Dream Cancel Forum

King of Fighters XIII => Character Discussion => Terry Bogard => Topic started by: steamwolf on December 12, 2011, 05:21:29 AM

Title: Terry Bogard Combo Thread
Post by: steamwolf on December 12, 2011, 05:21:29 AM
This thread is a WIP

The purpose of this thread is to talk about combos for Terry. Beyond that though, I want some community help and feedback on this subject. I'll be trying to handle this same approach with other characters as well, so same said assistance and feedback will be great. Basically? I'd like to try and highlight the combos that are the most useful/damaging/viable for competitive play. I have decided to take a page from dustloop, and for the most useful combos? They will be highlighted in red. That will be up to you guys to help us decide. I'll of course mess with what I can to see what is viable and what is not. If you wish to submit new combos, just post in this thread a combo and I will place it in the op post. Same goes with strategies and frame data. Otherwise? Take this information if it helps you, or help me help everyone else and point out the ones worth using and what's not.

I'd also like some help in pointing out which combos are bnbs, and what aren't. Listing if something is corner, how much stock/drive it uses, etc is also appreciated. For consistency's sake, I'll be posting everything up here the same way it is on the wiki. Everything in the wiki can just be viewed below:

Combos

http://dreamcancel.com/wiki/index.php?title=Terry_Bogard_%28XIII%29#Combos (http://dreamcancel.com/wiki/index.php?title=Terry_Bogard_%28XIII%29#Combos)


No Stock, No Drive Gauge -

[spoiler]You can do the following as a starter:
st.C, df+C =>
st.D, df+C
d.B, d.A, d.C =>
d.C, df+C (Need to be close) => (Very impractical, the above is much better)
d.B, d.A, df+C (Need to be really close) => (with the new target combo, this is obsolete)

All of the above starters link to the following:
=> qcb+K (Crackshoot) (blockstring)
=> qcf+A/C (Power Wave) (blockstring)
=> qcb+A

d.B x3, st.B, qcb + B/D


Safeish enders
=> qcf+A (Use against grapplers. is vulnerable to guard roll, but otherwise its completely safe. try baiting guard rolls)
=> qcb+B/D (Use on everyone else. B version is -2 frames on block, D version is +1 if they block low and like -1 if they block standing. Either way, very safe but can be command grabbed) (many characters can make this move whiff by whiffing cr.b. the move is dangerous to use excessively especially if the opponent knows about the exploit)


d.D, df+C, qcb+B/D [blockstring] - Does a lot of guard damage for not putting you very close to your opponent as well as being whiff cancellable. Sets you up to guard crush people from a frame trap. [/spoiler]


No Stock, 1+ Drive Gauge -

[spoiler][corner]st.C, df.C xx qcb+A (DC) qcb+K, d~u+C - (337)

st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)[/spoiler]


No Stock, 2 Drive Gauge -


1 Stock, No Drive Gauge -

[spoiler]You can do the following as a starter:
st.C, df+C =>
st.D, df+C
d.B, d.A, d.C =>
d.C, df+C (Need to be close) =>
d.B, d.A, df+C (Need to be really close) =>

All of the above starters link to the following follow-ups:
=> qcb, hcf+A/C (Power Geyser)
=> qcfx2+B/D (Buster Wolf)


d.B x3, st.B, qcb db f + P/qcf x2 + K/ qcb + AC/qcb + BD


Combo Starters
st.D, df+C =>
st.C, df+C =>
d.D (blocked), df+C =>
d.b, d.A, d.C =>

Safeish enders
=> qcf+AC (Use to continue pressure or add in a mix up_
=> qcb+BD (Use after d.Bx2 or a blocked d.D for low-high mix up_


[Blockstring] Standing D, df.C, qcf+AC -->


st.C (2), df.C, qcb+A, (DC) qcb+B/D, d/u+AC


d.D -> df+C -> qcf+AC -> qcb+D -> st.C (2 hits) -> df+C -> qcb+D -> st.C[/spoiler]


1 Stock, 1+ Drive Gauge -

[spoiler]You can do the following as a starter:
st.C, df+C =>
st.D, df+C
d.B, d.A, d.C =>
d.C, df+C (Need to be close) =>
d.B, d.A, df+C (Need to be really close) =>

All of the above starters link to the following follow-ups:

=> qcb+A (Burn Knuckle) [DC] qcb+K (Crackshoot), d~u +AC (EX Rising Tackle) OR d~u+A/C (Rising Tackle) (#1 BnB) (392-407 dmg)


=> qcb+A (Burn Knuckle) [SC] qcfx2+K (Buster Wolf)(EX too)/ qcb, hcf + P (Power Geyser) (EX too)


=> qcf+A (Power Wave) [SC] qcfx2+K (Buster Wolf)(EX too)/ qcb, hcf + P (Power Geyser) (EX too)[/spoiler]


1 Stock, 2 Drive Gauge -


2 Stock, No Drive Gauge -


2 Stock, 1+ Drive Gauge -

[spoiler]Corner only => qcb+A (Burn Knuckle), [DC] qcb+D (Crackshoot), qcfx2 + BD (EX Buster Wolf)[/spoiler]


2 Stock, 2 Drive Gauge -


3 Stock, No Drive Gauge -

[spoiler]st.C, df+C, qcb+A, qcb+D, qcb hcf+AC (EX Power Geyser), qcfX2 B/D or BD (Either EX or regular Buster Wolf)
Regular does 551 dmg, EX does 656 dmg.[/spoiler]


Hyper Drive Combos -

[spoiler]*2 Stock, 2 Drive Gauge -
j.D, st.D, df+C, [HDA] st.D, df+C, qcf+A, [HDC] qcfX2+AC -delay- qcb+A = 696 dmg

*Note: You can run up and do burn knuckle or if you're too far away and have another bar, you can use EX burn Knuckle to hit him.


2 Stock, 2 Drive Gauge -
(corner)j.D, st.D, df+C, [HDA] st.D, df+C, qcf+C, [HDC] qcfX2+AC -delay- qcb+A, d~u+C = 750 dmg


3 Stock, 2 Drive Gauge -
(corner)st.C, df+C, qcb, hcf+CB {HD BYPASS}, [MC] qcfx2+AC, run up qcb+A, d~u+C = 805 dmg


Position: 2p starting position(a bit less if you use the alternative listed in notes.).
j. D, D, f + A, BC, D, f + A, qcb + A, qcb db f + AC, qcfx2 + AC, qcb + A, qcb + B, d~u + C


j. C, D, f + A, BC, D, f + A,  qcb + A, qcb + AC, d~u + C, qcb + C, qcb + D, d~u + C, qcb + C, qcb + D,  d~u + C/AC


Position: 2p starting position(a bit less if you use the alternative listed in notes.).
j. C, D, f + A, BC, D, f + A, qcf + C, qcf x2 + B/D, qcf x2 + AC,  qcb + A,  qcb + B,  d~u + C


j.D, st.D, f+A [HDA], st.D, f+A, qcb+AC, qcb+B, d~u+C (1) [HDC], qcb+C [HDC], ~delay~ qcb+D , d~u+C (1) [HDC], qcb+C [HDC], ~delay~ qcb+D [, d~u+C = 727 dmg


s.C ->  df + C -> (BC) s.C, df + C xx  qcf + A/C xx  qcf x2 + B/D xx qcf x2 + AC


j.D ->  D ->  f + A -> BC ->  D ->  f + A ->  qcb + A ->  d~u + C (HDC) ->  qcb + C (opponent in corner) ->  qcb + B ->  d~u C (HDC) ->  qcb + C ->  qcb + B ->  d~u + C (HDC) ->  qcb + AC ->  qcb + D (DC) ->  d~u + AC - 789 damage, 2 power gauges. Also requires all your drive meter and the corner, of course.


Cross-up j.D -> D ->  df + C -> BC -> D ->  df + C ->  qcb + A(HDC) ->  d~u + C (HDC) ->  qcb + C ->  d~u + C(HDC) ->  qcb + C ->  qcb + D  ->  qcfx2 + B (MC) -> qcfx2 + AC (opponent in corner) ->  qcb + A  ->  d~u + AC


Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, Super Cancel Level 2 Power Geyser, Max Cancel Trinity Geyser.  935 Damage Potential, 830 Damage Actual if you wind up in the corner, 746 Damage Actual if you start near the corner (both Power Geyser and Trinity Geyser lose a hit here).


Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, HD Cancel B Crack Shot, Level 1 Buster Wolf, Max Cancel Trinity Geyser.  800 Damage Potential, 710 Damage Actual if you wind up in the corner.


2 Drive, 4 Super (same as above but sans B Crack Shot):
Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, HD Cancel EX Burn Knuckle, (Turn Around), Level 1 Buster Wolf, Max Cancel Trinity Geyser.  887 Damage Potential if you stay out of the corner, 790 Damage Actual if you go there.


