Terry: Non-Groove Specific Combos and Strats

P-TERRY!:mad: :evil: :mad:

Hey. Iā€™ve always had a decent Terry, but now I am seriously playing him and have been for about a month now, but I have 2 questions.

  1. When is the Burn Knuckles best used?

  2. When is Power Dunk bets used?

I sometimes use BK as my opponent is coming down from a whiffed ait attack, and I mix up PD with other random strings. I use him as my 1st character in K-Groove, btw.

  1. In a combo, or used once or twice randomly.

  2. Never. Never outside of a combo or a juggle. Unless youā€™re RCing it, which sucks anyway.

good fakerā€¦

o.k. the three best things that terry has besides the fact that his supers connect are: 1. run rising tackleā€¦ it throws people off just running chargeā€¦ get closeā€¦ it works well if someone has tactical recoveryā€¦ jab or short them then the tackle. 2. fc.power dunk charge even if u know your going to missā€¦ tackleā€¦ it has so much priority that even if they throw something out they will get sucked inā€¦ more or less short or fc.tackleā€¦ 3. the greatest poke combo that opens people up isā€¦ (all crouching)short, jab, strong, fierceā€¦ they will block all of thatā€¦ then after that short roundhouseā€¦ Terrys greatest attribute are his legsā€¦ and his speed. most people dont pay attention to that factā€¦ it knocks you downā€¦ and its great to piss people off most people say they saw it coming when they really didnt. another thing u can add to that is standing roundhouse, it knocks terry really far away if blocked and if not blocked short burn knuckle! god.

I would recomend to kinda ignore the power dunk. I donā€™t think many Terry players use it. I use it whenever I do it by mistake. You can connect it in a little combo I.E.

Jump

Landing with high kick, immediately do power dunk. Thatā€™s the only way it will connect. Just do it rappidly.

Roll cancelled Burning knuckle is very effective. THe stupid thing about terry is that his buster wolf can be avoided by just holding down the joystick (crouching position). P-groovers just can parry the first hit of a power geiser and then punish you. I recommend doing a lot of roll cancelled crack shoots, thatā€™s effective anti air right there. I a combo you can end with a low kick crack shoot and not get punished.

Thatā€™s just my humble opinion.

i see some terry playas in my area use crackshoot as a poke, but ive seen it get punked off a couple of timesā€¦does anyone know what are the conditions for that to happen? is it like throwing out a quick low to punk off kims qcb+k move

Actually, you can hit Crack Shoot out with a standing jab, if you wanted to. You could do that since CvS1.

It has to do with Terryā€™s (vulnerable) sprite and the hitbox on the move. His foot, with the neat little Flash Kick-like speed lines drawn on it, is the only hitbox on that move - it is also a moving hitbox. There three parts of the move, really: hitbox at 45 degrees, hitbox at 90 degrees, and hitbox at 135 degrees (basing the move on a 180 degree straight line).

If you can find a move that hits Terryā€™s body, at any point and at any time, while avoiding his footā€™s traveling hitbox, you can hit him out clean. Even with a standing jab.

My GC chain is S.C.HP,lk Crack Shoot, C.RK. It only takes s 2 reps to break a guard.:smiley:

Hands down Terry in A-Groove is the best. I use him with A joe and Mai. He has a few dependable anti-airs: c.F, cf.F and c.RH that you can start at the begining of his CC. For example check out this simple variation of his usual anti-air buster wolf CC that does around 8000 damage: a character jumps in on Terry, activate CC, cf.F (anti-air), RH crack shoot, [c.F,qcb+F]x2, in corner c.RH, [du+F]x2, qcf,qcf +RH, then charge d while super starts and u+p when it ends. Thereā€™s other varations but I think this one is the easiest.

DOes anybody know if this combos is possible?

Jump, Landing + medium kick, standing + low punch, standing + low kick, standing + medium kick, standing + high kick, and pull a buster wolf.

I saw it on a VIdeo and I think that shit is impossible.

I tried many times and wonā€™t connect the high kick and the buster wolf.

ANy help is appreciated.

All those things wonā€™t link.

The closest thing you can get is j.rh -> c.fp -> c.mk -> Buster Wolf

Probably had it in an EX Groove where they turned on chain combos.

2 Common Terry misconceptions:

S.HP can combo into MP Burning Knuckle.

