Kinnikuman Muscle Grand Prix 2/Terry the Kid

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Terry the Kid

Story

Terry the Kid is the son of the famous Texan Justice Choujin, Terryman. Growing up, he resented the fact that his father constantly played second fiddle to Kinnikuman, and he hated that the Terry family's fighting style focused on boring, practical holds in contrast to the flashy finishers of Terryman's Justice Choujin allies. When his own time came to fight the evil dMp, Kid developed a bit of a hostility for Kinniku Mantaro, Kinnikuman's own scion, desiring to be in the spotlight unlike Terryman. Eventually though, he finds a newfound respect for his father, and realizes that boring but practical moves are what Terrys are best at. Along with this, he also comes to terms with the fact that it is his destiny to be a supporting character.

Unfortunately, Terry the Kid would not even manage the same prominence his father did, as the role of the main character's primary rival/best friend/tag partner in Kinnikuman Nisei is firmly Kevin Mask's, relegating Kid to a decidedly second-string character after the first couple arcs. Nisei's limited spotlight on side characters and somewhat circular character writing also meant that Kid goes through the epiphany of his lot in life just about every time he does get significant screen time, going through this character arc about 2-3 times in all.

In the Ultimate Muscle dub, Terry the Kid is renamed Terry Kenyon; this is to set up a pun with how he is billed as Terry "The Grand" Kenyon.

Gameplay

On a surface level, Terry the Kid comes across as a remix of Terryman. He inherits a lot of Terryman's moves, while losing a lot of the "fluff" in Terryman's toolkit, with a much more streamlined set of strings. All put, this makes for a character that, while resembling Terryman, still feels distinct to play, generally being more beginner-friendly due to his more intuitive moveset, with simpler strings and special throws to confirm into.

...However, what would be Kid's claim to fame is that he has one of the only practical infinites in the entire game (well, in the entire PS2 version of the game, at least). While this infinite can only be performed at the ropes/corner, Kid can get it going from a number of starters, as any medium stun, heavy stun or rope bounce near the ropes/corner translates to the infinite. Being a standing infinite, the combo can be interrupted via True KKD activation, but this also means that landing the infinite forces the activation (which can be debilitating for meter-reliant characters) and since a character can only activate once per round, Kid can potentially end the round in 2 combos. The immense potential reward of the infinite makes landing it Kid's primary win condition, and it also means setting up for it is basically his entire gameplan: get the opponent into the ropes/corner, open them up, and execute the infinite.

Blockstun Animation

Terry the Kid 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, Kid 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
  • Corner infinite.
  • Due to the above, great at forcing True KKD activations.
  • Meter-independent; the infinite costs very little to no meter.
  • Relatively fast buttons.
  • Middling damage outside of the infinite.
  • Lack of ways to set up/get to his win condition.
  • Very centralized/linear gameplan.
  • Unique blockstun animation.
  • Poor throw punishment.

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 - 17-30, 17-29 Sp, 15-33 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 16 (20) -11 +1 +5 -

Kid's jab, with good startup and range.

  • The range of this button allows it to consistently punish teched throws, and is in fact Kid's only throw punish aside from super.
  • Like most jabs, hitting a heavy-stunned or rope-bounced opponent will do MS hitstun instead. For Kid, this is notable due to his important medium stun throw; being his fastest light-stunning move by far, this is frequently used to bridge a HS or rope bounce into Kid's MS throw.
  • Kid can CCC into super off of this button, though this is a relatively tight CCC.
A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - 22-33, 22-32 Sp, 17-35 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 3 19 (21) -14 -2 +2 -

Natural combo extension to A.

  • This is the only guaranteed follow-up to A, and does not guarantee any follow-ups itself. This makes it the most damage Kid can get as a throw punish meterlessly.
  • Like A, this move can also CCC into super. Though technically more optimal than CCC-ing from just A, this is an even tighter CCC than CCC-ing from A.
A,A,A
Wild Horse Rear Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS-5 MBU 77-88 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 52 (56) -25 -35 -14~+19 20-51 Throw

Heavy-stunning sobat-esque ender to this string. Does not combo from A,A.

  • Basically identical to the standalone 236A, so what is written there applies here as well.
  • Within this string, this can be used as a mixup option; mixing it up with the other A,A follow-up can throw-off parry timing, though the lack of reward in hitting this move still makes this a subpar option.
A,A,6A
Wild Horse Front Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry MS - 24-34, 32-33 Sp, 23-45 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 20 (24) -9 -3 +15 -

Faster alternative follow-up to A,A.

