Gameplan
Initiate and stick to a basic background pattern in the form of back dash to safe distance, throw
jab power wave, run after it and do some high guard damage/RC Setup strings, high/low strings.
With his lvl 3 Buster Wolf to lvl 1 Power Geyser combos, Terry is capable of doing significant
damage off a max range low jump HK or his crouching shorts.
He should whittle away at their guard before commiting to his lvl 3 by breaking stock for the finish
with a powered up block string.
Make the most of getting in, but if you get nowhere back off and repeat the pattern.
Tools of the Wolf
Normals
Only a few listed, the ones I think matter to Terry at least.
Annotated which ones are safe vs Just Defend.
d.lk 3/4/8 +3 +3 yyy 200 15 frames
As far as shorts go, this one’s ok. It chains into itself, cancels to super.
Has decent range for a d.lk. Its only issue seems to be its +3 adv, but
many other good characters have advantages of +3, +4 or +5, while
having speeds of 4 startup. Safe when Just Defended.
'Tis good.
s.lp 2/4/6 +5 +5 yyy 400 12 Frames
This move is very good. Unfortunately it’s his standing jab. Fastest move he has though, good for
whiffing then throwing, or whiffing during opponent jump ins before doing something in response.
Safe if Just Defended.
d.lp 3/4/7 +4 +4 yyy 300 14 Frames
WIth speed similar to d.lk, there’d seem to be little reason to use this move, except it has that hefty +4 adv.
Not much difference, but for setting up moves like d.HP every frame helps.
Safe if Just Defended.
s.lk 5/5/11 -1 -1 nny 400 21 Frames
Decent range, one of his quicker “longer ranged” footsies tools. Can be used to bait moves like Sakura’s
s.HK, or used to push people out who get too close, yet are two close to be pushed out with s.mk, which
also comes out slower. You can use it to control the space directly in front of him to prevent dash ins
from those people who like to do so.
Its super cancellable, so you can get lucky with a counter-hit setup to busterwolf
with it if you’re good. Some say its not worth the risk.
Terry’s not Chun, he won’t get punished for a blocked busterwolf. Your call.
s.mk 9/6/16 -2 -2 nnn 900 31 Frames
This move is good to annoy people at its max range, set up RC’s after blocked strings the way a boxer uses
his jab to setup that cross. It can loose against the better pokes the top tiers have if spammed, so use
only for keeping that distance, at its max range.
d.mk 5/8/17 -3 -3 nyy 800 30 Frames
Well, its a crouching forward. It has the same speed as the far s.lk, better cancelability (as in Burn Knuckle)
Its pretty much just as safe vs rolls as s.lk, but as it lags out there a little longer, odds are it may get
punished if you miss. As part of guard strings it works great also.
d.HP 7/7/13 +6 +6 nny 1300 27 Frames
This is an awesome move. It is much like Sagats in that it has the same speed, and similar range and
function. Cancels to super. Nets you +6, meaning if you had a 4 frame d.MK you’d be able to link the two
easily. Unfortunately Terry’s is 5, so you’ve got a 1 frame link. At least even if you miss it, opponents moves
will still get stuffed by the d.mk, but there’ll be a gap between the two, albeit a small one.
At the range you use this move, and if setup properly, you can nail folks with counter hits.
You can use this as your whiff punisher, dancing back and forth outside your opponents twitch range and
nail their extended limb, and combo to super.
It’s also safe if Just Defended, leaving you around -2 to an even 0.
d.HK 6/6/29 dwn -8 nnn 1200 41 Frames
Terry’s annoying sweep. It’s fast enough to tag pokes that are extended during footsies matches,
its upward angle lets you use this to anti-air. This move will score you a knockdown, but don’t let it
get to your head that its abusable and begin spamming it. Its very punishable if blocked,
and can be rolled through by just about anyone seeing it coming.
** Trick: d.HP, d.HK.**
low j.HK 8/8/- ----- ----- — ------
This is a good poke. When done from the furthest range possible, or just a little closer, it’ll give top tiers
fits. It has good range and a decent angle. This move is also safe if Just Defended. It’s an awesome
move and it should rightly be abused. Just don’t make it obvious.
low j.HP 6/8/- ----- ------ – -----
This is also good, but better to use at closer ranges than the low jump roundhouse.
It is also safe Just Defended.
df+HP 3/7/22 -5 -5 n/n y/n y/y 32 Frames
This move is good anti-air, and safe when canceled off blocked 2 hit close s.HP.
Cancellable into specials or supers, you can actually use this move for multiple hits when anti-airing
K-Groovers or P-Groovers if you’re inclined.
