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Terry
Terry — Overview
Usage Rank#14/ 30(359.9%)
Win Rate50.1%
Looking for Terry counter-strategies?
View Terry Counter-Guide →Special Moves
| Move | Command | Description |
|---|---|---|
| Burning Knuckle | Rush forward with a thrusting punch cloaked with energy. Useful as a surprise attack to close the distance between you and your opponent. | |
| Crack Shoot | A 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 | Rush 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 | A 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 | A 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 | A rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique. | |
| L Crack Shoot | A 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 | A 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 | Smash 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 | A rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique. | |
| M Burning Knuckle | Rush 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 | A 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 | A 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 | Smash 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 | A rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique. | |
| OD Burning Knuckle | Rush 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 | A 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 | A 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 | Smash 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 | Reels 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 | A rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique. | |
| Power Wave | Smash 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 | Reels 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 | Smash 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
| Move | Command | Description |
|---|---|---|
| CA Rising Fang | (体力25%以下で) | Launches 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 | Charge 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 | Unleash a volcanic explosion of energy forward. If the attack hits, input a command to transition to Twin Geyser. | |
| SA2 Triple Geyser | Performs a meteoric explosion of energy after Twin Geyser. Useful for when you want to maximize your damage output. | |
| SA2 Twin Geyser | Performs another volcanic explosion of energy after the initial Power Geyser. Input a command to transition to Triple Geyser. | |
| SA3 Rising Fang | Launches 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 |
Unique Attacks
| Move | Command | Description |
|---|---|---|
| Fire Kick | A combination attack that can be canceled into a special move. | |
| Hammer Punch | An overhead attack that cannot be blocked while crouching. | |
| Jumping Knee | An attack from Passing Sway that hits the opponent from behind. Hold forward to increase the distance you move. | |
| Jumping Lariat | An attack from Passing Sway that hits the opponent from the front. Hold forward to increase the distance you move forward. | |
| Passing Sway | A combination attack that can transition into two possible variations. | |
| Power Drive | A combination attack that's quick and doesn't leave you open for long even if it's blocked. | |
| Power Dunk) | A highly damaging transition attack from Power Shoot. | |
| Power Shoot | A counter followed by a sequence of attacks. |
Normal Moves
| Move | Command | Description |
|---|---|---|
| Crouching Heavy Punch | ||
| Crouching Light Kick | ||
| Crouching Light Punch | ||
| Crouching Medium Kick | ||
| Crouching Medium Punch | ||
| Jumping Heavy Kick | (ジャンプ中に) | |
| Jumping Heavy Punch | (ジャンプ中に) | |
| Jumping Light Kick | (ジャンプ中に) | |
| Jumping Light Punch | (ジャンプ中に) | |
| Jumping Medium Kick | (ジャンプ中に) | |
| Jumping Medium Punch | (ジャンプ中に) | |
| Sliding Kick | A low attack that can't be blocked while standing, which will knock your opponent down if it hits. | |
| Standing Heavy Kick | ||
| Standing Heavy Punch | ||
| Standing Light Kick | ||
| Standing Light Punch | ||
| Standing Medium Kick | ||
| Standing Medium Punch |
Normal Throws
| Move | Command | Description |
|---|---|---|
| Buster Throw | Grab your opponent and toss them behind you, placing their weight on your arm and shoulder. Throws your opponent while switching places with them. | |
| Grasping Upper | Grab and knee the opponent in the gut before throwing them forward. Throws your opponent without switching places with them. |
System
| Move | Command | Description |
|---|---|---|
| Backward Dash | ||
| Cancel Drive Rush | Immediately move forward out of an attack. Can be performed during any special-cancelable move. | |
| Drive Impact: Back Spin Kick | ||
| Drive Parry | Adopt 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 Knuckle | ||
| Drive Reversal (while recovering): Back Knuckle | ||
| 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) | ||
| Perfect Parry (strike) |