Kinnikuman Muscle Grand Prix 2/Terryman: Difference between revisions

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(Updated frame data, combo theory, revised language)
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Terryman, the Texas Bronco, is the all-American Justice Choujin and Kinnikuman’s best friend. Initially introduced as an arrogant Choujin who antagonizes the incompetent Kinnikuman, he would soon come around when he recognized Kinnikuman's genuine sense of justice. Known for his gutsy and straightforward fighting style involving practical techniques like submission holds, Terryman may not be the flashiest Justice Choujin out there, but he more than gets the job done. Early in the series, Terryman took a literal bullet for Kinnikuman, and his left leg had to be amputated as a result. He wears an extremely realistic (and functional) prosthetic made by his farrier ever since. This plot point would subsequently never be brought up again for nearly 35 real-life years.
Terryman, the Texas Bronco, is the all-American Justice Choujin and Kinnikuman’s best friend. Initially introduced as an arrogant Choujin who antagonizes the incompetent Kinnikuman, he would soon come around when he recognized Kinnikuman's genuine sense of justice. Known for his gutsy and straightforward fighting style involving practical techniques like submission holds, Terryman may not be the flashiest Justice Choujin out there, but he more than gets the job done. Early in the series, Terryman took a literal bullet for Kinnikuman, and his left leg had to be amputated as a result. He wears an extremely realistic (and functional) prosthetic made by his farrier ever since. This plot point would subsequently never be brought up again for nearly 35 real-life years.
Also: Yes, Terryman is a thinly-veiled pastiche of professional wrestling legend [https://en.wikipedia.org/wiki/Terry_Funk Terry Funk], who had an illustrious run in All Japan Pro Wresting in the 70s and 80s. This tenure served as the primary inspiration for Terryman.
[[Kinnikuman_Muscle_Grand_Prix_2/Terry_the_Kid | Terry the Kid]] is his son from Kinnikuman Nisei, the sequel series. While both characters can be nicknamed "Terry", just "Terry" is typically referring to the elder Terry (i.e. Terryman), as the younger Terry is more frequently referred to as "Kid" instead.


==Gameplay==
==Gameplay==


True to the character's lore, Terryman is defined by unassuming but highly functional tools: among others, he has a very strong natural combo, juggles that corner carries excellently, a throw that leaves the opponent standing and solid near ropes/corner throws. None of these tools individually are overly strong, but they come together to make a character that performs great in neutral, pressure and combos; just about the only area where Terryman is somewhat lacking is in the damage department, and even then, he can still do 50% combos with the right conditions. Overall, Terryman might not be the most exciting or the most explosive character, but he is a very solid and surprisingly versatile character that rewards strong MGP2 fundamentals and clean execution.
True to the character's lore, Terryman is defined by unassuming but highly functional tools: among others, he has great frame data, fast moves to pressure with, a strong natural combo, juggles that gets him to the corner from anywhere, a throw that leaves the opponent standing, and solid near ropes/corner throws, just to name a few. These are all strong tools, some even a little "broken", but for the most part, he has no singular thing that is ''egregiously'' broken (except for maybe his 46T throw). It is the fact that he has access to '''all''' of these, that they add up and come together to make a very complete package. Terryman ends up being a character that performs great in neutral, pressure and combos; he might not really be best in class in any one of these (except neutral, maybe), but the fact that he excels in all these areas makes him something of an ultimate all-rounder.
 
Just about the only area where Terryman is somewhat lacking is in the damage department; that's not even to say he does poor damage, but he just does (for the most part) very "fair" damage, which runs a bit contrary with how good he is doing everything else. A big part of this is due to Terry's complete lack of special throws, meaning Terryman does not really have any meter dump options for easy big damage. Even then, it's disingenuous to say "Terryman does average damage", because he can still do 50% combos with the right conditions; they are just less readily available to him compared to the "high damage' characters. The lack of big damage out of nowhere as a "robbery factor" also means Terryman's comeback potential can leave a lot to be desired. One can argue that he does not need it, considering Terryman's other strengths means he can/should always be in control and dictate the pace of a match; however, if the situation slips out of his hands, he can struggle to regain that control.
 
Overall, Terryman might not be the most exciting or the most explosive character, to the point that his detractors might complain he's "boring", but he is a hyper-competent and versatile character that rewards strong MGP2 fundamentals and clean execution. He can also be deceptively difficult to play optimally, such that while his gameplay is easy to understand and pick up as a beginner, it can take quite some time of playing Terryman to get to the point where his strengths are coming through in full force.


===Blockstun Animation===
===Blockstun Animation===
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{{ProConTable
{{ProConTable
|pros=
|pros=
*Great natural string in A,A,4A.
*Superb frame data, with many buttons that are (or can be) + on hit/block.
*Strong neutral due to buttons like 2A.
*Great natural strings.
*Fast corner pressure tools to threaten rope bounce.
*Strong, rewarding neutral due to buttons like 2A.
*Solid throw crush tool, ok throw punish tool.
*Ridiculously consistent corner carry; 2A (cc) juggles bring the opponent to the ropes/corner from anywhere on the screen.
*Ridiculously consistent corner carry; 2A (cc) juggles bring the opponent to the ropes/corner from anywhere on the screen.
*A unique throw that leaves the opponent standing for combos or mixups.
*Excellent throw that leaves the opponent standing for a big combo or mixup.
*Able to meterlessly jail into a throw off of a blocked string.
*Un-KKD-able infinite at the ropes.
   
   
|cons=
|cons=
*Below-average to average damage, especially outside of the ropes/corner.
*"Fair" damage, especially outside of the ropes/corner and without 46T.
*Requires clean, precise execution; overlapping inputs for Terryman's strings mean that many input shortcuts do not work with him.
*Requires clean, precise execution; overlapping inputs prevent input shortcuts, and reliant on charge-cancelling/linking for combos.
*Lack of special throws.
*Lack of special throws for easy damage confirms.
*Mediocre comeback potential.
*Unique blockstun animation; situationally takes extra blockstun.


