Dream Cancel Forum

King of Fighters XIII => Character Discussion => Terry Bogard => Topic started by: nilcam on July 27, 2010, 02:47:00 AM

Title: Terry Bogard (Arcade Version)
Post by: nilcam on July 27, 2010, 02:47:00 AM
(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/terry.gif)

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

* = EX version possible

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

Command Moves
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 (http://dreamcancel.com/wiki/index.php?title=Terry_Bogard_(XIII)).

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.
Title: Re: Terry Bogard
Post by: metaphysics on August 01, 2010, 07:24:35 AM
Standing Normals
st. ;a - A quick jab. Useful against hyper hops and can be comboed into Back Knuckle (f+A).
- Cancellable, chainable
- Hit Detection: High
- Damage: 25

st. ;b - A side kick with good reach. Can be chained from his crouching B. And can be comboed into weak crackshoot, Buster Wolf or EX Power Geyser
- Cancellable
- Hit Detection: High.
- Damage: 30

st. ;c - A straight punch with good range and good speed. Great poke. Also note it's unique cancel properties.
- Cancellable into DMs only.
- Hit Detection: High
- Damage: 80

st. ;d - Terry leans back, twisting slightly, and kicks forward. (Animation resembles the last hit of his 'Fire Kick' move from Real Bout, although without the flame effects of course.) Better reach than his far C, but a bit slower.
- Can't be canceled.
- Hit Detection: High.
- Damage: 80

Close Normals
cl. ;c - A close-range punch that hits twice. Very fast and combos easily. Five stars!
- Cancellable (both hits)
- Hit Detection: High
- Damage: 55,25

cl. ;d - Terry delivers a kick aimed at his opponent's face. Not as strong as close C, and only hits once. However, it can be used for combos and is actually preferable for longer (particularly HD) combos due to less damage scaling.
- Cancellable
- Hit Detection: High
- Damage: 70

Crouching
cr. ;a - A crouching jab. Can combo into his Rising Upper (df+C).
- Chain/Cancellable
- Hit Detection: High
- Damage: 25

cr. ;b - A quick, crouching kick (surprise, surprise). Can be chained into standing B or crouching A.
- Chainable
- Hit Detection: Low
- Damage: 30

cr. ;c - A crouching version of his far C. Less damaging, but can be canceled into anything.
- Cancellable
- Hit Detection: High
- Damage: 70

cr. ;d - A crouching kicks that knocks down standing opponents. Long reach.
- Can't be canceled.
- Hit Detection: Low
- Damage: 80

Jumping
j. ;a - A quick, downward punch. Meh.
- Hit Detection: Mid
- Damage: 45(40)

j. ;b - A forward kick, great for air-to-air.
- Hit Detection: Mid
- Damage: 45(40)

j. ;c - A strong punch aimed downward. Good for jump-ins.
- Hit Detection: Mid
- Damage: 72(70)

j. ;d - A strong kick aimed downward. Good for jump-ins and cross-ups.
- Hit Detection: Mid
- Damage: 70(68)

Blowback Attack
 ;c ;d - A shoulder charge.
- Cancellable
- Hit Detection: High
- Damage: 75

j. ;c ;d  - Looks like an aerial version of Terry's close D.
- Hit Detection: High
- Damage: 90(80)

GC ;c ;d - For some reason, it's the same animation as his close D.
- Hit Detection: High
- Damage: 10

Throw
;bk / ;fd +  ;c / ;d  = Buster Throw
Terry grabs his opponent and throws them to the ground.
- Can be broken
- Hit Detection: Throw
- Damage: 100

Command Normals
;fd + ;a  = Back Knuckle
Terry spins around and hits the opponent with the back of his knuckle, hence the name. Great reach and good damage, but slow to come out. Useful on wake-up. Can be combo'd into from standing A.
- Can't be canceled
- Hit Detection: High
- Damage: 80

;df + ;c = Rising Upper
An uppercut with good vertical reach. Nice anti-air, and great in combos. Can be combo'd into from close C/D and crouching A.  Common follow-ups are: Power Wave, weak Burn Knuckle and either DM.
- Cancellable
- Hit Detection: High
- Damage: 60

Special Moves
;dn ;df ;fd + ;a / ;c = Power Wave *
Terry slams the ground with his fist, producing a wave of energy. Since the normal versions aren't full-screen, this move is mostly useful in block-strings. A version comes out faster and travels about half-screen. C version travels 3/4 of the screen, travels faster and knocks down. No damage difference.
EX version travels full-screen, but slowly. Hits three times. (No knock-down.)
- Super cancellable.
- Hit Detection: High
- A/C damage: 60; EX damage: 45x3 [total=135]

;dn ;db ;bk + ;a / ;c = Burn Knuckle *
Terry flies forward with his burning fist outstretched. It travels quite fast, making it useful for keeping your opponent on their toes. It is quite unsafe on block, so pleasedon't just throw it out there and hope it hits. Because this move can be drive canceled, it's the linchpin of most of Terry's longer combos. A version comes out faster, does less damage and doesn't travel as far. C version comes out slower, does more damage and travels farther.
EX version comes out as fast as A, travels farther than C and does almost as much damage as both combined. When it hits an airborne opponent mid-screen, Terry can end up on the opposite side of his opponent. (You can drive cancel into EX Burn Knuckle from A or C Burn Knuckle, by the way.)
- Drive/Super cancellable
- Hit Detection: High
- A damage: 75; C damage: 90; EX damage: 160

;dn ;db ;bk + ;b / ;d = Crack Shoot *
Terry flips forward with his leg coming down on his opponent. Hard to punish on block, so it's a great tool for pressuring opponents. Against airborne opponents, it can be used to juggle them higher, making this move useful for extending combos. B version is faster and hits twice, D version hits four times.
EX version comes out faster and is an overhead. This makes it a very useful way to end a match if your opponent in near death.
- B/D Hit Detection: High, EX Hit Detection: Mid
- B damage: 40x2 [total=80]; D damage: 40x4 [total=160]; EX damage: 120

;dn _ ;up + ;a / ;c = Rising Tackle *
Terry flips upside down and flies straight up while spinning around like a top. The awesomeness of this move is inversely proportional to how goofy it sounds. Great damage, but incredibly unsafe. (If you want a safer anti-air, go for Rising Upper.) Use this only when you're certain your opponent will be above you, or in combos. The quicker, A version hits five times, and C version hits seven times, although if the opponent isn't close enough all the hits won't connect.
EX version is godly. Near-instantaneous start-up and insanely powerful. It also has a "vacuum" effect, where the opponent is pulled into the move if it connects. So while the normal version can just knock them away after one hit, the EX version is always going to hit multiple times if one hit connects. There are technically 21 hits to this move, but it's impossible for all of them to connect. Against an airborne opponent who is very close, it can hit a maximum of 20 times. The maximum number of times it can hit a grounded opponent is "only" 17. Great for ending combos.
- Drive / Super cancellable (first hit only)
- Hit Detection: High
- A damage: 40,10x4,50 [total=130]; C damage: 50,15x6 [total=140]; EX damage: 20x7,10x13,30 [hypothetical total=300]

