Okay, here is basic summary of Terry overall.
Pokes: (in order of most most utility)
stand mk
stand lk
crouch fk
crouch fp (links to c.mp or c.mk)
stand fk
Most useful B&B(s):
c.fp -> c.fk (it’s a link and I’ve done it before more than once NOT a counter hit)
c.lk x3 -> stand lk
*up-close two hit fp (or cancel second with oc.fp) XX lp Burn Knuckle/Super
*Some characters you can get both fp hits AND the third oc.fp to combo.
Jumping Attacks:
Air to Ground - j.fk
Air to Air - j.lk
Short jump - j.mk OR j.fk (if you use j.fp it looks like 3S UOH, pretty cool)
Straight up - j.mk (anti-air possibility, I use it most aganist Blanka)
Anti-air:
Opponent incoming, normal jump - crouching fierce
Opponent incoming, super jump - oc.fp
Opponent cross up - none/RC Rising Tackle if availible
*Opponent incoming, normal/super jump - Level 1 Power Geyser
*Opponent incoming, normal/super jump - Anti-Air CC
Wake up Options:
Rising Tackle
Super/CC
Custom Combos:
**Anti-Air CC - **
Activate CC c.fp -> lk Crack Shoot -> [c.fp -> fp Burn Knuckle]x3 -> up-close stand fp -> fp Rising Tackle -> Buster Wolf CC ends fp Rising Tackle
Ground CC -
Activate CC c.fk -> c.fp -> lk Crack Shoot -> [c.fp -> fp Burn Knuckle]x3 -> up-close stand fp -> fp Rising Tackle -> Buster Wolf CC ends fp Rising Tackle
**Combo CC (Anti-Air)- **
fp Rising Tackle Activate CC [fp Rising Tackle]x4 -> Burn Knuckle -> fp Rising Tackle
** As noted by ben and GalzPanic, the Anti-Air CC may also begin with fk Crack Shoot or [lk Power Dunk]-> lk Crack Shoot.
C Groove Super Cancel Combos:
Level 2 Power Geyser [super cancel] Level 1 Power Geyser
Level 2 Power Geyser [super cancel] fk Crack Shoot/fp Burn Kunckle
*Level 1 Buster Wolf -> Level 2 Power Geyser [super cancel] lp Burn Knuckle -> fk Power Dunk
Level 2 Buster Wolf [super cancel] Level 1 Power Geyser
Level 2 Buster Wolf [super cancel] fk Crack Shoot/fp Burn Knuckle
**Level 2 Buster Wolf [super cancel] fp Rising Tackle/fk Power Dunk
- lp Burn Knuckle does not connect, it is only used for quick mobility to connect the Power Dunk. The cancel must happen very quickly from the second hit of Level 2 Power Geyser.
** Corner Only
Universal Super Combos:
Any level Buster Wolf -> Level 1 Power Geyser
*Any level Buster Wolf -> fp Rising Tackle/fk Power Dunk
Level 3 Buster Wolf -> fk Crack Shoot/fp Burn Knuckle
- Corner Only
Dash or Run?
Combo-oriented, aggressive pressure - Run
Control-oriented, responsive pressure - Dash
Groove Strength:
- A
- K
- C
- N
- P
- S
Ratio with most utility:
Ratio 1
Made some minor revisions. This should cover the generalities that people often come asking for. Any Groove specific question, please direct them to a new thread in this area and, outside of A Groove question, I will do my best to answer them to the fullest of my ability.
Any questions on normals, regular combos, etc. ask away in here.
EDIT: Minor update…