}}
}}
Line 53: Line 68:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =Yes
   |cancel    =16-26, 14-25 Sp, 13-26 KKD
   |cost      =
   |cost      =
   |meterGain =13/41
   |meterGain =13/41
<!------------>
<!------------>
   |startup  =
   |startup  =11
   |active    =
   |active    =3
   |recovery  =
   |recovery  =13 (14)
   |guardAdv  =
   |guardAdv  =-8
   |parryAdv  =
   |parryAdv  =+4
   |hitAdv    =
   |hitAdv    =+8
   |invul    =
   |invul    =
   |description=An above average jab, due to its speed and range. Additionally, since it goes into a natural combo, this is a relatively low-risk, high-reward option.
   |description=Low-damage jab with good frame data.
*On hit, this natural combos into both A,A as well as neutral S.
*This jab has some range issues, such that using it as a throw punish is character/animation-specific. As a rule of thumb, throws with the "push down" tech animation can be punished with A consistently regardless of character size, while throws with the "push away" tech animation is more strict/inconsistent the smaller the character is.  
*As far as punishing the "push away" throws go, on lightweights, this is strict/inconsistent enough to the point of being unreliable; while still strict on standard characters, this is more lenient enough that it is relatively doable. On Medium/Middleweight characters and bigger, A can be a reasonably consistent punish with some practice.
*Range and damage aside, this is a great jab due to its frame data and combo options, being a bit of a low-risk, high-reward option.
  }}
  }}
}}
}}
Line 81: Line 100:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =Yes
   |cancel    =16-31, 16-30 Sp, 15-31 KKD
   |cost      =
   |cost      =
   |meterGain =23/41
   |meterGain =23/41
<!------------>
<!------------>
   |startup  =
   |startup  =9
   |active    =
   |active    =4
   |recovery  =
   |recovery  =19 (20)
   |guardAdv  =
   |guardAdv  =-15
   |parryAdv  =
   |parryAdv  =-3
   |hitAdv    =
   |hitAdv    =+1
   |invul    =
   |invul    =
   |description=Natural combo follow-up to A. Not really something to end on, mostly serving as a bridge to A,A,4A.
   |description=Natural combo extension to A.  
*Not really something to end on, mostly serving as a bridge/combo-filler to A,A,4A.
*If A hits at max range (such as after using A to punish a throw), this move has a tendency to whiff; as a result, A xx S is Terryman's go-to throw punish.
*This extension connects somewhat more consistently from max range A on larger characters, such as Big the Budo.
  }}
  }}
}}
}}
Line 108: Line 130:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =OTG*,MBU
   |cancel    =No
   |cancel    =67-87 KKD
   |cost      =
   |cost      =
   |meterGain =17/29
   |meterGain =17/29
<!------------>
<!------------>
   |startup  =
   |startup  =30
   |active    =
   |active    =3
   |recovery  =
   |recovery  =52 (56)
   |guardAdv  =
   |guardAdv  =-25
   |parryAdv  =
   |parryAdv  =-35
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =20-51 Throw
   |description=Ender to the string, though not a natural combo from A,A. Identical animation and properties to 236A. The string as a whole is somewhat usable to mixup with A,A,4A.
   |description=Ender to the string, though not a natural combo from A,A.  
*Identical animation and properties to 236A; what is written there largely applies here as well.
*Within the context of this string, it is somewhat usable as a mixup with A,A,4A, though A,A,A has comparatively much weaker reward.
*Akin to 236A, since Terryman is airborne for most of this move, the earliest throw cancel in True Blue KKD is on frame 72.
*Only hits OTG on Large or Super-Large characters.
  }}
  }}
}}
}}
Line 136: Line 162:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MS
   |attribute =MS
   |property  =
   |property  =OTG*
   |cancel    =Yes
   |cancel    =22-34, 22-33 Sp, 23-44 KKD
   |cost      =
   |cost      =
   |meterGain =29/53
   |meterGain =29/53
<!------------>
<!------------>
   |startup  =
   |startup  =16
   |active    =
   |active    =6
   |recovery  =
   |recovery  =20 (24)
   |guardAdv  =
   |guardAdv  =-12
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =+12
   |invul    =
   |invul    =
   |description=Alternate route to the above. Very strong natural string, with multiple options. Ending on this string leaves the opponent in MS next to Terryman, allowing for Robin Mask-esque on-hit mixups. Unlike Robin's string however, Terry's A,A,4A can still be cancelled, and its cancel window is early enough such that A,A,4A xx T is a true combo. Additionally, charge cancelling the 4A hit leaves Terry plus enough to link a 66A afterwards for a full juggle. This is easily Terryman's most important string.
   |description=Alternate route to the above, being a much faster punch.
*Natural combos from the previous hit. Being a MS move, this leaves Terryman at +12 on hit, giving him ample frame advantage to go for reset mixups after it.
*Like with A,A, this will only natural combo as a throw punish on large characters such as Big the Budo.
*Since this button is still further cancellable, Terryman has several options after it. It can combo into things such as its next hit (A,A,4A,6A), (Medium Stun) T, or S for a knockdown.
*Charge cancelling A,A,4A leaves Terryman at +20, allowing him to get some meaningful links off of it, most notably his 66A launcher for a full juggle. This tends to be his most rewarding, albeit most difficult, option off of hitting A,A,4A.
*Only hits OTG on Large or Super-Large characters.
  }}
  }}
}}
}}
Line 164: Line 195:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =MBU
   |cancel    =Yes
   |cancel    =24-31, 24-30 Sp, 36-58 KKD
   |cost      =
   |cost      =
   |meterGain =23/41
   |meterGain =23/41
<!------------>
<!------------>
   |startup  =
   |startup  =22
   |active    =
   |active    =3
   |recovery  =
   |recovery  =31 (35)
   |guardAdv  =
   |guardAdv  =-4
   |parryAdv  =
   |parryAdv  =-14
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=An ender to the previous string that knocks down, with enough advantage to get a 2A OTG afterwards. A natural combo, but a subpar option compared to the other combo options available off of A,A,4A. On a blocked A,A,4A this string can be used in conjunction with the below string as a mixup option to throw off parry timing. Notably, this string is still cancellable, allowing for throw/special mixups afterwards or a simple charge cancel for more advantage.
   |description=Natural combo ender to the string that knocks down.
*The stun overflow knockdown sends the opponent quite far, but has enough advantage to get a guaranteed 2A OTG afterwards.
*Though a guaranteed extension, this is a subpar option compared to the other combo options available off of A,A,4A, such as cancelling into a throw/special, or charge-cancelling to link into 66A.
*On a blocked A,A,4A, this extension can be used in conjunction with the below string as a mixup option to throw off parry timing.  
*This hit is still further cancellable, with an extremely early cancel window at that. This means that if Terryman cancels this move into throw, the string will jail and the throw is untechable, making it completely guaranteed. The pushback of the move can make the follow-up throw whiff if the move is used from max-range, however.
  }}
  }}
}}
}}
Line 192: Line 227:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =OTG*,MBU
   |cancel    =Yes
   |cancel    =24-54, 24-53 Sp, 41-54 KKD
   |cost      =
   |cost      =
   |meterGain =33/61
   |meterGain =33/61
<!------------>
<!------------>
   |startup  =
   |startup  =20
   |active    =
   |active    =3
   |recovery  =
   |recovery  =30 (32)
   |guardAdv  =
   |guardAdv  =-3
   |parryAdv  =
   |parryAdv  =-13
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Alternate ender to the A,A,4A string. Identical animation/properties to Terryman's standalone 4A. Functionally similar to the previous attack, this ender is a natural combo, knocks down and is also cancelable. However, it is slightly faster than the A,A,4A,6A ender, which can be used to throw off parry attempts.
   |description=Alternate ender to A,A,4A,6A.
*Identical animation/properties to Terryman's standalone 4A.
*Within this string, it is functionally very similar to the other ender, since it similarly natural combos, knocks down, and is further cancellable.
*However, it is slightly faster than the A,A,4A,6A ender, which can be used to throw off parry attempts.
*While this does less damage than A,A,4A,6A, the more advantageous 4A uppercut knockdown means it guarantees an 8A OTG, allowing it to outdamage A,A,4A,6A with its guaranteed 2A OTG.
*That said, both enders are still eclipsed by other options off of A,A,4A.
*Only hits OTG on Super-Large characters, making for a small OTG combo from the last hit. This is a decidedly suboptimal option, however.
  }}
  }}
}}
}}
Line 220: Line 261:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =OTG*,MBU
   |cancel    =Yes
   |cancel    =24-54, 24-53 Sp, 41-54 KKD
   |cost      =
   |cost      =
   |meterGain =33/61
   |meterGain =33/61
<!------------>
<!------------>
   |startup  =
   |startup  =20
   |active    =
   |active    =3
   |recovery  =
   |recovery  =30 (32)
   |guardAdv  =
   |guardAdv  =-3
   |parryAdv  =
   |parryAdv  =-13
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Terryman does his 4A uppercut directly from his A jab. Not a natural combo. Generally not very good; its use is largely relegated as a mixup option in conjunction with A,A to beat parries. Notably, the existence of this string is why Terryman is unable to shortcut the input of his A,A,4A string as A,4A,4A, as he would get this string instead.
   |description=Terryman does his 4A uppercut directly from his A jab, which does not natural combo.  
*This extension is generally not very good; its use is largely relegated as a mixup option in conjunction with A,A to beat parries.  
*The existence of this string is why Terryman is unable to shortcut the input of his A,A,4A string as A,4A,4A, as he would get this string instead. This requires Terryman to cleanly and properly input A,A,4A to get that string.
*Like the other 4A uppercuts, this hit can hit OTG on the Super-Large characters on paper; however, this string does not move Terryman forward enough for the OTG to connect.
  }}
  }}
}}
}}
Line 249: Line 293:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =OTG*
   |cancel    =Yes
   |cancel    =19-24, 19-23 Sp, 19-40 KKD
   |cost      =
   |cost      =
   |meterGain =13/21
   |meterGain =13/21
<!------------>
<!------------>
   |startup  =
   |startup  =16
   |active    =
   |active    =3
   |recovery  =
   |recovery  =19 (23)
   |guardAdv  =
   |guardAdv  =-14
   |parryAdv  =
   |parryAdv  =-2
   |hitAdv    =
   |hitAdv    =+2
   |invul    =
   |invul    =
   |description=A quick, very short-ranged jab. This is the starter of his Machinegun Rush string.
   |description=Slower, alternate jab.
*Despite its animation, this actually has more range than A, since it moves Terry forwards quite a bit.
*This is the starter of his Machinegun Rush string, a series of quick, similar-looking punches with very early cancel windows. As each of the subsequent hits are cancellable, Terryman can go for a mix-up off of each hit on block.
*Similar to neutral A, this natural combos into S.
*Only hits OTG on Super-Large characters. However, its OTG hurtbox makes this finicky, as it largely only works when the opponent's head/feet is directly parallel to Terryman; knockdowns that leave the opponent on their side or even off-axis, such as Terry's neutral T, tends to cause 6A OTG to whiff more often than not.
*When charge-cancelled, 6A OTG is +17 on hit. This makes it a 2f link into another 6A (cc), making for an OTG infinite. However, as a character-specific, 2f-link-per-rep infinite that only does 13 damage per rep, this is not a practical, viable infinite.
  }}
  }}
}}
}}
Line 277: Line 326:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =OTG*
   |cancel    =Yes
   |cancel    =8-13, 8-12 Sp, 8-33 KKD
   |cost      =
   |cost      =
   |meterGain =18/26
   |meterGain =18/26
<!------------>
<!------------>
   |startup  =
   |startup  =8
   |active    =
   |active    =3
   |recovery  =
   |recovery  =20 (24)
   |guardAdv  =
   |guardAdv  =-15
   |parryAdv  =
   |parryAdv  =-3
   |hitAdv    =
   |hitAdv    =+1
   |invul    =
   |invul    =
   |description=A second followup punch to the previous. Similary very short-ranged, but it is a natural combo if it connects.
   |description=First follow-up punch from 6A.
*Natural combos from 6A, owing to this extension's very fast startup. This applies for the rest of the string, save the ender.
*This extension's own cancel window is so early that its earliest cancel is the first frame it is active. This means that cancelling out of this move at the earliest opportunity (such as by buffering the cancel, or mashing out the string) will cause this move to be cancelled before it is even active. When trying to go for 6A,A,A, this causes the natural combo to drop, as the 6A,A is not actually hitting. Since 6A,A,A is so fast anyways, delaying the string slightly would still allow it to natural combo, while ensuring 6A,A actually becomes active.
*Conversely, the early cancel window makes 6A,A a great button to mix-up off of on block, as it can cancel into a throw, the next hit, or a special very quickly. Cancelling into a throw as early as possible means the 6A,A would not actually hit, which can bait parry attempts.
*Additionally, like 6A, this natural combos when cancelled into S, and unlike 6A, also combos into 46S on top of that. On hit however, it is usually better to cancel into the special later in the string, since they similarly still combo into S/46S and this is more damage.
*Only hits OTG on Super-Large characters.
  }}
  }}
}}
}}
Line 305: Line 359:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =OTG*
   |cancel    =Yes
   |cancel    =9-13, 8-12 Sp, 9-33 KKD
   |cost      =
   |cost      =
   |meterGain =23/31
   |meterGain =23/31
<!------------>
<!------------>
   |startup  =
   |startup  =8
   |active    =
   |active    =3
   |recovery  =
   |recovery  =20 (24)
   |guardAdv  =
   |guardAdv  =-15
   |parryAdv  =
   |parryAdv  =-3
   |hitAdv    =
   |hitAdv    =+1
   |invul    =
   |invul    =
   |description=3rd hit of the Machinegun Rush string. similar property as the previous, being short-ranged but a natural combo.  
   |description=3rd hit of the Machinegun Rush string.
*Similar property as the previous, being a very fast, natural combo follow-up to 6A,A with similarly its own very early cancel window.
*One aspect where this move differs from 6A,A is that its generic cancel frame is 1 frame later. This means it does not have the same "cancelling before active" quirk that 6A,A does, and mashing out this string should still have it come out properly.
*Only hits OTG on Super-Large characters.
  }}
  }}
}}
}}
Line 334: Line 391:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =Yes
   |cancel    =8-16, 8-15 Sp, 8-34 KKD
   |cost      =
   |cost      =
   |meterGain =28/36
   |meterGain =28/36
<!------------>
<!------------>
   |startup  =
   |startup  =8
   |active    =
   |active    =3
   |recovery  =
   |recovery  =21 (25)
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =-4
   |hitAdv    =
   |hitAdv    =±0
   |invul    =
   |invul    =
   |description=Functionally the previous hit, but again. All written there applies here: it's short-ranged and a natural combo.
   |description=4th hit of the string that still natural combo.
*Very similar to the previous hits, though more akin to 6A,A over 6A,A,A. This includes the "cancellable on its first active frame" property.
*Aside from a slightly longer recovery and a longer cancel window, What's written under 6A,A applies here as well.
*Only hits OTG on Super-Large characters.
  }}
  }}
}}
}}
Line 358: Line 418:
|data=
|data=
  {{AttackData-KMGP2
  {{AttackData-KMGP2
   |damage    =13
   |damage    =26
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =OTG*,MBU
   |cancel    =Yes
   |cancel    =24-54, 24-53 Sp, 41-54 KKD
   |cost      =
   |cost      =
   |meterGain =33/61
   |meterGain =33/61
<!------------>
<!------------>
   |startup  =
   |startup  =20
   |active    =
   |active    =3
   |recovery  =
   |recovery  =30 (32)
   |guardAdv  =
   |guardAdv  =-3
   |parryAdv  =
   |parryAdv  =-13
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Ender for the Machinegun Rush string. Identical to Terry's standalone 4A in everything but input. This last hit will combo properly, meaning this entire string is a natural combo. Overall, a decent string since it lets Terryman natural combo into a knockdown off of his very fast 6A, but the range leaves a lot to be desired, and curbs its usability.
   |description=Ender for the Machinegun Rush string.
*Identical to Terry's standalone 4A in everything but input. This means the KD it grants also guarantees an 8A OTG.
*Within this string, this last hit will combo properly, meaning this entire string is a natural combo. This means if 6A or any of its extensions hit, Terryman is able to convert that into an advantageous knockdown meterlessly.
*As with previous extensions, this can be used as a mix-up with cancelling 6A,A,A,A into other options, such as a special or a throw. Since this hit is still further cancellable, Terryman has one more mix-up option off of this if the entire string is blocked.
*Like the standalone 4A (and the rest of this string), this can hit OTG, but only on Super-Large characters. The whole string is an OTG combo on Super-Large characters in fact, doing 78 damage total. This equals the damage of Terryman's 8A OTG, while being significantly more advantageous; if charge-canceled, Terryman is +16 after the 6A,A,A,A,A OTG hit, compared to 8A being -12 at best on OTG hit.
*Being +16 on OTG hit technically means Terryman can link into another 6A,A,A,A,A (cc) OTG for a hypothetical OTG infinite, but this is a 1-frame link. In MGP2, 1-frame links are extremely strict/inconsistent, so linking into another 6A,A,A,A,A (cc) OTG is not really possible in practice.
*Keep in mind that using 6A,A,A,A,A as an OTG on Super-Large characters carry the same caveat as 6A, namely that its small, finicky OTG hitbox make it whiff more often than not on off-axis knockdowns, such as that off of neutral T.
  }}
  }}
}}
}}
Line 390: Line 456:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =MBU
   |cancel    =Yes
   |cancel    =23-53, 23-52 Sp, 40-53 KKD
   |cost      =
   |cost      =
   |meterGain =33/61
   |meterGain =33/61
<!------------>
<!------------>
   |startup  =
   |startup  =19
   |active    =
   |active    =3
   |recovery  =
   |recovery  =30 (32)
   |guardAdv  =
   |guardAdv  =-3
   |parryAdv  =
   |parryAdv  =-13
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=A slow-ish, somewhat short-ranged uppercut that knocks down. This move crops up in several places across Terryman's strings, but here it is in its standalone form. The knockdown from this button causes a long falling animation that leaves Terry advantageous enough to OTG with 8A afterwards.
   |description=Short-ranged uppercut that knocks down.
*This is quite fast for a KD move, and its early cancel window means 4A (cc) is a strong +14 on block. This makes it a great pressure tool, and a good way to cause rope bounces.
*This move often shows up in several places across Terryman's strings, but here it is in its standalone form.  
*The knockdown from this button causes a long falling animation that leaves Terry advantageous enough to OTG with 8A afterwards.
*In a similar case as A,A,4A,6A, if the move is blocked, Terryman can jail into an untechable throw off of it. This is somewhat character specific; it only works properly on Heavyweight characters, since on most other characters, the pushback causes a normal throw to whiff, with the only throw that reaches being 44T . Conversely, this seems to be inconsistent on the Super-Large characters, due to their hurtboxes making 4A hit earlier.
*Only hits OTG on Super-Large characters. While this uppercut can hit OTG when its a part of other strings, this standalone version rarely can, due to the lack of preceding string moving Terryman deeper into the opponent's grounded hurtbox.
*In a very esoteric interaction, Junkman's unique blocking hurtbox makes it so 4A whiffs on [[Kinnikuman_Muscle_Grand_Prix_2/Junkman | Junkman]] more often than not, even when used point blank. Even on a blocked 4A, Terryman is unable to jail into a throw at all.
  }}
  }}
}}
}}
Line 419: Line 491:
   |attribute =MS
   |attribute =MS
   |property  =SKD,OTG
   |property  =SKD,OTG
   |cancel    =Yes
   |cancel    =33-59, 33-58 Sp, 39-61 KKD
   |cost      =
   |cost      =
   |meterGain =8/21
   |meterGain =8/21
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =5
   |recovery  =
   |recovery  =30 (34)
   |guardAdv  =
   |guardAdv  =-19
   |parryAdv  =
   |parryAdv  =-15
   |hitAdv    =
   |hitAdv    =+3
   |invul    =Low-Profile
   |invul    =2-31 Throw
   |description=Follow-up to 4A, with nigh-identical properties to Terryman's standalone 2A. Its main distinction is that this 2A is further cancellable to the next hit of this string, on top of the usual cancel options that 2A already has.
   |description=Sweep follow-up to 4A.
*This has nigh-identical properties to Terryman's standalone 2A, save for this move having a built-in string extension.
*As a result of being essentially 2A, the options off of 2A applies here as well. On top of that, the HS extension off of 4A,2A gives it an additional meterless option compared to 2A.
*This string sees use in Terryman's 2A loop juggles as combo filler.
*Like 2A, this move seems to be considered airborne during parts of its animation, and as a result its earliest throw cancel is on frame 48.
  }}
  }}
}}
}}
Line 445: Line 521:
   |damage    =39
   |damage    =39
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =MS
   |property  =
   |property  =OTG*
   |cancel    =Yes
   |cancel    =22-34, 22-33 Sp, 23-44 KKD
   |cost      =
   |cost      =
   |meterGain =29/53
   |meterGain =29/53
<!------------>
<!------------>
   |startup  =
   |startup  =16
   |active    =
   |active    =6
   |recovery  =
   |recovery  =20 (24)
   |guardAdv  =
   |guardAdv  =-12
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =+12
   |invul    =
   |invul    =
   |description=Follow-up to 4A,2A. Visually similar to A,A,4A, but doing HS instead of MS. This is a natural combo from 4A,2A, meaning in situations where 4A whiffs but 4A,2A connects, this lets Terryman score a HS off of what is functionally his 2A.  
   |description=Natural combo follow-up to 4A,2A.  
*This is essentially A,A,4A, but off of 4A,2A instead.
*If this natural combos from 4A,2A, it will cause a HS instead of a MS; as a heavy stun, the hitstun data is +23~48. While this is significantly more plus than if 4A,2A,4A hits as a MS, the increased pushback on hit means combos off of it would need to be adjusted to match when it hits as a HS compared to as a MS.
*Since this string starts with the KD-causing 4A, this hit connecting on a standing opponent would only happen if the oppponent blocks 4A (but not the subsequent hit), or if 4A whiffs and is cancelled into 4A,2A.
*Like the standalone 2A, 4A,2A can be confirmed into S on hit for a KD, but this acts as a strong meterless alternative to that.
*Only hits OTG on Large or Super-Large characters.
  }}
  }}
}}
}}
Line 474: Line 555:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =MBU
   |cancel    =Yes
   |cancel    =24-31, 24-30 Sp, 36-58 KKD
   |cost      =
   |cost      =
   |meterGain =23/41
   |meterGain =23/41
<!------------>
<!------------>
   |startup  =
   |startup  =22
   |active    =
   |active    =3
   |recovery  =
   |recovery  =31 (35)
   |guardAdv  =
   |guardAdv  =-4
   |parryAdv  =
   |parryAdv  =-14
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Ender to this string. Functionally identical visually and property-wise to Terry's A,A,4A,6A, including the advantageous knockdown guaranteeing a 2A OTG. This entire string is technically a natural combo, as it is basically a built-in juggle combo; 4A launches the opponent, 2A picks it up and 4A,6A will juggle the opponent.  
   |description=Ender to this string.
*Functionally identical visual/property-wise to Terry's A,A,4A,6A, including the advantageous knockdown guaranteeing a 2A OTG.
*This can natural combo off of a standing 4A,2A,4A hit, though if the 2A,4A hits from further away, this has a tendency of whiffing.
*The entire string is technically a natural combo, as it is basically a built-in juggle combo, albiet one that does not knock down: 4A launches the opponent, 2A picks it up and 4A,6A will juggle the opponent. Since 4A,2A,4A,6A is still further cancellable, Terry can cancel into S to tack on more damage to this juggle.
  }}
  }}
}}
}}
Line 503: Line 587:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =OTG
   |property  =OTG,MBU
   |cancel    =No
   |cancel    =41-85 KKD
   |cost      =
   |cost      =
   |meterGain =27/71
   |meterGain =27/71
<!------------>
<!------------>
   |startup  =
   |startup  =27
   |active    =
   |active    =15
   |recovery  =
   |recovery  =43 (45)
   |guardAdv  =
   |guardAdv  =-28
   |parryAdv  =
   |parryAdv  =-38
   |hitAdv    =
   |hitAdv    =
   |invul    =Airborne
   |invul    =10-41 Throw
   |description=A standard 8A, generally used to situationally crush throws and more importantly as a slow OTG to tack on meterless damage to sufficiently advantageous knockdowns. Terryman does not have a lot of knockdowns with long untech times, but he does have knockdowns which leaves the opponent in a lengthy falling animation (such as his 4A uppercuts), giving him enough time to OTG with this move. This is to the point that it is possible to have 8A hit too early such that it connects as an OTG juggle, popping the opponent up slighlty and allowing them to tech roll. Learning to time 8A to avoid this is important to get damage in while keeping the pressure up.
   |description=Typical 8A, being a somewhat-slow knee drop that goes airborne and hits OTG.
*This can be used to situationally crush throws, but in Terryman's case, 2A is an almost strictly superior option.
*More importantly, this is Terryman's "slow OTG", used to tack on meterless damage to sufficiently advantageous knockdowns.  
*As part of its animation, Terryman rolls to the left after landing on the ground. This is akin to having sidestepped to the left, though not quite as far. Depending on where 8A is used, this can cause Terry to lose an advantageous position.
*8A is important for Terryman because he has a large number of moves that guarantee it, such as his 4A uppercuts or his S. Considering his damage otherwise, 8A OTG is often an important source of damage for Terryman.
*Many of Terryman's knockdowns that guarantee 8A are so advantageous that doing 8A too early frequently causes an un-OTG float, allowing the opponent to tech roll away. Off of many knockdowns, 8A should be slightly delayed to avoid this.
*One weakness of 8A is its long recovery. This is not unique to Terry's 8A, but since it is a significant part of his gameplan, this drawback can appear more pronounced. Even if Terryman was to hit this move on its last active frame, he is still -12 on OTG hit. If retaining frame advantage is a primary concern, 2A (cc) is much more advantageous, at the cost of damage. Terryman also has more frame-advantageous OTG options that only work on the larger characters.
  }}
  }}
}}
}}
Line 526: Line 616:
|linkname =
|linkname =
|image    =KMGP2_Terryman_2A.png
|image    =KMGP2_Terryman_2A.png
|caption  =
|caption  =God Sweep
|data=
|data=
  {{AttackData-KMGP2
  {{AttackData-KMGP2
Line 533: Line 623:
   |attribute =MS
   |attribute =MS
   |property  =SKD,OTG
   |property  =SKD,OTG
   |cancel    =Yes
   |cancel    =32-58, 32-57 Sp, 38-60 KKD
   |cost      =
   |cost      =
   |meterGain =8/21
   |meterGain =8/21
<!------------>
<!------------>
   |startup  =
   |startup  =23
   |active    =
   |active    =5
   |recovery  =
   |recovery  =30 (34)
   |guardAdv  =
   |guardAdv  =-19
   |parryAdv  =
   |parryAdv  =-15
   |hitAdv    =
   |hitAdv    =+3
   |invul    =Low-profile
   |invul    =1-30 Throw
   |description=A low, long-ranged sweep. An excellent 2A, and one of Terryman's most important buttons. It goes low and quite far, making it a great neutral poke. It is also cancellable, with a very early cancel window, allowing for options such as charge-cancelling to be more advantageous on hit/block. This early cancel window, combined with the button's SKD property, makes it the cornerstone of Terryman's juggles, as he can loop 2A (cc) in juggles to consistently corner-carry and score an SKD while doing so from anywhere on the screen. Learning to charge-cancel 2A rapidly and consistently is essential to playing the character.
   |description=Excellent 2A sweep. This is one of Terryman's most important buttons.  
*This move reaches quite far, and Terryman goes very low to the ground, making it an excellent neutral poke. Its relatively early cancel window also means that with charge-cancelling, the move is -3 on block and +19 on hit, a rarity for 2As.
*2A (cc) being +19 allows Terryman to link things off of it, akin to A,A,4A (cc). Terryman can link into neutral A for a knockdown or 66A off of 2A (cc) for a full juggle, though the latter can be a strict link. An easier, more consistent confirm option off of 2A is to cancel into neutral S or 46S, which 2A natural combos into for a KD.
*2A can also CCC combo into Terryman's supers.
*The high reward off of 2A along with its frame 1 throw invincibility that lasts a long time makes 2A a great throw crush option, and generally a more consistent option than using neutral A as a throw punish. In addition, 2A xx S outdamages A xx S.  
*Between the early cancel window and 2A's SKD property, this button is the the cornerstone of Terryman's juggles, as he can loop 2A (cc) in juggles until he reaches the ropes. This translates to Terryman being able to corner carry all the way to the ropes and score an SKD off of any launch from anywhere on the screen.
*2A is also Terryman's requisite "fast OTG", though many of Terryman's KDs are advantageous enough to guarantee 8A such that key KDs that guarantee 2A but not 8A are few and far between. 2A is a lot more advantageous on OTG hit (especially if CC'd) than 8A is, though; 2A (cc) is +11 on OTG hit, compared to 8A's -12. This makes it an OTG option over 8A if frame advantage is a priority, though this is in exchange of damage.
*This move seems to be considered airborne for most of its duration, which leads to some oddities: getting hit out of it would float Terryman, making it extremely difficult for opponents to get meaningful reward from interrupting 2A. Its airborne property seems to also be the reason why its earliest throw cancel is only on frame 47, despite the earliest generic cancel being frame 32.
  }}
  }}
}}
}}
Line 561: Line 658:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =Launch
   |attribute =Launch
   |property  =
   |property  =MBU
   |cancel    =No
   |cancel    =40-45, 40-44 Sp, 30-48 KKD
   |cost      =
   |cost      =
   |meterGain =9/13
   |meterGain =9/13
<!------------>
<!------------>
   |startup  =
   |startup  =17
   |active    =
   |active    =4
   |recovery  =
   |recovery  =25 (29)
   |guardAdv  =
   |guardAdv  =+1
   |parryAdv  =
   |parryAdv  =-9
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Terryman's launcher. A bit low-damage even for Terryman's damage rating, but a valuable button nonetheless since he can link it off of A,A,4A (cc), and due to the corner carry he gets off of his juggles.
   |description=Terryman's launcher.
*Quite fast for a 66A launcher, but a bit underpowered for Terryman's damage rating. Otherwise, this is a very standard 66A.
*Within the context of Terryman, this is a valuable button since he can link into it off of A,A,4A (cc) and 2A (cc), and due to the corner carry he gets off of his juggles.
  }}
  }}
}}
}}
Line 590: Line 689:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =OTG*,MBU
   |cancel    =No
   |cancel    =66-86 KKD
   |cost      =
   |cost      =
   |meterGain =17/29
   |meterGain =17/29
<!------------>
<!------------>
   |startup  =
   |startup  =29
   |active    =
   |active    =3
   |recovery  =
   |recovery  =52 (56)
   |guardAdv  =
   |guardAdv  =-25
   |parryAdv  =
   |parryAdv  =-35
   |hitAdv    =
   |hitAdv    =
   |invul    =Airborne
   |invul    =19-50 Throw
   |description=A move that goes airborne and reaches quite far. Unlike similarly named moves from other characters, this move knocks down and has a relatively long recovery. This limits its follow-up options, though Terry is still able to get a 2A OTG on hit. Its recovery makes it quite bad on block or parry, reducing its overall usability.
   |description=KD move with decent range that goes airborne.
*Unlike other characters' sobat-style moves, Terryman's knocks down and has extremely long recovery. This makes it decidedly bad on block/parry, though it being airborne/throw-invuln for a significant portion of its animation can make punishing it more difficult.
*On hit, the long recovery limits what Terryman can do off of it, but Terryman can still get a guaranteed 2A OTG. Rope-bouncing off of this move should also still allow Terryman to get his typical rope bounce confirms.
*Only hits OTG on Large or Super-Large characters.
*Earliest throw cancel in True Blue KKD is on frame 71.
  }}
  }}
}}
}}
Line 613: Line 716:
|linkname =
|linkname =
|image    =KMGP2_Terryman_214A.png
|image    =KMGP2_Terryman_214A.png
|caption  =
|caption  =This would be a funky cross-up in a game without a block button
|data=
|data=
  {{AttackData-KMGP2
  {{AttackData-KMGP2
Line 619: Line 722:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =MBU
   |cancel    =No
   |cancel    =87-102 KKD
   |cost      =
   |cost      =
   |meterGain =25/45
   |meterGain =25/45
<!------------>
<!------------>
   |startup  =
   |startup  =42
   |active    =
   |active    =5
   |recovery  =
   |recovery  =53 (57)
   |guardAdv  =
   |guardAdv  =-28
   |parryAdv  =
   |parryAdv  =-38
   |hitAdv    =
   |hitAdv    =
   |invul    =Airborne
   |invul    =19-64 Throw
   |description=An unusual move where Terryman turns around and does a backflip kick. Somewhat evasive, but has slow startup, with a very distinctive animation to boot. It does have decent range, and might catch an opponent who have never seen the move before off-guard. A seldom if ever used move in general.
   |description=Unusual move where Terryman turns around, backflips forwards, and does a kick, causing a knockdown.
*This move is somewhat evasive, but the throw invincibility kicks in fairly late. For evasive purposes, Terryman has ''much'' better options.
*214A is slow to startup, with even longer recovery. This is made worse by its very distinctive animation, giving ample time for an opponent to recognize it, and block/parry/interrupt it accordingly.
