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Capcom vs SNK 2/Terry

From SuperCombo Wiki

Introduction

CVS2 Terry SNK Art.jpg
Health (at Ratio 2)
14400 Above Average
Stun
70 Average
Dash Length
15 Frames Short
Dash Type
Hop Corpse Hop=Yes, Proj. Hop=No
Run Speed
8.8 Above Average
Roll Distance
120 pixels Medium
Roll Duration
25f Short
Wakeup Speed compared to Ryu
2f Below Average

Story

Terry Bogard. Poster boy of SNK and one of the most recognizable faces in fighting game history. He made his debut as the protagonist of Fatal Fury: King of Fighters, one of SNK's earliest fighting games and the first that majorly put them on the map. Since then, Terry has appeared in a ton of SNK games, advertisements, merchandise, and of course is a constant face in the King of Fighters. Terry himself is an All-American honest man. He's kind and strong, and isn't afraid to get into a fight here and there. In his original series, Fatal Fury, he was after Geese Howard for the murder of his adoptive father Jeff Bogard. However, after Geese's death, Terry took in Geese's son Rock Howard and raised him.

Gameplay

In CvS2, Terry is an easy all-rounder with some annoying tools and close range moves. His Crack Shoot is a powerful special that will absolutely knowledge check new players into the ground, and is still difficult to really stop at any level. His buttons like 2HK, 2HP, and 2MP are basic but very solid normals that allow him to poke a bit and safely approach. Burn Knuckle is a forward travelling special that can punish a lot of things but is very risky. While many of his tools may resemble your classic shoto, his fireball is a grounded one making it more suited for meaty pressure and close-range cancels instead of zoning. His anti-airs aren't bad, but his Rising Tackle requires you to charge and his best normal anti-air involves a 3 input. He lacks any close-range mixups as well, having no standing overheads and only normal throws, and his straightforward and predictable gameplan makes for similarly straightforward gameplans for your opponents.

Terry is a very simple fighter that has solid and reliable strengths alongside a great special in Crack Shoot, and respectable damage output with meter. He struggles with lacking diverse tools outside of Crack Shoot and his lack of mixups means that landing that hit is much harder to do. Solid buttons and good spacing are what make Terry work.

Groove Selection

Best - K/N: Terry performs his best in K or N groove, and choosing between the two is important as they have noticable strengths over eachother. Most would agree that K-Terry is better, as Rage makes his damage output much scarier and consistent access to level 3 Buster Wolf makes moves like 2MP/2MK much scarier. Terry has many ways to confirm into level 3 Buster Wolf as well, so in general his close range becomes much better. N-Terry loses consistent level 3 access but in exchange has rolls. While it is a bit more gimmicky than the solid and reliable damage of K-Terry, N-Terry can roll cancel specials like Crack Shoot and Burn Knuckle to make them reliable punishes, especially against fireballs. Being able to make the already strong Crack Shoot invincible is a boon for N-Terry. Both grooves give him run and hop, making his weaker mixup game much more present and letting him land more hits.

Useful - C/A/S: C-Terry is also very popular, with very consistent access to meter for his supers. Buster Wolf already allows for followups, but level 2 Power Geyser is a bit scarier now. While he does lose hops, Terry's dash isn't bad at all and lets him utilize corpse hop mix after Medium Burn Knuckle. A-Terry is similarly strong, Custom Combo is a powerful mechanic for any character and Terry's CC is no joke. S-Terry is a bit more gimmicky but not bad on his own, as level 1 Buster Wolf racks his damage up and having infinite level 1 Power Geyser's makes his anti-air much better. Terry can also more safely take advantage of meter charge, as he already has to stay patient in neutral. S-Terry is mostly held back by S Groove and its lack of options.

Worst - P: P-Terry is easily the worst Terry. While he appreciates shorthop, parry isn't directly useful for him and having little access to supers is a big struggle, and the lack of any other powerful mechanics for Terry to use makes him very unfit for P-Groove.