Desperation Moves
;dn ;db ;bk ;db ;dn ;df ;fd + ;a / ;c = Power Geyser *
Terry slams the ground with his fist, creating an angled geyser of energy. Great anti-air, but a tad slow.
EX version creates three geysers (although Terry still only hits the ground once). It comes out much quicker, making it much more useful in combos. Under the right circumstances, it can be used to juggle an airborne opponent high enough that Terry can follow up with Buster Wolf, or other moves. In the corner, however, it may only hit twice, or even once.
- Hit Detection: High
- A/C damage: 210; EX damage: 120x3 [total=360]

 ;dn ;df ;fd ;dn ;df ;fd + ;b / ;d = Buster Wolf *
Does this move even need an introduction? Probably not, but I'll give one anyway. Terry flies forward like in Burn Knuckle, and if the move connects, an explosion blasts the opponent away. It's not as strong as Power Geyser, but it can combo in many situations Power Geyser wouldn't be able to. Also, it can be max canceled into his NeoMax. Terry no longer shouts "Are you okay!?" when the move starts up, but most self-respecting Terry players will shout it anyway.
EX version does more damage and goes through projectiles. Great full-screen punish.
- Max cancellable
- Hit Detection: High
- B/D damage: 90,90 [total=180]; EX damage: 90,30x4,90 [total=300]

NeoMax
;dn ;df ;fd ;dn ;df ;fd + ;a ;c = Trinity Geyser
Terry raises both fists behind his head and, after a dramatic pause, slams both fists to the ground. A series of successive power geysers travel across the screen, although the move can only hit a maximum of three times. It's a great NeoMax against mid-screen opponents (and can even be followed up a Burn Knuckle under the right circumstances).  However, against cornered opponents it's completely inadvisable, since it'll only hit once.
- Hit Detection: High
- Damage: 150x3 [total=450]











---
I think you have forward+c missing its the straight punch, don't know the official name tho
Title: Re: Terry Bogard
Post by: krazykone123 on August 01, 2010, 07:36:45 AM
Technical Reference
http://www.youtube.com/watch?v=bfxLAjjdckw

Combos

No Drive/No Meter
- st. C, df+C, qcb+P
- cr. Ax2, f+A, qcf+C
- cr. Bx1~3, st. B, qcb+B
- qcb+D, st. C
- qcb+D, st. D

50% Drive/No Meter
- qcb+D, st. C, df+C, qcb+A, (DC) d~u+C
- qcb+D, st. D, df+C, qcb+A, (DC) d~u+C
- qcb+D, st. C, df+C, qcb+A, (DC) qcb+B, st. C
- qcb+D, st. D, df+C, qcb+A, (DC) qcb+B, st. C
- st. C, df+C, qcb+A, (DC) qcb+K, d~u+C

No Drive/1 Meter
- cr. Bx1~3, st. B, qcb+AC
- cr. Bx1~2, cr. A, st. B, qcb+BD
- cr. Bx1~3, st. B, qcfx2+P
- st. D, df+C, qcb hcf+P

50% Drive/1 Meter
- st. C, df+C, qcb+A, (DC) qcb+B, d~u+AC
- st. C, df+C, qcb+AC, (DC) d~u+C
- cr. Bx1~3, st. B, qcb+AC, (DC) d~u+C
- st. C, df+C, qcb+A, (DC) qcb+D, qcfx2+K

100% Drive/1 Meter
- st. C, df+C, qcb+A, (DC) d~u+C, (DC) qcb+AC, qcb+D, d~u+C

100% Drive/2 Meters
- (back to corner) st. X  df+C / cr. X1~3 st. B, qcb+AC, (DC) d~u+C, (DC) qcb+AC, qcb+D, d~u+C

HD Combos
- st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x3
- st. C, f+A, (HD) st. D, f+A, qcb+A, (HDC) qcb+K, [d~u+C, (HDC) qcb+C, (HDC) qcb+D]x2, d~u+C
- st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcfx2+K
- st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcb hcf+P
- st. C, f+A, (HD) st. D, f+A, qcb+A, (HDC) qcb+K, [d~u+C, (HDC) qcb+C, (HDC) qcb+D]x2, qcfx2+K
- st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcb hcf+AC

1 Meter Additions

2 Meter Additions

3 Meter Additions

4 Meter Additions

5 MeterAdditions
Title: Re: Terry Bogard
Post by: JTSNOW6 on August 02, 2010, 01:00:20 AM
COMBOOOOOO!!!!!!  Special thanks to Arcade Infinity and their players for showing this one!!

s. ;c ->  ;df ;c -> (BC) s. ;c, ;df ;c xx  ;dn ;df ;fd ;a /  ;c xx  ;dn ;df ;fd ;dn ;df ;fd  ;b /  ;d xx  ;dn ;df ;fd ;dn ;df ;fd ;a ;c

Thanks to SAB-CA for catching my mistake!!
Title: Re: Terry Bogard
Post by: SAB-CA on August 02, 2010, 02:05:21 AM
One correction JTSNOW6:

Buster Wolf (EX) should be  ;dn ;df ;fd ;dn ;df ;fd ;b ;d

Was an awesome Turn-around, too.
Title: Re: Terry Bogard
Post by: metaphysics on August 09, 2010, 06:52:45 AM
drive canceling Rising Tackle into Rising Tackle (EX) is done similar to pianoing reversals in st except instead of letting go you hold the inputs I've done it on accident before but managed to pull it off consistently today I'd imagine this technique works with other charge moves canceling into the ex versions of the same moves

oh yea and you gotta do it really fast
Title: Re: Terry Bogard
Post by: fiol on August 12, 2010, 09:36:58 AM
http://www.youtube.com/watch?v=Sg3zFpxm8UA
Title: Re: Terry Bogard
Post by: venusandeve on August 12, 2010, 09:54:08 AM
neo maxing a cornered opponent: plz don't, it only hits once.
Title: Re: Terry Bogard
Post by: Rex Dart on August 13, 2010, 04:52:33 AM
Here's a combo from Arcadia magazine:

Jump  ;d ->  ;d ->  ;fd;a -> HYPERDRIVE ACTIVATION ->   ;d ->  ;fd ;a ->  ;dn ;db ;bk ;a ->  ;dn_ ;up ;c (one hit) ->  ;dn ;db ;bk ;c (opponent in corner) ->  ;dn ;db ;bk ;b ->  ;dn_ ;up ;c (one hit) ->  ;dn ;db ;bk ;c ->   ;dn ;db ;bk ;b ->  ;dn_ ;up ;c (one hit) ->  ;dn ;db ;bk ;a ;c (HD mode ends) ->  ;dn ;db ;bk ;d (four hits) ->  ;dn_ ;up ;a ;c

789 damage, 2 power gauges. Also requires all your drive meter and the corner, of course.
Title: Re: Terry Bogard
Post by: MUSOLINI on August 13, 2010, 04:52:35 PM
dope azz combo. and yeah doing that terry nm in the corner is dumb. one of the combos mr kof did with kof, combo into hd mode, normals into ex burning knuckle, into ex buster wolf. doing his ex burning knuckle actually lets you switch corners with your op, so that you could do the normal non ex buster wolf into nm and get all the hits of the nm. that is if the op still trades places when hes already in the corner.

also for a very long time i was wondering if terry's f+A is cancelable or only cancelable into and in hd mode? sC 2 hits, f+A 2 hits, ex burning knuckle or normal burning knuckle drive cancelled into crackshoot would be awesome if possible.
Title: Re: Terry Bogard
Post by: JT_Chill on August 27, 2010, 05:12:22 AM
I have a question about Terry. I noticed that in some of the videos he does something similar to "Hook Kick?" Is that listed or is it a normal attack?

