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.
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.
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
|
- Great natural string in A,A,4A.
- Strong neutral due to buttons like 2A.
- 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.
|
- Below-average to average damage, especially outside of the ropes/corner.
- Requires clean, precise execution; overlapping inputs for Terryman's strings mean that many input shortcuts do not work with him.
- Lack of special throws.
|
Character Stats
- Health: 1024
- Damage rating: 13
- Size/weight: Standard
- Movement speed: B
Strikes
A
A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Natural combo follow-up to A. Not really something to end on, mostly serving as a bridge to A,A,4A.
|
|
A,A,A One-Two Sobat
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
KD
|
-
|
No
|
-
|
17/29
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
A,A,4A One-Two Upper
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
MS
|
-
|
Yes
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
A,A,4A,6A Texas Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
KD
|
-
|
Yes
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
A,A,4A,4A Western Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
KD
|
-
|
Yes
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
A,4A Derringer Shot
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
KD
|
-
|
Yes
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
6A
6A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
13/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A quick, very short-ranged jab. This is the starter of his Machinegun Rush string.
|
|
6A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
18/26
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A second followup punch to the previous. Similary very short-ranged, but it is a natural combo if it connects.
|
|
6A,A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
23/31
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
3rd hit of the Machinegun Rush string. similar property as the previous, being short-ranged but a natural combo.
|
|
6A,A,A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
28/36
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Functionally the previous hit, but again. All written there applies here: it's short-ranged and a natural combo.
|
|
6A,A,A,A,A Machinegun Rush
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
KD
|
-
|
Yes
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
4A
4A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
KD
|
-
|
Yes
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
4A,2A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
MS
|
SKD,OTG
|
Yes
|
-
|
8/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Low-Profile
|
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.
|
|
4A,2A,4A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
HS
|
-
|
Yes
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
4A,2A,4A,6A Raging Horse
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
KD
|
-
|
Yes
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
8A
8A Flying Knee Drop
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
KD
|
OTG
|
No
|
-
|
27/71
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Airborne
|
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.
|
|
2A
2A Plane Kick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
MS
|
SKD,OTG
|
Yes
|
-
|
8/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Low-profile
|
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.
|
|
66A
66A Texas Upper
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
Launch
|
-
|
No
|
-
|
9/13
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
236A
236A Rolling Sobat
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
KD
|
-
|
No
|
-
|
17/29
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Airborne
|
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.
|
|
214A
214A Martial Arts Kick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
104
|
Block/Parry
|
KD
|
-
|
No
|
-
|
25/45
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Airborne
|
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.
|
|
WRA
(While Running) A Jumping Knee Bash
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
Launch
|
-
|
No
|
-
|
44/30
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Airborne
|
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.
|
|
WGA
(While Grounded) A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
MS
|
SKD
|
No
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Low-Profile
|
Generic wake-up sweep.
|
|
Throws
T
Shoulder Armbreaker T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
Tech
|
KD
|
-
|
No
|
-
|
90/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
6T
Flying Headscissor 6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
Tech
|
KD
|
-
|
No
|
-
|
80/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
46T
Knuckle Part 46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Tech
|
Special
|
-
|
No
|
-
|
78/96
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
214T
Side Suplex 214T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Tech
|
KD
|
-
|
No
|
-
|
104/58
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
MST
Oklahoma Stampede (Medium Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
Tech
|
KD
|
-
|
No
|
-
|
175/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
HST
Full-Body Brainbuster (Heavy Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
169
|
Tech
|
KD
|
-
|
No
|
-
|
120/55
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
FBT
Bulldogging Headlock (From Behind) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
169
|
Tech
|
KD
|
-
|
No
|
-
|
80/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
FB6T
Spiral Backdrop (From Behind) 6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
Tech
|
KD
|
-
|
No
|
-
|
70/54
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
FB623T
Calf Branding (From Behind) 623T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
195
|
Tech
|
KD
|
-
|
No
|
-
|
102/73
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
NR236T
Dirty Rush (Near Ropes) 236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
Tech
|
KD
|
Meter Drain
|
No
|
-
|
70/-150
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
- 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.
