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
TERRYTERRY character artwork
Home›Fighter Guides›TERRY›Frame Data
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.

CategoryMoveStartupActiveRecoveryOn HitOn BlockCancelDamageNotes
Normal AttacksStanding Light Punch44-674-1C300Chain-cancelable.
Normal AttacksStanding Light Kick55-6122-2C300—
Normal AttacksStanding Medium Punch77-9162-3C700—
Normal AttacksStanding Medium Kick99-11185-2700—
Normal AttacksStanding Heavy Punch99-121821C800On block: recovery 2F decrease
Normal AttacksStanding Heavy Kick1212-15211-4900On Punish Counter: crumple +18
Normal AttacksCrouching Light Punch44-684-1C300Chain-cancelable.
Normal AttacksCrouching Light Kick55-6113-2200Chain-cancelable.
Normal AttacksCrouching Medium Punch66-9135-1C600On block: 1F additional recovery. On whiff: 2F additional recovery.
Normal AttacksCrouching Medium Kick88-1019-2-6C500—
Normal AttacksCrouching Heavy Punch88-13221-4C800Forces stand. hit; On block: recovery 3F decrease
Normal AttacksCrouching Heavy Kick1010-1224D-11900On Punish Counter: longer knockdown and hard knockdown.
Normal AttacksJumping Light Punch44-10landing recovery 3300—
Normal AttacksJumping Light Kick55-11landing recovery 3300—
Normal AttacksJumping Medium Punch77-12landing recovery 3500Causes a launch knockdown on airborne hit.
Normal AttacksJumping Medium Kick77-10landing recovery 3700Cross-up property.
Normal AttacksJumping Heavy Punch99-14landing recovery 3800On Counter Hit/Punish Counter: slam knockdown
Normal AttacksJumping Heavy Kick1010-16landing recovery 3800—
Unique AttacksHammer Punch2222-24192-3800—
Unique AttacksPower Drive1515-1722D-51100—
Unique AttacksPower Shoot1818-2031D-14600—
Unique AttacksPower Dunk)1818-47 18-20,42-4733D―800ー On hit: Damage1000
Unique AttacksPassing Sway1313-1427-3-12400On hit: only20-40F fully invincible
Unique AttacksJumping Lariat2424-25184310001-25F fully invincible14-25F airborne
Unique AttacksJumping Knee2424-25203-210001-25F fully invincible16-25F airborne
Unique AttacksFire Kick1313-1428D-16C500—
Special MovesL Power Wave14total 49-3-9SA3600—
Special MovesM Power Wave16total 480-6SA3700—
Special MovesRound Wave29total 5185SA3900—
Special MovesOD Power Wave15total 432-2SA2800—
Special MovesQuick Burn1010-23 / 10-11, 22-23233-5SA3900—
Special MovesOD Quick Burn1010-23 / 10-11, 22-2323D-5SA21600—
Special MovesM Burning Knuckle1414-2220D-6SA31000—
Special MovesH Burning Knuckle2323-3617D-8SA31200—
Special MovesOD Burning Knuckle1919-3217D-8SA21400On Punish Counter: extended launch time
Special MovesL Power Charge1414-18243-9SA3700—
Special MovesM Power Charge2020-2523D-11SA3800—
Special MovesH Power Charge2525-3327D-16SA3800On airborne hit: Jump-inchange On hit: only Power Charge special move Cancelable
Special MovesOD Power Charge1919-2624D-14SA2800On hit: only Power Charge special move Cancelable
Special MovesL Crack Shoot1616-19181-37007-23F airborne On Punish Counter: hard knockdown
Special MovesM Crack Shoot1717-23183-39009-25F airborne On Counter Hit/Punish Counter: hard knockdown
Special MovesH Crack Shoot2323--3319D-1110012-34F airborne
Special MovesOD Crack Shoot2020-2319D-212008-25F airborne On Punish Counter: hard knockdown On airborne hit: ground bounce.
Special MovesL Rising Tackle55-1421+landing recovery 12D-25SA310001-14F airborne strike; 6-35F airborne
Special MovesM Rising Tackle66-1528+landing recovery 12D-26SA312001-10F airborne strike; 8-43F airborne
Special MovesH Rising Tackle77-2627+landing recovery 15D-36SA313001-8F airborne strike; 8-53F airborne
Special MovesOD Rising Tackle66-2034+landing recovery 15D-4216001-10F fully invincible7-54F airborne
Super ArtsSA1 Buster Wolf77-1860D-2620001-8F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30%
Super ArtsSA2 Power Geyser1313-2554D-272600On 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 ArtsSA2 Twin Geyser2222-2743Dー1100On hit: only38-42F through Triple Geyser, Triple Geyser() Can follow up Minimum damage scaling 40%
Super ArtsSA2 Triple Geyser1414125Dー25001-139F fully invincible Minimum damage scaling 40%
Super ArtsSA2 Triple Geyser (Dud)total 900SA Gauge when activate
Super ArtsSA3 Rising Fang88-3457D-5040001-16F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move.
Super ArtsCA Rising Fang88-3457D-5045001-16F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move.
Normal ThrowsGrasping Upper55-723D1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Normal ThrowsBuster Throw55-723D1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Common SystemForward Dashtotal 190—
Common SystemBackward Dashtotal 2301-15F throw invulnerable
Common SystemDrive Impact: Back Spin Kick2626-2735D-38001-27F armor (2) hit ー corner wall splat startup Counter Hit, ー ー after hit properties change; hitcrumple; duringhit Jump-inwhen increase; SA Gauge3000increase
Common SystemDrive Reversal (while blocking): Back Knuckle2020-2226D-6500Recoverable damage 1-22F fully invincible On hit: recovery 5F increase
Common SystemDrive Reversal (while recovering): Back Knuckle1818-2026D-6500Recoverable damage 1-20F fully invincible On hit: recovery 5F increase
Common SystemDrive Parry1[※2] 1-1233※10Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move.
Common SystemPerfect Parry (strike)110opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit
Common SystemPerfect Parry (projectile)1100input ー, ー attack Perfect Parry, animationend through Counter Hit
Common SystemParry Drive Rushtotal 45※010F Note: animation9F attack 24F
Common SystemCancel Drive Rushtotal 46※09F Note: animation10F attack 25F