The move itself isn’t safe when JD’d, so if it ever is and you’re close, cancel it into something.
Roll
[27/4R] [31 frames total]
His roll is ok.
Where Iori would roll a laggy move though, Terry is best off rolling fireballs on reaction at the
appropriate range as most characters have specials that stretch into the 40-50 frame zone of
recovery on fireballs. In situations where you could roll a normal like Sagat’s s.MK, just RC
Jab Burn Knuckle it or try to match it with your sweep.
His counter roll is of course identical to this.
Roll Cancels
1. RC Jab Burn Knuckle (RC Jab Knuckle) 17/12/22 -19/-19
If ever there was a great equalizer for Terry, this move is it.
Just double tap the jab and short buttons as you start from the down position or down
forward posiiton to the completion of the qcb motion. the second of the paired taps should be
as you are near the back position. Done quick, this is very fast and reliable in the sense that
you can count on your consistency with this technique compared to doing RC’s involving more
than 2 buttons such as Iori’s RC Scum Gale. There seems to be only a frame of animation
depicting his “ki summoning” stance before he goes for the hit portion of the move, not unlike
the 4 frames of startup for Ryu’s dragon punch. Many people jump in CvS2. Many say don’t
jump. Scrubs do it because it seems to be the thing to do. Pros do it with a measure of
control based on the ebb and flow of a match. It’s not safe if blocked like a normal such as
s.HP or d.HP is from Sagat, but it has fast recovery whiffed and on hit allowing decent follow
ups. Unlike other RCs like Hurricane, Claw, this has a constant hit box, not one thats broken
up. Odds are this would beat out theirs in head on situations if properly setup, or they spam
their own (which they generally do)
Its applications:
Anti-Air
RC Setup bait punisher
Blocked fireball string punisher (d.lp x 2, d.mk xx hadoken, d.lpx2, s.mp xx boom, etc)
whiff punisher
Switch to Fierce version when anti-airing full metered CC characters such as Blanka
or Bison. If they CC, you pass through each other and you’re safe. If they don’t you still
nail them, but the Fierce has noticably higher startup. You should be crouching when
executing the move so that when it comes out it hits similarly to both a RC Boom + Sagat s.HP.
Executed just right, his startup stance should be invincible, and he dashes forward when they
are about the level of his fist.
Alternates MK 20/17/22 -24/-24
HP 23/22/22 -29/-29
2. RC Short Crack Shot 9/22/20 +0/+0
Similar to RC Jab Knuckle, you tap jab and short from either down forward or down as you roll
the stick back for the qcb motion, but you hold the jab down and release the short upon
reaching “back.” This is slightly harder than Jab Knuckle because it involves more motions with
your fingers compared to mashing double taps with your whole hand, but its easier to nail
consistently vs 3 button RC’s. Just be sure that opponent is airborne before you do this. You
will be punished, hit or block, doing this move on a grounded opponent.
If the opponent is further away in the air and has a floaty jump, you could even nail them with
the forward or even the screen clearing roundhouse version.
Applications
anti-air (area just above head, at 45 degree angle, or low jumps)
RC Setup bait punisher. (punishable if blocked, in spite of the numbers)
MK 9/26/20 +0/+0
HK 9/30/20 +1/+1
3. RC Jab Power Wave 16/—/43 -14/-14
Same as RC Jab Knuckle, just do it the opposite direction.
Recovery is slightly faster with the jab wave, so done from a distance Terry recovers in time
to counter things such as RC Psycho Crusher with his own reactionary RC Jab Knuckle.
Closer in, just past his sweep distance, its safe and sets up anti air RC Crack Shots or lets him
commence rushing in for guard strings. Still not 100% safe against fast jump characters when
ranged poorly, but you can risk it once at those closer ranges. RC Fierce Power Wave makes
an “ok” poke for footsies, but Jab is better just for the “quicker” recovery alone. Just be more
reactive with it than proactive, if you “sense” they will throw out a long range normal, hit em
with RC Fierce Wave. (Mid to max footsies range only) Non-RC’d, jab power waves should
only be thrown in situations following a knockdown at range where you cannot close the
distance fast enough to crossup roll or low jump HK, generally after anti air df+HP, comboing
into a burn knuckle, etc. I’d try to avoid using it up close until you’ve conditioned
the opponent to lessen their urge to jump in and punish waves, usually from a distance.
This may dull them enough to punish the move done closer or cancelled off something.
Just a recommendation.
Alternates: MP 16/–/44 -15/-15
HP 16/–/45 -16/-16
BusterWolf
Terry’s God Destroying Super
If alpha countered, sometimes this move beats the alpha counters.
