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

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(wrote descriptions for Ex Terrys normals)
(started on Ex Terry's special move section)
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'''Burning Knuckles:''' qcb + A/C
'''Burning Knuckles:''' qcb + A/C
* a dash punch. A version goes a short distance and C version goes full screen.
* 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.
* 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.
* Can be low profiled and then punished by some moves.




'''Power Wave:''' qcf + A/C
'''Power Wave:''' qcf + A/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 Terry.
* Moves with low invulnerability can go through the projectile.


'''Round Wave:''' dp + A/C
'''Round Wave:''' dp + A/C

Revision as of 13:17, 15 November 2020

Kof98umfeexterrymovelist.png


Introduction

Normal Moves

Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN

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

  • 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.
  • 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.

Crouch

  • 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

  • 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.

Blowback


  • st. CD: slow attack with a lot of startup. Has a lot of low invulnerability. Cancelable on whiff and contact.
  • j. CD: great jumpin for pressure due to it's downwards angle.

Throws

Grasping Upper: (close) b/f + C

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

Buster Throw: (close) b/f + D

  • regular throw, techable. Terry slams the opponent to the ground behind him sending them almost full screen away causing a backturned hard knockdown.

Command Moves

Back Knuckle: F + A

  • 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: df + C

  • has two hitboxes, the first on in front of him and the second on diagonally above him.
  • the second hitbox can function as an anti air, and this is important because terry lacks a good anti air move among his normals.
  • good to use in combos that starts with lights as f+A won't combo from them.
  • Cancelable.

Special Moves

Burning Knuckles: qcb + A/C

  • a dash punch. A version goes a short distance and C version goes full screen.
  • 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.
  • 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.
  • Can be low profiled and then punished by some moves.


Power Wave: qcf + A/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 Terry.
  • Moves with low invulnerability can go through the projectile.

Round Wave: dp + A/C


Crack Shot: qcb + B/D


Fire Kick:hcf + B/D


Rising Tackle: d~u + A/C


Desperation Moves

Power Geyser:: qcb, db, f + A/C

Combos

Strategy & Tips

Videos

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