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| |bs=N | | |bs=N |
| |juggle=Y | | |juggle=Y |
| |description=Terry's reversal, a very "flash kick" type move. It's quite fast and has pretty solid horizontal range as well. However the latter also means it can whiff in some niche scenarios. | | |description=Terry's reversal, a very "flash kick" type move. It's quite fast and has pretty solid horizontal range as well. However the latter also means it can whiff in some niche scenarios, for example if you time it too late and your opponent jumps at you, sometimes Terry will go under the opponent's jump. |
| }} | | }} |
| }} | | }} |
Revision as of 00:57, 20 April 2021
Introduction
The main character of the Fatal Fury series and the mascot for SNK as a whole, Terry is exactly the kind of character you probably expect him to be. Straightforward and well rounded, Terry has a flexible kit that lets him play the game in a variety of styles. He doesn't have the overwhelming strengths of a top tier character, but Terry is more than equipped to handle just about anything the RB2 cast can throw at him.
Normal Moves
5A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
3/11
|
5
|
2
|
10
|
4
|
0
|
HL
|
Y
|
-
|
-
|
Standard jab. Useful for checking short jumps.
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
3/11
|
8
|
5
|
13
|
-2
|
-6
|
HL
|
Y
|
-
|
-
|
Decently fast, great horizontal range and no hurtbox from his calf downwards. Used along with 5C as essential parts of Terry's neutral, poking and pressure games. Special cancellable.
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
6/22
|
9
|
6
|
23
|
-3
|
-9
|
HL
|
Y
|
-
|
-
|
This massive horizontal hitbox is one of Terry's longest ranged normals. Only a single frame slower than 5B, but the slightly higher angle means it can be low profiled by certain situations.
|
|
n.5A (within 49px)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
3/11
|
5
|
2
|
10
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
n.5B (within 57px)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
3/11
|
6
|
6
|
9
|
1
|
-3
|
HL
|
Y
|
-
|
-
|
|
n.5C (within 70px)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10+10
|
4/11
|
8
|
5
|
20
|
3(7)
|
-3(1)
|
HL
|
Y
|
-
|
-
|
Hits twice, making for easy confirms into special.
|
|
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
3/11
|
5
|
5
|
7
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
3/11
|
6
|
3
|
12
|
1
|
-3
|
HL
|
Y
|
-
|
-
|
Terry's answer to the time honored shoto crouching MK from Street Fighter, a decently ranged low that special cancels, or can go into 2B, 2C for a chain combo into sweep.
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
23
|
6/26
|
8
|
5
|
20
|
-KD
|
-6(1)
|
HL
|
Y
|
-
|
-
|
Despite the odd angle of Terry's leg on the attack animation, this is a pretty standard sweep.
|
|
Command Moves
Wild Upper 3A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
4/18
|
6
|
3+9
|
20
|
-5(7)
|
-11(1)
|
HL
|
Y
|
-
|
-
|
Anti air attack with more vertical range and faster startup than 5AB, but without the invincibility.
|
|
Backspin Kick 6B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
6/12
|
14
|
4
|
22
|
2
|
-3
|
HL
|
N
|
-
|
-
|
Knocks opponents into oversway, where you can get a combo or a mixup. Can kara cancel the startup into specials.
|
|
Charging Kick 6[6]C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
6/22
|
17
|
4
|
20
|
2
|
-4
|
H
|
N
|
-
|
-
|
Terry's overhead, get comfortable inputting this quickly so you can open your opponents up. Can kara cancel into specials.
|
|
High Avoid Attack 5AB
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
5/18
|
10
|
6
|
23
|
-3(7)
|
-9(1)
|
HL
|
Y
|
-
|
-
|
Univeral upper body invincible attack. While it may not have the vertical distance or fast startup of 3A, the invincibility frames make it a solid anti air in its own right and gives it utility against grounded opponents as well.
|
|
Jumping
j.A
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Full Jump
|
8
|
3/11
|
5
|
10
|
6
|
8
|
4
|
H
|
-
|
-
|
-
|
Hop
|
8
|
3/11
|
5
|
Until Landing
|
6
|
8
|
4
|
H
|
-
|
-
|
-
|
|
j.B
All except diagonal full jump Diagonal full jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Full Jump
|
10
|
3/11
|
6
|
6
|
6
|
8
|
4
|
H
|
-
|
-
|
-
|
Diagonal Full Jump
|
10
|
3/11
|
6
|
8
|
6
|
8
|
4
|
H
|
-
|
-
|
-
|
Hop
|
10
|
3/11
|
6
|
Until Landing
|
6
|
8
|
4
|
H
|
-
|
-
|
-
|
|
j.C
Neutral full jump Diagonal full jump Hop
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Full Jump
|
19
|
6/22
|
8
|
6
|
8
|
15
|
9
|
H
|
-
|
-
|
-
|
Diagonal FJ and Hop
|
19
|
6/22
|
8
|
8
|
8
|
15
|
9
|
H
|
-
|
-
|
-
|
|
Oversway Actions
5D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
4/18
|
8
|
3, 3
|
-
|
-2(7)
|
-7(1)
|
H
|
Y
|
-
|
-
|
Commonly chained from 6B for a combo, including one of the few reliable ways to confirm into Triple Geyser.