It Juggles for extra damage for Power Geyser or Burn Knuckle.
Recovery at range with -5 means both characters break about even when this move is blocked.
The level 3 version is very quick, it can nail safe falling characters on the other side of the screen
even when inputs are buffered the very moment the safe falling character side’s "Tech Bonus"
message appears.
It combos easily off any of Terry’s normals, especially his shorts.
Leads to blocked mixups or, whether or not it connected, corner mixups leading to another
busterwolf.
It has a few faults, one being it’s crouchable, so if done randomly by characters that are crouching
it will miss. This is preventable with 2 in 1’s.
Another fault perhaps is that as anti air its generally pretty bad. Rock can land his Shine Knuckle for example and expect relatively high damage, not Terry.
Terry’s Lvl 3 Buster Wolf to Power Geyser does a lot of damage, and should be his aim to land it, but odds
are you’ll probably be forced to break guard first which means smartly attacking.
He does have some high and lows he can apply to enable landing of a lvl 3 busterwolf and a lvl 1 busterwolf (non-combo),
with the added damage from his heavy normals and the corner roundhouse power dunk after the last busterwolf
he’d have netted damge somewhere over 9000!!!
Lvl 1 5:9/12/22 -5/-5
Lvl 3 5:9/22/22 +6/+6
Bread and Butters
Terry is lucky because his shorts to super is easier than characters like Ken or Cammy.
Firstly, learn the technique for shorts to Buster Wolf (for N-Terry):
d.lk, d.lk, qcf+lk (hold), qcf+MK
Whether you’re going for lvl 1’s or have stock broken for lvl 3, any button works.
That’s another plus over C-Groove.
- d.lk x 3 xx Busterwolf, special
- close s.HP, df+HP xx Busterwolf, special
- d.lk x 3 (or close s.HP) xx Busterwolf, lvl 1 power geyser
- d.mk xx Busterwolf/special
If he is working the guard, close s.HP to df+HP is excellent hit confirm to either
super or special, does good guard damage, and is generally safe being at -5 at the distance it
puts him. Further, I have Busterwolfs as “b&b’s” because going for a guaranteed damage off
guard crush means in N-Terry’s case waiting to break stock until their guard bar is really
low.
However, if you do manage to land something, why throw away free damage?
Anti-Airs
Terry has a staggering amount of anti-air options.
his rising uppercut (df+HP) is pretty good. has a lot of vertical reach above his head.
Its not like Sagat’s far s.HK however. To cover angles like that there’s his qcb+LK, the
RC’d short Crack Shot, for both high jump positioned anti-airs and pre-emptive jump
anti-airs. The jab burn knuckle gets the nod because its easier to execute IMO
than the crack shot, his standing there during opening animation makes him look open for
attack, only to punish when rolling into his attack frames.
The uppercut has clutch uses in the corner or when its expected an opponent will try to
randomly crossup. If fighting P/K Grooves, you can cancel that into the power dunk or
the crack shot for good measure, or HP Burn Knuckle to get out of there.
His lvl 1 and 3 power geysers aren’t air blockable by C-Groove, and back dash or roll sweep
is awesome and easy.
And of course there’s roll, rising tackle. The thing scrubs do to taint the wolf’s name.
Hey if the other guy fell for it he deserved it right?
DF+HP
DF+HP xx Power Dunk, Crack Shot, Burn Knuckle
DF+HP xx LP Power Wave
Rising Tackle
RC Jab/Strong/Fierce Burn Knuckle (see RC’s)
RC Short/Forward/Roundhouse Crack Shot (see RCs)
Break Stock xx Lvl 3 Power Geyser
Lvl 1 Power Geyser
Back Dash d.HP
Back Dash d.HK
Working the Guard
Guard Strings
- d.HP, link d.mk xx power wave or busterwolf
- run up d.lp x 3, d.HP xx busterwolf
- run up d.lp x 3, stand, d.hp xx busterwolf
- close s.HP (2 hits), df+HP xx power wave or busterwolf
- run up d.lk (or lp), close s.HP, sweep
- Not a string, but use low jump HKs at range, and HPs when closer.
If opponent has lvl 2 or lvl 3 meter, or RC’s capable of blasting through waves, or a very fast jump, you can opt to
ignore the power wave sting, or at least do it once or (if you’re lucky twice) to bait reprisal the next time by not
throwing the wave at all and whiffing a normal that looks similar like d.HP or df+HP. I’d lean towards the df+HP maybe.
Terry raises his arms like that for waves. Followup the Busterwolf with a “busterwolf 50/50” Need to test how much
guard bar the busterwolf takes.