Also, on the EX Power Geyser, is it two hits or three?

If someone can, post more combos, please.
Title: Re: Terry Bogard
Post by: itpcruz08 on September 06, 2010, 05:47:41 AM
http://www.youtube.com/watch?v=JHlDvrWvL1M
Title: Re: Terry Bogard
Post by: metaphysics on October 06, 2010, 08:00:13 AM
I think this should be noted even tho most of us already know this

- ex crackshoot is an overhead
- C version of powerwave knocks down
-  ex buster wolf goes thru fireballs
- jump D crosses up
- crackshoot can combo off of s.B

Title: Re: Terry Bogard
Post by: MUSOLINI on October 06, 2010, 09:14:16 AM
crackshot..., you free basin?
Title: Re: Terry Bogard
Post by: metaphysics on October 06, 2010, 09:41:58 AM
crackshot..., you free basin?
  wups lol
Title: Re: Terry Bogard
Post by: MUSOLINI on October 06, 2010, 08:11:08 PM
man i wonder if terry can combo into his ex geyser when the opponent is in the air during drive cancels or during hd mode, and juggle on with a special into another dm? ive seen him juggle after the exgeyser, so i do wonder whats possible.
Title: Re: Terry Bogard
Post by: metaphysics on October 07, 2010, 08:08:11 AM
actually in hd mode he can combo into ex geyser then straight into either regular, or ex buster wolf  Mr. KOF was the first that I've seen do it, I could never remember the sequence he did tho before he got to that, but to answer your question yes he can, It's probably on one of the AI videos too since I saw them record it when i was there
Title: Re: Terry Bogard
Post by: Kane317 on October 07, 2010, 09:09:15 AM
actually in hd mode he can combo into ex geyser then straight into either regular, or ex buster wolf  Mr. KOF was the first that I've seen do it, I could never remember the sequence he did tho before he got to that, but to answer your question yes he can, It's probably on one of the AI videos too since I saw them record it when i was there

I think I didn't end up uploading that one, but goto YouTube and check out the official Terry combo from SNK Hong Kong and you'll see it.
Title: Re: Terry Bogard
Post by: MUSOLINI on October 07, 2010, 06:18:56 PM
i know about that one, but he does it in the corner making only 1 of the 3 geysers hit. i wondered if it could be done outside the corner to make all 3 hit, then follow up with a bk or cs or just got straight for the bw.
Title: Re: Terry Bogard
Post by: Rex Dart on October 23, 2010, 06:03:23 PM
Earlier tonight I saw the most amazing Terry combo ever, and possibly the coolest in the game. (Disclaimer: This is the opinion of a Terry fan.)

I watched a guy do it three times in practice mode, and he had the AI opponent crouching. I'm not sure how necessary this is to the combo, but I wanted to mention it. Also, I'm not certain of the strengths of the moves, so keep in mind that when I saw weak Crack Shoot, it could be strong Crack Shoot. Same for all the others ones. I'm 70% sure of the input, though...

Cross-up jump ;d -> close  ;d ->  ;df ;c -> HD ACTIVATE -> close  ;d ->  ;df ;c ->  ;dn ;db ;bk ;a -(HC)->  ;dn _ ;up ;c (one hit) -(HC)->  ;dn ;db ;bk ;c ->  ;dn _ ;up ;c (one hit) -(HC)->  ;dn ;db ;bk ;c ->  ;dn ;db ;bk ;d  ->  ;dn ;df ;fd ;dn ;df ;fd ;b -((MC))->  ;dn ;df ;fd ;dn ;df ;fd ;a ;c  (opponent in corner) ->  ;dn ;db ;bk ;a  ->  ;dn _ ;up ;a ;c   (Strengths of the specials have been corrected -Kane317)

Did you get all that? The spacing looks pretty specific. He began the combo all three times with the opponent close to (about two characters sizes away from) the corner. And crouching, as I mentioned before. Terry does a cross-up jumping D, and does a typical HD combo starter into weak Burn Knuckle. He cancels that into a one-hit Rising Tackle, just to juggle them higher, and then uses a strong Burn Knuckle to pass under his opponent. He then does another Rising Tackle -> Burn Knuckle cancel to pass under his opponent a second time. At this point, they're about mid-screen. Terry does a strong Crack Shoot (three hits) to get his opponent a bit higher in the air, and goes into his Buster Wolf -> Trinity Geyser max cancel. The NeoMax hits the opponent into the corner (the opposite corner they started from) and Terry does another weak Burn Knuckle. I think this is where the spacing becomes incredibly important, since Terry is far enough away from the opponent that only the very end of the Burn Knuckle hits him. This means that Terry recovers quickly enough to add an EX Rising Tackle to the end.

The end result of all that work and all five gauges? 1023 damage. This makes it the first 100% combo for Terry, at least as far as I know.

Impractical? Yes. Awesome? Very yes.

CORRECTIONS: I can't believe it's taken someone so long to mention this, but the first post lists Rising Tackle with kick instead of punch.

UPDATE Kane317: Thank Mr. Kof for performing the combo for you guys (http://www.youtube.com/watch?v=R_7NHaeKqmo).
Title: Re: Terry Bogard
Post by: sibarraz on October 23, 2010, 06:15:13 PM
I really want to see that combo, sounds really cool, and I always love when combos had moves that are not used to hit the opponent, but just to use them to move
Title: Re: Terry Bogard
Post by: krazykone123 on October 23, 2010, 06:17:58 PM
CORRECTIONS: I can't believe it's taken someone so long to mention this, but the first post lists Rising Tackle with kick instead of punch.

Yeah I just noticed that too, thanks for the info btw

Title: Re: Terry Bogard
Post by: nilcam on October 23, 2010, 06:24:31 PM
Correction made. Thanks for pointing that out.
Title: Re: Terry Bogard
Post by: Rex Dart on October 23, 2010, 06:25:16 PM
I really want to see that combo, sounds really cool, and I always love when combos had moves that are not used to hit the opponent, but just to use them to move
Sorry, I phrased that poorly. All the Burn Knuckles DO connect, but Terry ends up on the other side of the opponent after the two in the middle.
Title: Re: Terry Bogard
Post by: Chowdizzle on October 24, 2010, 12:58:46 AM
Wow I really wanna see that too, I'm with you Rex Terry is a total badass.

Well I guess my icon signifies that already.
Title: Re: Terry Bogard
Post by: MUSOLINI on October 24, 2010, 05:59:48 PM
finally somebody smart enough to handle terry and his combos. thing is if this was already released on console wed be seeing all those combos in the first days of release. since it ain't, im happy somebody with the right mindstate bothered to waste tha quarter in practice mode on everyone's favourite pizzaboy.

also the cs in the combo might actually be the hard one, since it hits 3x. lets hope somebody records this combo soon.
Title: Re: Terry Bogard
Post by: JT_Chill on October 25, 2010, 05:25:15 AM
So, how hits is this combo? Can it be done in an actual match?
Title: Re: Terry Bogard
Post by: Kane317 on October 31, 2010, 11:08:11 AM
So, how hits is this combo? Can it be done in an actual match?

