Garou: Mark of the Wolves/Terry/Strategy

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General strategy

Meter management

One of Terry's main weaknesses is that he has no real way to consistently build his meter. Because of this, meter management is very important: if it won't guarantee you the round, or if your T.O.P. isn't active, don't expend two precious stocks of Super at once.

Whiff a Power Charge C after any safe hard knockdown you can get, specially after a kick Super, so you can approach and recover meter. You could also try whiffing his Power Dunk Break at far distances, but that can be dangerous if the Break happens to fail and you end up stuck with a whiffed Power Dunk.


Mixup and wake-up game

Terry has a relatively good, albeit a little slow, mixup game.

He can easily confirm his Supers out of lows and overhead attacks, thanks to his Power Dunk Break, and his crossup potential is great, both with regular jumps and short hops (courtesy, again, of his Power Dunk Break).

In the corner is where Terry undoubtedly excels at. A meaty 'cr. B' into his 'cl. C' leads to a few of Terry's best combos. This setup will also beat people trying to backdash in their wake-up, since the 'cl. C' will hit them while they're recovering (mind characters that can cancel their backdash, though). This will lose to wake-jumps, so mix it up with a meaty 'cl. C': if it hits, Feint Cancel them to death; if it's blocked, Feint Cancel them to death anyway for the Guard Crush and lockdown pressure. A Neutral (or backwards) jump with his air normals can catch people trying to jump out of there.

Midscreen, Terry's mixup games suffers quite a blow, unfortunately. Meterless, he will have to choose between low-damaging and safe combos, or average-damaging and unsafe ones, so confirming and acessing the best situation in the context of the match is key here. A crossup short hop canceled into an auto-corrected Power Dunk works spectacularly against crouching openents, since it can be really unpredictable. You can also just go for the meaty 'cl. C' and do your usual Feint Cancel pressure. Wake-up backdash midscreen is a real problem, though, since Terry has absolutely nothing 100% safe to use against that: you could run and try to use 'cl. C' when they are recovering, but this will lose against pretty much anything they use if your prediction was off; a short hop with 'j. D' won't reward you at all depending on the distance (it may not even catch them); giving the enemy a little space to avoid Reversals and Guard Cancels, and then using a strong Power Wave, is the best option you got, but it's by no means perfect since the reward is low and you can still get punished.

Corner or midscreen, baiting attempts at unsafe Reversals and wake-up throws are also important. An unsafe Reversal, when blocked, will give you a golden opportunity to start your best 'cl. C' punishment; what you are looking for, though, is those really unsafe ones that allow you to use a strong Power Charge and then comboing afterwards; if it's something that isn't that much unsafe on block, go for the Power Dunk Break or an 'st. A' as starters, since those are your fastest attacks. If the opponent wake-up Supers, return the stick to neutral during the freeze, and then immediately go for the Just Defense. Against a wake-up throw, you can neutral jump and land on top of them with 'j. D' and follow that up with a combo (buffer an Air-JD at the top of your jump, in case they'll go for the Reversal), or you can backdash, then run back at them and whiff punish them.

Against people that like to Guard Cancel your meaties, use Terry's target combo or a 'cl. B' canceled right into a Power Dunk Break (you can use 'st. A'/'cl. A' too for this setup): this will work as an Anti-GC weapon most of the time.

If you were knocked down, waking-up with Super isn't a good idea since both your Supers are horribly slow (it's better in a few matchups, like Jenet or Kain). Just stick to defending, Just-Defending or even Guard Canceling if you feel like you got the read on your enemy. A strong Power Dunk (Breaked or not) works as a good Reversal too because of it's invincibility frames, but will get you killed if it's whiffed or blocked. Wake-up jump, wake-up throw and wake-up backdash are universal options.


Zoning and poking game

To come.


Power Charge C notes

To come.


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Kim Dong Hwan
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