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Terry Bogard

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

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Vokkan

Dunno if this is known but Terry can link s.B after a max range hcf+B, and of course go into MAX mode from there.

Would be great if any combo with hcf+B as an ender could set up that range, but for now I have to content with strings like cl.D, df+C xx qcf+A -> hcf+B, s.B MAX cl.D...

EXWildWolf

I'll try looking into it after I get home Today. Seems interesting and I haven't labbed with Power Charge that much.

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EXWildWolf

So I tried testing it out. Doesn't seem all that practical unfortunately. Not enough a lot of close proximity or hit stun to make the confirm safe or consistent.

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Amedø310



LEbrosaber

#20
Burn Knuckle - (qcb + A/C)

  •  A quick and forward-moving "lunge punch" which has a varying distance depending on strength.
  •  The Light version goes about two characters' length in distance while the heavy version travels a bit more than the half of the screen.
  •  The Light version is typically safe on block, but can be punished if utilized at point-blank range while the Hard version is basically only safe on block from max distance.
  •  Despite its occasional unsafe nature, Light Burn Knuckle can be used in block strings if spaced correctly (meaning around the max distance in which Cr. ;c will successfully hit an opponent) UNLESS the opposing character has access to a 3-frame normal (which "luckily" for Terry is fairly uncommon) or a 3 or less frame special/super, in which case they will be able to punish the move quite heavily in more situations than those who lack such attributes.
  •  Due to its super cancel-ability (discounting the EX version), almost "blistering" speed, priority, and ability to apply hard-knockdowns (which can lead to numerous safe-jump set-ups) a large portion of Terry's game revolves around the implementation of this move, some may even claim that this move and its variations are so important that it functions as the crux of Terry's gameplan.
    EX: A very fast, more damaging, and slightly.     longer range version of Heavy Burn Knuckle. Can function as an ender to the majority of MAX Mode based combos when one does not wish to spend(or simply cannot due to a lack of) additional meter on a Super or Climax cancel. Its speed makes it as an effective way to essentially "snipe" Hops or Jumps out of the air on reaction in most cases, but if it is somehow avoided or blocked due to a mistake or miscalculation it can be very unsafe, making it important to know when and when not to utilize this move.
IT IS TRULY I, THAT ONE SILLY BILLY WHO FOR WHATEVER REASON WON'T STOP RUNNING ANCHOR TERRYYYYYY!

LEbrosaber

Power Wave - (qcf A/C)

  •   Terry's dedicated ground-based projectile.
  •   All versions travel a full-screen distance with the speed of the projectile being determined by the strength of the button which is inputted. The Light version is a fairly slow projectile in which Terry recovers from somewhat quickly, allowing for one to use it as a method of aiding some form of approach. The Heavy Version is a bit faster and also has a slight bit more recovery than the Light Version of the Special , making it typically more effective for applying "direct pressure" such as attempting to force an opponent into blockstun rather than for setting up a form of approach.
  •   While Power Wave is an effective spacing tool, it is not an immensely threatening projectile. Despite both its Light and Heavy versions lacking copious amounts of recovery, other more "notable" projectiles possess larger hitboxes, faster speeds, and even less recoveries, making relying on Power Wave to beat out Zoning via fireball wars not recommended.
  •   Due to Power Wave having a fair bit of cancelability after it has initiated, utilizing it to "bait" reactions can be quite effective due to how fast all of Terry's supers are, the invincibility present within all of them disregarding Level 1 Buster Wolf, and the very large hitboxes associated with both versions of Power Geyser.
    EX: A faster Power Wave which possesses a slight bit of start-up. Its most notable aspect is its 3-hit property, making it both do larger amounts of guard-damage than both versions of "normal" Power Wave. However, it also happens to possess larger amounts of recovery than the other versions, making it a tad bit difficult to implement in the "neutral game." Canceling St. ;c ;d into EX Power Wave will result in a combo, making it effective for the sake of making Terry's already great St. ;c ;d to be even more potent than it already is.
IT IS TRULY I, THAT ONE SILLY BILLY WHO FOR WHATEVER REASON WON'T STOP RUNNING ANCHOR TERRYYYYYY!

