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.
- Health
- 10000
- Published data
- 4 sections
TERRY

FRAME DATA
TERRY Frame Data (SF6)
Official-reference startup, active frames, recovery, advantage, cancel properties, and damage.
Move names use CAPCOM's official English Frame Data terminology.
| Category | Move | Startup | Active | Recovery | On Hit | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Normal Attacks | Standing Light Punch | 4 | 4-6 | 7 | 4 | -1 | C | 300 | Chain-cancelable. |
| Normal Attacks | Standing Light Kick | 5 | 5-6 | 12 | 2 | -2 | C | 300 | — |
| Normal Attacks | Standing Medium Punch | 7 | 7-9 | 16 | 2 | -3 | C | 700 | — |
| Normal Attacks | Standing Medium Kick | 9 | 9-11 | 18 | 5 | -2 | 700 | — | |
| Normal Attacks | Standing Heavy Punch | 9 | 9-12 | 18 | 2 | 1 | C | 800 | On block: recovery 2F decrease |
| Normal Attacks | Standing Heavy Kick | 12 | 12-15 | 21 | 1 | -4 | 900 | On Punish Counter: crumple +18 | |
| Normal Attacks | Crouching Light Punch | 4 | 4-6 | 8 | 4 | -1 | C | 300 | Chain-cancelable. |
| Normal Attacks | Crouching Light Kick | 5 | 5-6 | 11 | 3 | -2 | 200 | Chain-cancelable. | |
| Normal Attacks | Crouching Medium Punch | 6 | 6-9 | 13 | 5 | -1 | C | 600 | On block: 1F additional recovery. On whiff: 2F additional recovery. |
| Normal Attacks | Crouching Medium Kick | 8 | 8-10 | 19 | -2 | -6 | C | 500 | — |
| Normal Attacks | Crouching Heavy Punch | 8 | 8-13 | 22 | 1 | -4 | C | 800 | Forces stand. hit; On block: recovery 3F decrease |
| Normal Attacks | Crouching Heavy Kick | 10 | 10-12 | 24 | D | -11 | 900 | On Punish Counter: longer knockdown and hard knockdown. | |
| Normal Attacks | Jumping Light Punch | 4 | 4-10 | landing recovery 3 | 300 | — | |||
| Normal Attacks | Jumping Light Kick | 5 | 5-11 | landing recovery 3 | 300 | — | |||
| Normal Attacks | Jumping Medium Punch | 7 | 7-12 | landing recovery 3 | 500 | Causes a launch knockdown on airborne hit. | |||
| Normal Attacks | Jumping Medium Kick | 7 | 7-10 | landing recovery 3 | 700 | Cross-up property. | |||
| Normal Attacks | Jumping Heavy Punch | 9 | 9-14 | landing recovery 3 | 800 | On Counter Hit/Punish Counter: slam knockdown | |||
| Normal Attacks | Jumping Heavy Kick | 10 | 10-16 | landing recovery 3 | 800 | — | |||
| Unique Attacks | Hammer Punch | 22 | 22-24 | 19 | 2 | -3 | 800 | — | |
| Unique Attacks | Power Drive | 15 | 15-17 | 22 | D | -5 | 1100 | — | |
| Unique Attacks | Power Shoot | 18 | 18-20 | 31 | D | -14 | 600 | — | |
| Unique Attacks | Power Dunk) | 18 | 18-47 18-20,42-47 | 33 | D | ― | 800 | ー On hit: Damage1000 | |
| Unique Attacks | Passing Sway | 13 | 13-14 | 27 | -3 | -12 | 400 | On hit: only20-40F fully invincible | |
| Unique Attacks | Jumping Lariat | 24 | 24-25 | 18 | 4 | 3 | 1000 | 1-25F fully invincible14-25F airborne | |
| Unique Attacks | Jumping Knee | 24 | 24-25 | 20 | 3 | -2 | 1000 | 1-25F fully invincible16-25F airborne | |
| Unique Attacks | Fire Kick | 13 | 13-14 | 28 | D | -16 | C | 500 | — |
| Special Moves | L Power Wave | 14 | total 49 | -3 | -9 | SA3 | 600 | — | |
| Special Moves | M Power Wave | 16 | total 48 | 0 | -6 | SA3 | 700 | — | |
| Special Moves | Round Wave | 29 | total 51 | 8 | 5 | SA3 | 900 | — | |
| Special Moves | OD Power Wave | 15 | total 43 | 2 | -2 | SA2 | 800 | — | |
| Special Moves | Quick Burn | 10 | 10-23 / 10-11, 22-23 | 23 | 3 | -5 | SA3 | 900 | — |
| Special Moves | OD Quick Burn | 10 | 10-23 / 10-11, 22-23 | 23 | D | -5 | SA2 | 1600 | — |
| Special Moves | M Burning Knuckle | 14 | 14-22 | 20 | D | -6 | SA3 | 1000 | — |
| Special Moves | H Burning Knuckle | 23 | 23-36 | 17 | D | -8 | SA3 | 1200 | — |
| Special Moves | OD Burning Knuckle | 19 | 19-32 | 17 | D | -8 | SA2 | 1400 | On Punish Counter: extended launch time |
| Special Moves | L Power Charge | 14 | 14-18 | 24 | 3 | -9 | SA3 | 700 | — |