Hop D, standing D, towards+A, HD Activate, standing D, towards+A, A Burn Knuckle, HD Cancel EX Burn Knuckle (into corner, Don't Turn Around), HD Cancel B Crack Shot, (Pause a few frames here or else the EX Burn Knuckle will miss), C Rising Tackle, HD Cancel EX Burn Knuckle (this is not as bad as Trial 5), A Burn Knuckle, HD Cancel EX Burn Knuckle, HD Cancel D Crack Shot, C/AC Rising Tackle.  812 damage/860 Damage


Hop D, standing D, towards+A, HD Activate, standing D, A Burn Knuckle, HD Cancel EX Burn Knuckle (into corner, Don't Turn Around), HD Cancel B Crack Shot, C Rising Tackle, HD Cancel C Burn Knuckle (this is not as bad as Trial 5), HD Cancel EX Burn Knuckle, HD Cancel B Crack Shot, Level 1 Buster Wolf, Max Cancel Trinity Geyser.  830 Damage Actual, unfortunately there's no way to set up a Damage Potential scenario with this combo.[/spoiler]


Notes
Title: Re: Terry Bogard Combo/Strategies/Frame Data Thread
Post by: steamwolf on December 12, 2011, 05:23:31 AM
Reserved
Title: Re: Terry Bogard Combo/Strategies/Frame Data Thread
Post by: steamwolf on December 12, 2011, 05:23:51 AM
Reserved
Title: Re: Terry Bogard Combo Thread
Post by: blackgenma on December 12, 2011, 05:06:40 PM

No Stock, No Drive Gauge -

You can do the following as a starter:
st.C, df+C =>
st.D, df+C
d.B, d.A, d.C =>
d.C, df+C (Need to be close) => (this sounds very impractical, the above is much better)
d.B, d.A, df+C (Need to be really close) => (with the new target combo, this is is obsolete)

All of the above starters link to the following:
=> qcb+K (Crackshoot) (blockstring)
=> qcf+A/C (Power Wave) (blockstring)
=> qcb+A

d.B x3, st.B, qcb + B/D


Combo Starters (this section s nearly identical to the one above it, all it does is cause clutter)
st.D, df+C =>
st.C, df+C =>
d.D (blocked), df+C => (is there a reason to try this?)
d.B, d.A, d.C =>

Safeish enders
=> qcf+A (Use against grapplers. is vulnerable to guard roll, but otherwise its completely safe. try baiting guard rolls)
=> qcb+B/D (Use on everyone else. B version is -2 frames on block, D version is +1 if they block low and like -1 if they block standing. Either way, very safe but can be command grabbed) (many characters can make this move whiff by whiffing cr.b. the move is dangerous to use excessively especially if the opponent knows about the exploit)


[Blockstring] d.B, d.A, df.C, qcf+A/qcb+b (this is very much like the above two sections. with a little adjustment of the top section, its not needed)

NOTE: all combos starting with st.C, df+C can also be started with d.B, d.A, d.C

No Stock, 1+ Drive Gauge -

st.C, df.C xx qcb+A (DC) qcb+K, d~u+C - (337)


I added some changes to the early segment of the first post. the red is self explanatory, while the bold are notes that I added. I think we should start by filtering out the simple combos and clean up whats good or not, and then move up from there.

I also notice you have some combos that use icons. how can we highlight them red if they use icons?
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on December 12, 2011, 08:15:44 PM
d.D, df+C, qcb+B/D is a valid blockstring. It also does a lot of guard damage for not putting you very close to your opponent as well as being whiff cancellable.

It also sets you up to guard crush people from a frame trap.
Title: Re: Terry Bogard Combo Thread
Post by: steamwolf on December 12, 2011, 08:28:16 PM
I also notice you have some combos that use icons. how can we highlight them red if they use icons?

Thanks for your suggestions! And I can change those over to just text later. For the sake of speed, I just copy/pasted but I can swap those over to text. Are there any in particular you think should be red out of those?

Edit: I've made the changes based on what you suggested in your notes. I'll work on swapping those HD combos to text instead of icons.
Title: Re: Terry Bogard Combo Thread
Post by: blackgenma on December 13, 2011, 06:48:45 AM
gonna wanna edit the following:

1 drive, no stock:

(corner only) st.C, df.C xx qcb+A (DC) qcb+K, d~u+C - (337)


put corner only on the combo above.
and add this one as a none corner option

st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)
Title: Re: Terry Bogard Combo Thread
Post by: slychivas on December 13, 2011, 04:43:51 PM
NOt sure where to post this, but new with kof 13 here.

i'm having trouble with one of his trials it 6 or 7.

How do you cancel the  ;dn ;up ;a into  ;dn ;db ;bk ;fd ;a? I just get a regular cancel into said move. any shortcuts?
Title: Re: Terry Bogard Combo Thread
Post by: meiji_99 on December 13, 2011, 06:13:47 PM
@slychivas
for complete that trial you can do alternative way.
for me  ;dn  ;up  ;a (DC),  EX ver ;dn  ;db  ;bk  P, then do  ;dn  ;db  ;bk  ;db  ;fd P
Title: Re: Terry Bogard Combo Thread
Post by: x25a on December 13, 2011, 10:24:16 PM
@slychivas
for complete that trial you can do alternative way.
for me  ;dn  ;up  ;a (DC),  EX ver ;dn  ;db  ;bk  P, then do  ;dn  ;db  ;bk  ;db  ;fd P

Pretty sure that the trial he mentioned is an HD combo and you wont have enough drive gauge to do it that way.  Anyways the only way to do that cancel is to do   ;dn ;db ;bk ;ub ;up +  ;a(you may have to delay input a little or you get a burn knuckle) , ;bk ;db ;dn ;df ;fd  + ;a
Title: Re: Terry Bogard Combo Thread
Post by: Rex Dart on December 14, 2011, 05:44:09 AM
Is there any consensus on what the best HD combo starter is?

cl. D, f+A, or just cl.C, seem the easiest to input.

cl. D, df+C does more damage in longer combos, I believe.
Title: Re: Terry Bogard Combo Thread
Post by: x25a on December 14, 2011, 12:33:01 PM
Is there any consensus on what the best HD combo starter is?

cl. D, f+A, or just cl.C, seem the easiest to input.

cl. D, df+C does more damage in longer combos, I believe.

Its really dependent on position, cl. D, f+A is the best for dmg in longer combos but D, df+C allows you to do certain midscreen combos that involve neomax with less spacing requirements(less forward movement).
Title: Re: Terry Bogard Combo Thread
Post by: slychivas on December 14, 2011, 03:52:31 PM
@slychivas
for complete that trial you can do alternative way.
for me  ;dn  ;up  ;a (DC),  EX ver ;dn  ;db  ;bk  P, then do  ;dn  ;db  ;bk  ;db  ;fd P

Pretty sure that the trial he mentioned is an HD combo and you wont have enough drive gauge to do it that way.  Anyways the only way to do that cancel is to do   ;dn ;db ;bk ;ub ;up +  ;a(you may have to delay input a little or you get a burn knuckle) , ;bk ;db ;dn ;df ;fd  + ;a

ok thanks, i was just trying to do the raw inputs but wasn't working. this method sounds like it will work. thanks fr you help!!
Title: Re: Terry Bogard Combo Thread
Post by: steamwolf on December 14, 2011, 06:08:10 PM
gonna wanna edit the following:

1 drive, no stock:

(corner only) st.C, df.C xx qcb+A (DC) qcb+K, d~u+C - (337)


put corner only on the combo above.
and add this one as a none corner option

st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)

Made the above additions. I'm assuming that "st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)" should be left as a black combo and not red?

Btw for anyone else, if you don't agree with any of the combos please speak up! I want to make sure there's a lot of conversation going on and discussion over it.

Edit: Icons now replaced with standard notation. One part in particular is one of the HD Combos says "four hits" for a qcb + D...are they implying a Drive Cancel here or no?
Title: Re: Terry Bogard Combo Thread
Post by: x25a on December 14, 2011, 08:28:55 PM
Edit: Icons now replaced with standard notation. One part in particular is one of the HD Combos says "four hits" for a qcb + D...are they implying a Drive Cancel here or no?

Pretty sure in that case its drive canceled and it implies that it lands all 4hits.
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on December 14, 2011, 10:02:51 PM
You know you did it right if you managed to get 4 hits. It only gets 4 hits on a juggled opponent at a specific height.
Title: Re: Terry Bogard Combo Thread
Post by: steamwolf on December 14, 2011, 10:50:15 PM
Then I am just gonna remove the "4 hits" thing and replace it with (DC)
Title: Re: Terry Bogard Combo Thread
Post by: slychivas on December 15, 2011, 03:33:56 AM
whats the input to go from  ;dn ;db ;bk ;a to  ;dn ;up ;a??

is there a short cut to this?? can't complete some of his trials cuz i have no idea how to cancel this thing...
Title: Re: Terry Bogard Combo Thread
Post by: Saitsuofleaves on December 15, 2011, 03:50:22 AM
whats the input to go from  ;dn ;db ;bk ;a to  ;dn ;up ;a??

is there a short cut to this?? can't complete some of his trials cuz i have no idea how to cancel this thing...

No shortcut, just start charging down IMMEDIATELY after inputting Burn Knuckle.  Wait until you get to the DC point of Burn Knuckle, then let it rip.
Title: Re: Terry Bogard Combo Thread
Post by: slychivas on December 15, 2011, 05:45:57 AM
gotcha thanks dude! so timing is fast then is what it looks like.
Title: Re: Terry Bogard Combo Thread
Post by: Saitsuofleaves on December 15, 2011, 05:52:00 AM
gotcha thanks dude! so timing is fast then is what it looks like.

Actually not really, the only fast timing you really need is going from Burn Knuckle immediately to Down to start charging.  Other than that, it's very rhythmic.
Title: Re: Terry Bogard Combo Thread
Post by: MUSOLINI on December 15, 2011, 07:04:28 AM
ffor corner hd combos use as many ex  ;dn ;db ;bk ;a ;c 's your dm bars allow you to do. his supers and neomax are not worth it in the corner imo.

it also seems  ;dn ;df ;fd x2 K can be followed up without max cancellling ifyou hit the first hit very high so that the geyser like energy hits them after a delay.

far  ;c and if possible far ;d (?) are also great and damaging HD starters when you have your opponent in or near the corner.
Title: Re: Terry Bogard Combo Thread
Post by: LouisCipher on December 15, 2011, 07:36:26 AM
I had a hunch even before I clicked on the Terry subforum that Steam would have a lengthy thread on our favorite Engrish character.  ;)

I'm tempted to check him out. I like the fact that he has two EX Supers. LK Crack Shoot is safe on block, his crouching links are really easy, and Rising Taco beats a lot of jump ins. It just takes more work to do damage off of Hyper Drive mode and his Neo Max sucks in the corner.
Title: Re: Terry Bogard Combo Thread
Post by: steamwolf on December 15, 2011, 07:49:43 AM
Of course I would! Haha

Yeah Terry is still a character that is great for beginners, but he's one you gotta try real hard with in higher level. I'm not even very good at doing HD combos yet lol. I'm just hoping we can get more feedback on him and what combos are most recommended etc etc. I plan to do this for the rest of the FF team, and for everyone else too if need be.
Title: Re: Terry Bogard Combo Thread
Post by: LouisCipher on December 15, 2011, 08:09:00 AM
I'm thinking of making Billy my 2nd and Terry would be the 1st in my team. I just need someone who's good at fundamentals and can build meter real well.