  • Despite the faster startup, this is still not a natural combo from A,A.
  • This attack is very plus on hit, to the point that Kid can comfortably recover and link into neutral A off of it for a stun overflow knockdown.
  • This move's cancel window is quite early as well, letting it be natural combo-cancelled into a number of things: it combos into its built-in follow-ups(A,A,6A,A or A,A,6A,4A) or neutral S for a stun overflow knockdown, or into T for Kid's medium stun throw.
A,A,6A,A
Wild Horse Bite
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry HS-5 MBU 19-24, 19-23 Sp, 17-31 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 3 13 (16) +14 +4 +25~58 -

Heavy-stunning ender to the string.

  • Natural combos from the previous hit, for a stun overflow knockdown.
  • Being at the end of a string that does not natural combo, this move rarely hits by itself, meaning its heavy stun property rarely comes up.
  • This string as a whole sees use in Kid's juggle combos, being his best overall string to juggle with. Since this particular hit is cancellable, he can cancel into neutral S as a no-knockdown juggle ender.
A,A,6A,4A
Wild Horse Rush
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - 24-29, 24-28 Sp, 23-45 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 22 (25) -17 -5 -1 -

Alternate follow-up to A,A,6A.

  • Practically identical to the standalone 4A, so all written there applies here as well.
  • Within the context of this string, this natural combos from the previous hit, for a stun overflow knockdown. This causes a different knockdown animation than the stun overflow KD off of A,A,6A,A, leaving the opponent marginally closer.
A,A,6A,4A,6A
Wild Horse Rampage
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS - 35-37, 35-36 Sp, 28-42 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 13 (17) -2 +4 +22 -

Spinning elbow follow-up ender to this string.

  • Along with the previous hit, this move is analogous to the standalone 4A,A, and most written there applies here as well.
  • Like the standalone 4A,A, this move has a sizeable gap from the previous hit, but on hit, this is plus enough with an early enough cancel window to have similar combos as A,A,6A, most notably into (Medium Stun) T.
  • Within this string, if the previous two hits of this string connects for a stun overflow KD at the ropes, this move can juggle off of this knockdown, and can be further cancelled into neutral S for a mini-juggle.
4A
4A
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - 23-28, 23-27 Sp, 22-44 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 22 (25) -17 -5 -1 -

Elbow strike.

  • Akin to a slower, slightly-shorter range jab, but doing significantly more damage than neutral A.
  • The higher damage gives it a small niche for rope combos, as using this to bridge into (Medium Stun) T or a special throw over neutral A does slightly more damage.
4A,A
Raging Bull Horn
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS - 35-37, 35-36 Sp, 28-42 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 13 (17) -2 +4 +22 -

Spinning elbow follow-up to 4A.

  • Moves forward, and recovers quickly enough to be very safe on block, and extremely plus on hit.
  • This move is slow enough that along with the relatively late cancel window of 4A, it does not natural combo from 4A. This is to the point that it can be interrupted by a sufficiently fast jab on block (though not on hit).
  • Due to this move's own cancel window and MS property, Kid can get quite a bit off of this move on hit. He can link into neutral A or 4A, or cancel into neutral S for a stun overflow knockdown, or more notably, cancel into throw to get (Medium Stun) T.
4A,A,6A
Raging Bull Body Blow
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry HS-5 MBU 19-24, 19-23 Sp, 17-31 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 3 13 (16) +14 +4 +25~58 -

Heavy-stunning left hook follow-up to the 4A,A spin elbow.

  • Although it should natural combo on paper, the big pushback of 4A,A on hit causes this move to whiff midscreen. This will connect properly at the ropes, for a stun overflow knockdown.
  • The reduced pusback on block compared to on hit of 4A,A allows this move to connect properly midscreen on blocked 4A,A. This makes a decent pressure option, as its low recovery for a HS move leaves Kid very plus on block while being further cancellable (though with the typical HS pushback).
  • Should this move somehow connects standalone on a standing opponent, the move's low recovery leaves Kid extremely plus; even at optimal mash, he is still +25 at worst. The move being further cancellable allows Kid to easily confirm into his (Heavy Stun) T, or with meter, either of Kid's special throws.
4A,A,6A,236A
Raging Bull Rampage
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS-5 MBU 77-88 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 52 (56) -25 -35 -14~+19 20-51 Throw

Heavy-stunning sobat-style ender to the string.