Terry is a simple and versatile character, with easy and strong tools. He suffers from being meter hungry, having weak mixups, and simply being outclassed by many other characters. This by no means makes him less of a cool character, however. Terry is best in K-Groove and N-Groove.
Pros Cons
  • Simple: Simple to use moveset means you can easily pick Terry up and start playing him
  • Scrub Killer: Plenty of forward moving specials that can be annoying for players to deal with, like Crack Shoot and Burn Knuckle
  • Strong Super: Great super in Buster Wolf, which has high damage potential and is easily confirmed into
  • Meter Reliant: Without meter, his damage and combo potential is underwhelming. Notably, he has no realistic light confirm to use without Buster Wolf, limiting his offense
  • Mixups: Very weak mix, no standing overheads and lows are only scary with meter
  • Committal Anti-Air: His main anti-air and reversal is a charge move, and his main normal anti-air is a 3 input, making his anti-airs committal and strange to use
  • Below Average: Many of his tools are simply sub-par and outclassed, forcing him to focus on his normals, super, and what good specials he does have



Normal Moves

Far Normals

5LP

Far Jab
Light Punch
5LP / Far LP
CVS2 Terry 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 RF/SP/SU Mid High 3 4 7 14 +4 +4 None

A quick jab. Standard, it can be crouched under by most characters but is a fast check. Outshined by Terry's other lights generally.

5MP

Far Strong
Medium Punch
5MP / Far MP
CVS2 Terry 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1000 10 SU Mid High 5 6 13 24 +3 +3 None

Occasional strong button for throwing out to catch people. Besides a higher hitbox this is basically outshined by 2MP.

5HP

Far Fierce
Heavy Punch
5HP / Far HP
CVS2 Terry 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1400 14 None Mid High 7 3 31 41 -10 -10 None

A big backhand swing. Risky tool as it takes forever to whiff and is noticeably unsafe both on block and on hit. You won't usually get punished for it on hit, but you will sacrifice anything you could get after. Does work as an anti-air but is prone to trading. Is also crouchable meaning it has a tendency to whiff. Terry has better buttons in most situations.

5LK

Far Short
Light Kick
5LK / Far LK
CVS2 Terry 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 400 4 SU Mid High 5 5 11 21 -1 -1 None

A far and fast kick. Fairly consistent standing poke, as it reaches surprisingly far. It can also be hard to really punish on whiff, as it goes over a lot of lows and recovers very fast. The tradeoff for all this is that it only cancels into supers and doesn't do great damage alone. Can be used for long confirms into Buster Wolf.

5MK

Far Forward
Medium Kick
5MK / Far MK
CVS2 Terry 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 900 9 None Mid High 9 6 16 31 -2 -2 None

A similar kick to 5LK. Loses the super cancel, meaning it cannot be cancelled into anything at all. In trade, it does 500 more damage and Terry steps forward a bit during it. Not a bad poke tool, but no cancel makes it very low reward.

5HK

Far Roundhouse
Heavy Kick
5HK / Far HK
CVS2 Terry 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1300 13 None Mid High 13 8 22 41 -6 -6 Low (?)

Terry leaps into the air to give a spinning kick. One of your farthest reaching normals, making for a solid whiff punish tool, especially since the forward leap lets you space outside of a lot of other characters effective ranges and still close the gap. Lack of any cancel window and being -6 makes it a bit of a commitment, similar to 5HP, so try to limit use of this to far whiff punishes and occasional poking.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Terry clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 RF/SP/SU Mid High 2 4 6 12 +5 +5 None

A quick elbow. Your fastest normal, making it an alright panic button, but it is crouchable like 5LP.

clMP

Close Strong
cl.MP / cl5MP
CVS2 Terry clMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 800 8 SP/SU Mid High 4 7 13 24 +2 +2 None

Terry gutpunches his opponent. Makes for a nice meaty as it has a decent amount of active frames and is plus, allowing you to pressure after. Can also be cancelled into both specials and supers, but sadly isn't plus enough to link out of.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Terry clHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 400+800 4+8 TC/SP/SU Mid High 4 3, 12 12 31 +2 +2 None

Terry's main heavy normal. A fast 2 hit punch making for easy hitconfirms. Good general purpose close normal as it also is plus and has a lot of active frames. Has a target combo into 3HP on both hits, which should always be done when possible but will whiff on the 2nd hit unless point blank on a crouching opponent.

