

Not cancel-able by itself, but it is as easy to cancel into from many of his crouching and standing normals similar to his df+C command normal. Terry takes a large step forward to deliver a low aiming hook punch that hits overhead.Very easy to combo into from a cr.B, cr.A, st.A, close C, crouching C, close D, and crouching D.It can be used as an anti-air but be mindful of its slow start-up as it may trade or get beaten out by the opponent's jump normals if timed improperly. Good & easy to use in combos before a special move or DM, or at the end blockstrings.

*This is Terry's command normal uppercut.This throw is great for okizeme setups like cross-ups with j.D or empty jump low mixups, etc.The opponent lands 1 character space away from the corner of the screen. Grabs and slams opponent in opposite direction.The opponent lands near the corner of the screen. Terry grabs the opponent then uppercuts them (df+C animation).j.CD: great air-to-air attack, and can be used to pressure the opponent in the corner, can be low profiled.CD: good ranged vertical hit box, pushes terry back far on block, whiff cancel-able.neutral j.D can be used for air-to-air but it has a more vertical hit box.j.D is good for air to ground and can cross up standing and crouching opponents easily.j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump.cr.D is a sweep that hits low but has an animation that looks like it may hit mid.cr.B hits low and is chain-able into itself, cr.D moves Terry forward a bit, and pushes him back on block B has a very far hit box and can be used as a mid-range poke cl.D is special cancel-able, and can be canceled into df+C or f+A.cl.C hits twice and the first hit can be special cancelled, and canceled into df+C or f+A.cl.A hits crouching opponents and is chain-able into itself, cl.B, cr.