  • Virtually identical to the standalone 236A, so the properties described there applies here as well.
  • Within this string, this move's use is limited, as 4A,A,6A on hit knocks down and causes this move to whiff, while Kid has much better options if the previous hit connects standalone. On block, this is a mediocre mix-up option after 4A,A,6A.
  • A gimmicky reset involving this move is to purposely whiff the 4A,A,6A after the 4A,A connects, and subsequently go for a grab or this 236A ender. This is extremely low-reward, and generally does far less damage than simply combo-ing from the 4A,A hit.
8A
8A
Branding Elbow
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry KD OTG,MBU 80-84 KKD - 30/65
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 10 43 (45) -25 -35 - 10-38 Throw

Typical 8A elbow drop, beng an airborne, slow attack that OTGs.

  • Like most 8As, this is primarily used to tack on damage to sufficiently advantageous knockdowns. While Kid does not have these in spades, this is still the most damage he can get from the knockdowns that guarantee it.
2A
2A
Plane Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS SKD,OTG 43-58, 43-57 Sp, 43-61 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 5 30 (34) -19 -15 +3 1-30 Throw

Long-ranged 2A sweep that OTGs, SKDs on air hit, and is throw-invulnerable frame 1.

  • This is Kid's only move that SKDs, making it vital for juggles if getting a knockdown is a priority. Though strict, Kid can link into this button after A,A,6A, A in juggles.
  • This move is noticeably nerfed from Terryman's (very strong) counterpart, sending the opponent further away on SKD and with a much later cancel window. In effect, this makes Kid unable to do Terryman's 2A loops.
  • Regardless, this is still an important button in Kid's arsenal, being a solid poke, a good OTG option off of some knockdowns, and a relatively low-risk/low-reward way to call out throws when spaced properly.
66A
66A
Texas Upper
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch MBU 40-45, 40-44 Sp, 32-49 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 25 (29) +1 -9 - -

Fairly average launcher.

  • Kid's juggles are quite subpar, making this a less appealing option overall.
  • However, this is still a solid way to do un-KKD-able damage, while getting some corner carry to advance Kid's win condition.
  • Another niche this move has is that, especially midscreen, it is the best meterless option to link into off of (Medium Stun) T.
236A
236A
Horse Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS-5 MBU 76-87 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 3 52 (56) -25 -35 -14~+19 19-50 Throw

Jumping sobat style attack, visually nigh-identical to Terryman's own 236A.

  • Unlike most sobat-style moves, this move has very long recovery, leaving it punishable on block, though Kid being airborne for a bulk of the recovery can make a strong punish difficult.
  • A notable difference of this move with Terryman's counterpart is that it causes HS instead of a KD. This actually ends up making the move worse, as the long recovery means Kid is barely plus even with the HS unmashed, and even minus on hit when mashed.
  • Overall, not a frequently used move; one of its uses is that if it was blocked at the right spacing and caused a rope bounce, Kid recovers in time to start his infinite.
46A
46A
Spin Elbow
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS - 34-36, 34-35 Sp, 27-41 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 13 (17) -2 +4 +22 -

forward-moving spinning elbow, a standalone version of the one in his 4A,A string.

  • This move is very plus on hit, with a reasonably early cancel window. Notably, this natural combos into (Medium Stun) T on hit, allowing it to start the infinite if it connects at the ropes.
  • As this move has 22f startup, this move can combo from (Medium Stun) T, albeit as one of the strictest options to link into. Since this strike further combos into (Medium Stun) T, this move can be used to bridge (Medium Stun) Ts as an alternative to Kid's standard corner loop. While this version of the loop has its advantages, its downsides keep it from being the "go-to" option. The specifics of this is described in more detail in the "Combos" section below.
  • This move can CCC combo into super. Being a medium stun move, this is a very lenient CCC, especially compared to his other 2 options.
WRA
(While Running) A
Jumping Knee Bash
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

While Running launcher with airborne frames and above average active frames.

  • Similar to Terryman's counterpart, this launcher has more pushback on hit, making juggling off of it harder. Midscreen, this makes juggling with A,A,6A,A a lot more difficult/inconsistent, as the pushback causes the last 1-2 hits whiff frequently.
  • Because of the pushback, the most consistent juggle off of this launcher is to simply confirm into 2A for the SKD.
WGA
(While Grounded) A
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
22 14 12 (16) -10 -6 +12 1-21 Full, 22 Throw

Generic wake-up sweep.

  • Kid does not have particularly unique options off of this wake-up attack; it generally hits late enough such that he can consistently link into neutral A for a stun overflow knockdown, but that's about it.