Corner “connected” Busterwolf Mixups/followups
What makes these work is that you’re always doing something.
Its not blind rushdown, its carefully calculated movement masked by extended animations from
numerous moves. Whether its hiding the fact that an opponent flipped in the air while you aim for
empty low jump d.lks, or and opponent is flipping in the air while you’re in that short power dunk
animation, the goal is the same, to get them to watch you and be on their guard, expecting that
"block" so they can time their response.
Thing to remember is technically you’re open, and an observant player may notice that you hit them
out of the juggle state, and they flipped, allowing them to Dragonpunch or something. Thing is the
window of opportunity here if very small so long as you’re moving, and even top players get nailed
with mixups such as these via characters like Chun Li.
- d.lk x 3 xx Busterwolf, low jump HP, empty low jump, d.lk x 3 xx Busterwolf, dp+HP
d.HP, empty low jump, d.lk x 3 xx Busterwolf, dp+HP - d.lk x 3 xx Busterwolf, df+HP xx dp+LK, d.lk x 3 xx Busterwolf, dp+HP
df+HP, empty low jump, d.lk x 3 xx Busterwolf, dp+HP
2nd Player Crossup Glitch Busterwolf Mixups
- d.lk x 3 xx Busterwolf, df+HP xx dp+LK, kickthrow, dp+LK (crosses up), d.lk x 3 xx Busterwolf, special
s.lp xx qcf+LP, kickthrow, dp+LK (Crosses up), d.lk x 3 xx Busterwolf, special
d.HP, empty low jump, kickthrow, low jump (crossup), d.lk x 3 xx Busterwolf, special
What’s the practicality of knowing all that?
If your opponent won’t die from a lvl 3 Busterwolf to lvl 1 Power Geyser, you need to do whatever it
takes to tack on additional damage, and doing those strings adds anywhere from 2000 to 3000
more damage.
Risky “break” Busterwolf Mixups
Often times people think that they have the next move after blocking Terry’s Busterwolf, so they are
generally “open” while they begin their reprisal. It’s risky of course, but as with close range tick
throws against A-Bison or Blanka, or Kens end round f+MK overhead, Risks are worth taking at
times. Heck, not even sure if you should call them mixups. Maybe setups.
Blocked Busterwolf
–LK Power Dunk (high risk, rare enough to see it often “stuns” them when done)
–RC Jab Burn Knuckle (risky if blocked but if they were doing something you’ll nail them)
–Roll Kickthrow (ghetto but works)
–Run Sweep (also ghetto but works)
–run up close s.HP xx busterwolf (guard bar, but riskier, must get closer)
–run up close s.HP (2-hits), df+HP xx Busterwolf (more guard bar, but riskier, must get closer)
–run up d.lk’s xx busterwolf (ok, but gotta get close)
–run up d.HP xx busterwolf (Range arguably better vs close s.HP variants)
–lvl 1 Busterwolf (not worth it at all unless they can’t crouch it like Geif)
–crack shot (pretty good if they jumped, horrible if they didn’t)
–Low jump HK xx busterwolf (safest) (Good hit confirm whether they jump or not)
–Low jump HP xx busterwolf (ok, better at closer ranges than HK, but not likely to be)
–empty low jump d.lk’s xx busterwolf (Could work with low jump HK/HP condtioning)
The Blocked Busterwolf is the safest non-normal move Terry has. If you can get a string of
them in succession, you can probably guard crush and go for a close s.HP xx burn knuckle
combo for the finish. If the match is close you can try these and you’ll probably get the last 25
percent of guard doing these strings, and then maybe the last 10 percent of their remaining life
when their guard’s down. The normals cancels to busterwolf are probably the safest of the
"risky" mixups here. If a Busterwolf is ducked, its very punishable. Hit/blocked normals solve
that problem, eating away at guard or getting opponent to guess wrong. The two patterns marked
in bold are either the safest or the most damaging in terms of guard bar or even health if they
didn’t block. I call these moves risky, but really what isn’t?
At least you’re not open to attack like a blocked Chun Li super.
Close In Pressure Patterns (Fishing for Buster Wolf)
- d.lk, d.lp, stand d.lk
- d.lk x 2, d.lp run up d.lk
- d.lk x 2, d.lp run up close s.HP
- d.lk x 2, d.lp stand, d.HP
The crouching jab has +4 on it, it’ll buy you more time to run in instead of the +2 from crouching short.
Tacking a jab after two shorts will help buy a little time for close s.HP, those d.lks, or that d.HP.
I’d do #4 after at least attempting the first two, to get opponent believing that you will run in always after those
three light attacks. standing also helps seal the deal.
