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Terry Bogard / Re: terry bogard matchup thread
« on: December 07, 2013, 04:42:10 AM »For Elizabeth, the way I would approach her is getting in and staying in. She doesn't have really good normals close up, but her fireball, teleport, DP, and command grab are all problematic. However, if you keep her pinned down with normals, she can't do much. From very far away, she can't do anything either and you can't do anything to her so you want to get a knock down from far away and work your way in so she's on defense.
Start off from about mid-range. You can test to see what the person likes to do by throwing the A power wave. If they like to hop, you'll have to respect it as her j.D and j.CD are relatively long reaching and will net her some damage if she hits you with them. Avoid giving her any clean air-to-airs, play on the ground if you can. If she tries to use her fireball to negate things, switch it up and use C power wave. She'll get knocked down and can't dispel it. Get in on her and stick to her.
If she has meter, you want to be careful of her counter, but for the most part, it's a pretty non-issue. Bait people who like to counter by empty jumping. Go in for a low right after to keep them honest and get a combo. Her DP is also invincible and her EX teleport as well. That's why I say stick to mid range where most of this stuff will whiff, but she has to move in on you for damage. Without meter, her DP isn't invulnerable (or safe, sweep her after), her teleport isn't really good, and her command throw is not a combo extender. Keep pressuring her with st.B to make her frustrated and push her into the corner where she can't run.
If you can, throw in some frame traps like D crackshoot or delay normals like d.A into d.C so they're more likely not to block. Elizabeth, again, doesn't have very good normals so you can tag her if she's trying to get out with specials. Worse she can do is try to normal throw you; none of her normals or specials are super fast and you can tech the throw.
I play a lot of Elizabeth players so I'm used to it.
A few things to add/change
Terry has nothing to fear from her hop d or hop cd well nothing more so than he would any other person with a jump attack with a downward angles hurt box terry can easily AA her 9/10 with df+c, fr st c, or rising tackle depending on your positioning. Only time you really don't have a shot at AAing her is if you are chucking fireballs at mid screen when is honestly the last thing you should really be doing in a match up with a character who's hop/jump has as much range and speed as hers does she can literally jump in and punish you from 3/4 the screen so be aware doing that puts you in the danger zone not to mention with 1 bar she can just go through it and bop you into the air for a combo. Only start throwing projectiles in that range once you have established air to air superiority and ground to air superiority because that way you can ensure she stays on her toes. Another reason not to chuck plasma is because it gives her meter and does nothing for you unless she blocks it which at 3/4 screen or mid range she has no reason to because she can qcf+A or qcf+C it.
Also going air to air with Liz isn't a bad idea at all considering the most threatening option she has in case of a trade a super which does little to no damage but simply gives her mix up positioning something terry doesn't worry about as much as everyone else if he has a bar since ex tackle is 4 frames and hits on both sides. So if she tries any cross up shenanigans you can hit her out free and reset the situation. I advocate going air to air with Liz because of the awkward angle of her better jump normals and the lack of range on her light ones. Terry's jump b is no Iori jump b, but the range and the 4 frame start up not to mention the horizontal hitbox ensures her jump cd and jump d won't be hitting you since they go down at a weird angle and don't stick out 100% horizontally.
Lastly, once you start checking the Liz player and keeping her on the ground do everything rei said keep her in check via normal superiority. Don't not use crack shots, but just space them appropriately so you don't get command grab punished if they block them standing. St b is your friend and main form of frame advantage great way to end strings so you can keep your pressure going. Don't be afraid to the ex power waves at hops or even when you have them in a block string. Make her burn that meter, take the mix up, or lose a hell of a lot of guard bar it's that player's choice. One way to tell how good a person is at fighting terry is throw and ex power wave and see if they gaurd cancel blow back you or gc roll you. If they roll you they are knowledgeable about this situation. If they blow back you exploit the hell out of it by running up and just blocking it or jumping and crossing them up with a jump d as they attempt the blow back. Reason being is gc blow backs are unsafe on block and even worse on whiff. If they do it destroy that persons very soul until there is nothing left and I mean nothing!
Another good thing you can do is play the player not just the character. At that person's good and bad habits then counter and take advantage of those. Don't put too much focus on the character match up that you forget there is still a person behind the controller using them.