*To its credit, it does have decent range, and is so unusual it might catch an opponent who have never seen the move before off-guard; in other words, this is just a seldom-used gimmick.
*Earliest throw cancel in True Blue KKD is on frame 89.
  }}
  }}
}}
}}
Line 648: Line 755:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =Launch
   |attribute =Launch
   |property  =
   |property  =MBU
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =44/30
   |meterGain =44/30
<!------------>
<!------------>
   |startup  =
   |startup  =19
   |active    =
   |active    =10
   |recovery  =
   |recovery  =18 (36)
   |guardAdv  =
   |guardAdv  =+2
   |parryAdv  =
   |parryAdv  =-8
   |hitAdv    =
   |hitAdv    =
   |invul    =Airborne
   |invul    =16-38 Throw
   |description=A running launcher that goes airborne. This launcher has more pushback on hit compared to his 66A launcher, so certain juggle combos that work off of 66A may not work after this one, or they may have slightly different timing.
   |description=Running launcher with throw-invuln frames.
*This launcher has more pushback on hit compared to his 66A launcher, which can mess up certain juggles. 2A loops should still be completely possible off of this launcher, but requires different timing and/or is stricter to do.
  }}
  }}
}}
}}
Line 677: Line 785:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MS
   |attribute =MS
   |property  =SKD
   |property  =SKD,OTG
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =
   |meterGain =42/21
<!------------>
<!------------>
   |startup  =
   |startup  =23
   |active    =
   |active    =8
   |recovery  =
   |recovery  =17 (21)
   |guardAdv  =
   |guardAdv  =-9
   |parryAdv  =
   |parryAdv  =-5
   |hitAdv    =
   |hitAdv    =+13
   |invul    =Low-Profile
   |invul    =1-22 Full, 23 Throw
   |description=Generic wake-up sweep.
   |description=Generic wake-up sweep.
*Terryman lacks any especially unique options off of hitting the wake-up sweep; he can link into his neutral A for a stun overflow knockdown.
  }}
  }}
}}
}}
Line 709: Line 818:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =90/52
   |meterGain =90/52
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=A very good default throw, as Terryman is very advantageous when this throw connects. This gives him plenty of time to meter charge, reposition or OTG with 8A to boost the total damage of this throw by quite a bit. Would easily be Terryman's go-to neutral throw, if not for 46T.
   |description=Default throw that stays same side.
*As expected of an armbreaker throw, Terryman is very advantageous when this throw connects. This gives him plenty of time to meter charge, reposition or OTG with 8A.
*Between its easy input and guaranteed OTG, this would be Terryman's go-to neutral throw, if not for 46T. It is still a good option however, especially if going for 46T is undesired for whatever reason.
  }}
  }}
}}
}}
Line 738: Line 849:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =80/47
   |meterGain =80/47
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Does less damage than Terryman's neutral T, while allowing no OTG follow-ups whatsoever. In general, Terryman's weakest neutral throw, with its only notable feature being that it gives the opponent the least meter compared to his other throws.
   |description=Side-switching throw that does less damage than Terryman's neutral T.
*Guarantees no OTG follow-ups whatsoever.
*This is Terryman's weakest neutral throw, with its only notable feature being that it gives the opponent the least meter compared to his other throws.
  }}
  }}
}}
}}
Line 760: Line 873:
|linkname =
|linkname =
|image    =KMGP2_Terryman_46T.png
|image    =KMGP2_Terryman_46T.png
|caption  =
|caption  =God Throw
|data=
|data=
  {{AttackData-KMGP2
  {{AttackData-KMGP2
Line 767: Line 880:
   |attribute =Special
   |attribute =Special
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =78/96
   |meterGain =78/96
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =+24
   |invul    =
   |invul    =
   |description=A unique throw that does high damage while leaving the opponent in standing hitstun. This allows Terryman to link various buttons off of this throw, such as 5S, 46S or 66A, vastly increasing its damage output. Most notably, the throw can combo into itself at the ropes for a true infinite, though this is a very tight link and is character-specific to some extent. Additionally, the game seems to recognize the hitstun from 46T as being in a throw, so the opponent is unable to activate KKD to interrupt this combo. As a whole, even outside from its rope infinite applications, 46T is an excellent throw, and is by far Terryman's best throw to go for in neutral.
   |description=A unique (and excellent) throw that does high damage, stays same side, and leaves the opponent in standing hitstun.  
*Terryman is at an incredible +24 after this throw, allowing him to link various buttons off of this throw, such as S, 46S, super, or (at the ropes) 66A, greatly increasing its damage output. Even just linking into S and an 8A OTG brings up the throw's total damage to 364, while linking into 46S at the ropes allow Terryman to combo into his rope/corner throw, or CCC into super; these do damage in the 500s-700s, and with the latter, Terryman can even straight up TOD the average character if he has Blue KKD's damage buff active.
*As a general rule of thumb, Terryman prefers to link into his S midscreen, while linking into 46S typically nets more reward at the ropes/corner.
*Perhaps most notably, the throw can even combo into itself at the ropes for a true infinite, though this is a very tight (1f) link and is character-specific to some extent, with it being less or more consistent depending on the character's size. Additionally, the game recognizes the hitstun from 46T as being in a throw, so the opponent is '''unable to activate KKD to interrupt this infinite'''.
*Terryman can also just use the +24 situation to go for mixups, though this tends to be less ideal than simply confirming off of the 46T. Of course, he can opt to just go for another 46T after landing a 46T midscreen, as a "reset". Since the opponent cannot buffer a throw tech during the 46T hitstun, a 46T into another 46T that is just barely not a combo would leave only a very strict 1-2f window for the opponent to throw tech.
*As a whole, even outside from its rope infinite applications, 46T is an amazing throw, and is by far Terryman's best throw to go for in neutral.
  }}
  }}
}}
}}
Line 796: Line 914:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =104/58
   |meterGain =104/58
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=A damaging throw with damage equal to 46T, but without any guaranteed OTG follow-ups; because of this, T into 8A would outdamage this throw. Its main positive trait is that it is Terryman's neutral throw that builds the most meter for him, at just over 1 bar.
   |description=A damaging throw (equaling 46T's base damage) that side switches.
*This throw has no guaranteed OTG follow-ups; because of this, even T into 8A would outdamage this throw.  
*Its main positive trait is that it is Terryman's neutral throw that builds the most meter for him, at just over 1 bar.
  }}
  }}
}}
}}
Line 822: Line 942:
  {{AttackData-KMGP2
  {{AttackData-KMGP2
   |damage    =130
   |damage    =130
   |guard    =Tech
   |guard    =N/A
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =175/50
   |meterGain =175/50
<!------------>
<!------------>
   |startup  =
   |startup  =21
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=A medium stun throw with one notable trait: it has an unusually high meter gain value, building close to 2 bars of meter on hit. Terryman has several very practical options to combo into this throw, so this is a great option for meter-building purposes.
   |description=Medium stun throw that side switches.
*In this throw's animation, Terry takes some steps forwards before dropping the opponent. Even though the throw side-switches, it is not an exact position swap; Terryman ends up to the right side of the direction he was facing when he initiated the throw, instead of exactly opposite to it.
*A niche of this throw is that it has an unusually high meter gain value, building close to 1.75 bars of meter for Terry on hit. This makes it an appealing option for meter-building purposes.
*Terryman has several very practical options to combo into this throw, specifically off of A,A,4A. Although he has better options off of it, combo-ing into (Medium Stun) T is not a bad option due to the aforementioned meter gain.
*This throw guarantees no OTGs.
  }}
  }}
}}
}}
Line 851: Line 975:
  {{AttackData-KMGP2
  {{AttackData-KMGP2
   |damage    =169
   |damage    =169
   |guard    =Tech
   |guard    =N/A
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =120/55
   |meterGain =120/55
<!------------>
<!------------>
   |startup  =
   |startup  =21
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Solid heavy stun throw, leaving Terryman advantageous enough to get an 8A OTG afterwards. A decent option for when confirming the HS into something else is awkward.
   |description=Side-switching heavy stun throw.
*Terryman is advantageous enough to get a guaranteed 8A OTG afterwards. 46T aside, this lets Terry get the most damage out of his throws, though this is only 13 damage more than neutral T into 8A.
*Terryman's heavy stuns are generally not that plus, such that it is dubious if he can even combo into this throw if the opponent sufficiently mashes the heavy stun.
*Provided Terryman is able to combo a HS into this, Terryman typically would often only have the chance to at the ropes/corner, and it competes with his ropes/corner throws as a result. (Heavy Stun) T outdamages those options, though the ropes/corner throw has the added utility of draining meter.
  }}
  }}
}}
}}
Line 883: Line 1,010:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =80/60
   |meterGain =80/60
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Standard from behind throw, with no guaranteed OTGs. Terryman has two other from behind throws which generally outclass this one. Due to his 44S, Terryman can often end up crossing-up the opponent, so his from behind throws come up more often than it does for the average character.
   |description=Standard from-behind throw that switches sides.
*Guarantees no OTGs.  
*Terryman has two other from behind throws which generally outclass this one; this sees little use as a result.  
*Due to his 44S, Terryman can often end up crossing-up the opponent, so his from behind throws come up more often than it does for the average character.
  }}
  }}
}}
}}
Line 912: Line 1,042:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =70/54
   |meterGain =70/54
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=A less damaging from behind throw compared to the neutral from behind throw, but it is far more advantageous if it connects, such that Terryman can get a guaranteed 8A OTG afterwards. This allows it to outdamage (From Behind) T, or simply to have more advantage after the throw connects.
   |description=Alternative to (From Behind) T that stays same-side.
*This does less damage compared to the neutral from behind throw, but it is far more advantageous if it connects, such that Terryman can get a guaranteed 8A OTG afterwards. This allows it to outdamage (From Behind) T, or simply to have more advantage after the throw connects.
*The guaranteed OTG damage ends up making it Terryman's best from-behind throw in terms of damage, making it the one he defaults to.
  }}
  }}
}}
}}
Line 941: Line 1,073:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =102/73
   |meterGain =102/73
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=The most damaging of Terryman's from behind throws in terms of raw damage. While it gives a more advantageous knockdown than (From Behind) T, it is less advantageous than (From Behind) 6T, such that the only OTG possible after this throw is 2A, and this is a somewhat strict link. Even with the 2A OTG, (From Behind) 6T into 8A outdamages this throw, making it a generally less optimal option.
   |description=Terryman's final from behind throw, similarly side-switching like (From Behind) T.
*This is the most damaging of Terryman's from behind throws in terms of raw damage. While it gives a more advantageous knockdown than (From Behind) T, it is less advantageous than (From Behind) 6T, such that the only OTG possible after this throw is 2A, and this is a somewhat strict link.  
*Even with the 2A OTG, (From Behind) 6T into 8A slightly outdamages this throw, making it a generally less optimal option. This is still the go-to from behind throw if Terryman is looking to side-switch, though.
  }}
  }}
}}
}}
Line 969: Line 1,103:
   |guard    =Tech
   |guard    =Tech
   |attribute =KD
   |attribute =KD
   |property  =Meter Drain
   |property  =MD
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =70/-150
   |meterGain =70/-150
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Terryman's near-ropes throw. Although the damage is on the low side, this is made up for with its meter-draining property, draining 1.5 bars of meter. This is a solid throw to go for in general when the situation allows it, especially when the positioning is not right for the near corner throw to come out.
   |description=Terryman's near-ropes throw, staying same-side.
*There is a way to option-select (OS) between this throw and the near-corner throw. Since 23T is an accepted input for this move, inputting 623T will give the near corner throw if the opponent is near enough to the corner, and this throw if they are not (but are near enough to the ropes). This is a useful OS when the positioning is ambiguous and you are unsure whether the opponent is considered close enough to get the near-corner throw.
*Although the damage is on the low side, this is made up for with its meter-draining property, draining 1.5 bars of meter.  
*This is a solid throw to go for in general when the situation allows it, especially when the positioning is not right for the near corner throw to come out. Terryman frequently finds himself at the ropes due to his 2A loops anyways, and when he cannot get his 46T, combo-ing into this or the corner throw is often the next best thing.
*Guarantees no OTGs.
*There is a way to option-select (OS) between this throw and the near-corner throw. Since 23T is a valid input for this move, inputting 623T will give the near corner throw if the opponent is near enough to the corner, and this throw if they are not (but are near enough to the ropes). This is a useful OS when the positioning is ambiguous and you are unsure whether the opponent is considered close enough to get the near-corner throw.
  }}
  }}
}}
}}
Line 999: Line 1,136:
   |guard    =Tech
   |guard    =Tech
   |attribute =KD
   |attribute =KD
   |property  =Meter Drain
   |property  =MD
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =140/-200
   |meterGain =140/-200
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Terryman's near-corner throw. This is the highest-damaging normal throw in Terryman's toolkit, made even better by the fact that it drains 2 whole bars of meter. Its main weakness is arguably that it requires situational positioning, but this is alleviated somewhat with the aforementioned OS with the near-ropes throw. A great throw all-around, and generally the optimal meterless option when combo-ing into it is possible.
   |description=Terryman's near-corner throw.  
*This throw stays same-side (so that Terryman does not corner himself), but Terryman ends up just about at the center of the stage, with the opponent being 2-3 backdashes away from the corner. In effect, this throw does not really allow Terryman to maintain his corner advantage.
*Corner throw is the highest-damaging normal throw in Terryman's toolkit in terms of raw damage, made even better by the fact that it drains 2 whole bars of meter. However, it guarantees no OTGs.
*This is a good way to end a 46T corner combo, at least when not going for the corner infinite.
*Its main weakness is arguably that it requires situational/specific positioning, but this is alleviated somewhat with the aforementioned OS with the near-ropes throw.  
*A great throw all-around, and generally the overall "optimal" meterless option when combo-ing into it is possible.
  }}
  }}
}}
}}
Line 1,028: Line 1,170:
   |guard    =Tech
   |guard    =Tech
   |attribute =KD
   |attribute =KD
   |property  =Meter Drain
   |property  =MD
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =30/-100
   |meterGain =30/-100
<!------------>
<!------------>
   |startup  =
   |startup  =12
   |active    =
   |active    =23
   |recovery  =
   |recovery  =7
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Run-of-the-mill throw on a running opponent. This throw leaves the opponent quite far from Terryman, which can be a good thing or a bad thing.
   |description=Throw on a running opponent that switches sides.
*This throw leaves the opponent quite far from Terryman, which can be a good thing or a bad thing. Regardless, it guarantees no OTGs.
*Terryman has almost no reason to ever go for this throw, as every situation he can go for this throw, he can go for neutral A into his ropes/corner throw instead, for more damage and more meter drained.
  }}
  }}
}}
}}
Line 1,058: Line 1,202:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =175/50
   |meterGain =175/50
<!------------>
<!------------>
   |startup  =
   |startup  =39
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-33 Full, 34-40 Throw
   |description=Terryman's wake-up throw. Identical in property (aside from startup) to Terryman's (Medium Stun) T, including that throw's high meter build.
   |description=Terryman's wake-up throw.  
*This move uses the animation, damage and meter gain of Terryman's (Medium Stun) T, meaning it also builds a lot of meter for Terry like that throw does.
  }}
  }}
}}
}}
Line 1,087: Line 1,232:
   |attribute =Run
   |attribute =Run
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/0
   |meterGain =0/0
<!------------>
<!------------>
   |startup  =
   |startup  =27
   |active    =
   |active    =3
   |recovery  =
   |recovery  =27
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =+17~35
   |invul    =
   |invul    =
   |description=Universal Irish Whip, sending opponents running behind Terryman.
   |description=Universal Irish Whip, sending opponents running behind Terryman.
*While Terryman wants to put the opponent at the ropes, he less so wants a rope bounce, since he lacks a special throw for easy damage cashout. Terry can still combo into his ropes/corner throw, but overall, this is not as strong of a starter for Terryman as it is for a lot of characters.
  }}
  }}
}}
}}
Line 1,116: Line 1,262:
   |attribute =Special
   |attribute =Special
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/0
   |meterGain =0/0
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =26
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-16
   |hitAdv    =
   |hitAdv    =+10
   |invul    =
   |invul    =
   |description=Universal side switch throw.
   |description=Universal side switch throw.
*44T is noteworthy for being the most long-ranged 24f throw. Against non-Heavyweights, this makes it the only throw Terryman can jail into after a blocked 4A.
*Doing the above accomplishes very little, but it is worth keeping in mind for positioning purposes.
  }}
  }}
}}
}}
Line 1,146: Line 1,294:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =MBU
   |cancel    =No
   |cancel    =33-51 KKD
   |cost      =1
   |cost      =1
   |meterGain =-100/80
   |meterGain =-100/80
<!------------>
<!------------>
   |startup  =
   |startup  =21
   |active    =
   |active    =3
   |recovery  =
   |recovery  =26 (29)
   |guardAdv  =
   |guardAdv  =+1
   |parryAdv  =
   |parryAdv  =-9
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=A neutral S that knocks down instead of heavy stunning, limiting possible follow-ups. The KD this grants is advantageous similar to Terry's 4A uppercuts, allowing for a guaranteed 8A OTG. It is fast enough to link after 46T, and it is one of the more forgiving follow-ups off of 46T due to its simple input.
   |description=Neutral S punch that knocks down.
*Terryman can combo into this move from a number of things. A, A,A,4A, 6A (and its extensions), and 2A natural combo cancels into S, and 46T links into it.
*The KD this grants is advantageous similar to Terry's 4A uppercuts, allowing for a guaranteed 8A OTG.
*This is an important button to confirm into for Terryman, as it lets him score knockdowns and damage from his key buttons.
  }}
  }}
}}
}}
Line 1,175: Line 1,326:
   |guard    =Parry
   |guard    =Parry
   |attribute =KD
   |attribute =KD
   |property  =Unblockable
   |property  =Ubl
   |cancel    =No
   |cancel    =71-84 KKD
   |cost      =1
   |cost      =1
   |meterGain =-100/155
   |meterGain =-100/155
<!------------>
<!------------>
   |startup  =
   |startup  =57
   |active    =
   |active    =4
   |recovery  =
   |recovery  =22 (25)
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Strike
   |description=A very slow but damaging unblockable strike, causing a KD that is long enough to OTG with 8A afterwards. Its long and distinctive startup makes it very easy to parry or even interrupt on reaction. Basically only useful as a knowledge check, or on an overly-passive opponent.
   |description=Very slow, very damaging, unblockable punch.
*On hit, this causes a KD that sends the opponent far away. This is still a very advantageous knockdown though, and guarantees an 8A OTG, but requires Terryman to dash up first.
*The move's long and distinctive startup makes it very easy to parry or even interrupt on reaction. This pretty much relegates it to a knowledge check, and/or on an overly-passive opponent.
  }}
  }}
}}
}}
Line 1,203: Line 1,356:
   |damage    =78
   |damage    =78
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =OTG*,MBU
   |cancel    =No
   |cancel    =46-56 KKD
   |cost      =2
   |cost      =2
   |meterGain =-200/120
   |meterGain =-200/120
<!------------>
<!------------>
   |startup  =
   |startup  =27
   |active    =
   |active    =8
   |recovery  =
   |recovery  =19 (23)
   |guardAdv  =
   |guardAdv  =+3
   |parryAdv  =
   |parryAdv  =-7
   |hitAdv    =
   |hitAdv    =+14~47
   |invul    =Airborne
   |invul    =1-3 Strike, 4-38 Throw
   |description=A reasonably evasive heavy-stunning attack. This can be used as a panic button in a pinch, but it is a fairly subpar option for this; it is fairly slow, and Terryman can still be hit out of the air. Despite its forward-moving animation, this move's range is actually deceptively short, as it will whiff if used from even just one backdash away. This property also means that should the opponent be moving forwards while Terryman is using this move, Terry would often end up behind the opponent, letting him confirm into a from behind throw on hit.
   |description=Reasonably evasive knee attack that heavy stuns.  
*This can be used as a panic button in a pinch, or to escape from the ropes, but as with most panic moves, Terryman should not overly rely on it; it has a pretty distinct startup, and Terryman can still be hit out of the air during it, though most characters might have an awkward time capitalizing off of this.
*Despite its forward-moving animation, this move's range is actually deceptively short, as it will whiff if used from even just one backdash away.  
*Even when used point blank, Terryman would still end up on the same side as where he initiated the throw. However, at close ranges, if the opponent is moving forward even just slightly (such as due to pressing buttons, that are being evaded by the 44S), Terryman has a tendency of crossing up and ending up behind the opponent, allowing him to confirm into a from-behind throw.
*Only hits OTG on Super-Large characters.
  }}
  }}
}}
}}
Line 1,232: Line 1,389:
   |damage    =117
   |damage    =117
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =No
   |cancel    =46-60 KKD
   |cost      =1
   |cost      =1
   |meterGain =-100/80
   |meterGain =-100/80
<!------------>
<!------------>
   |startup  =
   |startup  =22
   |active    =
   |active    =3
   |recovery  =
   |recovery  =32 (37)
   |guardAdv  =
   |guardAdv  =-5
   |parryAdv  =
   |parryAdv  =-15
   |hitAdv    =
   |hitAdv    =+6~39
   |invul    =
   |invul    =1-3 Strike
   |description=Functionally akin to an alternate neutral S for Terryman, being slower than neutral S but with much longer range, slightly more damage, and doing heavy stun instead. 46S is a strong (though costly) neutral option, but it shines far more in confirms; it can be used to end juggles, and more notably, it can link off of 46T. This link can be a little tight, but it leads to some very high-damage confirms.
   |description=Heavy-stunning kick with a lot of range.
*46S can be thought of as a sort of alternative to S. It does slightly more damage, heavy stuns instead of knocking down, and it is 1f slower than S.  
*The extra 1f of startup is enough to prevent it from combo-ing from A, but it still combos from 2A, and more importantly, it links from 46T.
*46S has somewhat slow recovery for a HS move, and as a result, it is relatively not very plus on hit for a HS. Combined with its pushback, Terryman effectively gets nothing guaranteed off of this move midscreen if the opponent mashes sufficiently.
*Where 46S really shines is at the ropes, where the negated pushback allows Terryman to reliably link into at least neutral A. Since Terryman is at the ropes, he can then further combo this into high-reward enders such as his rope/corner throw.
*More niche uses for 46S is as a strong (albeit costly) neutral option, or as a juggle ender that does not knock down. These tend to be suboptimal uses for the move, especially in the latter case.
  }}
  }}
}}
}}
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   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =MBU
   |cancel    =No
   |cancel    =
   |cost      =2
   |cost      =2
   |meterGain =-200/125
   |meterGain =-200/125
<!------------>
<!------------>
   |startup  =
   |startup  =25
   |active    =
   |active    =3
   |recovery  =
   |recovery  =20 (24)
   |guardAdv  =
   |guardAdv  =-15
   |parryAdv  =
   |parryAdv  =-3
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Full
   |description=A hitgrab, transitioning into an animation on hit. Like other hitgrabs in the game, the damage is very poor for 2 bars, though Terryman's total lack of special throws makes this a somewhat more viable option; that said, off of a heavy stun, a simple heavy stun throw would still outdamage this option. Due to this move's high hitbox and decent recovery, it sees some use in some of Terry's more esoteric juggles, but these seldom come up.
   |description=Hitgrab, transitioning into an animation on hit.
*On hit, Terryman pummels the opponent several times, staying same-side and doing good corner carry.
*This hitgrab has low grounded untech, and Terryman gets no guaranteed OTGs off of it.
*Like other hitgrabs in the game, the damage is very poor for 2 bars, though Terryman's total lack of special throws makes this a somewhat more viable option.
*In pretty much every situation Terryman can combo into this throw, it is always the subpar option; Terryman can natural combo into 236S from A,A,4A,, and he can confirm into it from a rope bounce, but in both instances Terryman has much better options that even costs no meter.
*Due to this move's high hitbox and decent recovery, it sees some use in some of Terry's more esoteric corner juggles, but this is a very niche use case.
  }}
  }}
}}
}}
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   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =OTG*,MBU
   |cancel    =No
   |cancel    =
   |cost      =5
   |cost      =5
   |meterGain =-500/20
   |meterGain =-500/20
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =23 (26)
   |guardAdv  =
   |guardAdv  =-18
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Full
   |description=Another hitgrab, and the starter of Terryman's "Hold" chain. This attacks' range is fairly poor, making confirms off of heavy stuns from moves like 46S very difficult outside of the ropes/corner.
   |description=5-bar hitgrab, and the starter of Terryman's "Hold" chain.  
*This move is guaranteed off of the same things 236S are, namely after a rope bounce or cancelled into from A,A,4A.
*Ending on just this without any of its guaranteed extensions basically just knocks the opponent down with very little untech time, and doing 26 damage. No reason to not go for the follow-ups.
*Unlike 236S, this can do enough damage to not be an objectively suboptimal option; see the write-up for the ender below for more details.
*On Super-Large characters, this can hit OTG, though this means spending 5 bars to do 26 OTG damage, and there is absolutely no good reason to do so.
  }}
  }}
}}
}}
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   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/80
   |meterGain =0/80
Line 1,332: Line 1,503:
   |invul    =
   |invul    =
   |description=First follow-up in the Spinning Toe Hold chain.
   |description=First follow-up in the Spinning Toe Hold chain.
*Does not side switch, and leaves Terryman slightly to the right of where he initiated the hitgrab.
*Guarantees no OTGs.
  }}
  }}
}}
}}
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   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/150
   |meterGain =0/150
Line 1,360: Line 1,533:
   |invul    =
   |invul    =
   |description=Second follow-up in the Spinning Toe Hold chain.
   |description=Second follow-up in the Spinning Toe Hold chain.
*Functionally identical post-throw situation as the previous, including the lack of OTG.
  }}
  }}
}}
}}
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   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/220
   |meterGain =0/220
Line 1,387: Line 1,561:
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Third and final follow-up in the Spinning Toe Hold chain. This is the highest damage possible from 63214S, and as most 5-bar chain attacks are, the damage is very low for the meter spent. That said, Terryman's lack of special throws means that he does not really have a better meter dump option short of confirming into a super; this leaves confirming into this the technically optimal damage route in many cases, though this only very slightly edges out the damage from the meterless option of heavy stun throw into an 8A OTG.
   |description=Third and final follow-up in the Spinning Toe Hold chain. Guarantees no OTGs.
*Same post-throw situation as the other two, with Terryman ending up to the right from where he initiated the hitgrab.
*2A OTG can be guaranteed, but is very strict/inconsistent.
*Due to the input of this chain throw, just mashing out 236 repeatedly would get the full sequence very consistently.
*This is the highest damage possible from 63214S, and as most 5-bar chain attacks are, the damage is very low for the meter spent.  
*That said, Terryman's lack of special throws means that he does not really have a better meter dump option short of confirming into a super; this leaves confirming into this the technically optimal damage route in many cases, though often by not very much.
*Whether or not spending 5 bars is justified for the sometimes less than 100 extra damage is up to player preference, but it is something good to keep in mind for situations where damage really is the main concern, meter be damned.
  }}
  }}
}}
}}
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   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/230
   |meterGain =0/230
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   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=An alternate follow-up to 63214S, with strictly worse damage and meter gain for the opponent. Its intended advantage is its much less involved input, but the Spinning Toe Hold series is easy to do consistently with a little practice, negating this "advantage".
   |description=Alternate follow-up to 63214S, without anymore built-in follow-ups unlike the other brance.
*This extension similarly does not switch sides, but instead of Terryman ending up to the right of where he initiated the hitgrab, he ends up to the ''left'' instead.
*Compared to 63214S,236T,236T,236T, this does strictly worse damage and meter gain for the opponent, and similarly guarantees no OTGs.
*Its intended advantage seems to be its much less involved input, but the Spinning Toe Hold series is easy to do consistently with little to no practice, negating this "advantage".
  }}
  }}
}}
}}
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   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =9
   |cost      =9
   |meterGain =-900/480
   |meterGain =-900/480
<!------------>
<!------------>
   |startup  =
   |startup  =19
   |active    =
   |active    =5
   |recovery  =
   |recovery  =59
   |guardAdv  =
   |guardAdv  =-34
   |parryAdv  =
   |parryAdv  =-44
   |hitAdv    =
   |hitAdv    =
   |invul    = Full
   |invul    =1-17 Full
   |description=The first and better of Terryman's two supers. Although the damage of the two supers are identical, this super causes a fairly long untech time, allowing for a slow OTG follow-up like an 8A, or more time to reposition and/or build meter.
   |description=Terryman's super, being of the strike variety.
*The initial hit of this super is a unique high dropkick, which translates to a very high hitbox; moves that even slightly low-profiles have a tendency of going under this super.
*After the super, Terryman ends up with the ropes to his left, with the opponent right in front of him with their head pointing towards the ropes.
*This super has a long enough grounded untech time so as to guarantee an 8A OTG.
*As a whole, this is the better of Terryman's two supers, since it guarantees a better OTG. This is the super Terryman should default to.
  }}
  }}
}}
}}
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   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =9
   |cost      =9
   |meterGain =-900/480
   |meterGain =-900/480
<!------------>
<!------------>
   |startup  =
   |startup  =19
   |active    =
   |active    =5
   |recovery  =
   |recovery  =59
   |guardAdv  =
   |guardAdv  =-34
   |parryAdv  =
   |parryAdv  =-44
   |hitAdv    =
   |hitAdv    =
   |invul    = Full
   |invul    =1-17 Full
   |description=Terryman's second super. Strictly inferior to 623A+S, due to its shorter untech time. Although and 8A OTG after this super is not guaranteed, a quicker OTG such as 2A is still possible.
   |description=Terryman's alternate super.
*After this super, Terryman ends up with his back against the ropes (being about half a backdash away), with the opponent right in front of him.
*Unlike 623A+S, this super only guarantees a 2A OTG. As the two supers do identical damage otherwise, 623A+S ends up being able to outdamage this super.
*Between the (arguably) worse post-super situation and its worse OTG opportunities, this super is considered strictly inferior to 623A+S.
  }}
  }}
}}
}}
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==Strategy==
==Strategy==


