テリー
Terry — 대책
Key Info
- Sustained overhead with no combo: 6HP
- Defense
- OD invincible reversal at 6F startup: 623PP (Rising Tackle)
- Anti-air invincible at 5F startup: 623LP
- SA1 Buster Wolf (236236K): 7F startup, no projectile invincibility
- SA2 Power Geyser (214214P): 12F startup, projectile invincible
- SA3 Triple Wolf (236236P): 5F startup
- Plus-on-block moves
- HP: plus on block
- 236PP (OD Power Wave): plus on block
- 236HP (Round Wave): +5F on block
Neutral Game (Focus Points)
- Do not let the gap widen
- If the range opens up too much he will throw out 236LP and start his offense from there
- Stay close and fight on the ground
- Be aware of the 2MK→2HK mixup
- Multiple options branch from 2MK→2HK — stay conscious and pick the optimal response each time
236P (Power Wave)
Terry slams his fist into the ground and sends a projectile traveling along the floor. Light and medium versions exist — startup and reach differ by strength.
- 236LP
- Slow speed, travels full screen
- No hitbox above the ground — certain advancing moves can pass over it (e.g. Rashid Eagle Spike, Blanka Rolling Attack)
- 236MP
- Fast speed, disappears midscreen
- Unlike 236LP, cannot be passed over with advancing moves
- 236PP (OD Power Wave)
- Combines properties of 236MP and 236LP
- Cannot be passed over, travels full screen
- Terry is +2F on block at point-blank
- Even walking forward, Drive Rush offense is guaranteed — you must guess between Parry and OD reversal
Both versions share the same animation and you cannot identify the strength before the projectile appears. When you see the Power Wave motion, walk forward and block — if it turns out to be 236LP, make sure you are not caught by Drive Rush follow-up.
Blocking from long range adds extra plus frames, allowing Drive Rush → offense completely safe. Some characters can pass through 236LP with an advancing move — try it if applicable. Even if 236MP hits airborne, the damage is low and there is no oki.
After blocking 236LP, Terry often follows with 214P — place neutral jumps at moderate intervals after blocking. If you Parry against 236LP, Terry can fake with 236MP and land a Drive Rush throw on the Parry recovery. Avoid Parrying as much as possible. If you must Parry, always cancel into Drive Rush with forward-forward input immediately.
Recommended Counter
- Avoid Parrying as much as possible
- If you do Parry, cancel into Drive Rush (forward-forward) to avoid eating a Punish Counter throw
- From Drive Rush, pressing a 4F normal beats Terry's Drive Rush throw — this is a valid counter option too
- Walk forward and block when you see the motion
- Some characters can pass through 236LP with an advancing move — try it
- If it hits 236MP airborne, there is no oki, so the risk/reward is fine
236HP (Round Wave)
A special that is +5F for Terry on block. He cancels into this from all kinds of normals — if you sit still, your Drive Gauge will drain steadily.
Frame data on block:
- 236HP (Round Wave): Terry +5F on block — do not mash; mix in Parry
Recommended Counter
Regardless of which normal he cancels from, there is always 8F or more of gap before the Round Wave — you can mash with a light normal into the cancel. However, mashing on the Round Wave itself after it is blocked is strictly off-limits since Terry is +5F.
214LP (Power Dunk)
A two-hit special. The second hit is an overhead.
Normal and OD versions both exist.
- 214LP: Terry -5F on block
- 214LPLK (OD Power Dunk): Terry -5F on block
Recommended Counter
If you stand-block the second hit, Terry is -5F — punish with a light normal starter into a full combo. OD version is also -5F on block — same punish applies.
623P (Rising Tackle)
Terry's anti-air invincible move.
Normal versions:
- 623LP (Light Rising Tackle): 5F startup / Terry -25F on block
- 623MP (Medium Rising Tackle): Terry -26F on block
- 623HP (Heavy Rising Tackle): Terry -36F on block
OD version:
- 623PP (OD Rising Tackle): Terry's invincible reversal / 6F startup / Terry -42F on block
Recommended Counter
On block you get -25F to -42F — always land your max punish combo at every strength. Heavy Rising Tackle and the OD version offer especially high reward.
214P (Burn Knuckle)
Terry's advancing punch. Travel distance and startup change by strength.
Frame data on block:
- 214MP (Medium Burn Knuckle): Terry -6F on block
- 214HP (Heavy Burn Knuckle): Terry -8F on block
- 214PP (OD Burn Knuckle): Terry -8F on block
At tip range, Terry can be up to +2F or more on block. When Terry is plus, the screen shakes on block — when you see the screen shake, understand that you are in a guessing game where Terry has the advantage.
If the screen does not shake, always press your 4F normal immediately after blocking. Landing a punish at close range suppresses Terry's 214P usage.
Recommended Counter
- Back-step
- Neutral jump
- If the screen does not shake, press your 4F normal at fastest speed to deny his offense
When the screen shakes as shown in the video, Terry is +1–2F — do not mash carelessly.
236K (Power Charge)
Terry's advancing knee. Distance and frame data change by strength.
Frame data on block:
- 236LK (Light Power Charge): Terry -9F on block — punish available
- 236MK (Medium Power Charge): Terry -11F on block — punish available
- 236HK (Heavy Power Charge): Terry -16F on block — punish with a heavy starter
- 236KK (OD Power Charge): Terry -14F on block — punish available
Recommended Counter
Every strength is punishable on block. Heavy Power Charge (-16F) and OD version (-14F) are high-damage opportunities in particular.
214K (Crack Shoot)
Terry's special with no guaranteed punish on block.
