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View Full Version : Terry: Non-Groove Specific Combos and Strats


Mummy-B
02-09-2003, 05:19 PM
Okay, here is basic summary of Terry overall.

Pokes: (in order of most most utility)
stand mk
stand lk
crouch fk
crouch fp (links to c.mp or c.mk)
stand fk

Most useful B&B(s):
c.fp -> c.fk (it's a link and I've done it before more than once NOT a counter hit)
c.lk x3 -> stand lk
*up-close two hit fp (or cancel second with oc.fp) XX lp Burn Knuckle/Super

*Some characters you can get both fp hits AND the third oc.fp to combo.

Jumping Attacks:
Air to Ground - j.fk
Air to Air - j.lk
Short jump - j.mk OR j.fk (if you use j.fp it looks like 3S UOH, pretty cool)
Straight up - j.mk (anti-air possibility, I use it most aganist Blanka)

Anti-air:
Opponent incoming, normal jump - crouching fierce
Opponent incoming, super jump - oc.fp
Opponent cross up - none/RC Rising Tackle if availible
*Opponent incoming, normal/super jump - Level 1 Power Geyser
*Opponent incoming, normal/super jump - Anti-Air CC

Wake up Options:
Rising Tackle
Super/CC

Custom Combos:
Anti-Air CC -
*Activate CC* c.fp -> lk Crack Shoot -> [c.fp -> fp Burn Knuckle]x3 -> up-close stand fp -> fp Rising Tackle -> Buster Wolf *CC ends* fp Rising Tackle
Ground CC -
*Activate CC* c.fk -> c.fp -> lk Crack Shoot -> [c.fp -> fp Burn Knuckle]x3 -> up-close stand fp -> fp Rising Tackle -> Buster Wolf *CC ends* fp Rising Tackle
Combo CC (Anti-Air)-
fp Rising Tackle *Activate CC* [fp Rising Tackle]x4 -> Burn Knuckle -> fp Rising Tackle
** As noted by ben and GalzPanic, the Anti-Air CC may also begin with fk Crack Shoot or [lk Power Dunk]-> lk Crack Shoot.

C Groove Super Cancel Combos:
Level 2 Power Geyser [super cancel] Level 1 Power Geyser
Level 2 Power Geyser [super cancel] fk Crack Shoot/fp Burn Kunckle
*Level 1 Buster Wolf -> Level 2 Power Geyser [super cancel] lp Burn Knuckle -> fk Power Dunk
Level 2 Buster Wolf [super cancel] Level 1 Power Geyser
Level 2 Buster Wolf [super cancel] fk Crack Shoot/fp Burn Knuckle
**Level 2 Buster Wolf [super cancel] fp Rising Tackle/fk Power Dunk

* lp Burn Knuckle does not connect, it is only used for quick mobility to connect the Power Dunk. The cancel must happen very quickly from the second hit of Level 2 Power Geyser.
** Corner Only

Universal Super Combos:
Any level Buster Wolf -> Level 1 Power Geyser
*Any level Buster Wolf -> fp Rising Tackle/fk Power Dunk
Level 3 Buster Wolf -> fk Crack Shoot/fp Burn Knuckle

* Corner Only

Dash or Run?
Combo-oriented, aggressive pressure - Run
Control-oriented, responsive pressure - Dash

Groove Strength:
1) A
1) K
1) C
4) N
5) P
6) S

Ratio with most utility:
Ratio 1


Made some minor revisions. This should cover the generalities that people often come asking for. Any Groove specific question, please direct them to a new thread in this area and, outside of A Groove question, I will do my best to answer them to the fullest of my ability.

Any questions on normals, regular combos, etc. ask away in here.

EDIT: Minor update..

niko_one
02-18-2003, 02:04 PM
i use n groove with this mug. i can't get it down 100%, but buster wolf, to run then hand slap, to powerdunk.
allways close to the corners busters to fp of rk the i need pizza(power guyser)

RagingStormX
02-20-2003, 12:04 PM
I use S-terry, he is real good, he just lacks the roll. When in desperation mode, short, short, busterwolf to power geyers all day. When knocked down I do c.fp, c.mk, to busterwolf to power geyser. Double fiercexxcrackshot, then dodging is good because the opponent usually tries to retaliate. I say this is terry's most underraterd groove, but he is very good in it. Post if you differ.

jae hoon
02-20-2003, 05:27 PM
S Groove also gives Terry something he desperately lacks, a reliable anti air. Dodge then any punch button is a reliable anti air for Terry. The problem I have with N Groove Terry is zoning, it seems to be easier for some reason to zone with a dash groove than a run groove. But that just maybe me.

Mummy-B
02-21-2003, 12:09 AM
Originally posted by RagingStormX
I use S-terry, he is real good, he just lacks the roll. When in desperation mode, short, short, busterwolf to power geyers all day. When knocked down I do c.fp, c.mk, to busterwolf to power geyser. Double fiercexxcrackshot, then dodging is good because the opponent usually tries to retaliate. I say this is terry's most underraterd groove, but he is very good in it. Post if you differ.

He has two problems in S Groove -

1) Dodge attacks suck. Kick has too much start up and lag and not enough priority, punch has zero range.
2) Running with Terry generally sucks.

Also, you shouldn't be using a Crack Shoot at the end of your combo. It can be punished by a bunch of different normals and Level 2 supers (some fast Level 1's like Shining Crystal Bit also). Go for a knockdown with Burn Knuckle or if they block just go for a sweep.

With his Dodge the way it is, it makes it easy to be punished. Someone can throw him all day.

Originally posted by jae hoon
S Groove also gives Terry something he desperately lacks, a reliable anti air. Dodge then any punch button is a reliable anti air for Terry.

You might as well oc.fp regularly. You're risking being empty jumped and getting easily thrown, and anything with equal priority trades.

Parry or JD is a much better alternative. Activating is the best but whatever.

jae hoon
03-20-2003, 07:22 PM
Originally posted by Mummy-B


He has two problems in S Groove -

1) Dodge attacks suck. Kick has too much start up and lag and not enough priority, punch has zero range.
2) Running with Terry generally sucks.

Also, you shouldn't be using a Crack Shoot at the end of your combo. It can be punished by a bunch of different normals and Level 2 supers (some fast Level 1's like Shining Crystal Bit also). Go for a knockdown with Burn Knuckle or if they block just go for a sweep.

With his Dodge the way it is, it makes it easy to be punished. Someone can throw him all day.



You might as well oc.fp regularly. You're risking being empty jumped and getting easily thrown, and anything with equal priority trades.

Parry or JD is a much better alternative. Activating is the best but whatever.

Hmm yes that is true, question? Why do you feel Terry needs a dash groove to be effective. I usually play K or N groove, even though I can play P. But I just havent been very effecctive with Terry in P groove. All that it really takes away is the dash throw, and I would usually have the ability to run in anyway. Just want to get your opinion on this.

Mummy-B
03-21-2003, 02:29 AM
Well, Terry controls the best when he's working with someone who's on a knockdown. There are too many characters that are played at a high level that can zone him out simply by sticking out higher priority normals than he can counter with. He'll end up either trying too hard to get in (without an RC) or eating shit while trying to get in.

Dash offers an alternative, because you can set up a throw out of a pressure string immediately. Throws put people on the ground, which effectively puts momentum in your favor. On top of that, Terry's Dash is good enough to play mind games with alone because it's one of few dashes that cross up dead bodies. It's quick, covers ground, and generally offers more than a Run, because whatever Terry's Run can do, his Dash can do and do more. Dashing back and forth with him is also a very good mind tactic, because it's quick, and he has the option of taking advatage of a quick sweep (which creates knockdown) at any point in the Dash.

Generally, rushing is attributed to Run grooves, but Terry is not a top tier character, and so you have to rush intelligently. You're reduced to a control type of rush that, in my experience, Dash adheres the best to. His Dash is just too good to pass up. IMO it's like Morrigan's but better, and I hold Morrigan's Dash in high place ever since CvS1.

Gwai Lo ½
03-21-2003, 09:00 AM
Originally posted by Mummy-B
and he has the option of taking advatage of a quick sweep (which creates knockdown) at any point in the Dash.


Huh? At any point in the dash?

Mummy-B
03-21-2003, 10:35 PM
Originally posted by Gwai Lo ½


Huh? At any point in the dash?

I was very drunk typing that, I meant to say at any point in the dashing pattern. Its speed was what I was getting at, speed of the dash AND the sweep.

MatioBarton
04-03-2003, 05:25 PM
how can you say terry's run sucks i use N-groove and my terry is the shit. and a really good poke is clk,csp,cmp,cfp,cfk...in to either a buster wolf or a dunk to knock them down. With that poke string the fierce kick will connect because Terry's legs are so long. anyone disagree?

Mummy-B
04-03-2003, 05:38 PM
how can you say terry's run sucks i use N-groove and my terry is the shit. and a really good poke is clk,csp,cmp,cfp,cfk...in to either a buster wolf or a dunk to knock them down. With that poke string the fierce kick will connect because Terry's legs are so long.

:wtf:

the first three MIGHT link, but the last two definately won't. and neither will the super at the end. and no one in the right mind uses Power Dunk to end a poke string, it's predictable from a mile away.

I didn't say his Run sucks. I said his Dash is better. You don't know how to maximize a Terrry with Dash obviously, so how would you judge?

Zell9
04-04-2003, 08:44 AM
i myself think terry is best in c-groove

capconian
04-04-2003, 08:48 AM
this is going to sound silly but whats a anchor, a clean-up, battery and other terms people say with character examples

and
1 what's better for an anti-air a power dunk or a rising tackle?
2 is it wise to use a lp power dunk after a lk,lk to confuse a player into attaking?

Gwai Lo ½
04-04-2003, 09:03 AM
Terry p-groove = too good... arcade kid owns that shit!!! :D (pimpin out arcade kid.. word..)

Mummy-B
04-04-2003, 01:36 PM
Originally posted by capconian
this is going to sound silly but whats a anchor, a clean-up, battery and other terms people say with character examples

and
1 what's better for an anti-air a power dunk or a rising tackle?
2 is it wise to use a lp power dunk after a lk,lk to confuse a player into attaking?




A Battery is a character that you're good with, but you're not necessarily going to win with this character - the primary focus with this character is to wear down and take off as much life off of the opponent as possible while building meter for your next character, which is usually your anchor. Your anchor is the strongest link in the team, and you whoop ass with this person (usually a top tier, or like A Sak or A Vega/Bison or something), usually a R2. Your clean up is simply that. If there's any little shit leftover, you wipe the floor with them because they should, ideally, have a infinitesimal amount of life left and you have a whole frest ass whooping character.

For Anti-air, neither. Look at my list, which is the first post, and I give a list of optimal anti-airs for given situations.

As for your third question, absolutely not. It can be seen from a mile away and you will be punished for it.

capconian
04-06-2003, 03:45 PM
man thanks a lot:)

what is terry's best mind game (if he has one)

FatalFuryD
04-07-2003, 05:23 AM
Fav. b+b:
c.lk(or any other attacks it really doesn't matter)xxoc.hpxxmove
you'll be surprised how much damage it does
works on pretty much every game he's in, except on mark of the wolves.

Burn knuckle is a good antiair sometimes. It's really only useful invincible move he has imo. Crack shoot, c.hk, s.lp all work decent as antiair.

Oh and power dunk isn't that bad in poke strings, but you can't use it up close.

Terry's 'mindgame' is just rushing the hell out. c.lk, s.hk, dp+k(power dunk overhead), dash and grab, just mix it up randomly. sc. HPxx power wave does good guard meter damage.

