FIGHTER GUIDE IORI'S STRATEGY

TERRY
テリー

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for TERRY.

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Home›Fighter Guides›TERRY›Combos & Okizeme
COMBO ROUTES

TERRY Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

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ESSENTIAL ROUTES01

Notation

DR = raw Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit

Power Wave = 236LP/MP Round Wave = 236HP Quick Burn = 214LP Burning Knuckle = 214MP/HP Power Charge = 236K Crack Shoot = 214K Rising Tackle = 623P

SA1 Buster Wolf = 236236K SA2 Power Geyser = 214214P > PP Twin Geyser > Then PP Triple Geyser SA3 Rising Fang = 236236P

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

st.MP

Startup: 7F; on hit: +2F; on block: -3F. The hurtbox extends farther forward during 18–25F, making whiffs easier to punish.

Round Wave

The proximity-guard trigger now activates 5F earlier. Startup: 29F; on hit: +8F; on block: +5F; hits low. Opponents can no longer walk back as easily through sequences from MP or cr.MP.

Quick Burn

Regular version: damage distribution changed, and hit advantage increased from +2F to +3F.

OD version: final-hit damage increased from 600 to 800, for 1600 total. Leaves a knockdown at +33F. Reduced horizontal launch distance makes Year 4 shimmies easier.

OD Power Charge

Can cancel into special moves from March 2026 onward.

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COMBO ROUTES03

10 essential starter combos

1 Basic light-attack route

cr.LK > cr.LP > M Burning Knuckle

Alternatively:

st.LK > M Burning Knuckle

For midscreen carry and wake-up pressure. M Burning Knuckle leaves +30–42F depending on how it connects.

2. Damage-focused light-attack route

cr.LK > cr.LP > H Rising Tackle

H Rising Tackle leaves approximately +27F.

3. Basic cr.MP route

cr.MP > st.LK > M Burning Knuckle

cr.MP: 6F startup / +5 on hit / -1 on block.

4. Late-active L Power Charge combo

Tip-range cr.MP > tip-range st.LK > late-active L Power Charge > cr.LP > st.LP > H Rising Tackle

A late-active, tip-range L Power Charge can leave up to approximately +7F.

5. Basic Fire Kick route

cr.MK > cr.HK (Fire Kick) > H Burning Knuckle

Prioritizes damage

Fire Kick > H Power Charge > delayed H Rising Tackle

6 cr.MK Drive Rush

cr.MK > CDR > cr.HP > H Power Charge > delayed H Crack Shoot > Quick Burn

For more damage, use H Rising Tackle as the final move.

SA3 ender: H Rising Tackle > SA3

7 st.MPDrive Rush

st.MP > CDR > cr.HP > H Power Charge > delayed H Crack Shoot > Quick Burn

For more damage, choose H Rising Tackle.

8. Basic st.HP route

st.HP hit 1 > H Power Charge > H Burning Knuckle

All inputs can be immediate. The available follow-ups change with when st.HP connects.

9. High-damage meterless st.HP route

st.HP 1st hit > H Power Charge > delayed H Crack Shoot (3 hits) > Quick Burn

For damage, replace the final move with H Rising Tackle.

Delay H Crack Shoot so all 3 hits connect.

10 st.HK Punish Counter

st.HK PC > st.HP hit 1 > H Power Charge > delayed H Crack Shoot > H Rising Tackle

st.HK Punish Counter causes a crumple at +59F.

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ESSENTIAL ROUTES04

OD Power Charge

OD Power Charge > wall bounce > follow-up opportunity at +75F or more

Can cancel into special moves in the version described here.

easy

cr.MP > OD Power Charge > H Burning Knuckle

Alternative option

OD Power Charge > H Crack Shoot > M Rising Tackle

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COMBO ROUTES05

Corner combos

basic

st.HP hit 1 > H Power Charge > Round Wave > M Power Charge > H Rising Tackle

SA3

st.HP hit 1 > H Power Charge > Round Wave > M Power Charge > L Rising Tacklehit 1 > SA3

Jump-in starter

j.HK > st.HP hit 1 > H Power Charge > Round Wave > H Rising Tackle

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COMBO ROUTES06

Corner: use SA1 twice

Fire Kick > SA1 > SA1

In the corner, another SA1 can connect if the height is right.

