Difference between revisions of "Terry 02"

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(Combos)
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[[File:Terry_stance.gif|right]]
 
== Movelist ==
 
== Movelist ==
  
'''Command Normals:'''<br>
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===Command Normals===
 
1. Rising Upper - df+C<br>
 
1. Rising Upper - df+C<br>
 
- a very fast uppercut that works great as an anti-air<br>
 
- a very fast uppercut that works great as an anti-air<br>
 
- cancellable
 
- cancellable
  
'''Special Moves:'''<br>
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===Special Moves===
 
1. Power Wave - qcf+A<br>
 
1. Power Wave - qcf+A<br>
 
- Terry pounds the ground, sending a ground projectile across the screen
 
- Terry pounds the ground, sending a ground projectile across the screen
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- free cancellable out of on the first hit
 
- free cancellable out of on the first hit
  
'''DMs:'''<br>
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===DMs===
 
1. High Angle Geyser - qcfx2+K
 
1. High Angle Geyser - qcfx2+K
  
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- large startup invincibility
 
- large startup invincibility
  
'''SDMs:'''<br>
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===SDMs===
 
1. Power Geyser - qcb hcf+AC
 
1. Power Geyser - qcb hcf+AC
  
'''HSDM:'''<br>
+
===HSDM===
 
1. Rising Force - qcfx2+AC<br>
 
1. Rising Force - qcfx2+AC<br>
 
- starts up fairly slow but can travel across the screen incredibly fast
 
- starts up fairly slow but can travel across the screen incredibly fast
  
'''Notes:'''<br>
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===Notes===
 
-cancellable normals are close A, far A, crouch A, close B, crouch B, close C, crouch C, close D, crouch D<br>
 
-cancellable normals are close A, far A, crouch A, close B, crouch B, close C, crouch C, close D, crouch D<br>
 
-CD is cancellable into command moves, specials and DMs<br>
 
-CD is cancellable into command moves, specials and DMs<br>
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== Combos ==
 
== Combos ==
  
'''Anywhere:'''<br>
+
===Anywhere===
 
1. cl.C(2), df+C, qcb+A/qcb hcf+P - 30%/50%<br>
 
1. cl.C(2), df+C, qcb+A/qcb hcf+P - 30%/50%<br>
 
2. cr.B, cr.A, df+C, qcb+A/qcb hcf+P - 30%/50%
 
2. cr.B, cr.A, df+C, qcb+A/qcb hcf+P - 30%/50%
  
'''Corner:'''<br>
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===Corner===
 
1. qcf+C, qcb+B, j.C - 33%
 
1. qcf+C, qcb+B, j.C - 33%
  
'''Counterhit:'''<br>
+
===Counterhit===
 
1. j.CD(counterhit), qcb hcf+P - 40%<br>
 
1. j.CD(counterhit), qcb hcf+P - 40%<br>
 
2. j.CD(counterhit), qcf+C, qcb+C/(qcb+B, j.C)/(S)qcb hcf+P - 45%/50%/55% (Corner)
 
2. j.CD(counterhit), qcf+C, qcb+C/(qcb+B, j.C)/(S)qcb hcf+P - 45%/50%/55% (Corner)
  
'''Maxmode:'''<br>
+
===Maxmode===
 
1. cl.C(2), BC, run cl.C(2), df+C, qcb hcf+AC - 55-60%<br>
 
1. cl.C(2), BC, run cl.C(2), df+C, qcb hcf+AC - 55-60%<br>
 
2. cl.C(2), BC, run cl.C(1), dp+K(1), (C)qcf+C, (S)qcb hcf+P - 55% (Corner)<br>
 
2. cl.C(2), BC, run cl.C(1), dp+K(1), (C)qcf+C, (S)qcb hcf+P - 55% (Corner)<br>
 
3. cl.C(2), BC, run cl.C(1), dp+K(1), (C)qcf+C, qcb+B, df+C - 45% (Corner)
 
