Terry 02

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Anywhere:
1. Close C(2), df+C, qcb+A/qcf+A - 30%/25%
2. Crouch B, Crouch A, df+C, qcb+A - 30%
3. Close C(2), df+C, qcb hcf+P - 50%

Corner:
1. qcf+C, qcb+B, df+C - 33%

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

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

Attack Strings:
1. Close C/Crouch D, ~qcf+C, qcb+A
2. Close C(1)/Crouch B, df+C, qcb+A

Move Properties:
-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 specials and DMs
-free cancellable into moves are qcb+P, qcf+C, qcb+K and dp+K
-free cancellable out-of moves are _d u+P on the first hit and dp+K on the first hit
-df+C is cancellable
-qcf+C and _d u+P on the first hit, are supercancellable
-dp+K is a hard knockdown on the second hit, if the opponent was in the air
-CD evades low attacks

Strategies:


Notes:
-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)