You can combo FP. Burning Knuckle anywhere onscreen after Buster Wolf (you just have to be very fast.):slight_smile:

Mummy.B speaking of glitches try punishing with Buster Wolf Sagat after a missed Standing Tiger Cannon!!!:mad:

Mummy.B I also have another problem, Iā€™ve been using Terry for a year and a half now but there is actually 1 move I still havenā€™t found a use for yet. The Power Geyser, itā€™s a wothless anti-air that never juggles, itā€™s easily punishable, and rollable. Do you ever use it? :bluu: And can Terry punish a blocked Blanka Ball?

-And Iā€™m also at another crossroad, Rock or Terry.

-Terry has better combos.

-But Rocks Shining Knuckle can hit some1 in the air with without them falling on the ground. A HUGE plus IM:o.

-But Terry has an excellent offensive game.

-And Rock has equally offensive and defensive moves. Rant, Rant, Rantā€¦

:stuck_out_tongue:

Power Geyser is alright as an obvious anti-air. You can also combo it off of his close fp. Itā€™s not a REALLY useful super, but something useful to note about it is that at Level 3, it is his most damaging super (all by itself that is). Itā€™s something you have to mess around with. If youā€™re anti-airing with it, only use Level 1.

IIRC, a Level 3 Buster Wolf will punish a Blanka Ball. For sure if you manage to do it as a blockstun reversal. But thatā€™s about it.

As for Terry and Rockā€¦ youā€™ll have to decide that on your own, they are two totally different people. And donā€™t anti-air people with Shine Knuckle. Not when you have standing roundhouse for the cost of zero meter.

So all you have to do is time Buster Wolf and Blanka wonā€™t get knocked down from the first hit? I gotta try that thanks.

Oh and of course hit golden S.HK I obviously use, but say I block a Blanka Ball, see someone jumping backwards, do hurricane kick you can punish with Shining Knuckle w/o them falling down like with Buster Wolf.

does a power dunk hit a blanka ball without damaging terry?

Power dunk isnt a good attack i only use it when people whiff a move and i dont have anything better to do i also use it after a lvl 1 buster wolf in the corner oh and terrys best groove is C-Groove

Iā€™ve noticed that Terryā€™s S.MK moves a little bit forward each time itā€™s pressed. So I wonder if in A-Groove could he use that as a CC: S.FKx2, S.MKxN, Buster Wolf, Burn Knuckle? :bluu:

Yes I know that he has a more damaging alternate CC, itā€™s just that I use a D-Pad and I want to use something simple. :stuck_out_tongue:

Thanx in Advance!!!:slight_smile: (Hope it works otherwise Iā€™ll never have a decent A-Groove team: Chun Li, Eagle, ā€¦Terry? :frowning: Team super easy CCs!!!:D):lol:

Well the thing is, with the damage formula in a CC, thereā€™s really no point to try that out. Aside from the fact that s.mk xN will not move him forward enough.

The reason why all of Terryā€™s CCā€™s involve rh -> Burn Knuckle -> low fierce -> Burn Knuckle or some kind of variation of that is that so you get the fierce hits in the beginning when the damage counts, then by the time it doesnā€™t matter anymore, youā€™re getting damage via hit count with the Rising Tackle, with the extra bonus of doing a corner Buster Wolf which means a juggle afterward.

If you want easy CCs, play Ken, Mai, andā€¦ Kyo probably. Basically one button CCs right there.

And for the guy asking about Power Dunk, if you RC it youā€™re fine. But I donā€™t know why youā€™d want to do that.

Ah man!!!:frowning: Well Kenā€™s CC is pretty easy 'cept the Hurricane Kick part, cuz one of my friends is a Cammy (small characters) lover and for some weird reason it goes over her head even though I do the CC cleanly.:bluu: :mad:

BTW what is Maiā€™s easy CC?:slight_smile:

Ive been experimenting with Terry in K Groove alittle bit just to see what he can do. The biggest problem ive really came across was the lack of antiair, due to the fact that there is no roll. Yeah you can jd, but the likelyhood of a normal player getting the jd enough usually isnt very consistent. Its also alot harder to get his combos off or hit a super consistently. Really Terry seems to have a hard time in K Groove, at least in P he can retaliate after a parry, helping to make up for the lack of a roll, but from what ive seen K really doesnt do anything for him.