3. cl.C(2), BC, run cl.C(1), dp+K(1), (C)qcf+C, qcb+B, df+C - 45% (Corner)
  
'''Attack Strings:'''<br>
+
===Attack Strings===
 
1. cl.C(1)/cr.D, ~qcf+C, qcb+A<br>
 
1. cl.C(1)/cr.D, ~qcf+C, qcb+A<br>
 
2. cl.C(1)/cr.B, df+C, qcb+A
 
2. cl.C(1)/cr.B, df+C, qcb+A

Revision as of 18:57, 5 July 2013

Terry stance.gif

Movelist

Command Normals

1. Rising Upper - df+C
- a very fast uppercut that works great as an anti-air
- cancellable

Special Moves

1. Power Wave - qcf+A
- Terry pounds the ground, sending a ground projectile across the screen

2. Round Wave - qcf+C
- Terry pounds the ground, creating a wave in front of him that doesn't travel forward and comes out slower than Power Wave qcf+A
- cancellable into other special moves except Power Wave qcf+A or Round Wave qcf+C
- free cancellable into
- supercancellable

3. Burn Knuckle - qcb+P
- Terry dashes quickly across the screen with a high priority attack with his knuckle
- qcb+C goes a full screen length while qcb+A will only go about about a third of a screen. Thus, qcb+A is extremely safe, except maybe if you cancelled into it deep when the opponent was in the corner
- free cancellable into

4. Crack Shoot - qcb+K
- Terry does a forward flip kick in the air
- qcb+D travels further and higher than qcb+B, but is far too slow and has a bad hitbox, whiffing against crouching opponents
- qcb+B works fairly well as an anti-air to stop early jumpins in progress, although may be a bit too slow to stop any jump attacks on reaction
- free cancellable into

5. Power Dunk - dp+K
- Terry jumps into the air, the first hit coming out fast and on the ground, and the second one hitting as Terry falls to the ground
- hard knockdown on the second hit if it hits an opponent in the air
- free cancellable into
- free cancellable out of on the first hit

6. Rising Tackle - _d u+P
- supercancellable on the first hit
- free cancellable out of on the first hit

DMs

1. High Angle Geyser - qcfx2+K

2. Power Geyser - qcb hcf+P
- Terry powers up and pounds the ground, creating a geyser of flame in front of him
- large startup invincibility

SDMs

1. Power Geyser - qcb hcf+AC

HSDM

1. Rising Force - qcfx2+AC
- starts up fairly slow but can travel across the screen incredibly fast

Notes

-cancellable normals are close A, far A, crouch A, close B, crouch B, close C, crouch C, close D, crouch D
-CD is cancellable into command moves, specials and DMs
-CD evades low attacks
-for the counterhit combo in the corner, jump CD, qcf+C, qcb+B, df+C, the df+C will have to be done as db+C, since the game thinks Terry has switched sides, even though it doesn't look like he has)


Combos

Anywhere

1. cl.C(2), df+C, qcb+A/qcb hcf+P - 30%/50%
2. cr.B, cr.A, df+C, qcb+A/qcb hcf+P - 30%/50%

Corner

1. qcf+C, qcb+B, j.C - 33%

Counterhit

1. j.CD(counterhit), qcb hcf+P - 40%
2. j.CD(counterhit), qcf+C, qcb+C/(qcb+B, j.C)/(S)qcb hcf+P - 45%/50%/55% (Corner)

Maxmode

1. cl.C(2), BC, run cl.C(2), df+C, qcb hcf+AC - 55-60%
2. cl.C(2), BC, run cl.C(1), dp+K(1), (C)qcf+C, (S)qcb hcf+P - 55% (Corner)
3. cl.C(2), BC, run cl.C(1), dp+K(1), (C)qcf+C, qcb+B, df+C - 45% (Corner)

Attack Strings

1. cl.C(1)/cr.D, ~qcf+C, qcb+A
2. cl.C(1)/cr.B, df+C, qcb+A

Strategies