STREET FIGHTER 6
MAX DATABASE
テリー
58 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; faster chain timing than 2LP (better vs. DI); more range than 2LP, but less hitstun (cannot combo naturally into 236LP, 214MP, or 236LK)
Standing Medium Punch
5MP5M
Cancel Sp SA TC
Notes Moves Terry slightly forward; cancelable into 3 different Target Combo routes; good against opponents in Burnout due to its low pushback
Standing Heavy Punch
5HP5H
Cancel Sp SA
Notes 2 hits; 2f less recovery on block; both hits are cancelable, making it easy to hitconfirm; 1st hit has more hitstun, allowing combos into 236HK; Counter-hit/Punish Counter advantage carries through both hits; short range but good hitbox priority for counterpoking; 1st hit has much less range (only 2nd hit will connect as a ranged poke); when used out of Drive Rush on block, Terry is left slightly out of throw range but can microwalk + throw to beat 4f light normals
Standing Light Kick
5LK5L
Notes Terry's longest range light normal for 5f punishes (but below average for a 5LK); useful in LK Power Charge loops when spaced; DR cancel is delayed until after 1st recovery frame
Standing Medium Kick
5MK5M
Cancel -
Notes Terry's main mid-range poke that can also link to 5LK at closer ranges; can easily link to SA1 on Counter-hit; front leg hurtbox is raised on frames 3-20 making it strong against low pokes
Standing Heavy Kick
5HK5H
Notes Solid poke for chipping the opponent's Drive gauge with its good range and hitbox priority; Punish Counter puts grounded opponents into a free juggle crumple state (+18 before opponent is knocked down); Punish Counter puts airborne opponents into limited juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles; decent anti-air on frames 14-15 (strict timing to use effectively)
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK; shortest range of Terry's light normals, but naturally combos into 236LP, 214MP, and 236LK; topmost hurtbox on frames 1-6 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes 2f extra recovery on whiff; 1f extra recovery on block; great poke, counterpoke, meaty, and combo tool that can be up to +3 on block; topmost hurtbox on frames 1-9 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Heavy Punch
2HP2H
Notes Forces stand; good anti-air on frames 10-13 but cannot hit cross-up; very short horizontal range; only first 2 active frames are cancelable; if the attack connects on the first 2 active frames, it has 2 fewer active and recovery frames (meaty timing can be up to 2f worse on hit/block if 3rd active frame connects); active frames 4-6 whiff on crouching opponents unless they extend a vertical hurtbox; delaying the cancel into 236PP can grant better frame advantage for combo extensions
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK; good range, hitbox priority, and low pushback for a 2LK make it a great combo/blockstring starter or Drive Rush starter that can link into 2MP/5MP on hit
Crouching Medium Kick
2MK2M
Notes Very long range low poke with a launching TC extension; DR cancel is delayed until after active frames; moves Terry forward during cancelable frames (makes 2MK~2HK more consistent, keeps Terry closer for Crack Shoot burnout pressure, but makes Power Wave cancels more unsafe)
Sliding Kick
2HK2H
Notes Good hitbox priority for counterpoking, but large extended hurtbox on whiff; can situationally anti-air some airborne moves at longer ranges; has juggle potential
Fire Kick
2MK~2HK2MK~2H
Notes Puts opponent into limited juggle state; () refers to scaled damage from 2MK combo starter; can always be interrupted by an invincible reversal if DR canceled on block; DR cancel is delayed until after 2nd recovery frame; special cancel is delayed until after 3rd recovery frame
Power Shoot
5MP~HK5MP~H
Cancel TC
Notes Puts opponent into limited juggle state; does not combo naturally on grounded opponents (requires at least Counter-hit or meaty timing); can be used in juggle routes; can follow up with Power Dunk on hit only; 5f gap between hits if blocked
Power Dunk
5MP~HK~HK5MP~HK~H
Notes () refers to scaled damage from CH 5MP combo starter; this standard version occurs when buffering Power Dunk early or within the final 2f of the cancel window; KD advantage varies depending on timing (early input gives better advantage); can only be performed on hit; useful for corner carry and oki
