The Terminator

Move List


INPUT COMMANDS
FATALITIES
I'm Back (Close)
BackForwardBack1
Target Terminated (Mid)
DownForwardDown3
BRUTALITIES
The Klassic
Down+2
Efficient Execution
1+3or1+3
Future Assassin
BackForward1
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Last Updated: May 21, 2020

Strategy


Pokes

The Terminator has one of the fastest pokes in the game. Down+1 has a start-up of 6 frames and is only -4 on block. Using consecutive Down+1s in a row on block can be difficult to deal with. If your opponent does not react quick enough to counterpoke, they will be hit by the next Down+1.

Pokes can also be used alongside The Terminator’s command grabs. Since pokes can link into command grabs on block, doing Down+1 into Gorilla Press Slam or Albi Back Breaker will catch opponents trying to counterpoke. If your opponent does not counterpoke and continues to block, they will be grabbed. The downside to this is that if your opponent is hit by your Down+1, then the command grab will whiff which is very punishable.

Pressure & Mixups

Robot Apocalypse

The Terminator’s Robot Apocalypse string, or 2,1,2, is +2 on block. After 2,1,2, you can use Down+1 which will beat out any of your opponent’s attacks. Be wary when using Down+1 midscreen because there is enough pushback for your opponent to whiff punish your poke. Similarly, if you want to punish your opponent’s poke, wait a split second and use Back+3,1.

2,1,2 can be Flawless Blocked so it can be risky to use. If your opponent is looking for 2,1,2, then you can use 2,1 instead and follow up with a command grab or throw.

In The Terminator’s Destroyer variation, you can also mix up 2,1,2 for an overhead with 2,1 into Cyber Rift for a low.

Command Grab

Gorilla Press Slam, or DownBackForward2, is an essential part to The Terminator’s offense. You will want to use The Terminator’s mid, low and overhead attacks to condition them to block. Once your opponent is conditioned to block, then you can start using command grabs as a mixup. You should almost always use the command grab over throws because throws can be teched and The Terminator’s throw sends your opponent fullscreen. You should only use a throw if you want to throw your opponent forward. Throwing also does slightly more damage than the command grab.

The Terminator’s command grab can be used after:

Forward+3
Down+1
Down+3
Down+4

Using command grab after Forward+3 will counter opponents trying to interrupt or Flawless Block Forward+3,2. However, this is very unsafe because if Forward+3 hits then the command grab will whiff.

Overhead / Low

The Terminator’s primary mix comes from his Forward+2 and Forward+3,2. There is only a 1 frame difference between the Forward+2 and Forward+3, making this a true 50/50 mixup that cannot be fuzzy guarded. After Forward+2, you can use Forward+2,1+3 which will grab your opponent if they are blocking, however this is interruptable and can be punished if your opponent crouches without blocking. Both the overhead and low are very unsafe on block so use at your own risk.

To prevent opponents from interrupting Forward+3,2, you can opt to use Forward+3,4 instead. While this is a decent option, it does not lead into a combo and is still punishable because Forward+3,4 is -8 and can also be Flawless Blocked.

In The Terminator’s Final Judgment variation, the overhead becomes much stronger because it leads into a combo. Your opponent must block the Amplified Rolling Ion Grenade after Forward+2, which allows you to mix this up with Forward+2,1+3.

Anti-Airs

One of The Terminator’s best anti-airs is his Down+3. This is a very good anti-air because it not only lowers The Terminator’s hurtbox, but also has a great vertical hitbox.

In The Terminator’s Destroyer variation, he has another great anti-air. Infiltrator Toss, or DownBack2, has a start-up of 8 frames and will easily grab opponents out of the air. If Amplified, it will lead into a combo.

Unstoppable Machine

The Terminator’s Unstoppable Machine string, or Forward+3,4, is an advancing knee attack that becomes a Krushing Blow if the first hit misses. This string makes up for The Terminator’s short ranged attacks because it covers a good portion of the screen and your opponent must always be afraid of being hit by the 2nd hit. Although it is -8 on block, there is a way to make it safe. If used at maximum distance it can become -7 on block. This is due to the fact that blocking a move later in its active frames will make you recover slower.

Hop Attack Krushing Blow

The Terminator’s Hop Attack becomes a Krushing Blow if it Kounters or punishes a low or ducking attack. This can be done on a read if you think that your opponent will use a poke or low attack, and timing your Hop Attack so that it interrupts their attack.

The easiest way to get the Krushing Blow off is after your jump kick is blocked. When spaced out, jump kicks leave you at the perfect spacing to whiff punish pokes. If you think that your opponent will try to poke you out of your follow-up, use a Hop Attack to whiff punish your opponent’s poke for a Krushing Blow.

