Difference between revisions of "The King of Fighters '98 UMFE/EX Terry"

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== Introduction ==
== Introduction ==


Ex Terry character that has some tools for every distance like a fireball for long distances and solid pokes for the mid range but close up is where he shines. He has great confirms from both lows and jumpins, has some frametraps, true blockstrings and good combo damage. One of his best aspects is that he can go into the same strings on hit or block. In extra mode he also gets access to some very damaging quick max combos that makes him a lot scarier. His weaknesses include fairly weak anti airing options and a lack of mixups outside of the general kof tools.
{{StrengthsAndWeaknesses
| description =EX Terry is a character with tools for every distance, like a fireball for long distances and solid pokes for midrange, but close up is where he shines. He has great confirms from both lows and jump-ins, a mix of frametraps and true blockstrings, and great combo damage. One of his best aspects is that his go-to strings are good combos on hit and safe blockstrings/frametraps on block, letting him autopilot his way through. With Extra mode meter, he also gets access to some very damaging Quick MAX combos that make him a lot scarier. His weaknesses include fairly weak anti-airing options, and a lack of mixups outside of the general system tools.}}


== Changes from previous versions ==
{| class="wikitable" border="1"
|-
! !! Terry !! EX Terry
|-
|+Character Comparison
|-
! '''Gameplan differences'''
|
'''Terry has more hard knockdowns, and thus better left right mixups.'''<br>
|
'''EX Terry's power wave, round wave, and fire kick, in addition to the same crackshoot as Terry, let him mix up how he sneaks in the frame advantage in a blockstring, making him better at that part of Terry's game.'''<br>
|-
! '''Combo differences'''
|
'''Terry's combos can lead to hard knockdown.'''<br>
|
'''EX Terry's combos can do more damage than Terry's, against standing opponents. Standconfirming is useful for EX Terry.'''<br>
|-
!  '''Neutral'''
|
'''Terry has a motion DP. Power wave isn't much of a projectile; it's more of a long range poke that can only ever be slightly positive. Power charge is a fast forward moving attack with an unremarkable hitbox that loses to most active pokes, but is a great way to capitalise on frame advantage and a good punishment move.'''<br>
|
'''EX Terry has a flash kick style reversal and anti air. Power wave is almost always significantly positive on block. His slide, fire kick, is a great poke that can go under a lot, but must be cancelled to a special to be safe, which makes it vulnerable to guard cancel rolling if used too often and too predictably.'''<br>
|-
!  '''Guard crushing'''
|
'''Terry has pretty good guard gauge damage, and has an easy way to avoid ever wasting a guard crush.'''
|
'''EX Terry has even better guard gauge damage, longer strings, and better ways to sneak in frame advantage to do even more, but he doesn't have any easy way to avoid wasting a guard crush'''
|-
!  '''Preferred System Mechanics'''
|
'''Terry can use either kind of meter. Stocks build quickly because he spams many special moves, but charge gives him better combos and crossup and crossunder setups. Rolling combined with running unlocks more left right mixups, and running by itself increases the range at which he can end combos in power dunk for a hard knockdown, while stepping and dodging don't give him anything beyond the universal, although he can always combo a dodge strike to power charge and then hitconfirm it, which is more than many characters get with the dodge strike. '''<br>
|
'''EX Terry spams even more special moves than Terry, which could be good for a stock battery, but quickmax also improves his combos, and gives him an infamous combo against standing opponents that does more damage than anything Terry has. Running and rolling let him use the hard knockdown from his D grab for setups, but other than that, he has no hard knockdowns, so his system choices are up to user preference.'''<br>
|-
|}
 
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* Shorter activation range of cl.D
 
* st.Ds priority reduced
* The activation range of cl.D has been reduced
* full jump j.D has less downwards priority, this means that you can no longer use it to instant overhead on regular height crouchers. Hop D still works for instant overheads though.
 