His Standing CD is really good and is an easy cancel into Crack Shoot or Fireball.
Title: Re: Terry Bogard Combo Thread
Post by: steamwolf on December 15, 2011, 09:41:27 AM
I'm particularly fond of qcb + D blockstrings since it's so easy to pull off and is usually pretty safe.
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on December 15, 2011, 10:11:59 AM
I think setting Terry up for a block string is the way to get in for damage.

Here's how I like to approach it.

j.D (blocked), d.D (blocked), df+C, qcb+D =>

If they don't low B and they're not a grappler, you got this because the d.D insures they're blocking low for most of it. From here, you can do two things.

st.C (blocked), qcf+AC, dash, st.D, f+A [HDA], st.D (guard crush), f+A HD combo.

or

st.C (hit them), f+A, HD combo/ regular combo.

It gives you a lot of options really because you're like +2 if they block low so you're at advantage if they block it. If you hit them, you're most likely at neutral. That's the one thing I hate about qcb+D. If you combo into it, you don't get anything if they're standing.
Title: Re: Terry Bogard Combo Thread
Post by: blackgenma on December 15, 2011, 01:20:13 PM

Made the above additions. I'm assuming that "st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)" should be left as a black combo and not red?


you should probably make the corner only one black and the other red. since it will work anywhere and the damage difference really isn't that great.

I don't like the way 1 bar, 0 drive section is set up. it feels like a pain to read since its so reminiscent of the no drive and no bar section. I'll run through whats posted and give a suggestion based on my findings when I get the chance.
Title: Re: Terry Bogard Combo Thread
Post by: steamwolf on December 15, 2011, 03:05:28 PM
Anything you can think of to make it easier to read? Would hyphens helps?
Title: Re: Terry Bogard Combo Thread
Post by: CCVengeance on December 15, 2011, 03:13:15 PM
steamwolf, thanks for this very useful thread. ;)
Title: Re: Terry Bogard Combo Thread
Post by: blackgenma on December 15, 2011, 03:42:29 PM
Anything you can think of to make it easier to read? Would hyphens helps?

I was thinking of a simple and to the point combo listing. just show the inputs and the damage values. the annoying thing about the combos when listing them is that he's got a number of valid starters for what are essentially the same combo. for example:

st.C df.C xx qcbhcf+P - (310)

you can also start the combo with any other of the starters listed too. but this information is basically the same as the 0 drive and 0 meter section. its redundant. if there's a suggestion I can make right away, maybe just say "all combos starting with st.C df.C can be also be started with "blah blah" at the top of the post so we don't have to see the same information posted twice.
 
but this bring into question which specific combo starter do we list and what criteria we base it off. its not too important, the simple combos are easy to understand and I don't think much hand holding is required.

or leave it as is. my only complaint is that its ugly to look at really.
Title: Re: Terry Bogard Combo Thread
Post by: MUSOLINI on December 15, 2011, 07:02:41 PM
I think setting Terry up for a block string is the way to get in for damage.

Here's how I like to approach it.

j.D (blocked), d.D (blocked), df+C, qcb+D =>

If they don't low B and they're not a grappler, you got this because the d.D insures they're blocking low for most of it. From here, you can do two things.

youd have to be stupid or not know the game if you keep blocking low after the d.D. terry has no ways to hit you low after cancelling the d.D, add the fact that ;dn ;db ;bk ;d is way more frames + on block when crouching and ex version basically becomes an instant overhead, why anybody that actually knows the game would keep blocking low after the d.D, is beyond me. now if terry still had his firekick (which he should have had imo) than id understand.
Title: Re: Terry Bogard Combo Thread
Post by: x25a on December 15, 2011, 08:00:43 PM
I think setting Terry up for a block string is the way to get in for damage.

Here's how I like to approach it.

j.D (blocked), d.D (blocked), df+C, qcb+D =>

If they don't low B and they're not a grappler, you got this because the d.D insures they're blocking low for most of it. From here, you can do two things.

st.C (blocked), qcf+AC, dash, st.D, f+A [HDA], st.D (guard crush), f+A HD combo.

or

st.C (hit them), f+A, HD combo/ regular combo.

It gives you a lot of options really because you're like +2 if they block low so you're at advantage if they block it. If you hit them, you're most likely at neutral. That's the one thing I hate about qcb+D. If you combo into it, you don't get anything if they're standing.

I tested the above against Kyo in training mode and found the following:

If your opponent reads the qcb+D he can straight out beat it with a dp+A or trade with a d+C.  
The 2nd block string with the EX power wave is very risky, there is enough time to hop over it and hit a big punish.

Edit: you can actually just hold down and mash C with kyo and you will always trade with the qcb+D.
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on December 16, 2011, 01:53:13 AM
I think setting Terry up for a block string is the way to get in for damage.

Here's how I like to approach it.

j.D (blocked), d.D (blocked), df+C, qcb+D =>

If they don't low B and they're not a grappler, you got this because the d.D insures they're blocking low for most of it. From here, you can do two things.

youd have to be stupid or not know the game if you keep blocking low after the d.D. terry has no ways to hit you low after cancelling the d.D, add the fact that ;dn ;db ;bk ;d is way more frames + on block when crouching and ex version basically becomes an instant overhead, why anybody that actually knows the game would keep blocking low after the d.D, is beyond me. now if terry still had his firekick (which he should have had imo) than id understand.

'Cause they don't want to be sweeped and put into a knocked down situation. You don't have to be stupid or not know the game. A lot of characters can cancel their sweeps into specials which makes it safer. Kensou, K', Robert, Saiki, Ash, and Terry. Throwing out low light attacks into a staggered sweep is a basic tactic. It's even more useful because you can cancel it into df+C. Even if it whiffs, you can empty cancel into a fairly vertical command normal to keep them in their place.

I'm well aware that qcb+D has its disadvantages. That's why it's an option, but not using the tools because they're risky is just as dumb. I'm not saying abuse it, but I am saying it should be noted and used. You can also set this up from d.B, d.A, d.C or d.B x2~3 st.B so you don't have to do a sweep.

@x25: Kyo could probably low B into it. The point is that you're on block, and if I'm not doing it every time, you'll have to react to it. You could mash down C to trade, but there's a regular power wave, B crackshoot, or EX Power Wave. It's an option not a lot of people are prepared to answer if you spring it on them, which is what I'm saying. Each one can be used. This particular one leads to the best advantage, but you don't have to use it over and over again.

Aside from d.B, punish it with a dp (-10%) or a d.C (-7%) is not a huge gamble if that's all you're going to get off of it.

Title: Re: Terry Bogard Combo Thread
Post by: LouisCipher on December 16, 2011, 06:29:19 AM
Really digging Terry on 1st. Good overall fundamentals and he builds meter pretty quickly. I rarely jump in with him, but I don't really play Turtle. I use Crackshoot and CD to get in when I see it, but I almost dare them to jump at me so I can use his AA Super or Rising Taco.
Title: Re: Terry Bogard Combo Thread
Post by: x25a on December 16, 2011, 10:13:23 AM
Quote

'Cause they don't want to be sweeped and put into a knocked down situation. You don't have to be stupid or not know the game. A lot of characters can cancel their sweeps into specials which makes it safer. Kensou, K', Robert, Saiki, Ash, and Terry. Throwing out low light attacks into a staggered sweep is a basic tactic. It's even more useful because you can cancel it into df+C. Even if it whiffs, you can empty cancel into a fairly vertical command normal to keep them in their place.


If you land the sweep with Terry you can cancel it into qcb+B/D and it will give you enough time to throw an ex power wave that will pass over the opponent just as he wakes up.  It can only be guarded by holding back even if it hits behind the opponent(is this some sort of hitbox mess up?).

Quote
I'm well aware that qcb+D has its disadvantages. That's why it's an option, but not using the tools because they're risky is just as dumb. I'm not saying abuse it, but I am saying it should be noted and used. You can also set this up from d.B, d.A, d.C or d.B x2~3 st.B so you don't have to do a sweep.

@x25: Kyo could probably low B into it. The point is that you're on block, and if I'm not doing it every time, you'll have to react to it. You could mash down C to trade, but there's a regular power wave, B crackshoot, or EX Power Wave. It's an option not a lot of people are prepared to answer if you spring it on them, which is what I'm saying. Each one can be used. This particular one leads to the best advantage, but you don't have to use it over and over again.

Aside from d.B, punish it with a dp (-10%) or a d.C (-7%) is not a huge gamble if that's all you're going to get off of it.

I never said not to use them i just listed ways that they can be punished.  Its always best the mix up qcb+B/D to keep your opponent guessing which one you used. 
Title: Re: Terry Bogard Combo Thread
Post by: SoundlessADVIII on December 22, 2011, 01:00:21 AM
I'm having a really hard time during the drive from the rising tackle into the power geyser. Anybody having any ideas on how to execute properly?
Title: Re: Terry Bogard Combo Thread
Post by: Gimnbo on December 24, 2011, 07:58:06 AM
I'm having a really hard time during the drive from the rising tackle into the power geyser. Anybody having any ideas on how to execute properly?

I think Reiki pointed out a while back that you can charge  ;dn and then go  ;db ;bk ;ub ;up to do the Rising Tackle and then buffer into Power Geyser by doing  ;db ;fd.

That said, I find that it's still not easy to pull off consistently.
Title: Re: Terry Bogard Combo Thread
Post by: slychivas on December 27, 2011, 11:27:58 PM
Your right he did point it out that way, I can get it pretty consistently now and can be learned with that method.

But to buffer it in I do this  ;dn ;db ;bk ;ub ;up ;uf once the rising tackle hit's I cancel it into ;db ;fd.


