SvC Chaos: SNK Vs Capcom/Terry Bogard

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テリー・ボガード, Terry Bogard
"You can't be ready to throw in the towel yet, are you? This wolf's still pumped!"
Difficulty Simple
Max Mode Needed? Up to you
Tier Placement Very Strong (A)
Standing Hitbox ?
Crouching Hitbox Short

Introduction

Terryfacesvc.png

Packing a cool hat, Terry Bogard is the main character from the Fatal Fury series and SNK's mascot character. He is known as one of the "Lonely/Hungry Wolves," with the other two being Joe Higashi, his friend, and Andy Bogard, his brother. As always, he's one of the easiest characters for new players to pick up and play. While he might be very similar from KOF2002, where he's a lower tiered character, in this game he's so good he's borderline top tier that requires almost zero effort to get results with thanks to a whole slew of buffs (whether intentional or not) that make his rushdown game quite threatening.

Strengths Weaknesses
  • Extremely easy to learn: If you've played Terry in any other game, you already know how to play him in most games. It doesn't change you will need to learn his SVC-specific nuances, but he's arguably the easiest character to pick up and play with little in the way of difficult tech. You can often watch replays, and just mimic what other Terry players do and understand the gist of his gameplay.
  • Fast projectile: Though there's only one variant, as 236C is a different attack, his fireball lets him play some decent grounded zoning, potentially forcing the opponent to react or getting a free poke in.
  • Lots of different specials and supers: A projectile, juggleable projectile, charge in punch, anti-air reversal, tools to quickly punish and anti-air with, Terry has a wide variety of moves at his disposal, all of which he makes great use of, regardless of the situation.
  • Crack Shoot can juggle the opponent: Great for max mode combos in particular, Crack Shoot widens Terry's combo potential thanks to its juggle properties, giving him extra damage that doesn't take much more work to capitalize off of.
  • Exceed extends combos: If performing the full input is difficult, or it's not quite nearly enough damage to finish off the opponent, you can even use Terry's exceed to further extend his combo potential or set up for the opponent to be pushed further back towards the corner. A high risk but high reward combo conversion.
  • Supers and Exceed are Max Cancellable: Further expands Terry's combo potential and lets him make great use of his max mode meter when he has it.
  • Easy, effective, and diverse combos: You don't even need max mode combos to do the majority of Terry's optimal combos, as they're already rewarding by themselves and easy to perform. They also serve as good ways to practice simple light confirms with high reward.
  • Arguably some of the best supers in the game: At worst, 236236K is redundant, but still a usable and fine super. At best, his other two supers give him even more utility that further emphasize his great kit. Power Geyser is a fast anti-air that you can also combo into for free, since Triple Geyser can be followed up into at no extra cost. Buster Wolf is a near instant rush-in super that's both easy to combo into and makes a great reactionary punish, made even better by being completely safe on block. It can be front stepped, but even attempts to punish it doing so can backfire if the opponent doesn't react fast enough or default to a throw. This super alone makes Terry a force to be reckoned with.
  • Very strong rushdown pressure overall: Even in his worst matchups, opponents cannot escape Terry's relentless pressure forever. A ton of amazing and fast buttons and a super that nearly every character has to watch out for, and Terry is a character that you can sometimes turn your brain off and still perform well. Whatever changes they made to him in SVC compared to regular KOF may be small on paper but elevate him massively and allow him to mix well with the game's system.
  • Great for learning both SVC and KOF: As stated above, he's one of the easiest characters to learn in this game. If you can play him here, you can play him in KOF and effectively improve at KOF a little thanks to him. The knowledge here easily transfers over to KOF in general, too.
  • Always asks if his opponent is okay: He may punch his opponents in the face and knock them across the stage in a huge impact, but he's got manners at least.
  • Reversal is a charge move: One of Terry's only real sour points without comparing him to boss characters. He's a rushdown character whose reversal is tied to a down-up charge attack. It's easy to buffer, combo into and does its job okay enough. SVC, however, doesn't like charge moves and assuming you're playing the NeoGeo port which has the charge input bug, you can't press downback out of habit - you must remember to press down first and then you may charge downback. Not having his reversal be a simple DP or something else inconveniences Terry quite a bit and means he's a sitting duck if he's waiting to throw it out.
