked, which may be good if the player needs some space away from the opponent so they can properly react and read their next actions of movement. | |||
|description= | |||
}} | }} | ||
}} | }} | ||
===<u>Special Moves</u>=== | ===<u>Special Moves</u>=== |
Revision as of 21:12, 28 December 2020
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.
Movelist
Normals
Standing (Close)
cl.A |
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cl.B |
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cl.C |
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cl.D |
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Standing (Far)
st.A |
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st.B |
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st.C |
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st.D |
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st.CD |
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Crouching
cr.A |
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cr.B |
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cr.C |
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cr.D |
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Jumping
j.A |
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j.B |
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j.C |
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j.D |
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nj.D |
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j.CD |
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Throws
Grasping (b/f + C when close to opponent) |
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Buster Throw (b/f + D when close to opponent) |
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Command Moves
Rising Upper (df + C) |
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Hammer Punch (f + A) |
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Special Moves
Power Wave (qcf, A) |
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Round Wave (qcf, C) |
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Burn Knuckle (qcb, P) |
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Quick Burning (dp, P) |
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Power Dunk (dp, K) |
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Power Charge (hcf, K) |
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Rising Tackle ([d]~u, K) |
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Crack Shoot (qcb, K) |
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Desperation Moves
Power Geyser (qcb, db, f, P or qcb, f, P) |
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High Angle Geyser (qcf, qcf, K) |
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Super Desperation Moves
Power Geyser (qcb, db, f, 2P or qcb, f, 2P) |
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Hidden Super Desperation Move
Rising Force (qcf, qcf, 2P) |
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Combos
Strategy
Use Burn Knuckle when they least expect it.
Videos
External Links
Dream Cancel discussion forum thread
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]