|
|
NC623T
Calf Branding (Near Corner) 623T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
208
|
Tech
|
KD
|
Meter Drain
|
No
|
-
|
140/-200
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
RT
Front Suplex (Running) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
Tech
|
KD
|
Meter Drain
|
No
|
-
|
30/-100
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
WGT
Oklahoma Stampede (While Grounded) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
Tech
|
KD
|
-
|
No
|
-
|
175/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Terryman's wake-up throw. Identical in property (aside from startup) to Terryman's (Medium Stun) T, including that throw's high meter build.
|
|
4T
Irish Whip 4T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Run
|
-
|
No
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Universal Irish Whip, sending opponents running behind Terryman.
|
|
44T
Side Switch 44T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Special
|
-
|
No
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Universal side switch throw.
|
|
Specials
S
Texas Smash S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
104
|
Block/Parry
|
KD
|
-
|
No
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
66S
Texas Straight 66S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
195
|
Parry
|
KD
|
Unblockable
|
No
|
1
|
-100/155
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
44S
Texas Condor Kick 44S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
HS
|
-
|
No
|
2
|
-200/120
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Airborne
|
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.
|
|
46S
Thrust Kick 46S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
117
|
Block/Parry
|
HS
|
-
|
No
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
236S
Texas Rush 236S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
143
|
Block/Parry
|
KD
|
-
|
No
|
2
|
-200/125
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
63214S
Leg Sweep 63214S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
KD
|
-
|
No
|
5
|
-500/20
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
Spinning Toe Hold 1 63214S,236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
N/A
|
KD
|
-
|
No
|
-
|
0/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
First follow-up in the Spinning Toe Hold chain.
|
|
Spinning Toe Hold 2 63214S,236T,236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
N/A
|
KD
|
-
|
No
|
-
|
0/150
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Second follow-up in the Spinning Toe Hold chain.
|
|
Spinning Toe Hold 3 63214S,236T,236T,236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
273
|
N/A
|
KD
|
-
|
No
|
-
|
0/220
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
Texas Clover Hold 63214S,214T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
221
|
N/A
|
KD
|
-
|
No
|
-
|
0/230
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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".
|
|
Supers
623A+S
Texas Clover Hold 623A+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
403
|
Block/Parry
|
KD
|
-
|
No
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Full
|
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.
|
|
421A+S
Calf Branding 421A+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
403
|
Block/Parry
|
KD
|
-
|
No
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Full
|
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.
|
|
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.
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.
Combos
Midscreen
- (4A/T/(Heavy Stun) T/ (From Behind) 6T/S/66S/623A+S), 8A
Strikes and Throws allowing an 8A OTG. 4A, 8A works for whenever the 4A uppercut occurs in a string.
- A,A,4A xx T
Simple bnb off of neutral A that ends with the medium stun throw.
- A,A,4A (cc), 66A
Bnb off of neutral A that links into a launch. See below for launch combos.
- A,A,4A (ccc) 623A+S
Charge-cancel-cancel combo into super.
- 46T, 46S, (dash) T
Midscreen combo off of 46T.
- (Launch) 4A,2A,4A,6A xx 46S
Basic day 1 bnb juggle combo.
- (Launch) 4A,2A (cc), (2A (cc),)xN, 4A,2A, 8A
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.
Ropes
- 46T, 66A
Ropes/corner-only launch option off of 46T.
- 46T, 46S, A xx 236T
Meter-draining 46T combo at the ropes.
- (Launch) 4A,2A, 4A,2A, 8A
Stable juggle route at the ropes/corner.
Corner
- 46T, 46S, A xx 623T
Meter-draining 46T combo at the corner.
- (46T,)xN
Un-KKD-able infinite at the corner. Very tight link, may be arcade-only and/or character-specific. Easier on big bodies.
Colors
External Links