Terryman's main neutral buttons are A, 2A (especially with a charge cancel) and to a lesser extent, 46S. For mixup purposes, Terryman's multitude of strings lets him do more involved mixups than basic strike-throw mixups, such as those to bait and throw off parry attempts. Between Terryman's excellent jabstring and highly rewarding 46T, He is always able to represent a threat off of neutral hits or mixups. Getting to the ropes/corner can be a higher priority for Terryman moreso than for other characters, since it unlocks his near ropes/corner throws, great tools to boost Terryman's damage and to deny the opponent from meter. Getting to the edge of the stage should be nigh-trivial for Terryman, due to the guaranteed corner carry of his 2A loops.
Terryman's main neutral buttons are A, 2A (especially with a charge cancel) and to a much lesser extent, 46S. For mixup purposes, Terryman's multitude of strings lets him do more involved mixups than basic strike-throw mixups, such as those to bait and throw off parry attempts. Between Terryman's excellent jabstring and highly rewarding 46T, He is always able to represent a threat off of neutral hits or mixups. Getting to the ropes/corner can be a higher priority for Terryman moreso than for other characters, since it unlocks his near ropes/corner throws, great tools to boost Terryman's damage and to deny the opponent from meter. Getting to the edge of the stage should be nigh-trivial for Terryman, due to the guaranteed corner carry of his 2A loops.


