Bumping this topic because people in my area are playing this game again at my arcade. More on Terry:
-jumping D is indeed a beast for cross-ups. It combos into close C or close D, but you gotta have a bit of timing since I’ve occasionally hit jumping D but then close C or D got blocked.
-close C is easy to hit-confirm into Special or Super since it’s 2 hits, but close D is stronger. Not sure which one is faster. Both combo into d/f+HP then qcb+A, and they’re both good to do after GCFS.
-Other normals: far B is a decent-ranged poke, crouching B can combo into either d/f+C or qcf,qcf+B (although tough to do), standing and crouching C are both popular, and jumping B is Terry’s best air-to-air.
-I dunno why you think his Exceed sucks. You can combo into it off of a close C or D like any of his Supers, only it deals a lot more damage. With practice, it’s not that hard to do. It’s way easier to do than Deadly Rave in CvS2 or Garou; it even allows you to mash a bit. It has no invincibility, but the start-up is CRAZY fast. On two occasions I’ve traded normals with my opponent, but I was able to quickly do Terry’s Exceed after recovering, cover a small distance (about two character-lengths away), and then hit my opponent with it before they recovered from their hit stun, thus comboing.
-Buster Wolf does good damage and the start-up has very thin invincibility (you can Buster Wolf through fast projectiles if your timing is good), but it’s not as damaging as Triple Geyser. It’s also safe on block (in fact, you have frame advantage) unless of course someone does GCFS against the last hit, but I guess that goes without saying. Does some chip and goes full screen.
-once you get the timing down for Triple Geyser, it becomes his best super. It does the most damage and it has the most invincibility frames out of all of his supers. It’s not as fast as Buster Wolf or High-Angle Geyser, but it still combos off of close C and D.
-High-Angle Geyser (qcf,qcf+K) is a bit of a wild card. The B version comes out faster than Buster Wolf but has crap range and no invincibility. The D version has more range and some thin invincibility (about the same as Buster Wolf) but it’s a bit slower. They both seem to do the same amount of damage as Buster Wolf. I suppose this move is solely meant to be used after crouching B since it combos (B version only).
-Terry’s anti-air game isn’t that great, but I wouldn’t say it’s horrible. d/f+HP is the best thing you got since it’s quick and knocks down, but if you trade hits or get beat-out then you eat Counter Hit damage. Rising Tackle is ass in this game; it’s got little to no invicibility and the damage is nothing special, which means it’ll trade a lot and do shit damage at the same time, but it has its rare moments. qcb+K is actually a decent anti-air once Terry gets into the upside-down flipping animation but in that case it’s got a lot of start up; you’ll almost have to predict when the opponent is gonna jump in before you even see them do it, but it’s worth the damage if you can pull it off.
-qcb+B is quick, beats lows, and is nearly safe; you can almost spam it as long as you’re around tip-range and not being too predictable. You can do it after normals like close C or crouching D get blocked, and if people try to GCFS into grab, you’ll snag them with qcb+B since Terry is airborne. Lastly, get an opponent in the corner, and if they try to jump out of it and you manage to hit them out of the air with qcb+B, you can juggle with f,d,d/f+B or Buster Wolf as they fall back into the corner.
-qcb+A is sweet because it’s also good for stopping GCFS after blocked normals, does good damage and knocks down. Also quick and decent on block. I rarely use qcb+C unless I get desperate and hope they don’t expect a full-screen move.
-Round Wave (qcf+C) is good in the corner as long as it hits. In the corner, cancel Round Wave into qcb+B, then you can juggle with f,d,d/f+B or Buster Wolf.
-Power Dunk isn’t meant to be used as an anti-air although some people think it is, and it has no invincibility. The B version is simply a very fast close-range attack and has the least amount of recovery on block compared to the D version. The D version I never use unless I wanna hop over a projectile and try to stop the opponent from doing an anti-air afterwards (which often works, even against Dhalsim’s Yoga Fireball and Slide trap).
My take on Chaos is that it’s definitely not a top-notch game, but I’ve played worse. As long as there’s decent comp for it then I’m up for a game.