It's 40hits.  It's a tiny bit situational but still feasible in a real match.  You just need to cross them up when they're near the corner and that opening happens more than you think.

Wow I really wanna see that too, I'm with you Rex Terry is a total badass.

Well I guess my icon signifies that already.

Thank Mr. KoF for doing the combo for you guys (http://www.youtube.com/watch?v=R_7NHaeKqmo), and credit goes to Rex Dart of course (I just helped with the recording as usual).
Title: Re: Terry Bogard
Post by: Rex Dart on October 31, 2010, 11:45:27 AM
FUUUUUUUUUUUUUUUUUUUU---

That's such an awesome combo. Thanks so much for the video.
Title: Re: Terry Bogard
Post by: Kane317 on October 31, 2010, 11:54:07 AM
FUUUUUUUUUUUUUUUUUUUU---

That's such an awesome combo. Thanks so much for the video.

No thank you, if you didn't bring it up we wouldn't have be able to do it.  Crazy internet days we live in.  Keep your eyes peeled and ears close to the ground for any more cool combos. =)
Title: Re: Terry Bogard
Post by: MUSOLINI on October 31, 2010, 01:40:59 PM
fucking awesome.
Title: Re: Terry Bogard
Post by: metaphysics on October 31, 2010, 11:58:34 PM
Damn that is doable, too much meter for my liking tho , but its super duper sick
Props for mr. KoF I cuz god knows I was never gonna try it, too much work to do with other characters, and am super terrible at reading combo transcriptions I think I'm dislexic or something lol cool video
Title: Re: Terry Bogard
Post by: MUSOLINI on November 01, 2010, 01:37:26 AM
isnt it possible to finish the combo with a normal rising tacle weak or strong? you know, to conserve meter.

edit: in fact the character is still pretty high in the air after the last burning knuckle. mr kof happen to try doing a crack shoot after it?
Title: Re: Terry Bogard
Post by: Aenthin on November 01, 2010, 02:51:41 AM
Probably, but it looks cool that way. xD
That and it seems that it was only because of the EX Rising Tackle that actually makes it a 100% combo.
Title: Re: Terry Bogard
Post by: MUSOLINI on November 01, 2010, 03:27:58 AM
doing a 99 or 100, it would be better to go for the 99 instead for that extra meter. not to mention you could potentially use this combo even with terry as your second character. also if a crackshoot is possible after that last burning knuckle it would probably do even more damage. but the hight looks tricky, might work, might not. though it really does seem like the hight should work for a normal rising tackle. and if im not mistaken that hight after the last burning knuckle looks suspisciously like the same high terry has the opponent at right after he dc's into a crackshoot after a normal burning knuckle into crack.
Title: Re: Terry Bogard
Post by: Rex Dart on November 01, 2010, 02:32:49 PM
Please enjoy some Terry info, won't you?

EDIT: Moved to the first page -Kane317

Woooo. That was a lot of writing.

Kane: Do you think you could post the correct move strengths of that 100% Terry combo? I'd like to update my first post, but don't want to get it wrong twice.

Edit: Thanks Musolini! Let me know if you spot any more errors.
Title: Re: Terry Bogard
Post by: krazykone123 on November 01, 2010, 05:45:09 PM
Great job Rex!, the template for the Terry (XIII) wiki is up so you can start adding info now
Title: Re: Terry Bogard
Post by: MUSOLINI on November 01, 2010, 06:04:14 PM
hey rex, crack shoot is with B and D.
Title: Re: Terry Bogard
Post by: Kane317 on November 02, 2010, 12:38:29 AM
Kane: Do you think you could post the correct move strengths of that 100% Terry combo? I'd like to update my first post, but don't want to get it wrong twice.

As you wish, the strengths of the specials have been corrected.  =)
Title: Re: Terry Bogard
Post by: ZombiesAteDiana on November 09, 2010, 01:26:27 AM
I was wondering which other version of KOF would be good to practice with Terry so I can get a bit more fimiliar to his XIII build.

Looknig for Mai and Kyo as well.
Title: Re: Terry Bogard
Post by: Kane317 on November 09, 2010, 02:26:28 AM
I was wondering which other version of KOF would be good to practice with Terry so I can get a bit more fimiliar to his XIII build.

Looknig for Mai and Kyo as well.

I think in this case, it might just be XII's version of him.   Actually I'm quite sure that's the closest.
Title: Re: Terry Bogard
Post by: ZombiesAteDiana on November 09, 2010, 06:40:47 AM
thanks soo much kane i'll get on that and see how it works out (including the other 2).
Title: Re: Terry Bogard
Post by: krazykone123 on November 10, 2010, 06:01:23 AM
Rex, I added all of your info to the wiki page

if you need to edit anything go there
Title: Re: Terry Bogard
Post by: MUSOLINI on November 29, 2010, 01:05:18 PM
i was checking the wiki (which looks really good btw, good job). terry's far D it says the move resembles terry's firekick from rb but without the fire effects. 2 things, terry didnt gain this move till the last rb, namely rb2.second, the move never had any fire effects. small tidbits, but its better to have info thats actually correct instead of made up, even if its something minor. ok, moving on, nothing else to see here.

edit: also no discription on close A and B.

last edit: @ mr kof. if you would do this same combo, but the yuri is a little but further from the corner, would tha mean that this combo would also be possible with a power geyser instead of buster wolf? what about ex power geyser into nm, and finishing the combo with a normal rising tackle instead of ex? thanx.
Title: Re: Terry Bogard
Post by: Mr.KOF on November 29, 2010, 01:53:04 PM


last edit: @ mr kof. if you would do this same combo, but the yuri is a little but further from the corner, would tha mean that this combo would also be possible with a power geyser instead of buster wolf? what about ex power geyser into nm, and finishing the combo with a normal rising tackle instead of ex? thanx.
[/quote]

i'm pretty sure ex power geyser does not cancel in NeoMax. Using a power geyser instead of burning knuckle or busterwolf should work pending on screen location. You are forced to use regular rising tackle if you put terry as a 4th or have used a drive cancel with( EX burning knuckle crossup as a 5th character)
Title: Re: Terry Bogard
Post by: MUSOLINI on November 29, 2010, 02:25:39 PM
good to see you on, seems i caught you on the right time. i totally forgot about terry not being able to nm cancel after the geyser. i just woke up, so thats gotte be it lol. dont worry though, i wont be bothering you that much anymore when the game finally drops. till then, who knows, i might still need your expertise. thanx for the speedy reply.  

edit: awesome av zombies ate dianna.
Title: Re: Terry Bogard
Post by: Rex Dart on November 29, 2010, 02:34:00 PM
i was checking the wiki (which looks really good btw, good job). terry's far D it says the move resembles terry's firekick from rb but without the fire effects. 2 things, terry didnt gain this move till the last rb, namely rb2.second, the move never had any fire effects. small tidbits, but its better to have info thats actually correct instead of made up, even if its something minor. ok, moving on, nothing else to see here.

edit: also no discription on close A and B.

I was actually just referring to Real Bout as the series, but yeah, better to be specific. And I completely mis-remembered the flame effects. I guess I got too used to seeing them in MI2? Anyway, corrected.