  • Average anti-airs and air-to-airs: Terry's air buttons are good jump-ins, but other than j.D being a good horizontally reaching button, his air buttons are basic and self-explanatory. Nothing exceptional. His anti-air options aren't strong either, since Rising Tackle's range is limited horizontally on top of being a charge move, and Power Geyser costs meter to use.
  • Crack Shoot may whiff on small hitbox characters: Crack Shoot doesn't hit near the ground despite appearing like it does, making it poor to use in certain matchups as it leaves Terry wide open for a punish.
  • Not designed for extensive zoning: SVC being a zoning heavy game will mean it generally favors zoning. Terry's only real zoning is between his one fireball and Power Geyser, where otherwise he's playing rushdown or closing the gap in general. Terry doesn't get much benefit from running away and lacks anything to keep the opponent where he wants them to.
  • Comboing from Exceed requires strict timing: Without relying on max mode cancels to combo off of certain hits of his exceed, exceed combos normally require linking off the last B input. He can combo off of other hits of his exceed as well, all of which also leading to different timings in his links and different combo variety on stricter links. You'll have to practice the combos in order to get used to it and max even more effective use of his exceed if you wish to not default to the full input.
  • Max Mode options are average outside of the corner: All of his best max mode combos are in the corner, but midscreen he doesn't get much to use. His options available to him are decent enough, like super cancels from moves like 236C, but nothing worth saving meter for just to get access to max mode as soon as possible - even if doing Buster Wolf back-to-back is a viable tactic.
  • Burns through meter: Though Terry makes good use of max mode when he has it, he would rather be using it to either GCFS to close the gap when needed, or the more likely scenario, spam supers. If he's not trying to anti-air otherwise, he wants to burn it on Buster Wolf. Even if you do have max mode, it's a fairly common tactic to chain Buster Wolf after itself since it recovers almost immediately. Basically, Buster Wolf is too good to ignore, and depending on how you play, you'll likely throw it out constantly.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 5 5 13 +2 +0 -
  • Has good reach, can link into any Light Attack, and can be normal cancelled. Can whiff against some small hitbox and some crouching characters.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 5 7 16 +0 -2 -
  • Just a knee. It has the same properties as cl.A, but doesn't whiff against small hitbox characters.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 3, 7 15 28 -2 -4 -
  • For combo purposes. It does 2 hits, and you can cancel either hit into nearly any move Terry has.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 10 16 30 -6 -8 -
  • A simple cancellable kick. Similar to cl.C, but does more damage. Easier to use cl.C over cl.D in combos.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 5 12 +3 +1 -
  • A fast punch that can be normal cancelled, and can chain into any Light Attack. If you want to combo with it, cancel it into his Command Move, and then do a special move.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4 9 20 -1 -3 -
  • A basic kick for poking. Can't be normal cancelled, and can't chain into other Lights.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 7 16 28 -3 -5 -
  • A very fast punch that cannot be normal cancelled.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 7 15 34 -2 -4 -
  • A kick with good angle for anti-airing the opponent. Can't be normal cancelled, but Terry will move a little forward during the move.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 6 13 +2 +0 -
  • Very good punch for comboing. Generally used after a cr.B, and cancelled into his Command Move to begin his combos. Can chain into other Light Attacks too.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 3 8 14 +1 -1 -
  • Terry's Light Attack chain starter, mainly because it hits low. Chain it into cr.A. Can be normal cancelled too.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 5 19 30 -4 -6 -
  • Mostly for doing combos while preparing to cancel it into something.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 10 8 22 40 SKD -12 -
  • Cancelable sweep move. Simple to use. Cancel it into a Special Move when you need meter or block pressure. You can use it as a low-hitting poke too.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 3 7 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Looks like a fast chop, but won't stay out for a long time. You can use it as an air-to-air attack if timed right.

