The King of Fighters 2002/Terry

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Terry stance.gif

General Info

Crouch height: Medium

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Terry02 colorA.png Terry02 colorB.png Terry02 colorC.png Terry02 colorD.png



Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/4 +4/+2 R,C,S,Su HL
Yashiro02 clA.png
Snkb.gif 5/2/9 +1/-1 C,S,Su HL
Yashiro02 clB.png
Snkc.gif 4/3+4/18 -5/-7 C,S,Su HL
Yashiro02 clC1.png
Yashiro02 clC2.png
Snkd.gif 3/5/21 -6/-8 C,S,Su HL
Yashiro02 clD.png
Standing Far
Snka.gif 4/3/8 +1/-1 R,C,S,Su HL
Yashiro02 stA.png
Snkb.gif 7/3/17 -8/-10 HL
Yashiro02 stB.png
Snkc.gif 8/4/17 -1/-3 HL
Yashiro02 stC.png
Snkd.gif 12/2/20 -2/-4 HL
Yashiro02 stD.png
Snkc.gif+Snkd.gif 15/5/24 KD/-7 S,Su HL
Yashiro02 stCD.png
Snka.gif 4/3/7 +2/0 R,C,S,Su HL
Yashiro02 crA.png
Snkb.gif 6/3/10 -1/-3 R L
Yashiro02 crB.png
Snkc.gif 5/2+3/28 -13/-15 C,S,Su HL
Yashiro02 crC1.png
Yashiro02 crC2.png
Snkd.gif 9/3(5)5/22 -7/-9 C,S,Su L
Yashiro02 crD1.png
Yashiro02 crD2.png
Snka.gif 5/9/- -/- H
Yashiro02 jA.png
Snkb.gif 6/9/- -/- H
Yashiro02 jB.png
Snkc.gif 7/2/- -/- H
Yashiro02 jC.png
Snkd.gif 7/7/- -/- H
Yashiro02 jD.png
Snkc.gif+Snkd.gif 10/4/- KD/- HL
Yashiro02 jCD.png
Neutral Jump
Snka.gif 5/9/- -/- H
Yashiro02 juA.png
Snkb.gif 6/9/- -/- H
Yashiro02 jB.png
Snkc.gif 7/2/- -/- H
Yashiro02 jC.png
Snkd.gif 7/4/- -/- H
Yashiro02 jD.png
Snka.gif 5/9/- -/- H
Yashiro02 juA.png
Snkb.gif 6/9/- -/- H
Yashiro02 jB.png
Snkc.gif 7/2/- -/- H
Yashiro02 jC.png
Snkd.gif 7/5/- -/- H
Yashiro02 jD.png
Command Normals
f+Snka.gif 22/3/24 KD/-7 H
Yashiro02 fA.png
Hard knockdown
f+Snka.gif (cancel) 12/3/24 -9/-7 S,Su HL
f+Snkb.gif 11/5/28 -13/-15 S,Su HL
Yashiro02 fB.png

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


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


1. Power Geyser - qcb hcf+AC


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


-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)



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%


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


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)


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