Power Drive
5MP~HP5MP~H
Notes () refers to scaled damage when comboed from 5MP; puts opponent into limited juggle state (no follow-up juggles possible); high pushback on block keeps Terry safe if well-spaced; 3f gap on block for a frame trap (but can lose to 3f startup counters/armor moves)
Jumping Lariat
5MP~MK~MP5MP~MK~M
Notes Follow-up from Passing Sway on hit only (does not combo unless juggled into); can only hit on the same side (whiffs if holding forward for cross-up); -23~29 on whiff if Terry crosses up; full invincibility and no collision box from 5MP~MK is extended until end of active frames; can significantly delay the input to disrupt Perfect Parry timing while the extended invincibility window can beat normals and nearly all reversals (3-9f gap between hits); leaves Terry close enough for follow-up link on hit, and slightly out of throw range on block; will counter-hit a 4f normal but can lose to specials with early anti-air invuln regardless of which side Terry recovers; in the corner, Terry will still connect even if attempting to whiff a cross-up Jumping Lariat; if the opponent walks forward while cornered, Jumping Lariat will whiff regardless of which side Terry chooses (and will also block Jumping Knee); midscreen, Jumping Lariat will whiff if the opponent walks forward with a walkspeed of 0.045 or faster (if the input is delayed, all characters can walk forward to make it whiff)
Passing Sway
5MP~MK5MP~M
Notes Invuln applies during recovery on hit only; no collision box during invuln frames; can be followed up with Jumping Lariat or Jumping Knee; follow-ups cause invuln to be extended until the attack active frames (can significantly delay the follow-up for much longer invincibility); 1f gap between hits on block (can be delayed for a 2f gap)
Jumping Knee
5MP~MK~MK5MP~MK~M
Notes Follow-up from Passing Sway on hit (does not combo unless juggled into); can only hit cross-up (must be holding forward); -25~31 on whiff if Terry does not cross-up; full invincibility and no collision box from 5MP~MK is extended until end of active frames; can significantly delay the input to disrupt Perfect Parry timing while the extended invincibility window can beat normals and nearly all reversals (3-9f gap between hits); Terry recovers point blank on hit for a strike/throw mixup, and safely out of throw range on block; will counter-hit a 4f normal but can lose to specials with early anti-air invuln regardless of which side Terry recovers; does not cross up against cornered opponents, but if the opponent holds forward they will automatically block the cross-up (leaving Terry at point blank); this also applies midscreen if the opponent walks forward with a walk speed of 0.045 or faster (though this does not avoid the Jumping Lariat ender midscreen)
Hammer Punch
6HP6H
Notes Can link into 5LP/2LP with perfect meaty timing; leaves Terry slightly out of throw range when used from Drive Rush
Jumping Light Punch
j.LPj.L
Notes Fast air-to-air
Jumping Medium Punch
j.MPj.M
Notes Puts airborne opponents into limited juggle state; has a large air-to-air hitbox; only the last active frame can connect on grounded opponents (standing only, strict timing); lower body projectile invuln 6-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good hitbox priority for close-range jump-ins; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Fast air-to-air that hits above Terry
Jumping Medium Kick
j.MKj.M
Notes Cross-up with good horizontal range and forward hitbox priority; lower body projectile invuln 7-20f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Strongest all-purpose jump-in with good range and horizontal/vertical hitbox priority; lower body projectile invuln 10-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Power Charge
236HK236H
Cancel Sp* SA3
Notes Farthest travel distance; cancelable on frames 26-45 into special moves (except Power Charge) on hit only; delaying the special cancel allows different conversions or more optimal damage; puts opponent into limited juggle state (airborne opponents are not launched as high, resulting in more limited follow-ups); only combos naturally from the first hit of 5HP
Round Wave
236HP236H
Cancel SA3
Notes Stationary 1-hit projectile hitbox that can dissipate fireballs or apply meaty pressure; can be perfect parried like a low strike (screen freeze); puts airborne opponents into limited juggle state; no head hurtbox on frames 24-48 (while leaning over)