I'm having trouble with his first HD combo in the trials mode, I can't get the final part of the combo that is, crack shoot, rising tackle, power geyser? The rising tackle always misses don't know when i'm supposed to cacnel the crackshoot into rising tackle, any tips?
Title: Re: Terry Bogard Combo Thread
Post by: SoundlessADVIII on December 28, 2011, 12:42:47 PM
I'm having a really hard time during the drive from the rising tackle into the power geyser. Anybody having any ideas on how to execute properly?

I think Reiki pointed out a while back that you can charge  ;dn and then go  ;db ;bk ;ub ;up to do the Rising Tackle and then buffer into Power Geyser by doing  ;db ;fd.

That said, I find that it's still not easy to pull off consistently.


thanks I'll try it. I'm just trying to master drive canceling. So I can master HD combos. So far the HD combos in trial seem pretty difficult. If its one thing I have to learn in this game is the HD combos which seem to pull off. At least for now til I get the timing.
Title: Re: Terry Bogard Combo Thread
Post by: WINBACK on December 29, 2011, 05:53:44 PM
To offline serious/tournament players: what HD combo have you been using in matches that you rarely drop? Even after clearing all 10 Missions and watching videos (most of that is just flashy, showcase shit) I still haven't really gotten a hold of a solid-yet-practical Terry HD combo so I need something to start with. Also take screen-position into account, because I know the corner can affect most of Terry's HD combos.

In the meantime I've just been using HD Mode as a glorified hit-confirm into Neomax, meaning:
[2 bars] cl.C (2 hits)~f+A~[ACTIVATE] cl.D~f+A~Neomax.
[3 bars] cl.C (2 hits)~f+A~[ACTIVATE] cl.D~f+A~Buster Wolf~Neomax.

Both of them suck in the corner because of Terry's Neomax (and EX Power Geyser isn't much better as a replacement) but it's quick, easy damage that at least puts the HD gauge to use. I'd like something better though, so I thought I'd get some ideas from you guys. The only other thing I use the HD gauge for with Terry is Super Canceling into Buster Wolf or EX Power Geyser after doing qcb+A combos, but that's pretty expensive for half of your Drive Gauge.

Appreciate any help.
Title: Re: Terry Bogard Combo Thread
Post by: Saitsuofleaves on December 29, 2011, 06:32:53 PM
Honestly man, I wouldn't even bother with adding a HD combo to your game.  Terry already does 35-40% on 1 Drive, 1 Meter.  At the moment, the only reason you'd want an HD combo, is to make sure you finish an opponent when the match is on the line and the normal BnB won't get the job done, and honestly your short ones do that just fine.  Plus I don't believe there's any HD combos that actually push OUT of the corner, so Neomaxes in the corner are just worthless period.

Best thing to do for the corner is an elongated juggle combo into EX Buster Wolf.  The one I use every so often is cl.C xx f.A [HD] cl.C xx f.A xx QCB+A [HDC] d~u+P [HDC] QCB+C [HDC] d~u+P [HDC] QCB+C [HDC] QCB+D (4 hits), QCFx2+BD

The thing is though is that it's EXTREMELY spacing specific, and I don't mean horizontally.  If you do not cancel and juggle at the right times (aka as late as goddamn possible in order to get the right juggle height and also...you know, actually get the HDC), D Crack Shoot will not hit 4 times, and you won't be able to land jack shit after it.  If you can get it down though, that's two meters for solid enough damage to at least have in your corner when you think you need it.
Title: Re: Terry Bogard Combo Thread
Post by: WINBACK on December 29, 2011, 07:00:38 PM
Thanks. I noticed too that most people just stick to doing Drive Cancels after qcb+A (but they do something better than I do, like Crack Shot into EX Rising Tackle, so I'll try that). It makes sense seeing how practical it is.

I'll give that HD combo a try later on and see how it suits me. Does it make any difference if you use Rising Tackle A or C in those juggles?
Title: Re: Terry Bogard Combo Thread
Post by: Saitsuofleaves on December 29, 2011, 07:06:33 PM
Well, yeah his BnB is (whatever starter) xx A Burn Knuckle [DC] B Crack Shoot, into either EX Rising Tackle or Buster Wolf (or normal Rising Tackle in the corner if you don't want to burn the meter).  I use Buster Wolf midscreen because it's pretty close in damage (only a couple points off) and it's a bit less finicky to land midscreen.  In the corner though, EX Rising Tackle all day.

Does it make a difference?  Maybe, I think I usually use C Rising Tackle, but you can try it with A too.  I don't really use it in matches and I've been working on Terry's normal and guard game so I haven't really practiced with it lately so I don't remember too well.
Title: Re: Terry Bogard Combo Thread
Post by: x25a on December 30, 2011, 02:27:37 PM
Well, yeah his BnB is (whatever starter) xx A Burn Knuckle [DC] B Crack Shoot, into either EX Rising Tackle or Buster Wolf (or normal Rising Tackle in the corner if you don't want to burn the meter).  I use Buster Wolf midscreen because it's pretty close in damage (only a couple points off) and it's a bit less finicky to land midscreen.  In the corner though, EX Rising Tackle all day.

Does it make a difference?  Maybe, I think I usually use C Rising Tackle, but you can try it with A too.  I don't really use it in matches and I've been working on Terry's normal and guard game so I haven't really practiced with it lately so I don't remember too well.

For his Bnb its better to use Buster Wolf if you want to throw your opponent in the corner from mid screen and only use EX Rising Tackle when you just want to do max dmg.  I think its best to use the version of rising tackle he feels more comfortable with as it doesn't really do any difference.

Quote
In the meantime I've just been using HD Mode as a glorified hit-confirm into Neomax, meaning:
[2 bars] cl.C (2 hits)~f+A~[ACTIVATE] cl.D~f+A~Neomax.
[3 bars] cl.C (2 hits)~f+A~[ACTIVATE] cl.D~f+A~Buster Wolf~Neomax.

These are good to know when to use from midscreen.  You should add either qcf+C or qcb+A before the Neomax in as it will allow you to follow up after in certain situations(if you don't feel comfortable doing a qcb+A after you can simply use Buster Wolf if you have meter).

Title: Re: Terry Bogard Combo Thread
Post by: blackgenma on January 03, 2012, 11:13:38 AM
in the issue of choosing between  ex rising tackle and buster wolf, I personally always chose buster wolf, because it doesn't raise the opponent's bar like crazy, and its only a few points less on damage. its also easy to turn it into ex buster wolf if your reliant on habit to perform your combos mid match, and you want that extra damage.
Title: Re: Terry Bogard Combo Thread
Post by: steamwolf on January 06, 2012, 10:48:03 AM
Hey guys, been busy with the holidays for awhile. If anyone wants to add anything further or suggest any combos be red/black, feel free to.
Title: Re: Terry Bogard Combo Thread
Post by: MetalThrashingMadman on January 17, 2012, 04:52:47 AM
I've been having problems with a specific combo I saw in one of the Atlus tutorial vids.

 ;d,  ;fd ;a, HD,  ;d,  ;fd ;a,  ;dn ;db ;bk ;a,  ;dn ;db ;bk ;a ;c,  ;dn ;up ;c,  ;dn ;db ;bk ;c,  ;dn ;up ;c,  ;dn ;db ;bk ;c,  ;dn ;db ;bk ;d,  ;dn ;df ;fd ;dn ;df ;fd ;b ;d,  ;dn ;df ;fd ;dn ;df ;fd ;b

I can get till the end, but the EX buster wolf whiffs no matter what. What's up with that?
Title: Re: Terry Bogard Combo Thread
Post by: Saitsuofleaves on January 17, 2012, 05:05:33 AM
Is your D Crack Shoot hitting 3 or 4 times?
Title: Re: Terry Bogard Combo Thread
Post by: MetalThrashingMadman on January 17, 2012, 05:36:04 AM
3 I think. I will have to check tomorrow. How many times does it need to hit?
Title: Re: Terry Bogard Combo Thread
Post by: Saitsuofleaves on January 17, 2012, 05:38:45 AM
Technically you can get it to juggle at 3, but it suddenly becomes a pain in the ass chore.  4 hits makes your life a lot easier.
Title: Re: Terry Bogard Combo Thread
Post by: MetalThrashingMadman on January 17, 2012, 06:12:41 AM
How do I make sure I get 4 hits then? Do I crack shoot sooner or later?
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on January 17, 2012, 06:18:22 AM
You have to time your input so they fall as closer to the ground. It takes some time, but once you get it, you'll never forget it.
Title: Re: Terry Bogard Combo Thread
Post by: MetalThrashingMadman on January 17, 2012, 07:40:31 PM
I take it you mean timing the crackshoot when they are closer to the ground? Cause I tried delaying the buster wolf, but that hasn't helped. It looks like it should connect, but it seems to go right through them.

Thanks for the help though. I'll give it a shot after work.

EDIT: Fuckin' A man! I finally got this shit to work. Now to get this consistent enough that I can actually use it. Thanks for the help everyone.
Title: Re: Terry Bogard Combo Thread
Post by: Blackout2021 on February 03, 2012, 01:59:53 AM
What's the damage on that HD combo anyway. For some reason I can't get the burn knuckle to come out after that 2nd rising tackle so I decided to just omit that from the combo and I got 692 which obviously isn't really worth it for the amount of resources it uses.

Though at the same time I run Terry 3rd so if it turns out my opponent is also on their last character and happen to have below 700 health and I happen to still have all that meter it would be fine, but I think that's way too specific to be that practical.
Title: Re: Terry Bogard Combo Thread
Post by: hdnguyen on February 05, 2012, 09:26:34 PM
What are some good guard crush strings? I have been using j.C > 2B > 2A > 2C > 236AC > j.C > 5C > 3C > 214A and this will guard crush them on the buster wolf and from there do a combo or go into HD.

What I mainly want to know is, is there a reliable guard crush string starting from 2B? I do 2B > 2A > 2C > 236AC > j.C > 5C > 3C > 214D > 5C > 3C and this usually guard crushes them but crack shoot is not that reliable and if they stand block I get thrown / tech or trade.
Title: Re: Terry Bogard Combo Thread
Post by: steamwolf on February 06, 2012, 03:03:32 AM
What are some good guard crush strings? I have been using j.C > 2B > 2A > 2C > 236AC > j.C > 5C > 3C > 214A and this will guard crush them on the buster wolf and from there do a combo or go into HD.