Blue KKD is generally Terryman's best KKD, as the damage buff can offset his somewhat below-average damage, and the KKD activation can let him bulldog the opponent to the corner. Conversely, Red KKD sees limited use, as Terryman does not really have any abusable/spammable specials, and he does not particularly struggle with building meter. Additionally, Terry has a hard time using up any additional meter gained due to his poor meter dump options, and the fact that his best specials cost 1 or 2 bars anyways. Red KKD may be useful if you intend to use the 63214S series frequently, but this is by and large a suboptimal usage of meter. Green KKD is more middle of the road, though Terryman does not desperately need more defense or better neutral.
When pressuring, 6A and 4A are standout tools. The former leads into a string with very fast cancel windows, while the later is a fast move that can rope bounce with a similarly very early cancel window. Once Terryman gets the opponent into the ropes, throwing in 4A (cc) is a good way to keep the opponent guessing, and incentivize them to guess-parry more often for fear of a random 4A.
 
Blue KKD is generally Terryman's best KKD, as the damage buff can offset his somewhat middling damage and lack of comeback potential. Additionally, the KKD activation can let him bulldog the opponent to the corner. Conversely, Red KKD sees limited use, as Terryman does not really have any abusable/spammable specials, and he does not particularly struggle with meter. Additionally, Terry has a hard time using up any additional meter gained due to his poor meter dump options, and the his best specials cost 1 or 2 bars anyways. Red KKD may be useful if you intend to use the 63214S series frequently, but this is by and large a suboptimal usage of meter. Green KKD is more middle of the road, though Terryman does not desperately need more defense or better neutral. As is the case with Green KKD, it can be useful for certain matchups where he can get a lot of mileage out of the super armor in True KKD.


==Combos==
==Combos==
===Combo Theory===
Terryman has very strong standing combos. They primarily stem from his medium-stunning A,A,4A as well as 2A. Both can be cancelled into S for damage and knockdown, or they can be charge-cancelled to link into 66A. Less important but still worth mentioning is 6A,A,A,A,A being a natural string, with the last hit being replaceable with S for more damage. Terryman lacks special throws completely, so he cannot rely on the MGP2 standard of "get a rope bounce, confirm into special throw"; instead, his best alternative is to combo into either his rope throw (236T) or corner throw (623T) depending on positioning. There is an OS, detailed under the (Near Ropes) 236T throw, that can help in situations where it is ambiguous if Terryman is close enough to the corner to get (Near Corner) 623T.
46T is a unique throw that leaves the opponent standing, with Terryman at +24. This allows Terryman to link into a myriad of things; the dedicated 46T section has more details, but the short of it is that midscreen, Terryman should link into S midscreen for the knockdown, and 46S at the ropes since the negated pushback allows Terryman to combo further. 46T is plus enough to also just link directly into super, and at the ropes, it can even link into itself for a corner infinite, though this is a 1f link.
Terryman's juggles is basic, but very effective. His optimal juggles are all about looping 2A, since it is an SKD move that can send the opponent upwards, and has an early cancel window. Terryman's juggles essentially boil down to doing 2A (cc) over and over again; this moves his forwards slightly, letting him inch towards the ropes. Unfortunately, the combo drops once Terryman reaches the ropes, at which point he can end the juggle with a final 2A and OTG off of the SKD with something like 8A. The nature of this juggle means Terryman can get more reps in (and thus more damage) the further he is from the ropes when he gets the launch, and it also means that no matter where Terryman launches the opponent, he will end up at the ropes, provided he does not drop the juggle prematurely.
Though not a combo per se, A,A,4A,6A on block is worth highlighting for being able to jail into a throw, guaranteeing an untechable throw. This can even be 46T, for a lot of damage from the opponent blocking a string. 4A can be used to similar effect, but is a lot more character specific; it can only jail into a throw on Heavyweights, due to the reduced pushback.
Terryman's OTGs are very simple, but important. He effectively only has the standard 2A and 8A, but he has a lot of knockdowns that guarantee 8A, so knowing them and getting 8A OTG where possible is a big source of damage for Terryman. He has some more esoteric OTG options, like 6A,A,A,A,A and 236A, but these are character-specific, typically only working on larger characters. While better in some aspects than 2A/8A, they come with a lot of asterisks, and considering the relative rarity of Large/Super-Large characters, learning these should not be a priority, as 2A/8A is already more than serviceable, and universal to boot.


===Midscreen===
===Midscreen===


*'''(4A/T/(Heavy Stun) T/ (From Behind) 6T/S/66S/623A+S), 8A'''<br>Strikes and Throws allowing an 8A OTG. 4A, 8A works for whenever the 4A uppercut occurs in a string.
*'''(4A/T/(Heavy Stun) T/ (From Behind) 6T/S/66S/623A+S), 8A'''<br>Knockdowns allowing an 8A OTG. 4A, 8A works for whenever the 4A uppercut occurs in a string.


*'''A,A,4A xx T'''<br>Simple bnb off of neutral A that ends with the medium stun throw.
*'''A xx S, 8A'''<br>Basic jab confirm. Can punish teched throws.


*'''A,A,4A (cc), 66A'''<br>Bnb off of neutral A that links into a launch. See below for launch combos.
*'''A,A,4A xx T'''<br>Simple bnb off of neutral A jabstring that ends with the medium stun throw.


*'''A,A,4A (ccc) 623A+S'''<br>Charge-cancel-cancel combo into super.
*'''A,A,4A xx S, 8A'''<br>Metered alternative to the above.


*'''46T, 46S, (dash) T'''<br>Midscreen combo off of 46T.
*'''A,A,4A (cc), 66A'''<br>Bnb off of the jabstring that links into a launch. See below for launch combos.
 
*'''A,A,4A xx 63214S,236T,236T,236T, 2A (cc)'''<br>Meter dump jabstring route.
 
*'''2A xx S, 8A'''<br>Basic 2A confirm. Good for crushing throws.
 
*'''2A (cc), 66A'''<br>2A link into a launch.
 
*'''46T, S, 8A'''<br>Consistent midscreen 46T combo.
 
*'''46T, 623A+S, 8A'''<br>46T linked into super.


*'''(Launch) 4A,2A,4A,6A xx 46S'''<br>Basic day 1 bnb juggle combo.
*'''(Launch) 4A,2A,4A,6A xx 46S'''<br>Basic day 1 bnb juggle combo.


*'''(Launch) 4A,2A (cc), (2A (cc),)xN, 4A,2A, 8A'''<br>Standard 2A loop. Average damage, but incredible corner carry. Will drop at the ropes/corner, so more reps is possible the further Terryman is from the ropes/corner.
*'''(Launch) 4A,2A (cc), (2A (cc),)xN, 4A,2A, 8A/2A (cc)'''<br>Standard 2A loop. Average damage, but incredible corner carry. Will drop at the ropes/corner, so more reps is possible the further Terryman is from the ropes/corner.
 
*'''(A,A,4A)/(2A) (CCC) 623A+S, 8A'''<br>CCC combos into super.


===Ropes===
===Ropes===
*'''(Rope Bounce) A xx 236T'''<br>Go-to meterless rope bounce route.


*'''46T, 66A'''<br>Ropes/corner-only launch option off of 46T.
*'''46T, 66A'''<br>Ropes/corner-only launch option off of 46T.


*'''46T, 46S, A xx 236T'''<br>Meter-draining 46T combo at the ropes.
*'''46T, 46S, A xx 236T'''<br>Meter-draining 46T combo at the ropes.
*'''46T, 46S, A (CCC) 623A+S, 8A'''<br>MAX-bars combo. With Blue KKD's damage buff, this TODs characters with 1024 health and below.


*'''(Launch) 4A,2A, 4A,2A, 8A'''<br>Stable juggle route at the ropes/corner.
*'''(Launch) 4A,2A, 4A,2A, 8A'''<br>Stable juggle route at the ropes/corner.


===Corner===
===Corner===
*'''(Rope Bounce) A xx 623T'''<br>Go-to meterless rope bounce route. Use the rope/corner throw OS.


*'''46T, 46S, A xx 623T'''<br>Meter-draining 46T combo at the corner.
*'''46T, 46S, A xx 623T'''<br>Meter-draining 46T combo at the corner.


*'''(46T,)xN'''<br>Un-KKD-able infinite at the corner. Very tight link, may be arcade-only and/or character-specific. Easier on big bodies.
*'''(46T,)xN'''<br>Un-KKD-able infinite at the corner. 1f link, easier on big bodies.


==Colors==
==Colors==
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*[https://docs.google.com/document/d/1xN9Vil6c4aiRLQk-iV0oqBMRIAuQCbrZVjwXpwOiksM/edit?usp=sharing Google Docs] by fishtrabs
*[https://docs.google.com/document/d/1xN9Vil6c4aiRLQk-iV0oqBMRIAuQCbrZVjwXpwOiksM/edit?usp=sharing Google Docs] by fishtrabs
*[https://youtu.be/MU77g-RXY1E Combo Tutorial video] by fishtrabs
*[https://youtu.be/m7s0i6qS3oI Beginner Combos] by Kagetsu Toya


{{Navbox-KMGP2}}
{{Navbox-KMGP2}}

Revision as of 02:37, 7 June 2024

Terryman

Story

Terryman, the Texas Bronco, is the all-American Justice Choujin and Kinnikuman’s best friend. Initially introduced as an arrogant Choujin who antagonizes the incompetent Kinnikuman, he would soon come around when he recognized Kinnikuman's genuine sense of justice. Known for his gutsy and straightforward fighting style involving practical techniques like submission holds, Terryman may not be the flashiest Justice Choujin out there, but he more than gets the job done. Early in the series, Terryman took a literal bullet for Kinnikuman, and his left leg had to be amputated as a result. He wears an extremely realistic (and functional) prosthetic made by his farrier ever since. This plot point would subsequently never be brought up again for nearly 35 real-life years.

Also: Yes, Terryman is a thinly-veiled pastiche of professional wrestling legend Terry Funk, who had an illustrious run in All Japan Pro Wresting in the 70s and 80s. This tenure served as the primary inspiration for Terryman.

