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:
Comboshttp://dreamcancel.com/wiki/index.php?title=Terry_Bogard_%28XIII%29#CombosNo 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 (with the new target combo, this is obsolete)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 dmg3 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 dmgPosition: 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