Sawed Off

Sawed Off, or BackForward1, is a slow high projectile attack that is used to keep opponents out. Use Amplified Sawed Off to create distance between you and your opponent, or Amplified Forward Sawed Off to close the distance. While this is a decent zoning tool, it does not knock the opponent down and opponents can easily avoid this by ducking on reaction. This is not a bad thing though because if they start ducking, then that will allow you to meet the Krushing Blow requirements.

Amplified Forward Sawed Off can also be used after grounded attacks on hit such as 1,2,1 and Back+3,1. This does not lead into a combo, but it will leave your opponent standing and you will be at +16. This gives you a guaranteed mixup between Forward+2, Forward+3,2 and command grab.

Utilizing Killing Machine

Killing Machine, or DownBack3, is a parry that absorbs all projectile attacks. This is mainly used to avoid taking chip damage from projectiles. Do not use this against high projectiles because it’s easier to duck underneath them.

Endo Lunge

In The Terminator’s Destroyer variation, he gains access to Endo Lunge, or BackForward4. This is an overhead attack that can be directed close, mid or far. This can be great for approaching opponents from anywhere on the screen. Endo Lunge can also be used for mixups up-close when used along with 1,2,3, Forward+3 and Cyber Rift. Keep in mind that there is usually a gap where your opponent can interrupt so it can be risky to use up-close.

Running Man Stance Pressure

In The Terminator’s Dark Fate variation, he gains access to Running Man, or BackForward4. This allows The Terminator to run across the screen. Running Man can be useful as a quick way to approach opponents.

Running Man can lead into 1 of 4 attacks:

1 = Tackle
2 = Punch
3 = Kick
4 = Stop

Running Man on Block

Running Man can be used after blockstrings for pressure. The best strings to use Running Man after are:

1,2
Back+1
Back+3,1
4
Forward+4

Both Tackle and Kick cannot be interrupted after these attacks. Back+3,1 Kick however, can be interrupted by 6 frame attacks or Flawless Blocked.

Once you have conditioned your opponent to block Kick, you can then mix this up by using Tackle instead. This is a command grab that will hit your opponent even if they are blocking. Tackle can be avoided by jumping, which can be countered by using Kick.

To stay unpredictable, you can use Running Man after other attacks as well. If you mix it up well enough, it will be difficult for your opponent to react to and defend against Running Man pressure.

Running Man is much stronger in the corner because Punch will launch the opponent for a full combo. In the corner, use B1 into Running Man. Back+1 Running Man Punch cannot be interrupted so your opponent must always respect it. Once conditioned, you can then use Tackle or cancel out of the Running Man stance. If cancelled after Back+1, The Terminator will be at -3. You can then use Albi Back Breaker after the cancel because your opponent will be blocking. This can be useful to meet the Krushing Blow requirements for Albi Back Breaker, or if you have already met its requirements and want to hit your opponent with the Krushing Blow.

Ideally you will want to mix up which strings you use Running Man after. Although Running Man cancels are negative, the cancels happen fast enough to where it can be difficult for your opponent to react to if you mix it up well enough.

Running Man on Hit

Running Man can also be used after hitting your opponent. At midscreen, you can use Running Man after hitting with a grounded attack such as 1,2,1 and Back+3,1. Delaying the Running Man will push your opponent to the corner. Then you can go for a mixup between Tackle, Punch, Kick or Stop. Make sure to time it so that the Running Man won’t combo from your previous attack. If Tackle is used here and Amplfied, it will become a Krushing Blow because you will already have ran a great distance.

 


For more information on Running Man Stance Pressure, see below:
https://www.kombatakademy.com/mortal-kombat-11/the-terminator/dark-fate/running-man-stance-pressure/

Grenade Setups

In The Terminator’s Final Judgment variation, he is able to throw out a variety of grenade attacks.

Incapacitator Setup

Incapacitator, or BackForward1, temporarily disables the opponent’s ability to perform Amplified attacks and use Environmental Interactions. By ending combos with Back+1 Incapacitator, your opponent will not be able to use Roll Escapes or Getup Attacks. This allows The Terminator to attack freely after knocking your opponent down. For a mixup, use Forward+2 for an overhead attack or Forward+3,2 for a low attack.

Note: Using 2 grenades in a combo will put The Terminator on a cooldown period. The Terminator will not be able to use any grenade attacks during this time. When on cooldown, use combos that do not involve any grenades.