Terry the Kid is his son from Kinnikuman Nisei, the sequel series. While both characters can be nicknamed "Terry", just "Terry" is typically referring to the elder Terry (i.e. Terryman), as the younger Terry is more frequently referred to as "Kid" instead.

Gameplay

True to the character's lore, Terryman is defined by unassuming but highly functional tools: among others, he has great frame data, fast moves to pressure with, a strong natural combo, juggles that gets him to the corner from anywhere, a throw that leaves the opponent standing, and solid near ropes/corner throws, just to name a few. These are all strong tools, some even a little "broken", but for the most part, he has no singular thing that is egregiously broken (except for maybe his 46T throw). It is the fact that he has access to all of these, that they add up and come together to make a very complete package. Terryman ends up being a character that performs great in neutral, pressure and combos; he might not really be best in class in any one of these (except neutral, maybe), but the fact that he excels in all these areas makes him something of an ultimate all-rounder.

Just about the only area where Terryman is somewhat lacking is in the damage department; that's not even to say he does poor damage, but he just does (for the most part) very "fair" damage, which runs a bit contrary with how good he is doing everything else. A big part of this is due to Terry's complete lack of special throws, meaning Terryman does not really have any meter dump options for easy big damage. Even then, it's disingenuous to say "Terryman does average damage", because he can still do 50% combos with the right conditions; they are just less readily available to him compared to the "high damage' characters. The lack of big damage out of nowhere as a "robbery factor" also means Terryman's comeback potential can leave a lot to be desired. One can argue that he does not need it, considering Terryman's other strengths means he can/should always be in control and dictate the pace of a match; however, if the situation slips out of his hands, he can struggle to regain that control.

Overall, Terryman might not be the most exciting or the most explosive character, to the point that his detractors might complain he's "boring", but he is a hyper-competent and versatile character that rewards strong MGP2 fundamentals and clean execution. He can also be deceptively difficult to play optimally, such that while his gameplay is easy to understand and pick up as a beginner, it can take quite some time of playing Terryman to get to the point where his strengths are coming through in full force.

Blockstun Animation

Terryman is one of 3 characters to deviate from the otherwise universal blockstun animation. Due to a (possible) glitch, when blocking a LS move that hits high, Terryman reacts as if he is blocking a MS move that hits high. In effect, this means that he is stuck in blockstun for 6 frames longer than the average character when blocking a high hitbox LS move. Similarly, he takes 4 frames longer than the average character to recover from blocking a HS move with a low hitbox. He recovers from blockstun as quickly as the average character when blocking moves of all other stun level/hitbox height combinations.

In practice, this rarely comes up, but if a block punish does not work despite the frame data suggesting otherwise, this is likely why, as the frame data is written with the "universal" blockstun animation in mind.


Strengths Weaknesses
  • Superb frame data, with many buttons that are (or can be) + on hit/block.
  • Great natural strings.
  • Fast corner pressure tools to threaten rope bounce.
  • Strong, rewarding neutral due to buttons like 2A.
  • Solid throw crush tool, ok throw punish tool.
  • Ridiculously consistent corner carry; 2A (cc) juggles bring the opponent to the ropes/corner from anywhere on the screen.
  • Excellent throw that leaves the opponent standing for a big combo or mixup.
  • Able to meterlessly jail into a throw off of a blocked string.
  • Un-KKD-able infinite at the ropes.
  • "Fair" damage, especially outside of the ropes/corner and without 46T.
  • Requires clean, precise execution; overlapping inputs prevent input shortcuts, and reliant on charge-cancelling/linking for combos.
  • Lack of special throws for easy damage confirms.
  • Mediocre comeback potential.
  • Unique blockstun animation; situationally takes extra blockstun.

Character Stats

  • Health: 1024
  • Damage rating: 13
  • Size/weight: Standard
  • Movement speed: B

Strikes

A
A
KMGP2 Terryman A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS - 16-26, 14-25 Sp, 13-26 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 13 (14) -8 +4 +8 -

Low-damage jab with good frame data.

  • On hit, this natural combos into both A,A as well as neutral S.
  • This jab has some range issues, such that using it as a throw punish is character/animation-specific. As a rule of thumb, throws with the "push down" tech animation can be punished with A consistently regardless of character size, while throws with the "push away" tech animation is more strict/inconsistent the smaller the character is.
  • As far as punishing the "push away" throws go, on lightweights, this is strict/inconsistent enough to the point of being unreliable; while still strict on standard characters, this is more lenient enough that it is relatively doable. On Medium/Middleweight characters and bigger, A can be a reasonably consistent punish with some practice.
  • Range and damage aside, this is a great jab due to its frame data and combo options, being a bit of a low-risk, high-reward option.
A,A
KMGP2 Terryman AA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS - 16-31, 16-30 Sp, 15-31 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
9 4 19 (20) -15 -3 +1 -

Natural combo extension to A.

  • Not really something to end on, mostly serving as a bridge/combo-filler to A,A,4A.
  • If A hits at max range (such as after using A to punish a throw), this move has a tendency to whiff; as a result, A xx S is Terryman's go-to throw punish.
  • This extension connects somewhat more consistently from max range A on larger characters, such as Big the Budo.
A,A,A
One-Two Sobat
KMGP2 Terryman AAA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry KD OTG*,MBU 67-87 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 52 (56) -25 -35 - 20-51 Throw

Ender to the string, though not a natural combo from A,A.

  • Identical animation and properties to 236A; what is written there largely applies here as well.
  • Within the context of this string, it is somewhat usable as a mixup with A,A,4A, though A,A,A has comparatively much weaker reward.
  • Akin to 236A, since Terryman is airborne for most of this move, the earliest throw cancel in True Blue KKD is on frame 72.
  • Only hits OTG on Large or Super-Large characters.
A,A,4A
One-Two Upper
KMGP2 Terryman AA4A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS OTG* 22-34, 22-33 Sp, 23-44 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 6 20 (24) -12 -6 +12 -

Alternate route to the above, being a much faster punch.

  • Natural combos from the previous hit. Being a MS move, this leaves Terryman at +12 on hit, giving him ample frame advantage to go for reset mixups after it.
  • Like with A,A, this will only natural combo as a throw punish on large characters such as Big the Budo.
  • Since this button is still further cancellable, Terryman has several options after it. It can combo into things such as its next hit (A,A,4A,6A), (Medium Stun) T, or S for a knockdown.
  • Charge cancelling A,A,4A leaves Terryman at +20, allowing him to get some meaningful links off of it, most notably his 66A launcher for a full juggle. This tends to be his most rewarding, albeit most difficult, option off of hitting A,A,4A.
  • Only hits OTG on Large or Super-Large characters.
A,A,4A,6A
Texas Combo
KMGP2 Terryman AA4A6A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry KD MBU 24-31, 24-30 Sp, 36-58 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 31 (35) -4 -14 - -

Natural combo ender to the string that knocks down.

  • The stun overflow knockdown sends the opponent quite far, but has enough advantage to get a guaranteed 2A OTG afterwards.
  • Though a guaranteed extension, this is a subpar option compared to the other combo options available off of A,A,4A, such as cancelling into a throw/special, or charge-cancelling to link into 66A.
  • On a blocked A,A,4A, this extension can be used in conjunction with the below string as a mixup option to throw off parry timing.
  • This hit is still further cancellable, with an extremely early cancel window at that. This means that if Terryman cancels this move into throw, the string will jail and the throw is untechable, making it completely guaranteed. The pushback of the move can make the follow-up throw whiff if the move is used from max-range, however.
A,A,4A,4A
Western Combo
KMGP2 Terryman AA4A4A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry KD OTG*,MBU 24-54, 24-53 Sp, 41-54 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 30 (32) -3 -13 - -

Alternate ender to A,A,4A,6A.

  • Identical animation/properties to Terryman's standalone 4A.
  • Within this string, it is functionally very similar to the other ender, since it similarly natural combos, knocks down, and is further cancellable.
  • However, it is slightly faster than the A,A,4A,6A ender, which can be used to throw off parry attempts.
  • While this does less damage than A,A,4A,6A, the more advantageous 4A uppercut knockdown means it guarantees an 8A OTG, allowing it to outdamage A,A,4A,6A with its guaranteed 2A OTG.
  • That said, both enders are still eclipsed by other options off of A,A,4A.
  • Only hits OTG on Super-Large characters, making for a small OTG combo from the last hit. This is a decidedly suboptimal option, however.
A,4A
Derringer Shot
KMGP2 Terryman A4A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry KD OTG*,MBU 24-54, 24-53 Sp, 41-54 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 30 (32) -3 -13 - -

Terryman does his 4A uppercut directly from his A jab, which does not natural combo.

  • This extension is generally not very good; its use is largely relegated as a mixup option in conjunction with A,A to beat parries.
  • The existence of this string is why Terryman is unable to shortcut the input of his A,A,4A string as A,4A,4A, as he would get this string instead. This requires Terryman to cleanly and properly input A,A,4A to get that string.
  • Like the other 4A uppercuts, this hit can hit OTG on the Super-Large characters on paper; however, this string does not move Terryman forward enough for the OTG to connect.
6A
6A
KMGP2 Terryman 6A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS OTG* 19-24, 19-23 Sp, 19-40 KKD - 13/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 19 (23) -14 -2 +2 -

Slower, alternate jab.

  • Despite its animation, this actually has more range than A, since it moves Terry forwards quite a bit.
  • This is the starter of his Machinegun Rush string, a series of quick, similar-looking punches with very early cancel windows. As each of the subsequent hits are cancellable, Terryman can go for a mix-up off of each hit on block.
  • Similar to neutral A, this natural combos into S.
  • Only hits OTG on Super-Large characters. However, its OTG hurtbox makes this finicky, as it largely only works when the opponent's head/feet is directly parallel to Terryman; knockdowns that leave the opponent on their side or even off-axis, such as Terry's neutral T, tends to cause 6A OTG to whiff more often than not.
  • When charge-cancelled, 6A OTG is +17 on hit. This makes it a 2f link into another 6A (cc), making for an OTG infinite. However, as a character-specific, 2f-link-per-rep infinite that only does 13 damage per rep, this is not a practical, viable infinite.
6A,A
KMGP2 Terryman 6AA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS OTG* 8-13, 8-12 Sp, 8-33 KKD - 18/26
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
8 3 20 (24) -15 -3 +1 -

First follow-up punch from 6A.

  • Natural combos from 6A, owing to this extension's very fast startup. This applies for the rest of the string, save the ender.
  • This extension's own cancel window is so early that its earliest cancel is the first frame it is active. This means that cancelling out of this move at the earliest opportunity (such as by buffering the cancel, or mashing out the string) will cause this move to be cancelled before it is even active. When trying to go for 6A,A,A, this causes the natural combo to drop, as the 6A,A is not actually hitting. Since 6A,A,A is so fast anyways, delaying the string slightly would still allow it to natural combo, while ensuring 6A,A actually becomes active.
  • Conversely, the early cancel window makes 6A,A a great button to mix-up off of on block, as it can cancel into a throw, the next hit, or a special very quickly. Cancelling into a throw as early as possible means the 6A,A would not actually hit, which can bait parry attempts.
  • Additionally, like 6A, this natural combos when cancelled into S, and unlike 6A, also combos into 46S on top of that. On hit however, it is usually better to cancel into the special later in the string, since they similarly still combo into S/46S and this is more damage.
  • Only hits OTG on Super-Large characters.
6A,A,A
KMGP2 Terryman 6AAA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS OTG* 9-13, 8-12 Sp, 9-33 KKD - 23/31
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
8 3 20 (24) -15 -3 +1 -

3rd hit of the Machinegun Rush string.

  • Similar property as the previous, being a very fast, natural combo follow-up to 6A,A with similarly its own very early cancel window.
  • One aspect where this move differs from 6A,A is that its generic cancel frame is 1 frame later. This means it does not have the same "cancelling before active" quirk that 6A,A does, and mashing out this string should still have it come out properly.
  • Only hits OTG on Super-Large characters.
6A,A,A,A
KMGP2 Terryman 6AAAA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS - 8-16, 8-15 Sp, 8-34 KKD - 28/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
8 3 21 (25) -16 -4 ±0 -

4th hit of the string that still natural combo.

  • Very similar to the previous hits, though more akin to 6A,A over 6A,A,A. This includes the "cancellable on its first active frame" property.
  • Aside from a slightly longer recovery and a longer cancel window, What's written under 6A,A applies here as well.
  • Only hits OTG on Super-Large characters.
6A,A,A,A,A
Machinegun Rush
KMGP2 Terryman 6AAAAA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry KD OTG*,MBU 24-54, 24-53 Sp, 41-54 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 30 (32) -3 -13 - -

Ender for the Machinegun Rush string.

  • Identical to Terry's standalone 4A in everything but input. This means the KD it grants also guarantees an 8A OTG.
  • Within this string, this last hit will combo properly, meaning this entire string is a natural combo. This means if 6A or any of its extensions hit, Terryman is able to convert that into an advantageous knockdown meterlessly.
  • As with previous extensions, this can be used as a mix-up with cancelling 6A,A,A,A into other options, such as a special or a throw. Since this hit is still further cancellable, Terryman has one more mix-up option off of this if the entire string is blocked.
  • Like the standalone 4A (and the rest of this string), this can hit OTG, but only on Super-Large characters. The whole string is an OTG combo on Super-Large characters in fact, doing 78 damage total. This equals the damage of Terryman's 8A OTG, while being significantly more advantageous; if charge-canceled, Terryman is +16 after the 6A,A,A,A,A OTG hit, compared to 8A being -12 at best on OTG hit.
  • Being +16 on OTG hit technically means Terryman can link into another 6A,A,A,A,A (cc) OTG for a hypothetical OTG infinite, but this is a 1-frame link. In MGP2, 1-frame links are extremely strict/inconsistent, so linking into another 6A,A,A,A,A (cc) OTG is not really possible in practice.
  • Keep in mind that using 6A,A,A,A,A as an OTG on Super-Large characters carry the same caveat as 6A, namely that its small, finicky OTG hitbox make it whiff more often than not on off-axis knockdowns, such as that off of neutral T.
4A
4A
KMGP2 Terryman 4A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry KD MBU 23-53, 23-52 Sp, 40-53 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 30 (32) -3 -13 - -

Short-ranged uppercut that knocks down.

  • This is quite fast for a KD move, and its early cancel window means 4A (cc) is a strong +14 on block. This makes it a great pressure tool, and a good way to cause rope bounces.
  • This move often shows up in several places across Terryman's strings, but here it is in its standalone form.
  • The knockdown from this button causes a long falling animation that leaves Terry advantageous enough to OTG with 8A afterwards.
  • In a similar case as A,A,4A,6A, if the move is blocked, Terryman can jail into an untechable throw off of it. This is somewhat character specific; it only works properly on Heavyweight characters, since on most other characters, the pushback causes a normal throw to whiff, with the only throw that reaches being 44T . Conversely, this seems to be inconsistent on the Super-Large characters, due to their hurtboxes making 4A hit earlier.
  • Only hits OTG on Super-Large characters. While this uppercut can hit OTG when its a part of other strings, this standalone version rarely can, due to the lack of preceding string moving Terryman deeper into the opponent's grounded hurtbox.
  • In a very esoteric interaction, Junkman's unique blocking hurtbox makes it so 4A whiffs on Junkman more often than not, even when used point blank. Even on a blocked 4A, Terryman is unable to jail into a throw at all.
4A,2A
KMGP2 Terryman 4A2A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry MS SKD,OTG 33-59, 33-58 Sp, 39-61 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 5 30 (34) -19 -15 +3 2-31 Throw

Sweep follow-up to 4A.

  • This has nigh-identical properties to Terryman's standalone 2A, save for this move having a built-in string extension.
  • As a result of being essentially 2A, the options off of 2A applies here as well. On top of that, the HS extension off of 4A,2A gives it an additional meterless option compared to 2A.
  • This string sees use in Terryman's 2A loop juggles as combo filler.
  • Like 2A, this move seems to be considered airborne during parts of its animation, and as a result its earliest throw cancel is on frame 48.
4A,2A,4A
KMGP2 Terryman 4A2A4A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS OTG* 22-34, 22-33 Sp, 23-44 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 6 20 (24) -12 -6 +12 -

Natural combo follow-up to 4A,2A.

