Notable Normals: Far H, Dash Attack - Terry’s far H, as is the standard for her in other appearances, is a solid normal for anti air and poking purposes. Good to check people at a distance.
Her Dash Attack, while not as fast as others, isn’t terribly slow, either (faster than Luong’s, but still slower than some others), and reaches out pretty far. This is good for potentially catching a few errant moves, or following up for juggle stuffs.
One of the original ground projectiles, this functions exactly as anyone familiar with Terry would expect it to, traveling along the ground for a single hit.
As stated in earlier characters’ rundowns, because of the way the projectile works, you can hop over it while doing moves that make you count as being airborne, like Athena’s Far H.\
Still, good for a little space control on occasion, so long as you aren’t reckless.
EX
102
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-
-
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0
The EX Power Wave has slower startup, and is three hits as a tradeoff.
Pretty good for locking people down when you can get some offense going.
Terry rises while doing an inverted spinning lariat, giving physics the middle finger in the process.
This can hit for a max of 5 hits, but is very punishable if it’s blocked or if it whiffs.
Notable that it does exactly what an anti-air should, though, giving you invul on startup.
EX
170
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SKD
-
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The EX Rising Tackle is a faster, harder hitting, and a slightly higher rising version of the normal Rising Tackle, with the same startup invulnerability to it.
The usual vaulting axe kick that Terry’s always had.
As usual, it can take you over low angled moves.
By standard, the Crack Shoot CAN hit for three hits, if you can catch it high enough during a juggle or if someone’s airborne, but normally, it will likely hit twice.
Regardless, though, if the last hit connects, the opponent gets groundbounced, so you can follow up with more.
EX
800
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SKD
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SKD
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0
The EX Crack Shoot has faster startup and a smaller jump arc while keeping the ability to groundbounce people.
Terry’s Buster Wolf is the usual classic, with Terry doing a Burning Knuckle with the OTHER arm before blowing you away with a burst of energy forward.
This has a solid measure of invul to it, but is very punishable if blocked or if it whiffs, so don’t be reckless.
Combos
IAD = Instant Air Dash
cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
~ = Means you press the next command immediately after (i.e, cl.H~2D)
jc. = Jump Cancel
dj. = Double Jump
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.