Terry Moveset and Attributes

Terry Moveset and Attributes

And once more from Majestros:

"Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties."

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Frame Data:
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Notation:
For frame data, standard notation will be used.
First listed number is usually damage, its in the hundreds, no other numbers are.
+5/+5 refers to frame advantage/disadvantage on hit/block respectively. down indicates the move knocksdown the opponent.

x/x/o refers to cancellability of a move, is it rapid fire move/special cancellable/super cancellable?

For projectiles, * indicates when a projectile is released. Note, sometimes i got lazy, listed projectiles as something like 14/26, assume projectile released on frame 15 in this case.

The actual frame data is given in the format:
3/4/26 = 3 frames of startup, 4 active hitting frames, 26 frames of recovery.

Moves with damage 1100, 1000 indicate damage varies according to when the move hits, like 1100 up close, 1000 far.
x,x/o,x/o,o refers to cancellability of moves, e.g. can cancel into special only on close hit, but cancels into super fine on either close or far hit.

Moves 1000+400, have a first hit of 1000, and 2nd hit of 400.
Cancellability written in the form: x+x/o+x/o+o, where the first symbol indicates cancellability of the 1st hit, and the second symbol indicates the cancellability of the second hit.
So the described move is not rapid fire on either hit, cancels into specials on only the first hit, and cancels into a super on either hit.

Note’s on /'s and +'s:
/'s indicate a change from startup/recovery to a hit, a + indicates more recovery, or in the case of hits, another hit becoming active immediately after the previous hit.

Note, sometimes use your judgement when reading a move. Some moves that clearly don’t hit, like athena’s teleport, obviously don’t hit. 17/12/14 refers to 17 frames of startup, 12 frames of teleporting, and 14 frames of recovery. Until I can get around to revising all my work and including full notes to all the moves that need’em, well use your own judgement.
Counters tend to be listed in the form 14/25 or 3/14/25
14/25 generally means the counter is active from frame 0, stays out for 14, has 25 frames of recovery.
3/14/25 counter has 3 frames of startup, counter active for 14, 25 frames of recovery if whiffed.

Examples:
for supers, 4+5/13/11 means 4 frames of startup before flash, 5 startup after flash, 13 active hit frames, 11 recovery.
4/5+3+3/13, means 4 frames startup, 5 active hit frames, followed immediately by next hit for 3 frames, followed immediately by next hit for 3 frames, then 13 frames of recovery.

Some air moves, stay active or keep recovering until they land. This is indicated writing land in a slot where there would be a number.
Example:
14/land/13.
Move has 14 frames of startup, hits till landing, 13 frames of recovery while landing.
14/5/land+13
Move has 14 frames of startup, 5 active hit frames, then is recovering till lands, then needs 13 more frames to recover.

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Normals:

Close Standing:
LP: 400, +5/+5, o/o/o
2/4/6
MP: 800, +2/+2, x/o/o
4/7/13
HP: 400+800, +2/+2, x+x/o+o/o+o
4/3+12/12
LK: 500, +2/+2, x/o/o
4/4/9
MK: 900, +2/+2, x/o/o
4/5/13
RH: 1200, +0/+0, x/o/o
4/6/20

Far Standing:
LP: 300, +4/+4, o/o/o
3/4/7
MP: 1000, +3/+3, x/x/o
5/6/13
HP: 1400, -10/-10, x/x/o
7/3/31
LK: 400, -1/-1, x/x/o
5/5/11
MK: 900, -2/-2, x/x/x
9/6/16
RH: 1300, -6/-6, x/x/x
13/8/22

Crouching:
LP: 300, +4/+4, o/o/o
3/4/7
MP: 900, +5/+5, x/o/o
4/6/11
HP: 1300, +6/+6, x/x/o
7/7/13
LK: 200, +3/+3, o/o/o
3/4/8
MK: 800, -3/-3, x/o/o
5/8/17
RH: 1200, down/-8, x/x/x
6/6/29

Jumping:
LP: 500, 4/22
MP: 900, 4/9
HP: 1200, 6/8
LK: 600, 4/22
MK: 800, 6/6
RH: 1200, 8/8

Command Move:
Rising Upper. DF+HP
1200/1000, -5/-5, blocked mid, high or low parry, x,x/o,x/o,o
3/7/22
Notes: Chains off of Terry’s close st. Fierce, can be chained off of either hit, but chaining off the 2nd hit usually misses, except against fat people. Timing for the cancel is tight.
Information gleaned form Jchen’s excellent systems FAQ.