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 2 8 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Near instant kick with nice reach, and stays out for a decent time. You can use it as a jump-in attack, or even on air-to-air situations. In the corner, it can whiff the opponent.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - nj= 3 ; dj= 4 nj= 7 ; dj= 5 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Good punch for comboing, and you can even crossup with it. j.D can also crossup, however, and is better suited for it.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 7 - - - - -
  • Neutral Jumping Attack
  • Kick aiming up. Use it if your opponent is higher in the air than you. You can use it as a neutral jump-in attack too, albeit risky.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 7 - - - - -
  • Diagonal Jumping Attack
  • Kick with great reach, and can crossup the opponent. Generally, it is used as the main jump-in for starting combos.

Command Normals

Rising Upper
df.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 3, 3 19 28 1st= -5 1st= -7 -
  • For comboing purposes. It has great startup, so it will connect after any cancelable normal(And you can cancel it, to make things better).

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Power Wave
qcf A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Terry's classic ground projectile. It's very fast here, and can be used on basic combos, or as a meaty attack on the opponent's wakeup. Terry can't max cancel moves into it(But why he would?).

Round Wave
qcf C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A stronger version of the projectile. It can't combo from the normals/Command Move, sadly, but you can normal cancel it, which is strange. When it hits, your opponent will go to the air, and you can juggle after it(Just cancel it). Generally, the players cancel it into a B Crack Shoot, because on the corner, you can juggle after the Crack Shoot hits, which is good(See his combos section for more details). On Max Mode, you can cancel this move into his Supers/Exceed. Note that Terry will move forward during the move.

Burn Knuckle
qcb P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb A - - Mid - - - - - - - - - - -
  • Another classic move. Terry will rush forward while doing a punch. The A version comes out faster while the C one goes farther, the latter does not combo from any canceled normals and its way more punishable that the A version if blocked. Use it on combo purposes only(Or by hitting with the final attack frames).
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb C - - Mid - - - - - - - - - - -

Crack Shoot
qcb K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb B - - Mid - - - - - - - - - - -
  • The classic Crack Shoot. Use the B version only, because it's the only version that can actually combo and it dosent whiff on crouched opponents. The button pressed will determine the distance Terry will move. If it hits the opponent in the air, and you're on the corner, you'll have the opportunity to juggle your opponent with something.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb D - - Mid - - - - - - - - - - -

Power Dunk
dp K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp B - - Mid - - - - - - - - - - -
  • Can be used to anti-air. The second hit will do a hard knockdown on a aired opponent, if grounded it does very little hitstun and the opponent can punish you even on hit. On combos, you can normal cancel any move into it(Assuming the move is cancelable, obviously).
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp D - - Mid - - - - - - - - - - -

Rising Tackle
[d]~u P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u A - - Mid - - - - - - - - - - -
  • Another anti-air. You can use it like Guile's Flash/Somersault Kick(Just sit there and wait for a jump). The first hit of it can be max canceled too(Leading for a corner loop). Stick with the A version for anti-air since the C one moves terry slightly foward and can sometimes whiff a opponent jumping in and make them land behind you.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u C - - Mid - - - - - - - - - - -

Super Moves

Buster Wolf
qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
22, 24x4 22, 24 Mid 0 0 0 Free (1st) - - - - - - -
  • Terry's best Super. It's (almost) 100% safe on block. If it whiffs, it's not as safe, however it still recovers incredibly fast. Against experienced players, it's easier to deal with since they can GCFS the first hit and punish with a throw. Many players love to spam it because of its super low recovery and being completely safe on block without spending GCFS. It recovers so fast you can chain the super together on block in the hopes the player accidentally presses a button. You can use this if you need to punish from a certain distance because it travels very quickly. On Max Mode, you can only cancel the first hit.

