Kinnikuman Muscle Grand Prix 2/Terryman

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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.

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
KMGP2 Terryman A.png
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
KMGP2 Terryman AA.png
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
KMGP2 Terryman AAA.png
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
KMGP2 Terryman AA4A.png
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
KMGP2 Terryman AA4A6A.png
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
KMGP2 Terryman AA4A4A.png
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
KMGP2 Terryman A4A.png
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
KMGP2 Terryman 6A.png
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
KMGP2 Terryman 6AA.png
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
KMGP2 Terryman 6AAA.png
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
KMGP2 Terryman 6AAAA.png
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
KMGP2 Terryman 6AAAAA.png
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
KMGP2 Terryman 4A.png
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
KMGP2 Terryman 4A2A.png
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
KMGP2 Terryman 4A2A4A.png
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
KMGP2 Terryman 4A2A4A6A.png
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
KMGP2 Terryman 8A.png
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
KMGP2 Terryman 2A.png
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
KMGP2 Terryman 66A.png
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
KMGP2 Terryman 236A.png
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
KMGP2 Terryman 214A.png
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
KMGP2 Terryman WRA.png
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
KMGP2 Terryman WGA.png
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
KMGP2 Terryman T.png
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
KMGP2 Terryman 6T.png
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
KMGP2 Terryman 46T.png
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
KMGP2 Terryman 214T.png
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
KMGP2 Terryman MST.png
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
KMGP2 Terryman HST.png
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
KMGP2 Terryman FBT.png
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
KMGP2 Terryman FB6T.png
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
KMGP2 Terryman FB623T.png
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
KMGP2 Terryman NR236T.png
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
KMGP2 Terryman NC623T.png
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
KMGP2 Terryman RT.png
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
KMGP2 Terryman WGT.png
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
KMGP2 Terryman 4T.png
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
KMGP2 Terryman 44T.png
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
KMGP2 Terryman S.png
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
KMGP2 Terryman 66S.png
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
KMGP2 Terryman 44S.png
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
KMGP2 Terryman 46S.png
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
KMGP2 Terryman 236S.png
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
KMGP2 Terryman 63214S.png
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
KMGP2 Terryman 63214S236T.png
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
KMGP2 Terryman 63214S236T236T.png
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
KMGP2 Terryman 63214S236T236T236T.png
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
KMGP2 Terryman 63214S214T.png
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
KMGP2 Terryman 623AS.png
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
KMGP2 Terryman 421AS.png
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

Anime
Kinnikuman Great 2nd
Manga
Buffaloman Arms

External Links


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