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Terry

Terry

Terry — Overview

Usage Rank#14/ 30(359.9%)
Win Rate50.1%

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Special Moves

MoveCommandDescription
Burning Knuckle↓↙←PRush forward with a thrusting punch cloaked with energy. Useful as a surprise attack to close the distance between you and your opponent.
Crack Shoot↓↙←KA quick, falling axe kick. It is very quick, making it easy to use in combos or as a way of checking your opponent.
H Burning Knuckle↓↙←HPRush forward with a thrusting punch cloaked with energy. Useful as a surprise attack to close the distance between you and your opponent.
H Crack Shoot↓↙←HKA quick, falling axe kick. It is very quick, making it easy to use in combos or as a way of checking your opponent.
H Power Charge↓↘→HKA quick, forward rushing bodycheck. Useful in a combo when canceling from normal attacks. The heavy version can be canceled into another special move on hit.
H Rising Tackle→↓↘HPA rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique.
L Crack Shoot↓↙←LKA quick, falling axe kick. It is very quick, making it easy to use in combos or as a way of checking your opponent.
L Power Charge↓↘→LKA quick, forward rushing bodycheck. Useful in a combo when canceling from normal attacks. The heavy version can be canceled into another special move on hit.
L Power Wave↓↘→LPSmash the ground with your fist and let loose a wave of energy across the ground. Useful for checking an opponent from a distance, and as a stopgap in combos.
L Rising Tackle→↓↘LPA rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique.
M Burning Knuckle↓↙←MPRush forward with a thrusting punch cloaked with energy. Useful as a surprise attack to close the distance between you and your opponent.
M Crack Shoot↓↙←MKA quick, falling axe kick. It is very quick, making it easy to use in combos or as a way of checking your opponent.
M Power Charge↓↘→MKA quick, forward rushing bodycheck. Useful in a combo when canceling from normal attacks. The heavy version can be canceled into another special move on hit.
M Power Wave↓↘→MPSmash the ground with your fist and let loose a wave of energy across the ground. Useful for checking an opponent from a distance, and as a stopgap in combos.
M Rising Tackle→↓↘MPA rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique.
OD Burning Knuckle↓↙←PPRush forward with a thrusting punch cloaked with energy. Useful as a surprise attack to close the distance between you and your opponent.
OD Crack Shoot↓↙←KKA quick, falling axe kick. It is very quick, making it easy to use in combos or as a way of checking your opponent.
OD Power Charge↓↘→KKA quick, forward rushing bodycheck. Useful in a combo when canceling from normal attacks. The heavy version can be canceled into another special move on hit.
OD Power Wave↓↘→PPSmash the ground with your fist and let loose a wave of energy across the ground. Useful for checking an opponent from a distance, and as a stopgap in combos.
OD Quick Burn↓↙←LPReels off an energy cloaked hook before coming down with a downward punch. The second attack is an overhead that can't be blocked while crouching, making it good for breaking through defenses.
OD Rising Tackle→↓↘PPA rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique.
Power Wave↓↘→PSmash the ground with your fist and let loose a wave of energy across the ground. Useful for checking an opponent from a distance, and as a stopgap in combos.
Quick Burn↓↙←LPReels off an energy cloaked hook before coming down with a downward punch. The second attack is an overhead that can't be blocked while crouching, making it good for breaking through defenses.
Round Wave↓↘→HPSmash the ground with your fist and let loose a blast of energy in front of you. Easy to use up close, and allows you to act before an opponent even if blocked.

Super Arts

MoveCommandDescription
CA Rising Fang(体力25%以下で)↓↘→↓↘→PLaunches the opponent into the air, then smashes them with a fist cloaked in energy. It has invincibility at the beginning, making it useful as an anti-air attack or as a way to turn the tables on your opponent.
SA1 Buster Wolf↓↘→↓↘→KCharge forward with a piercing thrust, before firing a burst of energy. Its swift speed and invincibility can quickly turn the tables on an opponent.
SA2 Power Geyser↓↙←↓↙←PUnleash a volcanic explosion of energy forward. If the attack hits, input a command to transition to Twin Geyser.
SA2 Triple GeyserP+PPerforms a meteoric explosion of energy after Twin Geyser. Useful for when you want to maximize your damage output.
SA2 Twin GeyserP+PPerforms another volcanic explosion of energy after the initial Power Geyser. Input a command to transition to Triple Geyser.
SA3 Rising Fang↓↘→↓↘→PLaunches the opponent into the air, then smashes them with a fist cloaked in energy. It has invincibility at the beginning, making it useful as an anti-air attack or as a way to turn the tables on your opponent.
不発P+P

Unique Attacks

MoveCommandDescription
Fire Kick↓MKthen↓HKA combination attack that can be canceled into a special move.
Hammer Punch→HPAn overhead attack that cannot be blocked while crouching.
Jumping KneeMPthenMKthenMKAn attack from Passing Sway that hits the opponent from behind. Hold forward to increase the distance you move.
Jumping LariatMPthenMKthenMPAn attack from Passing Sway that hits the opponent from the front. Hold forward to increase the distance you move forward.
Passing SwayMPthenMKA combination attack that can transition into two possible variations.
Power DriveMPthenHPA combination attack that's quick and doesn't leave you open for long even if it's blocked.
Power Dunk)MPthenHKthenHKA highly damaging transition attack from Power Shoot.
Power ShootMPthenHKA counter followed by a sequence of attacks.

Normal Moves

MoveCommandDescription
Crouching Heavy Punch↓HP
Crouching Light Kick↓LK
Crouching Light Punch↓LP
Crouching Medium Kick↓MK
Crouching Medium Punch↓MP
Jumping Heavy Kick(ジャンプ中に)HK
Jumping Heavy Punch(ジャンプ中に)HP
Jumping Light Kick(ジャンプ中に)LK
Jumping Light Punch(ジャンプ中に)LP
Jumping Medium Kick(ジャンプ中に)MK
Jumping Medium Punch(ジャンプ中に)MP
Sliding Kick↓HKA low attack that can't be blocked while standing, which will knock your opponent down if it hits.
Standing Heavy KickHK
Standing Heavy PunchHP
Standing Light KickLK
Standing Light PunchLP
Standing Medium KickMK
Standing Medium PunchMP

Normal Throws

MoveCommandDescription
Buster Throw←LPLKGrab your opponent and toss them behind you, placing their weight on your arm and shoulder. Throws your opponent while switching places with them.
Grasping UpperLPLKGrab and knee the opponent in the gut before throwing them forward. Throws your opponent without switching places with them.

System

MoveCommandDescription
Backward Dash←←
Cancel Drive Rush→→Immediately move forward out of an attack. Can be performed during any special-cancelable move.
Drive Impact: Back Spin KickHPHK
Drive ParryMPMKAdopt a stance that allows you to deflect all opponent strikes. This stance can be sustained by holding down the command used to activate it.
Drive Reversal (while blocking): Back KnuckleHPHK
Drive Reversal (while recovering): Back KnuckleHPHK
Forward Dash→→
Parry Drive Rush→→Immediately move forward from a Drive Parry stance. Normal or unique attacks performed while moving will have their properties changed.
Perfect Parry (projectile)MPMK
Perfect Parry (strike)MPMK