I like his j.lk. It's kinda funny to see someone doing a rush super and get kicked out of it. It's got good prioriety but it's also sorta random whether it'll hit or not :\ I countered Bison's psycho crusher super a few times with this move.

capconian
04-07-2003, 01:10 PM
sweet:) ffd: thanks

what's terry's best postion?

Burghy
04-07-2003, 03:06 PM
Wow!! Can you please teach me the timing for cr lk into oc+hp??????????

FatalFuryD
04-07-2003, 04:19 PM
Hold down-forward and tap lk and hp fast. it's a chain not link so if you can't pull it off just do it faster.
It's easier to cancel c.mp or cs. hp into oc.hp than c.lk.. I just like c.lp/lk more.

Terry's rising tackle cc look cool, but they don't do enough damage :\ but I guess since you can land, do busta wolf and do another rising tackle it's not bad I guess.

shitty ass rising tackle cc I use:
cs.hk, cs.hk, c.hk, lp burn knuckle, jab like mad, rising tackle until meter gets out, qcfx2+k(hold down), up+p

FatalFuryD
04-07-2003, 04:28 PM
Originally posted by capconian
sweet:) ffd: thanks

what's terry's best postion?
I don't really get what you mean, but if you meant his order then I guess ratio 1 or 2, first or second, at least that's what most people use him as.
I don't like R3 or R4 Terry.

capconian
04-08-2003, 11:35 AM
does terry have a chain besides the s.fp?

Bouncer
04-08-2003, 02:40 PM
C-Groove

After a Knock down dash past opponent.(you will be on other side of him) Then roll (You will be back where you started)

This confuses the hell out of opponents.

Either grab or lk Rising Tackle.

Also good to throw in pokes and chain into a combo!(Buster Wolf)

Zell9
04-11-2003, 06:36 AM
don't suppose anyone has a k-groove start for terry

popoblo
04-12-2003, 02:53 PM
good shit mummy-b, here's my two cents...

-terry rocks in A-groove. i usually put him as my lead character. an easier ground custom than the one in the initial post is...

*activate CC* cr hk, lk crack shoot, cr hk, hp burning knuckle, close standing hp (this standing hp should be the one that hits twice up close, let it hit twice), hp burning knuckle, close standing hp (might hit once or twice, doesn't really matter at this pont), hp rising tackle, buster wolf, rising tackle post CC.

-add a cr mk before the cr hk at the very beginning, and there's your tripguard CC.

does around 7000+ damage, and it's ridiculously easy. just make sure you don't go past the qcf motion, or you'll accidentally get a rising tackle. this is the version that i saw in one of combofiend's matches.

-dash back into lp burning knuckle is a good mindgame for obvious reasons, and the spacing is decent.

i've got a few questions of my own...

-what does oc mean when you say oc fp? fp is obviously fierce punch.

-is cr lp, cr lp, cr mk, lp crack shoot a good blocked string? or can the crack shoot be punished?

-if used at the proper distances, can burning knuckles be used as quasi-spiral arrows, except not nearly as abbusable? what i mean is if i'm at the right distance and i throw one out that gets blocked, will i automatically get hit?

thanks.

Mummy-B
04-12-2003, 08:30 PM
Originally posted by Bouncer
C-Groove

After a Knock down dash past opponent.(you will be on other side of him) Then roll (You will be back where you started)

This confuses the hell out of opponents.

Either grab or lk Rising Tackle.

Also good to throw in pokes and chain into a combo!(Buster Wolf)

Never, ever do this. Ever. You will get horribly beaten.

This was a semi-viable strat in CvS1 when Terry's roll was god-tier.

Using his Dash as a ground cross up is a more intelligent tactic.

Originally posted by popoblo
-what does oc mean when you say oc fp? fp is obviously fierce punch.

-is cr lp, cr lp, cr mk, lp crack shoot a good blocked string? or can the crack shoot be punished?

-if used at the proper distances, can burning knuckles be used as quasi-spiral arrows, except not nearly as abbusable? what i mean is if i'm at the right distance and i throw one out that gets blocked, will i automatically get hit?


offensive crouching fierce punch. Sorry about my random abbreviations, I just throw them out and expect people to know them.

IIRC, a medium attack may not cause enough stun to be perfectly safe, so the Crack Shoot may be able to be DPed or Somersault Kicked or what have you. One thing for sure, Level 2 supers and alot of normals can punish afterward. I believe I did a test with ending block strings or combos with Crack Shoot on Sagat, and I think he could even punish one with either of his medium strength normals. In any case, ending a combo with Crack Shoot, hit or miss, is not worth it IMO.

Yes, but you really have to know your distances really well, the recovery on Burn Knuckle is not nearly as forgiving as Spiral Arrow. My best suggestion is to do it as mix up like maybe twice or three times a match. Being completely random is the key, because once they start looking for one to come you're pretty screwed.

jreinert13
04-14-2003, 04:17 AM
Originally posted by Mummy-B


Never, ever do this. Ever. You will get horribly beaten.



:lol: that was great..



Anyway just throwing in a lil Terry info here (simple but good):

Use of the Power Dunk(Yes! it is useful!)..

just RC it...hmm bet you guys didn't think of that... :confused:

anyways..I like to use it after a connected low jump Roundhouse. Does very good damage and knocks down etc.
As most of you know his J.Roundhouse has ridiculous priority and often creates huge counter hits..so just tack on a Power Dunk everytime you connect a low jump, then continue to dash over there body some more.

Oh yea and triple Fierce->Burn Knuckuu or super those big characters.

Mummy-B
04-14-2003, 09:47 AM
Wow I never thought about using it after a short jump, that's actually pretty fucking cool.

I'll get right on that and see how that works out.

Gwai Lo ½
04-14-2003, 09:59 AM
Originally posted by Mummy-B

Being completely random is the key, because once they start looking for one to come you're pretty screwed.

Randomness IS key.

capconian
04-14-2003, 11:27 AM
does the RC burn knuckle worth it? i don't know how to RC but i am practicing :sweat:

jreinert13
04-14-2003, 07:33 PM
Originally posted by capconian
does the RC burn knuckle worth it? i don't know how to RC but i am practicing :sweat:

Yea it's worth learning mainly to punish projectiles and as anti air if people are jumping in from far.

Also his RC Jab Burn kuckuu is good for covering ground because its fast and most of it will be invincible...although his dash is also amazingly fast for covering ground it won't hit your opponent if they try to poke or move in. Random shiet like Mummy B said :)

Online with CvS2 Live(no RC) I was catching people with Jab Burn knuckuu stopping just in front of them then Power Geyser(it has pretty damn good recovery for a wiffed special). If they are not expecting it( be random) they probably wont react in time..but will probably still try to at least put pressure on you because it was a wiffed special..heh...not the greatest strat..

jreinert13
04-14-2003, 08:47 PM
Ok I just starting to pick up Terry again after many months of not even touching him. As I was messing around in training mode I found some more good info on him.

Fierce Burn Knuckle should be your Buster Wolf finisher in the corner (I always see different people doing Roundhouse Power Dunk, Fierce Rising Tackle or Fierce Burn Knuckle). Fierce Burn Knuckle does the most damage. Well nots not exactly true if you are very close to the corner(I mean as close as possible) Rising Tackle will do 6 (what a huge difference!) more damage, but you will never be that close to the corner and land that super..like 1 in a million..

This is something I use a lot with Ryu..
Terry's C.Strong easily combos into C.Jab and C.Strong so,
when your opponent is on wake up so meaty C.Strong->C.Short..if the strong hits use the C.Short to combo into super. If it doesn't hit just go into one of his many blocked strings..

I know his S.Fierce is also a very good meaty move that can combo into super, on reaction, but C.Strong is a crouching attack so your opponent might think your attacking low and try a wake up reversal which will lose to the meat C.Strong, and lead into big damage..

just mix it up between Close S.Fierce, Close S.Forward, C.Strong, C.Short, Roundhouse throw, and Low jump straight up Rounhouse(quickly) on big characters. Dashing over their body before just adds to the confusion..

Also dashing back and forth and then randomly just dashing in max range of C.Forward->lvl 1 super seems like it would be a very good C Groove only trick, but I haven't put it into practice yet.

EDIT: For you Terry fans soon MTL tourney vids will be uploaded on srk, with the finals of Prez vs. Arcadekid. When you see Arcadekid's P Groove Terry you guys will shiet your pants. Nothing can prepare you for that, not even japanese match vids.

capconian
04-15-2003, 09:08 AM
tery vids! terry vids! terry vids! :D :D :D :D :D :D :D :D

JayblahX
04-16-2003, 07:30 AM
I play N-Terry and have a question regarding a combo of Terry's:

c.SP xx RH Power Dunk

I haven't used this in real play but in training, I've noticed that sometimes all 3 hits will connect and other times the Power Dunk will miss totally, despite coming out immediately after the c.SP. The training dummy was always the same character.

Any advice on the timing of this? Seems to be a damaging combo if I can pull it off reliably.

jreinert13
04-16-2003, 08:04 AM
Originally posted by JayblahX
I play N-Terry and have a question regarding a combo of Terry's:

c.SP xx RH Power Dunk

I haven't used this in real play but in training, I've noticed that sometimes all 3 hits will connect and other times the Power Dunk will miss totally, despite coming out immediately after the c.SP. The training dummy was always the same character.

Any advice on the timing of this? Seems to be a damaging combo if I can pull it off reliably.

This combo is not practical at all.
First, you're comboing a move that is easily punished if blocked... and it's not like you can combo the power dunk, on reaction, after a hit C.Strong. So it's only purpose would be to punish like a missed dragon or something....if it landed consistently.
Like you said it seems to hit and miss randomly(although I'm sure that's not the case). It probably just has a specific timing that, again. seems completely impractical.

ConFuZsion
04-21-2003, 10:18 AM
i think someone said crouching fierce (db) did not connect into buster wolf. yes is does (most damaging link i think) you can also link two crouching fierces in the corner. :D yes it works.

my Agroove combo: (anti air or ground)

c. rh, c. rh, standing hp, f. burn knuckle, db c. fierce, f. burn knuckle, db c. fierce, f. burn knuckle, then about two or three f. rising tackles, buster wolf, and finish f. rising tackles

i found this the most damaging about 7000 hit points from ratio 1 terry to a ratio 2 ryu

i've always seen better looking terry A combos but everyone always strings the hits with lp burn knuckles or crackshoots ...shouldn't you do the most damaging hits the first 7 to ten hits? even after a f. rising tackle then activate i've seen peeps string single hits? why every hit is only 100 hit points after the first 7 to 10 hits. well thats my add on. lataz

Mummy-B
06-20-2003, 10:56 AM
Originally posted by ConFuZsion
i've always seen better looking terry A combos but everyone always strings the hits with lp burn knuckles or crackshoots ...shouldn't you do the most damaging hits the first 7 to ten hits? even after a f. rising tackle then activate i've seen peeps string single hits? why every hit is only 100 hit points after the first 7 to 10 hits. well thats my add on. lataz

There is a specific formula to calculating the damage for hits in A Groove CCs, go to namonaki.com for examples of this.

There are two ways to deal damage in A Groove - one is early fierce hits for most damage in the beginning, or two, getting damage out of maximum hit count. Or a combination of both is the best.

