2K2 UM - Terry

Guides / FAQs / Tutorials with Videos per character for Tougeki Arcade/ 360, Ps2 and Neogeo
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SonicTempest
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2K2 UM - Terry

Post by SonicTempest » Sat Nov 06, 2010 08:26

AH YOU OK? BUST DA ROOF
(yes I know he doesn't have that DM in this game, shut up)

A pretty easy character to use, and he's been beefed up from OG 2K2, regaining his command overhead and some other new moves.

=Command Moves=
fwd .A : Hammer Punch
- Hits overhead
- Loses overhead properties if cancelled into
- Not cancellable, unless cancelled into

df .C : Rising Upper
- Hits mid
- Cancellable even when not cancelled into
- Quite good as an anti-air move as it has some upper-body invincibility

=Special Moves
qcf .A : Power Wave
- Ground fireball
- Travels full screen
- Reasonably fast and pretty safe when done from half- to full-screen distance away
- Decent for ending block strings

qcf .C : Round Wave
- Short-ranged ground energy wave
- Hits low
- Too slow to combo from anything (unless you use it in a juggle)
- Reasonably safe on block
- Can be cancelled into other special moves without using MAX2 cancelling
- Super Cancellable

QCB .P : Burn Knuckle
- Dashing punch attack that moves forward
- BnB combo ender
- A version moves a short distance forward and is pretty safe on block if done anywhere but point blank. Fast enough to combo from strong attacks
- C version goes more or less full screen, but is pretty unsafe on block unless you do it from full screen. Does not combo from any normal attacks

QCB .K : Crack Shoot
- Jumping circular kick attack
- Can be used to hit people out of the air, in which case it hits multiple times
- B version has fast startup and moves a short distance forward. Doesn't hit overhead, but hits mid
- D version has slower startup but also moves further forward. Hits high (i.e. whiffs against crouchers)

DP .K : Power Dunk
- Upward launching punch followed by a second punch that does a hard knockdown
- Both parts hit mid
- It's possible to whiff the first hit and only land the second, but it doesn't knock down in that case
- Decent anti-air move

DP .P : Quick Burn
- Quick close-ranged two punch move
- Needs to be done fairly close to the opponent, otherwise the first punch will whiff
- Second punch hits overhead
- Decent in block strings or in MAX2 combos

HCF .K : Power Charge
- Shoulder charge attack
- Quite unsafe on block
- Can do DP .K as a followup
- Super cancellable

flashkick .P : Rising Tackle
- Rising spinning kick attack
- Can be used to interrupt block strings etc since it has pretty fast startup
- Rather unsafe on block
- Super cancellable, but only on the first hit

=Desperation Moves=
QCB db fwd .P : Power Geyser
- Giant close-ranged energy blast
- Can be used as anticipatory anti-air if done early enough
- Standard DM to combo into - combos easily off Terry's strong normals and df+C, as well as a super cancel
- Shortcut motion for the move - QCB fwd .P

qcf qcf .K : High Angle Geyser
- Close ranged shoulder charge, followed by an uppercut and a ground energy punch
- Does rather lousy damage
- Fast enough to be comboed off light attacks
- Generally sucks otherwise

=Super Desperation Moves=
QCB db fwd .A .C : Triple Geyser
- Three Power Geysers done in succession
- First two geysers are done in quick succession, and the third is done after a slight delay
- Best done in combos outside the corner
- Third geyser tends to whiff in the corner or in certain juggle combos

=MAX2 Super Desperation Move=
qcf qcf .A .C : Rising Force
- Fast shoulder charge, followed by a massive Rising Tackle
- Combos easily off strong normals
- Has good invincibility on startup

=Misc. Notes=
- close .C (both hits), far .C, crouch .C, close .D, crouch .D, crouch .B, crouch .A are all cancellable
- far .B, jump/hop .C horizontal jump/hop .D and jump .C .D are all good pokes to use

=Starter Combos=
* jump/hop .D , .C (1hit), df .C , QCB .A
* jump/hop .D, .C (1hit), fwd .A , QCB .A
* jump/hop .D, .C (1hit), fwd .A , HCF .D , DP .D
* crouch .B ,crouch .A, df .C , QCB .A
* crouch .B, crouch .B, flashkick .P
* jump/hop .D, .C (1hit), df .C , QCB db fwd .P
* jump/hop .D, .C (1hit), df .C , QCB db fwd .A .C
* jump/hop .D, .C (1hit), df .C, HCF .D, (super cancel) QCB db fwd .P

=Advanced Combos=
(you don't really need 'advanced' combos to do well with Terry...but here are a few you can try)
* crouch .B, crouch .B, flashkick .P (1hit) (super cancel) QCB db fwd .P
* jump/hop .D, .D (activate MAX2), dash .C , DP .P , HCF .K (super cancel) QCB db fwd .P
* (corner only) jump/hop .D, .D (activate MAX2), dash .C, DP .P , DP .K (1 hit), qcf .C (super cancel) QCB db fwd .P

=Videos=
A slight variation on the second 'advanced combo' posted above:

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