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.
Jumping
j.A
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
30
High
3
7...
-
-
-
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.
j.B
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
25
High
2
8...
-
-
-
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.
j.C
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
55
High
3
9...
-
-
-
Terry punches at a position angled downward. This is another move best used as an air-to-ground or jump-in.
j.D
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
55
High
8
7...
-
-
-
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.
nj.D
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
55
High
2
10...
-
-
-
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.
j.CD
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
70
Mid
13
6...
-
Soft Knockdown
-
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.
Throws
Grasping (b/f + C when close to opponent)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
80
n/a
-
-
-
Soft Knockdown
-
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.
Buster Throw (b/f + D when close to opponent)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
80
n/a
-
-
-
Hard Knockdown
-
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.
Command Moves
Rising Upper (df + C)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
50
Mid
3
6
19
-5
-7
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.
Hammer Punch (f + A)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
45
High (Mid if cancelled)
20 (18 if cancelled)
4
21 (23 if cancelled)
-5 (-7 if cancelled)
-7 (-9 if cancelled)
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.
Special Moves
Power Wave (qcf, A)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
50
Mid
14
1...
31
0
-2
Terry hits the ground, creating a grounded wave of fire. This is a projectile which travels along the ground at a good speed, has plus frames varying on the space between Terry and the projectile, and is great for zoning or ending blockstrings.
Round Wave (qcf, C)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
75
Mid
19
10
18
Soft Knockdown
-10
Terry hits the ground after striking a pose, creating a large wave of fire around his fist. This move has rather slow start-up and is not safe on block, and cannot be comboed into, but can be cancelled into another Special or Desperation Move as a trade-off. Due to these qualities, its use in battle is rather limited and rarely advised.
Burn Knuckle (qcb, P)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
65 (A) 90 (C)
Mid
13 (A) 20 (C)
10 (A) 18 (C)
19 (A) 20 (C)
Soft Knockdown
-10~-1 (A) -20~-3 (C)
Terry charges at the opponent with a glowing fist. The distance he travels depends on the button pressed; the A version travels one third of the screen, while the C version travels at a full-screen distance. Alongside this, the A version has a fast amount of start-up, which makes it easier to combo into and harder to punish if spaced enough, and the C version has a slower startup, which cannot be comboed into but harder to punish at a full-screen distance. However, it is very unsafe on block at a point-blank distance, further encouraging spacial strategy with the move's use.
Quick Burning (dp, P)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
65 (45 + 20)
Mid (first hit) High (second hit)
4
16
21
-3
-5
Terry strikes a close uppercut that is followed by a long-range overhead blow. It is rather unsafe regardless of if it hits or is blocked, but pushes Terry back a fair distance if it is blocked, and keeps the second hit's overhead property if cancelled into from a Normal. The move is also the same regardless of which strength of button is pressed, unlike many of Terry's other moves, which vary based on that condition.
Power Dunk (dp, K)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
90 (45 + 45, B) 100 (50 + 50, D)
Mid
6 (B) 7 (D)
39 (B) 43 (D)
19 (B) 21 (D)
Hard Knockdown (first hit) -11 (second hit, B) -15 (second hit, D)
-13 (B) -17 (D)
Terry jumps with a rising knee before punching the opponent to the ground. The distance of the move depends on the button pressed; the B version is shorter and thus makes the second hit inable to connect if comboed from most grounded Normals, but the D version is longer which allows the hit to connect. It can provide good wake-up option setups due to its hard knockdown property and Terry being generally close after landing, but is best used at the end of combos due to its flaws. It is unreliable as an anti-air due to the startup of the move, lacks any reversal conditions like invulnerability, and can be easily punished in any form if blocked.