There are no close A or close B. They're exactly the same as far A and B. This is true for most (but not all) characters in the XIII.
Title: Re: Terry Bogard
Post by: MUSOLINI on November 29, 2010, 03:41:39 PM
i was checking the wiki (which looks really good btw, good job). terry's far D it says the move resembles terry's firekick from rb but without the fire effects. 2 things, terry didnt gain this move till the last rb, namely rb2.second, the move never had any fire effects. small tidbits, but its better to have info thats actually correct instead of made up, even if its something minor. ok, moving on, nothing else to see here.

edit: also no discription on close A and B.

I was actually just referring to Real Bout as the series, but yeah, better to be specific. And I completely mis-remembered the flame effects. I guess I got too used to seeing them in MI2? Anyway, corrected.

There are no close A or close B. They're exactly the same as far A and B. This is true for most (but not all) characters in the XIII.

no prob man,
Title: Re: Terry Bogard
Post by: solidshark on December 01, 2010, 07:24:59 PM
Anyone remember seeing 2-meter combo that was Burn Knuckle-EX Burn Knuckle (passing opponent)-Buster Wolf?
Title: Re: Terry Bogard
Post by: Kane317 on December 01, 2010, 07:36:47 PM
Anyone remember seeing 2-meter combo that was Burn Knuckle A-EX Burn Knuckle (passing opponent)-Buster Wolf?

Yeah, they did that a lot in the beta/dev vids, looks so good awesome.
Title: Re: Terry Bogard
Post by: Rex Dart on December 01, 2010, 08:09:24 PM
Yeah, here's a video link:

http://www.youtube.com/watch?v=NMIecZwIikI

It does look really great, but I'm not sure if it's worth 100% drive (one DC and one SC).

Pretty sure Burn Knuckle (SC) EX Buster Wolf would do almost as much damage, if not more.

Actually, checking my handy-dandy mook, EX Burn Knuckle does 160 damage, Buster Wolf does 90, 90 and EX Buster wolf does 90, 30 x 4, 90. So, not factoring damage scaling, EX Burn Knuckle does 40 points more damage. Damage scaling would make that number a bit smaller, though.
Title: Re: Terry Bogard
Post by: MUSOLINI on December 02, 2010, 02:42:27 PM
why even use busta wolf unless your going for a max cancel combo or the opponent is too far away? powa geysah does more damage, same for ex geysah. 
Title: Re: Terry Bogard
Post by: JTSNOW6 on December 12, 2010, 02:29:29 AM
^^It is FLAAAASHY for one.  (All self-respecting Terry players should be flashy in their play style)  Also not only does it hit opponents who are far away, but talk about a fireball punish!! (The EX version anyway)
Title: Re: Terry Bogard
Post by: MUSOLINI on December 12, 2010, 02:22:47 PM
but on opponents close to you during combos, why waste the damage if you can geyser?
Title: Re: Terry Bogard
Post by: Aenthin on December 12, 2010, 05:00:49 PM
Well, Buster Wolf is easier to hit than Power Geyser if they end up being in a certain distance. Buster Wolf is also very fast. 'course, it depends on the situation. If you can put in an EX Burn Knuckle in place of a Buster, why not? If your opponent has low health and EX Burn Knuckle isn't enough to finish him, why not use Buster after? If your opponent is still far up in the air, why the hell would you use Buster when you can use Power Geyser, etc...

Also, Terry's 100% also makes use of Buster Wolf.
Title: Re: Terry Bogard
Post by: Rex Dart on December 13, 2010, 11:37:35 AM
Am I missing anything here?

Buster Wolf:
+ faster: (both non-EX and EX) BW can be connected from a standing B
+ can be MAX cancelled (of course)
+ in the corner, EX Buster Wolf is the most damaging DM with full hits guaranteed; Terry's EX geyser and NeoMax aren't great for corners

Power Geyser:
+ more damaging
+ EX geyser can juggle opponent high enough for a follow-up (corner only, so you sacrifice some damage)

EX Rising Tackle:
+ more damaging than either level-1 DM
+ so cool
Title: Re: Terry Bogard
Post by: MUSOLINI on December 13, 2010, 03:20:17 PM
ex rising tackle cannot be followed up.

geyser and ex geyser when not in corner but close to it do most damage and you can follow ex geyser up. what im curious about is if an ex geyser can be followd up close to the corner when all 3 hits of the geyser connect.

busta only useful when opponent is out of geyser reach or you wanna follow up with nm. or when the opponent is already in the corner when comboing.

also wasnt ex rising more damaging whenyou hit all hits (30), since you mostly only hit about 20 or so no way its as damaging as either dm. or am i missing something?
Title: Re: Terry Bogard
Post by: Rex Dart on December 13, 2010, 05:35:10 PM
I should have said, without damage scaling, EX Rising Tackle is the most damaging. But even in shorter combos, it stills manages to do slightly more damage.

Unfortunately, I didn't write down the exact damage numbers, but I found that:

close C -> A burn knuckle (DC) B crack shoot -> EX rising tackle

Did more damage than:

close C -> A burn knuckle (SC) Power Geyser / Buster Wolf
Title: Re: Terry Bogard
Post by: MUSOLINI on December 13, 2010, 06:35:14 PM
in the upper combo you do an extra move and an ex tackle, so it should be doing more damage.
Title: Re: Terry Bogard
Post by: Mr.KOF on January 28, 2011, 03:34:22 PM
It's late.... but here are the goods for a 5 stock combo middle screen....

Jump D,Stand D, df c, HD activate, Stand D, DF C, EX Burning Knuckle, Cancel into EX Geyser, Cancel Rising tackle into burning knuckle C, and then cancel into EX Geyser, then rising tackle, canceling into burning knuckle. then canceling into crack shoot b, and ending in rising tackle =P
Title: Re: Terry Bogard
Post by: MUSOLINI on January 29, 2011, 01:04:51 PM
some numbers?
Title: Re: Terry Bogard
Post by: Mr.KOF on January 30, 2011, 05:03:08 PM
some numbers?

88 percent is rather low...but it does look nice =P
Title: Re: Terry Bogard
Post by: MUSOLINI on January 31, 2011, 02:41:01 AM
still pretty hard hitting, and im sure it looks nice as well. is there a chance well see a ai combi vid any time soon (or just this combo).
Title: Re: Terry Bogard
Post by: Mr.KOF on January 31, 2011, 03:17:22 AM
still pretty hard hitting, and im sure it looks nice as well. is there a chance well see a ai combi vid any time soon (or just this combo).

A.I. combo vid will get the green light once we can a hold of a great editor =P
Title: Re: Terry Bogard
Post by: MUSOLINI on January 31, 2011, 01:25:08 PM
awesome, let me give you guys a huge tip: dont just go for hd cobos. combos with linking, just ex moves, just dc cancelling, ex and dc cancelling, normal and ex combos into nm and finally hd combos. showing of what characters are really capable of would be awesome. dont know, maybe its too much for 1 combo vid.
Title: Re: Terry Bogard
Post by: MUSOLINI on March 21, 2011, 11:24:43 AM
quick terry q2, is terry able to do standing  ;c directly hold  ;df, after the second hit hit  ;c and cancel that into his rising tackle, is the charge long enough to do this?

now if this is possible, what can he do if he would cancel his rising tackle into light bk? would this allow his to do a cs? and will the cs have them high enough and you recover fast enough for an ex bk? and if so, juggle on with an ex rt? just looking for possiblities, some help is appreciated.
Title: Re: Terry Bogard
Post by: Mr.KOF on March 22, 2011, 11:57:41 AM
quick terry q2, is terry able to do standing  ;c directly hold  ;df, after the second hit hit  ;c and cancel that into his rising tackle, is the charge long enough to do this?

now if this is possible, what can he do if he would cancel his rising tackle into light bk? would this allow his to do a cs? and will the cs have them high enough and you recover fast enough for an ex bk? and if so, juggle on with an ex rt? just looking for possiblities, some help is appreciated.