Example

st.HP hit 1 > H Power Charge > Round Wave > SA1 > SA1

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COMBO ROUTES07

SA2 Power Geyser

SA2 > Power Geyser > PP Twin Geyser > Then PP Triple Geyser

From light attacks

Light attacks > OD Quick Burn 2nd hit > SA2 > Twin Geyser > Triple Geyser

Important

Only OD Quick Burn's 2nd hit can cancel into a Super Art.

To use SA2, cancel the 2nd hit.

To save Super meter, let the 3rd hit finish for 1600 damage and +33F wake-up pressure.

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COMBO ROUTES08

Maximum punish after blocking an invincible reversal

Midscreen

cr.HP PC > H Power Charge > delayed H Crack Shoot > H Rising Tackle

corner

cr.HP PC > H Power Charge > Round Wave > M Power Charge > H Rising Tackle

High damage with Super meter

cr.HP PC > H Power Charge > Round Wave > OD Burning Knuckle > SA2 > Twin Geyser > Triple Geyser

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ESSENTIAL ROUTES09

Drive Impact wall splat

easy

DI wall splat > cr.HP > M Crack Shoot > H Rising Tackle

SA1

DI wall splat > cr.HP > M Crack Shoot > SA1

SA2

DI wall splat > cr.HP > M Power Charge > SA2 > Twin Geyser > Triple Geyser

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SETPLAY10

Key Frame Advantage by Ender

forward throw > +22F

back throw > +18F

cr.HK > +40F

Fire Kick > +35F

OD Quick Burn > +33F

M Burning Knuckle > +30…42F

H Burning Knuckle > +28…41F

OD Burning Knuckle > +60F…

L Rising Tackle > +33F

M Rising Tackle > +25F

H Rising Tackle > +27F

OD Rising Tackle > +27F

H Crack Shoot > +43F

OD Crack Shoot > +29F

SA1 > +22F

SA2 > +24F

SA3 > +22F

CA > +37F

Burning Knuckle's advantage varies with spacing and airborne hit height.

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SETPLAY11

Setplay

1 M Burning Knuckle > forward dash: Important

M Burning Knuckle > forward dash

Typical close-range combos leave approximately +11F here.

From there:

Options: walk-up throw, cr.MP, DR 6HP, or walk back to shimmy.

2 corner / forward throwthrow loop

forward throw > +22F

forward dash 19F > +3F

From there:

Options: forward throw, cr.MP, briefly block, neutral j.HK, or backdash into st.MP.

3 corner / forward throw > DR st.HP

forward throw > DR st.HP

Late-active hit

hit: +8F block: +5F

From there:

Options: walk-up throw, cr.MP, or another strike.

4 M Burning Knuckle > cr.MP whiff > cr.MP

corner

M Burning Knuckle > cr.MP whiff > cr.MP active frames

Approximate values

hit: +7F block: +1F

On hit, another cr.MP can combo.

5 M Burning Knuckle > Round Wave

corner

M Burning Knuckle > Round Waveactive-frame meaty

block > +7F approximately

The proximity-guard trigger was also improved in Year 4.

6. Rising Tackle ender into Round Wave

Corner

A Rising Tackle ender > Round Wave

Easy to time as a meaty on wake-up.

on block: > +5F

Later active frames give even more advantage.

7. After H Power Charge into H Burning Knuckle

H Power Charge > H Burning Knuckle > two forward dashes

> point-blank +6F

From there: cr.MP active-frame meaty

This allows cr.MP > cr.MP.

Another setup

H Power Charge > H Burning Knuckle > whiff st.LP > late-active H Burning Knuckle

block > +2F

8. Year 4: after OD Quick Burn

OD Quick Burn > +33F

Year 4 reduced the launch distance.

New option

Hold back during OD Quick Burn > opponent wakes up > walk back > their throw tech whiffs > Punish Counter.