  • This is essentially A,A,4A, but off of 4A,2A instead.
  • If this natural combos from 4A,2A, it will cause a HS instead of a MS; as a heavy stun, the hitstun data is +23~48. While this is significantly more plus than if 4A,2A,4A hits as a MS, the increased pushback on hit means combos off of it would need to be adjusted to match when it hits as a HS compared to as a MS.
  • Since this string starts with the KD-causing 4A, this hit connecting on a standing opponent would only happen if the oppponent blocks 4A (but not the subsequent hit), or if 4A whiffs and is cancelled into 4A,2A.
  • Like the standalone 2A, 4A,2A can be confirmed into S on hit for a KD, but this acts as a strong meterless alternative to that.
  • Only hits OTG on Large or Super-Large characters.
4A,2A,4A,6A
Raging Horse
KMGP2 Terryman 4A2A4A6A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry KD MBU 24-31, 24-30 Sp, 36-58 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 31 (35) -4 -14 - -

Ender to this string.

  • Functionally identical visual/property-wise to Terry's A,A,4A,6A, including the advantageous knockdown guaranteeing a 2A OTG.
  • This can natural combo off of a standing 4A,2A,4A hit, though if the 2A,4A hits from further away, this has a tendency of whiffing.
  • The entire string is technically a natural combo, as it is basically a built-in juggle combo, albiet one that does not knock down: 4A launches the opponent, 2A picks it up and 4A,6A will juggle the opponent. Since 4A,2A,4A,6A is still further cancellable, Terry can cancel into S to tack on more damage to this juggle.
8A
8A
Flying Knee Drop
KMGP2 Terryman 8A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry KD OTG,MBU 41-85 KKD - 27/71
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 15 43 (45) -28 -38 - 10-41 Throw

Typical 8A, being a somewhat-slow knee drop that goes airborne and hits OTG.

  • This can be used to situationally crush throws, but in Terryman's case, 2A is an almost strictly superior option.
  • More importantly, this is Terryman's "slow OTG", used to tack on meterless damage to sufficiently advantageous knockdowns.
  • As part of its animation, Terryman rolls to the left after landing on the ground. This is akin to having sidestepped to the left, though not quite as far. Depending on where 8A is used, this can cause Terry to lose an advantageous position.
  • 8A is important for Terryman because he has a large number of moves that guarantee it, such as his 4A uppercuts or his S. Considering his damage otherwise, 8A OTG is often an important source of damage for Terryman.
  • Many of Terryman's knockdowns that guarantee 8A are so advantageous that doing 8A too early frequently causes an un-OTG float, allowing the opponent to tech roll away. Off of many knockdowns, 8A should be slightly delayed to avoid this.
  • One weakness of 8A is its long recovery. This is not unique to Terry's 8A, but since it is a significant part of his gameplan, this drawback can appear more pronounced. Even if Terryman was to hit this move on its last active frame, he is still -12 on OTG hit. If retaining frame advantage is a primary concern, 2A (cc) is much more advantageous, at the cost of damage. Terryman also has more frame-advantageous OTG options that only work on the larger characters.
2A
2A
Plane Kick
KMGP2 Terryman 2A.png
God Sweep
God Sweep
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry MS SKD,OTG 32-58, 32-57 Sp, 38-60 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 5 30 (34) -19 -15 +3 1-30 Throw

Excellent 2A sweep. This is one of Terryman's most important buttons.

  • This move reaches quite far, and Terryman goes very low to the ground, making it an excellent neutral poke. Its relatively early cancel window also means that with charge-cancelling, the move is -3 on block and +19 on hit, a rarity for 2As.
  • 2A (cc) being +19 allows Terryman to link things off of it, akin to A,A,4A (cc). Terryman can link into neutral A for a knockdown or 66A off of 2A (cc) for a full juggle, though the latter can be a strict link. An easier, more consistent confirm option off of 2A is to cancel into neutral S or 46S, which 2A natural combos into for a KD.
  • 2A can also CCC combo into Terryman's supers.
  • The high reward off of 2A along with its frame 1 throw invincibility that lasts a long time makes 2A a great throw crush option, and generally a more consistent option than using neutral A as a throw punish. In addition, 2A xx S outdamages A xx S.
  • Between the early cancel window and 2A's SKD property, this button is the the cornerstone of Terryman's juggles, as he can loop 2A (cc) in juggles until he reaches the ropes. This translates to Terryman being able to corner carry all the way to the ropes and score an SKD off of any launch from anywhere on the screen.
  • 2A is also Terryman's requisite "fast OTG", though many of Terryman's KDs are advantageous enough to guarantee 8A such that key KDs that guarantee 2A but not 8A are few and far between. 2A is a lot more advantageous on OTG hit (especially if CC'd) than 8A is, though; 2A (cc) is +11 on OTG hit, compared to 8A's -12. This makes it an OTG option over 8A if frame advantage is a priority, though this is in exchange of damage.
  • This move seems to be considered airborne for most of its duration, which leads to some oddities: getting hit out of it would float Terryman, making it extremely difficult for opponents to get meaningful reward from interrupting 2A. Its airborne property seems to also be the reason why its earliest throw cancel is only on frame 47, despite the earliest generic cancel being frame 32.
66A
66A
Texas Upper
KMGP2 Terryman 66A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry Launch MBU 40-45, 40-44 Sp, 30-48 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 25 (29) +1 -9 - -

Terryman's launcher.

  • Quite fast for a 66A launcher, but a bit underpowered for Terryman's damage rating. Otherwise, this is a very standard 66A.
  • Within the context of Terryman, this is a valuable button since he can link into it off of A,A,4A (cc) and 2A (cc), and due to the corner carry he gets off of his juggles.
236A
236A
Rolling Sobat
KMGP2 Terryman 236A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry KD OTG*,MBU 66-86 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 3 52 (56) -25 -35 - 19-50 Throw

KD move with decent range that goes airborne.

  • Unlike other characters' sobat-style moves, Terryman's knocks down and has extremely long recovery. This makes it decidedly bad on block/parry, though it being airborne/throw-invuln for a significant portion of its animation can make punishing it more difficult.
  • On hit, the long recovery limits what Terryman can do off of it, but Terryman can still get a guaranteed 2A OTG. Rope-bouncing off of this move should also still allow Terryman to get his typical rope bounce confirms.
  • Only hits OTG on Large or Super-Large characters.
  • Earliest throw cancel in True Blue KKD is on frame 71.
214A
214A
Martial Arts Kick
KMGP2 Terryman 214A.png
This would be a funky cross-up in a game without a block button
This would be a funky cross-up in a game without a block button
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry KD MBU 87-102 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
42 5 53 (57) -28 -38 - 19-64 Throw

Unusual move where Terryman turns around, backflips forwards, and does a kick, causing a knockdown.

  • This move is somewhat evasive, but the throw invincibility kicks in fairly late. For evasive purposes, Terryman has much better options.
  • 214A is slow to startup, with even longer recovery. This is made worse by its very distinctive animation, giving ample time for an opponent to recognize it, and block/parry/interrupt it accordingly.
  • To its credit, it does have decent range, and is so unusual it might catch an opponent who have never seen the move before off-guard; in other words, this is just a seldom-used gimmick.
  • Earliest throw cancel in True Blue KKD is on frame 89.
WRA
(While Running) A
Jumping Knee Bash
KMGP2 Terryman WRA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch MBU - - 44/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 10 18 (36) +2 -8 - 16-38 Throw

Running launcher with throw-invuln frames.

  • This launcher has more pushback on hit compared to his 66A launcher, which can mess up certain juggles. 2A loops should still be completely possible off of this launcher, but requires different timing and/or is stricter to do.
WGA
(While Grounded) A
KMGP2 Terryman WGA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry MS SKD,OTG - - 42/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 8 17 (21) -9 -5 +13 1-22 Full, 23 Throw

Generic wake-up sweep.

  • Terryman lacks any especially unique options off of hitting the wake-up sweep; he can link into his neutral A for a stun overflow knockdown.

Throws

T
Shoulder Armbreaker
T
KMGP2 Terryman T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 90/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - -16 - -

Default throw that stays same side.

  • As expected of an armbreaker throw, Terryman is very advantageous when this throw connects. This gives him plenty of time to meter charge, reposition or OTG with 8A.
  • Between its easy input and guaranteed OTG, this would be Terryman's go-to neutral throw, if not for 46T. It is still a good option however, especially if going for 46T is undesired for whatever reason.
6T
Flying Headscissor
6T
KMGP2 Terryman 6T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
130 Tech KD - - - 80/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - -16 - -

Side-switching throw that does less damage than Terryman's neutral T.

  • Guarantees no OTG follow-ups whatsoever.
  • This is Terryman's weakest neutral throw, with its only notable feature being that it gives the opponent the least meter compared to his other throws.
46T
Knuckle Part
46T
KMGP2 Terryman 46T.png
God Throw
God Throw
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech Special - - - 78/96
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - -16 +24 -

A unique (and excellent) throw that does high damage, stays same side, and leaves the opponent in standing hitstun.

  • Terryman is at an incredible +24 after this throw, allowing him to link various buttons off of this throw, such as S, 46S, super, or (at the ropes) 66A, greatly increasing its damage output. Even just linking into S and an 8A OTG brings up the throw's total damage to 364, while linking into 46S at the ropes allow Terryman to combo into his rope/corner throw, or CCC into super; these do damage in the 500s-700s, and with the latter, Terryman can even straight up TOD the average character if he has Blue KKD's damage buff active.
  • As a general rule of thumb, Terryman prefers to link into his S midscreen, while linking into 46S typically nets more reward at the ropes/corner.
  • Perhaps most notably, the throw can even combo into itself at the ropes for a true infinite, though this is a very tight (1f) link and is character-specific to some extent, with it being less or more consistent depending on the character's size. Additionally, the game recognizes the hitstun from 46T as being in a throw, so the opponent is unable to activate KKD to interrupt this infinite.
  • Terryman can also just use the +24 situation to go for mixups, though this tends to be less ideal than simply confirming off of the 46T. Of course, he can opt to just go for another 46T after landing a 46T midscreen, as a "reset". Since the opponent cannot buffer a throw tech during the 46T hitstun, a 46T into another 46T that is just barely not a combo would leave only a very strict 1-2f window for the opponent to throw tech.
  • As a whole, even outside from its rope infinite applications, 46T is an amazing throw, and is by far Terryman's best throw to go for in neutral.
214T
Side Suplex
214T
KMGP2 Terryman 214T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 104/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - -16 - -

A damaging throw (equaling 46T's base damage) that side switches.

  • This throw has no guaranteed OTG follow-ups; because of this, even T into 8A would outdamage this throw.
  • Its main positive trait is that it is Terryman's neutral throw that builds the most meter for him, at just over 1 bar.
MST
Oklahoma Stampede
(Medium Stun) T
KMGP2 Terryman MST.png
Damage Guard Attribute Property Cancel Cost Meter Gain
130 N/A KD - - - 175/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 - - - -

Medium stun throw that side switches.

  • In this throw's animation, Terry takes some steps forwards before dropping the opponent. Even though the throw side-switches, it is not an exact position swap; Terryman ends up to the right side of the direction he was facing when he initiated the throw, instead of exactly opposite to it.
  • A niche of this throw is that it has an unusually high meter gain value, building close to 1.75 bars of meter for Terry on hit. This makes it an appealing option for meter-building purposes.
  • Terryman has several very practical options to combo into this throw, specifically off of A,A,4A. Although he has better options off of it, combo-ing into (Medium Stun) T is not a bad option due to the aforementioned meter gain.
  • This throw guarantees no OTGs.
HST
Full-Body Brainbuster
(Heavy Stun) T
KMGP2 Terryman HST.png
Damage Guard Attribute Property Cancel Cost Meter Gain
169 N/A KD - - - 120/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 - - - -

Side-switching heavy stun throw.

  • Terryman is advantageous enough to get a guaranteed 8A OTG afterwards. 46T aside, this lets Terry get the most damage out of his throws, though this is only 13 damage more than neutral T into 8A.
  • Terryman's heavy stuns are generally not that plus, such that it is dubious if he can even combo into this throw if the opponent sufficiently mashes the heavy stun.
  • Provided Terryman is able to combo a HS into this, Terryman typically would often only have the chance to at the ropes/corner, and it competes with his ropes/corner throws as a result. (Heavy Stun) T outdamages those options, though the ropes/corner throw has the added utility of draining meter.
FBT
Bulldogging Headlock
(From Behind) T
KMGP2 Terryman FBT.png
Damage Guard Attribute Property Cancel Cost Meter Gain
169 Tech KD - - - 80/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - -16 - -

Standard from-behind throw that switches sides.

  • Guarantees no OTGs.
  • Terryman has two other from behind throws which generally outclass this one; this sees little use as a result.
  • Due to his 44S, Terryman can often end up crossing-up the opponent, so his from behind throws come up more often than it does for the average character.
FB6T
Spiral Backdrop
(From Behind) 6T
KMGP2 Terryman FB6T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 70/54
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - -16 - -

Alternative to (From Behind) T that stays same-side.

  • This does less damage compared to the neutral from behind throw, but it is far more advantageous if it connects, such that Terryman can get a guaranteed 8A OTG afterwards. This allows it to outdamage (From Behind) T, or simply to have more advantage after the throw connects.
  • The guaranteed OTG damage ends up making it Terryman's best from-behind throw in terms of damage, making it the one he defaults to.
FB623T
Calf Branding
(From Behind) 623T
KMGP2 Terryman FB623T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
195 Tech KD - - - 102/73
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - -16 - -

Terryman's final from behind throw, similarly side-switching like (From Behind) T.

  • This is the most damaging of Terryman's from behind throws in terms of raw damage. While it gives a more advantageous knockdown than (From Behind) T, it is less advantageous than (From Behind) 6T, such that the only OTG possible after this throw is 2A, and this is a somewhat strict link.
  • Even with the 2A OTG, (From Behind) 6T into 8A slightly outdamages this throw, making it a generally less optimal option. This is still the go-to from behind throw if Terryman is looking to side-switch, though.
NR236T
Dirty Rush
(Near Ropes) 236T
KMGP2 Terryman NR236T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD MD - - 70/-150
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - -16 - -

Terryman's near-ropes throw, staying same-side.

  • Although the damage is on the low side, this is made up for with its meter-draining property, draining 1.5 bars of meter.
  • This is a solid throw to go for in general when the situation allows it, especially when the positioning is not right for the near corner throw to come out. Terryman frequently finds himself at the ropes due to his 2A loops anyways, and when he cannot get his 46T, combo-ing into this or the corner throw is often the next best thing.
  • Guarantees no OTGs.
  • There is a way to option-select (OS) between this throw and the near-corner throw. Since 23T is a valid input for this move, inputting 623T will give the near corner throw if the opponent is near enough to the corner, and this throw if they are not (but are near enough to the ropes). This is a useful OS when the positioning is ambiguous and you are unsure whether the opponent is considered close enough to get the near-corner throw.
NC623T
Calf Branding
(Near Corner) 623T
KMGP2 Terryman NC623T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
208 Tech KD MD - - 140/-200
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - -16 - -

Terryman's near-corner throw.

  • This throw stays same-side (so that Terryman does not corner himself), but Terryman ends up just about at the center of the stage, with the opponent being 2-3 backdashes away from the corner. In effect, this throw does not really allow Terryman to maintain his corner advantage.
  • Corner throw is the highest-damaging normal throw in Terryman's toolkit in terms of raw damage, made even better by the fact that it drains 2 whole bars of meter. However, it guarantees no OTGs.
  • This is a good way to end a 46T corner combo, at least when not going for the corner infinite.
  • Its main weakness is arguably that it requires situational/specific positioning, but this is alleviated somewhat with the aforementioned OS with the near-ropes throw.
  • A great throw all-around, and generally the overall "optimal" meterless option when combo-ing into it is possible.
RT
Front Suplex
(Running) T
KMGP2 Terryman RT.png
Damage Guard Attribute Property Cancel Cost Meter Gain
130 Tech KD MD - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Throw on a running opponent that switches sides.