clLK

Close Short
Close Light Kick
cl.LK / cl5LK
CVS2 Terry clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 500 5 SP/SU Mid High 4 4 9 17 +2 +2 None

A quick knee. Makes for a better standing close light than clLP but still isn't a popular button, as Terry usually has better at this range.

clMK

Close Forward
Medium Kick
cl.MK / cl5MK
CVS2 Terry clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 900 9 SP/SU Mid High 4 5 13 22 +2 +2 None

Basically an upgraded clLK. Has the same startup, cancels, and plus frames alongside one extra active frame with the only downside being a longer total duration. Can work as a meaty but Terry has better options, still not a button you'll use often.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Terry clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1200 12 SP/SU Mid High 4 6 20 30 0 0 None

A big swingin' kick. Has some usage as a close anti-air, but outclassed as a close heavy by clHP in general.

Crouching Normals

2LP

Crouching Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Terry 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 300 3 RF/SP/SU Mid Mid 3 4 7 14 +4 +4 None

Terry's 2LP is a very standard crouching jab. Not bad as far as 2LPs tend to go, but 2LK is better in most cases. This does have the benefit of an extra plus frame, allowing for easier links (notably into 3HP).

2MP

Crouching Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Terry 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 900 9 SP/SU Mid Mid 4 6 11 21 +5 +5 None

A strong punch with decent reach. One of Terry's better buttons, as it tends to beat out other buttons based on speed and is cancellable. Terry doesn't have a special to cancel into that works at max range, even light Burn Knuckle, but a Buster Wolf will confirm from this for good damage. Links into itself once and into a few other normals, making it useful as a meaty for confirms.

2HP

Crouching Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Terry 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1300 13 SU Mid Mid 7 7 13 27 +6 +6 None

A beefier 2MP. More plus and does more damage, but only cancels into supers and the pushback makes linking from it harder. It does link into 5LK for a damaging confirm into Buster though, and it does make for a high damage whiff punish as a cancel into Buster works from shockingly far out.

2LK

Crouching Short
Crouching Light Kick
2LK / cr.LK
CVS2 Terry 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 200 2 RF/SP/SU Low Low 3 4 8 15 +3 +3 None

Terry's main light for confirms. Hits low and can combo into itself multiple times, allowing for long super confirms into Buster. Low plus frames means linking it into anything stronger is hard though, so without meter this is very low reward.

2MK

Crouching Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Terry 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 800 8 SP/SU Low Low 5 8 17 30 -3 -3 None

A cancellable low poke with decent range. Hard to confirm into a knockdown without meter, as it will only combo into Light Burn Knuckle at relatively close range. With meter however this is a great poke into Buster. Generally 2HK is superior for low poking as you don't need to spend meter to guarantee a knockdown, but this is still a fairly strong move.

2HK

Crouching Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Terry 2HK.PNG
Sweep
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1200 12 None Low Low 6 6 29 41 -DWN -8 None

A beast of a sweep. Very fast and far reaching, making it a stellar punish in some situations where Terry otherwise couldn't punish. Strangely difficult to contest, even working as an anti-air sweep reliably. Watch for whiffing or having this blocked, as it does still have some major recovery and is unsafe on block.

Jumping Normals

8LP

Jump Jab
Jumping Light Punch
j.LP / 8LP
CVS2 Terry jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lp.png 500 5 None High High 4 22 0 26 Varies Varies None

A fast and active chop. Can be a useful anti-air due to the high active frames and fast startup, but generally useless otherwise.

8MP

Jump Strong
Jumping Medium Punch
j.MP / 8MP
CVS2 Terry jMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Mp.png 900 9 None High High 4 9 0 13 Varies Varies None

A faster but lower damage j.HP. Because of the similarities to j.HP, there isn't many uses for this, though it is 2 frames faster for better usage as an air-to-air.