Throws

T
DDT
T
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 26 -16 - - -

Side-switching throw.

  • Guarantees 2A OTG.
  • This and 46T are the only two throws Kid can do in neutral. Since 46T is an atypical tackle-style throw, this is effectively Kid's only "standard" throw.
46T
Ankle Hold
46T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 100/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 9 25 -1 - - -

High-damaging tackle-style throw that stay same side.

  • Being a tackle throw, this is noticeably slower than most of his other throws, but in exchange, this slightly low-profiles, has more range, and is safe on tech, though it recovers on the ground.
  • Like neutral T, this throw guarantees 2A OTG as well.
MST
Knuckle Part
(Medium Stun) T
Hey! Ima da!
Hey! Ima da!
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A Special - - - 78/96
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - +24 -

Unique medium-stunning throw that stays same-side and leaves the opponent in a standing special hitstun state.

  • This is easily Kid's most important move, as it is the linchpin of Kid's infinite. Since this leaves the opponent in standing hitstun, Kid is able to link into a move that does MS or HS (which would not cause a stun overflow knockdown), and at the ropes, he can then combo back into this throw. Kid is able to loop this repeatedly, making for an infinite.
  • Even midscreen, where Kid cannot start his infinite, the ability to combo out of this throw means he gets a lot of damage off of it, usually far more than even confirming into a HS throw or a special throw. Because of this, in virtually every situation where confirming into this throw is an option, it is the most optimal option.
  • At +24, this throw has a lot of options to link into, as everything with 22f or less startup can be linked into relatively consistently with a little practice. However, the most practical things to link off of this throw is 66A, neutral S, or super.
HST
Oklahoma Stampede
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
169 N/A KD - - - 120/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Kid's regular throw on a heavy-stunned opponent.

  • This throw has a slightly awkward post-throw situation; it side-switches in the camera's perspective, but positionally, it moves Kid and the opponent forwards and to the right, akin to if Kid had side-stepped right from the direction he was facing when he initiated the throw. In other words, if Kid uses the throw with the ropes to his right, he will finish the throw with the ropes behind him.
  • This throw guarantees a 2A OTG.
  • Though not a bad throw in a vacuum, this is a subpar confirm off of a HS compared to Kid's special throws, and especially compared to just doing A xx T instead to get Kid's great (Medium Stun) T.
HS46T
Mount Attack
(Heavy Stun) 46T
Damage Guard Attribute Property Cancel Cost Meter Gain
195 N/A KD - - - 130/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 9 25 - - - -

High-damage tackle-style throw on a heavy stunned opponent.

  • After this throw's animation, Kid ends up switching sides, and positionally, he recovers to the right of where he initiated the throw.
  • Though having a higher base damage than the other HS throw, this throw guarantees no OTGs, tying up their damage.
  • For the purposes of a HS confirm, this move's slower startup makes it a lot more difficult to combo into; for instance, the pushback of neutral S' HS makes it difficult to impossible to combo into midscreen, and even comboing into this throw off the HS of 44S can be inconsistent. To make matters worse, the previous was based on unmashed heavy stun; since the throw only barely combo from Kid's HS moves, it is relatively trivial to mash enough to consistently avoid a combo into this throw.
  • Further exacerbating this throw's dubious usability is the same opportunity cost as the other HS throw, in that Kid can just confirm into the MS throw instead. This is arguably more egregious with this throw, as it is marginally easier to use at the ropes due to the negated pushback, but at which point confirming into the MS throw would result in the infinite instead.
FBT
Pendulum Drop
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 80/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Standard back throw that stays same side.

  • Positionally, this throw shifts the opponent slightly to Kid's right.
  • Guarantees 2A OTG.
  • Mainly due to 44S's tendency to cross-up on a moving/cornered opponent, Kid has the opportunity to go into this throw somewhat more frequently than the average character.
  • Of Kid's 2 from behind throws, this is the more damaging of the two, as although its base damage is slightly lower, the guaranteed 2A OTG means this throw can outdamage the other one.
FB46T
Bulldogging Headlock
(From Behind) 46T
Damage Guard Attribute Property Cancel Cost Meter Gain
208 Tech KD - - - 100/67
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Side-switching alternate from behind throw.

  • Does more damage than (From Behind) T, but guarantees no OTGs; this means that with the OTG taken into account, this throw is outdamaged by (From Behind) T.
RT
Kid's Reverse Cross Armbar
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 N/A KD MD - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Kid's throw on a running/rope-bounced opponent, with the usual low damage and meter drain.