* 5D's priority has been reduced
 
* Full jump j.D now has less downwards priority, meaning that you can no longer use it to instant overhead on regular height crouchers; hop j.D still works for instant overheads, though


Specials:
Specials:
* qcf+P got 5 frames reduced recovery
 
* d~u+p now has some throw invincibility on startup
* 236P now has 5 frames less recovery
* hcf+B got reduced damage by 5 points
 
* hcf+D got reduced damage by 6 points
* [4]6P now has some throw invincibility on startup
* dp+P got added as a new move, it is special cancelable on hit or block
 
* 41236B's damage has been reduced by 5 points
 
* 41236D's damage has been reduced by 6 points
 
* 623P has been added as a new move, it is special-cancelable on hit or block


Supers:
Supers:
* qcb,db,f+Ps hit effect is now the one from Real Bout Fatal Fury Special
 
* Third hit of qcb,db,f+AC got its hitbox increased behind it
* 21416P's hit effect is now the one from Real Bout Fatal Fury Special
* now all hits of qcb,db,f+AC now connects even at the edge of the screen, it will drop if used all the way in the corner though.
 
* Third hit of 21416AC has had its hitbox increased behind it
 
* All hits of 21416AC now connect even at the edge of the screen; it will drop if used all the way in the corner though.


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* st.B increased damage from 5 to 6 points
 
* 5B's damage has been increased from 5 to 6 points


Specials:
Specials:
* qcb+Ds recovery reduced by 3 frames
 
* qcb+Ds hitbox extended downwards, it can now hit short crouchers
* 214D's recovery has been reduced by 3 frames
* hcf+K is now cancelable into any other special than another hcf+K
 
* qcf+C now builds less meter
* 214D's hitbox has been extended downwards, it can now hit short crouchers
* d~u+C now has extra invincibility
 
* 41236K is now special-cancelable into any other special than another 41236K
 
* 236C now builds less meter
 
* [2]8C now has extra invincibility


Supers:
Supers:
* qcb,db,f+P now has 8 frames faster startup but it no longer has invincibility after the super flash.
 
* 21416P now has 8 frames faster startup, but it no longer has invincibility after the super flash.


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: a standard cl.A. Whiffs on short crouchers. Chainable. Cancelable.
*cl. B: will hit all crouchers. Not chainable. Cancelable.
*cl. C: two hitting cl.C. Good to use in combos as both hits are cancelable making it easy to confirm from. Cancelable.
*cl. D: larger activation range than cl.C but only does 1 hit. Has a lot of active frames so good as a meaty. Cancelable.


'''Stand'''
* cl.A: A standard cl.A. Whiffs on short crouchers. Chainable and cancelable.
*st. A: standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable. Cancelable.
 
*st. B: good far reaching mid range poke. Not chainable. Not cancelable.
* cl.B: Will hit all crouchers. Cancelable.
*st. C: Whiffs on low crouchers. Comes out ata nice height for stopping hops. Not cancelable.
 
*st. D: slow startup and recovery. Long range. Not cancelable.
* cl.C: Two-hitting cl.C. Good to use in combos, as both hits are cancelable, making it easy to confirm from. Cancelable.
 
* cl.D: Larger activation range than cl.C, but only does 1 hit. Has a lot of active frames, so good as a meaty. Cancelable.


'''Crouch'''
'''Standing'''
*cr. A: standard crouching jab. Chainable. Cancelable.
*cr. B: Terry's main low confirm option. Chainable. Not cancelable.
*cr. C: fairly fast, nice range and comboable. Cancelable on whiff and contact.
*cr. D: a long range sweep with fairly long startup. decent for midrange poking when cancelled. Cancelable on whiff and contact.


'''Jump'''
* 5A: Standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable and cancelable.
*j. A: nice priority for air to airs. Can also be used as a jumpin.
*j. B: mostly good as an air to air. whiffs on regular crouchers.
*j. C: decent jumpin. Can crossup.
*j. D: his most used jumpin and a great multi purpose tool. its good as an air to air and as a jumpin. It can also crossup and instant overhead on regular height crouchers.


'''Blowback'''
* 5B: Good far-reaching midrange poke.


* 5C: Whiffs on low crouchers. Comes out at a nice height for stopping hops.


*st. CD: slow attack with a lot of startup. Has a lot of low invulnerability. Cancelable on whiff and contact.
* 5D: Slow startup and recovery. Long range.