What I mainly want to know is, is there a reliable guard crush string starting from 2B? I do 2B > 2A > 2C > 236AC > j.C > 5C > 3C > 214D > 5C > 3C and this usually guard crushes them but crack shoot is not that reliable and if they stand block I get thrown / tech or trade.

I can't speak for Guard Crush Strings with him too much (though I do imagine Terry is good at them) but I would recommend using more traditional western inputs as opposed to the Japanese numerical system as it's what we use on our wiki and what most people are familiar with. I know I still have to look at my numpad when I see people use numbers lol.
Title: Re: Terry Bogard Combo Thread
Post by: Diavle on February 06, 2012, 03:12:58 PM
Was fooling around with him in practice and man, his Buster Wolf is so freaking fast (was trying the regular non ex version). I'd say its so fast that it feels like you can link it after normals (kinda like what you can do with Rock and his Shining Knuckle in MOTW).

Like I did a close sD, waited to see if it connected and was still able to combo in with the Buster Wolf. This also makes it ideal for comboing from his low target combo since you get a lot of time to input the move.

Anyone know frame date on this? Its gotta be 1 or 2 frames or something.
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on February 06, 2012, 08:21:24 PM
Well, the start-up time for Terry's moves haven't really changed. They said that the EX and the regular buster wolf are the same start-up which made it faster. However, in Arcade, the start-up for it was 11 frames.

I don't think it's 1 frame or even 4 frames, but there's a way you can test it. Use it as a punisher for moves you know the recovery frames for. For example, Kyo's qcf+D. Set a dummy to do it and then block. If you can't punish him, it's more than 3 frames start-up.
Title: Re: Terry Bogard Combo Thread
Post by: Diavle on February 07, 2012, 03:46:30 PM
Yeah, it can't punish it.

They did make it easy to link/combo into after his normals though in that case, thats for sure.
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on February 07, 2012, 05:08:39 PM
Yeah, it can't punish it.

They did make it easy to link/combo into after his normals though in that case, thats for sure.

Can it link into command normals like fwd+A?
Title: Re: Terry Bogard Combo Thread
Post by: Diavle on February 08, 2012, 06:11:59 AM
Yeah, it can't punish it.

They did make it easy to link/combo into after his normals though in that case, thats for sure.

Can it link into command normals like fwd+A?

Tried it and doesn't look like it, f+A has way too much recovery.
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on February 11, 2012, 01:57:23 AM
Found out something funny.

It's not just Max Cancels that give Neomaxes Anywhere juggle properties. HD cancels work too.

From initial training mode position:

2 stock bars, 2 drive bars (HD Mode)
j.D, st.D, df+C, [HDA] st.D, df+C, qcf+A, [HDC] qcfX2+AC -delay- qcb+A = 696 dmg

You can run up and do burn knuckle or if you're too far away and have another bar, you can use EX burn Knuckle to hit him. But that's a 2 bar HD mode combo. With qcf+C instead of A, I bet I could juggle into a free rising tackle. 2 bar HD mode combo for 70%. That's cheap.

EDIT:

Yep, HD cancelling off of qcf+C makes the opponent fly higher which means more combo stuff. Here's my renditions. Must be done near a corner.

2 stock bars, 2 drive bars (HD Mode)

j.D, st.D, df+C, [HDA] st.D, df+C, qcf+C, [HDC] qcfX2+AC -delay- qcb+A, d~u+C = 750 dmg


3 stock bars, 2 drive bars (HD mode)
st.C, df+C, qcb, hcf+CB {HD BYPASS}, [MC] qcfx2+AC, run up qcb+A, d~u+C = 805 dmg

Title: Re: Terry Bogard Combo Thread
Post by: steamwolf on February 11, 2012, 07:37:51 PM
Found out something funny.

It's not just Max Cancels that give Neomaxes Anywhere juggle properties. HD cancels work too.

From initial training mode position:

2 stock bars, 2 drive bars (HD Mode)
j.D, st.D, df+C, [HDA] st.D, df+C, qcf+A, [HDC] qcfX2+AC -delay- qcb+A = 696 dmg

You can run up and do burn knuckle or if you're too far away and have another bar, you can use EX burn Knuckle to hit him. But that's a 2 bar HD mode combo. With qcf+C instead of A, I bet I could juggle into a free rising tackle. 2 bar HD mode combo for 70%. That's cheap.

EDIT:

Yep, HD cancelling off of qcf+C makes the opponent fly higher which means more combo stuff. Here's my renditions. Must be done near a corner.

2 stock bars, 2 drive bars (HD Mode)

j.D, st.D, df+C, [HDA] st.D, df+C, qcf+C, [HDC] qcfX2+AC -delay- qcb+A, d~u+C = 750 dmg


3 stock bars, 2 drive bars (HD mode)
st.C, df+C, qcb, hcf+CB {HD BYPASS}, [MC] qcfx2+AC, run up qcb+A, d~u+C = 805 dmg



Good stuff! Added to the first post. I'm liking the high damage and low cost of these HD combos.
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on February 11, 2012, 08:29:02 PM
Thanks. I feel HD bypassing makes use of meter you otherwise wouldn't use in a match on big, easy damage.
Title: Re: Terry Bogard Combo Thread
Post by: SPLIPH on March 03, 2012, 01:42:52 AM
Hi, ive been wanting to ask this for awhile.

What do you guys think of using (j.D) cr.B, cr.A, cr.C, qcb~hcf+AC  [422/465 dmg] ? I never heard of or seen anyone else use it, so I wonder if im heading in the wrong direction.

IMO his drive has felt much more valuable than burning some extra stocks. using j.D , cr.B , cr.A , cr.C as the starter; it does 23/54 more damage than his 1 stock/1 drive (EX tackle / buster wolf) and i think 22 less dmg than his 2 stock/1 drive (EX buster). It lets Terry pump out roughly the same damage while still allowing him to save for an HD combo.

I use Terry as anchor and i was using the typical 1 stock 1 drive / 2 stock 1 drive  combo. It seemed like i wasnt getting much out of my stock and drives. Unless we were both down to our last char, i always found myself running out of meter to work with. In the past month ive changed the way i use his meters and its let me make some really strong comebacks. Im not gonna lie though, some matches i feel really weak. I think im  just still trying to adjust. Ive been used to my Terry just autopiloting the same combo every hitconfirm.

Anyways, i wanted some second opinions on this. This my first KoF game and ive only played since about a week after release, so im not a strong or knowledgable player by any means.
Title: Re: Terry Bogard Combo Thread
Post by: Frofighter on March 05, 2012, 07:02:59 PM
Hi, ive been wanting to ask this for awhile.

What do you guys think of using (j.D) cr.B, cr.A, cr.C, qcb~hcf+AC  [422/465 dmg] ? I never heard of or seen anyone else use it, so I wonder if im heading in the wrong direction.

IMO his drive has felt much more valuable than burning some extra stocks. using j.D , cr.B , cr.A , cr.C as the starter; it does 23/54 more damage than his 1 stock/1 drive (EX tackle / buster wolf) and i think 22 less dmg than his 2 stock/1 drive (EX buster). It lets Terry pump out roughly the same damage while still allowing him to save for an HD combo.

I use Terry as anchor and i was using the typical 1 stock 1 drive / 2 stock 1 drive  combo. It seemed like i wasnt getting much out of my stock and drives. Unless we were both down to our last char, i always found myself running out of meter to work with. In the past month ive changed the way i use his meters and its let me make some really strong comebacks. Im not gonna lie though, some matches i feel really weak. I think im  just still trying to adjust. Ive been used to my Terry just autopiloting the same combo every hitconfirm.

Anyways, i wanted some second opinions on this. This my first KoF game and ive only played since about a week after release, so im not a strong or knowledgable player by any means.

I have been leaning towards using combos straight to EX Geyser for a while... It is an extremely damaging EX super and it usually comes in after shorter combos making it not scale much. I'm not sure about substituting the corner carry capabilities of the drive cancel to buster wolf, though.
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on March 05, 2012, 09:02:00 PM
It's not particularly easy, but you can do some serious damage with an HD combo and 1 bar. Using a combo straight into an EX Power Geyser isn't too bad at all if you think you can confirm a nice HD combo.
Title: Re: Terry Bogard Combo Thread
Post by: Sharnt on March 06, 2012, 03:28:46 PM
I'm doing the same with Yuri sinde d.B,d.B,s.B,qcfhcb.B is the best option for 1 Ex off of it.
But yeah you must know confirm your HD combo if you do it.
Title: Re: Terry Bogard Combo Thread
Post by: Jon Slayton on April 20, 2012, 11:59:51 AM
What would you guys say is his most consistent, reliable HD combo with 2 stocks?

Is there anything that works anywhere on screen or is it all corner?
Title: Re: Terry Bogard Combo Thread
Post by: Zeromurasame on April 23, 2012, 10:21:05 PM
Hi, ive been wanting to ask this for awhile.

What do you guys think of using (j.D) cr.B, cr.A, cr.C, qcb~hcf+AC  [422/465 dmg] ? I never heard of or seen anyone else use it, so I wonder if im heading in the wrong direction.

I use this combo quite a bit actually. I think it's very helpful as it gives you a very damaging option if you have no drive to spare.

I found a pretty good combo with Terry. If your close to the corner. J.D cl.D-f.A(HD)cl.D-f.A-A Burn Knuckle(HD cancel) EX power geyser-C Rising Tackle(HD cancel)C Burn knuckle(HD cancel) D Crack Shoot-C Rising tackle(HD cancel) C Burn knuckle(HD cancel) D Crack Shoot- EX Rising Tackle.
It does 812 from the aforementioned starter, and does 742 if started from the cr.BAC chain. Pretty good damage and well worth the meter if you ask me.
Title: Re: Terry Bogard Combo Thread
Post by: SPLIPH on April 25, 2012, 07:04:40 AM
What would you guys say is his most consistent, reliable HD combo with 2 stocks?

