Experimented with the format a bit this time. Went back to traditional approach with strategy/drills at the end + overview at very beginning. I feel like I can keep optimizing these guides. Let me know thoughts on the format!
you and your editor consistently deliver when it comes to making the most polished fighting game content on youtube. would love to see more content targeted towards intermediate and advanced players in the future.
I really appreciate the combos section of this video. I'm trying to learn all I can about Terry as someone fairly new at fighting games and have felt pretty overwhelmed with the amount of information out there. Having a section that tells me "focus on these starting out" is really going to help lighten that mental load. Thanks for making this guide.
My guy, very sweet tutorial. Please turn on "Block after first hit" for the demos as it's much easier to visually understand when it doesn't combo as opposed to looking at the combo counter number resetting. Have a blessed day.
If you use Fire Kick and get blocked, you can also cancel into quick burn if you want a true block string and a possible clip from the overhead for a follow-up mix-up. Just be careful not to do it on hit.
Really appreciate the guide! Especially like the drills/strategy section, feels like it helps me improve a lot more than just practicing combos and hopping into matches without having practice how to actually land them
nice guide sir! One thing I like after punish counter EX burn knuckle is going straight into HK power charge > HP wave > drive rush cr.HP juggle etc. I believe it's roughly the same damage as raw drive rush punish counter routes, just a bit less and easier/less picky about distance from corner.
also for light tackle, you can tell if it's +4 or +3 depending on how ennemy character body is, if his face is looking down it's +3, if it's looking up it's +4
Really awesome guide, learned alot. I really enjoyed the format and especially live strategy guide. Hearing what goes on in the mind of a pro player is helping alot.
with light burn knuckle if you do a st.HP and hit with the tip of the second hit and then cancel into it, it will actually frame trap the opp with the second hit (the overhead). First hit will whiff but you can only be punished by an invincible move and the overhead will leave you at +4 on counterhit so you can link a st.LP into heavy DP. I havent gotten good enough to hitconfirm the overhead during a match yet but ive hit so many people with this i just know its got some good application. probably better than his normal overhead.
Honestly Terry damage output without burning through all his drive bar is so lackluster. His bread and butter even into lv3 feels like it does so much less than other characters.
I doubt this will help many people other than legacy Terry players, but you can input 21416 MK+HP for level 2. I personally like using it now and again, it sort of hides the buffer a bit as some people might see you buffering level 2 and you can just do QCB into HCF and it'll still count for the legacy input.
Didn't play Terry before but yeah, I love this input for the buffer pros lol. I sometimes do forget the original exists and accidentally let it rip when trying to do something else