Rolling Ion Grenade Setup

Rolling Ion Grenade, or BackForward3, throws a grenade that rolls across the floor, exploding after a short delay. By ending combos with Back+1 Rolling Ion Grenade, your opponent will not be able to jump out of the corner. If your opponent uses a Roll Escape, you are able to recover in time to punish them. Getup Attacks can also be blocked in time and punished. For safe-on-block Getup Attacks, use a Flawless Block to punish.

Once the Rolling Ion Grenade is blocked, it will leave The Terminator at a huge advantage. The amount of block advantage will depend on how high your opponent is at the end of a combo. This gives The Terminator a guaranteed follow-up attack after the Rolling Ion Grenade.

If your opponent decides to use a Delayed Getup, you will still be able to hit them. The reason is that your attack after the Rolling Ion Grenade will hit at the same time as a Delayed Getup. However, you will only be able to cover a Short Delayed Getup or a Long Delayed Getup, depending on when you time your follow-up attack.

For more information on grenade setups, see below:
https://www.kombatakademy.com/mortal-kombat-11/the-terminator/final-judgment/grenade-setups/

Combos


Dark Fate

The Terminator - Dark Fate - Beginner Combos

The Terminator – Dark Fate – Beginner Combos


The Terminator - Dark Fate - Beginner Combos
The Terminator - Dark Fate - Advanced Combos

The Terminator – Dark Fate – Advanced Combos


The Terminator - Dark Fate - Advanced Combos

Destroyer

The Terminator - Destroyer - Beginner Combos

The Terminator – Destroyer – Beginner Combos


The Terminator - Destroyer - Beginner Combos
The Terminator - Destroyer - Advanced Combos

The Terminator – Destroyer – Advanced Combos


The Terminator - Destroyer - Advanced Combos

Final Judgment

The Terminator - Final Judgment - Beginner Combos

The Terminator – Final Judgment – Beginner Combos


The Terminator - Final Judgment - Beginner Combos
The Terminator - Final Judgment - Advanced Combos

The Terminator – Final Judgment – Advanced Combos


The Terminator - Final Judgment - Advanced Combos

Guides


General

How to Fight The Terminator

★ How to Fight The Terminator


Counterpoking Having a 6 frame poke can make The Terminator quite annoying to deal with up-close. It can be difficult to counterpoke him with your own poke because it’s also only -4 on block. The downside is that it has very little range, so you can easily avoid the next poke if he uses it again. To stop The Terminator from mashing pokes, you can quickly walk back or backdash after blocking the initial poke, then whiff ...
The Terminator - All Gaps

The Terminator – All Gaps


https://www.youtube.com/watch?v=oxHjVxpisps Kombo Attack Gaps 212 – Flawless Block F32 – Flawless Block, 10 Frame Attack F34 – Flawless Block Special Move Gaps F3Gorilla Press Slam – DBF2 – Duck, Jump, Hop D1Gorilla Press Slam – DBF2 – Duck, Jump, Hop D3Gorilla Press Slam – DBF2 – Duck, Jump, Hop D4Gorilla Press Slam – DBF2 – All Attacks, Duck, Jump, Hop Destroyer Endo Lunge – BF4 – Flawless Block, All Attacks Note: There is no gap when done after 12, B1, 4, F4 Dark Fate F3Albi Back Breaker – DBF2 ...
The Terminator Anti-Air Conversions by MonkeyBizness

The Terminator Anti-Air Conversions by MonkeyBizness


The Terminator has quite a few anti-air tools to use at his disposal. MonkeyBizness goes over what all of The Terminator’s anti-airs are and how to convert off of each of them.

Dark Fate

Running Man Stance Pressure

Running Man Stance Pressure


In The Terminator’s Dark Fate variation, he gains access to Running Man, or . This allows The Terminator to run across the screen. Running Man can lead into 1 of 4 attacks: = Tackle = Punch = Kick = Stop Frame Data The following lists the block advantage for The Terminator’s Running Man Stop: = -19 = -9 = -15 = -3 = -25 = -18 = -14 = -17 = -16 = -18 = -12 = -22 ...

Destroyer

Final Judgment

Grenade Setups

Grenade Setups


In The Terminator’s Final Judgment variation, he is able to throw out a variety of grenade attacks. Incapacitator Setup Incapacitator, or , temporarily disables the opponent’s ability to perform Amplified attacks and use Environmental Interactions. By ending combos with Incapacitator, your opponent will not be able to use Roll Escapes or Getup Attacks. This allows The Terminator to attack freely after knocking your opponent down. For a mixup, use for an overhead attack or ...