  • This throw side-switches, and shifts Kid and his opponent 90 degrees to the left of where they started.
  • Guarantees no OTGs.
  • Like most (Running) Ts, the most practical way to confirm into this throw is off of a rope bounce. Since this would have allowed Kid to combo into A xx T for a MS throw instead, (Running) T is very rarely used, as the alternative is frequently an infinite.
WGT
Pendulum Drop
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 80/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full, 34-40 Throw

Kid's wake-up throw, with the expected longer startup in exchange for invuln frames.

  • Unlike most wake-up throws, Kid's uses the properties of his (From Behind) T, instead of his (Medium Stun) T. All written there, such as the guaranteed 2A OTG after it or the post-throw situation, applies here too.
  • Since this throw is based on a from behind throw, this throw does above average damage for a wake-up throw.
4T
Irish Whip
4T
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 the opponent behind Kid.

  • This throw has noticeably more range compared to most of Kid's throws, with Kid lunging forwards as he initiates the throw.
  • As a rope bounce with Kid can translate into an infinite, this is a highly rewarding option if Kid is close enough to throw the opponent into the ropes/corner. This makes it an appealing "comeback move" of sorts, as it can let a cornered Kid turn a whole round around. Kid players should be mindful not too tunnel-vision into this move when they are backed into the corner; an opponent aware of Kid's infinite will usually be looking out for it.
44T
Side Switch
44T
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.

  • Similar to 4T, this throw has noticeably more range than most of Kid's throws.

Specials

S
Thrust Kick
S
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS-5 MBU 47-61 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 32 (37) -5 -15 +6~39 -

Heavy-stunning step-forward kick, akin to Terryman's 46S.

  • Moves Kid forwards quite a bit with a lot of range, letting Kid connect with this move from round start distance.
  • This move is an important component of Kid's standard TOD. Being 22f, this combos from (Medium Stun) T, though it is a slightly tight (albeit practicable) link. Since this move causes HS, Kid can link off of this into a LS move and further combo into (Medium Stun) T, letting him repeat this loop.
  • Since this is a 1-bar special move, this means that an infinite using this would cost meter; however, the other components of the infinite would build just under 1 bar, such that starting with only half of 1 bar is enough for Kid to do 5 reps of the infinite (which is enough to kill most characters from full health). This does mean that the infinite routes that use neutral S are technically not infinites, but they functionally are, for all intents and purposes.
  • Being a HS move, this attack's hitstun is mashable, which adds a notable asterisk when it is used in the infinite. On paper, this move can be reduced to being only +6 on hit, meaning linking anything off of it is not possible. While this would mean that the infinite is not real, in practice it's not really realistic for a human to mash this move's hitstun down to only +6, meaning the infinite still works, despite what the frame data might indicate.
  • Aside from its infinite applications, this move also makes for a solid neutral poke, as well as a juggle ender if an SKD is not the priority.
66S
Texas Straight
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
195 Parry KD Ubl 79-85 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
58 5 19 (23) - -4 - 1-3 Strike

Very slow unblockable that knocks down on hit.

  • Causes an advantageous knockdown that guarantees a free 8A follow-up.
  • Considering its long and very distinct startup, this move is very easy to interrupt or parry on reaction, highly limiting its usability.
44S
Texas Condor Kick
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS-5 MBU 52-57 KKD 2 -200/100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 8 19 (23) +3 -7 +14~47 1-3 Strike, 4-38 Throw

Evasive, heavy-stunning move where Kid jumps up and dives downwards.

  • Although it is somewhat slow, its invuln properties gives this move some utility as a neutral counterpoke. Although it is only properly strike invuln for the first 3 frames, it going airborne allows it to go over a lot of moves with lower hitboxes.
  • The evasive properties of this move also gives it a defensive niche, though it is not as effective as a lot of other characters' "panic buttons". It is a potentially high-reward option when used while being pressured at the ropes, since if the opponent moves forwards slightly (such as due to being in the middle of a move), Kid has a tendency of crossing over them and leaving the opponent at the ropes.
  • Hitting this move to escape the corner rarely allows Kid to go into his infinite though, since crossing up will end up with Kid facing his opponent's back. Due to the throw priority, attempting to start the infinite in this situation will result in a from behind throw instead.
46S
Shoulder Armbreaker
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - 51-52* 5 -500/122
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full
  • 5-bar chain throw starter.
  • This throw stays same-side and causes an advantageous KD, guaranteeing an 8A OTG follow-up. However, the free extension from this throw far outdamages an 8A follow-up.
  • Cancel frames represent when during the animation the move can be canceled into its extension on hit.
Ippon Seoi
46S,6T
Damage Guard Attribute Property Cancel Cost Meter Gain
299 N/A KD - - - 0/250
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Extension to 46S.