Is there anything that works anywhere on screen or is it all corner?
this is a great question. ive wondered so myself, but the HD combo list is a bit of a mess to look through lol.

imo his most consistent, reliable, and versatile HD combo is his 1 stock corner combo. it may not be full stage, but can actually be done from really far away. you have a lot of room to work with. he has even easier input HD combos, but due to their strict spacing i wouldnt call them consistent or reliable. they also cost about 3-5 stocks.


1 stock HD [732 dmg]
(j.D) cl.D, f.A > [HD] > cl.D, f.A > qcb+A > [HDC] qcb+AC > ( [HDC] qcb+B > d~u+C > [HDC] qcb+C )x2 > [HDC] qcb+B > d~u+C


the final crackshoot can use a D version instead for 740 dmg if you prefer. ive tried and couldnt maximize the dmg any further than 740 for 1 stock. i hope someone has something more powerful to share.

for 2 stock combo you can end with EX tackle instead for ~782 dmg.  unless the opponent is on their last char, or if im sure the +50 dmg will KO, i just end with C tackle to save the stock. in the very small space that the combo will not work its great to have  stocks for crouching chain > EX geyser. being in that position with 3-5 stocks you can get a 800-1k dmg HD as well.

the max distance on this one is tricky. using j.D, cl.D, f.A as the starter gives it quite a bit more distance than using cr.B, cr.A, cr.C.
Title: Re: Terry Bogard Combo Thread
Post by: SPLIPH on May 26, 2012, 10:01:26 AM
ive been trying to find some low cost full screen HD options with terry lately. mainly because ive been using the crouching chain as HD starter more and more, which shortens the distance a real noticeable amount to do his corner juggle.


full screen 2 stock HD [709 dmg]

cr.B, cr.A, cr.C > [HDA] > cl.D, f.A > qcb+A > [HDC] d~u+C > [HDC] qcb+C > cross up > [HDC] d~u+C > [HDC] qcb+C > cross up > d~u+C > [HDC] qcfx2+AC


opponent will be knocked into the corner. there have been a few times i got trinity geyser to hit 4 times for 784 dmg. not understanding how that works.

full screen 1 stock HD [601~612 dmg]

cr.B , cr.A , cr.C > [HDA] > cl.D, f.A > qcb+A > [HDC] d~u+C > [HDC] qcb+C > cross up > [HDC] d~u+C > [HDC] qcb+C > cross up > [HDC] qcb+D > d~u+AC


i really like this second one because it spits them out in the corner. also cheap! the damage isnt so impressive... but i think its ok damage considering its off a crouching light full screen.
 
compared to his 1-2 stock corner HD, i think its about 20-40 dmg less using crouching chain for both.
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on July 18, 2012, 12:41:23 PM
Terry HD Combos

The first combo can be done quite a way off. (Starting on the P1 side) I can land this combo from the I (in the word fighters) on the stage that says King of fighters in the United Kingdom.

3 Stock, HD 826

[J.d] St.D> F+A xx HD xx St.D>F+A> Qcb+a> [HDC] D~U+C> [HDC] Qcb+PP> Qcb+P> D~U+C> [HDC] Qcb+C> [HDC] D~U+C> [HDC] Qcb+C> [HDC] Qcb+D> qcbhcf+AC> qcb+D> D~U+C
 826 Damage (With jump) and 807 (Without Jump)



Bnb Version

Cr.B> Cr.A> Cr.C xx HD xx St.D>F+A> Qcb+a> [HDC] D~U+C> [HDC] Qcb+PP> Qcb+P> D~U+C> [HDC] Qcb+C> [HDC] D~U+C> [HDC] Qcb+C> [HDC] Qcb+D> qcbhcf+AC> qcb+D> D~U+C
743 Damage

Also, A heads up is depending on high high your opponent is launched after the power geyser you may have to sub out the last D crackshoot for a B Crackshoot, but Don't worry you still get roughly the same damage. For The first combo with the jump you get 820 so only 6 damage missing, and for the one without the jump you hit 799 so you'll miss 8 damage.
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on September 19, 2012, 04:24:35 AM
I was playing around in the lab and found these

mid screen hd 3 meters: Cl.St d> F+a [hd] Cl.St.d> F+a> qcb+b> [hdc] d~u+c> [hdc] qcb+c> [hdc]qcb2x+AC> qcb+AC> qcb+d>st d= 847

4 bars
if you place an ex rising at the end instead of a st d you get 911 no jump.

Have fun!
Title: Re: Terry Bogard Combo Thread
Post by: SPLIPH on September 24, 2012, 09:45:14 PM
thought id share these...
this is a corner HD combo for 3-5 stock. its basically a "BnB" version of the combo used in terrys segment of the guard crush video. i think this combo is easier to do... and more damaging than juggling 3+ EX knuckle. the way this combo works is to get all hits of power geyser and trinity geyser to hit in the corner.

asterik = add stock for EX.
lvl 1 geyser max cancel right away
delay max cancel for EX geyser
if it doesnt kill, can go for st.A / st.C / st.D reset.

cr.B, cr.A , cr.C > [HD] > cr.C > qcf+A > [HDC] > qcb,hcf+A* > [HDC] > qcfx2+AC > qcb+A, qcb+B, d~u+C*

Combo starters with damage:

  cr.B, cr.A, cr.C > [HD] > cr.C = 840 (3) / 930 (4) / 981 (5)

st.C, df.C > [HD] > cr.A, cr.C = 828 / 913 / 964

(j.D) st.D, f.A > [HD] > cr.A, cr.C = 882 / 972 / 1023
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on September 29, 2012, 04:17:06 AM
Good stuff spliph. how hard do you think this would be to set up in an actuall match? Is the range really specific?
Title: Re: Terry Bogard Combo Thread
Post by: SPLIPH on September 29, 2012, 06:33:43 PM
Good stuff spliph. how hard do you think this would be to set up in an actuall match? Is the range really specific?

it takes some practice, but i dont think its too hard to set up. i still need to work on it, but ive landed it a number of times now in matches with all the different starters. all there really is to setting it up properly is the choice of normals after HD activation. terry gets pushed back far enough for the 3rd hit of his neomax to work, while staying close enough for the first one to still hit.

 i am having a problem with this combo though when cr.B, cr.A, cr.C hits at its max range. in this situation the next cr.C puts terry too far away and makes the first hit of neomax whiff. i try to compensate with the activation slide, but it feels like theres not enough hitstun.

its pretty range specific like his other max cancel combos. the opponent has to be cornered already when you start the combo. it still works when the opponent is a few steps out of the corner. when youre out of range for it i think that puts you at about 1/4 screen, between P2 position and the corner.

Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on September 29, 2012, 08:05:23 PM
If that's your problem try clst d or cl st c and cancel it. i've found clst d much easier to use.
Title: Re: Terry Bogard Combo Thread
Post by: SPLIPH on October 01, 2012, 12:40:58 AM
If that's your problem try clst d or cl st c and cancel it. i've found clst d much easier to use.
yeah i think its easier to do off a st.C / D starter, or just a jump in.

on another note, i havent played so much the past few months. ive been playing a lot more again lately, and been starting off by improving my combo arsenal with terry.

 i wanted to get an organized list going for his max cancel combos. my plan is that no matter where on the screen, i can max cancel for all 3 hits and be close enough for the follow up. i wanted to get some feedback from other terry players first though. do you guys think a list like this will help anyone out? i mainly felt like doing it because i never see other terry players go for the HD.

right now i have 4 stock max cancel combos covered for all parts of the screen. they all hit 900+ off a cr.B.
for 3 stocks... i have all parts of the screen covered except 1/4 screen (being on the P1 side, it would be between the P2 position and the corner). i can only get 4 stock max cancel to work right here. would be cool if anyone wants to help find a 3 stock max cancel for right here. or if anyone has one already, please share. ;)
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on December 26, 2012, 03:18:09 AM
This isn't an HD combo, but it's a setup that I've been working on for a week or so.

J.D, st.D, df+C, qcb+AC, (delay till turn around) qcb+B, qcfX2+K = 514 dmg

The reason why I like this 2 meter combo isn't because of the damage. This is a guaranteed backturned situation if your opponent doesn't tech. You can setup backturned cross ups off of this set up.

Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on January 14, 2013, 08:02:15 AM
So, I figured out a visual cue to getting the combo to come out every time! So, if you look at the character after doing EX Burn Knuckle, you can tell. The moment to do it is when Terry's Burn Knuckle beats out the flying character. When that happens, do Crackshoot the other way. Works every time (Well, it's a little harder doing d.B, d.A, d.C, but close enough!)
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on April 27, 2013, 01:13:13 PM
What would you all say if I told you that I found a Terry bogard HD combo mid screen that does 863 or 935 for 3 bars and 915 or 987 for 4?

St.c(1 hit)> Df+c xx hd cancel xx St.d> f+a> C Rising Tackle > C Burn Knuckle > C Rising Tackle> C Burn Knuckle> B Crackshoot> Level 1 Busta Wolf> trinity Geyster> A burn knuckle> b crackshoot> C rising tackle (sub this out for Ex Rising tackle for 915

Notation version

St.c(1 hit)> df+C xx hd cancel xx St.D> f+A> d~u+C> qcb+C> D~u+C> qcb+C> qcb+B> qcf 2x+ B or D> qcf2x+ AC> qcb+A> qcb+B> d~u+C

There reason there are 2 sets of damage calcs are If you hit the busta wolf at the proper height after the Crackshoot then max cancel it properly You can get a  5th hit on trinity geyser with will increase the damage immensely! So, play around with the combo and find the proper height!
Title: Re: Terry Bogard Combo Thread
Post by: SPLIPH on April 28, 2013, 04:06:57 AM
I think it's a great combo if the player can do f.A > Rising Tackle consistently. I can't. :(

At the parts of the screen this combo works, I've been doing; A Knuckle > Buster Wolf > Neomax > 3 Follow-ups (829 / 876 / 900 with cr.B / st.C / st.D). That extra 4th hit of Neomax is pretty nice. Have you been able to land that consistently?

