The King of Fighters 2002/Terry

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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 3/5/5 +2/0 R,C,S,Su HL
Terry02 clA.png
Snkb.gif 4/5/7 0/-2 C,S,Su HL
Terry02 clB.png
Snkc.gif 3/3*7/15 -2/-4 C,S,Su HL
Terry02 clC1.png
Terry02 clC2.png
Snkd.gif 4/4/22 -6/-8 C,S,Su HL
Terry02 clD.png
Standing Far
Snka.gif 3/4/5 +3/+1 R,C,S,Su HL
Terry02 stA.png
Snkb.gif 7/4/9 -1/-3 HL
Terry02 stB.png
Snkc.gif 5/7/16 -3/-5 HL
Terry02 stC.png
Snkd.gif 19/4/15 +1/-1 HL
Terry02 stD.png
Snkc.gif+Snkd.gif 19/3/21 KD/-2 C,S,Su HL
Terry02 stCD.png
Goes over lows
Snka.gif 3/4/6 +2/0 R,C,S,Su HL
Terry02 crA.png
Snkb.gif 3/3/8 +1/-1 R L
Terry02 crB.png
Snkc.gif 6/5/19 -4/-6 C,S,Su HL
Terry02 crC.png
Snkd.gif 10/8/22 KD/-12 C,S,Su L
Terry02 crD.png
Snka.gif 3/7/- -/- H
Terry02 jA.png
Snkb.gif 2/2+6/- -/- H
Terry02 jB1.png
Terry02 jB2.png
Snkc.gif 4/5/- -/- H
Terry02 jC.png
Snkd.gif 8/7/- -/- H
Terry02 jD.png
Snkc.gif+Snkd.gif 13/6/- KD/- HL
Terry02 jCD.png
Neutral Jump
Snka.gif 3/7/- -/- H
Terry02 juA.png
Snkb.gif 2/8/- -/- H
Terry02 jB2.png
Snkc.gif 3/7/- -/- H
Terry02 jC.png
Snkd.gif 6/7/- -/- H
Terry02 juD.png
Snka.gif 3/7/- -/- H
Terry02 hA.png
Snkb.gif 2/8/- -/- H
Terry02 jB2.png
Snkc.gif 3/9/- -/- H
Terry02 hC.png
Snkd.gif 8/7/- -/- H
Terry02 jD.png
Command Normals
df+Snkc.gif 3/3+3/19 -5/-7 S,Su HL
Terry02 dfC1.png
Terry02 dfC2.png
Special Moves
Terry02 qcfA1.png
Terry02 qcfA2.png
Power Wave - qcf+A
  • Terry pounds the ground, sending a ground projectile across the screen
qcf+Snkc.gif HL
Terry02 qcfC.png
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
qcb+Snka.gif HL
Terry02 qcbA.png
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
qcb+Snkc.gif HL
Terry02 qcbC.png
qcb+Snkb.gif HL
Terry02 qcbB1.png
Terry02 qcbB2.png
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
qcb+Snkd.gif HL
Terry02 qcbD1.png
Terry02 qcbD2.png
Terry02 qcbD3.png

Special Moves

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


  • 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