Terry's CCs are kinda an attempt at both. You're trying to land as many fierces as you can while carrying your opponent to the corner so you can get damage through the hit count of juggling in the corner with Rising Tackle. Like King, she does crappy damage, but her corner CC hurts like hell because you're getting in 5 fierces and then doing roundhouse Trap Shots that hit like forty million times, so you've got damage through inital fierces and then through hit count. Hit count is how A Sak and A Bison kick everyone's ass.

Ryumexicano
06-20-2003, 07:41 PM
My Cvs2 combo video will be released soon (as soon as I get it back from my friend in Mexico who is editing it). I have a pretty cool Cvs2 combo with terry in C-groove (that's what I think) that I have never seen in any video. I have some A-groove setups....Look for it at

www.comboadictos.com

some time next month......................

Ookima
06-25-2003, 10:37 AM
my god... i cant get the lv1 buster wolf-> lv2 Power Geyser cancel to jab burn knuck into rh power dunk
the dunk just doesnt link...are both hits suppose to connect? or just when terry is in air? I am sure i am canceling fast enough....

also does this work only when terry is kinda near the corner...I am trying to do it from midscreen and its not linking...:mad:

Mummy-B
06-25-2003, 04:22 PM
You can start midscreen, but in order to do the Power Dunk and connect it, you've got to get them into the corner by the time you Dunk.

So, you can't be very FAR from the corner, but you do have some leeway.

If you aren't certain it'll connect, just go for a level 1 -> level 1 combo and save a meter for later.

Mixup
07-10-2003, 06:04 PM
P-TERRY!:mad: :evil: :mad:

Gamma Ray
07-13-2003, 09:59 PM
Hey. I've always had a decent Terry, but now I am seriously playing him and have been for about a month now, but I have 2 questions.

1) When is the Burn Knuckles best used?

2) When is Power Dunk bets used?

I sometimes use BK as my opponent is coming down from a whiffed ait attack, and I mix up PD with other random strings. I use him as my 1st character in K-Groove, btw.

Mummy-B
07-13-2003, 10:49 PM
Originally posted by Gamma Ray
Hey. I've always had a decent Terry, but now I am seriously playing him and have been for about a month now, but I have 2 questions.

1) When is the Burn Knuckles best used?

2) When is Power Dunk bets used?

I sometimes use BK as my opponent is coming down from a whiffed ait attack, and I mix up PD with other random strings. I use him as my 1st character in K-Groove, btw.

1) In a combo, or used once or twice randomly.

2) Never. Never outside of a combo or a juggle. Unless you're RCing it, which sucks anyway.

MatioBarton
07-18-2003, 01:55 PM
o.k. the three best things that terry has besides the fact that his supers connect are: 1. run rising tackle... it throws people off just running charge... get close... it works well if someone has tactical recovery... jab or short them then the tackle. 2. fc.power dunk charge even if u know your going to miss... tackle... it has so much priority that even if they throw something out they will get sucked in... more or less short or fc.tackle.... 3. the greatest poke combo that opens people up is... (all crouching)short, jab, strong, fierce... they will block all of that... then after that short roundhouse... Terrys greatest attribute are his legs... and his speed. most people dont pay attention to that fact... it knocks you down... and its great to piss people off most people say they saw it coming when they really didnt. another thing u can add to that is standing roundhouse, it knocks terry really far away if blocked and if not blocked short burn knuckle! god.

Ryumexicano
07-18-2003, 10:17 PM
I would recomend to kinda ignore the power dunk. I don't think many Terry players use it. I use it whenever I do it by mistake. You can connect it in a little combo I.E.

Jump

Landing with high kick, immediately do power dunk. That's the only way it will connect. Just do it rappidly.


Roll cancelled Burning knuckle is very effective. THe stupid thing about terry is that his buster wolf can be avoided by just holding down the joystick (crouching position). P-groovers just can parry the first hit of a power geiser and then punish you. I recommend doing a lot of roll cancelled crack shoots, that's effective anti air right there. I a combo you can end with a low kick crack shoot and not get punished.


That's just my humble opinion.

amefall
07-20-2003, 11:19 AM
i see some terry playas in my area use crackshoot as a poke, but ive seen it get punked off a couple of times...does anyone know what are the conditions for that to happen? is it like throwing out a quick low to punk off kims qcb+k move

Mummy-B
07-21-2003, 02:48 PM
Originally posted by amefall
i see some terry playas in my area use crackshoot as a poke, but ive seen it get punked off a couple of times...does anyone know what are the conditions for that to happen? is it like throwing out a quick low to punk off kims qcb+k move

Actually, you can hit Crack Shoot out with a standing jab, if you wanted to. You could do that since CvS1.

It has to do with Terry's (vulnerable) sprite and the hitbox on the move. His foot, with the neat little Flash Kick-like speed lines drawn on it, is the only hitbox on that move - it is also a moving hitbox. There three parts of the move, really: hitbox at 45 degrees, hitbox at 90 degrees, and hitbox at 135 degrees (basing the move on a 180 degree straight line).

If you can find a move that hits Terry's body, at any point and at any time, while avoiding his foot's traveling hitbox, you can hit him out clean. Even with a standing jab.

white shadow
07-22-2003, 09:42 AM
My GC chain is S.C.HP,lk Crack Shoot, C.RK. It only takes s 2 reps to break a guard.:D

SNkNuT
07-26-2003, 11:25 AM
Hands down Terry in A-Groove is the best. I use him with A joe and Mai. He has a few dependable anti-airs: c.F, cf.F and c.RH that you can start at the begining of his CC. For example check out this simple variation of his usual anti-air buster wolf CC that does around 8000 damage: a character jumps in on Terry, activate CC, cf.F (anti-air), RH crack shoot, [c.F,qcb+F]x2, in corner c.RH, [du+F]x2, qcf,qcf +RH, then charge d while super starts and u+p when it ends. There's other varations but I think this one is the easiest.

Ryumexicano
07-26-2003, 01:30 PM
DOes anybody know if this combos is possible?



Jump, Landing + medium kick, standing + low punch, standing + low kick, standing + medium kick, standing + high kick, and pull a buster wolf.


I saw it on a VIdeo and I think that shit is impossible.


I tried many times and won't connect the high kick and the buster wolf.


ANy help is appreciated.

Mummy-B
07-26-2003, 08:45 PM
All those things won't link.

The closest thing you can get is j.rh -> c.fp -> c.mk -> Buster Wolf

Probably had it in an EX Groove where they turned on chain combos.

white shadow
07-26-2003, 09:57 PM
2 Common Terry misconceptions:

S.HP can combo into MP Burning Knuckle.

You can combo FP. Burning Knuckle anywhere onscreen after Buster Wolf (you just have to be very fast.):)

Mummy.B speaking of glitches try punishing with Buster Wolf Sagat after a missed Standing Tiger Cannon!!!:mad:
------------------------------------------------------------------------------------

Mummy.B I also have another problem, I've been using Terry for a year and a half now but there is actually 1 move I still haven't found a use for yet. The Power Geyser, it's a wothless anti-air that never juggles, it's easily punishable, and rollable. Do you ever use it? :bluu: And can Terry punish a blocked Blanka Ball?

-And I'm also at another crossroad, Rock or Terry.

-Terry has better combos.

-But Rocks Shining Knuckle can hit some1 in the air with without them falling on the ground. A HUGE plus IM:o.

-But Terry has an excellent offensive game.

-And Rock has equally offensive and defensive moves. Rant, Rant, Rant...

:p

Mummy-B
07-27-2003, 01:24 AM
Power Geyser is alright as an obvious anti-air. You can also combo it off of his close fp. It's not a REALLY useful super, but something useful to note about it is that at Level 3, it is his most damaging super (all by itself that is). It's something you have to mess around with. If you're anti-airing with it, only use Level 1.

IIRC, a Level 3 Buster Wolf will punish a Blanka Ball. For sure if you manage to do it as a blockstun reversal. But that's about it.

As for Terry and Rock... you'll have to decide that on your own, they are two totally different people. And don't anti-air people with Shine Knuckle. Not when you have standing roundhouse for the cost of zero meter.

white shadow
07-27-2003, 09:58 AM
Originally posted by Mummy-B
Power Geyser is alright as an obvious anti-air. You can also combo it off of his close fp. It's not a REALLY useful super, but something useful to note about it is that at Level 3, it is his most damaging super (all by itself that is). It's something you have to mess around with. If you're anti-airing with it, only use Level 1.

IIRC, a Level 3 Buster Wolf will punish a Blanka Ball. For sure if you manage to do it as a blockstun reversal. But that's about it.

As for Terry and Rock... you'll have to decide that on your own, they are two totally different people. And don't anti-air people with Shine Knuckle. Not when you have standing roundhouse for the cost of zero meter.

So all you have to do is time Buster Wolf and Blanka won't get knocked down from the first hit? I gotta try that thanks.

Oh and of course hit golden S.HK I obviously use, but say I block a Blanka Ball, see someone jumping backwards, do hurricane kick you can punish with Shining Knuckle w/o them falling down like with Buster Wolf.

capconian
07-28-2003, 12:56 PM
does a power dunk hit a blanka ball without damaging terry?

ThaHungryWolf
08-17-2003, 05:21 PM
Power dunk isnt a good attack i only use it when people whiff a move and i dont have anything better to do i also use it after a lvl 1 buster wolf in the corner oh and terrys best groove is C-Groove

white shadow
08-22-2003, 08:19 PM
I've noticed that Terry's S.MK moves a little bit forward each time it's pressed. So I wonder if in A-Groove could he use that as a CC: S.FKx2, S.MKxN, Buster Wolf, Burn Knuckle? :bluu:

Yes I know that he has a more damaging alternate CC, it's just that I use a D-Pad and I want to use something simple. :p

Thanx in Advance!!!:) (Hope it works otherwise I'll never have a decent A-Groove team: Chun Li, Eagle, .......Terry? :( Team super easy CCs!!!:D):lol:

Mummy-B
08-22-2003, 09:26 PM
Well the thing is, with the damage formula in a CC, there's really no point to try that out. Aside from the fact that s.mk xN will not move him forward enough.

The reason why all of Terry's CC's involve rh -> Burn Knuckle -> low fierce -> Burn Knuckle or some kind of variation of that is that so you get the fierce hits in the beginning when the damage counts, then by the time it doesn't matter anymore, you're getting damage via hit count with the Rising Tackle, with the extra bonus of doing a corner Buster Wolf which means a juggle afterward.

If you want easy CCs, play Ken, Mai, and... Kyo probably. Basically one button CCs right there.

And for the guy asking about Power Dunk, if you RC it you're fine. But I don't know why you'd want to do that.

white shadow
08-23-2003, 03:37 PM
Ah man!!!:( Well Ken's CC is pretty easy 'cept the Hurricane Kick part, cuz one of my friends is a Cammy (small characters) lover and for some weird reason it goes over her head even though I do the CC cleanly.:bluu: :mad:

BTW what is Mai's easy CC?:)

jae hoon
08-23-2003, 04:00 PM
Ive been experimenting with Terry in K Groove alittle bit just to see what he can do. The biggest problem ive really came across was the lack of antiair, due to the fact that there is no roll. Yeah you can jd, but the likelyhood of a normal player getting the jd enough usually isnt very consistent. Its also alot harder to get his combos off or hit a super consistently. Really Terry seems to have a hard time in K Groove, at least in P he can retaliate after a parry, helping to make up for the lack of a roll, but from what ive seen K really doesnt do anything for him.

