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Terry Bogard

Started by Mr.Minionman, August 05, 2016, 06:01:52 AM

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Mr.Minionman



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

(*) = EX OK
(!) = MAX OK

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

Command Normals
Rising Upper - ;df + ;c
Back Knuckle - ;fd + ;a

Special Moves
Power Wave -  ;qcf + ;a / ;c (*)
Burning Knuckle -  ;qcb + ;a / ;c (*)
Crack Shoot -  ;qcb + ;b / ;d (*)
Rising Tackle - charge ;dn then ;up + ;a / ;c (*)
Power Charge -  ;hcf + ;b/ ;d (*)

Super Special Moves
Power Geyser - ;qcb ;hcf + ;a/ ;c (!)
Buster Wolf - ;qcf ;qcf + ;b/ ;d (!)

Climax Super Special Move
Star Dunk Volcano - ;hcb ;hcb + ;b ;d

Lewbypls

Personal notes I have so far with Terry:
    Moves that have some sort of invincibility:
             Ex Buster Wolf, Power Geyser(Regular & Ex) and Ex Rising Tackle?

    Makeshift frame based off in-game 1 guard jump *There may be some error so not 100% sure
             Close s.A = Slight (-)
             Close s.B = Slight (-)
             Close s.C = Slight (-)
             Close s.D = Pretty (-)
             Far s.A = Even?
             Far s.B = Even?
             Far s.C = More negative than the close buttons but not as bad as close s.D
             Far s.D = Looks about the same as s.C
                  *Keep in mind that there is a lot of pushback for Far s.D & s.C

             c.A = Even?
             c.B = Slight (-)
             c.C = Looks about the same as s.C
             c.D = Pretty (-)
             df.C = Looks the same as close s.D
             F.A = Looks the same as close s.D

       Basic combos
             c.B, c.A, df.C ~ qcb.A = 166
             c.B, c.A, df.C ~ qcf.C = 158
             c.B, c.A, df.C ~ qcb.B =141
             s.C(2), df.C ~ qcb.A = 191
             s.C(2), df.C ~ qcf.C = 183
             s.C(2), df.C ~ qcb.B = 198
             d.C, df.C ~ qcb.A = 190
             d.C, df.C ~ qcf.C = 181
             d.C, df.C ~ qcb.B = 197

Will post more later on tonight
                     
       
             

           

TrapGodFax

Quote from: Lewbypls on August 21, 2016, 01:41:12 AM
Personal notes I have so far with Terry:
    Moves that have some sort of invincibility:
             Ex Buster Wolf, Power Geyser(Regular & Ex) and Ex Rising Tackle?

    Makeshift frame based off in-game 1 guard jump *There may be some error so not 100% sure
             Close s.A = Slight (-)
             Close s.B = Slight (-)
             Close s.C = Slight (-)
             Close s.D = Pretty (-)
             Far s.A = Even?
             Far s.B = Even?
             Far s.C = More negative than the close buttons but not as bad as close s.D
             Far s.D = Looks about the same as s.C
                  *Keep in mind that there is a lot of pushback for Far s.D & s.C

             c.A = Even?
             c.B = Slight (-)
             c.C = Looks about the same as s.C
             c.D = Pretty (-)
             df.C = Looks the same as close s.D
             F.A = Looks the same as close s.D

       Basic combos
             c.B, c.A, df.C ~ qcb.A = 166
             c.B, c.A, df.C ~ qcf.C = 158
             c.B, c.A, df.C ~ qcb.B =141
             s.C(2), df.C ~ qcb.A = 191
             s.C(2), df.C ~ qcf.C = 183
             s.C(2), df.C ~ qcb.B = 198
             d.C, df.C ~ qcb.A = 190
             d.C, df.C ~ qcf.C = 181
             d.C, df.C ~ qcb.B = 197

Will post more later on tonight
                     
       please do i need to get nice

             

           

x25a

#3
Some max mode combos after a bit of messing around.

Openers:(close);c(2hit) ;df ;c or  (close);d ;fd ;a or  ;dn ;b ;dn ;a ;fd ;a or (far) ;d
max cancel followups:(close);c(2hit) ;df ;c or (close);c(2hit)(used for  ;bk ;db ;dn ;df ;fd ;b ;d followup midscreen only)

1 bar max cancel combos:
;dn ;db ;bk ;b ;d >  ;dn ;db ;bk ;a ;c
;dn ;db ;bk ;b ;d >  ;dn ;up ;a ;c
;dn ;db ;bk ;b ;d >  ;bk ;db ;dn ;df ;fd ;b > ;dn ;up ;a ;c(optimal dmg at wall only otherwise use  ;a version if spending meter on a super cancel)


See above max cancel follow up notes for the below:

;bk ;db ;dn ;df ;fd ;b ;d> ;dn ;db ;bk ;b or ;c(depends on distance form wall)> ;dn ;up ;a ;c
;bk ;db ;dn ;df ;fd ;b ;d> ;dn ;db ;bk ;b ;d(this will not connect if too far from wall) > ;dn ;up ;a or ;c
;bk ;db ;dn ;df ;fd ;b ;d> ;dn ;df ;fd ;a >  ;dn ;db ;bk ;a ;c(midscreen only)

EXWildWolf

Ok, a few notes on A Burn Knuckle.

From Point Blank, you're - enough to be punishable.

From mid way through, you're about even.

Spaced all the way back, you're plus.

EXWildWolf

St.CD > A Burn Knuckle is a true blockstring, and is + at the distance Burn Knuckle is usually + on.

Mr.Minionman

Amazing. I tried playing him in locals yesterday evening. Surprisingly he's not as easy to pick up as I thought he was. Still loads of fun though.


desmond_kof

KOF14 -TERRY COMBO GUIDE - Easy to Advanced [HD 60fps]
https://www.youtube.com/watch?v=iEhmgy4OKwo
"Do not place so much importance on winning. The fight itself has value."

EXWildWolf

You can reset people and cross them up midscreen after an EX Crackshoot with a Df.C into Burn Knuckle. I want to test and see if I can make it more ambiguous on the crossup.

EXWildWolf

If there's anyway to make it ambiguous crossup, let me know. I really want to see if this works.

EXWildWolf

Ok, I got a string that we can abuse, and can kill the opponent with 2 Bars if it works.

Blah blah string > Maxmode > Blah Blah chain > EX Charge > EX CrackShoot > DF.C air reset Crossup Burn Knuckle > Blah Blah get hit > EX Crackshoot > Df.C air reset Crossup Burn Knuckle > Into a Maxmode Activation combo.

EXWildWolf

This works only on anchor, because you run out of MaxMode with 1st and 2nd positions.

Amedø310

Terry has a wonky hitbox that places him in abnormal situations at the corner. If he gets under the opponent while they are high up in the air and he gets under the opponent from a jump himself, he will either have his has back to the opponent for a split second or end up at the corner himself. All of these situations will be shown in videos, which were done in training mode with Iori set to jump constantly at the corner. I have three examples of Terry's hitbox. These situations aren't really practical, but something to be aware of Terry does something like the stuff in the video during a match.

Example 1, Terry's jump lands under Iori without attacking:
https://www.youtube.com/watch?v=acqibdRGfc8

Example 2, Terry's jump lands under Iori after attacking with jump CD:
https://www.youtube.com/watch?v=PYhFdNUqU0Y

Example 3, Terry's jump lands under Iori after attacking with jump D:
https://www.youtube.com/watch?v=fhkCedYcifw