RC Setup String (Fishing for RC Jab Knuckle /RC Crack Shot)
- d.lk x 3, s.lk, s.mk back step a sec (back off) (either RC)
- d.HP, link d.MK xx LP Wave (Crack Shot)
If opponent has lvl 2 or lvl 3 meter, or RC’s capable of blasting through waves, or a very fast jump, you can opt
to ignore the power wave in the power wave string,
or at least do it once or (if you’re lucky twice) to bait reprisal the next time by not throwing the wave at all
and whiffing a normal that looks similar like d.HP or df+HP. I’d lean towards the df+HP maybe. Terry raises
his arms like that for waves. - Block moves from Shotos leading to Hadoken, RC Jab Knuckle through the fireball
when you see the d.mk cancel to their “charge” stance. - Blocking moves from Guile, RC Jab Knuckle through long range blocked standing
or crouching strong cancelled to sonic boom. - Fireball battles, though rare, just throw a LP wave run after it and RC through opponent one
on reaction.
Alternate Methods to Get In
-Run up Sweep
-Low jump HK/HP
-RC Burn Knuckle (counter)
-Roll throw (counter)
-Alpha counter
-counter roll
Low Jump Mixups
Condition opponent with
-max range low jump HKs
-low jump HP’s when closer.
This also helps you with your guard crush goals, and helps set up those Busterwolf Mixups.
The more you do the jump attacks, the greater chance you can land those
empty low jump d.lk’s or kickthrows.
What’s more, you can land a low jump HK and cancel it to Busterwolf if it hits, and if blocked its
just as safe and leads to more mixups. The latter is ok to do in a pinch, but you really should
try to get the hang of confirming whether or not the move hits. The lower you make those
low jump HP’s, the more “ambiguous” it would be to let up for empty jump d.lk’s and throws,
which in turn lead to easy deep low jump HP’s xx dp+LK’s.
counter hit-Throw Setups
Regular ticks and whiffs to throw.
I have taken a stance lately of not trying to try to throw lately, but there’s some value in trying
to reversal lvl 3 buster wolf tech throws, though all these years I’ve never been able to.
I like conditioning opponent into thinking I don’t do throws at all, or at least don’t plan to until
at least until towards the end of a round.
Fighting multiple opponents though or the same guy numerous times, I’ll probably switch that up
so that I throw towards the beginning or the middle, but never more than once or twice to get that
idea that I’m a guy who just “doesn’t” throw.
d.lk, pause, d .lk d.lk
d.lk, stand, d.lk, d.lk
d.lk, stand whiff s.lp throw (kick throw preferably)
d.lkx2, d.lp, walk up option select close s.HP/punch throw
d.lk, s.lp, option select close s.HP/punch throw
d.lkx2, d.lp, stand, d.HP
d.lkx2 ,d.lp, d.HP
I like the last two because Terry’s d.HP is about as good as Sagats. set it up with a d.lp at range,
and Terry’s d.HP will beat any normal move thrown at him at that range.
Unfortunately that requires some conditioning so I reserve those strings towards the end of a round
when someone would want to punish my rushes after three light attacks.
Or when someone spams shit thats safe, that’s not an RC.
Alpha Counter Follow Ups
Alpha Counter
-Buster Wolf (vs safe falls)
-run up d.mk xx busterwolf/burn knuckle (vs safe falls)
-run up sweep
-power wave
-run crossup roll (if they safe fall, you will be at risk during your roll)
Counter Roll Followups
-run up close s.HP xx Busterwolf/burn knuckle
-run up d.mk xx Busterwolf/burn knuckle
-run up d.HP xx Busterwolf
-run up sweep
-busterwolf, burn knuckle
-RC Jab Knuckle
-break stock xx Power Geyser (hardest)
-Break stock xx Buster Wolf (hardest)
Knockdown Followups
-run, or walk forward, crossup roll (generally safe following busterwolf to power geyser,
supers can’t be tech rolled.)
-meaty sweep (if Blocked, you could try low jump HK to get back in, or back off for
The Pattern. If it hits, followup with any of these)
-run up, dash back sweep (corner)
-low jump mixups
-LP power wave
Punishing Safe Falls
They say safe fall isn’t really safe, but often times many good players safe fall at seemingly
random times, maybe when the going gets tough, or when they see a chink in opponents offense.
-Far screen
-lvl 3 Buster wolf (you may need to have stock broken before hand, depends on
how you knocked opponent down) (generally nails people safe falling
throws or people who safe fall when they think they’re safe on
far side of screen)
-run up sweep
-lvl 1 busterwolf (if close enough)
No where near done, have to consolidate words more.