| Special Moves | M Power Charge | 20 | 20-25 | 23 | D | -11 | SA3 | 800 | — |
| Special Moves | H Power Charge | 25 | 25-33 | 27 | D | -16 | SA3 | 800 | On airborne hit: Jump-inchange On hit: only Power Charge special move Cancelable |
| Special Moves | OD Power Charge | 19 | 19-26 | 24 | D | -14 | SA2 | 800 | On hit: only Power Charge special move Cancelable |
| Special Moves | L Crack Shoot | 16 | 16-19 | 18 | 1 | -3 | 700 | 7-23F airborne On Punish Counter: hard knockdown | |
| Special Moves | M Crack Shoot | 17 | 17-23 | 18 | 3 | -3 | 900 | 9-25F airborne On Counter Hit/Punish Counter: hard knockdown | |
| Special Moves | H Crack Shoot | 23 | 23--33 | 19 | D | -1 | 1100 | 12-34F airborne | |
| Special Moves | OD Crack Shoot | 20 | 20-23 | 19 | D | -2 | 1200 | 8-25F airborne On Punish Counter: hard knockdown On airborne hit: ground bounce. | |
| Special Moves | L Rising Tackle | 5 | 5-14 | 21+landing recovery 12 | D | -25 | SA3 | 1000 | 1-14F airborne strike; 6-35F airborne |
| Special Moves | M Rising Tackle | 6 | 6-15 | 28+landing recovery 12 | D | -26 | SA3 | 1200 | 1-10F airborne strike; 8-43F airborne |
| Special Moves | H Rising Tackle | 7 | 7-26 | 27+landing recovery 15 | D | -36 | SA3 | 1300 | 1-8F airborne strike; 8-53F airborne |
| Special Moves | OD Rising Tackle | 6 | 6-20 | 34+landing recovery 15 | D | -42 | 1600 | 1-10F fully invincible7-54F airborne | |
| Super Arts | SA1 Buster Wolf | 7 | 7-18 | 60 | D | -26 | 2000 | 1-8F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30% | |
| Super Arts | SA2 Power Geyser | 13 | 13-25 | 54 | D | -27 | 2600 | On hit: only25-38F through Twin Geyser Can follow up1-17F fully invincible18-25F airborne strike; Counter Hit/ Counter Hit values do not change Minimum damage scaling 40% | |
| Super Arts | SA2 Twin Geyser | 22 | 22-27 | 43 | D | ー | 1100 | On hit: only38-42F through Triple Geyser, Triple Geyser() Can follow up Minimum damage scaling 40% | |
| Super Arts | SA2 Triple Geyser | 14 | 14 | 125 | D | ー | 2500 | 1-139F fully invincible Minimum damage scaling 40% | |
| Super Arts | SA2 Triple Geyser (Dud) | total 90 | 0 | SA Gauge when activate | |||||
| Super Arts | SA3 Rising Fang | 8 | 8-34 | 57 | D | -50 | 4000 | 1-16F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. | |
| Super Arts | CA Rising Fang | 8 | 8-34 | 57 | D | -50 | 4500 | 1-16F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. | |
| Normal Throws | Grasping Upper | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Normal Throws | Buster Throw | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Common System | Forward Dash | total 19 | 0 | — | |||||
| Common System | Backward Dash | total 23 | 0 | 1-15F throw invulnerable | |||||
| Common System | Drive Impact: Back Spin Kick | 26 | 26-27 | 35 | D | -3 | 800 | 1-27F armor (2) hit ー corner wall splat startup Counter Hit, ー ー after hit properties change; hitcrumple; duringhit Jump-inwhen increase; SA Gauge3000increase | |
| Common System | Drive Reversal (while blocking): Back Knuckle | 20 | 20-22 | 26 | D | -6 | 500 | Recoverable damage 1-22F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Reversal (while recovering): Back Knuckle | 18 | 18-20 | 26 | D | -6 | 500 | Recoverable damage 1-20F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Parry | 1 | [※2] 1-12 | 33 | ※1 | 0 | Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move. | ||
| Common System | Perfect Parry (strike) | 1 | 1 | 0 | opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit | ||||
| Common System | Perfect Parry (projectile) | 1 | 10 | 0 | input ー, ー attack Perfect Parry, animationend through Counter Hit | ||||
| Common System | Parry Drive Rush | total 45 | ※ | 0 | 10F Note: animation9F attack 24F | ||||
| Common System | Cancel Drive Rush | total 46 | ※ | 0 | 9F Note: animation10F attack 25F |
Referenced: 2026-08-27Official Street Fighter 6 Frame Data ↗