|
|
2D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
4/18
|
7
|
4, 2
|
12
|
8
|
7
|
L
|
Y
|
-
|
-
|
|
A (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
2/11
|
24
|
4
|
12
|
3
|
1
|
H
|
N
|
-
|
-
|
|
B (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
2/11
|
24
|
4
|
12
|
1
|
-1
|
L
|
N
|
-
|
-
|
|
C (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18
|
6/22
|
26
|
4
|
12
|
11
|
-3
|
HL
|
N
|
-
|
-
|
|
Throws
Buster Throw 4/6C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feint
Burn Knuckle Feint 6AC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
18
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Power Geyser Feint 2BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
18
|
-
|
-
|
-
|
-
|
-
|
-
|
For combo purposes, this is the feint you'll want to use.
|
|
Special Moves
Power Wave 236A
Initial Hitbox Projectile
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
5
|
16
|
-
|
56
|
-2
|
-4
|
HL
|
-
|
Y
|
N
|
Terry's basic projectile attack, it travels along the ground. As you'd expect, it's a cornerstone of Terry's zoning, and being low to the ground means opponents have to jump to get across it.
|
|
Round Wave 236C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
2
|
24
|
13
|
19
|
-2
|
-4
|
HL
|
-
|
Y
|
N
|
Hits opponent in oversway.
|
|
Burning Knuckle 214A/C
Light Heavy
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Light
|
32
|
5
|
15
|
16
|
13
|
-8
|
-7
|
HL
|
-
|
Y
|
Y
|
Horizontal travelling attack, Terry's "tatsu" if you will. The light version is a common combo ender thanks to the quick startup and decent corner carry. If spaced well it's not the most unsafe thing in the world, but excessively throwing out light burn knuckles is a bad habit that plagues many a Terry player across all the games he's been in. Whiffs on crouching opponents if not performed very close to them.
|
Heavy
|
38
|
7
|
26
|
20
|
26
|
-1
|
-24
|
HL
|
-
|
Y
|
Y
|
Slower startup than the light version so you can't combo into it as freely, but travels much further at a higher speed and knocks down. As you probably expected, this move is horrendously unsafe, so if it gets blocked you are almost certainly going to get hurt.
|
|
Rising Tackle [2]8A 46f charge
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10+8*4 (35)
|
5
|
5
|
21
|
51
|
KD
|
-44
|
HL
|
-
|
N
|
Y
|
Terry's reversal, a very "flash kick" type move. It's quite fast and has pretty solid horizontal range as well. However the latter also means it can whiff in some niche scenarios, for example if you time it too late and your opponent jumps at you, sometimes Terry will go under the opponent's jump.
|
|
Crack Shoot 214B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11*3 (28)
|
5
|
8
|
6
|
22
|
4
|
-2
|
HL
|
-
|
Y
|
Y
|
Horizontally travelling crescent flip kick, puts Terry in the air so it can travel over certain things. Reliable pre-emptive anti air and at -2 it's not super unsafe if spaced properly. As a breakshot it has use thanks to the high profile property.
|
|
Fire Kick 236B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8+21 (18)
|
2+2
|
9
|
6
|
30
|
17
|
-13
|
L
|
-
|
N
|
N
|
Terry slides along the ground, and if he connects with an opponent on hit (NOT on block) he follows up with a high kick that launches them into the air. This launch can be followed up with a Rising Tackle juggle, but note that if you aren't very close to the opponent the juggle will whiff. For this reason, combo using this move tend to either come from low pushback starters (such as 2B) or be done in the corner. This move makes for a really annoying breakshot because of the low profile properties, and you're almost guaranteed the juggle in most instances as well. One last thing to note, the slide doesn't have as much range as it looks and is very unsafe on whiff and block.
|
|
Passing Sway 236D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10+26 (32)
|
0
|
8
|
3, 2
|
15
|
12
|
6
|
HL
|
-
|
N
|
N
|
Puts Terry into oversway.
|
|
S-Power
Power Geyser 21416BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
76
|
-
|
34
|
4, 13
|
31
|
KD
|
-8
|
HL
|
-
|
Y
|
N
|
Gigantic vertical range, but there's no reliable way to combo into it. Past the point where Terry raises his arm (saying "Power...!") any attempt to hit him will result in a trade in his favor.
|
|
Super Desperation Move
Triple Geyser 21416C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
30+35+40 (90)
|
-
|
20
|
-
|
70
|
KD
|
-10
|
HL
|
-
|
N
|
Y
|
Like Power Geyser, but there's three of them. Unlike Power Geyser, there are ways to combo into it, most notably from 5D against an opponent in oversway, or from chain combos ending in 3C. Unfortunately, the whole move will NOT connect when done against an opponent in the corner.
|
|
Combos
- Basic Terry bnb, connects from further away than you'd think.
- 5A, 5B, 3C, Burn Knuckle (either)
- A Burn Knuckle grants a mixup, C Burn Knuckle knocks down and does more damage.
- 2B, 2B, 3C, Burn Knuckle (either)
- Same as the above, but from a low starter.
- (2B,) 2B, Fire Kick, Rising Tackle
- Good damage, but spacing dependent. Very consistent in the corner, otherwise you need to be pretty close.
- 3A, 5C, 5C, Burn Knuckle Feint, 5A, Fire Kick, Rising Tackle
- Corner only, absurdly high damage.
- 5A, 5B, 3C, Triple Geyser
- Most reliable super confirm, note that the whole super will not connect in the corner.
- 2B, 2B, 3C, Triple Geyser
- Same as the above, but from a low.
- Easy super confirm, all three geysers connect.