*j. CD: great jumpin for pressure due to it's downwards angle.
'''Crouching'''
 
* 2A: Standard crouching jab. Chainable and cancelable.
 
* 2B: EX Terry's main low confirm option. Chainable.
 
* 2C: Fairly fast, nice range and combo-able. Cancelable on hit, block, and whiff.
 
* 2D: A long-range sweep with fairly long startup. Decent for midrange poking when canceled. Cancelable on hit, block, and whiff.
 
'''Jumping'''
 
* j.A: Nice priority for air-to-airs. Can also be used as a jump-in.
 
* j.B: Mostly good as an air-to-air. Whiffs on regular crouchers.
 
* j.C: Decent jump-in. Can crossup.
 
* j.D: His most-used jump-in and a great multipurpose tool. It's good as an air-to-air and as a jump-in. It can also crossup, and the hop version can instant overhead on regular-height crouchers.
 
'''CD Normals'''
 
* 5CD: Slow attack with a lot of startup. Has a lot of low invincibility. Cancelable on hit, block, and whiff.
 
* j.CD: Great jump-in for pressure due to its downwards angle.


== Throws ==
== Throws ==


'''Grasping Upper:''' (close) b/f + C
'''Grasping Upper:''' <code>4/6C (close)</code>


* regular throw, techable. Terry grabs the opponent and uppercuts them sending them almost full screen away causing a soft knockdown.
* Regular throw, techable. EX Terry grabs the opponent and uppercuts them, sending them almost fullscreen away and causing a soft knockdown.


'''Buster Throw:''' (close) b/f + D
'''Buster Throw:''' <code>4/6D (close)</code>
* regular throw, techable. Terry slams the opponent to the ground behind him sending them almost full screen away causing a backturned hard knockdown.
 
* Regular throw, techable. EX Terry slams the opponent to the ground behind him, sending them almost fullscreen away and causing a backturned hard knockdown.


== Command Moves ==
== Command Moves ==


'''Back Knuckle:''' F + A
'''Back Knuckle:''' <code>6A</code>


* two hitting move for combos and blockstrings.  
* Two-hitting move for combos and blockstrings.  


* The second hit can whiff if there's too much pushback before the f+A
* The second hit can whiff if there's too much pushback before the f+A.


* only the second hit is cancelable.
* Only the second hit is cancelable.


'''Rising Upper:''' df + C
'''Rising Upper:''' <code>3C</code>


* has two hitboxes, the first on in front of him and the second on diagonally above him.
* Has two hitboxes, the first one in front of him and the second one diagonally above him. Only hits once, however.


* the second hitbox can function as an anti air, and this is important because terry lacks a good anti air move among his normals.
* The second hitbox can function as an anti-air, and in fact works as EX Terry's main anti-air normal against full jumps.


* good to use in combos that starts with lights as f+A won't combo from them.
* Good to use in combos that starts with lights, as 6A won't combo from them.


* Cancelable.
* Cancelable.
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== Special Moves ==
== Special Moves ==


'''Burning Knuckles:''' qcb + A/C
'''Burning Knuckles:''' <code>214A/C</code>


* a dash punch. A version goes a short distance and C version goes full screen.
* A dash punch. A version goes a short distance and C version goes fullscreen.


* A version is a good pressure tool as it's safe when properly spaced out, works as a preemptive anti air to catch jumpouts and has a good hitbox to catch pokes.
* A version is a good pressure tool, as it's safe when properly spaced out, works as a preemptive anti-air to catch jump-outs, and has a good hitbox to catch pokes.


* C version is safe from full screen away and can be used as a way to get in, but use it sparingly it's easy to in a multitude of ways.
* C version is safe from fullscreen away and can be used as a way to get in, but use it sparingly as its slow startup makes it easy to react to and stuff.


* Can be low profiled and then punished by some moves.
* Can be low-profiled and then punished by some moves.


'''Power Wave:''' <code>236A/C</code>


'''Power Wave:''' qcf + A/C
* A grounded projectile. A version travels slower than the C version.


* a grounded projectile. A version travels slower than the C version.
* Good zoning and pressure tool, as it's safe on block.