Mummy-B
08-23-2003, 11:58 PM
Originally posted by white shadow
Ah man!!!:( Well Ken's CC is pretty easy 'cept the Hurricane Kick part, cuz one of my friends is a Cammy (small characters) lover and for some weird reason it goes over her head even though I do the CC cleanly.:bluu: :mad:

BTW what is Mai's easy CC?:)

Well, you're supposed to f+fk xN until you reach the corner, then when you're in the corner, SWEEP then Hurricane Kick. That will take care of your problem.

If you don't want to go to all the trouble of doing that, just do all roundhouses and then cancel real quick into a qcf, qcf+p super instead of the qcf,qcf+k super.

Mai's is like Ken's. [Stand rh x5 or 6] -> [c.mk xN] -> Elbow super. Mind numbingly easy. After the super you are completely safe from most everything even if they block. Few exceptions are really quick Level 3's and maybe shit like Yamazaki's stand rh.

jae hoon: If you're on the ground in K, try JDing an air attack and going straight into his c.lk x3 -> stand lk combo. Either that or maybe dash back and c.rh.

white shadow
08-24-2003, 06:10 PM
Originally posted by jae hoon
Ive been experimenting with Terry in K Groove alittle bit just to see what he can do. The biggest problem ive really came across was the lack of antiair, due to the fact that there is no roll. Yeah you can jd, but the likelyhood of a normal player getting the jd enough usually isnt very consistent. Its also alot harder to get his combos off or hit a super consistently. Really Terry seems to have a hard time in K Groove, at least in P he can retaliate after a parry, helping to make up for the lack of a roll, but from what ive seen K really doesnt do anything for him.

Well dfHP is a decent AA along with jab Rising Tackle. :)

Oh and thanks Mummy B that help out a lot!!!:D

Thadarkness
11-17-2003, 05:18 PM
I have the best terry in the Nation

PeliconTurkey
11-18-2003, 09:03 AM
What is th best ratio for Terry? I have him at 2...........is that good?

ThaHungryWolf
11-18-2003, 02:13 PM
I use r2 terry and i own with him but i mean if u got any other characters ur good wit put him as ratio 1 like i use Rugal Ryu R2 terry or terry ken R2 ryu

Ryumexicano
11-18-2003, 04:10 PM
I have the best terry in the Nation


Really?

I thought I did!


Anyways, I use R1 Terry/R1Ryu/and R2 Ken. I use them in that same order.

My Ken is my strongest and "secret weapon," but that Sagat does just too much fucking damage with his HP. How the hell do you guys fight a Sagat when you are using Terry? I find that a hard match.


Ryumexicano

ThaHungryWolf
11-19-2003, 04:56 PM
i wait for him to whiff so i can roll then combo or roll in rising tackle

Mummy-B
11-20-2003, 02:10 AM
Originally posted by ThaHungryWolf
i wait for him to whiff so i can roll then combo or roll in rising tackle

I really hope that's not your staple tactic, because you should be losing if it is.

Thadarkness
11-20-2003, 02:47 PM
Mummy B tell us what are u suppose to do terry doesnt have moves with high priority like sagat?

Ryumexicano
11-20-2003, 06:49 PM
THe last time I played against a good Sagat was when I played Mike Wattson. His Sagat was dope and I some how managed to kill his Sagat twice with my Terry. One of the things I noticed is that atacking Sagat with DOwn + medium punch is effective. RC burning knuckle also works sometimes. I manage to do big damange with Down (cr.) + medium punch to his sagat. I just don't see anything else besides that. I usually wait for Sagat too and then I roll and do rising tackle. There is a cool thing about Terry do most of the people "swallow."

Opponent is far from you. You have a full bar. You do burning knuckle (depends which to use, since you want to land next to him, not really close) and immediately most people react by doing any move, then you make them swallow a huge POWER WAVE or a Buster Wolf.

Sagat it's hard to beat when you are using Terry. How about P-groovers, how do you guys approach those P-groovers? That's the hardest shit for me, especially when I am playing Terry in C-groove. My A-groove is ok against P-groovers.


Ryumexicano

PeliconTurkey
11-21-2003, 08:33 AM
How would you go about defeating a Honda? I always have trouble with that bitch. I mainly start out with a team of Ken,Chun, and Terry R2 in that order and my rival uses a team of blanka, Honda, and Haoh. Now I have a little trouble with Blanka but i can get rid of him. His haoh skills arent very good. But I always end up getting sent to the losers bracket cause o Honda. Any strats against him?

Ryumexicano
11-22-2003, 05:16 PM
HEre where I play almost no one plays HOnda. I don't know what to say. I have played once I think with a HOnda player, he headbutt my characters to death. I just know that shit is too annoying when Rcd.


Ryumexicano

Mummy-B
11-22-2003, 06:57 PM
Honda is actually one of the hardest match ups for Terry in the game, along with Blanka. If you've got short jump, it makes your life eaiser... Right now I have to go out for a bit but I'll come back later on and post something.

eightysix
12-16-2003, 10:33 AM
Hey, does anyone have any vids of Arcadekid's P-Terry? I hear he's pretty beastly with him. Can't seem to find any on the GFB hub.

Ryumexicano
12-16-2003, 02:44 PM
I don't know him. What is his real name? I might have some.



Ryumexicano

Mummy-B
02-05-2004, 12:51 PM
wow. found something new.

crouching fierce anti-airs like Bison's, except not as fast. It's meaty as fuck though.

or maybe i just haven't played this shit and forgot about it...

shinrodimus
02-06-2004, 01:41 PM
Come on mummy-b you didnt know about that ever true terry user knows about the hp a.a.a. you a lil late on that one..

PLA Soldier
02-06-2004, 02:49 PM
I don't know if it has been posted or not, I don't feel like reading the whole thing.

Terry's OC Fierce (Uppercut) beats Chun-Li's jumping shorts. No trade, no nothing, clean hit everytime.

Pretty useful...

UCRJesse
02-06-2004, 02:52 PM
just wanted to point out that jumping fierce is actually better then jumping roundhouse sometimes... it beats chun's sweep clean... and the best anti air custom is just

activate, (sweep (hits them out of the air), strong burn knuckle) repeat to corner or 8 hits. then fierce rising tackles... when meter is almost out, do buster wolf, after that hits do fierce rising tackle....

Neo_Slasher
02-18-2004, 05:30 PM
hi there ppl, i'm new to terry n this thread has so much info that has helped me a lot in picking him up.

anyways i just had 3 q.

1) i play A-terry so i was wondering what you guys do after the CC?(after the fierce rising tackle

2) does terry has any effective cross-up moves?

3) is the c.mp, oc.hp really a chain? cuz i hit the buttons fast but they don't combo some help on this appreciated

that's all good thread n thanx in advance:D

Ryumexicano
02-19-2004, 08:47 PM
Originally posted by Neo_Slasher
hi there ppl, i'm new to terry n this thread has so much info that has helped me a lot in picking him up.

anyways i just had 3 q.

1) i play A-terry so i was wondering what you guys do after the CC?(after the fierce rising tackle

2) does terry has any effective cross-up moves?

3) is the c.mp, oc.hp really a chain? cuz i hit the buttons fast but they don't combo some help on this appreciated

that's all good thread n thanx in advance:D


He has some good cross ups.

Knock down with high Kick then F,F, (behind opponent now) and do standing HP and burning knuckle. It is predictable, but it works some times.

Not a Cross up, but useful. A-groovee

knock with HK, then when the opponent is almost ready to get up, whiff a medium punch, (they are almost stading) then Activate.

It's pretty useful. Since I found it out by mistake, I always do it.

Ryumexicano

www.comboadictos.com

Ryumexicano
02-21-2004, 05:20 PM
I discovered some weird shit today!


I was playing A-groove Terry agains C-groove Sagat.

I knocked down Sagat with D + HK, then I dashed 2 times (foward, foward, fast) and when I was on the other side, Sagat was just getting up, so I activated and did D+HK again and connected a CC.

I did it 3 times and it worked. It appears to be unblockable. I never saw Sagat getting up. It felt like Blanka's cross up. Just when Sagat was standing, I did the CC. If you guys wanna test it and say/write what you saw. I am probably wrong, so check that out!


Just my humble opinion.

RYumexicano

FatalFuryD
02-21-2004, 05:27 PM
Maybe you caught the other guy off, corpse hopping does that sometimes. You gotta block the other way, I think. It seems I could block it. (Dash over and activate into meaty sweep xx burn knuckle cc right?)

Ryumexicano
02-21-2004, 05:42 PM
Yeah. That thing. I don't know, but that shit seemed unblockable. I don't think it was blocking the other way since, he wasn't even up completely (I might be wrong of course) when I knocked him down again. It felt just like Blanka's.


I'll check that out after I get out from work tonight.



Ryumexicano

www.comboadictos.com

Mummy-B
02-22-2004, 02:28 AM
He was just blocking wrong. What you're thinking of is Valle CC's from Alpha 2 where if you activate and sweep they can't do shit. And people still don't understand why that shit works.

Ryumexicano
02-22-2004, 09:00 PM
I haven't checked, but i'll do it tonight. I am probably wrong, but I'll check it out.

One cool thing with terry is that

when you connect a medium punch (d+mp), you can connect it again and buster wolf. Most people don't expect that. That's why d+mp works for me against Sagat, because if they block, it still does gdm and its safe.



Ryumexicano

FatalFuryD
02-23-2004, 03:00 AM
Yeah, it's pretty hard though. I'm starting to think it's meaty only combo, but I don't know how to measure frames. :/ Kyo can do the same shit too, except he'd do qcf+k, k combos after the two c.mp links.

I was going through this thread and realized I posted a bit of misinformation during my newbie days.. for correction; s.lp into oc.hp isn't a chain, it's a link.

Mr. Sparkle
04-18-2004, 08:01 PM
So I just picked up terry this weekend. Sorry if this seems really basic, but I wanted your help and analysis on this one ghetto pattern I've been playing around with.

So basically my flowchart is:

--------------------------------
1. close s.fp (2 hits connect)
1a. xx LP Burn Nukku
1aa. Dash mixup
1b. xx LK Crack Shoot [edit - don't do this, not safe]

2. c.lk (x3) xx s.lk
2a. Buster Wolf xx Jab Burn Nukku (if have super)
2b. ??? (if no super)

Ghetto block string
3. close s.fp (2 hits blocked)
3a. xx df.fp (blocked)
3aa. delayed LK Crack Shoot (RC optional) <---- safe on counter hit?
3aaa. ... Now what? Am I safe to continue mixup?

-----------------------------------------
2.1a creates a bit of space, adds to the guard crush, and creates a bit of blockstun. I figure, if the first two hits are blocked, eh, might as well.

My question is:

(1) What do you think of my options between 3a and 3aa? It seems to work against the average scrub, catching them in a counter hit at times, but if it's blocked, it doesn't seem really that safe. Usually if they're blocking my BnB, they're already anticipating it and looking for an opening for counterattack.

(2) How safe am I after 2.1a. Is it safe to backdash to reset? Or am I screwed anyway against good players and should just go for the LK Crack Shoot for a lucky shot?

Way I figure is, I'm going to be hit anyway either out of 2.1a or 2.1aa right? At least if they hit me out of Crack Shoot, I'll be considered airborne and get thrown a distance away, unlike df.fp.

Or maybe I should just crouch and block? If I could parry, I probably would option parry into sweep.

I find the occasional LK crack shoot (RC usually) a good thing to throw in every once in a while to throw off the opponent's timing, trying to get off a counter hit. Am I safe when I land though?

(3) Is 1b even worth going for? What sorts of followups would work? Or should I just stick to Burn Nukku knockdown? [edit] just reread the thread, found my answer. Stick to knockdown.