8HP

Jump Fierce
Jumping Heavy Punch
j.HP / 8HP
CVS2 Terry jMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hp.png 1200 12 None High High 6 8 0 14 Varies Varies None

One of your two heavy jump-ins. In comparison to j.HK, they both do 1200 but this starts up two frames faster. Generally you'll stick to j.HK but this has some purpose as an earlier jump-in and a good way to catch people midair.

8LK

Jump Short
Jumping Light Kick
j.LK / 8LK
CVS2 Terry jLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lk.png 600 6 None High High 4 22 0 26 Varies Varies None

A kick above Terry's head. Makes for a better rising air-to-air than j.LP depending on the angle, but this moves main purpose is whiffing for jump-in feints into throw. This will whiff at very low heights allowing you to land and throw an opponent who was expecting a hit.

8MK

Jump Forward
Jumping Medium Kick
j.MK / 8MK
CVS2 Terry jMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Mk.png 800 8 None High High 6 6 0 12 Varies Varies None

A far reaching kick. Your best for longer range air-to-air and neutral jumps, as it has the same reach as j.HK but is two frames faster.

8HK

Jump Roundhouse
Jumping Heavy Kick
j.HK / 8HK
CVS2 Terry jHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hk.png 1200 12 None High High 8 8 0 16 Varies Varies None

Terry kicks his leg out far in front and below him. Your main general purpose air normal for jump-ins and hops, as it reaches very far and does good damage.

Command Normals

3HP

Rising Upper
Anti-air Punch
3HP
CVS2 Terry 3HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Df.png+Hp.png 1200/1000 12/10 SP/SU Mid High 3 7 22 32 -5 -5 None

An uppercut punch that resembles a classic shoto crouch fierce, but is a 3 input. While this seems to be meaningless, this makes it a bit of a commitment to input it. Essentially, you have to give up your chances of blocking or walking backwards to input this, making it a bit harder to use defensively. Still a useful anti-air regardless of this, and is an important combo piece in Terry's cl.HP > 3HP Target Combo.

Throws

4/6HP

Grasping Upper
Punch Throw
Near Opponent, 4/6HP
CVS2 Terry PThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1800 0 None Grab Grab 3 1 13 17 -DWN Grab None

Terry grabs the opponent and tosses them away with a quick Rising Upper. The faster but lower damage of Terry's two throws, use it for tight punishes.

4/6HK

Buster Throw
Kick Throw
Near Opponent, 4/6HK
CVS2 Terry KThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 2000 0 None Grab Grab 5 1 13 19 -DWN Grab None

Terry tosses the opponent over his shoulder and into the air. Does a grip of damage, so this is your main throw for mixups.

Special Moves

Power Wave

Power Wave
Fireball
236P
CVS2 Terry 236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Lp.png 700 7 None Mid Mid 16 Travelling 43 59 -14 -14 None
Qcf.png+Mp.png 800 8 None Mid Mid 16 Travelling 44 60 -15 -15 None
Qcf.png+Hp.png 900 9 None Mid Mid 16 Travelling 45 61 -16 -16 None

Terry's grounded fireball series. Sadly underwhelming fireballs. Generally in CvS2, grounded fireballs are weaker than flying ones because they are much easier to jump over and can be hopped safely. Terry has laggier fireballs as well, with high startup time. Up close they can be used for pressure but will generally leave you very unsafe unless properly spaced out. Can also be set up for meaties, which isn't bad. While they aren't the best fireballs, you can still toss one every now and again on opponents who weren't ready for one when you're far away.

Burn Knuckle

Burning Knuckle
Burn Knuckle
214P
CVS2 Terry 214P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png+Lp.png 1400 14 None Mid High 17 12 22 51 -DWN -19 None
Qcb.png+Mp.png 1600 16 None Mid High 20 17 22 59 -DWN -24 None
Qcb.png+Hp.png 1800 18 None Mid High 23 22 22 67 -DWN -29 None

Terry's classic punch specials. Generally these are supposed to be useful neutral tools that can be spaced to be safe on block, but outside of the LP version it can be hard to properly space these. However, these still retain neutral usage through roll cancels. By roll cancelling these, Terry will invuln through anything the opponent throws out. Namely this makes them good fireball punishes, as fireballs tend to have enough endlag that these will reach in time. The LP version is your main combo ender, and sometimes you can get the MP version. The HP version has uses after midscreen Buster Wolf for added damage and carry, but can't really combo from much else.