  • This bumps up the damage to 299, while side-switching from where 46S is used and guaranteeing no further OTGs.
  • Little reason to use this throw, as 421S does the same damage while guaranteeing an OTG, and costing 2 bars less.
236S
Earth Clip Kick
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry KD MBU 22-23* 5 -500/120
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 5 27 (29) -22 -12 - 6-44 Throw

5-bar multi-part hitgrab starter.

  • This hitgrab has significant throw-invuln frames, as the move's startup involves Kid going low to the ground. This can also low-profile high-hitbox strikes.
  • This move knocks down, staying same-side, but it has very low grounded untech time. Kid gets no guaranteed OTGs off of just this move.
  • Generic cancel frames represent when during the animation the move can be canceled into its extension on hit.
Spinning Toe Hold
236S,66T
Damage Guard Attribute Property Cancel Cost Meter Gain
234 N/A KD - - - 0/270
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Extension to 236S, bringing up the damage to 234.

  • This throw switches sides, and guarantees no OTGs.
  • Not really worth going for, as the other extension is functionally strictly better.
Texas Clover Hold
236S,44T
Damage Guard Attribute Property Cancel Cost Meter Gain
273 N/A KD - - - 0/276
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Alternate follow-up to 236S, doing 273 damage total.

  • Unlike the 66T extension, this extension stays same-side, though it still similarly guarantees no OTGs.
  • Stronger damage than the other follow-up, though it is still relatively low-damage.
214S
Dragon Screw
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
130 Tech KD - 98-99* 5 -500/132
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Another 5-bar chain throw starter, keeping Kid same-side.

  • Poor damage for 5 bars with no OTG opportunities; little reason to not go for the extension.
  • Cancel frames represent when during the animation the move can be canceled into its extension on hit.
Spinning Toe Hold
214S,236T
Damage Guard Attribute Property Cancel Cost Meter Gain
312 N/A KD - - - 0/267
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Extension to 214S.

  • Kid remains same-side after this extension, though he is shifted slightly right of where 214S is used.
  • This is the most damaging among Kid's 5-bar multi-part specials, being the only one to outdamage his 3-bar special throws.
  • However, as this extension guarantees no OTGs, Kid's special throws both outdamage this if their respective guaranteed OTGs are taken into account.
41236S
High Voltage Bomb
41236S
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Block/Parry KD MBU - 2 -200/155
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 26 (29) -19 -9 - 1-33 Throw

2-bar hitgrab with solid startup and evasive properties.

  • This is Kid's fastest special, at 19f. This allows Kid to link into it off of his (Medium Stun) T, and coupled with it being throw invuln from frame 1, it has utility to beat throws on reaction. These uses are made more difficult due to the move's involved input, however.
  • As a 2-bar hitgrab, this special does low damage for the meter spent, with Kid's special throws doing far more damage for only 1 bar. This makes 41236S less ideal for generous confirms (such as off of rope bounces or heavy stuns), but can be useful when its fast startup comes up.
  • This hitgrab side-switches, and comfortably guarantees a 2A OTG.
623S
Calf Branding
623S
Damage Guard Attribute Property Cancel Cost Meter Gain
286 Tech KD - - 3 -300/196
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Special throw, dealing somewhat below average damage for Kid's damage rating.

  • This throw side-switches, and shifts the axis about 90 degrees to the left.
  • Guarantees 2A OTG.
  • This throw is generally eclipsed by Kid's other special throws (421S), and both are largely irrelevant in ropes/corner confirms due to the infinite.
  • One use case for Kid's special throws is as an ender for his infinite, as this can shave off a rep or 2 to reduce the margin of error. It may also be useful for situations where the infinite would drop, such as with the opponent being backturned and/or off-axis.
421S
Kid's Triangle Choke
421S
Damage Guard Attribute Property Cancel Cost Meter Gain
299 Tech KD - - 3 -300/210
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Kid's other special throw, with better damage and longer grounded untech.

