Terry: Non-Groove Specific Combos and Strats

I don’t really get what you mean, but if you meant his order then I guess ratio 1 or 2, first or second, at least that’s what most people use him as.
I don’t like R3 or R4 Terry.

does terry have a chain besides the s.fp?

Terry’ s best MIND GAME!

C-Groove

After a Knock down dash past opponent.(you will be on other side of him) Then roll (You will be back where you started)

This confuses the hell out of opponents.

Either grab or lk Rising Tackle.

Also good to throw in pokes and chain into a combo!(Buster Wolf)

don’t suppose anyone has a k-groove start for terry

good shit mummy-b, here’s my two cents…

-terry rocks in A-groove. i usually put him as my lead character. an easier ground custom than the one in the initial post is…

activate CC cr hk, lk crack shoot, cr hk, hp burning knuckle, close standing hp (this standing hp should be the one that hits twice up close, let it hit twice), hp burning knuckle, close standing hp (might hit once or twice, doesn’t really matter at this pont), hp rising tackle, buster wolf, rising tackle post CC.

-add a cr mk before the cr hk at the very beginning, and there’s your tripguard CC.

does around 7000+ damage, and it’s ridiculously easy. just make sure you don’t go past the qcf motion, or you’ll accidentally get a rising tackle. this is the version that i saw in one of combofiend’s matches.

-dash back into lp burning knuckle is a good mindgame for obvious reasons, and the spacing is decent.

i’ve got a few questions of my own…

-what does oc mean when you say oc fp? fp is obviously fierce punch.

-is cr lp, cr lp, cr mk, lp crack shoot a good blocked string? or can the crack shoot be punished?

-if used at the proper distances, can burning knuckles be used as quasi-spiral arrows, except not nearly as abbusable? what i mean is if i’m at the right distance and i throw one out that gets blocked, will i automatically get hit?

thanks.

Never, ever do this. Ever. You will get horribly beaten.

This was a semi-viable strat in CvS1 when Terry’s roll was god-tier.

Using his Dash as a ground cross up is a more intelligent tactic.

offensive crouching fierce punch. Sorry about my random abbreviations, I just throw them out and expect people to know them.

IIRC, a medium attack may not cause enough stun to be perfectly safe, so the Crack Shoot may be able to be DPed or Somersault Kicked or what have you. One thing for sure, Level 2 supers and alot of normals can punish afterward. I believe I did a test with ending block strings or combos with Crack Shoot on Sagat, and I think he could even punish one with either of his medium strength normals. In any case, ending a combo with Crack Shoot, hit or miss, is not worth it IMO.

Yes, but you really have to know your distances really well, the recovery on Burn Knuckle is not nearly as forgiving as Spiral Arrow. My best suggestion is to do it as mix up like maybe twice or three times a match. Being completely random is the key, because once they start looking for one to come you’re pretty screwed.

:lol: that was great…

Anyway just throwing in a lil Terry info here (simple but good):

Use of the Power Dunk(Yes! it is useful!)…

just RC it…hmm bet you guys didn’t think of that… :confused:

anyways…I like to use it after a connected low jump Roundhouse. Does very good damage and knocks down etc.
As most of you know his J.Roundhouse has ridiculous priority and often creates huge counter hits…so just tack on a Power Dunk everytime you connect a low jump, then continue to dash over there body some more.

Oh yea and triple Fierce->Burn Knuckuu or super those big characters.

Wow I never thought about using it after a short jump, that’s actually pretty fucking cool.

I’ll get right on that and see how that works out.

Randomness IS key.

does the RC burn knuckle worth it? i don’t know how to RC but i am practicing :sweat:

Yea it’s worth learning mainly to punish projectiles and as anti air if people are jumping in from far.

Also his RC Jab Burn kuckuu is good for covering ground because its fast and most of it will be invincible…although his dash is also amazingly fast for covering ground it won’t hit your opponent if they try to poke or move in. Random shiet like Mummy B said :slight_smile:

Online with CvS2 Live(no RC) I was catching people with Jab Burn knuckuu stopping just in front of them then Power Geyser(it has pretty damn good recovery for a wiffed special). If they are not expecting it( be random) they probably wont react in time…but will probably still try to at least put pressure on you because it was a wiffed special…heh…not the greatest strat…

Ok I just starting to pick up Terry again after many months of not even touching him. As I was messing around in training mode I found some more good info on him.