Rising Tackle

Rising Tackle
DP
[2]8P
CVS2 Terry 28P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Charge D.png, U.png+Lp.png 1500/700 15/7 None Mid High 8 18 23 49 -DWN -17 8 (Full), 4 (Lower)
Charge D.png, U.png+Mp.png 800+200x5 8+2x5 None Mid High 8 22 29 59 -DWN -27 8 (Full), 3 (Lower)
Charge D.png, U.png+Hp.png 800+200x6 8+2x6 None Mid High 8 26 35 69 -DWN -35 8 (Full), 2 (Lower)

Terry's spinning reversal anti-air. Similar in use to a Shoryuken, with invulnerable startup for reversals and anti-air, but is a charge motion making it harder to access. The light version is generally the one you want to use the most, as it recovers fast and is just as invulnerable as the higher versions. The medium version can also be a useful anti-air when you need the extra hits, like vs a P or K groove opponent. The heavy version is the least useful for this, but it does see use as your highest damage ender in the corner after a Buster Wolf.

Crack Shot

Crack Shot
Crack Shoot
214K
CVS2 Terry 214K.PNG
Intelligence Not Required
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png+Lk.png 1200/1100/1000 12/11/10 None Mid High 9 22 20 51 0 0 None
Qcb.png+Mk.png 1300/1200/1100 13/12/11 None Mid High 9 26 20 55 0 0 None
Qcb.png+Hk.png 1400/1300/1200 14/13/12 None Mid High 9 30 20 59 0 0 None

Your new favorite move. Terry flips at the opponent with a kick. Not an overhead despite looks. Strong and annoying specials that are hard for some characters and grooves to deal with, as they leave Terry even on block and can hit very spaced out. These can also hit deeper, like jump-ins, to become plus. Usually this will happen on crouching opponents. They don't give a knockdown or any reward however, and spamming them against characters with a reversal or P/K groove will get you killed.

Power Dunk

Power Dunk
Dunk
623K
CVS2 Terry 623K First.PNG
POWAH
CVS2 Terry 623K Second.PNG
DUNK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png+Lk.png 400+1200 4+12 None Mid High 6 5(23)12 19 65 -DWN -16 None
Dp.png+Mk.png 400+1200 4+12 None Mid High 5 6(23)14 19 67 -DWN -16 None
Dp.png+Hk.png 400+1200 4+12 None Mid High 5 10(23)16 19 73 -DWN -14 None

Terry rises up with a knee before dunking the opponent down with an aerial Burn Knuckle. Can be used as anti-airs in a more classic DP fashion, but not as reversals since they don't have any invulnerability. Even as anti-airs, they can sometimes trade because of this. Better reward on hit than a normal anti-air and not requiring charge makes them worth considering. They can also be used as strong knockdown tools after juggles like Buster Wolf, but it's better to use 214HP midscreen for corner carry and a similar knockdown and [2]8HP in the corner for max damage.

Supers

Power Geyser

Power Geyser
Classic Super
21416P
CVS2 Terry 21416P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.pngDf.pngF.png+Lp.png 2500 0 None Mid High 5:9 10~44 44 58 -DWN -9 9 (Full)
Qcb.pngDf.pngF.png+Mp.png 3800 0 SP/SU Mid High 5:11 12~44, 45~83 39 88 -DWN -4 15 (Full)
Qcb.pngDf.pngF.png+Hp.png 5700 0 None Mid High 5:11 12~44, 45~88, 89~127 39 143 -DWN -4 22 (Full)

Terry's classic Power Geyser. Less useful than Buster Wolf in a lot of ways, as Buster Wolf has many of the same qualities but more utility. The input is a bit hard to do on reaction however. You can do the input more easily as 2141236P, although this takes slightly longer to complete.