  • This throw has a very similar post-throw situation as 623S: it switches sides, and leaves Kid to the left of where he initiated the throw.
  • The throw's more advantageous knockdown guarantees an 8A OTG. Combined with the already higher damage, this special throw noticeably outdamages Kid's other one.
  • As a special throw, what's written above for 623S largely applies here as well, in particular in terms of how it can be used to end the infinite, or as an alternative to the infinite in some situations.

Supers

41236T+S
Texas Clover Hold
41236T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
403 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

Standard super throw, with the expected fast startup and full invuln.

  • After this super, Kid and the opponent will end up in the middle of the ring, with Kid being a bit more than a backdash away from the ropes.
  • This super guarantees a 2A OTG.
  • Kid rarely has a chance to use his supers, as he is typically more focused on doing his infinite instead. However, being a throw super, this is still a solid defensive tool, and a great way to force the opponent to respect Kid if he has 9 bars stocked.
  • Being 14f startup, Kid is able to link into this super off of (Medium Stun) T, for over 600 damage. Since combo-ing into (Medium Stun) T often involves a heavy-stunning special, Kid would often need MAX bars (or close to it) in order to get (Medium Stun) T into Super combos.
NR41236T+S
Texas Combination
(Near Ropes) 41236T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
429 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

Near ropes counterpart to the previous super, doing slightly more damage.

  • This super similarly leaves the opponent in the middle of the ring, but with Kid much closer to the ropes; he is less than a full backdash away from it.
  • Not unlike the midscreen counterpart, this super also guarantees no OTGs.
  • Doing a super after (Medium Stun) T on an opponent at the ropes will result in the midscreen version instead. This is akin to the same happening for rope supers in general when attempting to combo into them off of a heavy stun at the ropes.

Strategy

Landing the infinite is Terry the Kid's singular primary win condition. To this end, Kid's gameplan is to get the opponent into the ropes (or ideally, the corner), and either rope bounce the opponent, or land a heavy stun or cancellable medium stun move. To this end, moves with big pushback on block, such as 66A, 236A, neutral S or 44S, go a long way in getting Kid there.

Kid's main pokes are 2A, 46A, A, S, and to a lesser extent, 236A. 44S can function as both a counter-poke and a defensive tool, though it is not amazing for both. Kid's frame data is good enough to escape pressure the "honest" way, though the general lack of natural combos off of his key buttons does limit his reward off of these situations.

A strong case can be made for Green KKD to be Kid's best KKD type. His infinite-centric win condition means the damage or meter gain buff from low-health Blue or Red KKD respectively is arguably irrelevant; on the other hand, Green KKD's low-health defense buff improves Kid's survivability, and in a sense this gives Kid "more chances" to make mistakes and ultimately land the infinite. Furthermore, Green True KKD's reduced hitstun can help improve Kid's neutral and force the opponent into the ropes, though Blue (and to a lesser extent, Red as well) True KKD are similarly useful in forcing opponents into the ropes. That is not to say Blue or Red KKD are useless; the damage buff of Blue helps for when Kid might not be able to set up the infinite, and it also translates to Kid needing less reps of the infinite to take a round, reducing the possibility of a drop. While Kid does not have the most notable specials, Red KKD is not a bad option for players who often go for Kid's 44S, 41236S, or 5-bar specials.

Keep in mind that the meter gain penalty after True KKD ends (Red KKD's low-health extra meter gain notwithstanding) means each loop of the standard infinite will have a much higher net loss in meter. As a result, Kid would have to stockpile significantly more meter to get multiple reps in. For comparison, while 5 reps can normally be done with half a bar, doing the same with the meter gain penalty in effect would need around 3 bars instead, which can be a tall order due to said penalty. Alternatively, Kid can opt to do the more difficult, meterless variant of the infinite instead (see below).

Combos

Combo Theory

The infinite aside (see below), Kid does not have much in the way of meaningful combos. Beyond the standard "getting OTGs from KDs that guarantee them", the only notable standing confirms is off of 46A, which can be confirmed into S, (Medium Stun) T, or CCC'd into super. Juggles-wise, Kid does not have too much either; A,A,6A,A is basically Kid's only viable string for juggles, and with good enough timing, he can link into 2A off of it for the SKD.

The Infinite

The core of the infinite is to get an opponent into a medium stun at the ropes, cancelling into (Medium Stun) T, and subsequently linking off of that into another medium stun, letting Kid land the (Medium Stun) T throw again, and repeating until the opponent is KO'd. To this end, the most common starters for the infinite is S on either hit or block, 4T, and 46A; less common but still usable starters are 66A or 236A on block, or HS/KD moves found within Kid's strings. After getting a HS or rope bounce, neutral A is typically used as a fast, cancellable button to bridge into (Medium Stun) T. After landing the throw, Kid has 2 primary variants of the infinite, as detailed below. Regardless, the button linked after (Medium Stun) T is the strictest part of the infinite, and the most common dropping point.