(4) What are my options for 2b (when I don't have super)? I suppose I can backdash to reset, dash/run throw, or dash/run sweep...

Thanks,
Mr. Sparkle

Mr. Sparkle
04-19-2004, 11:44 AM
What's the best way for Terry to punish a safe fall in a non-run groove? Another Jab Burn Nucko? Power Wave?

Darn peeps safe falling my Burn Nucko combo and throwing me off...

And also, how should I use Terry's power wave, if at all? Is it like N-Iori's Jab FB, i.e., something to use when closing the gap?

MaDmAn2117
04-19-2004, 03:44 PM
random thing,

if you knock sagat down, always try dashing cause

1. he too big to know where he at and you will either guard damage or hit can sagat can do shit.

his uppercut wont work, i got this 3 times in a row like in three matches. very hard to tell where hes at if timed right.

Mummy-B
04-20-2004, 02:00 PM
Originally posted by Mr. Sparkle
(1) What do you think of my options between 3a and 3aa? It seems to work against the average scrub, catching them in a counter hit at times, but if it's blocked, it doesn't seem really that safe. Usually if they're blocking my BnB, they're already anticipating it and looking for an opening for counterattack.


Why would you RC a Crack Shoot unless you're using it for an anti air? You'll be punished if they block it whether it's RCed or not since it doesn't knock down.

Mixups aren't solid. You just do it from experience. The problem with alot of your patterns is that after two or three reps they're gonna be telegraphed. Stick in more pokes. Stand mk and sweep, and probably lots of shorts too. And tick throws.

First of all, you should hardly ever be doing a Crack Shoot, ever. I happen to have completely memorized where the hitboxes are safe depending on where people are jumping, so I'll do it sometimes. Otherwise, you're asking to eat something painful.

Second, you're not going for simple things like I listed. c.short x3 -> stand short is like one of his best combos. His sweep is fucking annoying. His stand mk is almost as annoying as Maki's. You have no mention of throws. Simple, safe things are what keep Terry alive because he is not top tier.

It just sounds like you need to play with him some more. Get some more play experience and things will eventually become apparent.

Ryumexicano
04-21-2004, 01:52 AM
Crackshoots sometimes are unexpected, and are not punished. I also don't recommend doing crackshoots except as AAs. Crouching mp works well for a poking game. Standing + short kick stops a lot of shit (Sagat's fireball) and many things. That kick stops even Blanka's annoying ball. IT stops a lot of shit just like Iori (with crouching lp). Crackshoots are good anti airs. I have to accept that I use a lot of crackshoots. If you abuse them, make sure you try to not use it too much, and that you use lk crackshoot.


Ryumexicano

just my humble opinion.

Mummy-B
04-21-2004, 02:20 AM
General rule of thumb is, if they have a DP or a Level 3, don't Crack Shoot. A blockstun reversal or even someone getting into that hole is bad enough, but you are mad open if it's blocked and anyone that doesn't punish it is either not used to ever seeing Terry or doesn't have very good reaction time.

Personally, I say never do it, but I do myself so I break my own rule, although I can probably count how many times I do in a match on a single hand.

Ryumexicano
04-21-2004, 02:31 PM
Originally posted by Mummy-B
General rule of thumb is, if they have a DP or a Level 3, don't Crack Shoot. A blockstun reversal or even someone getting into that hole is bad enough, but you are mad open if it's blocked and anyone that doesn't punish it is either not used to ever seeing Terry or doesn't have very good reaction time.

Personally, I say never do it, but I do myself so I break my own rule, although I can probably count how many times I do in a match on a single hand.

Same here, but I generally abuse the crackshoot only as an AA (rced). Against P or K is useless as an AA.

ANy recommendations as to fighting Blanka?

I am in C-groove (TErry). I find it damn difficul to Blanka when I am in C-groove. Any tips?


Ryumesxicano

Mr. Sparkle
04-24-2004, 10:21 AM
Bump. Thanks for your suggestions. Actually, I've already been incorporating dash throws, sweep mixups, etc into my Terry game. I still need to work on my zoning and poking though.

In any case, I was wondering if anyone had any insight to my other two questions:

- What's the best way for Terry to punish a safe fall in a non-run groove? If they're grounded after a sweep, I usually sweep again to discourage them from safe falling. However, if it's after a throw or a burn knuckle combo, I don't know what to do except throw out a timed power wave (if they're not a torpedo character, or worse, an RC torpedo character), and start zoning again.

- How should I use Terry's power wave, if at all? Is it like N-Iori's Jab FB, i.e., something to use when closing the gap (and never against Blanka, Honda, Bison...)?

... Yes, I do need more practice with Terry.

Ryumexicano
04-24-2004, 09:42 PM
Power wave.


Well, I don't remember using power wave, except against P-groovers.

If they are far from you, you might wanna throw some power wave follow by a burning knuckle. The first times most P-groovers eat it, but you shouldn't do it more than once, unless the P-gr00ver is not skilled in P-groove.

Power wave as a trap to connect a power Geiser

Most people eat it the first time.

Assuming your opponent is far from you, or you have nocked them or thrown them, throw a power wave followed by a burning knuckle (jab) and then when they try to hit you (because they will), bammmmm Huge power Geiser in their face. It works..........believe me. Just be very careful with the distance, they might block it and you might eat a huge super (especially from K-groovers).

You can also use the power wave against characters that don't have fireballs..........I should say, that don't throw fireballs lol.....

If your opponent is in a groove that allows you to roll, you can throw power waves followed by burning knuckles. That shit pissed everyone. IF they roll the power wave, they will get hit by the burning nuckle.

You can also use the powe wave when they are waking up from a throw. If you are in C-groove, after connecting a combo + a buster wolf (level 1 especially), you can end the combo with standing Hk, or standing Hp, then a power wave (opponent on the ground) then just grab the heck out of them.

That's how I use those thing.

Hope it helps.


Ryumexicano

Mummy-B
04-25-2004, 09:09 AM
Originally posted by Ryumexicano


Well, I don't remember using power wave, except against P-groovers.
If they are far from you, you might wanna throw some power wave follow by a burning knuckle. The first times most P-groovers eat it, but you shouldn't do it more than once, unless the P-gr00ver is not skilled in P-groove.

Power wave as a trap to connect a power Geiser

Most people eat it the first time.

Assuming your opponent is far from you, or you have nocked them or thrown them, throw a power wave followed by a burning knuckle (jab) and then when they try to hit you (because they will), bammmmm Huge power Geiser in their face. It works..........believe me. Just be very careful with the distance, they might block it and you might eat a huge super (especially from K-groovers).

You can also use the power wave against characters that don't have fireballs..........I should say, that don't throw fireballs lol.....

If your opponent is in a groove that allows you to roll, you can throw power waves followed by burning knuckles. That shit pissed everyone. IF they roll the power wave, they will get hit by the burning nuckle.


These are all really high risk situations. I really highly recommend agaist doing any of those. The possibility of punishment is way in favor of the opponent.

However, I do like the last one you had. Tricky.

Ryumexicano
04-25-2004, 11:13 AM
Yes, they are high risk moves, especially against K-groovers. I do those moves when I am 99% sure I am connecting something. I am glad you liked the technique.......




RYumexicano

jae hoon
05-17-2004, 07:01 AM
Crack Shot sucking pretty hardcore, you can hit a foward or roundhouse crackshot and they can still retaliate against it. If they block it you just gave them a free combo. The only time I ever use Crack shot is something like crouching short X3 short crack shot every once in awhile just to mix things up alittle bit.

Mummy - B:

I believe S Groove Terry is much better then what you have listed now. It seems S Groove has gotten much better over the years and Terry is one of the better S Groove characters in the game. IMO it may have become one of his best grooves.

I personally play N Groove Terry and I feel he is really effective if used properly.

Obviously the zoning factor is almost all but gone as he no longer utilizes dash in N Groove. However I feel the run helps keep pressure on the opponent and leads to more crouching shorts contecting. It also seems to be easier to setup the crossup rising tackles which believe it or not are still effective if used properly and not abused.

These are of course just opinions of mine and maynot be right at all.

kcxj
05-17-2004, 12:00 PM
huh? Does Crack Shoot really leaves you open? I don't use Terry that often, so I might be wrong. But I'm pretty sure it's +/-0 for both the LK and MK versions, +1 when you do the HK one.

edit: Power Wave is really useful as well. The LP version is borderline cheap, it stays on the screen so long. It takes up a lot of space too. You'd be foolish not to use this move when fighting against a strong ground character like Cammy.

Ryumexicano
05-17-2004, 12:22 PM
Terry can be a pain in the ass in S-groove, definitely.

Mummy-B
05-17-2004, 02:58 PM
Originally posted by kcxj
huh? Does Crack Shoot really leaves you open? I don't use Terry that often, so I might be wrong. But I'm pretty sure it's +/-0 for both the LK and MK versions, +1 when you do the HK one.

edit: Power Wave is really useful as well. The LP version is borderline cheap, it stays on the screen so long. It takes up a lot of space too. You'd be foolish not to use this move when fighting against a strong ground character like Cammy.

You can stand jab him out of it on reaction to seeing it start up without a problem.
As far as being punished, I've gotten hit afterward many a time.

And yeah, Power Wave is good against strong ground chars. Kinda like Rugal's lp fireball as well.

As far as S Groove, it's perfectly fine to use him in it, but it's S Groove. Which meand you're getting Level 3's when you're dying, if you have the chance to charge your bar. If you do, it means you're juggling trying to pressure and taking time to charge. His dodge attacks are both also not great. It's roundhouse with knockdown and df fp with buffer ability that already has buffer ability and no range in a ground to ground situation. But you can whore the fuck out of critical life. Land a short and it's a free super into super. etc. Short jump is nice.

It's just tedious.

windbreaka
06-17-2004, 03:20 PM
the thread has been very helpful! i'm not very good at CVS2, yet i force myself to use characters that are not necessarily top tier. Like Terry, and this thread has helped me improve terry.

i do have few questions though.

Mummy-B: your first post is priceless. however, i cannot seem to put those good info into proper use.

how do u link c.fp -> c.fk? when u say that they link, does that mean they execute themselves as 2 hit combo?

what is the timing for c.fp -> c.mp or c.mk

i'm not sure if they were already posted in this thread, because i didn't have time to look through all of them. but i would like to request few usual poke strings.

these poke strings are from Evil Ryu Hoshi's basic terry guide:
c.lp, c.lp, c.lk, s.lk
c.lp, c.lp, c.mp xx qcb.lk
c.lp, c.mp, c.fp
c.lp, c.mk, s.mk

the video supplement to this guide had these poke strings slowly on purpose i think, so im not sure if they are really safe or useful

ADarkSilhouette
06-17-2004, 04:59 PM
Here is something I posted in the "cheap and easy combos" thread. I think it would be better to have this info here since its seems to be a general thread of terry stuff.

I just found out that the 3 fp combo works on even more characters but they have to be crouching. Here are the ones who need to be crouching in order to connect all 3 hits.

(Crouching only)

Honda
Kim
All the shotos
Sagat
Todo
Eagle
King
Chun
Cammy
Mai
Ryo
Benimaru
Geese
Kyosuke
Joe
Rugal
Morrigan

And the characters that it doesnt work on period (standing/crouching)

Kyo
Rolento
Nakoruru
Hibiki
Athena
Yuri
Sakura
Yun
Vega
Maki
Vice
Rock
Bison

Ill go ahead and post the others I had in my previous post.

These characters can be either standing or crouching with the exception of 1.