Power Charge (hcf, K)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
30
Mid
11 (B) 16 (D)
4
37 (B) 38 (D)
Soft Knockdown
-23 (B) -24 (D)
Terry lunges his shoulders at the opponent, which pops them into the air if it hits. It is easy to combo into from heavy close and grounded Normals (including df+C and f+A) and can be followed up with Power Dunk, which makes it best used in the middle of combos, likely as an ender. The move deals the same amount of damage regardless of the button pressed, which is not much outside of a bit of the opponent's Guard Bar, but the heavy kick version travels a farther distance than the light kick version. However, if the move is used raw, it has very slow start-up, long recovery if whiffed, and is punishable on block.
Rising Tackle ([d]~u, P)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
50 (10*5, A) 95 (50 + 20+ 5*4 + 5, C)
Mid
5
14 (A) 24 (C)
35 (A) 39 (C)
Soft Knockdown
-33 (A) -46 (C)
Terry deals multiple spinning punches aimed at the feet first while rising upward. This is Terry's best reversal and anti-air due to its quick start-up and invulnerability during it, more-so the heavy punch version because of its farther vertical distance. The A version of the move travels at a shorter vertical distance, which allows it to stop regular jumps and super-jumping attacks, but only lower-body invulnerability and only deals 5 hits. The C version, however, has full-body invulnerability alongside the aforementioned farther vertical distance and deals 7 hits. Regardless, both versions are highly unsafe if whiffed and on block.
Crack Shoot (qcb, K)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
65 (45 + 20, B) 55 (D)
Mid
10 (B) 9 (D)
5 (B) 16 (D)
21 (B) 23 (D)
-3 (B) -5 (D)
-5 (B) -7 (D)
Terry does a flip kick that can be used as a preemptive anti-air against mid to long range jumps or full jumps. The B version starts up faster, deals 2 hits, travels towards the opponent at a short distance and is hard to punish on block, while the D version travels farther, deals only one hit, is easier to punish on block, and whiffs on crouching opponents. Neither version deals a knockdown on a successful hit, which may leave a player to further struggle with characters who excel at closer distances.
Desperation Moves
Power Geyser (qcb, db, f, P or qcb, f, P)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
-
-
-
-
-
-
-
High Angle Geyser (qcf, qcf, K)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
-
-
-
-
-
-
-
Super Desperation Moves
Power Geyser (qcb, db, f, 2P or qcb, f, 2P)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
-
-
-
-
-
-
-
Hidden Super Desperation Move
Rising Force (qcf, qcf, 2P)
Damage
Guard
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard Bar
-
-
-
-
-
-
-
Combos
You can always use cl.D instead of cl.C
0 Stock
cl.C, f+A/df+C, hcf+K, dp+D/d~u+C
Main BnB combo. dp+D is easier and causes hard knockdown; d~u+C does tiny bit more damage, but causes soft knockdown and is much harder to perform. d~u+C can be done by holding d immediately after hcf (in one motion, like hcf, d), then u+P as Power Charge hits, there's a very short time to charge the move so it's tricky to get it right.
cr.B, cr.A/cr.B/cl.B, df+C, hcf+K, dp+K/d~u+C
Similar BnB combo started from low confirm chain.
cl.C, f+A/df+C, qcb+A
cr.B, cr.A/cr.B/cl.B, df+C, qcb+A
Somewhat easier versions of main BnBs, also safer on block, but less damage and soft knockdown.
cl.C, f+A/df+C, qcb+A
cr.B, cr.A/cr.B/cl.B, df+C, qcb+A
Not much damage but pretty safe on block, good as blockstrings.
cr.B, cr.A/cr.B, d~u+P/dp+D
Slightly easier but non-optimal combo from lows.
1 Stock
cl.C, f+A/df+C, qcb,db,f+P/qcfx2+K
cr.B, cr.A/cr.B/st.B, df+C, qcb,db,f+P
2 Stock
cl.C, f+A/df+C, hcf+K (SC) qcb,db,f+P
cr.B, cr.A/cr.B, d~u+P (SC) qcb,db,f+P
cl.C, f+A, BC run, cl.C(1), f+A, dp+P, (C)hcf+K (SC) qcb,db,f+P