The King of Fighters '98/Terry
Terry is a true-blue red-blooded American who likes Football, pizza, and beer. Since he is not Japanese, he isn't a top tier character, but he comes very close.
In a nutshell
Terry is a mid-to-close range pressure character, focusing on chunky block strings, guard breaking, and raw brute force rather than mixups. He is just under the top tier, and a good solid character for beginners to use in my opinion. He doesn't have many uses for meter, so he is best used as a battery/point character (ie the first character on your team). He doesn't require strong execution; the hardest common thing he has is d/f+C combos.
b or f+C - Breakable, forward knockdown, face forward, rollable.
b or f+D - Breakable, reverse knockdown, back turned, un-rollable.
D throw preferred unless you have them in the corner. Sets up a super jump crossup ambiguous roll, or whatever you want really.
Standing B - A very fast long-range poke. Not cancelable, but a very good asset in between pressure to keep the opponent in place.
Close C - Fast, and 2 hits for easy comboing/hit-confirming.
Close D - Terry's best meaty attack, it stays out forever. It also activates from further away then close C.
Crouching B - Standard cr.B a fast low that can be chained into cr.A, then d/f+C into pretty much anything as noted in the combo section.
Crouching C - Cancelable, decently fast and pretty good as a meaty. His longest range comboable move.
Crouching D - Slow but cancelable. Easy to whiff cancel, so it is not bad for mid-range zoning by whiff-canceling into B Crack Shoot (qcb+B) or A Burn Knuckle (qcb+A) in case your opponent jumps.
Jumping B - Not used much, but is a great air-to-air move, and useful in some matchups, like backwards sj.B vs Choi.
Jumping C - Crosses up, and personally I like this more as a crossup than j.D.
Jumping D - You'll see this one used more than any of his other jump attacks by most players. Great air-to-air and air-to-ground. Crosses up. Can be used as an instant overhead (ie jump back+D).
f+A - Always cancelable on 2nd hit only...that's it I guess.
d/f+C - Fast, always cancelable, does good damage. Can be used as anti-air, and knocks down when used as such.
Power Wave (qcf+P) - Goes fast, goes far. Good for blockstrings or as a really safe wakeup meaty from a distance. Surprisingly good at keeping people on the ground.
Burn Knuckle (qcb+P) - A version safe from around 2 character distances away, C version safe on block from full screen only pretty much. A version is a common pressure tool against most characters, as it's safe, sets up a good distance on block, and is a good preventative anti-air. Against some characters can be asking to get hit though; Chris (cr.D), Leona (cr.D), Chin (cr.C/anything?), or Choi (anything) for example can easily crouch under it or hit it for free when used as a 'safe' block string ender.
Power Charge (hcf+K) - B version always preferred over D. Faster, safer, all combo options available after. This is a better move than Burn Knuckle in every way except preventative anti-air. Better combo options, safe as the safest Burn Knuckle on block but at any distance, hitbox is very low so those key characters can't counter it so easily. This is the #1 reason why normal Terry is better than RB2 Terry. After hcf+B gets blocked, you have a ton of options to keep your opponent in place such as st.B, qcb+A, qcb+B, another hcf+B etc. It gives a great setup to see what your opponent does after blocking and mixup accordingly. If you get them afraid enough, you can even use it to set up a crossup. You can use this move as a long range poke/punisher as well against things that require something fast and long range.
Crack Shoot (qcb+K) - B version usually preferred, but D version can be used as a higher anti-air I suppose. This move works best as a preventative anti-air that's not extremely risky on block. It's definitely not a move you should be looking to get blocked, though.
Rising Tackle (dp+P) - Not sure which version is preferred, I suppose the A version is faster but less auto-guard frames and the C version is slower and more auto-guard frames. A lot of people freak out about this move as an anti-air, but I think D Power Dunk is better. The reason is that this move uses auto-guard rather than true invincibility, and some things can beat it. For example, Daimon can stick out a CD, get it auto-guarded, and cancel into his command roll and punish. Chris can actually dp+A throw a wakeup rising tackle. The one good thing about this over Power Dunk is that Rising Tackle has some hit area behind it, so it is possible to catch crossups (it won't work 100% from every angle/timing, though).
Power Dunk (dp+K) - D version always, always preferred. B version isn't invincible or at least not invincible enough to be used well. D version on the other hand is fully invincible on startup, and is one of the best dp-style anti-airs in KOF98. Not only is it invincible, but it does very good damage and slams the opponent down, giving you a setup for whatever wakeup games you want (something you wont get from Iori's dp+C anti-air for example).
Power Geyser (qcb,f+P) - This does have upper body invincibility on startup, but it's really slow and not really viable as an anti-air. Use it for combos when you want a bit more damage then normal. MAX version does 3 Geysers, and doesn't hit fully in the corner.
High Angle Geyser (qcf,qcf+K) - Does a bit more damage than Geyser actually, but doing it off of d/f+C is extremely difficult, so I didn't list those in the combos section. MAX version does a ton of damage but doesn't hit fully in the corner.
Some standard combos everyone should know.
- cl.C (2 hits),d/f+C (optional) xx B Power Charge (hcf+B)/Power Geyser (qcb,f+C)/High Angle Geyser (qcf,qcf+K)
- cr.B,cr.A,d/f+C xx B Power Charge (hcf+B)/A Burn Knuckle (qcb+A)/Power Geyser (qcb,f+P)
- cl.D,d/f+C (optional) xx Power Charge (hcf+B)/A Burn Knuckle (qcb+A)/Power Geyser (qcb,f+P)
- cl.D,f+A (2 hits) xx Power Charge (hcf+B), sj.D (sets up a sh crossup)
Anytime you land a B Power Charge (hcf+B), you have 3 options:
- Sj.D, which is the least damage, but forces a reset and puts you right next them with a lot of advantage.
- Cancel (xx) into C Rising Tackle (dp+C). This only does a bit more damage than the above, and is a normal knockdown, which means they have the choice to roll or stay down. I don't recommend it.
- D Power Dunk (dp+D). This only works if you're close. This does the best damage and forces a slam, so you can set up whatever you want; a crossup, meaty, short hop mixup, whatever. Usually the only situations where it doesn't connect is either of the first two combos I listed after a jump-in. You can substitute a close D xx Power Charge (hcf+B) after a jump-in midscreen to connect it.
The only reason I list Burn Knuckle as a combo ender is because it's much easier to cancel from d/f+C than Power Charge. You should use Burn Knuckle at first for the cr.B combo, but practice comboing into Power Charge, as it's always a better combo option. Burn Knuckle even misses (is blockable) midscreen from the cr.B combo.
You can can combo into Power Geyser from any of this stuff, and it does just a bit more than a D Power Dunk ender. Since Terry is used as a battery, usually you won't be using it, but being aware of this combo option is good.
Generally I recommend not using f+A in combos, as the damage sucks and it messes up the range for the Power Dunk ender off Power Charge. It does have one good use, which I noted in the last combo I listed as a crossup setup. Since you're further away when you land from the sj.D, you can short hop (sh) into sh.C/D and crossup a crouching opponent.