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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MATCHUP GUIDE

TERRY Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Distinguish Round Wave pressure from the knockdown approach

Terry can build a close decision through Round Wave or through a dash after Burning Knuckle. These have different starting conditions. Track whether you just guarded a low projectile or recovered from a combo, then identify the walk, strike, or retreat that follows.

What to watch for

Round Wave in a normal sequence

The pressure notes pair standing or crouching medium punch with Round Wave, then a strike, throw, delay, or shimmy. Keeping low guard available matters; walking backward through the sequence can be caught by the low.

Medium Burning Knuckle as an ender

The guide uses a dash after a close-range combo ending in this move, then walking throw, crouching medium punch, or a retreat. Do not apply that setup automatically to every long-range Knuckle hit.

How to deal with common situations

You try to parry every Round Wave

Terry’s notes include walking throw when the opponent focuses on parry, and waiting when they look for a reversal. Record those alternatives along with the projectile continuation before settling on one response.

A forward throw pins you in the corner

The source offers another throw, crouching medium punch, a brief guard, neutral jump, or backstep. Repeatedly teching the next throw gives the retreating option a target; repeatedly reversing gives the guard option a reward.

Distance-specific responses

Before Burning Knuckle contacts

Preserve the travel distance and strength in a punish test. A close combo ender and a spaced neutral approach should not share an assumed recovery situation.

Inside Round Wave pressure

Watch Terry after the projectile is blocked. A forward walk and a stationary strike create different throw distances, even when they begin from the same normal.

At the corner after a throw

Recognize dash pressure separately from the Drive Rush heavy-punch option. The latter is a deliberately timed attack, not a reason to reuse your neutral heavy-punch response.

Common mistakes

  • Walking backward automatically through the Round Wave sequence.
  • Parrying every expected projectile after Terry starts walking in to throw.
  • Assuming every medium Knuckle hit leaves the close combo setup.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Add the missing Round Wave alternatives

    Record medium punch into Round Wave and its next strike. Make a second recording that walks into throw and a third that waits for a reversal. Verify the source sequence, then compare your preferred defense against all three.

  2. Track the corner retreat

    Record forward throw into dash-throw, crouching medium punch, and backstep. Randomize after checking the approach. Count your missed techs to see whether you are defending a throw that never came.

Uses Terry’s Round Wave pressure, medium-Burning-Knuckle ender, and corner forward-throw sections. Spaced special-move recovery should be checked separately in Frame Data and Training Mode. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

TRAINING CHECK

Start with spacing and guaranteed punishes

Use the published frame data below as a shortlist, then confirm range, pushback, follow-ups, and active-frame timing in Training Mode before treating a punish as guaranteed.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
SA3 Rising Fang-50Test a punish that reaches at the recorded spacing.
CA Rising Fang-50Test a punish that reaches at the recorded spacing.
OD Rising Tackle-42Test a punish that reaches at the recorded spacing.
H Rising Tackle-36Test a punish that reaches at the recorded spacing.
SA2 Power Geyser-27Test a punish that reaches at the recorded spacing.
M Rising Tackle-26Test a punish that reaches at the recorded spacing.
SA1 Buster Wolf-26Test a punish that reaches at the recorded spacing.
L Rising Tackle-25Test a punish that reaches at the recorded spacing.
Fire Kick-16Test a punish that reaches at the recorded spacing.
H Power Charge-16Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

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