* good zoning and pressure tool as it's safe on block.
* Can be hopped over.


* can be hopped over.
* Has a deadzone right in front of EX Terry.


* has a deadzone right in front of Terry.
* Moves with low invincibility can go through the projectile.


* Moves with low invulnerability can go through the projectile.
'''Round Wave:''' <code>623A/C</code>


'''Round Wave:''' dp + A/C
* A close-ranged stationary projectile.


* a close ranged energy wave.
* On hit and block it's special- and super-cancelable, so you can use it to extend pressure or combos.


* on block it's special and super cancelable so you can cancel out of it for pressure or combos.
* Long startup and recovery, making it very punishable on whiff since you can't cancel it into something safe.


* long startup and recovery, it is not whiff cancelable so on whiff it is very punishable.
* Also very punishable on block and hit if you don't cancel it into anything.


* also very punishable on block and hit if you don't cancel it into anything.
'''Crack Shot:''' <code>214B/D</code>


'''Crack Shot:''' qcb + B/D
* An arching kick. B version travels shorter and lower down than the D version.


* a arching kick. B version travels shorter and lower down than the C version.
* B version is a good preemptive anti-air, and can be fairly safe on block if spaced.


* B version is a good preemptive anti air and can be fairly safe on block.
* B version will whiff on short crouchers.


* B version Will whiff on short crouchers
* D version takes longer to come out, but is plus on block and does multiple hits.


* D version takes longer to come out but is + on block.
* As an anti-air, D version hits higher up than B version.


* as an anti air D version hits higher up than B version.
* Only the last hit of the D version will hit short crouchers.


* only the last hit of D version will hit short crouchers.
'''Fire Kick:''' <code>41236B/D</code>


'''Fire Kick:'''hcf + B/D
* A sliding kick with two hits.
* a sliding kick with two hits that hits low.


* the first hit of the sliding kick is special cancelable which means you can make some true blockstrings and frame traps when combined with his other specials.
* The first hit of the sliding kick hits low and is special-cancelable, meaning you can make some true blockstrings and frame traps when combined with his other specials.


* the second hit is only cancelable into his rising tackle.
* The second hit hits mid and is only cancelable into [2]8P.


* good move to cancel into both as a combo and on block as it has a lot of reach and comes out fast so you can combo even from further distances.
* Good move to cancel into both in combos and on block, as it has a lot of reach and comes out fast so you can combo even from long range.


* unsafe on block unless the first hit is cancelled into qcf+A or qcb+B.
* Unsafe on block unless the first hit is canceled into 236A or 214B.


* when not cancelled it causes a juggleable state so you can do a j.D for a reset. if you just let the opponent fall it causes a soft knockdown.
* When not canceled, it launches the opponent so you can do a j.D for a reset. If you just let the opponent fall, it causes a soft knockdown.


'''Rising Tackle:''' d~u + A/C
'''Rising Tackle:''' <code>[2]8A/C</code>


* a big upwards travelling spinning kick. B version goes a shorter distance but comes out faster.
* EX Terry's DP. A big upwards-traveling spinning kick. A version goes a shorter distance but comes out faster.


* B version has startup invincibility and can be used as a fast anti air.
* A version has startup invincibility and can be used as a fast anti-air.


* D version has startup + some active frame invincibility making it a good reversal.
* C version has invincibility lasting into the active frames, making it a good reversal.


* unsafe on block or whiff.
* Unsafe on block or whiff.


* Causes soft knockdown.
* Causes a soft knockdown.


== Desperation Moves ==
== Desperation Moves ==


'''Power Geyser:''': qcb, db, f + A/C
'''Power Geyser:''' <code>21416A/C</code>


* a large energy wave in front of Terry.
* A large energy wave in front of EX Terry.


* has a large range upwards and in front of Terry so it works great as an anti air.
* Hitbox extends a ways upwards and in front of EX Terry, so it works great as an anti-air.


* its large range also makes it easy to combo into from all of his super cancelable tools.
* Its large range also makes it easy to combo into from all of his super-cancelable tools.


* has full startup invulnerability but none on the active frames so it can trade.
* Has full startup invincibility, but none on the active frames, so it can trade.


