
テリー
Terry — Counter-Guide
Key Info
- Overhead (6HP / Hammer Punch) with no combo
- Defense
- 623PP: OD invincible, startup 6F
- 623LP: anti-air invincible, startup 5F
- 236236K: startup 7F, no projectile invincibility
- 214214P: startup 12F, projectile invincible
- 236236P: startup 5F
- Moves with frame advantage on block
- HP
- 236PP
- 236HP
Neutral Play (Mindset)
- Don't let him get far away
- If distance opens up, he throws 236LP and pressure begins
- Stay close and fight on the ground
- Be aware of the 2MK → 2HK mix-up
- There are many options off of 2MK → 2HK, so stay aware and pick the best response
Power Wave
A move that slams his fist into the ground and sends a low-traveling projectile. L and M versions exist, with different startup and reach by strength.
- 236LP
- Slow projectile that travels to the corner
- Has no hitbox above the surface, so some advancing attacks can pass over it
- Examples: Rashid's Eagle Spike, Blanka's Rolling Attack
- 236MP
- Fast projectile that disappears midway
- Unlike 236LP, dash-through attacks cannot pass over it
- 236PP
- Combines both L and M Power Wave properties
- Cannot be skipped with advancing attacks; travels to the corner
- Close-range block: Terry is +2F
- Even walking forward, rush pressure is confirmed so the game becomes parry vs OD invincible mix-up
Both versions share the same animation so you cannot tell the strength until it is thrown. When you see the 236P motion, walk forward and guard; if it turns out to be 236LP, position yourself so you won't get rushed in safely.
Guarding from far away increases his frame advantage, making 236LP → rush safe. Also, some characters can pass through 236LP with a dash attack for a punish — if your character can do this, try inputting the dash on the 236P animation. Even if it turns out to be 236MP, you will take aerial damage with no further combo.
Also, after 236LP guard, Terry often connects 214P, so it is important to occasionally place a neutral jump after guarding 236LP. Pressing parry against 236LP can get baited by 236MP's feint and confirm a rush throw. Avoid pressing parry as much as possible. If you do press it, always cancel into a cancel rush with →→.
Recommended Counter
- Avoid parry as much as possible
- If you pressed it, input →→ to cancel into a Drive Rush so you don't get caught by a rush throw
- At that point, pressing 4F fastest gets a punish against his rush throw — another valid strategy
- Walk forward and guard when he throws it
- Some characters can pass through 236LP with a dash attack — try it
- You will take a hit from 236MP but there is no oki afterward, making the risk vs reward favorable
Round Wave
A special that gives Terry +5F frame advantage on block. He cancels into it from almost any move so if you just sit there blocking you will have your Drive Gauge chipped away.
Frame data:
- 236HP
- On block: Terry is +5F
- Do NOT mash. Mix in parry.
Recommended Counter
No matter which normal he cancels from, there is at least an 8F gap, so mash with a light attack. However, mashing directly into 236HP itself is forbidden since Terry is +5F on block.
Quick Burn
A two-hit special. The second hit is an overhead.
Normal and OD versions exist.
- 214LP
- On block: Terry is -5F
- 214LPLK
- On block: Terry is -5F
Recommended Counter
If you guard the second hit standing, Terry is -5F so land a light attack into punish combo. OD version is also -5F on block so apply the same punish as the normal version.
Rising Tackle
Terry's anti-air invincible move.
Normal version:
- 623LP
- Startup 5F
- On block: Terry is -25F
- 623MP
- On block: Terry is -26F
- 623HP
- On block: Terry is -36F
OD version:
- 623PP
- OD invincible
- Startup 6F
- On block: Terry is -42F
Recommended Counter
On block it is -25F to -42F — land a max punish combo on any strength. Especially H Rising Tackle and OD version have very high return.
Burning Knuckle
Terry's dash attack with varying travel distance and startup by strength.
Frame data on block:
- 214MP
- On block: Terry is -6F
- 214HP
- On block: Terry is -8F
- 214PP
- On block: Terry is -8F
When guarded at tip range, you can be at +2F or more frame advantage. When Terry is at advantage after block, the screen shakes, so understand that a shaking screen means the read-off (mix-up) is in his favor.
If the screen is not shaking, always press a 4F move immediately. If you were close when you guarded, there may be a punish combo — landing a punish here will discourage Terry from throwing 214P.
Recommended Counter
- Backdash
- Neutral jump
- If the screen is not shaking, press a 4F move as fast as possible to prevent his pressure
In the situation shown in the video where the screen shakes, Terry is +1–2F so be careful about mashing recklessly.
Power Charge
Terry's advancing knee attack. Distance and frame data change by strength.
Frame data on block:
- 236LK
- On block: Terry is -9F
- Punish combo possible
- 236MK
- On block: Terry is -11F
- Punish combo possible
- 236HK
- On block: Terry is -16F
- Land a heavy punish combo
- 236KK
- On block: Terry is -14F
- Punish combo possible
Recommended Counter
All strengths have a punish combo if guarded. Especially H Power Charge (-16F) and OD version (-14F) are big damage opportunities.
Crack Shoot
Terry's special with no punish combo available.
