The Terminator – Beginner Guide

Introduction


The Terminator is a high-damaging character that heavily relies on setups and mixups to defeat opponents. While The Terminator doesn’t have very good screen control, it is very strong up-close due to its command grab and overhead/low attacks.

Basic & Kombo Attacks


121
Used to punish unsafe moves. 121 is a safe multi-hitting string that can be hit confirmed into a combo.

B1
13 frame mid attack with short range. Has the most cancel advantage and is best used to link into Special Moves making them uninterruptable.

21, 212
Mainly used for pressure. 212 is +2 on block but can be Flawless Blocked. Once opponents are conditioned by 212, you can then use 21. The last hit of 212 is an overhead, which can be used as a mixup with Cyber Rift in The Terminator’s Destroyer variation.

F2, F21+3
18 frame overhead attack that is used as a mixup with F3. Very unsafe on block. F21+3 is a command grab that can only be punished by letting go of block and ducking. F21+3 can be used as a mixup by cancelling F2 into a Special Move. Once opponents are conditioned to block the Special Move, you can then use F21+3.

B3, B31, B312
The Terminator’s fastest mid attack. B3 has a start-up of 10 frames making it a very quick mid attack. B31 and B312 are safe on block and can be hit confirmed into a combo.

F3, F32, F34
19 frame low attack that is used as a mixup with F2. F32 launches for a combo but has an interruptable gap and can be Flawless Blocked. F34 is mainly used to counter opponents attempting to interrupt F32, but can also be Flawless Blocked and is punishable at -8 on block. F34 becomes a Krushing Blow that launches for a combo if the first hit misses.

F4
Slow mid attack that has decent range. Mainly used as a safe way to attack from mid-range.

U,2
A Hop Attack that becomes a Krushing Blow if it Kounters or punishes a low or ducking attack. Used on a read to go over low attacks and punish with a Krushing Blow.

Special Moves


Sawed Off – BF1
A slow high projectile attack that is used to keep opponents away. It becomes a Krushing Blow if it connects after missing twice. When Amplified, shoots a mid projectile attack and can allow The Terminator to move forward or backward. Can be Amplified twice.

Gorilla Press Slam – DBF2
A command grab that is used for mixups. Can be used after F3, D1, D3 and D4. When Amplified, deals additional damage and throws the opponent forward instead of backward. Can also be Amplified by holding Down to restand the opponent and leave The Terminator at +10.

Killing Machine – DB3
A projectile parry attack that is used to avoid taking chip damage from projectile attacks.

Fatal Blow – Chill Out
The Terminator’s Fatal Blow is an 18 frame mid attack with decent range and deals great damage.

Destroyer

Infiltrator Toss – DB2
An anti-air grab that is used to counter opponents who jump. When Amplified, deals additional damage and leads into a combo or extends combos.

Cyber Rift – BF3
A 22 frame low projectile attack that has short range. Can be used as a mixup with overhead attacks such as 212, F32 and Endo Lunge. When Amplified, deals additional damage and travels fullscreen.

Endo Lunge – BF4
A slow overhead attack that can be directed close, mid or far. Safe on block and can be used to approach opponents from afar. Can be used as a mixup with low attacks such as 123, F3 and Cyber Rift. When Amplified, deals additional damage.

Dark Fate

Albi Back Breaker – DBF2
A command grab that is used for mixups. Can be used after F3, D1, D3 and D4. Can be directed forward or backward. When Amplified, deals additional damage and becomes a Krushing Blow after using all other versions of Albi Back Breaker. Replaces Gorilla Press Slam.

Running Man – BF4
A stance that allows The Terminator to quickly run forward and can lead into 3 different attacks. Tackle, or 1, is a command grab that is used for mixups. When Amplified deals additional damage and becomes a Krushing Blow after running a far distance. Punch, or 2, is a high attack that launches for a combo in the corner. Punch is safe on block but can be ducked and punished when used after certain attacks. Kick, or 3, is a safe mid attack that knocks the opponent away. Stop, or 4, allows The Terminator to cancel out of the stance at the cost of 1 bar of Defensive Meter.

Note: The Amplified Tackle Krushing Blow is dependent on how long The Terminator runs and not how far.

Death Grip – D+Throw
An air grab that can be directed forward or backward. When Amplified, restands the opponent and allows The Terminator to combo from it.

Final Judgment

Incapacitator – BF1
An unblockable attack that temporarily attaches itself onto the opponent. While attached, disables the opponent’s ability to perform an Amplified Attack or use Environmental Interactables. Can be used as a combo ender to prevent opponents from using Roll Escapes and Getup Attacks.

Rolling Ion Grenade – BF3
Throws out a mid projectile attack that explodes after a short period of time. Can be directed close, mid or far. Can be used as a combo ender to prevent opponents from getting up on knockdown. On block, leaves The Terminator at a huge advantage. When Amplified, explodes immediately and is used as a combo starter or extender.

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