For full screen, I've been at a bit of a crossroad for what to do with 3 bars. Basic A Knuckle > Crackshoot > Buster Wolf > follow-ups does 80-90% depending on starters, which is what I've been doing for 3 bars. Throwing in the Crackshoot for corner carry scales the combo a tiny bit more. On the other hand, the 3 bar cross-under loop is easier at full screen because can do a A knuckle after the f.A, while still doing pretty much the same extra damage.

This reminds me though, I remember seeing a JP vid where Terry does 80% damage with 2 stocks. Could you try 2 bar version at that same positioning where you do f.A > Rising Tackle (Cancel Rising Tackle into Neomax)? Full screen 2 bar combo cannot follow up the Neomax. I'm curious if that's possible closer up while still doing the loops, or if it makes the extra Neomax hit easier to land.

It's good to see the Terry page getting some posts lately.
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on April 28, 2013, 05:07:59 AM
Yeah I can land it consistently. But If you do the combo properly trinity geyser hits 5 times which is why the combo damage is so high.
Title: Re: Terry Bogard Combo Thread
Post by: SPLIPH on April 28, 2013, 06:42:59 AM
Wow. I've never seen 5 hit trinity geyser. That's awesome.
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on April 28, 2013, 12:38:28 PM
Wow. I've never seen 5 hit trinity geyser. That's awesome.

That was my mistake I miscounted.lol the hits when I was performing it late last night. It's only 4 my man
Title: Re: Terry Bogard Combo Thread
Post by: Tyrant292 on April 29, 2013, 10:44:49 AM

Guys got a question for the Terry players.

Is crack shoot safe on block?
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on April 29, 2013, 11:25:29 AM
If an opponent ducks, yes.

If the opponent does not duck, you can be normal thrown. Other than that, it's safe.
Title: Re: Terry Bogard Combo Thread
Post by: Tyrant292 on April 29, 2013, 11:36:27 AM

Thanks Reiki. Much appreciated.
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on April 30, 2013, 12:03:59 AM
If an opponent ducks, yes.

If the opponent does not duck, you can be normal thrown. Other than that, it's safe.

Well you can't be normal thrown because you can always tech it also you can space it to where the tip of the crackshoot hits and you're still safe.
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on April 30, 2013, 11:58:49 PM
I Have a video for that HD combo i Posted

King of fighters XIII tech update: Terry 3 bar HD combo (http://www.youtube.com/watch?v=goC3T1Uuw-A#)
Title: Re: Terry Bogard Combo Thread
Post by: Frofighter on June 25, 2013, 09:11:52 PM
On a less grand scale (ie bnb rather than HD) it seems we've been doing the wrong combo in the corner this whole time. From just about every starter, Terry is better off doing EX burn knuckle > b crack shoot> C tackle rather than the usual midscreen 1 meter 1 drive we've gotten accustomed to. More damage, better meter build (sub the meter from the A burn knuckle for the meter from C rising tackle). Only issues are building more meter for the opponent than the buster wolf variant, and losing the better set-up a buster wolf provides. It also combos off of crouch b x 2 or 3 into stand B if you feel inclined to use that as a built-in block-string/ frame trap set-up.
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on June 25, 2013, 09:33:07 PM
I've actually been doing d.B, st.B, df+C as a block string/hit confirm. Since it's a tight link, it's not easy, but it does more damage and much easier to hit confirm off of than st.B into EX burn knuckle.
Title: Re: Terry Bogard Combo Thread
Post by: Frofighter on June 25, 2013, 09:59:33 PM
I've actually been doing d.B, st.B, df+C as a block string/hit confirm. Since it's a tight link, it's not easy, but it does more damage and much easier to hit confirm off of than st.B into EX burn knuckle.

One little problem: Df+ C is mega-negative on block forcing you to commit to a cancel of some sort. Granted this isn't a huge deal for Terry with his pretty safe specials for this. Also for my confirm I'm using several crouch b's first, so it's easy to see, and if they block you're at +2 after stand b and you can keep up the pressure. Both are good so we might as well pick up from each other. Imma use that string at the next session I play.

Either way, the bigger point I was going for was using EX knuckle in corner combos instead of the usual bnb.
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on July 28, 2013, 09:41:15 PM
I've actually been doing d.B, st.B, df+C as a block string/hit confirm. Since it's a tight link, it's not easy, but it does more damage and much easier to hit confirm off of than st.B into EX burn knuckle.

St b> ex knuckle is pretty easy to confirm lol.

Your link isn't all that difficult because its the exact same timing as a st b> cl st c butttt it's a lot riskier and easier to punish because as previously stated you have to cancel it or get punished

One thing I do that I don't see many people doing is delaying the cancel timing in his normals. Terry has 3 normals he can preform this with and they can put this property to great use.  It can make people think Terry is open to a punish and can eat a special or a super. This this technique has actually helped me win a tourney or two. Ill make a tech video going more in depth with the consept
Title: Re: Terry Bogard Combo Thread
Post by: Burn Your Ego on August 30, 2013, 07:10:40 AM
Has anyone checked out the rumored Terry neo max hitting fully in the corner in climax/steam edition yet? I've only seen it mentioned in comments sections so far. If this is actually the case it takes away so much of the situational (position wise) HD combos element away from Terry and makes him have a super easy set of HD combos for 3-4 bars that do 850+ to kill very quickly for minimum hits and time consumption, making him a way bigger threat in the first or second slot. I've got 862 for 3 bar and kill for 4 that are relatively easy that just depend on the spacing being mid screen off a close standing D.
Title: Re: Terry Bogard Combo Thread
Post by: Reiki.Kito on August 30, 2013, 08:34:25 AM
I've actually been doing d.B, st.B, df+C as a block string/hit confirm. Since it's a tight link, it's not easy, but it does more damage and much easier to hit confirm off of than st.B into EX burn knuckle.

St b> ex knuckle is pretty easy to confirm lol.

Your link isn't all that difficult because its the exact same timing as a st b> cl st c butttt it's a lot riskier and easier to punish because as previously stated you have to cancel it or get punished

One thing I do that I don't see many people doing is delaying the cancel timing in his normals. Terry has 3 normals he can preform this with and they can put this property to great use.  It can make people think Terry is open to a punish and can eat a special or a super. This this technique has actually helped me win a tourney or two. Ill make a tech video going more in depth with the consept

One-hit hit confirms are not easy. It's also capable of hitting a lot more farther than st.C which makes it a nice filler after striking someone with st.B. st.C might whiff or turn into far C from a specific range. But hey, I'm not trying to attack how you play or force you to play like me. I'm just trying to give out what I'm learning.

As for the neomax, I'm pretty sure that the Neomax hasn't been "fixed". I can test if it hits 4 times at specific ranges again, but I don't remember it changing.

EDIT: Nope, still doesn't hit all the way in the corner.
Title: Re: Terry Bogard Combo Thread
Post by: SPLIPH on August 31, 2013, 03:53:50 AM
Has anyone checked out the rumored Terry neo max hitting fully in the corner in climax/steam edition yet? I've only seen it mentioned in comments sections so far. If this is actually the case it takes away so much of the situational (position wise) HD combos element away from Terry and makes him have a super easy set of HD combos for 3-4 bars that do 850+ to kill very quickly for minimum hits and time consumption, making him a way bigger threat in the first or second slot. I've got 862 for 3 bar and kill for 4 that are relatively easy that just depend on the spacing being mid screen off a close standing D.
This shouldn't be a rumor. It works. I always thought the standard was 3 hits for NeoMax though. Regardless, this combo doesn't change anything about how spacing strict it is to MaxCancel with Terry. Terry can potentially MaxCancel anywhere on screen with 3 hits of Neomax though. Maximizing the damage, there's about 7+ combo variations to do to cover the entire stage. For reference, 5 A knuckles cover the stage. 1 f.A = 1 A knuckle. His MaxCancels usually rely on using 0-2 f.A + 0-1 A Knuckle to get them to work. Past midscreen, there is stuff to do for slightly less damage, that is a bit more open on spacing.

The easiest combo starters in the corner would be:
cr.B > cr.A > cr.C > HD > cr.C
st.C > df.C/f.A > HD > cr.A > cr.C     > Power Wave > Power Geyser > NeoMax > Burn Knuckle > Crackshoot > Tackle
st.D > f.A > HD > cr.A > cr.C

cr.B chain done at max range will not work. Same deal if you start with a jump-in and hit at max range with j.D. I think this combo is reliable enough to hit confirm if you are able to land it, but it's not reliable enough to do off any hit you land in the corner. That is what the problem is compared to the rest of the cast. Doing st.D > (delay) df.C after a full HD slide can fix this issue, but I think doing a consistently and perfectly delayed df.C is much more unrealistic.

All that said, you make a good point. Terry can potentially land 80-90% anywhere on screen from a cr.B with 3-4 bars+HD. Even if it's spacing strict, a lot of the cast can't get that much damage off a cr.B. I think 1st and 2nd are his best positions depending how you use his meter.

I'll just say after close 2 years of using Terry a lot, the only part of the screen I don't feel comfortable doing a MaxCancel, assuming on 1P side, would be after the 2P starting position, but between the corner (about 1/4 or 1/5 of the stage from the corner?). The only way to get a Max cancel here is to ommit f.A before HD activation, and activating into a st.C (1 hit) > Power Geyser.

@Crimson_King
I wouldn't mind seeing a video for this if you have the time. I've tried experimenting with it and I'm not sure to keep my opponents on their toes with it.
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on September 04, 2013, 01:49:50 AM
I've actually been doing d.B, st.B, df+C as a block string/hit confirm. Since it's a tight link, it's not easy, but it does more damage and much easier to hit confirm off of than st.B into EX burn knuckle.

St b> ex knuckle is pretty easy to confirm lol.

Your link isn't all that difficult because its the exact same timing as a st b> cl st c butttt it's a lot riskier and easier to punish because as previously stated you have to cancel it or get punished

One thing I do that I don't see many people doing is delaying the cancel timing in his normals. Terry has 3 normals he can preform this with and they can put this property to great use.  It can make people think Terry is open to a punish and can eat a special or a super. This this technique has actually helped me win a tourney or two. Ill make a tech video going more in depth with the consept

One-hit hit confirms are not easy. It's also capable of hitting a lot more farther than st.C which makes it a nice filler after striking someone with st.B. st.C might whiff or turn into far C from a specific range. But hey, I'm not trying to attack how you play or force you to play like me. I'm just trying to give out what I'm learning.

As for the neomax, I'm pretty sure that the Neomax hasn't been "fixed". I can test if it hits 4 times at specific ranges again, but I don't remember it changing.

EDIT: Nope, still doesn't hit all the way in the corner.


As previously stated st b> df+c iis an easy link because you have to cancel it regardless to mitigate the risk of going for it in the first place. At least if you are out of range after a st b to get a cl st c you are generally safe because of fr st c push back but on the other hand if you are out of range for a df+c you have a pretty large recovery window and you also can't whiff cancel it.

@spliph I'll get on it tonight I promise!
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on September 08, 2013, 02:23:42 AM
Spliph you asked and you shall receive!!!!

KOF tech update:  Terry Bogard delay canceling of normals and usefulness
http://youtu.be/SpaDTeUGY7k (http://youtu.be/SpaDTeUGY7k)
Title: Re: Terry Bogard Combo Thread
Post by: Frofighter on September 09, 2013, 11:03:16 PM
I've actually been doing d.B, st.B, df+C as a block string/hit confirm. Since it's a tight link, it's not easy, but it does more damage and much easier to hit confirm off of than st.B into EX burn knuckle.

St b> ex knuckle is pretty easy to confirm lol.

Your link isn't all that difficult because its the exact same timing as a st b> cl st c butttt it's a lot riskier and easier to punish because as previously stated you have to cancel it or get punished

One thing I do that I don't see many people doing is delaying the cancel timing in his normals. Terry has 3 normals he can preform this with and they can put this property to great use.  It can make people think Terry is open to a punish and can eat a special or a super. This this technique has actually helped me win a tourney or two. Ill make a tech video going more in depth with the consept

One-hit hit confirms are not easy. It's also capable of hitting a lot more farther than st.C which makes it a nice filler after striking someone with st.B. st.C might whiff or turn into far C from a specific range. But hey, I'm not trying to attack how you play or force you to play like me. I'm just trying to give out what I'm learning.

As for the neomax, I'm pretty sure that the Neomax hasn't been "fixed". I can test if it hits 4 times at specific ranges again, but I don't remember it changing.

EDIT: Nope, still doesn't hit all the way in the corner.


As previously stated st b> df+c iis an easy link because you have to cancel it regardless to mitigate the risk of going for it in the first place. At least if you are out of range after a st b to get a cl st c you are generally safe because of fr st c push back but on the other hand if you are out of range for a df+c you have a pretty large recovery window and you also can't whiff cancel it.

@spliph I'll get on it tonight I promise!

Just to add to this, it's not as if the confirm for cr.b to st.b depends on confirming from the stand b on its own. You're hitting them with at least two or three cr.b's beforehand which is your time to see the hits. If you didn't hit, you can go to stand b and proceed to try some sort of frame trap afterwards. It's like this strange version of Kim's hit-confirm that ends with an attack that's actually PLUS on block. It would be a contender for best string/confirm in the game if Terry didn't need drive/ quickly executed supers to get good damage off of it.

Also, Crimson, nice contribution with the delayed cancels! I've been working with Close D and Cr.C stuff myself and I think it adds a nice extra layer to Terry's game.
Title: Re: Terry Bogard Combo Thread
Post by: Paul Howard on October 11, 2013, 07:47:25 AM
A combo I just made. Variable Damage based on which Rising Tackle and Power Geyser is used. Normal mode, requires full Drive Gauge. Notice that Rising Tackle is in a backward Tiger Knee motion which acts as a shortcut to the Power Geyser at the end of the combo; just input  ;dn ;df ;fd ;a OR ;c IMMEDIATELY after Rising Tackle hits.

cr. ;b cr. ;a cr. ;c ;dn ;db ;bk ;a DRIVE CANCEL  ;dn~ ;db ;bk ;ub ;up ;a SUPER CANCEL  ;dn ;df ;fd ;a OR ;c

^That'll net you 368 Damage.
Replace Rising Tackle ;a with Rising Tackle ;c and you get 376 Damage.
Keep Rising Tackle ;a but use EX Power Geyser (or  ;dn ;df ;fd ;a ;c) and you get 481 Damage.
Use Rising Tackle ;c instead and keep EX Power Geyser and you get 489 Damage.
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on October 22, 2013, 08:59:07 PM
A combo I just made. Variable Damage based on which Rising Tackle and Power Geyser is used. Normal mode, requires full Drive Gauge. Notice that Rising Tackle is in a backward Tiger Knee motion which acts as a shortcut to the Power Geyser at the end of the combo; just input  ;dn ;df ;fd ;a OR ;c IMMEDIATELY after Rising Tackle hits.

cr. ;b cr. ;a cr. ;c ;dn ;db ;bk ;a DRIVE CANCEL  ;dn~ ;db ;bk ;ub ;up ;a SUPER CANCEL  ;dn ;df ;fd ;a OR ;c

^That'll net you 368 Damage.
Replace Rising Tackle ;a with Rising Tackle ;c and you get 376 Damage.
Keep Rising Tackle ;a but use EX Power Geyser (or  ;dn ;df ;fd ;a ;c) and you get 481 Damage.
Use Rising Tackle ;c instead and keep EX Power Geyser and you get 489 Damage.
That's a waste of meter for 2dtives. And 1 bars when I can just hd instead
Title: Re: Terry Bogard Combo Thread
Post by: Paul Howard on October 23, 2013, 03:49:41 AM
It's a beginner combo really; wasn't trying to be efficient really. I had made it to practice TK Rising Tackle Cancels.
Title: Re: Terry Bogard Combo Thread
Post by: PureYeti on October 23, 2013, 04:19:41 PM
That's really helpful for me on the rising tackle shortcuts. Its pretty hard to do it in a proper way especially the A version of rising tackle
Title: Re: Terry Bogard Combo Thread
Post by: Paul Howard on October 25, 2013, 06:26:38 PM
You're welcome.
Title: Re: Terry Bogard Combo Thread
Post by: Paul Howard on November 12, 2013, 07:49:20 PM
Terry's Mission 7 used as basis for this one and should help get moar practice in for Rising Tackle Super Cancel practice

j. ;d, st. ;d,  ;fd ;a HD Activate, st. ;d,  ;fd ;a,  ;dn ;db ;bk ;a HDC  ;dn~ ;up ;c HDC  ;dn ;db ;bk ;c HDC  ;dn ;db ;bk ;b (start charging for next Rising Tackle here) ;dn~ ;up ;c HDC  ;dn ;db ;bk ;c HDC  ;dn ;db ;bk ;d (with proper timing, does 4 hits and makes next Rising tackle into super connect much better)  ;dn~ ;db ;bk ;ub ;up ;c HDC  ;dn ;df ;fd ;a OR  ;c

A 1-Super Bar 1-HD 712-720 DMG combo doing 17 or 18 Hits, based on how many times Crack Shoot ;d hits near the end. But you gotta be quick; your HD bar'll be sitting on E when you get to that Rising tackle super cancel.
Title: Re: Terry Bogard Combo Thread
Post by: CaptainGinyu on January 23, 2014, 05:37:25 AM
Hi everyone, quick question

Is there a trick to getting the second rising tackle to hit during an HD combo? I do:

EX Burn Kunckle -> C Rising Tackle (DC) -> C Burn Knuckle -> D Crack Shoot. I try to follow up with C Rising Tackle Again but it keeps dropping. What I doing wrong?
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on January 23, 2014, 08:50:42 PM
Hi everyone, quick question

Is there a trick to getting the second rising tackle to hit during an HD combo? I do:

EX Burn Kunckle -> C Rising Tackle (DC) -> C Burn Knuckle -> D Crack Shoot. I try to follow up with C Rising Tackle Again but it keeps dropping. What I doing wrong?

Whatever combo you're doing for only a bar best you'll honestly get is 712

Do this instead because even for 1 bar it does more than whatever you're going for currently

http://youtu.be/rbCZ-_i0FEU

 (http://youtu.be/rbCZ-_i0FEU)

This is me performing the combo
Title: Re: Terry Bogard Combo Thread
Post by: CaptainGinyu on January 24, 2014, 07:10:39 PM
Hi everyone, quick question

Is there a trick to getting the second rising tackle to hit during an HD combo? I do:

EX Burn Kunckle -> C Rising Tackle (DC) -> C Burn Knuckle -> D Crack Shoot. I try to follow up with C Rising Tackle Again but it keeps dropping. What I doing wrong?

Whatever combo you're doing for only a bar best you'll honestly get is 712

Do this instead because even for 1 bar it does more than whatever you're going for currently

http://youtu.be/rbCZ-_i0FEU

 (http://youtu.be/rbCZ-_i0FEU)

This is me performing the combo

Nice!
Title: Re: Terry Bogard Combo Thread
Post by: Paul Howard on January 25, 2014, 04:25:10 AM
Hi everyone, quick question

Is there a trick to getting the second rising tackle to hit during an HD combo? I do:

EX Burn Kunckle -> C Rising Tackle (DC) -> C Burn Knuckle -> D Crack Shoot. I try to follow up with C Rising Tackle Again but it keeps dropping. What I doing wrong?

Whatever combo you're doing for only a bar best you'll honestly get is 712

Do this instead because even for 1 bar it does more than whatever you're going for currently

http://youtu.be/rbCZ-_i0FEU

 (http://youtu.be/rbCZ-_i0FEU)

This is me performing the combo


Download 95% Complete. I got it all except I had to use Crack Shoot B at the end.
Title: Re: Terry Bogard Combo Thread
Post by: Crimson_King15 on January 25, 2014, 04:40:41 AM
Just have to make sure they are high enough for the crackshoot d
Title: Re: Terry Bogard Combo Thread
Post by: Paul Howard on January 25, 2014, 06:01:52 AM
But still 40 hits, 872 DMG isn't bad.