236KK
Cancel Sp* SA2 SA3
Notes Causes Wall Bounce on hit; cancelable on frames 20-39 into special moves (except Power Charge) on hit only (useful for midscreen positioning or keeping opponent cornered after wall bounce); if used twice in a combo, 2nd hit will cause a quick wall splat that drops straight to the ground; KD advantage varies based on distance from wall (farther away gives higher advantage)
236LK236L
Notes Short travel distance; comboable from lights except 5LP; keeps opponent standing for strike/throw mixup on hit; can be spaced out to allow a follow-up combo on hit; puts airborne opponents into limited juggle state
Power Wave
236LP236L
Notes 1-hit projectile; travels fullscreen, moving slowly along the ground; can pass underneath standard projectiles without clashing; puts airborne opponents into limited juggle state; no head hurtbox on frames 11-41 (while leaning over); extended arm hurtbox on frames 14-37 is projectile invuln
236MK236M
Notes Medium travel distance; comboable from 2MP or heavy normals; puts opponent into limited juggle state (airborne opponents are launched higher than the HK version); can juggle SA1 anywhere on screen; final 4 recovery frames are cancelable into SA2 on hit, allowing a juggle anywhere on screen; sets up a safe jump setup on a close range grounded hit
236MP236M
Notes 1-hit projectile; travels more quickly than LP version but dissipates at ~60% screen distance; causes knockdown on Counter-hit/Punish Counter (KD +33~46); hitbox is at ground level but reaches high enough to clash with standard projectiles; projectile speed starts slow and accelerates each active frame; puts airborne opponents into limited juggle state; no head hurtbox on frames 11-41 (while leaning over); extended arm hurtbox on frames 21-39 is projectile invuln
236PP
Cancel SA2 SA3
Notes 2-hit OD projectile; travels fullscreen, moving slowly along the ground; hitbox is at ground level but reaches high enough to clash with standard OD projectiles; acts as a shield allowing Terry to Drive Rush for pressure; no head hurtbox on frames 13-36 (while leaning over); extended arm hurtbox on frames 21-25 is projectile invuln; Counter-hit/Punish Counter advantage carries through both hits; puts airborne opponents into limited juggle state (can pop opponents up twice at certain juggle spacings)
Rising Tackle
623HP623H
Notes Farthest horizontal range (most consistent for combos, but may whiff under close jumps); cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); 3rd hit whiffs on crouch block (reduced chip and Drive damage); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state
623LP623L
Notes Very short horizontal range (hits straight above Terry to anti-air close jumps); cannot hit cross-up; active frames 3-10 do reduced damage; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); puts opponent into limited juggle state (allows follow-up juggles on a high connect)
623MP623M
Notes Medium horizontal range; cannot hit cross-up; only 1st active frame is cancelable (cancel may be impossible in combos from too far away); if Perfect Parried, opponent must crouch to avoid 2nd hit; puts opponent into limited juggle state
623PP
Notes Horizontal range is between MP/HP versions (good anti-air for mid range jumps, as well as a strong juggle ender); cannot hit cross-up; can miss several hits of damage against high airborne opponent
Crack Shoot
214HK214H
Notes 2 hits vs. grounded, up to 3 hits vs. airborne; first 7 active frames can only hit airborne opponents (functionally 30f startup); cannot hit cross-up; puts airborne opponent into limited juggle state; kicking leg is anti-air invuln on frames 28-30; can be spaced out to hit once with 2f better advantage; technically has 4 hits, but up to 3 can land at once; damage is highly variable depending on which hits connect (last hit does most damage, but landing all 3 airborne hits allows strong juggle extensions); can hop over many grounded attacks (even some standing); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; strong vs. Burnout, dealing chip while staying close range with frame advantage (but too slow to cancel into for Burnout loops); last hit is lower to the ground than other versions and can beat moves that low profile other versions