Buster Wolf

Buster Wolf
Burn Knuckle Super
236236K
CVS2 Terry 236236K First.PNG
ARE YOU OK??
CVS2 Terry 236236K Second.PNG
BUSTAH WOLF
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png+Lk.png 1800 0 None Mid High 5:9 12 22 48 -DWN -5 9 (Full)
Qcf.pngQcf.png+Mk.png 2800 0 SP/SU Mid High 5:9 18 22 54 -DWN +2 15 (Full)
Qcf.pngQcf.png+Hk.png 4300 0 None Mid High 5:9 22 22 58 -DWN +6 23 (Full)

The iconic Buster Wolf super. A great all-purpose super with high damage potential. The fast startup and travel speed make it a useful punish, and also make it easy to combo into even from far away. While on its own Buster Wolf does less damage than Power Geyser, Buster Wolf causes a free juggle state. You can juggle into any move, even normals! Midscreen you want to juggle into 214HP for corner carry and damage, while in the corner you combo into [2]8HP for max possible damage. Learn to hitconfirm into this as it takes Terry's damage to max heights and makes his otherwise non-threatening confirms much scarier.

The Basics

Bread and Butter Combos

All damage values were recorded with a Ratio 2 C-Terry vs a Ratio 2 C-Ryu at full health.

All combos will be written using Numpad Notation. If you're having trouble reading numpad, refer to this visual aide.

Meterless Combos
Combo Position Damage Stun Difficulty Notes
2LK > 2LK > 2LK > 5LK Anywhere 1050 10 Very Easy Without meter, this is about your best from 2LK. Very simple combo, builds good meter, and you can easily add a 236236K to the end.
2LK > 2LK > 2LK > 214LK Anywhere 630 6 Very Easy A more gimmicky light combo, as 214LK won't actually combo but it will make them block and leave you very safe. Don't use this too often, especially against P/K Groove.
2LP, 3HP > 214LP Anywhere 3045 29 Medium A slightly difficult link from 2P. Requires you to be close to the opponent, so very situational, but it is great damage from lights.
cl.HP(1) > 3HP > 214LP Anywhere 3150 30 Easy Target Combo into 214LP. Decent damage and good punish combo, what you want to land without meter.
cl.HP > 214MP Anywhere 2940 28 Very Easy Cancel into 214MP. Does less damage than the above combo, but 214MP gives a better knockdown and corner carry. Can't do Target Combo into 214MP.
j.HK, cl.HP > 214LP Anywhere 3990 38 Very Easy After any heavy jump-in you're too far out for Target Combo, so just do this instead.
Super Combos
Combo Position Damage Stun Difficulty Notes
2LK > 2LK > 5LK > 236236K, 214HP/[2]8HP Anywhere 4541/5433/6851 26 Easy Basic light confirm into super. Very versatile, can be done with only 2LK or with only 5LK and works from very far out. You can do this combo easily by doing 2LK, 236LK, 236K. The [2]8HP followup is corner only, and you have to get all hits for it to do more damage.
cl.HP > 236236K, 214HP/[2]8HP Anywhere 5040/5932/7350 12 Very Easy A simple heavy into super. Getting both hits of cl.HP makes it very very easy to do this combo, and it does very good damage.
2MK > 236236K, 214HP/[2]8HP Anywhere 4620/5591/7008 8 Easy Poke into super. Can do the super as a bit of a late cancel to hitconfirm, nice for footsies.

Advanced Strategy

Groove-Specific Strategy

C-Groove

Cvs2 C-Groove Label.png
CVS2 CGrooveBar.png


In C-Groove


Against C-Groove

A-Groove

Cvs2 A-Groove Label.png
CVS2 AGrooveBar.png


In A-Groove


Against A-Groove

P-Groove

Cvs2 P-Groove Label.png
CVS2 PGrooveBar.png


In P-Groove


Against P-Groove

S-Groove

Cvs2 S-Groove Label.png
CVS2 SGrooveBar.png


In S-Groove


Against S-Groove

N-Groove

Cvs2 N-Groove Label.png
CVS2 NGrooveBar.png


In N-Groove


Against N-Groove

K-Groove

Cvs2 K-Groove Label.png
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In K-Groove


Against K-Groove

Video Guide

Colors

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General
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C-Groove
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K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori