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Terry Bogard (Console)

Started by nilcam, December 06, 2011, 05:12:16 AM

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nilcam



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Buster Throw - ;bk / ;fd+ ;c / ;d

Command Normals
Rising Upper - ;df + ;c

Back Knuckle - ;fd + ;a

Special Moves
Power Wave - ;qcf + ;a / ;c *

Burn Knuckle - ;qcb + ;a / ;c *

Crack Shoot - ;qcb + ;b / ;d *

Rising Tackle - (charge) ;dn,  ;up + ;a / ;c *

Desperation Moves
Power Geyser - ;qcb ;hcf + ;a / ;c *

Buster Wolf - ;qcf ;qcf + ;b / ;d *

Neomax
Trinity Geyser - ;qcf ;qcf + ;a ;c

Terry's Wiki entry.

Console changes:
* Crouching A > Crouching C is a chain combo. Can be canceled.
* Normal Buster Wolf’s (qcf x2+P) dashing speed is now identical to the EX version. But the Invincibility is the same as before.
- Far D’s recovery time has been reduced.
- Standing CD’s hit detection lasts a bit longer.
* Trinity Geyser’s (qcb~hcf+P) hitbox has been changed so that it actually hits 3 times.

Producer Yamamoto says: We’ve mainly buffed up his normals, and he can do solid combos with the addition of chains. Also, His Trinity Geyser’s hitbox has been changed, and he can also hit the opponent afterwards in the corner.

nilcam

#1
Reserved

nilcam

#2
Reserved

Reiki.Kito

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+K (Crackshoot)
=> qcf+A/C (Power Wave)
=> qcb, hcf+A/C (Power Geyser)
=> qcfx2+B/D (Buster Wolf)
=> 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)

d.B x3, st.B is a bit different. That can be followed up with Power Geyser, Buster Wolf, any version of crackshoot, or an EX Burn Knuckle only. Can't do anything else. It's good when you don't have meter. Not so good when you have the meter to do DC. You'll get stock a LOT faster than you'll get drive so doing a super works too.There are some people that do other versions or super cancels. You're free to use them as well, no harm in it. They just result in a soft knockdown anyway.

=> qcb+A (Burn Knuckle) [SC] qcfx2+K (Buster Wolf)(EX too)/ qcb, hcf + P (Power Geyser) (EX too)
Corner only => qcb+A (Burn Knuckle), [DC] qcb+D (Crackshoot), qcfx2 + BD (EX Buster Wolf) ...delay and optional... qcfx2 + BD (EX Buster Wolf)
=> qcf+A (Power Wave) [SC] qcfx2+K (Buster Wolf)(EX too)/ qcb, hcf + P (Power Geyser) (EX too)

You can get creative with Terry if you're willing to DC twice or you could just go for an HD combo.


For example: You can HD bypass his new target combo by doing d.B, d.A, d.BC which will come out as a d.C. Also even more whacky! You can do d.B x2 and HD bypass into d.C by doing d.BC! It's very useful and can set you up for just about ay HD combo you were intending to do.

Rex Dart

#4
Terry's ability to do

qcb+A (DC) qcb+B, EX Buster Wolf

mid-screen is a big help. I used to always play Terry first, since (outside of HD combos) I didn't feel he had much use for meter. I tend to play him second now.

Edit: Nevermind. qcb+A (SC) EX Power Geyser still does more damage. Whatever! Style is important too! :P

x25a

Additional console changes:
Power Geyser can be max canceled.

Power Geyser notes:
Max Canceled Power Geyser seems to make neomax miss the 3rd hit most of the time when its SCed from Burn Knuckle/Power Wave(C version) from mid screen.
EX version it always lands all 3 hits unless its done in the corner.

100% HD Combo 4 stocks(1029dmg)

Position: 2p starting position(a bit less if you use the alternative listed in notes.).
J. ;d,  ;d, ;fd + ;a, ;b ;c,  ;d, ;fd + ;a, ;dn ;db ;bk + ;a, ;dn ;db ;bk ;db ;fd + ;a ;c, ;dn ;df ;fd ;dn ;df ;fd + ;a ;c, ;dn ;db ;bk+ ;a, ;dn ;db ;bk + ;b, ;dn ;up +  ;c

Notes
EX Geyser must always be max canceled on last hit(combo counter should be 9 hits)
can use  ;d,  ;df +  ;c instead of  ;d,  ;fd +  ;a (1012dmg)




MUSOLINI

lol, thats my terry bnb hd combo. mine does less damage but is easier. i start it with either ;c ;df ;c which is real easy timing wise or of lows ;dn ;b ;dn ;a ;dn ;c, both obviously do less damge because of weaker attacks being used and extra damage scaling. gonna change it.
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

x25a

#7
Don't see these listed anywhere on the wiki.  These are the best dmg combos i managed to find for 1-3 stocks.

