Power Dunk in Ultimate.
Terry tilts his cap backward before leaping into the air, hitting twice with his knee while taking the opponent with him, and performs a downward-angled diving punch toward the ground. While performing the move, Terry says either "Power Dunk!" or "Beat up!" After performing the move, Terry then tilts his cap back to its original position. The move sends diagonally outward at a harsh angle, with high KO potential if inputted with a command. The move has low enough ending lag in the air for Terry to safely recover afterward. It can also autocancel, making it neutral on shield in most situations where it happens.
Like all of Terry's special moves, Power Dunk has two variations depending on how long the button is held, although in this case it only affects the height of Terry's initial hop and the pause before he punches downward, with the move's damage and knockback unaltered. The light version performs a shorter hop and a faster punch, while the heavy version allows Terry to jump past the bottom platforms of Battlefield, and slightly delays the punch.
Input Power Dunk
If the player performs the move's original input (→↓↘+attack/special or the "Shoryuken command" as mentioned by Masahiro Sakurai), Terry will perform a stronger version of the move. The command-input version causes energy surrounding Terry's fist to leave a white-blue trail. The command input version will also meteor smash a few frames after Terry is falling, with the sweetspot being the center of Terry's fist, before becoming a stronger version of the initial hitbox. The meteor smash hitbox doesn't send into tumble at first and gives enough frame advantage to confirm jab, grab, and down tilt on most characters. Additionally, the move grants Terry intangibility from frames 6 to 12, allowing it to work as a combo breaker, anti-air, or out of shield option. The Tiger Knee technique can be used with this version to easily autocancel the move, making it safer on-stage, allow for powerful combos, and provide neutral frame advantage on shield.
Terry can perform a Power Dunk out of some standard attacks, as part of his special move canceling mechanic. By pressing the down special input or command input after connecting with one of certain standard attacks, Terry will cancel the ending lag of the attack and perform a Power Dunk. This can be used for combos. One of the most commonly used combos involves special-canceling Terry's neutral attack before its third hit into Power Dunk, although this can be SDI'd out of by holding in if hit on the ground, or up and inwards if hit in the air, often making Terry either delay Power Dunk or only use the first hit of neutral attack. Plus, Rising Tackle can be used with charge partitioning to act as a 50/50.
Power Dunk itself can be cancelled into Terry's Final Smash, Triple Wolf during the rising hits.
|Knock opponents into the air with a knee strike, then follow up with a diagonal downward punch.
Power Dunk is a move in Terry's repertoire that first appeared in Fatal Fury 3: Road to the Final Victory, introduced as a reference to his love of basketball and slam dunks. The move is typically performed with → ↓ ↘ + light/heavy kick. The heavy version travels a much farther distance and has more invincibility than the light version, but has much longer recovery time to compensate. The move has remained a staple in Terry's moveset in every game since, though it was removed from Terry's moveset in The King of Fighters XIII and The King of Fighters XIV, being changed to a powerful CLIMAX Move called Star Dunk Volcano in the latter game.
Names in other languages
- Power Dunk is the only special move of Terry’s to have not appeared in his debut game.