High Angle Geyser
qcf x2 K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24x4, 22 24, 22 Mid 4x4, 0 0 0 Free (2nd) - - - - - - -
  • Just a combo for punishing. It's unsafe, but Terry can max cancel the first two hits(It's said that he can cancel the 3rd hit, but I couldn't get it).

Power Geyser
qcb~db~f P > qcf P x2
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Single Geyser 40 43 Mid 16 0 0 X - - - - - - -
  • Super projectile, safe anti-air move, and Terry's most damaging Super(Considering the followups). It won't be good if you don't know how to do the followups below(Learn them just if you want). If you think that this move has a strange input, just do QCB, HCF+P. Alternatively, you can do QCB, f+P and the move will still come out for some strange reason, the "db" input is not required by the game.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Twin Geyser 18 18 Mid 4 0 0 X - - - - - - -
  • This is the most important follow up. To do this one, do the input when the first geyser connects (or when terry fist touches the ground if whiffed). On the corner, you can juggle after it hits(With any Super), which is a lead for damaging combos in, and outside of Max Mode(Terry can max cancel his Supers, so...).
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Triple Geyser 18 18 Mid 4 0 0 X - - - - - - -
  • This is just a finisher. To do it, do the input as the second geyser connects (or when terry fist touches the ground if whiffed). You can't do things after it, but it will add more damage to the Super(Making it Terry's most damaging one, and one of the most damaging in the game).

Exceed

Rising Beat
Qcb.pngF.pngKof.lk.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
16+(5x8)+(23x4) 16+(5x8)+(23x4) Mid x X X Free - - - - - - -
  • Full Input: qcb~f+BC > AA, BB, CC, DD, qcb+CD
  • Terry rushes forward to perform a Deadly Rave on the opponent, with a series of punches and kicks, ending on a Buster Wolf-esque ender to blast the opponent away.
  • On the 5th hit - the second B input, you can do any combo, unlike Geese's Exceed, and won't pass over projectiles unlike Geese, either.
  • Terry can max cancel most hits of the Exceed, meaning that on the last upper, you can convert into higher damage max mode combos. The finisher is nice to default to and does good damage, but Terry doesn't need it unless it secures a kill.
  • Easy to confirm into since Terry can do any regular BnB starter, and then cancel into Exceed to land it successfully.
  • Not a bad Exceed, but nothing Terry needs, either. It can unlock more highly damaging combos with him when used, with or without max mode, but more or less nothing he didn't already have, let alone needing to end the Exceed early to extend the combo if you don't default to his ender. But at least it's a strong, meterless way of dealing damage.

Strategy

Basic Strategy

Terry's gameplan

Terry is one of those great rushdown characters, with many damaging options. What you should do with him? Keep on the offensive, jump a lot(With B/D), you'll probably get a crossup many times. Combos and damage aren't a problem for Terry, which makes him one of the easiest, but effective characters in the game. His main defensive options are his charging kick, his Power Geyser(Those two can be used as anti-airs), his Crack Shoot(Can be used to probably defeat your opponent in the air). For his Supers, you won't have problems if you need to use them on combos, because they are fast enough to help you(Especially the Buster Wolf). His Exceed is mostly used for punishing combos, and it should be really better if you stop on the second B(To continue your combos). That's it, just be offensive(But never show off, please), but play on the defensive when you think you need to. Good Luck in your future matches.

