Capcom vs SNK/Terry

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Introduction

Move List

 Power Wave: QCF+P
 Burn Knuckle: QCB+P

n Rising Tackle: VC+P

 Crack Shoot: QCB+K

x Power Dunk: DP+K

 (uppercut): DF+2
 POWER GEYSER: QCB-DB-F+P
 BUSTER WOLF: DQCF+K

Throws

Command Moves

Special Moves

Super Moves

The Basics

Combos

o1  ::  13 hit  ::  capcom / snk  ::  marvelous!!  ::  GamePro #147
    Opponent in corner. j.Fierce \/ s.Fierce [2 hit] XX LV-3/MAX Buster Wolf
    [6 hit], Fierce Rising Tackle
    (Jump HP \/ s.HP XX qcf,qcf + KK (charge d), u + HP)
o2  ::  10 hit  ::  capcom / snk  ::  fantastic!
    j.Fierce \/ s.Fierce [2 hit] XX LV-3/MAX Buster Wolf [6 hit], Jab Burn
    Knuckle
    (Jump HP \/ s.HP XX qcf,qcf + KK, qcb + LP)
o3  ::  10 hit  ::  snk  ::  fantastic!
    j.Roundhouse \/ s.Fierce [2 hit] XX MAX Buster Wolf [6 hit], Power Geyser
    (Jump HK \/ s.HP XX qcf,qcf + K, qcb,db,f + P)
o4  ::  9 hit  ::  snk  ::  fantastic!  ::  J.C. Combo Ex. #1
    j.Roundhouse \/ c.Fierce XX MAX Buster Wolf [6 hit], Power Geyser
    (Jump HK \/ c.HP XX qcf,qcf + K, qcb,db,f + P)
o5  ::  8 hit  ::  capcom  ::  wonderful!
    j.Fierce \/ s.Fierce [2 hit] XX LV-2 Buster Wolf [4 hit], LV-1 Power
    Geyser
    (Jump HP \/ s.HP XX qcf,qcf + HK, qcb,db,f + LP)
o6  ::  7 hit  ::  capcom  ::  very good!!
    Opponent in corner. Full screen away. Jab Power Wave (dash forward) /\
    sj.Roundhouse \/ c.Fierce XX LV-1 Buster Wolf [2 hit], df + Fierce XX LV-2
    Power Geyser
    (qcf + LP (f,f, d,uf) /\ Jump HK \/ c.HP XX qcf,qcf + LK, df + HP XX
    qcb,db,f + HP)
o7  ::  6 hit  ::  capcom  ::  very good!  ::  J.C.F.F. Combo Ex.
    Opponent in corner. j.Fierce \/ c.Fierce XX LV-1 Buster Wolf [2 hit],
    c.Fierce XX LV-2 Power Geyser
    (Jump HP \/ c.HP XX qcf,qcf + LK, c.HP XX qcf,db,f + HP)
o8  ::  6 hit  ::  capcom / snk  ::  very good!
    Opponent in corner. j.Roundhouse \/ s.Fierce [2 hit] XX LV-1 Buster Wolf
    [2 hit], c.Roundhouse
    (Jump HK \/ s.HP XX qcf,qcf + LK, c.HK)
o9  ::  6 hit  ::  capcom / snk  ::  very good!  ::  J.C.F.F. Combo Ex.
    Opponent 1/2 screen from corner. j.Roundhouse \/ s.Jab > df + Fierce XX
    LV-3/MAX Power Geyser
    (Jump HK \/ s.LP > df + HP XX qcb,db,f + PP)
1o  ::  6 hit  ::  capcom / snk  ::  very good!  ::  GamePro #147
    j.Roundhouse \/ s.Fierce [2 hit] XX LV-3/MAX Power Geyser
    (Jump HK \/ s.HP XX qcb,db,f + PP)
11  ::  4 hit  ::  capcom / snk  ::  great!
    j.Fierce \/ s.Fierce [2 hit] XX LV-1 Power Geyser
    (Jump HP \/ s.HP XX qcb,db,f + LP)
12  ::  4 hit  ::  capcom / snk  ::  great!
    j.Fierce \/ s.Fierce [2 hit] XX Jab Burn Knuckle
    (Jump HP \/ s.HP XX qcb + LP)
13  ::  3 hit  ::  capcom / snk  ::  good!!  ::  GamePro #147
    j.Fierce \/ df + Fierce XX Jab Burn Knuckle
    (Jump HP \/ df + HP XX qcb + LP)
14  ::  2 hit  ::  capcom / snk  ::  good!  ::  GamePro #147
    Full screen away. Jab Power Wave, Fierce Burn Knuckle
    (qcf + LP, qcb + HP)

EX Combos

o1  :: 11 hit  :: capcom / snk  :: fantastic!!  :: J.C.F.F. Combo Ex.

