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.
Movelist
Normals
Standing (Close)
cl.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
20
|
Mid
|
3
|
5
|
5
|
2
|
0
|
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
nj.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.CD
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Throws
Grasping (b/f + C when close to opponent)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Buster Throw (b/f + D when close to opponent)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Command Moves
Rising Upper (df + C)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Hammer Punch (f + A)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Special Moves
Power Wave (qcf, A)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Round Wave (qcf, C)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Burn Knuckle (qcb, P)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Quick Burning (dp, P)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Power Dunk (dp, K)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Power Charge (hcf, K)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Rising Tackle ([d]~u, K)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Crack Shoot (qcb, K)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard Bar
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
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
Strategy
Use Burn Knuckle when they least expect it.
Videos
阿澤.Aze (Terry Best Rounds)
External Links
Dream Cancel discussion forum thread
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]