* causes soft knockdown.
* Causes a soft knockdown.


* the Max version does 3 big power geysers in a row, each appearing in front of the last.  
* The MAX version does 3 big power geysers in a row, each appearing increasingly far out from EX Terry.  


* does more damage but the last hit can whiff if the move was done too close to the corner.
* Does more damage, but the last hit can whiff if the move was done too close to the corner.


* causes soft knockdown.
* Causes a soft knockdown.
 
* The input can be done as 246P or 2146P to make it easier.


== Combos ==
== Combos ==
* cr.B cr.A cr.A df+C hcf+K d~u+C/ j.D


low confirm combo. the rising tackle finisher is for max damage and the j.D is for a reset.
'''General Notes:'''


* cr.B cr.A cr.A df+C qcbf+P
* In any metered combo, 21416P can be replaced with 21431AC for more damage if you have the resources.


low confirm into super.
===Meterless===


* (j.X) cl.C f+A hcf+K d~u+C/j.D
''Low''


standard combo from a jumpin or a heavy starter. on a jumpin you need to go into f+A on the first hit of cl.C for the combo to work.
: <code>2B > 2A > 2A > 3C > 41236K > [2]8C/236A/j.D</code>
: Low confirm combo. The d~u+P ender is for max damage, the qcf+A is for safety on block, and the j.D is for a reset.


* (j.X) cl.C f+A qcb,f+P
''Mid/Jump-In''


simple super combo from a jumpin or heavy.
: <code>(j.X) > cl.C > 6A > 41236K > [2]8C/236A/j.D</code>
: Standard combo from a jump-in or a heavy starter. On a jump-in, you need to go into 6A on the first hit of cl.C for the combo to work.


* cr.B cr.A cr.A df+C hcf+K ABC qcb,f+P
===With Meter===


Low confirm into a extra mode quick max that allows a super to connect after the second hit of hcf+K
''Low''


* (j.X) cl.C df+C hcf+K(1) qcb+D ABC cr.A df+C qcb,f+P
: <code>2B > 2A > 2A > 3C > 21416P</code>
: Low confirm into DM.


A quick max combo that works on standing opponents only as the qcb+D will whiff on crouchers. on a crossup starter you can replace the later cr.A with a cl.D for more damage.
''Mid/Jump-In''
 
: <code>(j.X) > cl.C > 6A > 21416P</code>
: Simple combo into DM from a jump-in or heavy starter.
 
===With Quick MAX===
 
''Low''
 
: <code>2B > 2A > 2A > 3C > 41236K > ABC > 21416P</code>
: Low confirm into Quick MAX that allows a DM to connect after the second hit of 41236K.
 
''Mid/Jump-In''
 
: <code>(j.X) > cl.C > 3C > 41236K(1) > 214D > ABC > 2A > 3C > 21416P</code>
: A Quick MAX combo that works on standing opponents only, as the 214D will whiff on crouchers. On a crossup starter, you can replace the last 2A with a cl.D for more damage. '''This combo does not work on: Kensou, Chin, Choi, Chris, Mai and Kasumi'''. You will have to adjust your Quick MAX timing to account for how many times Crack Shoot will hit, either 2 or 3 depending on character.


== Strategy & Tips ==
== Strategy & Tips ==
==== Fire Kick (1) > Crack Shoot Quick MAX ====
* When performing a Quick MAX combo with Crack Shoot being cancelled into from the first hit of Fire Kick, timing has to be adjusted to account for how many hits Crack Shoot does on each character.
* The following characters will be hit 3 times by Crack Shoot if cancelled from the first hit of Fire Kick: Kyo, Benimaru, Daimon, Ryo, Ralf, Clark, Chang, Yashiro, Heidern, Saisyu, Heavy-D!, Eiji, Shingo, Rugal, Geese, Krauser.
* The following characters will be hit 2 times by Crack Shoot if cancelled from the first hit of Fire Kick: Terry, Andy, Joe, Robert, Yuri, Leona, Athena, Chizuru, King, Shermie, Yamazaki, Mary, Billy, Iori, Mature, Vice, Takuma, Lucky, Brian, Mr. Big.
* Crack Shoot only hits once on Kensou, Chin and Mai, '''meaning the combo will not work at all'''. It completely whiffs on Choi. It hits twice on Chris and Kasumi, but will not be able to link from Fire Kick.


