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Terry Bogard Combo Thread

Started by steamwolf, December 12, 2011, 05:21:29 AM

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Reiki.Kito

Quote from: 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.

Can it link into command normals like fwd+A?

Diavle

Quote from: Reiki.Kito on February 07, 2012, 05:08:39 PM
Quote from: 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.

Can it link into command normals like fwd+A?

Tried it and doesn't look like it, f+A has way too much recovery.

Reiki.Kito

#62
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


steamwolf

Quote from: 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



Good stuff! Added to the first post. I'm liking the high damage and low cost of these HD combos.

Reiki.Kito

Thanks. I feel HD bypassing makes use of meter you otherwise wouldn't use in a match on big, easy damage.

SPLIPH

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.

Frofighter

Quote from: 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.

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.
"NO PROBREM!" -Terry, KOF 2002/UM

Reiki.Kito

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.

Sharnt

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.
Follow me on Twitter for a lot of stuff on KoF XIII :
https://twitter.com/SharntGroMuzo

Jon Slayton

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?

Zeromurasame

#70
Quote from: 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.

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.

SPLIPH

#71
Quote from: Jon Slayton on April 20, 2012, 12:59:51 PM
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.

SPLIPH

#72
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.

Crimson_King15

#73
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.

Crimson_King15

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!