Chang
Gief
Blanka
Sim
Guile
Terry
Iori (both)
Hao
Balrog (standing only)
Raiden
Yama

Ryumexicano
06-17-2004, 05:34 PM
I just noticed that if you combo the crackshoot with a c.mp, it is
almost imposible to punish it.

I do this sequence to connect it.

High jump, lading with HK, c.lk,c.lp, c.lk, c.mp, lk crackshoot

You don't get punished, unless it is a P or K groove.



Ryumexicano

DevilJin 01
07-06-2004, 04:38 PM
CHECK THIS OUT!

http://www.justdefend.com/AKidvsLTB.wmv

P groove Terry in action.:cool:

Ryumexicano
07-06-2004, 10:14 PM
Yeah, P-groove looks badass. I used to play P-groove, but I personally feel that Terry is not the best for me in that groove. FOr me, Terry is the shit either in C-groove or A-groove. I don't know, but I usually win more if I use him in A-groove. I some how manage to get to their 3rd character (when they have killed two of my own with one of their's). Too bad the cloning glitch is not allowed. But yeah, I agree that Terry looks badass in P-groove (when you see those awesome P-groovers). I have personally played P-groove Terries, but they are not that good, so I kick their ass with my C Terry.


Ryumexicano

tharimrattler
08-26-2004, 09:58 AM
R.I.P. Mummy-B, and much thanks for giving us THE best Terry thread.

capconian
09-04-2004, 01:43 PM
R.I.P. Mummy-B, and much thanks for giving us THE best Terry thread.
yes, you helped me a lot. Rest in Peace, B.

tharimrattler
09-12-2004, 07:22 PM
Random Terry note I just found recently. df.fp beats Blanka lv3 electricity super clean :wow: . You do it a little early so the super hits terry while he is in his standing animation with his fist in the air. Happy beating blankas level 3 with a normal move :clap: .

Cherryblossom18
10-05-2004, 07:38 PM
Terry's dashing around all day tactic keeps the blood rushing in. By the time he knock you down, he'll "hop" on you back and forth creating a mind game "which side am I gonna block this bitch?" kinda stuff. Also, it REALLY HURTS when he connects the simple near s.FP (2 hits) then burning knuckle... takes a chunk of hp! His short "rock-shoot" and "Burning knuckles" keeps him in the proper distance to the enemy. Boy, do i have a hard time fighting against C-groove terry.

Killerbuzz
10-19-2004, 09:26 AM
all right, i'm a starter at cvs, and i need to know the good combos and strats to use with Terry.

Ryumexicano
10-19-2004, 12:39 PM
Download my combovideos at www.comboadictos.com section: Downloads:

Download "Poder 1" and "Poder2"

I have some combos with Terry that you might want to use in their respective grooves. Terry is the shit definately. Against Blanka is his worst. I have no doubt about it. I also have no doubt that he can beat Sagat.

Ryumexicano


R.I.P
Mummy-B. We will always remember you

Killerbuzz
10-22-2004, 09:25 AM
thanks for the tips man

tharimrattler
10-22-2004, 03:40 PM
There is also lots of good Terry info on the first post in this thread.

Ryu & Ken
11-04-2004, 01:57 PM
What makes K groove better than N groove for Terry

chester27
12-19-2004, 09:51 AM
I dont think K groove terry better than N groove terry, since Terry needs level 1 super than level 3 because of the cancelable moves of Terry it is sweet. I like terry having ROLL than none.

trancaman
01-07-2005, 07:23 PM
I think best groove for Terry is C, cancel super combos and quick buster wolf, that doesn't leave you open if blocked.

Good damage, roll and air block against Blanka, people use to wait until you jump or fail a special.

Higher-Jin
02-01-2005, 09:56 PM
I find that crack shoot is pretty unpunishable, i've been trying to catch terry with reversal sonic hurricanes.

even if he is right next to you and does the round house crack shoot he's safe from a reversal sonic hurricane.

I think it's a really good move except against c groove, if they chicken block it you are dead.

the reason it's so good is cuz it also hits people out of the air and it's decent priority when the attacking part is out and the part that's not attacking is not exposed.

Burn knuckle is always vulnerable to reversal supers of course but from what i've tried (lk max distance and i'ma lmost sure close distance crack shoots, and Round house crack shoots of any kind) he cannot be punished at least not by a reversal sonic hurricane (don't know how fast it comes out).

and about that level 2 cancel it seems to me that it's much easier instead of trying to do lp burn knuckle into tackle it's much easier to just do a fp burn knuckle ( i can connect it and get 8000+) and i know that a fp burn knuckle does more damage than a fierce tackle.

RagingStormX
02-04-2005, 10:12 PM
trust me it's punishable, sometime a crackshoot can HIT you and still be punished.

Higher-Jin
02-04-2005, 11:33 PM
man dude,

maybe i just did it wrong.

But i put it on training mode and i was guile, and i had terry do crack shoots (while on all guard) in a variety of ways and even in 2 different strenghts and i could NOT hit him with a reversal sonic hurricane.

Maybe it's just that you guys try to follow up with something and hte crackshoots don't give frame advantage but then again i don't know.

All i know is from what i did terry was able to block every time and the sonic hurricane is pretty instant and i did get the "REVERSAL" message, this was on the dc version of the game.

I really don't know what to say

Ryumexicano
02-05-2005, 03:02 AM
man dude,

maybe i just did it wrong.

But i put it on training mode and i was guile, and i had terry do crack shoots (while on all guard) in a variety of ways and even in 2 different strenghts and i could NOT hit him with a reversal sonic hurricane.

Maybe it's just that you guys try to follow up with something and hte crackshoots don't give frame advantage but then again i don't know.

All i know is from what i did terry was able to block every time and the sonic hurricane is pretty instant and i did get the "REVERSAL" message, this was on the dc version of the game.

I really don't know what to say

I have always stated that crackshoot is unpunishable in some cases, unless you are in N,K, or P.

You can do this combo safetly. Is a guard crush string.

jump with HK, crouching + lp, cr. + lp (again), cr. Medium punch, and pull a short crackshoot.......


I have never been punished :D


Ryumexicano

www.comboadictos.com

CrimsonDisaster
02-09-2005, 11:18 PM
Try punishing Crack Shoot with a quick c.forward or something like that instead of supers, which all have pre-flash startup frames (usually around 4 or so) on top of post-flash startup frames.

Terry_bogard
03-22-2005, 05:17 PM
can anyone tell me how to zone Blanka DAMM that's hard?? OH! and what is the best anti-air to use against him?? someone please HELP ME!! :confused: :tup:

Ryumexicano
03-22-2005, 10:28 PM
can anyone tell me how to zone Blanka DAMM that's hard?? OH! and what is the best anti-air to use against him?? someone please HELP ME!! :confused: :tup:

Crouching + Punch (have to be exact)
croushing forward+ High Punch when he jumps.
If he is using no parrying or JD groove, RC crack shoot works like a charm.
Power Geiser too as an anti air is good, again, doesn't work if they use parring thingies.


Ryu

Terry_bogard
03-24-2005, 07:59 PM
Crouching + Punch (have to be exact)
croushing forward+ High Punch when he jumps.
If he is using no parrying or JD groove, RC crack shoot works like a charm.
Power Geiser too as an anti air is good, again, doesn't work if they use parring thingies.

Thanks Im going to try this out!! :karate: by the way Ryu.M I've gone to you're site good shit!! :karate: were are you located to play??

ThaHungryWolf
04-05-2005, 04:07 PM
Cr. strong, cr. strong, short crack shot is a good gaurad string too

Make sure your close enough

Terry_bogard
04-05-2005, 07:18 PM
Cr. strong, cr. strong, short crack shot is a good gaurad string too

Make sure your close enough

WHAT!? I got the Cr.strong, Cr.strong, short-crack shot but, after that close enough for what? and who Blanka?. blanka is who I want to learn how to beat with no hassles is Cr.strong, Cr.strong, short-crack shot safe to do even if they block? I know that against Blanka the best combo to throw at him is his three hit fierce short-crack shot! this was told to me by the Great Combofiend himself!

Mr. Sparkle
04-07-2005, 04:30 PM
WHAT!? I got the Cr.strong, Cr.strong, short-crack shot but, after that close enough for what? and who Blanka?. blanka is who I want to learn how to beat with no hassles is Cr.strong, Cr.strong, short-crack shot safe to do even if they block? I know that against Blanka the best combo to throw at him is his three hit fierce short-crack shot! this was told to me by the Great Combofiend himself!

Pardon my interruption, but you do mean close fierce xx jab power wave, right? The one that leads to knockdown? Unless you're using the short Crack Shoot to set up counter hits/JDs...

Blanka is really tough to beat with Terry. Without run, CC, or a Lvl 3 super ready, I can't even retaliate against a blocked Blanka ball. For that reason (and JD) I usually prefer fighting Blanka in K-groove. (I have yet to experiment with N-groove counter roll, which does have potential... Counter Roll into close fierce xx qcb+jab or lvl 1 super?) Getting into sweep range is tricky with Terry. I try to bait out JDs by jiggling right outside Blanka's crouch fierce/sweep range. Low jump helps too, adds another offensive tool and additional mixup potential.

Something I've been doing recently vs Blanka (and Rolento) in Dash grooves is to land a kick throw midscreen and then immediately dash once and normal jump forwards. From there, I go into your basic high/low/throw thing. Or tick into throw after a c.lk. Works OK vs Rolento, Blanka, but not anyone with a multi-hitting DP, unless you're a tiny parrying god/ess or master of JD.

Terry_bogard
04-13-2005, 09:53 AM
Pardon my interruption, but you do mean close fierce xx jab power wave, right? The one that leads to knockdown? Unless you're using the short Crack Shoot to set up counter hits/JDs...

Blanka is really tough to beat with Terry. Without run, CC, or a Lvl 3 super ready, I can't even retaliate against a blocked Blanka ball. For that reason (and JD) I usually prefer fighting Blanka in K-groove. (I have yet to experiment with N-groove counter roll, which does have potential... Counter Roll into close fierce xx qcb+jab or lvl 1 super?) Getting into sweep range is tricky with Terry. I try to bait out JDs by jiggling right outside Blanka's crouch fierce/sweep range. Low jump helps too, adds another offensive tool and additional mixup potential.

Something I've been doing recently vs Blanka (and Rolento) in Dash grooves is to land a kick throw midscreen and then immediately dash once and normal jump forwards. From there, I go into your basic high/low/throw thing. Or tick into throw after a c.lk. Works OK vs Rolento, Blanka, but not anyone with a multi-hitting DP, unless you're a tiny parrying god/ess or master of JD.
Alright! thanks for the information I'll try some of this out! :tup: Although I was trying to say on top was that you can meaty s.hp, powerdunk against blanka sometimes! although the only real way you can find out if it would work against an opponent that plays blanka is to first try the meaty with s.hp it should hit them once if they try to attack just block then you'll know by the second time, then you powerdunk.

did anyone know that if you're close enough c.mk+jab-burningknuckle works as a good 2-hit combo.

Ryu & Ken
10-04-2005, 09:12 PM
Can Terry do sweep and then 2 into 1 for a power wave like other FF and KOF games as for some reason I can't pull it out.

Dentron
11-08-2005, 04:29 PM
no.