== Videos ==
== Videos ==

Latest revision as of 16:57, 22 December 2023

Kof98umfeexterrymovelist.png


Introduction

EX Terry is a character with tools for every distance, like a fireball for long distances and solid pokes for midrange, but close up is where he shines. He has great confirms from both lows and jump-ins, a mix of frametraps and true blockstrings, and great combo damage. One of his best aspects is that his go-to strings are good combos on hit and safe blockstrings/frametraps on block, letting him autopilot his way through. With Extra mode meter, he also gets access to some very damaging Quick MAX combos that make him a lot scarier. His weaknesses include fairly weak anti-airing options, and a lack of mixups outside of the general system tools.

Terry EX Terry
Character Comparison
Gameplan differences

Terry has more hard knockdowns, and thus better left right mixups.

EX Terry's power wave, round wave, and fire kick, in addition to the same crackshoot as Terry, let him mix up how he sneaks in the frame advantage in a blockstring, making him better at that part of Terry's game.

Combo differences

Terry's combos can lead to hard knockdown.

EX Terry's combos can do more damage than Terry's, against standing opponents. Standconfirming is useful for EX Terry.

Neutral

Terry has a motion DP. Power wave isn't much of a projectile; it's more of a long range poke that can only ever be slightly positive. Power charge is a fast forward moving attack with an unremarkable hitbox that loses to most active pokes, but is a great way to capitalise on frame advantage and a good punishment move.

EX Terry has a flash kick style reversal and anti air. Power wave is almost always significantly positive on block. His slide, fire kick, is a great poke that can go under a lot, but must be cancelled to a special to be safe, which makes it vulnerable to guard cancel rolling if used too often and too predictably.

Guard crushing

Terry has pretty good guard gauge damage, and has an easy way to avoid ever wasting a guard crush.

EX Terry has even better guard gauge damage, longer strings, and better ways to sneak in frame advantage to do even more, but he doesn't have any easy way to avoid wasting a guard crush

Preferred System Mechanics

Terry can use either kind of meter. Stocks build quickly because he spams many special moves, but charge gives him better combos and crossup and crossunder setups. Rolling combined with running unlocks more left right mixups, and running by itself increases the range at which he can end combos in power dunk for a hard knockdown, while stepping and dodging don't give him anything beyond the universal, although he can always combo a dodge strike to power charge and then hitconfirm it, which is more than many characters get with the dodge strike.

EX Terry spams even more special moves than Terry, which could be good for a stock battery, but quickmax also improves his combos, and gives him an infamous combo against standing opponents that does more damage than anything Terry has. Running and rolling let him use the hard knockdown from his D grab for setups, but other than that, he has no hard knockdowns, so his system choices are up to user preference.

Changes from Previous Versions

98 to 98UM

Normals:

  • The activation range of cl.D has been reduced
  • 5D's priority has been reduced
  • Full jump j.D now has less downwards priority, meaning that you can no longer use it to instant overhead on regular height crouchers; hop j.D still works for instant overheads, though

Specials:

  • 236P now has 5 frames less recovery
  • [4]6P now has some throw invincibility on startup
  • 41236B's damage has been reduced by 5 points
  • 41236D's damage has been reduced by 6 points
  • 623P has been added as a new move, it is special-cancelable on hit or block

Supers:

  • 21416P's hit effect is now the one from Real Bout Fatal Fury Special
  • Third hit of 21416AC has had its hitbox increased behind it
  • All hits of 21416AC now connect even at the edge of the screen; it will drop if used all the way in the corner though.

98UM to 98UMFE

Normals:

  • 5B's damage has been increased from 5 to 6 points

Specials:

  • 214D's recovery has been reduced by 3 frames
  • 214D's hitbox has been extended downwards, it can now hit short crouchers
  • 41236K is now special-cancelable into any other special than another 41236K
  • 236C now builds less meter
  • [2]8C now has extra invincibility

Supers:

  • 21416P now has 8 frames faster startup, but it no longer has invincibility after the super flash.