Burning Knuckle
214HP214H
Notes Travels about 80% of the screen; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; useful approach when following behind Power Wave; Terry raises his hands for a reactable visual cue; only cancelable on active frames 1-5 (cannot cancel on a farther range connect); puts airborne opponents into limited juggle state (can juggle after very late connect)
214MPHP214MPH
Notes Punish Counter puts opponent into tumbling OTG state (wall splat if opponent reaches the corner); only cancelable on active frames 1-7; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; puts airborne opponents into limited juggle state (can juggle after very late connect)
214KK
Notes Puts airborne opponents into limited juggle OTG state; first active frame does not connect on grounded opponents (functionally 21f startup); first 2 active frames have a good anti-air hitbox; can hop over many grounded attacks (even some standing); very strong vs. Burnout, dealing chip while staying close range with frame advantage (often required to get point blank after 2 reps of meterless Burnout loop)
214LK214L
Notes First 2 active frames can only hit airborne opponents (functionally 18f startup); cannot hit cross-up; causes spike knockdown vs. airborne opponents; causes Hard Knockdown on Punish Counter (prevents follow-up links); can hop over many grounded attacks (especially crouching); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; very strong vs. Burnout, dealing chip while staying close range with frame advantage
Quick Burn
214LP214L
Cancel SA3 (2nd)
Notes 2 hits; functionally 22f startup as an overhead; on hit, leaves Terry at close range for a strike/throw/shimmy mixup; short range, primarily used in light confirms
214LPMP or 214LPHP214LPMP or 214LPH
Cancel SA2 SA3 (2nd)
Notes 2 hits that transition to a 3rd attack on hit only; functionally 22f startup as an overhead
214MK214M
Notes 2 hits vs. airborne, 1 hit vs. grounded (different damage values accordingly); first 5 active frames can only hit airborne opponents (functionally 22f startup); cannot hit cross-up; puts airborne opponents into limited juggle state; causes Hard Knockdown on Counter-hit/Punish Counter (prevents follow-up links); can hop over many grounded attacks (even some standing); can be used for a sideswitch mid-combo or a corpse hop on downed opponents; very strong vs. Burnout, dealing chip while staying close range with frame advantage
214MP214M
Notes Travels about 50% of the screen; can be spaced to be plus on block from farther ranges (causing a screen shake); good approach tool vs. opponents in Burnout, but no screen shake when +1~4 vs. Burnout; only cancelable on 1st active frame (cannot cancel on a farther range connect); grants a safe jump on hit if final active frame connects; puts airborne opponents into limited juggle state (can juggle after very late connect); topmost hitbox whiffs on standard-sized crouching opponents making it easier to space in neutral vs. crouch block
Buster Wolf
236236K
Notes Incurs a fixed 45f recovery on block (advantage is not affected by meaty timing); transitions to projectile follow-up on hit only; fast and long range, making it great for combos and punishes; puts opponent into limited juggle state and can combo into another SA1 if juggled high enough; if first hit trades, deals 500 damage and puts the opponent into a free juggle crumple state (may be able to follow up with moves like 214HP, Dash/DR normals, or another SA1)
Power Geyser
214214P
Notes 1-hit Super-priority projectile hitbox with good anti-air and anti-projectile properties; can follow up with Twin Geyser (3 Drive bars) and Triple Geyser (1 Super bar) on hit only; starter scaling means that follow-ups will be heavily scaled after a reversal or anti-air SA2; can be performed during the last 4 recovery frames of 236MK for a juggle anywhere on screen; can also be input with 21416+MK+HP (cosmetic difference only)
Rising Fang
236236P
Notes Only the first 3 active frames cause cinematic hit; damage distribution on non-cinematic hit is 350(x6-7),550 with no HKD and less KD advantage; cinematic time regenerates ~2.1 Drive bars for Terry; faster 2f startup when canceled from Rising Tackle, Quick Burn, or Burning Knuckle; final hit whiffs on crouch block (reduced chip and Drive damage)