The "standard" version of the infinite is to link the 22f S off of (Medium Stun) T, for a heavy stun. Kid can then link into A for a medium stun, and cancel that A back into (Medium Stun) T for the loop. The use of neutral S does introduce 2 quirks with this version. Being a heavy stun, this hitstun is mashable, though mashing to the point that the A would not combo is not feasible for a human (at least, as far as we are aware). Furthermore, being a special move, this move does require 1 bar of meter; however, between the meter built off of the neutral A and the (Medium Stun) T, there is only a net loss of about 9 points of meter every rep. This does mean that this variation is technically not a "true" infinite, but in practice, 5 reps is enough to TOD even the highest health characters in the game, such that Kid can do 100% combos starting with just half a bar of meter. Another strength of this route is that should (Medium Stun) > S is not linked properly such that the opponent blocks it, the opponent would be rope-bounced again, letting Kid restart the infinite; this means that in order to escape the dropped infinite, the opponent needs to parry the S, instead of simply blocking it.

The "alternate" infinite is to link into 46A off of (Medium Stun) T, which is a cancellable medium stunning move, letting Kid go into another (Medium Stun) T right away. This variation of the infinite does not involve heavy stuns or special moves, making it on paper the more "true", meterless infinite, but several things on practice makes it the less preferred infinite. 46A's more involved input over S makes it significantly more difficult to link off of (Medium Stun) T, despite the identical startup. Exacerbating this problem is that each rep of this infinite does far less damage than the standard version, requiring more reps to kill; while 4-5 reps are enough with the standard version, this route usually needs upwards of 8 reps to kill the average character. Finally, 46A's smaller hitbox compared to S means that it is far more likely to whiff solely due to positioning, spacing, being off-axis, etc. As a result, although being a more "solid" route frame data wise, the hitboxes ends up making it more inconsistent. Due to all these factors, the other infinite ends up the "go-to" one.

Regardless of route, at sufficiently low health, ending the loop with a special throw or super is possible. Going for the former would require going for the special throw after (Medium Stun) T > S (which is far more mashable than the throw into A), while super links directly from (Medium Stun) T. 66A could be another link off of (Medium Stun) T as an ender, though Kid's poor juggles makes a less than ideal option. Going for one of these enders can be useful to eliminate the need to do an extra rep or 2 to reduce the possibility of dropping the infinite, especially when linking into super. Additionally, it also acts as a stylish way to end the round.

The infinite has some weaknesses. The strict link off of (Medium Stun) T means that it ends up impossible/inconsistent if the opponent is off-axis, or pushed too far away. This is why the infinite does not work midscreen, and why it is significantly more stable at the corner than at the ropes, as a non-cornered opponent can get pushed towards the side. Another weakness of the infinite is that being a standing infinite, this can be KKD'd out of, particularly at the hit that would be confirmed into the (Medium Stun) T. While this means Kid has to work to set up the infinite again, from another perspective, this means Kid has a great way to force opponents to activate KKD, and if this happens early enough in the round, this can cripple the more meter-dependent characters.

Midscreen

  • A,A
    Only natural combo off of A. Kid's throw punish.
  • T/46T/41236T+S, 2A (cc)
    Throws guaranteeing 2A (cc) OTG.
  • 421S, 8A
    Throw guaranteeing 8A OTG.
  • 46A xx T/(S, 8A)
    Confirms off of 46A.
  • 66A, A,A,6A,A xx S
    Juggle bnb that does not knock down.
  • 66A, 2A, 8A
    Alternate easy juggle that sacrifices some damage for an SKD knockdown.
  • 66A, A,A,6A,A, 2A, 8A
    Optimal juggle bnb. Requires specific height to land the string while getting to link into 2A, and as with SKDs after a long combo, the 8A OTG is very strict.
  • A/A,A/46A (CCC) 41236T+S, 2A (cc)
    CCC combos into super.

Corner

  • (Rope Bounce/Heavy Stun), A xx T, (S, A xx T)xN
    "Standard" infinite route.
  • (Rope Bounce/Heavy Stun), A xx T, (46A xx T)xN
    "Alternate" infinite route.

Colors

Initial Version
Stars & Stripes Costume

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