Normal Moves

Close

  • cl.A: A standard cl.A. Whiffs on short crouchers. Chainable and cancelable.
  • cl.B: Will hit all crouchers. Cancelable.
  • cl.C: Two-hitting cl.C. Good to use in combos, as both hits are cancelable, making it easy to confirm from. Cancelable.
  • cl.D: Larger activation range than cl.C, but only does 1 hit. Has a lot of active frames, so good as a meaty. Cancelable.

Standing

  • 5A: Standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable and cancelable.
  • 5B: Good far-reaching midrange poke.
  • 5C: Whiffs on low crouchers. Comes out at a nice height for stopping hops.
  • 5D: Slow startup and recovery. Long range.

Crouching

  • 2A: Standard crouching jab. Chainable and cancelable.
  • 2B: EX Terry's main low confirm option. Chainable.
  • 2C: Fairly fast, nice range and combo-able. Cancelable on hit, block, and whiff.
  • 2D: A long-range sweep with fairly long startup. Decent for midrange poking when canceled. Cancelable on hit, block, and whiff.

Jumping

  • j.A: Nice priority for air-to-airs. Can also be used as a jump-in.
  • j.B: Mostly good as an air-to-air. Whiffs on regular crouchers.
  • j.C: Decent jump-in. Can crossup.
  • j.D: His most-used jump-in and a great multipurpose tool. It's good as an air-to-air and as a jump-in. It can also crossup, and the hop version can instant overhead on regular-height crouchers.

CD Normals

  • 5CD: Slow attack with a lot of startup. Has a lot of low invincibility. Cancelable on hit, block, and whiff.
  • j.CD: Great jump-in for pressure due to its downwards angle.

Throws

Grasping Upper: 4/6C (close)

  • Regular throw, techable. EX Terry grabs the opponent and uppercuts them, sending them almost fullscreen away and causing a soft knockdown.

Buster Throw: 4/6D (close)

  • Regular throw, techable. EX Terry slams the opponent to the ground behind him, sending them almost fullscreen away and causing a backturned hard knockdown.

Command Moves

Back Knuckle: 6A

  • Two-hitting move for combos and blockstrings.
  • The second hit can whiff if there's too much pushback before the f+A.
  • Only the second hit is cancelable.

Rising Upper: 3C

  • Has two hitboxes, the first one in front of him and the second one diagonally above him. Only hits once, however.
  • The second hitbox can function as an anti-air, and in fact works as EX Terry's main anti-air normal against full jumps.
  • Good to use in combos that starts with lights, as 6A won't combo from them.
  • Cancelable.

Special Moves

Burning Knuckles: 214A/C

  • A dash punch. A version goes a short distance and C version goes fullscreen.
  • A version is a good pressure tool, as it's safe when properly spaced out, works as a preemptive anti-air to catch jump-outs, and has a good hitbox to catch pokes.
  • C version is safe from fullscreen away and can be used as a way to get in, but use it sparingly as its slow startup makes it easy to react to and stuff.
  • Can be low-profiled and then punished by some moves.

Power Wave: 236A/C

  • A grounded projectile. A version travels slower than the C version.
  • Good zoning and pressure tool, as it's safe on block.
  • Can be hopped over.
  • Has a deadzone right in front of EX Terry.
  • Moves with low invincibility can go through the projectile.

Round Wave: 623A/C

  • A close-ranged stationary projectile.
  • On hit and block it's special- and super-cancelable, so you can use it to extend pressure or combos.
  • Long startup and recovery, making it very punishable on whiff since you can't cancel it into something safe.
  • Also very punishable on block and hit if you don't cancel it into anything.

Crack Shot: 214B/D

  • An arching kick. B version travels shorter and lower down than the D version.
  • B version is a good preemptive anti-air, and can be fairly safe on block if spaced.
  • B version will whiff on short crouchers.
  • D version takes longer to come out, but is plus on block and does multiple hits.
  • As an anti-air, D version hits higher up than B version.
  • Only the last hit of the D version will hit short crouchers.