Epicone20
12-12-2005, 08:23 PM
I just stated playing Terry today and from what I see his best stringed attack is (when close) lk xx power dunk w/ any kick. its very fast, quite efficient, not againt rc but Terry is a very suspend character so he's often in close proximity

Dark Geese
12-13-2005, 10:36 AM
Nope sweep cancel does no exist in this game ala KOF, would be awesome if it did..*though it exists in SVC*

tharimrattler
12-20-2005, 08:57 AM
N Terry action
http://zachd.com/mvc2/cali/Bearacade_tharimrattler_vs_IKIETH.mpg

Hellion
01-09-2006, 06:34 PM
Use of the Power Dunk(Yes! it is useful!)..

anyways..I like to use it after a connected low jump Roundhouse. Does very good damage and knocks down etc.


I am wondering which short jump attack is better, Fierce or Roundhouse. Is there a difference if you're pressuring with low jumps? It looks like in Terry's case use of either is the same if your in close.

My guess...

Use Fierce in close

Roundhouse from a distance

I doubt though that short jump roundhouse combos into Power Dunk from a distance though:confused:

MagnetGenocide
03-31-2006, 05:23 PM
anyone have any new terry k-groove strats?

BoswerLK
05-17-2006, 09:29 AM
do the rob sigley and JD -> sweep anything that moves to death =P

ThaHungryWolf
06-20-2006, 02:23 PM
Terry's jumping Fierce has an ass of priority if ya stick it out a lil earlier than usual. It beats out/trades hits with lots of attacks/anti airs. (CHUN LI'S cr. RH as an anti air) Not as dependable as Kyo's jumping down fierce but its still pretty good. i was getting low jump RH close st. fierce to land consistantly the last time i played. Crack shots at the right range are dope. especially when they are RCed. preferrably short crack shots.

jae hoon
06-25-2006, 02:37 PM
Crack shot outside short are a bad idea period. At least if the opponent is grounded. Even on a hit foward or rh crack shot, the opponent can still retaliate. It just isnt dependable enough to use as a strat.

GeeseHoward
01-26-2007, 09:49 AM
I think crack shoots are useful, only in a couple of situations..I use them when I feel an opponent is going to jump that has a P-Groove or K Groove..and depending on the distance, use whatever Crack shoot. Like if the are kind of far away and you anticipate a jump, do the long crack shoot..just dont do it often. The reason I use the crack shoot is that it hits early, so Pgroovers usually parry it only 15% of the time..since most P groovers parry at the peak of their jump or on their way down, its good, since they have to parry as soon as they jump , and in gameplay, I dont see that happening much. If it does, they can only hit you out of the air..(So dont do it against character that have air supers..lol) but if they actually do parry it, then mix it up so you can have them parry early, and then they cant parry anymore in the air (Can anyone confirm if Pgroovers can only input the parry once while in the air, whether they get a parry or not? ) But that should give you another *little * option to do when using Terry....also, power waves are a good "momentum stopper". If someone is kicking your ass or guard breaking you, do a couple o power waves to just stop that momentum..and do some crouching fierces do guard break them..

Hmm..am I making sense? If I am not or would like to argue, please let me know..I just call it like Im seeing when im playing, so I can explain further if necessary..

Anyways, I hope that helps..

-Geese

tharimrattler
05-15-2007, 12:18 AM
I have been BEASTING with Terry lately. Anyone else still playing him seriously? Low shorts are the goodness. Standing strong is great! Dash is one of the best! I play C Terry these days, but used to play N Terry. Both are beasts in their own right, and both have advantages. I am feeling C Terry right now though. If anyone has questions about Terry ask, and I will try to answer the best I can. I have been playing him since CVS2 started, and have played him in tourneys faithfully for years now.

Luigi-Bo 87
05-15-2007, 06:29 AM
Is K-Groove Terry worth the effort? Right now my strategy is lp power wave from far away followed by superjump then j.roundhouse, land, c.roundhouse. I also use wake up lp rising tackle and rely on close hp(1 hit), d/f hp, lp burning knuckle A LOT. Didn't mean to ramble on 'bout my bad tactics, my bad.

FSgamer
05-15-2007, 08:21 AM
Is K-Groove Terry worth the effort? Right now my strategy is lp power wave from far away followed by superjump then j.roundhouse, land, c.roundhouse. I also use wake up lp rising tackle and rely on close hp(1 hit), d/f hp, lp burning knuckle A LOT. Didn't mean to ramble on 'bout my bad tactics, my bad.
That might work great against CPU but no good player will fall for that.
IMO, Terry is only worth playing in A, C & N.
As far as I know, MP Rising Tackle is the best version.
Close s.HP(2 hits) is safe on block. If you're lucky enough to land j.HK, combo into close s.HP(2 hits) x LP Burning Knucle or lvl 1 Buster Wolf, LP Burning Knucle or simply combo close s.HP into lvl 3 Power Geiser.
There are other ways to combo into lvl 3 super as well, such as c.LK(3x) xx lvl 3 super; c.LK(3x) -> far s.LK xx lvl 3 super; etc.

CMX
05-15-2007, 10:15 AM
c.fierce (2hits), d/f.fierce xx lp burn knuckle is a safe guard string, also works as a combo although i don't know if a lp burn knuckle is the correct link. I use to play terry as one of my mains but my memory on him is pretty vague.

tharimrattler
05-15-2007, 10:51 AM
You mean 2 hit close s.fierce right? That is not safe, burn knuckle in most situations is a bad idea unless its in a combo, or you are rcing through a projectile or something.

I think lp rising tackle is the best, preferably rc. Works in wakeup situations mostly. hp rising tackle is godly vs low jump bison though.

CMX
05-15-2007, 10:23 PM
You mean 2 hit close s.fierce right? That is not safe, burn knuckle in most situations is a bad idea unless its in a combo, or you are rcing through a projectile or something.

I think lp rising tackle is the best, preferably rc. Works in wakeup situations mostly. hp rising tackle is godly vs low jump bison though.

yeah i meant standing close, sorry. well i was watching a vid and it seemed pretty safe since he didn't get punished but that could be my memory.

bodler
09-29-2007, 01:25 PM
i dint read this tread but i got an opinion about terry. do you agree with me that the reason why terry is not a perfect choice is because he has shit ass anti air?

CMX
09-29-2007, 08:48 PM
i dint read this tread but i got an opinion about terry. do you agree with me that the reason why terry is not a perfect choice is because he has shit ass anti air?

c.fierce will solve your aa problems, his BnB is the problem.

bodler
09-30-2007, 05:45 AM
his crounching fierce???? wow um ok i will try that..i just dont like an anti air that directs horizontally. thanks

Hellion
10-07-2007, 08:58 PM
Figure I'd breath a little life into this Vintage thread.
Been a while since I've been in the thick of things, but I imagine that the usual suspects haven't changed too much. Feel free to correct me on any of it. Just going to rattle what little of a brain I have left while I sharpen up both here and on the console and at the arcades.

Likely Terry will run into the the following up 1st:

A Groove
Vega
Sakura
Honda

K-Groove
Cammy

C-Groove...
Memory Lapse.

It is entirely possible that someone will just throw Blanka up first in A-Groove just to destroy the first half of your team, but whatever I just wanted to get the usual suspects out of the way first.

Hellion
10-07-2007, 09:01 PM
Since A-Vega seems to be the hotness these days I figure we should start there.
Some apparent advantages of the Claw dude:
1) He's got that RC rolling Claw, which serves several dishes at once.
It's a get out of jail free card.
It's nigh free guard crush.
It's free meter.

2) His pokes nicely out-range all of yours.
Well, either that or they enable him to control more space than Terry can
hope to compete with in a match between the two.
They also cover all possible ways to get in rather well.

3) His walk speed is almost as fast as Terry's run.
Meaning he can further maximize that range of control he has over Terry by
default.

4) Has a fast jump.

5) He can corpse hop.

6) Once he has meter he's got a number of ways to land it, via guard crush or
whiff punishers, not too sure here, as I haven't played many A-Vegas.

Some of the bad on A-Vega

1) He's a charge character
(Well, that's not really too much of a disadvantage in itself, but it is something)

2) The FASTEST normals he's got are his standing jab and short.
(And well, perhaps his jumping jab too, but whatever).
That means Terry owns him in the close quarters department with his rapid
fire 3 frame startup d.lp's and d.lk's, and can even setup some situations
with his close s.HP which comes out in 4.

3) None of those normals are rapid fire.
Not too big a deal, but it counts sometimes.

4) Lower vitality than Terry (not too big a deal)
60 stun (a BIG deal)
He also is unfortunate enough that once stunned he adds a whole second
to the base stun times.
Poor Vega.

5) His roll sucks. He tries to RC and somehow messes up just because, well,
You're either lucky or your pressure is throwing off his timing.
Go for it.

Anyone have anything else to add feel free. I'm going to go right into it in a min.

Luigi-Bo 87
10-07-2007, 09:05 PM
Good shit!:tup: Jus thought you should know. I hope to regulate with T.Bogard this weekend at a tourney.

K-Maki,Terry,Geese(r2) FTW!

Hellion
10-07-2007, 09:23 PM
Thing to remember about this character is that he's a pixie ala Cammy and Chun, but he's also a charge character.

I'm not going to pretend I know what Vega players do between jiggling the stick back and forth playing footsies or abusing some of Vega's RC Fierce Rollin Claws repeatedly.

All I can say on that note is that if you can't work your way around a single attack that's repeated over and over then maybe your brain's turned to mush and you should grab a beer to relax and kinda "see" a little clearer, lol.





*cough* Seriously though *cough*

The only way Terry is going to win in this instance is to completely overwhelm Vega. Pound him continuously until his defense and offensive bonus's fall off, and pound him some more. Bait the RC reprisals and throw him back into the corner when he gets desperate.
Since he's a charge character, I'd further recommend going for moves such as d.HP followin a connected Buster Wolf in the corner, or run up close s.HP or anything to plant Vega back on his feet to take away those wakeup reversals he'll soon crave to reversal RC Roll Claw you off his ass. If anything it'll mess up Vega's timing because knockdowns in this instance give him a breather he'll want and need to time his RC precisely.

With respects to Mummy B, I'd recommend tacking on a d.LP (+5 frame advantage) following a close in d.lk (+3) or two to get that bonus supplement to Terry's rush down.

There will always be a gap in Terry's rushdown. Vega will know this too after one or two reps. Usin that +5 bonus and running in to tag Vega with the close s.HP will further wear away at his guard and possibly land a combo'd burn knuckle if Vega attempted to throw. If the s.HP is blocked you can go for a sweep or low jump your way back in.

If the crouching jabs and shorts are blocked you can short jump your way back in with short j.HKs 'till you're comfortably close enough to restart the beat down.

Referin to those gaps I mentioned if Vega tries to hop out of there with his quick jump speed or RC's his way out, you could try to either RC Crack shoot him back into the corner (or leave out the RC and just do the regular lk version, quicker), or aim to throw him when he lands, or since you're crouched and hence are building up your own charge nail him with a rising tackle. You can have him land on a d.MK, or you could also try to knock him back into the corner pre-emptively with oc.HP.

After perhaps 2 or 3 reps of this rush, you can do a quick run, skid then kickthrow him into the corner. This is dangerous though, and best done only after you've gotten Vega to fear your close s.HP. It is also not exactly easy to get, but the point of it is not to telegraph your tick throw.
d.lk x 2, walk, kickthrow gives Vega too much warning.

d.lk x 2, run skid, kickthrow, you're BARELY running, like, 1/4 of a second, the probability of ANOTHER close s.HP is too strong. I think Vega may hold off and you could get that throw in. How I go about it is
d.lk, d.lp-> double tap towards then immediately neutral, then towards + HK for the throw.
Like with RC's, gotta be quick with them fingers and remember that 6 frame window where you can't throw them, that's bein taken up by the time spent in the run, with the opponent there starin at the sprite.

As always, mixups aren't solid. Especially with characters of Terry's caliber, you have to avoid telegraphing your assaults because the opponent will soon catch on.

After a few beats you'll have meter, and can make use of counter-hit setups.
d.lk x 2, d.lp, d.HP is an effective one. Do the light attacks quickly so you're still in range, and d.HP. roll the stick qcf x 2 and hit K if the d.HP is a hit.

After a rep or two, you can forego the d.lk, d.lp and just do two d.lk's for simplicity's sake for comboing into the Buster Wolf if they connect. It'll possibly make you seem more open to the Vega player too if they know frame data that well.

Maybe, after you've gotten Vega's guard bar flashing and his health down and you know he's still got stun build up from the relenting assault you can hit him with a simple d.lk, walk up throw.

High low mixups Terry has consist of his low jump HK and empty low jump d.lk's. I'd recommend going for empty low jump d.lk's first, and after a few reps go for a low jump HK. The odds are good that you could tack on that hyped Power Dunk following a connected deep low jump HK, but that's only if you can see it connect. I myself think I could, but after a few tries I realize I just do it all the time. That's bad.
So I stopped completely, but that's just me. You may have better reflexes, hand eye coordination, whatever.

In N-Groove, or even C-groove for that matter you'll be buildin meter up fairly quick enough that any RC claw attempts could be AC'd rather handily to maintain that momentum in your favor. A problem with Alpha Counters vs RC Claw is that Vega will always have the RC claw, you only enough AC's dependin on duration of the round.
N-Groove would probably prefer counter-roll front step through Vega,
then run then close s.HP xx Burn Knuckle / Buster Wolf.
If Vega gets you off him with RC claw or what not and gets brave and is on top of you whiffing a standing jab that's a likely throw comin your way. Wake up options for Terry are limited to just his jab rising tackles to push Vega off him, you kinda recover early enough that were you storing charge for another you can do it again to catch Vega's normal reprisals. (A trick that works a lot on a number of folks BTW)

Corpse hopping Terry will have a slight edge there on a downed Vega though.

In short, my theory depends almost entirely on frames and blockstun, controlling the possible openings Vega will need to get out of the corner as best as you can while minimizing the time Terry's pressure is let up. Terry is actually a pretty strong character once he gets in on folks, and limiting Vega by closing in reduces his options a lot I'd say.

Getting there is the problem.
As always, anyone have anything to say or criticisms it's all welcome. This is a discussion open to all so we Terry players can collectively build a strong enough game against Vega. Going to tackle ways to get in on Vega in a min.

Hellion
10-07-2007, 09:37 PM
Good shit!:tup: Jus thought you should know. I hope to regulate with T.Bogard this weekend at a tourney.

K-Maki,Terry,Geese(r2) FTW!

I myself am a hopeless N-Groove fanatic.
Always have been, though I drift to wacky A-Groove teams from time to time, unfortunately I always end up not playin for a few months gettin rusty again.

Terry strikes me best at being an N-Groove character, though I do like the mixups you get with the dash, IMO if you want to play a good dashing Terry the best one has gotta be P Groove. I like P-Groove soley because it has delayed get up, dash and low jump. Parry is just a bonus shield against fireballs.

Thanks for the thumbs up. Good luck at the tourney.

Luigi-Bo 87
10-07-2007, 09:43 PM
I myself am a hopeless N-Groove fanatic.
Always have been, though I drift to wacky A-Groove teams from time to time, unfortunately I always end up not playin for a few months gettin rusty again.

same here.:rolleyes:

D.lk is +5:wow:. I use meaty c.hp, df+hp, lp power wave when I can to try and get rid of that claw, but my friends Vega is really rusty and he doesn't fall revocer a whole lot so I don;t know if this is actually good to do. Thanks for wishing me good luck.(no homo)

Hellion
10-07-2007, 10:22 PM
Getting in on Vega.

Ok, this it the outset of the match, the beginning where no one's got meter or anything. It's A-Vega vs your Terry.

I honestly believe that N-Terry is the way to go for numerous reasons.
His roll at 112 [27/4R], while not the greatest [27/2R], makes for descent counter-movement front or backsteps that K-Terry simply cannot manage vs stupidity like shosho.

Terry with run can actually sweep at any point he likes durin the run, unlike the dash, however good the dash is he can't do things like run up sweep with the tip of his foot in a dash groove to punish whiffs.

While on the offensive, you got meter for quick level 1's or to power up. All while administerin the beats. You can't do that in K unless you're playing defense... and that's not my playstyle at all.
So sad.

Anyway, only tools I can think up that Terry can use to get in on Vega, at the very outset of the match, are:
1) Run up sweep
2) back dash, jab powerwave.
3) towards low jump HK.
4) Walk forward s.MK

Keep in mind that Vega is a charge character, and is likely building up his charge waiting to counter whatever stupidness you do with RC roll claw, at the same time having fingers primed on KKK or PPP to avoid things like tool #1.

#1 works fairly well against people that aren't preped for it or quick, but I think people at this point in CvS2 are well aquainted with Terry's d.HK enough to expect a quick run up sweep.
Counters such as RC roll claw or PPP, KKK then RC Roll Claw or slide are expected.
Simply having it blocked precisely because Vega's a charge character is expected.

#2 back dash, jab powerwave is probably the best bet because it nullifies Vega's
pixie-ish walking speed. He can't walk back if it's comin for him.
Run after it and get in a low jump HK, do it again hopefully you're close enough
to land 1 d.lp (that +5 man, that +5).
Not to mention that the back dash itself could signal the comin of another
a powerwave, if Vega sees you in a run groove he may try to jump it and nail
you as the special is kinda long. Hardly Guile-lite, but you can bait with the
back dash in this instance.

#3 towards low jump HK is possibly something Vega's expecting too.
Terry's a solid mid tier for a reason, he's "good," the top tiers are better.
He has a few good tools, but there's not too many so people can see them
and counter a mile off. It is still a good tool though.

#4 Terry's annoying s.MK has perhaps the most range of all his normals except
s.HK, which plain sucks outside pressure strings. You can use it to play
footsies with Vega, in conjunction with his far s.LK, but Footsies is something
Vega is destined to win over long, and the longer it goes the greater a chance
of Vega gettin that Meter and killing you.
Doing this move after one of the others above it is a good way to keep Vega
"grounded" though to try another option. Think of it (and s.LK) as the glue that binds
these tools together. Don't over-use it though 'cause it can get slided if
he sees a pattern.


Those are basically the only tools Terry's got to get in on Vega, though if Vega's jumping around a lot you can nail him with short Crack Shoot to slowly push him into the corner as well as d.HP or oc.HP as anti-air.
Cyclin through all of those tools is probably the best way to go, but keep Terry moving and keep Vega grounded.
Just my .02 cents. Anyone else care to contribute feel free.
EDIT: These are just thoughts on getting in. Once in just standard old beat down style counterhit-throw setups or that neat close s.HP to Burn Knuckle stuff I listed above.

Some pokes Vega'll likely use to keep you out:
d.LP (out in 4. 14 frames total)
d.MP (out in 4. 33 frames total)
d.HP (out in 5. 44 frames total)
d.LK (out in 4. 14 total.) (it's a short, d.LP may have greater range though. A user's choice I guess)
d.MK (out in 5. 24 total)
d.HK (Out in 8. 46 total)
s.HK (Out in 4. 37 total)

Then there are his air-to-air and air-to-ground normals.
I'm not too worried about them because you don't want to tango with Vega in the air. Keep him on the ground whenever he goes up with a quick crack shoot or something.

A lot of his pokes are punishable when you look at it on paper accordin to some, but if you look in the context of how the moves will be used the odds of punishing Vega's slide are nill. The odds of punishing d.HP is nill.
The odds of punishing s.HK is nill. Crouching forward? Hmmm... nill. Well, maybe.
Those moves are ones Vega will use to punish you for blatantly trying to break into his zone of control.

d.HP has great range and all, but Terry's 31 frame roll will catch him if he does it repeatedly.
It has great use IMO as a sort of pre-emptive short jump stopping move.
If you do repeated short jump roundhouses and later on get pushed out he will remember and may resort
to this, maybe.

s.HK- if he missed the window of opportunity for d.HP he still has his mighty gay s.HK.

d.HK- It's a slide. He'll use this when you're open to knock you on your ass. He won't use it in close it's too risky
blocked.

That leaves his d.LP's, d.LK's, d.MP and maybe d.MK as his primary Ground Footsies tools.
I will omit standing strong because while good, Terry's reliance on his sweep renders its use ineffective as Terry would go under it during the sweep, though he could by all means use it to knock Terry out of his short jump attempts at range.

The d.MP is all he really needs to keep Terry out.
It's fairly quick, it has long range.
Between this as a main and d.HP / s.HK as anti-airs he's got Terry on lock.
Even if you see Vega on auto-pilot with this move it's not safe for Terry to roll, but it *IS* rollable for Terry.
Meaning if all else fails, which it shouldn't, you still have the roll at least for one last hurrah. Personally I recommend Terry's rolls as last resorts only, and only if you're fightin Vega's using their pokes stupidly like using d.HP as his main instead of d.MP.
However just be persistent and use those main 4 tools I dropped above and you should be able to get inside in short order.

Hellion
10-07-2007, 10:25 PM
same here.:rolleyes:

D.lk is +5:wow:. I use meaty c.hp, df+hp, lp power wave when I can to try and get rid of that claw, but my friends Vega is really rusty and he doesn't fall revocer a whole lot so I don;t know if this is actually good to do. Thanks for wishing me good luck.(no homo)

My bad, gonna have to edit that post. Have a way of usin too much words to confuse myself.

The d.LP is +5.
The d.LK's are +3.

Luigi-Bo 87
10-07-2007, 10:28 PM
My bad, gonna have to edit that post. Have a way of usin too much words to confuse myself.

The d.LP is +5.
The d.LK's are +3.

Gotcha.

Hellion
10-07-2007, 10:43 PM
I used to use power wave strings but they don't combo, (well, close s.HP (1 hit) xx qcf+HP does), and Vega's jump is fast enough that he can actually hop the powerwave and punish Terry's recovery.
The string I used was d.lk x 2, d.lp xx qcf+HP. Vega could hop that powerwave, so long as it's not canceled off of a fierce. The fierces in my strings are used just as 2 hit Burn Knuckle hit confirmation as a result. Being random though is a good thing and throwing in a random block strin endin with a wave can't be all bad, and no one will react to it the first time, but they easily could the second time.

Another problem with Terry's powerwave strings is that the recovery on them is horrible, and he's too close to be pulling Guile-style tricks.

I simply resort to basic counter-hit, throw style rushdown with run and close s.HP (at +2 btw) following Terry's +5 d.LP since that's really the best he's got, and he can't combo shit else off his jabs and shorts outside Buster Wolf.

Luigi-Bo 87
10-07-2007, 10:46 PM
I used to use power wave strings but they don't combo, (well, close s.HP (1 hit) xx qcf+HP does), and Vega's jump is fast enough that he can actually hop the powerwave and punish Terry's recovery.
The string I used was d.lk x 2, d.lp xx qcf+HP. Vega could hop that powerwave, so long as it's not canceled off of a fierce. The fierces in my strings are used just as 2 hit Burn Knuckle hit confirmation as a result. Being random though is a good thing and throwing in a random block strin endin with a wave can't be all bad, and no one will react to it the first time, but they easily could the second time.