Terry: Non-Groove Specific Combos and Strats

SystemSystem Joined: Posts: 508,676 admin
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..
«13456

Comments

  • SystemSystem Joined: Posts: 508,676 admin
    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)
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,214 ✭✭✭✭✭ OG
    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 hoonjae hoon Flames of Justice Joined: Posts: 13,105 ✭✭✭✭✭ OG
    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.
    SRK Kobrai Kai - Kickin bitches in the face since 2001
  • SystemSystem Joined: Posts: 508,676 admin
    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 hoonjae hoon Flames of Justice Joined: Posts: 13,105 ✭✭✭✭✭ OG
    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.
    SRK Kobrai Kai - Kickin bitches in the face since 2001
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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?
  • SystemSystem Joined: Posts: 508,676 admin
    Originally posted by Gwai Lo


    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.
  • SystemSystem Joined: Posts: 508,676 admin
    hold on.

    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?
  • SystemSystem Joined: Posts: 508,676 admin
    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?
  • SystemSystem Joined: Posts: 508,676 admin
    i myself think terry is best in c-groove
  • capconiancapconian Capsule Computer Citizen Joined: Posts: 225
    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?
    Originally posted by Koop

    "Oh my baby plays professionally!!!"

    REACTION

    ME: :sweat:

    BABYGIRL: :D

    COUSIN #1 and onlookers: :confused: :lol:
  • SystemSystem Joined: Posts: 508,676 admin
    Terry p-groove = too good... arcade kid owns that shit!!! :D (pimpin out arcade kid.. word..)
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • capconiancapconian Capsule Computer Citizen Joined: Posts: 225
    man thanks a lot:)

    what is terry's best mind game (if he has one)
    Originally posted by Koop

    "Oh my baby plays professionally!!!"

    REACTION

    ME: :sweat:

    BABYGIRL: :D

    COUSIN #1 and onlookers: :confused: :lol:
  • FatalFuryDFatalFuryD Feint Cancel Addict Joined: Posts: 956
    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.
    My Eternal Fighter Zero cmv, match footages and tutorial vid:
    http://youtube.com/user/seaechiowai
    (Latest update: 7 Jan 2010)
    Inuie G. Choi
  • capconiancapconian Capsule Computer Citizen Joined: Posts: 225
    sweet:) ffd: thanks

    what's terry's best postion?
    Originally posted by Koop

    "Oh my baby plays professionally!!!"

    REACTION

    ME: :sweat:

    BABYGIRL: :D

    COUSIN #1 and onlookers: :confused: :lol:
  • SystemSystem Joined: Posts: 508,676 admin
    Wow!! Can you please teach me the timing for cr lk into oc+hp??????????
  • FatalFuryDFatalFuryD Feint Cancel Addict Joined: Posts: 956
    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
    My Eternal Fighter Zero cmv, match footages and tutorial vid:
    http://youtube.com/user/seaechiowai
    (Latest update: 7 Jan 2010)
    Inuie G. Choi
  • FatalFuryDFatalFuryD Feint Cancel Addict Joined: Posts: 956
    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.
    My Eternal Fighter Zero cmv, match footages and tutorial vid:
    http://youtube.com/user/seaechiowai
    (Latest update: 7 Jan 2010)
    Inuie G. Choi
  • capconiancapconian Capsule Computer Citizen Joined: Posts: 225
    does terry have a chain besides the s.fp?
    Originally posted by Koop

    "Oh my baby plays professionally!!!"

    REACTION

    ME: :sweat:

    BABYGIRL: :D

    COUSIN #1 and onlookers: :confused: :lol:
  • SystemSystem Joined: Posts: 508,676 admin
    Terry' s best MIND GAME!

    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)
  • SystemSystem Joined: Posts: 508,676 admin
    don't suppose anyone has a k-groove start for terry
  • popoblopopoblo Joined: Posts: 2,147 ✭✭✭✭✭ OG
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • jreinert13jreinert13 Smoked out Member Joined: Posts: 899
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • capconiancapconian Capsule Computer Citizen Joined: Posts: 225
    does the RC burn knuckle worth it? i don't know how to RC but i am practicing :sweat:
    Originally posted by Koop

    "Oh my baby plays professionally!!!"

    REACTION

    ME: :sweat:

    BABYGIRL: :D

    COUSIN #1 and onlookers: :confused: :lol:
  • jreinert13jreinert13 Smoked out Member Joined: Posts: 899
    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..
  • jreinert13jreinert13 Smoked out Member Joined: Posts: 899
    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.
  • capconiancapconian Capsule Computer Citizen Joined: Posts: 225
    tery vids! terry vids! terry vids! :D :D :D :D :D :D :D :D
    Originally posted by Koop

    "Oh my baby plays professionally!!!"

    REACTION

    ME: :sweat:

    BABYGIRL: :D

    COUSIN #1 and onlookers: :confused: :lol:
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • jreinert13jreinert13 Smoked out Member Joined: Posts: 899
    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.
  • ConFuZsionConFuZsion Joined: Posts: 413
    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
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • RyumexicanoRyumexicano Goh Kid Joined: Posts: 548
    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......................
    Never poina finger o anyone, remember ha hree fingers are
    poining a you.

    "El que cree que lo sabe todo, es un imbecil."

    "Those who fear the darkness, have no idea what the light can do"

    ORGULLOSAMENTE MEXICANO
  • SystemSystem Joined: Posts: 508,676 admin
    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:
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • MixupMixup .. Joined: Posts: 2,300 ✭✭✭✭✭ OG
    P-TERRY!:mad: :evil: :mad:
    Rip-Craig-Brian-Ian-Mark-Debbie-Michael
    ~EMS~"I was right in the middle of a fucking reptile zoo, and somebody was giving booze to these goddamn things."
«13456
Sign In or Register to comment.