Fire Kick: 41236B/D

  • A sliding kick with two hits.
  • The first hit of the sliding kick hits low and is special-cancelable, meaning you can make some true blockstrings and frame traps when combined with his other specials.
  • The second hit hits mid and is only cancelable into [2]8P.
  • Good move to cancel into both in combos and on block, as it has a lot of reach and comes out fast so you can combo even from long range.
  • Unsafe on block unless the first hit is canceled into 236A or 214B.
  • When not canceled, it launches the opponent so you can do a j.D for a reset. If you just let the opponent fall, it causes a soft knockdown.

Rising Tackle: [2]8A/C

  • EX Terry's DP. A big upwards-traveling spinning kick. A version goes a shorter distance but comes out faster.
  • A version has startup invincibility and can be used as a fast anti-air.
  • C version has invincibility lasting into the active frames, making it a good reversal.
  • Unsafe on block or whiff.
  • Causes a soft knockdown.

Desperation Moves

Power Geyser: 21416A/C

  • A large energy wave in front of EX Terry.
  • Hitbox extends a ways upwards and in front of EX Terry, so it works great as an anti-air.
  • Its large range also makes it easy to combo into from all of his super-cancelable tools.
  • Has full startup invincibility, but none on the active frames, so it can trade.
  • Causes a soft knockdown.
  • The MAX version does 3 big power geysers in a row, each appearing increasingly far out from EX Terry.
  • Does more damage, but the last hit can whiff if the move was done too close to the corner.
  • Causes a soft knockdown.
  • The input can be done as 246P or 2146P to make it easier.

Combos

General Notes:

  • In any metered combo, 21416P can be replaced with 21431AC for more damage if you have the resources.

Meterless

Low

2B > 2A > 2A > 3C > 41236K > [2]8C/236A/j.D
Low confirm combo. The d~u+P ender is for max damage, the qcf+A is for safety on block, and the j.D is for a reset.

Mid/Jump-In

(j.X) > cl.C > 6A > 41236K > [2]8C/236A/j.D
Standard combo from a jump-in or a heavy starter. On a jump-in, you need to go into 6A on the first hit of cl.C for the combo to work.

With Meter

Low

2B > 2A > 2A > 3C > 21416P
Low confirm into DM.

Mid/Jump-In

(j.X) > cl.C > 6A > 21416P
Simple combo into DM from a jump-in or heavy starter.

With Quick MAX

Low

2B > 2A > 2A > 3C > 41236K > ABC > 21416P
Low confirm into Quick MAX that allows a DM to connect after the second hit of 41236K.

Mid/Jump-In

(j.X) > cl.C > 3C > 41236K(1) > 214D > ABC > 2A > 3C > 21416P
A Quick MAX combo that works on standing opponents only, as the 214D will whiff on crouchers. On a crossup starter, you can replace the last 2A with a cl.D for more damage. This combo does not work on: Kensou, Chin, Choi, Chris, Mai and Kasumi. You will have to adjust your Quick MAX timing to account for how many times Crack Shoot will hit, either 2 or 3 depending on character.

Strategy & Tips

Fire Kick (1) > Crack Shoot Quick MAX

  • When performing a Quick MAX combo with Crack Shoot being cancelled into from the first hit of Fire Kick, timing has to be adjusted to account for how many hits Crack Shoot does on each character.
  • The following characters will be hit 3 times by Crack Shoot if cancelled from the first hit of Fire Kick: Kyo, Benimaru, Daimon, Ryo, Ralf, Clark, Chang, Yashiro, Heidern, Saisyu, Heavy-D!, Eiji, Shingo, Rugal, Geese, Krauser.
  • The following characters will be hit 2 times by Crack Shoot if cancelled from the first hit of Fire Kick: Terry, Andy, Joe, Robert, Yuri, Leona, Athena, Chizuru, King, Shermie, Yamazaki, Mary, Billy, Iori, Mature, Vice, Takuma, Lucky, Brian, Mr. Big.
  • Crack Shoot only hits once on Kensou, Chin and Mai, meaning the combo will not work at all. It completely whiffs on Choi. It hits twice on Chris and Kasumi, but will not be able to link from Fire Kick.

Videos

King of Fighters 98 UM FE: EX Terry Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro