When done raw, may be used as a starter for Max Mode combos. Be careful using f+A at the end of a blockstring, the opponent can roll before the f+A hits if your opponent is expecting it. Comboes only from heavy attacks, but gives more than enough time to confirm and input a followup.
Terry grabs the opponent then uppercuts them (df+C animation).j.CD: good air-to-air attack, and can be used to pressure the opponent in the corner, but can be low profiled.CD: pretty fast startup, good ranged 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.C is good for air to ground, faster than j.D.Great upwards angle that reaches slightly above Terry. 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.j.A is ok for air to ground and air-to-air attacks.Very nice to cancel into qcb+B, qcb+A or qcf+A on block or on whiff.
cr.D is a little slow, but long and cancelable.Slower than cl.C/cl.D but has more range.