Advanced Strategy

Match-Ups

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

Starters

Starters
Combo Position Damage Stun Difficulty Notes
cr.B, cr.A, df.C TBA TBA TBA TBA Light starter. df.C is optional. May need to omit df.C in some combos.
cr./cl.C(1-2), df.C TBA TBA TBA TBA Heavy starter. df.C is optional. May need to omit df.C in some combos.
cl.D, df.C TBA TBA TBA TBA Same as cl.C starter.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) Starter, qcf A TBA TBA TBA TBA Just an easy combo to begin. Terry's projectile combos are mainly to push your opponent while being safe for blockstrings.
qcf C, qcb P TBA TBA TBA TBA Not that used, but it can be a midscreen option. Mainly for mixups, particularly since qcb C doesn't combo so it can throw the opponent's rhythm off thinking they have a window to punish Terry.
qcf C, dp D TBA TBA TBA TBA Just another midscreen option. The D version needs to be used here because the second hit of the B version will whiff on this combo.
qcf C, qcb B TBA TBA TBA TBA The most used one, because if you're near from/on the corner, you can add a Buster Wolf after it.
(Corner only) qcf C, qcb B, [d]~u P TBA TBA TBA TBA The option with more hits, but it's corner only, sadly. Use this if you don't have meter. You can use the B version of the charge move too, but it will do less damage, obviously.
(j.X,) Starter, qcb A TBA TBA TBA TBA It's used as a BnB. Easier to do without the command normal off of a heavy, but there's really no reason not to use df.C. With lights, you need to use df.C. You can't combo the C version, either. Light starters deal less damage, but are more practical giving Terry a low hitting confirm on top of his already suffocating rushdown pressure. Note that qcb A can sometimes drop and be blocked, though it's hard to punish even if it does.
(j.X,) cl.C/D, (df.C,) qcb B TBA TBA TBA TBA For punishing. The D version can't combo with anything.
(j.X,) cr.B, df.C, qcb B TBA TBA TBA TBA This is a combo with a low starter. If you try a cr.A after the cr.B, the qcb B will whiff.
(j.X,) Starter, dp D TBA TBA TBA TBA The Power Dunk isn't that useful for comboing. If you want to use the cl.C, cancel the first hit. The D is in there because it does more damage than the first hit of the cl.C. The B version isn't all that good for combos.
(j.X,) cr.B, cr.A, [d]~u C TBA TBA TBA TBA Simple combo. Combos with charging are generally easy, which is the case of this one.
(j.X,) cr.B, df.C, [d]~u C TBA TBA TBA TBA More damaging than the above, and still has the low starter.
(j.X,) cr.C, [d]~u C TBA TBA TBA TBA The most damaging option. Use this mainly for punishing.
Super Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) Starter, qcf x2 P TBA TBA TBA TBA One of the most used combos with Terry, because it's simple, it's damaging, and is (mostly) safe, thanks to the Super.
(j.X,) Starter, qcf x2 K TBA TBA TBA TBA Just a simple combo to use. If you're used to the first Buster Wolf combos, you won't have problems with this one.
(j.X,) Starter, qcb~db~f P > qcf P x2 TBA TBA TBA TBA A little hard to perform, due to the input(Canceling the Command Move into the Super can be hard, but with practice you can get it). The Power Geyser(With the followups) is the most damaging of Terry's Supers, so this combo has some uses.
(Corner/Near corner only) qcf C, qcb B, qcf x2 P TBA TBA TBA TBA The most damaging followup. Learn this one, you will need for Max Mode combos.
(Corner only) Starter, qcb~db~f P > qcf P, (delay) qcf x2 P TBA TBA TBA TBA Damaging and flasy yet timing demanding combo, the link between the second geyser and Buster wolf is VERY tight, but its possible. It can appear inconsistent, but maybe the reason it drops is because a delay is needed in the input of the second geyser so the opponent can be launch even higher.
Exceed, stop on the last B, any combo TBA TBA TBA TBA To use Terry's Exceed, first you need to know how to use it. Just try to do any combo after the second B input, it's not that hard to do.
(j.X,) Starter, Exceed, do all of the inputs/(stop on the second B, any combo) TBA TBA TBA TBA The best this you can do with the Exceed. You can combo after it, so this could be a better - and easier - option.

Meme combos:

  • (Training Mode and/or console only; Go for the options and put the Exceed into "Infinity") [Any combo ending with the Exceed, stop on the last B,]xN
This is Terry's "infinite". It can't be used in a real match since you can use only one Exceed in a match, but it's cool to see it.