LEbrosaber

Crackshot - (qcb B/D)

  •   A swift forward moving "flip-kick" of sorts.
  •   All versions (including EX) are very similar in distance, all moving Terry around that of a singular character forward. The Light version is quicker than the Heavy version and hits once, while the Heavy version hits twice and travels around half of a character more in distance than the Light version.
  •   Both versions are safe on block, which when coupled with their forward moving nature makes them effective substitutes for Burn Knuckle when at a point-blank distance.
  •   Due to all versions (especially the Heavy version) having a fairly large horizontal range as the move pushes Terry forward, making it function as an effective preemptive anti-air. It is more difficult to use any version of the move upon reaction to counter a form of hop or jump due to how Crackshot (despite being quick in its own right) is not as fast as Terry's various other effective anti-airs, meaning that it can be beaten out via aerials a bit more easily easily than Terry's alternatives.
    EX: Comes out a slight bit quicker than the Light version of Crackshot while having range which is very similar to that of the aforementioned Light version of the move. On hit this move applies a ground-bounce effect on the opponent, allowing for Terry to follow up the move with another to continue (or in most cases end) a combo. Provided that the opponent is not within or in very close proximity to a corner, one can link this move after an EX Power Charge, allowing for Terry to potentially acheive a very high amount of damage.
IT IS TRULY I, THAT ONE SILLY BILLY WHO FOR WHATEVER REASON WON'T STOP RUNNING ANCHOR TERRYYYYYY!

LEbrosaber

#23
NOOOOOORRRRRRMMMMMMMAAAAAALLLLLLLSSSSSSSSSSSStanding

  •  st. A: Terry jabs his arm forward, resulting in a decent anti-air poke that only possesses high hit-detection. It only hits high and lacks both chain and special cancelability, but can be canceled into both MAX and all of Terry's various DMs.
  •  st. B: Terry swiftly kicks in front of him at a 30-40 degree angle, making this poke great for applying quick block pressure. Not special or chain-cancelable, but can be canceled into from cr. B. MAX and DM cancelable.
  •  st. C: A quick straight-angled punch. MAX and DM cancelable, but lacks any other forms of cancelability otherwise.
  •  st. D: A devastating kick which is directed at around a 100 degree angle, making it suffice as an anti-air. Due to its start-up not being as quick as Terry's other anti-air options while also possessing a fairly limited hit-box, this normal is best used as somewhat of a preemptive technique to countering aerial-based approaches. MAX and DM cancelable, cannot be chain or special canceled.
Close
  •  cl. A: Elbows the opponent, does not chain into other lights (asides from itself via Rush Auto-Combo) but does chain into both of Terry's Command Normals. Special, DM, and MAX cancelable as well. It's quick start-up time and decent range allows for it to be used as a method of quickly interrupting an opponent's offense, but otherwise can be a bit limited in its usage.
  •  cl. B: Terry kicks the opponent at a lower angle near an opponent's leg. Can be chained into and from into Command Normals, but cannot be chained into Lights. It is also Special, DM and MAX cancelable. Usage for this normal can be found in continuing block-strings in where Terry is in direct proximity with the opponent, but even with this can be substituted with more effective Normals in most cases.
  •  cl. C: Terry very quickly punches the opponent's gut twice, making this a Normal which hits twice. Amazing for hit-confirming due to its two-hitting properties, also happens to be a go to option for punishes due to its speed and ability to chain into Command Normals. It is also Special, DM, and MAX cancelable.
  •  cl. D: Terry shoves his knee forward at about mid-body height. The normal is a bit slow, but does the most damage out of all of his standing Normals. Much like cl. C it also happens to be chain cancelable, making this move amazing for maximizing damage in situations where one can guarantee it landing.
Crouching
  •  cr. A: A quick forward jab in which is Special, MAX, DM, and chain cancelable. Despite it being a crouching normal it lacks the properties of an "actual" low, making this at times ineffective at opening an opponent up. Due to how it is cancelable into from lights, it does however function amazingly as an immediate follow-up to cr. B.
  •  cr. B: Terry quickly kicks towards the feet of his opponent. This move is one of Terry's two "actual" lows, making the use of this move pertinent to strengthening Terry's mix-up game. It is not Special cancelable and lacks the ability to chain into Command Normals, but can be chained into any one of Terry's lights, providing Terry with the ability of effectively comboing(?) off of a low.
  •  cr. C: A punch sent at a straight-angle from a crouching position. The move isn't as quick as some of Terry's alternatives, but has a fair bit of range in addition to being cancelable, making the usage of this move quite important at times. This move can be MAX, DM, and Special canceled in addition to being capable of chaining into Command Normals.
  •  cr. D: A sweeping kick which applies a soft-knockdown status to an opponent it connects with. Has a decent bit of range (even for that of a sweep) while being fairly quick, it is also Terry's only other "actual" low. This can be used to quickly throw an opponent off-guard and to apply knockdown based pressure after a successful hit. This move also happens to be cancelable, allowing for more effective usage within block-strings. (Due to the knockdown status in which sweeps possess in this game, you will be incapable of following up a sweep with some form of cancel for the sake of comboing) 
Jumping
  •   j.A: A quick downwards angled punch. It's quick nature makes it effective for attempting to beat out opponents whom are attempting to jump while you are already airborne, but is otherwise lacking. It doesn't help that a few of Terry's other jumping normals can also serve this purpose and do so more efficiently.
  •   j.B: Terry quickly kicks in front of him. This normal is best suited for quickly beating out opponents who are attempting to jump/hop due to its fair horizontal range and swift start-up, it is fairly limited in its usage otherwise.
  •   j.C: A quick and powerful downward angled punch. It's angle, priority, and relatively quick start-up can allow for it to be utilized specifically for the sakenof beating out anti-airs and in air-to-air situations. It also deals a fair amount of hitstun, making it fairly effective for the use of it as a "jump-in tool".
  •   j.D: Terry shoves his leg at a slightly downward angle. This normal is quite versatile, as it is his longest reaching jumping normal, has a fairly short start-up time, and possesses both a fair bit of priority and hit-stun.
Blowback
  •   st.CD: A lengthy and devastating kick which has a bit of start-up. Due to how Terry becomes very slightly airborne during the animation of this move, it can actually be used for avoiding both lows and grounded fireballs if timed properly.
  •   j.CD: A quicker version of Terry's CD which happens to have somewhat of a lingering hit-box. Simply put, this is one of Terry's best moves. Its speed, range, very high priority and generous hitbox can make this move quite appealing for one to "spam" with.
IT IS TRULY I, THAT ONE SILLY BILLY WHO FOR WHATEVER REASON WON'T STOP RUNNING ANCHOR TERRYYYYYY!

