Combos and Links
Almost all of the combos listed bellow can be seen in the following video.
All credits go to the original uploader; and also many, many thanks.
Quick note: against Tizoc and Grant specificaly, 'cl. C' can't be used as a follow up in combos after any kind of crossup (it will only work if they are crouching).
Basic
Here is a list of Terry's most basic combos that require no use of Feint Cancel.
Jump-ins
Pretty basic jump-in to use at far distances, since 'cr. C' has more range than 'cl. C'. Average damage. Safe on block, except when the enemy is at the corner.
Use Terry's kick Super instead of his Power Wave if you have the meter to spare. Keep in mind that it's not generally advised to burn your whole stock of meter unless you're going for the kill; but if you want do a lot of damage as quickly as possible (specially when your T.O.P. is active), don't think twice about it and let them feel the pain.
Use this instead of the above if Terry is a little bit closer to the enemy. Midscreen, the third hit of the Power Charge will usualy whiff, but do it anyway so you can gain meter. Average damage (gets even better when the opponent is in, or near, the corner, since all three hits of the Special will land). Really unsafe and dangerous on block, so be careful.
This is Terry's bread and butter crossup combo. Good damage.
With these changes, Tizoc and Grant can now fear your crossups while they're standing.
Use a Super for added damage against a standing Tizoc or Grant. Against the rest of the cast, standing or crouching, a 'cl. C' canceled into a Power Charge will do about the same damage, so it may be better to save the meter.
Short jump-ins
One of Terry's main meterless combos, adding a lot of strength to his mixup game. Extremely dangerous against characters that have a Super with 0F of startup at their disposal, so be careful. 'j. B' is the best way to start this since it's his fastest air attack. If you try to use this as a crossup against a crouching opponent, always remember that the game will automatically correct the Power Dunk's direction, so there's no need for you invert it's motion. Average damage.
Another instance where Terry's kick Super should definitely be used.
Standing
Good way to punish things at point-blank range when something with a fast start-up is required. Average damage midscreen, good damage in the corner.
Another fast punish to land once in a while, if your meter allows you. Since you don't actually need to use the motion store technique to land this, you can hit-confirm it out of a regular poke when the situation calls for it. Midscreen, If done at maximum range, the third hit of the Super will end up whiffing, so be wary of that. Also, be sure this means the end of the round, since the meter cost on this is understandably high.
This isn't a cancel. It's a link, and a pretty easy one too. A nice hit-confirm to use as a last resort. Never use this if your opponent has his back against the corner, because the last hit of the Super will whiff.
Another link. This one works only in the corner, thanks to the lessened pushback there. Great tool to be used against people that tend to buffer a Guard Cancel on their wake-up. Remember that only the light version of the Power Dunk will work in this combo (the strong one is best to actually finish the combo, though). Good damage.
As usual, if you have the meter, don't hesitate and use your Super.
Excelent combo to be used when your enemy is at the corner. Particularly useful against people trying to wake-up jump. Plus, it's stupidly easy to confirm. Good damage.
Great way to tell people to keep their butt on the ground after getting knocked down in the corner.
Another good combo to use when you find yourself in need of a quick punish at close quarters. The strong version of the Power Dunk does a little bit more damage, but it's still just an average punish.
No excuses: if you can spend the meter, do it.
Low-hitting
As basic as it gets. Always use the strong version of Power Wave, otherwise it won't combo properly. This must be used at point-blank range too, or the second 'cr. B' may whiff. Safe on block (except when the enemy is at the corner). Weak damage, but it's still useful.
The best and most common way to hit-confirm Terry's kick Super. Again, be careful with the range on the second 'cr. B'.
Has better range than the previous combo, but it's unsafe on block, so be sure to confirm it. Always go for the third hit of the Power Charge, even if it whiffs, just for the meter. Average damage.
Excelent meterless combo to be used against a cornered enemy. Good damage, and hit-confirming the Power Charge is relatively easy. The best part about it, though, by far, is that it will beat anyone trying to wake-up backdash (the 'cr. B' will whiff, but the 'cl. C' will hit them out of their recovery).
Intermediary
Here is a list of Terry's most basic Feint Cancel combos.
Jump-ins
Now the real fun starts, as we begin to use Terry's Feint Cancel to improve our combos. This one, a crossup, scores Terry some good damage, and it also hurts the enemy's guard a lot. Good damage.
End the previous combo with a Burning Knuckle instead for a little bit more damage, knockdown and corner carry. Terribly unsafe on block, needless to say.
You can land all three hits of Terru's Power Charge, even midscreen, by walking slightly forward after Terry's Feint Cancel (this trick will come in handy later, but don't worry if you can't do it consistently, since it is certainly a hard task in this specific combo). Crazy high damage for a meterless combo.
Kick Super as a finisher, per usual.
Standing
Use this as a punishment tool, or just run like crazy into your opponent's face and nail them with it; after all, even if they do block this, you'll end up with the advantage either way because of the guard damage you'll inflict. Average damage.
To be used when you are one hundred percent sure it will work. Also, Terry's Burning Knuckle won't combo unless the first 'cl. C' was done at point-blank range, so be extra cautious. Average damage.
Another excelent punishment weapon. Don't forget to confirm the Super.
The same rule of walking after the Feint Cancel applies here, we're only taking the jump-in out of the equation. Good damage.
Low-hitting
One of Terry's best combos that start with a low. Corner exclusive. Good damage.
Finishing off with a Super is always an option.
Advanced
From here on out, the list will be comprised of combos that require two or more Feint Cancels.
Jump-ins
The optimized version of all of Terry's previously listed midscreen crossups. Good damage.
That gotta hurt.
Standing
Your best way to deal damage midscreen to both your opponent's health and defense bar. Good damage.
Naturaly, finishing a combo with your kick Super is always an option.
One of Terry's most powerful corner combos. The trick here, once again, is to walk just a little bit after each (or just the first) Feint Cancel, so you can fight against the pushback on your own strikes; hard to learn, but not to actualy execute once you get the timing down.
A meterless Terry strongest corner combo. Crazy high damage for absolutely no cost at all.
Other
Here you can find a few of Terry's combos that deserve their own space for whatever reasons.
Counter-Hit
You'll be seeing this a lot. It doesn't matter if you use Power Dunk or Burning Knuckle, the damage is still the same: average.
Ending this combo with Super is the best way to make every Counter-Hit counts.
An improved version of the previous combos. You have to be pretty near the corner for this to work.
Pretty awesome looking combo to use, when you want to go nuts with your meter (and have a laugh).
Again, another sick looking combo. Never use this when you're too much close to the corner (like you should with the previous two combos): instead, save this for use only when you're somewhere between midscreen and corner.
Since all Supers in this game cause a hard knockdown, use Terry's fireball after using this as Anti-Air or something for a nice OTG combo.
You have to be really close for this to work. If you try walking forward, the enemy will get up in time, so be careful with that.
Trade-specific
Nowhere near as rare as anyone would think.
Easier to do if the enemy is closer to the corner. It happens sometimes, mostly when Terry is trying to use his punch Super as an Anti-Air against a hop and it ends up trading.
2P-specific
This game has a bizarre bug that exclusively affects the second player, diminishing the pushback of his corner strikes by just a few pixels. This something that probably benefits Terry more than any other character in the game, allowing him to extend his corner combos even further, as it can be seen in the following videos:
Video 1.
Video 2.