1-2 Stock HD Combo(works anywhere)(754~804)

J. ;c, ;d, ;fd + ;a, ;b ;c, ;d, ;fd + ;a,  ;dn ;db ;bk + ;a, ;dn ;db ;bk +  ;a ;c, ;dn ;up + ;c, ;dn ;db ;bk ;c, ;dn ;db ;bk ;d, ;dn ;up + ;c, ;dn ;db ;bk ;c, ;dn ;db ;bk ;d,  ;dn ;up +  ;c or  ;a ;c

Notes:
Dmg will vary a litte depending on how many hits Crack Shoot lands.
There is a height limit for the last Rising Tackle to connect if its too high it will completely miss.
754 dmg if ended with normal Rising Tackle.
804 dmg if ended with EX Rising Tackle.
Also possible to end with Buster Wolf instead of Rising Tackle but does less dmg and has a chance to completely miss.

3 Stock HD Combo(902dmg~)

Position: 2p starting position(a bit less if you use the alternative listed in notes.).

J. ;c, ;d, ;fd + ;a, ;b ;c, ;d, ;fd + ;a, ;dn ;df ;fd + ;c, ;dn ;df ;fd ;dn ;df ;fd +  ;b or  ;d, ;dn ;df ;fd ;dn ;df ;fd +  ;a ;c,  ;dn ;db ;bk +  ;a,  ;dn ;db ;bk +  ;b,  ;dn ;up +  ;c

Notes:
Buster Wolf must be Max Canceled as soon as it does 2nd hit(hit effect must still be on screen) or you wont be able to follow up.
Can be done from exactly midscreen if using  ;d, ;df+ ;c instead of  ;d,  ;fd + ;a

Reiki.Kito

Quote from: x25a on December 08, 2011, 11:53:14 PM
Don't see these listed anywhere on the wiki.  These are the best dmg combos i managed to find for 1-3 stocks.

1-2 Stock HD Combo(works anywhere)(754~804)

J. ;c, ;d, ;fd + ;a, ;b ;c, ;d, ;fd + ;a,  ;dn ;db ;bk + ;a, ;dn ;db ;bk +  ;a ;c, ;dn ;up + ;c, ;dn ;db ;bk ;c, ;dn ;db ;bk ;d, ;dn ;up + ;c, ;dn ;db ;bk ;c, ;dn ;db ;bk ;d,  ;dn ;up +  ;c or  ;a ;c

Notes:
Dmg will vary a litte depending on how many hits Crack Shoot lands.
There is a height limit for the last Rising Tackle to connect if its too high it will completely miss.
754 dmg if ended with normal Rising Tackle.
804 dmg if ended with EX Rising Tackle.
Also possible to end with Buster Wolf instead of Rising Tackle but does less dmg and has a chance to completely miss.

3 Stock HD Combo(902dmg~)

Position: 2p starting position(a bit less if you use the alternative listed in notes.).

J. ;c, ;d, ;fd + ;a, ;b ;c, ;d, ;fd + ;a, ;dn ;df ;fd + ;c, ;dn ;df ;fd ;dn ;df ;fd +  ;b or  ;d, ;dn ;df ;fd ;dn ;df ;fd +  ;a ;c,  ;dn ;db ;bk +  ;a,  ;dn ;db ;bk +  ;b,  ;dn ;up +  ;c

Notes:
Buster Wolf must be Max Canceled as soon as it does 2nd hit(hit effect must still be on screen) or you wont be able to follow up.
Can be done from exactly midscreen if using  ;d, ;df+ ;c instead of  ;d,  ;fd + ;a


These are really good! I figured, for the first HD combo, you wouldn't have enough meter after all those cancels. In any case, I'll post a variation. It does about 30 dmg less, but you have enough wiggle room to max cancel or throw in a DM to push it a little higher.

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

After the first down-up C, you can insert qcb+AC, qcb+A, d~u+C(1 hit). This string won't HD cancel so you can conserve meter and do something bigger. You could also aim to end with this so you get big damage at the end.

blackgenma

#9
did you guys notice that the wiki says regular  ;a power wave does not go full screen? or that  ;c version goes farther than  ;a? it has been saying that for the longest time....

Rex Dart

Quote from: blackgenma on December 09, 2011, 03:49:55 AM
did you guys notice that the wiki says regular  ;a power wave does not go full screen? or that  ;c version goes farther than  ;a? it has been saying that for the longest time....

Fixed! Thanks for the correction.  :)

x25a

#11
Quote from: blackgenma on December 09, 2011, 03:49:55 AM
did you guys notice that the wiki says regular  ;a power wave does not go full screen? or that  ;c version goes farther than  ;a? it has been saying that for the longest time....

The Power Geyser motion listed is incorrect too.  Pretty sure the game lists it as  ;dn ;db ;bk ;db ;fd +  ;a / ;c.

It might also be a good idea to make a list of useful block strings(safe/unsafe) and what can be done after depending on the situation.

Reiki.Kito

#12
That's pretty much the same thing, x25. qcb, half circle forward does the same motion.

To your second question, there's not much in terms of set-ups.

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

Safeish enders
=> qcf+A (Use against grapplers)
=> 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)
=> 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_

There you go.

steamwolf

If you guys don't mind, I'll be compiling some of the info listed here, the old Terry arcade thread, and things listed on the wiki, to try and get a decent Terry combo thread started. I'm also thinking I'd like to take the approach of Dustloop, and highlight the most useful combos in red, and everything else in black.

blackgenma

a combo thread sounds awesome, and the red highlight is great Idea. sometimes when I look at a list of combos, its hard to decide what I should be tackling first and what would be most useful.