Frame data on block:
- 214LK
- On block: Terry is -3F
- 214MK
- On block: Terry is -3F
- 214HK
- On block: Terry is -1F
- 214KK
- On block: Terry is -2F
Recommended Counter
This is often canceled from normals so you can beat it with mash / fuzzy. When doing so, focus on pressing a 4F standing jab (crouching LP) to interrupt. When the interrupt succeeds, you will cause aerial damage — look up your character's dedicated combo route.
Fire Kick
Terry's core move that can be canceled from 2MK. It saves Drive Rush Gauge and, even on raw input, it is still a strong option. With the right responses you can balance the risk vs reward. The follow-up options are as follows:
- 2MK → 2HK → Cancel Rush
- 2MK → 2HK → 214LK
- No punish combo on this option; a 4F move beats the gap between 2MK → 2HK and 214LK
- If you see 2MK → 2HK, press jab as fast as possible
- 2MK → 2HK → 236LP
- An anti-mash option but there is a 5F gap, so fastest 4F beats it after 2MK → 2HK
- 2MK → 2HK → 236HP
- Gives Terry plus frames, but the gap can be interrupted with a 4F move
- 2MK → 2HK → 214LP
- The overhead special is a block string so the gap cannot be interrupted, but on block it is -5F
Recommended Counter
Terry is running many different reads, but you do not need to chase every one. The basic answer is to press 4F move fastest, but be aware that if you lack a standing 4F move the read-off becomes more complicated.
- Characters with a 4F standing jab: create a standing state, guard 2MK → 2HK, then press the 4F standing jab — this beats everything except cancel rush
- If the standing jab succeeds when he uses Crack Shoot, you will cause aerial damage — look up a dedicated combo
- If he uses cancel rush, OD invincible is confirmed — landing this would be perfect but it is difficult
- Setting up the standing jab leaves you vulnerable to cancel rush → 2LK
- Pressing LP and parry as a staggered input lets you interrupt a true block-string but, if it was cancel rush, parry comes out so this is a solid option
- Loses to throw
- Pressing LP and parry as a staggered input lets you interrupt a true block-string but, if it was cancel rush, parry comes out so this is a solid option
The following are recorded in the video:
- 2MK → 2HK → Cancel Rush → 2LK
- 2MK → 2HK → 214LK
Warning
- Characters without a 4F standing jab must use a crouching 4F jab, but in that case 214MK acts as an anti-mash, eliminating a stable option.
- If you read 236LP, do nothing and after guarding use a 9F punish combo
- If you read 214MP, fastest mash gives a punish
- Fuzzy is possible against L and H, and against those Terry's option in response
- Fastest mash loses and full guard also loses, so this is basically never used in ranked
- If you read 214HP, fastest mash gives a punish
- If you guard 214HP, you lose the frame advantage, so go for the read
- The opposite special is 214LK, but this removes the punish
- If you cannot put risk on this, it becomes a free 2MK, so read it somewhere Using a crouching 4F jab opens you up to 214MP panic counter as shown in the video, so be careful.
Characters without a standing 4F move should use OD invincible.
Power Drive
Terry's poke combo. Has a punish combo on 5F but it usually does not reach.
Recommended Counter
- If he was too close (tip range hit)
- Land a 5F punish combo
- If he was at safe range
- He is also looking for a whiff punish, so waiting is the right call
- He may also be pressing delayed buttons without watching the screen
- Trying a delayed heavy attack for return damage is also valid
Crouching Light Punch
A block string where shimmy is not possible after guard. Terry's main options from here are:
- 2MP → LK → 236LK → LP → 214MP
- The main hit confirm combo
- Shimmy
- Early throw wins
- Throw
- Delayed tech throw wins
Recommended Counter
Terry's cancel rush block string is shown below:
Recommended response after blocking:
- Walk forward → delayed tech throw
- Terry's main combo after connecting a strike is 236LK as a persistent active-frame hit — if you are not in position for it, the following 2LP does not combo
- Walking forward after 2MP means 236LK does not hit on active frames, so the following LP does not connect
- Additionally, doing a delayed tech throw means that if Terry walked for the shimmy you can throw him, and if he threw you can tech it
The following are recorded:
- 2MP → LK → 236LK → 2LP → 214MP
- Walking forward prevents 236LK from being a persistent-hit, breaking the combo
- LP hit-confirm is not humanly possible so 214MP is not a combo, allowing a 6F punish combo
- Shimmy
- You can land a throw
- Throw
- Tech throw succeeds
Warning
As a counter to the above, Terry may switch to the following combo:
- 2MP → LK → 236LK → 2LP → LP → 623HP
- Resulting situation is worse but it allows hit-confirm on 2LP, so the combo is safer
If Terry is using this combo route, aim for a perfect parry on 2LP and LP.
Grasping Upper
+22F situation.
Rush jab (crouching LP) can make OD invincible moves safe-jump-proof, making it a true 50/50, but using in-place recovery removes Terry's walking shimmy when he uses rush.
Recommended Counter
- In-place recovery → tech throw or invincible reversal
Warning
Watch out for 236MP feint. On back-roll recovery the distance increases, so 236MP functions as a feint. There are also various other 236MP feint setplays, so it may be better to avoid pressing parry against projectiles.
Buster Throw
Terry is at +18F. Even in-place recovery does not lead to real oki (wakeup pressure), so in-place recovery is fine. If Terry uses rush afterward, an invincible reversal is confirmed — don't forget to press it.
Recommended Counter
- In-place recovery → confirm rush → invincible reversal