Throws:
HP: 1800, 52 pixels 3/1/13
RH: 2000, 52 pixels 3/1/13

Dodge Attacks:

HP: 1200,1100 -5/-5, x,x/o,x/o,x
3/7/22
RH: 1300, down/-6, x/x/x
13/8/22

Alpha Counter:
600, down/-17, 4/18/23
full invicibility from 0-4, 5-8 of ? invincibility.
Airborne from 9-36.

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Special Moves:

Power Wave QCF +P
All versions:
Blockable mid, parry high or low, not airblockable (ground projectile can’t hit air).

LP: 700, -14/-14
16*/43
MP: 800, -15/-15
16*/44
HP: 900, -16/-16
16*/45

Burn Knuckle: QCB + P
All versions:
Blockable mid, parry high, airblockable.

LP: 1400, down/-19, airborne 18-29
17/12/22
MP: 1600, down/-24, airborne 21-37
20/17/22
HP: 1800, down/-29, airborne 24-45
23/22/22

Rising Tackle: Charge down, Up + P
All versions:
Hit mid. Parry high or low. 1st hit not airblockable.

LP: 1500,700 down/-17 airborne 13-40
8/18/23
fully invincible 1-8, ? invincibility 9-12

MP: 800 + 200x5 down/-27, airborne 12-50
8/3+4+4+4+4+3/29
fully invincible 1-8, below the chest invincible 9-11

HP: 800 + 200x6 down/-35, airborne 11-60
8/2+4+4+4+4+4+4/35
fully invincible 1-8, below the chest invincible 9-10

Crack Shoot: QCB + K
All versions:
Block mid, parry high, airblockable.

LK: 1200,1100,1000 +0/+0 airborne 6-31
9/22/20
MK: 1300,1200,1100 +0/+0 airborne 6-35
9/26/20
RH: 1400,1300,1200 +1/+1 airborne 6-39
9/30/20

Power Dunk: DP + K
All versions:
400+1200, 1st hit mid, 2nd hit overhead, Parry high, 1st hit not airblockable. Under certain conditions 1st hit does 300 damage.

LK: down/-16, airborne 10-46
6/5/23/12/19
MK: down/-16 airborne 9-50
5/8/23/14/19
RH: down/-14 airborne 8-54
5/10/23/16/19

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Supers:

Power Geyser: QCB, DB, F+P
All versions:
Hits mid, Parry high or low, not airblockable

Lvl 1: 2500, down/-9,
5+9*/44
1-9 full body invincible
Lvl 2: 3800, down/-4,
5+11*/33*/39
frames 1-15 full body invincible
Lvl 3: 5700, down/-4,
5+11*/33*/44*/39
frames 1-22 full body invincible

  • indicates when a geyser is released. Note, for the lvl 3, the frame data book lacks the * after the 11. But based on experience, there should be a geyser there, so I’m guessing typo.

Buster Wolf: QCFx2 + K
All versions:
Hit mid, parry high, not airblockable. Can juggle after Buster wolf, since it sets up an SNK jugglable state.

Lvl 1: 1800, down/-5 airborne 15-26
5+9/12/22
frames 1-9 full body invincible
Lvl 2: 2800, down/+2 airborne 15-32
5+9/18/22
frames 1-15 full body invincible
Lvl 3: 4300, down/+6 airborne 15-36
5+9/22/22
frames 1-22 full body invincible