I tried canceling stand C into Df C into rising tackle and Failed....... but it does work in the HD combo setup. Maybe theres a shortcut to do it without being in HD?
Title: Re: Terry Bogard
Post by: MUSOLINI on March 22, 2011, 02:24:20 PM
i dont know, might be the timing. i know the timing for mary was also tricky in kof 97. with her  ;c and after 2 hits  ;fd ;a and during this animation charge  ;bk ;fd ;b or  ;d into finisher. it was a lil tricky to do this because of the precise timing to be able to charge just long enough.

i dont know how long the charges are in 13, but if theyre like 97 its just a second or something like that. as soon as you hit  ;c you go into  ;df and wait for the second hit of the  ;c, then time the  ;c for  ;df ;c as late as possible. finally cancel the  ;df ;c into rising tackle as late as possible just on the last cancelable frame of the  ;df ;c to cancel it into RS. if it doesnt work this way its probably just not long enough to fully charge for it.

who knows maybe its possible, if you get the chance you could try it and see whats up?  

edit: yo mr kofs terry hd combo at 12:45 ends with him doing a hard crackhoot. he misses the light rising tackle after that. after the hard crackshoot he set the opponent high enough for another light crackshoot or maybe even a light burning knuckle to connect. that could potentialy mean even harder and longer corner finishers with terry if true.

http://www.youtube.com/watch?v=5QkI6_zYa_k

what do you think. you juggles the opponent very high in that combo.
Title: Re: Terry Bogard
Post by: Mr.KOF on March 22, 2011, 03:25:23 PM
For a normal combo..there is no point in doing St C df C rising tackle into DC burning knuckle because you're just burning meter and not getting enough damge. I'm pretty sure doing takumas St c Forward B into flying kicks is harder than what you're asking of Terry's combo :)
Title: Re: Terry Bogard
Post by: MUSOLINI on March 22, 2011, 03:31:24 PM
so it might be possible. also i was asking cause the combo might work like the hd combo where you could potentially do a crack shoot into rising tackle afterwards. but the opponent probably wont go that high.

also you check the vid where you did the hd combo where you misses the rising tackle at the end? the opponent was very high after the last hard crackshoot and it looked like another light version or light bk might connect after it, if that possible you probably can end it with a rt too.

also that takuma combo is basically the same as doing marys combo in 97. its still dificult it seems (hard timing).
Title: Re: Terry Bogard
Post by: Reiki.Kito on May 03, 2011, 01:41:46 AM
Hello, everyone. I am running  into some trouble against turtles like Andy and Raiden. It's really hard for me to nail a combo or anything with Terry. I have had some success in neutral hop D, but I would like more options to fight turtles. wWhat can I do? To be specific', I get fireball pressure or jump-in D and two 2Bs into 2D. Andy's pokes with 2D hurt.
Title: Re: Terry Bogard
Post by: Aenthin on May 03, 2011, 05:02:22 AM
I think what I'm about to tell you is basic stuff. Basically, you're just gonna have to force them into a mixup game. If I remember correctly, Terry's cr.B is cancellable into EX Crack Shoot, which is an overhead. Use sparingly though as it does get predictable every once in a while. Other times, you can do a run/hop, not do anything, then throw them. As you said, you could do a hop D too.

Another way is to bait them. Crouch in a range just outside of Andy's cr.D. If he jumps, do a Rising Tackle. If he constantly tries to pressure you with fireball, do a neutral jump to dodge them, making sure you hold down immediately so you could charge for a Rising Tackle as soon as you land (if you do this though, make sure you're really far away as to not to let him get near and do a cr.D). If you want to be ruthless, you could even go for an EX Buster Wolf.

I'm not really an expert on Terry though. Maybe some other people can give better suggestions.
Title: Re: Terry Bogard
Post by: Reiki.Kito on May 03, 2011, 06:56:59 AM
I'm trying to get a bit better in this game so if you feel it's basic, I likely don't know it. I really appreciate this. I have not tried to bait before and practicing my timing over fireballs might help.

I've got bad experiences with Ex Buster Wolf, but if I'm being spammed, I guess this is the only way.
Title: Re: Terry Bogard
Post by: MUSOLINI on May 03, 2011, 08:09:57 AM
have you tried traditional methods that woprk in every decent to goo fighter? like cross ups and tickthrows? what about breaking their guard? a combo ending in crack shoot leaves ypu at least even continue  on or whatever.
Title: Re: Terry Bogard
Post by: Reiki.Kito on May 03, 2011, 08:40:53 AM
Have to admit I'm pretty bad at throwing in general. However, I've tried hopping and jump-ins, but I'll eat a DP or standing A because he's basically turtling. So except throwing, I have tried it, but I'm not getting progress against a very defensive and reactive Andy or Raiden.
Title: Re: Terry Bogard
Post by: Mr.KOF on May 03, 2011, 09:28:01 AM
Have to admit I'm pretty bad at throwing in general. However, I've tried hopping and jump-ins, but I'll eat a DP or standing A because he's basically turtling. So except throwing, I have tried it, but I'm not getting progress against a very defensive and reactive Andy or Raiden.

I usually play the Terry vs Andy match up like this

Use crouching C into crackshot B to get yourself closer with the block stun and turn it into a 50/50 situation.

Walk towards the opponent spamming  the stand B and hit confirm into EX burning knuckle/ or ex crackshoot to keep the block stun or getting ready for the next mix up.

Just letting you know that if the andy player uses a zeineken move on your block stun (andy is on negative!) which means you can punish with stand b into HD mode. or you can do stand B into Ex Burning knuckle!Just make sure you have fast hands because linking stand b into ex Knuckle does involve some quick reflexes and execution.

If andy is spamming down D on your jump- ins- i suggest you practice delaying your Jump D to at least trade with andy since terrys jump D comes down at an angle.

A good andy may be able to jump over your rising tackle...so i would suggest anticipate your opponents jump ins and give them a DF+C instead!

Jumping straight up is not the best option if the opponent is spaming fireballs at you because in given situations andy can still run in and sweep you while you're jumping up in the neutral position. I Suggest mixing things up by jumping back and forth / running in to keep on your toes and surprise them and punish accordingly thru a broken defense!

http://www.youtube.com/watch?v=QSw0cyEZwek#t=1m22 You can fast forward to 1:30 area and see how I would play Terry in general matchups. Good luck!  (Link fixed -Kane317)
Title: Re: Terry Bogard
Post by: Reiki.Kito on May 03, 2011, 10:23:06 AM
Thanks for the replies and the footage! I've read your advice and I'll try them all out.
Title: Re: Terry Bogard
Post by: MUSOLINI on May 03, 2011, 05:32:48 PM
so jhon, how are you liking joe thus far? or didnt you try to put him into your team?
Title: Re: Terry Bogard
Post by: Mr.KOF on May 04, 2011, 09:20:53 AM
so jhon, how are you liking joe thus far? or didnt you try to put him into your team?