    j.Fierce \/ c.Jab > c.Short XX LV-3/MAX Buster Wolf [6 hit], (walk
    forward) c.Fierce XX Short Power Dunk
    (Jump HP \/ c.LP > c.LK XX qcf,qcf + KK, (hold f) c.HP XX f,d,df + LK)
o2  ::  11 hit  ::  capcom / snk  ::  fantastic!!
    Opponent in corner. j.Fierce \/ s.Fierce [2 hit] XX LV-3/MAX Buster Wolf
    [6 hit], Roundhouse Power Dunk
    (Jump HP \/ s.HP XX qcf,qcf + KK, f,d,df + HK)
o3  ::  10 hit  ::  capcom / snk  ::  fantastic!
    j.Fierce \/ s.Fierce [2 hit] XX LV-3/MAX Buster Wolf [6 hit], Jab Burn
    Knuckle
    (Jump HP \/ s.HP XX qcf,qcf + KK, qcb + LP)
o4  ::  9 hit  ::  snk  ::  fantastic!  ::  J.C. Combo Ex. #1
    j.Roundhouse \/ c.Fierce XX MAX Buster Wolf [6 hit], Power Geyser
    (Jump HK \/ c.HP XX qcf,qcf + K, qcb,db,f + P)
o5  ::  8 hit  ::  capcom  ::  wonderful!
    j.Fierce \/ s.Fierce [2 hit] XX LV-2 Buster Wolf [4 hit], LV-1 Power
    Geyser
    (Jump HP \/ s.HP XX qcf,qcf + HK, qcb,db,f + LP)
o6  ::  7 hit  ::  capcom / snk  ::  very good!!
    Opponent in corner. j.Roundhouse \/ s.Fierce [2 hit] XX LV-1 Buster Wolf
    [2 hit], Roundhouse Power Dunk
    (Jump HK \/ s.HP XX qcf,qcf + K, f,d,df + HK)
o7  ::  6 hit  ::  capcom  ::  very good!  ::  J.C.F.F. Combo Ex.
    Opponent in corner. j.Fierce \/ c.Fierce XX LV-1 Buster Wolf [2 hit],
    c.Fierce XX LV-2 Power Geyser
    (Jump HP \/ c.HP XX qcf,qcf + LK, c.HP XX qcf,db,f + HP)
o8  ::  6 hit  ::  capcom / snk  ::  very good!
    Opponent in corner. j.Roundhouse \/ s.Fierce [2 hit] XX LV-1 Buster Wolf
    [2 hit], c.Roundhouse
    (Jump HK \/ s.HP XX qcf,qcf + LK, c.HK)
o9  ::  6 hit  ::  capcom / snk  ::  very good!  ::  J.C.F.F. Combo Ex.
    Opponent 1/2 screen from corner. j.Roundhouse \/ s.Jab > df + Fierce XX
    LV-3/MAX Power Geyser
    (Jump HK \/ s.LP > df + HP XX qcb,db,f + PP)
1o  ::  6 hit  ::  capcom / snk  ::  very good!  ::  GamePro #147
    j.Roundhouse \/ s.Fierce [2 hit] XX LV-3/MAX Power Geyser
    (Jump HK \/ s.HP XX qcb,db,f + PP)
11  ::  4 hit  ::  capcom / snk  ::  great!
    j.Fierce \/ s.Fierce [2 hit] XX LV-1 Power Geyser
    (Jump HP \/ s.HP XX qcb,db,f + LP)
12  ::  4 hit  ::  capcom / snk  ::  great!
    j.Fierce \/ s.Fierce [2 hit] XX Jab Burn Knuckle
    (Jump HP \/ s.HP XX qcb + LP)
13  ::  4 hit  ::  capcom / snk  ::  great!
    j.Roundhouse \/ s.Short XX Power Dunk
    (Jump HK \/ s.LK XX f,d,df + K)
14  ::  3 hit  ::  capcom / snk  ::  good!!  ::  GamePro #147
    j.Fierce \/ df + Fierce XX Jab Burn Knuckle
    (Jump HP \/ df + HP XX qcb + LP)

EX Changes

CVS Pro Changes

  • Can now follow up a level 3/MAX Buster Wolf with a level 1 Power Geyser from

anywhere on screen (also can follow up with a LP Burning Knuckle if you don't have a super stocked). Can also be done if you land a VERY close level 2 Buster Wolf.

  • You can now combo into his Power Wave Into any fierce including crounching

(this also works for EX Terry now making his fireball usefull).

  • EX Terrys FP Power Wave has much more range than it has before and it comes

out faster making it useful for snuffing standing ranged pokes, regular Terry's LP Power Wave comes out slower and his FP version faster.

  • The Universal roll on the ground is slower than before and has slightly

longer recovery.

  • You can also combo into his LP burning knuckle from any fierce after it

connects, so no more penalty for missing a fierce combo into the power geyser when a burning knuckle comes out...

  • His burning knuckle seems to come out faster, his crackshoot seems a little

slower.

  • His crouching HK comes out slower and has less priority.