Max Mode Combos

Any Max Mode loops Terry has are corner only combos, though this is hardly much of a detriment to him, anyways.

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
qcf C, (C)any Super TBA TBA TBA TBA Yeah, you can max cancel the Round Wave into a Super, which is cool. "Which Supers are better to use?" What I can say is... Don't use the Buster Wolf(Not on this combo, you have a better hit-confirm for it, and many hits will whiff on it). The qcb, df, f+P is the most damaging one, and you can confirm the 3 Geysers on this combo. For the qcf(2x)+B, never use the D version, unless if you're on the corner(On midscreen, the Super will hit only one time).
qcf C, (C)Exceed, stop on the last B, do a ground combo TBA TBA TBA TBA Yeah, you can hit-confirm the Exceed using the Round Wave. Interestingly enough, the opponent won't be launched if you do this combo, which is cool. For the follow up used, don't worry about it, do the coolest.
qcf C, (C)Exceed, continue the inputs until the end TBA TBA TBA TBA
qcf C, (C)Exceed, max cancel the last D into something TBA TBA TBA TBA
(j.X,) Starter, qcf x2 P(1), (C)qcb A TBA TBA TBA TBA The Burn Knuckle options aren't very good. You won't use it that much, but it's still a possible combo.
(j.X,) Starter, qcf x2 K(2), (C)qcb A TBA TBA TBA TBA Another not-that good combo, but has more damage than the above.
(j.X,) Starter, qcf x2 P(1), (C)qcb B TBA TBA TBA TBA Not that good as a combo, but I think you should practice the max cancel part if you want to learn some Max Mode loops.
(Corner/Near corner only) (j.X,) Starter, qcf x2 K(2), (C)qcb B, qcf x2 P(1), (C)qcf C, qcb B, qcf x2 P TBA TBA TBA TBA This one is a interesting combo. His qcf x2 K is incredible on Max Mode, because it can be used as a setup for Terry's loops(You'll see some of them below). On this combo, we use the Crack Shoot's juggle property(If it hits the opponent in the air, you can juggle him/her). He has many options involving the Crack Shoot, so I won't flood this section with them. If you don't like loops, you can stick with this combo.
(j.X,) Starter, qcf x2 P(1), (C)dp D(1), (C)qcb B, followup if in the corner TBA TBA TBA TBA A cool combo. The DP+K isn't that good(For combos) on the normal mode, but on Max Mode you can cancel the first hit! You should explore it to see some other options(You can do some corner loops involving it too).
(j.X,) cr.C / (cr.B, df.C), [d]~u P(1), (C)qcb B,(Corner/Near corner only) qcf x2 P TBA TBA TBA TBA This is a cool and easy combo. If you want to max cancel the Super on the corner(To do loops), go ahead. If you're on the corner, you can use qcb D instead.
(Corner only) Any combo ending with the Exceed up to last D, [(C)qcf C, qcb B, qcf x2 P]x2 TBA TBA TBA TBA Just a simple loop for you. Many loops use the qcb+B's juggle property on the corner, and the fact that the Supers can be max canceled. I don't know if this is the easiest of them, but it will consume a lot of your meter(Due to the Supers). You don't need to begin with the Exceed, it is just in there to confirm the combos.
(Corner only) Any combo ending with the Exceed (Charge down during the Exceed), stop on the last B, cr.C / (cr.B, df.C), [[d]~u P(1), (C)qcb B]xN TBA TBA TBA TBA Another interesting combo, but it requires a lot of charging, which can be hard if you're not used to do it.
(Corner only) Any combo into Exceed, stop on the last B, Starter, qcf x2 K(2), (C)qcb B, do a loop of your choice TBA TBA TBA TBA A most damaging setup for the loops(And a really good one). Explore the loops, using them doesn't mean you're cheating. (Note: Generally, special moves that can be max canceled can begin his corner loops, like the DP+K. It can be canceled into the qcb+B, which can begin another corner loop, assuming you use the DP+K again. Test this one, and begin searching for more ones!)

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