I usually place Joe First for his excellent frame trap game. Overall though i don't enjoy playing him because his combos do not look flashy enough =/
I'll try to give him extra love this week and see if he qualifies for my effective line-up.
Title: Re: Terry Bogard
Post by: Diavle on May 04, 2011, 02:43:07 PM
I usually place Joe First for his excellent frame trap game. Overall though i don't enjoy playing him because his combos do not look flashy enough =/

The sole Japanese Joe user (white tiger shorts) pulled a really cool looking corner combo using EX and DC (sorta looked like his pre-patch infinite) in one match vid. Not only did it look good but it resulted in a stun, Takuma style.
Title: Re: Terry Bogard
Post by: l2slythe on May 05, 2011, 12:43:25 AM
A good andy may be able to jump over your rising tackle...so i would suggest anticipate your opponents jump ins and give them a DF+C instead!

Down C huh?!
Title: Re: Terry Bogard
Post by: Reiki.Kito on May 05, 2011, 03:10:46 AM
I've been doing pretty good lately. My Terry gameplay has improved a lot with all of your help. I'm practicing throws and giving it an honest shot.

I will try that 3C (DF+C) as an anti-air. I've been working on it bit by bit. Another thing I'd like to ask is about block strings. Is there a list of these that are safe? I'm not sure because there are a few things I've tried like d.B, d.A, df.C, qcb+a and I'll eat a throw or maybe get poked by low D if he's fast.

So, if I know like a combination of block strings, maybe to rip up some guard meter, but mostly to just apply offensive pressure on turtles, I'd appreciate it.
Title: Re: Terry Bogard
Post by: MUSOLINI on May 05, 2011, 05:32:30 AM
crackshoot is safe. light burning knuckle seems safe from max distance. i dont know if powerwave is fast enough to be used in blockstrings, they might be able to roll/jump it.

@ mr kof, i think most of joes flashy combo options are when he gets his opponents into the corner. but if you have bar i think this should be doable since he can push his opponents backwards a lot by comboing. you could try to combo his slashkick into exslash kick, i wonder how far that will push them to the corner and what the juggle oppunities are without wasting bar or as lil bar afterwards. if his  ;dn ;db ;bk ;d can be done afterwards theres a good chance yoy can get them in the corner and juggle them hard for good damage. joe seem really interresting imo, worth it.

Title: Re: Terry Bogard
Post by: Mr.KOF on May 05, 2011, 08:36:40 AM
crackshoot is safe. light burning knuckle seems safe from max distance. i dont know if powerwave is fast enough to be used in blockstrings, they might be able to roll/jump it.

@ mr kof, i think most of joes flashy combo options are when he gets his opponents into the corner. but if you have bar i think this should be doable since he can push his opponents backwards a lot by comboing. you could try to combo his slashkick into exslash kick, i wonder how far that will push them to the corner and what the juggle oppunities are without wasting bar or as lil bar afterwards. if his  ;dn ;db ;bk ;d can be done afterwards theres a good chance yoy can get them in the corner and juggle them hard for good damage. joe seem really interresting imo, worth it.


Terry players should never attempt using the burning knuckle in block strings. I suggest using block strings St.D, Df+C, into Ex Wave and creating another block string that will bring them into the red guard crush meter area. Force the opponent to panic by rolling and punishing while continuing the guard crush pressure =P. If you have comments about Joe please message me since this is solely a Terry Bogard  section =P I will say that Joe does play like King IMO. I'll most likely play him in casuals more often now =P
Title: Re: Terry Bogard
Post by: MUSOLINI on May 05, 2011, 08:56:33 AM
just kinda curious, since with terry in 13 your either the best or second best terry player ive seen from vids. how would you compare yourself to whiteshorts joe from the jpn vids (the one who does some good owning with him).

also does terrys powerwave come out fast enough for a legit blockstring? what about terry ex powerwave. also, can the ex power wave be used in combos? like standing  ;c into ex powerwave? i doubt it, otherwise it might be possible to jump in attack, st.  ;c, ex powerwave, jump in attack again, st.  ;c, expowerwave etc.
Title: Re: Terry Bogard
Post by: Mr.KOF on May 05, 2011, 10:07:05 AM
just kinda curious, since with terry in 13 your either the best or second best terry player ive seen from vids. how would you compare yourself to whiteshorts joe from the jpn vids (the one who does some good owning with him).

also does terrys powerwave come out fast enough for a legit blockstring? what about terry ex powerwave. also, can the ex power wave be used in combos? like standing  ;c into ex powerwave? i doubt it, otherwise it might be possible to jump in attack, st.  ;c, ex powerwave, jump in attack again, st.  ;c, expowerwave etc.

I can safely say that i understand Terry the most down here. Others like No.17 have said no one in Japan uses Terry like i do. I will leave it to others to judge if i have the best Terry in 13. I would say White shorts Joe player is the best when using Joe....but by skill level he should be ranked in the upper middle class or high low class. Terry users don't have the frame trap game like joe..but they are counter parts due to being in team Fatal Fury! onto other responses...A well read Ex wave would get punished pending on a character and having meter is a big factor.It's more than just a simple block string...Playing terry requires being fierce and having a strong yomi to have your opponent not predicting an Ex wave. I personally haven't been punished for the Ex wave block string. An ex wave doesn't combo as a regular up close string. It's very useful to throw out Ex wave full screen(safely) and either put it at 50 50 for the person to jump in to a buster wolf or land on the projectile to eat a combo. You're last resort would have them stay put and keep them on block stun if they chose to stay on the ground continue the 50/50.I'ts hard to explain...but playing terry effectively isn't easy!

A good andy may be able to jump over your rising tackle...so i would suggest anticipate your opponents jump ins and give them a DF+C instead!

Down C huh?!

Terry DF+C isn't looked down on compared to Down C! The legendary wolf should never be questioned!
Title: Re: Terry Bogard
Post by: Rex Dart on May 05, 2011, 01:40:04 PM
My Terry needs more mid-screen combos.

So, I've been experimenting with Rising Tackle (DC) Crack Shoot (D version). It looks cool, but I've only been able to follow it up with EX Geyser. And while EX Geyser juggles them higher, but I was having trouble connecting anything afterward. It's weird, because EX Buster Wolf is usually pretty easy to catch juggled opponents with, especially in the corner. Maybe my timing was off?

Is there any way to extend this combo mid-screen?
Title: Re: Terry Bogard
Post by: MUSOLINI on May 05, 2011, 07:13:45 PM
ive been asking the same questions, doesnt seem so though. i had the same idea cept the RT cancelled into BK like in those hd combos where you cross sides with the BK. if it had been possible it would have been nice, being able to cancel a RT into BK and crossing sides, juggling again for free with CS into TS or BW, but doesnt seem it works.

also i wonder how much this simple terry combo would cost. jump  ;d, st.  ;c (2 hits),  ;df ;c,  ;dn ;db ;bk ;a + ;c, (dc),  ;dn ;db ;bk ;d,  ;dn ;up ;a + ;c.