Frame data on block:
- 214LK (Light Crack Shoot): Terry -3F on block
- 214MK (Medium Crack Shoot): Terry -3F on block
- 214HK (Heavy Crack Shoot): Terry -1F on block
- 214KK (OD Crack Shoot): Terry -2F on block
Recommended Counter
He usually cancels into Crack Shoot from a normal — mash or fuzzy to interrupt. Use a 4F standing light normal when doing so. A successful interrupt puts the opponent in an airborne hit state — look up your character's air-hit combo and use it.
2MK→2HK
Terry's primary tool that can be canceled off 2MK. It saves Drive Gauge and is safe to input even without hit-confirm — there is genuinely no weakness to it. With the right responses you can bring the risk/reward back into balance.
The follow-up branches:
- 2MK→2HK → Cancel Rush
- 2MK→2HK → 214LK (Crack Shoot): no guaranteed punish; there is a 4F gap between 2HK and 214LK — press your fastest light the moment you see 2MK→2HK
- 2MK→2HK → 236LP (Power Wave): mash-crush option, but there is a 5F gap — fastest 4F mash after 2HK wins
- 2MK→2HK → 236HP (Round Wave): makes Terry plus, but there is a 4F gap to interrupt
- 2MK→2HK → 214LP (Power Dunk): the second hit is an overhead and it is a block string — cannot interrupt, but -5F on block
Recommended Counter
Terry is presenting many mixup options here, but you do not need to match every one. The baseline answer is fastest 4F normal — just be aware that if you lack a 4F standing normal, you are forced into a real guessing game.
- Characters with a 4F standing light: stay standing, block 2MK→2HK, then press your 4F standing light. This beats everything except Cancel Rush
- If Crack Shoot hits you airborne off the interrupt, look up your character's air-hit combo
- If he does Cancel Rush, OD reversal is guaranteed — landing it here would be ideal but it is difficult
- When you commit to the standing light, Cancel Rush → 2LK will hit you
- Input LP and Parry as an overlapping press — if Terry's string has a gap you will interrupt it, and if he does Cancel Rush your Parry comes out instead. Recommended
- Loses to throw
- Input LP and Parry as an overlapping press — if Terry's string has a gap you will interrupt it, and if he does Cancel Rush your Parry comes out instead. Recommended
The video below records:
- 2MK→2HK → Cancel Rush → 2LK
- 2MK→2HK → 214LK (Crack Shoot)
Warning
- Characters without a 4F standing normal must use a crouching 4F light instead — in that case 214MK (Crack Shoot Medium) becomes a mash-crush, and no universal safe answer exists
- If you read 236LP (Power Wave): block it and take the 9F punish afterward
- If you read 214MP (Burn Knuckle Medium): fastest mash beats it
- Fuzzy covers light and heavy; Terry's counter to that fuzzy is effectively never used in ranked — no need to factor it in
- If you read 214HP (Burn Knuckle Heavy): fastest mash beats it
- Blocking 214HP gives Terry frame advantage — read it
- The paired option is 214LK (Crack Shoot Light) which has no guaranteed punish — if you cannot put risk on this, he gets a free c.MK, so read it somewhere
Using a crouching 4F normal causes 214MP to Punish Counter as shown in the video — be careful.
Characters without a 4F standing normal should rely on OD reversal.
MP→HP
Terry's poke Target Combo. A 5F punish exists on block but is usually out of range.
Recommended Counter
- If it hit deep: take the 5F punish
- If it did not hit deep: he is likely looking to whiff-punish your response — wait
- He may press a delayed heavy normal without watching the screen — placing your own delayed heavy to intercept is also a valid option
Cancel Rush → 2LP (Block String)
A block string that prevents shimmy after the blocked 2LP. Terry's main options after it:
- 2MP→LK→236LK→LP→214MP: his hit-confirm combo
- Shimmy: beats early throw tech
- Throw: beats delayed tech
Recommended Counter
Terry's Cancel Drive Rush block string is shown below:
Recommended response after block:
- Walk forward → delayed tech
- Terry's main combo requires Power Charge (236LK) to connect on sustained active frames — walking forward after blocking 2MP prevents the sustained hit, so the follow-up 2LP does not combo
- If you also apply delayed tech, you can throw him if he walk-shimmies, and tech if he goes for a throw
The video below records:
- 2MP→LK→236LK→2LP→214MP: walking forward prevents the sustained hit so the combo fails; LP hit-confirm is impossible so 214MP does not convert, giving you a 6F punish
- Shimmy: you can throw him
- Throw: tech succeeds
Warning
Terry may adapt by switching to the following combo route:
- 2MP→LK→236LK→2LP→LP→623HP (Rising Tackle Heavy)
- Oki is worse afterward, but 2LP allows hit-confirm so he can run the combo safely
If he uses this route, go for Just Parry on the 2LP and LP.
LPLK (Forward Throw)
Terry is +22F.
Cancel Rush → c.LP can meaty OD reversals, so it is a true guessing game — but taking quick-rise prevents walk shimmy when Terry uses Drive Rush.
Recommended Counter
- Quick-rise → delayed tech or invincible reversal
Warning
Watch out for the 236MP (Power Wave Medium) feint. Back-rise creates enough distance that 236MP functions as a fake to punish your Parry. There are several other 236MP feint setups as well — you may want to avoid Parrying projectiles in this matchup entirely.
4LPLK (Back Throw)
Terry is +18F. Quick-rise does not lead to meaningful oki, so quick-rise is preferred. If Terry uses Drive Rush afterward, an invincible reversal is guaranteed — do not forget to use it.
Recommended Counter
- Quick-rise → confirm Drive Rush → invincible reversal