  • This throw leaves the opponent quite far from Terryman, which can be a good thing or a bad thing. Regardless, it guarantees no OTGs.
  • Terryman has almost no reason to ever go for this throw, as every situation he can go for this throw, he can go for neutral A into his ropes/corner throw instead, for more damage and more meter drained.
WGT
Oklahoma Stampede
(While Grounded) T
KMGP2 Terryman WGT.png
Damage Guard Attribute Property Cancel Cost Meter Gain
130 Tech KD - - - 175/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 - -16 - 1-33 Full, 34-40 Throw

Terryman's wake-up throw.

  • This move uses the animation, damage and meter gain of Terryman's (Medium Stun) T, meaning it also builds a lot of meter for Terry like that throw does.
4T
Irish Whip
4T
KMGP2 Terryman 4T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Run - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 - -16 +17~35 -

Universal Irish Whip, sending opponents running behind Terryman.

  • While Terryman wants to put the opponent at the ropes, he less so wants a rope bounce, since he lacks a special throw for easy damage cashout. Terry can still combo into his ropes/corner throw, but overall, this is not as strong of a starter for Terryman as it is for a lot of characters.
44T
Side Switch
44T
KMGP2 Terryman 44T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Special - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - -16 +10 -

Universal side switch throw.

  • 44T is noteworthy for being the most long-ranged 24f throw. Against non-Heavyweights, this makes it the only throw Terryman can jail into after a blocked 4A.
  • Doing the above accomplishes very little, but it is worth keeping in mind for positioning purposes.

Specials

S
Texas Smash
S
KMGP2 Terryman S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry KD MBU 33-51 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 26 (29) +1 -9 - -

Neutral S punch that knocks down.

  • Terryman can combo into this move from a number of things. A, A,A,4A, 6A (and its extensions), and 2A natural combo cancels into S, and 46T links into it.
  • The KD this grants is advantageous similar to Terry's 4A uppercuts, allowing for a guaranteed 8A OTG.
  • This is an important button to confirm into for Terryman, as it lets him score knockdowns and damage from his key buttons.
66S
Texas Straight
66S
KMGP2 Terryman 66S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
195 Parry KD Ubl 71-84 KKD 1 -100/155
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
57 4 22 (25) - -6 - 1-3 Strike

Very slow, very damaging, unblockable punch.

  • On hit, this causes a KD that sends the opponent far away. This is still a very advantageous knockdown though, and guarantees an 8A OTG, but requires Terryman to dash up first.
  • The move's long and distinctive startup makes it very easy to parry or even interrupt on reaction. This pretty much relegates it to a knowledge check, and/or on an overly-passive opponent.
44S
Texas Condor Kick
44S
KMGP2 Terryman 44S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS-5 OTG*,MBU 46-56 KKD 2 -200/120
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 8 19 (23) +3 -7 +14~47 1-3 Strike, 4-38 Throw

Reasonably evasive knee attack that heavy stuns.

  • This can be used as a panic button in a pinch, or to escape from the ropes, but as with most panic moves, Terryman should not overly rely on it; it has a pretty distinct startup, and Terryman can still be hit out of the air during it, though most characters might have an awkward time capitalizing off of this.
  • Despite its forward-moving animation, this move's range is actually deceptively short, as it will whiff if used from even just one backdash away.
  • Even when used point blank, Terryman would still end up on the same side as where he initiated the throw. However, at close ranges, if the opponent is moving forward even just slightly (such as due to pressing buttons, that are being evaded by the 44S), Terryman has a tendency of crossing up and ending up behind the opponent, allowing him to confirm into a from-behind throw.
  • Only hits OTG on Super-Large characters.
46S
Thrust Kick
46S
KMGP2 Terryman 46S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
117 Block/Parry HS-5 MBU 46-60 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 32 (37) -5 -15 +6~39 1-3 Strike

Heavy-stunning kick with a lot of range.

  • 46S can be thought of as a sort of alternative to S. It does slightly more damage, heavy stuns instead of knocking down, and it is 1f slower than S.
  • The extra 1f of startup is enough to prevent it from combo-ing from A, but it still combos from 2A, and more importantly, it links from 46T.
  • 46S has somewhat slow recovery for a HS move, and as a result, it is relatively not very plus on hit for a HS. Combined with its pushback, Terryman effectively gets nothing guaranteed off of this move midscreen if the opponent mashes sufficiently.
  • Where 46S really shines is at the ropes, where the negated pushback allows Terryman to reliably link into at least neutral A. Since Terryman is at the ropes, he can then further combo this into high-reward enders such as his rope/corner throw.
  • More niche uses for 46S is as a strong (albeit costly) neutral option, or as a juggle ender that does not knock down. These tend to be suboptimal uses for the move, especially in the latter case.
236S
Texas Rush
236S
KMGP2 Terryman 236S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
143 Block/Parry KD MBU - 2 -200/125
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 3 20 (24) -15 -3 - 1-3 Full

Hitgrab, transitioning into an animation on hit.

  • On hit, Terryman pummels the opponent several times, staying same-side and doing good corner carry.
  • This hitgrab has low grounded untech, and Terryman gets no guaranteed OTGs off of it.
  • Like other hitgrabs in the game, the damage is very poor for 2 bars, though Terryman's total lack of special throws makes this a somewhat more viable option.
  • In pretty much every situation Terryman can combo into this throw, it is always the subpar option; Terryman can natural combo into 236S from A,A,4A,, and he can confirm into it from a rope bounce, but in both instances Terryman has much better options that even costs no meter.
  • Due to this move's high hitbox and decent recovery, it sees some use in some of Terry's more esoteric corner juggles, but this is a very niche use case.
63214S
Leg Sweep
63214S
KMGP2 Terryman 63214S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry KD OTG*,MBU - 5 -500/20
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 23 (26) -18 -6 - 1-3 Full

5-bar hitgrab, and the starter of Terryman's "Hold" chain.

  • This move is guaranteed off of the same things 236S are, namely after a rope bounce or cancelled into from A,A,4A.
  • Ending on just this without any of its guaranteed extensions basically just knocks the opponent down with very little untech time, and doing 26 damage. No reason to not go for the follow-ups.
  • Unlike 236S, this can do enough damage to not be an objectively suboptimal option; see the write-up for the ender below for more details.
  • On Super-Large characters, this can hit OTG, though this means spending 5 bars to do 26 OTG damage, and there is absolutely no good reason to do so.
Spinning Toe Hold 1
63214S,236T
KMGP2 Terryman 63214S236T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A KD - - - 0/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

First follow-up in the Spinning Toe Hold chain.

  • Does not side switch, and leaves Terryman slightly to the right of where he initiated the hitgrab.
  • Guarantees no OTGs.
Spinning Toe Hold 2
63214S,236T,236T
KMGP2 Terryman 63214S236T236T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
182 N/A KD - - - 0/150
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Second follow-up in the Spinning Toe Hold chain.

  • Functionally identical post-throw situation as the previous, including the lack of OTG.
Spinning Toe Hold 3
63214S,236T,236T,236T
KMGP2 Terryman 63214S236T236T236T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
273 N/A KD - - - 0/220
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Third and final follow-up in the Spinning Toe Hold chain. Guarantees no OTGs.

  • Same post-throw situation as the other two, with Terryman ending up to the right from where he initiated the hitgrab.
  • 2A OTG can be guaranteed, but is very strict/inconsistent.
  • Due to the input of this chain throw, just mashing out 236 repeatedly would get the full sequence very consistently.
  • This is the highest damage possible from 63214S, and as most 5-bar chain attacks are, the damage is very low for the meter spent.
  • That said, Terryman's lack of special throws means that he does not really have a better meter dump option short of confirming into a super; this leaves confirming into this the technically optimal damage route in many cases, though often by not very much.
  • Whether or not spending 5 bars is justified for the sometimes less than 100 extra damage is up to player preference, but it is something good to keep in mind for situations where damage really is the main concern, meter be damned.
Texas Clover Hold
63214S,214T
KMGP2 Terryman 63214S214T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
221 N/A KD - - - 0/230
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Alternate follow-up to 63214S, without anymore built-in follow-ups unlike the other brance.

  • This extension similarly does not switch sides, but instead of Terryman ending up to the right of where he initiated the hitgrab, he ends up to the left instead.
  • Compared to 63214S,236T,236T,236T, this does strictly worse damage and meter gain for the opponent, and similarly guarantees no OTGs.
  • Its intended advantage seems to be its much less involved input, but the Spinning Toe Hold series is easy to do consistently with little to no practice, negating this "advantage".

Supers

623A+S
Texas Clover Hold
623A+S
KMGP2 Terryman 623AS.png
Damage Guard Attribute Property Cancel Cost Meter Gain
403 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 5 59 -34 -44 - 1-17 Full

Terryman's super, being of the strike variety.

  • The initial hit of this super is a unique high dropkick, which translates to a very high hitbox; moves that even slightly low-profiles have a tendency of going under this super.
  • After the super, Terryman ends up with the ropes to his left, with the opponent right in front of him with their head pointing towards the ropes.
  • This super has a long enough grounded untech time so as to guarantee an 8A OTG.
  • As a whole, this is the better of Terryman's two supers, since it guarantees a better OTG. This is the super Terryman should default to.
421A+S
Calf Branding
421A+S
KMGP2 Terryman 421AS.png
Damage Guard Attribute Property Cancel Cost Meter Gain
403 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 5 59 -34 -44 - 1-17 Full

Terryman's alternate super.

  • After this super, Terryman ends up with his back against the ropes (being about half a backdash away), with the opponent right in front of him.
  • Unlike 623A+S, this super only guarantees a 2A OTG. As the two supers do identical damage otherwise, 623A+S ends up being able to outdamage this super.
  • Between the (arguably) worse post-super situation and its worse OTG opportunities, this super is considered strictly inferior to 623A+S.

Strategy

Terryman's main neutral buttons are A, 2A (especially with a charge cancel) and to a much lesser extent, 46S. For mixup purposes, Terryman's multitude of strings lets him do more involved mixups than basic strike-throw mixups, such as those to bait and throw off parry attempts. Between Terryman's excellent jabstring and highly rewarding 46T, He is always able to represent a threat off of neutral hits or mixups. Getting to the ropes/corner can be a higher priority for Terryman moreso than for other characters, since it unlocks his near ropes/corner throws, great tools to boost Terryman's damage and to deny the opponent from meter. Getting to the edge of the stage should be nigh-trivial for Terryman, due to the guaranteed corner carry of his 2A loops.

When pressuring, 6A and 4A are standout tools. The former leads into a string with very fast cancel windows, while the later is a fast move that can rope bounce with a similarly very early cancel window. Once Terryman gets the opponent into the ropes, throwing in 4A (cc) is a good way to keep the opponent guessing, and incentivize them to guess-parry more often for fear of a random 4A.

Blue KKD is generally Terryman's best KKD, as the damage buff can offset his somewhat middling damage and lack of comeback potential. Additionally, the KKD activation can let him bulldog the opponent to the corner. Conversely, Red KKD sees limited use, as Terryman does not really have any abusable/spammable specials, and he does not particularly struggle with meter. Additionally, Terry has a hard time using up any additional meter gained due to his poor meter dump options, and the his best specials cost 1 or 2 bars anyways. Red KKD may be useful if you intend to use the 63214S series frequently, but this is by and large a suboptimal usage of meter. Green KKD is more middle of the road, though Terryman does not desperately need more defense or better neutral. As is the case with Green KKD, it can be useful for certain matchups where he can get a lot of mileage out of the super armor in True KKD.

Combos

Combo Theory

Terryman has very strong standing combos. They primarily stem from his medium-stunning A,A,4A as well as 2A. Both can be cancelled into S for damage and knockdown, or they can be charge-cancelled to link into 66A. Less important but still worth mentioning is 6A,A,A,A,A being a natural string, with the last hit being replaceable with S for more damage. Terryman lacks special throws completely, so he cannot rely on the MGP2 standard of "get a rope bounce, confirm into special throw"; instead, his best alternative is to combo into either his rope throw (236T) or corner throw (623T) depending on positioning. There is an OS, detailed under the (Near Ropes) 236T throw, that can help in situations where it is ambiguous if Terryman is close enough to the corner to get (Near Corner) 623T.

46T is a unique throw that leaves the opponent standing, with Terryman at +24. This allows Terryman to link into a myriad of things; the dedicated 46T section has more details, but the short of it is that midscreen, Terryman should link into S midscreen for the knockdown, and 46S at the ropes since the negated pushback allows Terryman to combo further. 46T is plus enough to also just link directly into super, and at the ropes, it can even link into itself for a corner infinite, though this is a 1f link.

Terryman's juggles is basic, but very effective. His optimal juggles are all about looping 2A, since it is an SKD move that can send the opponent upwards, and has an early cancel window. Terryman's juggles essentially boil down to doing 2A (cc) over and over again; this moves his forwards slightly, letting him inch towards the ropes. Unfortunately, the combo drops once Terryman reaches the ropes, at which point he can end the juggle with a final 2A and OTG off of the SKD with something like 8A. The nature of this juggle means Terryman can get more reps in (and thus more damage) the further he is from the ropes when he gets the launch, and it also means that no matter where Terryman launches the opponent, he will end up at the ropes, provided he does not drop the juggle prematurely.

Though not a combo per se, A,A,4A,6A on block is worth highlighting for being able to jail into a throw, guaranteeing an untechable throw. This can even be 46T, for a lot of damage from the opponent blocking a string. 4A can be used to similar effect, but is a lot more character specific; it can only jail into a throw on Heavyweights, due to the reduced pushback.

Terryman's OTGs are very simple, but important. He effectively only has the standard 2A and 8A, but he has a lot of knockdowns that guarantee 8A, so knowing them and getting 8A OTG where possible is a big source of damage for Terryman. He has some more esoteric OTG options, like 6A,A,A,A,A and 236A, but these are character-specific, typically only working on larger characters. While better in some aspects than 2A/8A, they come with a lot of asterisks, and considering the relative rarity of Large/Super-Large characters, learning these should not be a priority, as 2A/8A is already more than serviceable, and universal to boot.

Midscreen

  • (4A/T/(Heavy Stun) T/ (From Behind) 6T/S/66S/623A+S), 8A
    Knockdowns allowing an 8A OTG. 4A, 8A works for whenever the 4A uppercut occurs in a string.
  • A xx S, 8A
    Basic jab confirm. Can punish teched throws.
  • A,A,4A xx T
    Simple bnb off of neutral A jabstring that ends with the medium stun throw.
  • A,A,4A xx S, 8A
    Metered alternative to the above.
  • A,A,4A (cc), 66A
    Bnb off of the jabstring that links into a launch. See below for launch combos.
  • A,A,4A xx 63214S,236T,236T,236T, 2A (cc)
    Meter dump jabstring route.
  • 2A xx S, 8A
    Basic 2A confirm. Good for crushing throws.
  • 2A (cc), 66A
    2A link into a launch.
  • 46T, S, 8A
    Consistent midscreen 46T combo.
  • 46T, 623A+S, 8A
    46T linked into super.
  • (Launch) 4A,2A,4A,6A xx 46S
    Basic day 1 bnb juggle combo.
  • (Launch) 4A,2A (cc), (2A (cc),)xN, 4A,2A, 8A/2A (cc)
    Standard 2A loop. Average damage, but incredible corner carry. Will drop at the ropes/corner, so more reps is possible the further Terryman is from the ropes/corner.
  • (A,A,4A)/(2A) (CCC) 623A+S, 8A
    CCC combos into super.

Ropes

  • (Rope Bounce) A xx 236T
    Go-to meterless rope bounce route.
  • 46T, 66A
    Ropes/corner-only launch option off of 46T.
  • 46T, 46S, A xx 236T
    Meter-draining 46T combo at the ropes.
  • 46T, 46S, A (CCC) 623A+S, 8A
    MAX-bars combo. With Blue KKD's damage buff, this TODs characters with 1024 health and below.
  • (Launch) 4A,2A, 4A,2A, 8A
    Stable juggle route at the ropes/corner.

Corner

  • (Rope Bounce) A xx 623T
    Go-to meterless rope bounce route. Use the rope/corner throw OS.
  • 46T, 46S, A xx 623T
    Meter-draining 46T combo at the corner.
  • (46T,)xN
    Un-KKD-able infinite at the corner. 1f link, easier on big bodies.

Colors

Anime
Kinnikuman Great 2nd
Manga
Buffaloman Arms

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