Fierce Burn Knuckle should be your Buster Wolf finisher in the corner (I always see different people doing Roundhouse Power Dunk, Fierce Rising Tackle or Fierce Burn Knuckle). Fierce Burn Knuckle does the most damage. Well nots not exactly true if you are very close to the corner(I mean as close as possible) Rising Tackle will do 6 (what a huge difference!) more damage, but you will never be that close to the corner and land that super…like 1 in a million…

This is something I use a lot with Ryu…
Terry’s C.Strong easily combos into C.Jab and C.Strong so,
when your opponent is on wake up so meaty C.Strong->C.Short…if the strong hits use the C.Short to combo into super. If it doesn’t hit just go into one of his many blocked strings…

I know his S.Fierce is also a very good meaty move that can combo into super, on reaction, but C.Strong is a crouching attack so your opponent might think your attacking low and try a wake up reversal which will lose to the meat C.Strong, and lead into big damage…

just mix it up between Close S.Fierce, Close S.Forward, C.Strong, C.Short, Roundhouse throw, and Low jump straight up Rounhouse(quickly) on big characters. Dashing over their body before just adds to the confusion…

Also dashing back and forth and then randomly just dashing in max range of C.Forward->lvl 1 super seems like it would be a very good C Groove only trick, but I haven’t put it into practice yet.

EDIT: For you Terry fans soon MTL tourney vids will be uploaded on srk, with the finals of Prez vs. Arcadekid. When you see Arcadekid’s P Groove Terry you guys will shiet your pants. Nothing can prepare you for that, not even japanese match vids.

tery vids! terry vids! terry vids! :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley:

I play N-Terry and have a question regarding a combo of Terry’s:

c.SP xx RH Power Dunk

I haven’t used this in real play but in training, I’ve noticed that sometimes all 3 hits will connect and other times the Power Dunk will miss totally, despite coming out immediately after the c.SP. The training dummy was always the same character.

Any advice on the timing of this? Seems to be a damaging combo if I can pull it off reliably.

This combo is not practical at all.
First, you’re comboing a move that is easily punished if blocked… and it’s not like you can combo the power dunk, on reaction, after a hit C.Strong. So it’s only purpose would be to punish like a missed dragon or something…if it landed consistently.
Like you said it seems to hit and miss randomly(although I’m sure that’s not the case). It probably just has a specific timing that, again. seems completely impractical.

i think someone said crouching fierce (db) did not connect into buster wolf. yes is does (most damaging link i think) you can also link two crouching fierces in the corner. :smiley: yes it works.

my Agroove combo: (anti air or ground)

c. rh, c. rh, standing hp, f. burn knuckle, db c. fierce, f. burn knuckle, db c. fierce, f. burn knuckle, then about two or three f. rising tackles, buster wolf, and finish f. rising tackles

i found this the most damaging about 7000 hit points from ratio 1 terry to a ratio 2 ryu

i’ve always seen better looking terry A combos but everyone always strings the hits with lp burn knuckles or crackshoots …shouldn’t you do the most damaging hits the first 7 to ten hits? even after a f. rising tackle then activate i’ve seen peeps string single hits? why every hit is only 100 hit points after the first 7 to 10 hits. well thats my add on. lataz

There is a specific formula to calculating the damage for hits in A Groove CCs, go to namonaki.com for examples of this.

There are two ways to deal damage in A Groove - one is early fierce hits for most damage in the beginning, or two, getting damage out of maximum hit count. Or a combination of both is the best.

Terry’s CCs are kinda an attempt at both. You’re trying to land as many fierces as you can while carrying your opponent to the corner so you can get damage through the hit count of juggling in the corner with Rising Tackle. Like King, she does crappy damage, but her corner CC hurts like hell because you’re getting in 5 fierces and then doing roundhouse Trap Shots that hit like forty million times, so you’ve got damage through inital fierces and then through hit count. Hit count is how A Sak and A Bison kick everyone’s ass.

My Cvs2 combo video will be released soon (as soon as I get it back from my friend in Mexico who is editing it). I have a pretty cool Cvs2 combo with terry in C-groove (that’s what I think) that I have never seen in any video. I have some A-groove setups…Look for it at

www.comboadictos.com

some time next month…

my god… i cant get the lv1 buster wolf-> lv2 Power Geyser cancel to jab burn knuck into rh power dunk
the dunk just doesnt link…are both hits suppose to connect? or just when terry is in air? I am sure i am canceling fast enough…

also does this work only when terry is kinda near the corner…I am trying to do it from midscreen and its not linking…:mad:

You can start midscreen, but in order to do the Power Dunk and connect it, you’ve got to get them into the corner by the time you Dunk.

So, you can’t be very FAR from the corner, but you do have some leeway.

If you aren’t certain it’ll connect, just go for a level 1 -> level 1 combo and save a meter for later.