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Terry

テリー

Terry — 对策

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

Counter-strategy for Power Charge — punish frames, blocking direction, yomi paths — to be added.

Counter-strategy for Rising Tackle — punish frames, blocking direction, yomi paths — to be added.

Crack Shoot has no true punish on block regardless of strength.

  • 214LK — Terry is -3 on block
  • 214MK — Terry is -3 on block
  • 214HK — Terry is -1 on block
  • 214KK (OD) — Terry is -2 on block

Recommended counters

Crack Shoot is almost always used as a cancel from a normal, so interrupt with a reversal attempt or a fuzzy option. Press a 4F standing light punch to challenge it — if it connects, the opponent goes airborne, so have an anti-air combo ready.

Quick Burn is a two-hit special. The second hit is an overhead that cannot be blocked crouching.

  • 214LP (normal) — Terry is -5 on block
  • 214LPLK (OD) — Terry is -5 on block

Recommended counters

If you block the second hit standing, Terry is -5 — punish with a light attack into a full combo. The OD version is the same: -5 on block, so apply the same punish.

214P (Burning Knuckle) changes range and startup with strength. A tip-blocked 214P leaves Terry up to +2 or more, so you need a clear plan for what happens after the block.

Recommended counters

Read the screen shake

  • When you block the knuckle at the tip, the screen shakes — this is your tell that Terry is plus
  • If the screen does not shake, mash a 4F button immediately to shut down his pressure
  • Up close you may have a true punish — taking it deters Terry from throwing 214P again

When the screen shakes (Terry plus)

Terry is +1 to +2 here, so don't mash blindly. Safer options:

  • Backdash
  • Neutral jump

Round Wave (236HP) leaves Terry at +5 on block. Terry will cancel into it from almost any normal, so letting him repeat it freely will chip away at your drive gauge.

Recommended counters

No matter which normal Terry cancels into Round Wave from, there is always a gap of 8 frames or more — use a fast light attack to interrupt the pressure.

Power Wave (236P) is Terry's main fireball. L and M share the same motion, so reading the strength on reaction is hard.

Recommended counters

Default response

  • When you see the 236P motion, walk forward while blocking. This minimizes the advantage Terry gets from a chip-blocked L Power Wave and shuts down the safe drive-rush follow-up
  • Blocking from far away inflates Terry's advantage; he can drive-rush in safely after L Power Wave

Don't mash parry

  • Pressing parry against L Power Wave gets baited by M Power Wave fakes and converts into a rush throw
  • If you do press parry by mistake, cancel into drive rush with →→ to avoid a counter-hit throw
  • Following up with a 4F button can punish Terry's rush throw attempt

Rush through it

Some characters (Rashid's Eagle Spike, Blanka's Rolling Attack etc.) jump over the L wave with their rushing specials. Even if you eat the M version, no oki follows — strong risk/reward.

Watch for 214P after blocked 236LP

Terry frequently follows blocked 236LP with a 214P. Sprinkling in a neutral jump after blocking 236LP shuts that follow-up down.

Fire Kick (2MK→2HK) is one of Terry's core tools, cancellable from 2MK. It saves drive gauge and is safe to throw out even on a whiff, making it difficult to punish cleanly. The main follow-ups are:

  • 2MK→2HK → Cancel Drive Rush
  • 2MK→2HK → 214LK — no true punish, but a 4F button fits in the gap between 2HK and 214LK
  • 2MK→2HK → 236LP — reversal-attempt killer, but a max-speed 4F button after 2HK beats it
  • 2MK→2HK → 236HP — leaves Terry plus, but a 4F button still fits in the gap
  • 2MK→2HK → 214LP — overhead special in a blockstring with no gap, but -5 on block

Recommended counters

Terry has many mix options here, but you don't need to guess with him. The default answer is to press a standing 4F light at max speed — this beats all options except Cancel Drive Rush.

  • Characters with a standing 4F light: get to a standing state, then press it immediately after blocking 2HK. If Crack Shoot hits, you go airborne — have an air-combo ready. If Terry does Cancel Drive Rush instead, OD invincible move is guaranteed.
    • Tip: input LP and parry as a simultaneous press. If Terry's string has a gap you interrupt it; if he does Cancel Drive Rush the parry comes out — recommended.
    • Downside: loses to throw.

The video shows the following recordings:

  • 2MK→2HK → Cancel Drive Rush → 2LK
  • 2MK→2HK → 214LK

Warning

Characters without a standing 4F light must press their crouching 4F light instead — but then 214MK becomes a reversal-attempt crusher and there is no clean safe option. In that case:

  • Read 236LP → do nothing; take the -9 punish after blocking
  • Read 214MP → max-speed reversal attempt beats it (fuzzy works for L and H versions; Terry rarely uses this at high level as a result)
  • Read 214HP → max-speed reversal attempt beats it; if you block it Terry gains advantage, so guess here
  • Read 214LK → no punish exists; you need to find a read somewhere else

Pressing a crouching 4F button lets 214MP counter-hit punish as shown in the video — be careful.

Characters without a standing 4F light should default to OD invincible move.

Terry is at +18 after landing Buster Throw.

In-place tech is the safest recovery option — Terry cannot set up a meaty attack reliably if you tech in place. If Terry uses Drive Rush after the throw, OD invincible move is guaranteed, so make sure to use it.

Recommended counters

  • In-place tech → confirm Drive Rush → OD invincible move

Terry is at +22 after landing Grasping Upper.

Rush LP can set up a meaty OD special, making it a genuine 50/50. However, in-place tech prevents Terry from walking into a shimmy when he uses Drive Rush, which is a meaningful advantage.

Recommended counters

  • In-place tech → grab or OD invincible move

Warning

Watch out for Round Wave (236MP) fakes. On back tech the distance opens up, which lets 236MP function as a feint. Terry has several set-play routes built around 236MP fakes after this throw, so avoid pressing parry against the projectile.

Power Drive is one of Terry's key poke tools. A 5-frame punish exists, but it typically won't reach unless Terry whiffs it very close.

Recommended counters

  • If Terry was too close (deep hit) — take the 5-frame punish
  • If Terry spaced it at the tip — wait. He may be fishing for a whiff punish himself. If he delays a heavy normal on top, try a delayed heavy counter-poke for the damage trade

キャンセルラッシュ→2LP

Cancel Rush → 2LP is a blockstring with no gap — shimmy is impossible after blocking it. Terry's main options from this point are:

  • 2MP → LK → 236LK → LP → 214MP — hit-confirm combo
  • Shimmy — beats early grab attempt
  • Throw — beaten by delayed tech

Recommended counters

Terry's cancel-rush blockstring looks like this:

Recommended option after blocking: walk forward → delayed tech

  • After blocking Terry's 2MP, walking forward prevents 236LK from landing as a meaty hit, so the follow-up 2LP will not combo
  • Adding a delayed tech means you can throw Terry if he walks back into a shimmy, and escape if he goes for a throw
  • The video records the following: 2MP → LK → 236LK → 2LP → 214MP (walking forward makes 236LK non-meaty, breaking the combo; since Terry cannot confirm LP on hit, 214MP will not combo either, giving you a 6F punish opportunity)
  • Also records: shimmy (you can throw) and throw (tech succeeds)

Warning

Terry may switch to the following combo route as a counter to the above:

  • 2MP → LK → 236LK → 2LP → LP → 623HP — worse oki, but the 2LP allows a hit confirm so Terry can execute safely

If Terry is using this route, look for a Perfect Parry on 2LP and LP.