LEbrosaber

#24
Rising Tackle - (d~u A/C)

  •  One of the most impossible and physics defying techniques ever known, Terry's charge based Dragon Punch equivalent returns in yet another game.
  • All versions possess very swift start-up times, but suffer from being notably punishable on block.
  •  The strength inputted determines how high the move actually "rises", with the Light version being the shortest and the EX version being the highest.
  •  Despite being a move of the "DP type", it is notably lacking in terms of invincibility. The Heavy version possesses a very slight bit of it, while the Light version lacks it entirely. Even with this deficiency, Rising Tackle still serves as a great anti-air due to its vertical hitbox and impressive speed.
    EX: A faster, more damaging, and most importantly invincible (for a portion of the move's duration). It also goes incredibly high while rising, making this version of the move easily the most punishable, which means that careful implementation of this move is pertinent to avoid being harshly punished.
IT IS TRULY I, THAT ONE SILLY BILLY WHO FOR WHATEVER REASON WON'T STOP RUNNING ANCHOR TERRYYYYYY!

LEbrosaber

Power Charge - (hcf B/D)

  •   A forceful "tackle" forward, this move mainly functions as a method of continuing to apply safe block-pressure.
  •   Each version has fairly quick start-up time, but the Heavy version possesses the most out of all 3 variations .
  •   Depending on the strength inputted, Terry's start-up time, distance, and actual hit "effect" will be altered. The Light version goes for about 2 characters length in distance, has the fastest start-up, and leaves the opponent in both a stationary and standing state on hit. The Heavy version has somewhat of a slower start-up and appears to lack the ability to combo into it from any form of juggle (asides from a counter-hit CD), making it essentially impossible to combo into. On hit the opponent is sent slightly into the air, allowing for a follow-up. If spaced correctly when in the corner, you can link almost any move off of a successful Heavy Power Charge.
  •   If spaced from almost max distance, Light Power Charge can actually link into St.B (Thanks to Vokkan from the DC Forums!) which adds a layer of importance to both this move and spacing with Terry in general.
  EX: A swifter version of Power Charge which goes about one character farther than both normal iterations of the move. This move will function as your main MAX mode combo linker at Mid-Screen, as its main feature lies in how it applies a wall-bounce effect on hit, allowing for almost any follow-up of your choosing (that is disregarding both versions of normal Power Charge, as you are incapable of linking them after this move due to them technically being the "same move"). Despite the move's effectiveness, the wall-bounce effect does push the opponent fairly far back, making it so that when in the corner you are no longer capable of linking any special (asides from Rising Tackle) which is capable of being super-canceled and linking EX Crackshot for the sake of combo extending is also impossible. This iteration of the move also happens to possess a hit of armor, allowing for it to be used as a way of literally going through the opponent's offense.
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IT IS TRULY I, THAT ONE SILLY BILLY WHO FOR WHATEVER REASON WON'T STOP RUNNING ANCHOR TERRYYYYYY!


Vokkan

The one thing you can do with cl.D's Force Stand property:

cl.D, df+C, qcb+D (2 hit) for 207 dmg and +2f nice and close.