74 Terry
Fatal Fury: King of Fighters (1991 - NEO GEO)
Terry is a little played character because he is a technical character that still contains many secrets to find out. Furthermore, he is a warrior that shines through his attacks’ power, through his combos and by the fact that he is one of the most stylish character, you have ton confess.
Characteristics
Strengths
- Big damages
- Combo game
- Cancel's mechanic
- Always facing his enemy
Weaknesses
- Weak offstage
- Weak against projectiles
Matchups
Favourable
Unfavourable
Stages
Favourable
- Useful low platforms
- Big stage for his grounded game
Unfavourable
- Useless and inconvenient platforms
Skills
Pro Tips
Features
Terry will always face his opponent, which can be really useful in a ledgetrap situation. Besides, it is possible to perform Terry's special attacks in different ways, depending on the pressure with you will push the button et if you realize a command input using a quarter circle or not. Terry is also the only character to possess 5 different special attacks, because his Side B can be realized forward or backward, which gives him two different special attacks, unlike the other characters. Finally, when Terry has received 100% damages or more, a GO sign will appear under his name, granting you two powerful attacks : Power Geyser (↓ ↙ ← ↙ → + attack or ↓ ← ↓ → + attack) et and Buster Wolf (↓ ↘ → ↓ ↘ → + attack or ↓ → ↓ → + attack)
Best moves
DOWN TILT
It is a really fast move that gives Terry the opportunity to keep using this attack while being safe if correctly spaced on a sheild. A pretty good move to start a combo on almost everything and that is devastating in a ledgetrap situation because Terry will automatically follow his enemies's movements in order to punish a roll by example. It is also a kill confirm at high % and its middle range allows Terry to stop enemy from running with.
JAB
Terry's jab is quite fast and the first hit is pretty safe on a shield. However, the second hit of the jab is the most interesting one because Terry has the ability to cancel his normal attacks in order to replace it witch a special attack just after his second jab, which can deal more damages. A great tool to cover a spotdodge and a roll in but also in a ledgetrap situation because it covers many possibilities like a normal get-up or a roll.
DOWN B
It can be realized in 4 different ways, with the classical input or the one using a quarter circle (→ ↓ ↘ + attack). Though, we'll rather use the fast version of this move, that can be realized by pressing briefly the button to pressure the enemy and to get close to him. And we will rather use the powerful one when you are sure of touching your opponent, as a combo finisher by instance.
BACK B AND FORWARD B
These are two powerful moves that allow you to quickly come near your opponent. The Forward B ( ↓ ↘ → + attack) is really good to kill on the field or to push back your enemy when edgeguarding him. Be careful though because you won't be able to grab the ledge when you use it to recover. On the other hand, the Back B ( ↓ ↙ ← + attack) can be useful to cover a jump, to recover, or to start a combo.
NEUTRAL B
Terry sends a projectile that follows the field, which can be useful to deal % to your enemy while keeping him far from you before you decide to attack him. It is Terry's only projectile, that can travel quickly or not according to the pressure you put on your button. Besides, the Neutral B can be used in the air to push back an enemy, to vary your recovery, to gain time in the air, or to gimp him offstage.
NEUTRAL AIR
It has a huge hitbox and clank with every projectiles except those that can be charged and the multi hits one. Neutral Air is really fast, safe on shield and can be cancelled to lead to a special attack, which can allow you to deal great damages in the air, to trap your opponent by protecting or by expanding a combo in the air. It is also his best out of shield option and it has the ability to be cancelled which makes it pretty safe.