> st.HP / H Power Chargeetc.

9 H Crack Shoot +43F

H Crack Shoot > +43F

A long knockdown.

In the corner:

Options: jumping attack, empty-jump low, or empty-jump throw.

Choose an appropriate follow-up.

Check each route and spacing in Training Mode to confirm whether the jump is fully safe.

10 SA3 after

SA3 > +22F

forward dash 19F > +3F

At midscreen, there is distance to cover:

SA3 > DR > throw

This is a strong option.

CA

CA > +37F

forward dash > DR cr.MP

Approximate values

hit: +11F block: +5F

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ESSENTIAL ROUTES12

Round Wave【Year4 Important】

Round Wave

startup 29F low hit +8F block +5F

In Year 4, the proximity-guard trigger activates 5F earlier.

Pressure sequences

st.MP > Round Wave

cr.MP > Round Wave

These more easily catch opponents walking backward.

After the opponent blocks

• cr.MP • throw • delayed strike • shimmy

If the opponent is looking for:

• invincible reversal • Perfect Parry

Respond with:

Hold back and block instead of attacking, or walk forward and throw.

Continue into these options.

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ESSENTIAL ROUTES13

DR overhead

6HP > 22F overhead > hit +2 > block-3

DR 6HP

Approximate values

hit: +6F block: +1F

On hit

> cr.MP > H Rising Tackle

etc.

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ESSENTIAL ROUTES14

After st.HP is blocked

st.HP

hit +2 block +1

After the opponent blocks

Options: cr.LP, throw, or walk back to shimmy.

In combos, follow-up options change depending on whether st.HP connects early or late.

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ESSENTIAL ROUTES15

Why choose Burning Knuckle as the ender?

Midscreen

Burning Knuckle can be more valuable than Rising Tackle here.

Consider it as your ender.

Reasons

Corner carry, wake-up pressure, and gaining space.

Choosing by position

Midscreen: carry with Burning Knuckle and apply wake-up pressure.

Corner: prioritize damage with Power Charge / Round Wave.

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ESSENTIAL ROUTES16

10 Practical Starter Routes

1. cr.LK > cr.LP > M Burning Knuckle

2. cr.MP > st.LK > M Burning Knuckle

3. Fire Kick > H Burning Knuckle

4. st.MP > CDR > cr.HP > H Power Charge > delayed H Crack Shoot > Quick Burn

5. cr.MK > CDR > cr.HP > H Power Charge > delayed H Crack Shoot > Quick Burn

6. st.HP hit 1 > H Power Charge > H Burning Knuckle

7. corner

st.HP hit 1 > H Power Charge > Round Wave > M Power Charge > H Rising Tackle

8. M Burning Knuckle > forward dash > throw / cr.MP / shimmy

9. corner

Forward throw > forward dash > throw / cr.MP / neutral j.HK

10. OD Quick Burn > Year4 shimmy

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ESSENTIAL ROUTES17

Current Game Plan

Make contact with cr.MP, cr.MK, or st.MP > carry with M Burning Knuckle > forward dash > strike / throw / shimmy > corner forward-throw loop > late-active meaty Round Wave > convert larger openings through H Power Charge > aerial combo > use Triple Geyser for high damage when SA2 is available.

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ESSENTIAL ROUTES18

Notes for Older Guides

Use the following current-version replacements.

st.MP has a larger hurtbox on whiff.

Round Wave's proximity-guard trigger improved.

Regular Quick Burn is +3 on hit.

OD Quick Burn: 800 damage on the final hit, 1600 total, +33F afterward, and reduced launch distance.

OD Power Charge can cancel into special moves.

UFD lists cr.HK at +40F for this version.

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ESSENTIAL ROUTES19

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data, August 2026 version; Terry combo material updated 2026-8-8; Year 4 adjustment testing dated 2026-8-23; combo and wake-up pressure research updated March 2026; 2026-8-3 adjustment differences.

Combo and setplay conditions and advantage can vary with spacing, late-active timing, airborne hit height, and position relative to the corner.

Recheck in Training Mode before using these routes in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.