2 bars 1 DC.

if by sacrificing both DC bars it might be possible to get them high enough for a juggle afterwards? something like:

jump  ;d,   ;c (2hits),  ;df ;c,  ;dn ;db ;bk ;a + ;c, (dc)  ;dn ;up ;c (1 hit, dc),  ;dn ;db ;bk ;a + ;c,  ;dn ;db ;bk ;d,  ;dn ;up ;a + ;c.

if possible both DC bars and 3 super bars would be spent. but what damage will it do, more than your standard normals combo into neomax (also spending 3 bars and full dc?). if it does or more the same, this combo might be possible just before you hit 3 bars and 2 dc meters, cause during the combo it owuld fill your bad (cause your not in hd mode). also if this last combo is not possible it might be possible the other way around, by doing the  ;df ;c, into  ;dn ;up ;c (dc),  ;dn ;db ;bk ;a ;c,  ;dn ;up ;a ;c (dc),  ;dn ;db ;bk ;d,  ;dn ;up ;a + ;c

in this last example, if the damage difference from ex BK and  ;c BK isnt too big, you could use the standard  ;c version to conserve bar. in the upper combo the first one would have to be an ex since  ;c version doesnt combo from  ;df ;c, the second one could be done with  ;c version though.

last edit: happen to have a chance to ask No.17 who the best 13 player in jpn is? oogosho was kicken some ass real hard, and i know ive seen at least 2 other players (k user though) who seem at least on par with oogosho. i know, lots of q's for 1 post, lol.
Title: Re: Terry Bogard
Post by: Ash on May 05, 2011, 08:13:11 PM
In general if you're doing non-HD drive cancels, it's not a good idea to drive cancel twice in the same combo because of damage scaling. The only time you'd really want to do this is to finish the match.
Title: Re: Terry Bogard
Post by: Reiki.Kito on May 05, 2011, 08:16:48 PM
I just wanted to clarify.

So
Blockstring #1:
Standing D, df.C, qcf+AC -->

Block string #2:
d.B, d.A, df.C, qcf+A/qcb+b

Right?
Title: Re: Terry Bogard
Post by: Demoninja on May 05, 2011, 08:19:14 PM
ive been asking the same questions, doesnt seem so though. i had the same idea cept the RT cancelled into BK like in those hd combos where you cross sides with the BK. if it had been possible it would have been nice, being able to cancel a RT into BK and crossing sides, juggling again for free with CS into TS or BW, but doesnt seem it works.

also i wonder how much this simple terry combo would cost. jump  ;d, st.  ;c (2 hits),  ;df ;c,  ;dn ;db ;bk ;a + ;c, (dc),  ;dn ;db ;bk ;d,  ;dn ;up ;a + ;c.

2 bars 1 DC.

The BnB most Terry players at the arcade I go to is st.C (2), df.C, qcb+A, (DC) qcb+B/D, d/u+AC. That deals around 40% iirc. So I guess the combo you're looking at would be 45%+? Something around there seems right.

Regarding doing two DCs, I know you prefer just DC combos but if you're going to burn the whole bar why not just do an HD since it will 90% of the time deal more damage and give you even more cancel/juggle opportunities.
Title: Re: Terry Bogard
Post by: metaphysics on May 05, 2011, 09:13:29 PM
Terry isn't the character you want to get crazy with DC's. He only has one legit dc and that's the one listed before this post., any other DC would be waste of meter especially two back to back. Now you could do a midscreen or fullscreen burn knuckle, into ex burn knuckle crossup, ex buster wolf.  But other than that you generally don't want to get crazy with dc's they don't do enough damage
Title: Re: Terry Bogard
Post by: Ash on May 05, 2011, 10:35:46 PM
Terry isn't the character you want to get crazy with DC's. He only has one legit dc and that's the one listed before this post., any other DC would be waste of meter especially two back to back. Now you could do a midscreen or fullscreen burn knuckle, into ex burn knuckle crossup, ex buster wolf.  But other than that you generally don't want to get crazy with dc's they don't do enough damage

You mean like your 20% 2 drive cancel combo? hahahah
Title: Re: Terry Bogard
Post by: Kane317 on May 05, 2011, 11:29:57 PM
Terry isn't the character you want to get crazy with DC's. He only has one legit dc and that's the one listed before this post., any other DC would be waste of meter especially two back to back. Now you could do a midscreen or fullscreen burn knuckle, into ex burn knuckle crossup, ex buster wolf.  But other than that you generally don't want to get crazy with dc's they don't do enough damage

You mean like your 20% 2 drive cancel combo? hahahah

Yeah Abe!  We respect that you do that combo and still expect to win =)
Title: Re: Terry Bogard
Post by: MUSOLINI on May 06, 2011, 12:13:01 AM
ive been asking the same questions, doesnt seem so though. i had the same idea cept the RT cancelled into BK like in those hd combos where you cross sides with the BK. if it had been possible it would have been nice, being able to cancel a RT into BK and crossing sides, juggling again for free with CS into TS or BW, but doesnt seem it works.

also i wonder how much this simple terry combo would cost. jump  ;d, st.  ;c (2 hits),  ;df ;c,  ;dn ;db ;bk ;a + ;c, (dc),  ;dn ;db ;bk ;d,  ;dn ;up ;a + ;c.

2 bars 1 DC.

The BnB most Terry players at the arcade I go to is st.C (2), df.C, qcb+A, (DC) qcb+B/D, d/u+AC. That deals around 40% iirc. So I guess the combo you're looking at would be 45%+? Something around there seems right.

Regarding doing two DCs, I know you prefer just DC combos but if you're going to burn the whole bar why not just do an HD since it will 90% of the time deal more damage and give you even more cancel/juggle opportunities.

this way you could do a flashy combo when you are close to a full dc gauge not able to go hd mode. ill try finding the mook again to see what the damage was on C burning knuckle and ex BK. terry really has to spend a lot of bars to get some damage out of a combo, hence the standar combo used is probably prefferable (1dc 1 super bar) since it does close to 50% or something like that.
Title: Re: Terry Bogard
Post by: Kane317 on May 06, 2011, 12:16:16 AM
ill try finding the mook again to see what the damage was on C burning knuckle and ex BK.

75/90/160 for his Burning Knuckles (A version/ C version / Ex version).

160 is pretty high for an Ex move. EDIT: I stand corrected, 150-160 seem to be the average give or take although I'm seeing loads of 120s as well.  I'm not including the ones that are meant to be followed up non-drive cancel such as Chin's df.BD, Duolon's f.BD (60dmg lol).  Scanning thru, Joe's Ex DP+K does 120+80 lol, that's roughly what most DMs do in damage.
Title: Re: Terry Bogard
Post by: MUSOLINI on May 06, 2011, 12:21:32 AM
yeah i just saw first page, great thing its put up there. also i know you cant cancel the same special again, but its possible to go to the ex version of the move. the system of the game, i dont think its possible to light burning kcuckle (dc), ex bk, (dc) ;a bk?

also nice damage for an ex, incredible that  ;d crackshoot does the same amount when you hit all 4 hits.
Title: Re: Terry Bogard
Post by: Ash on May 06, 2011, 12:33:20 AM
yeah i just saw first page, great thing its put up there. also i know you cant cancel the same special again, but its possible to go to the ex version of the move. the system of the game, i dont think its possible to light burning kcuckle (dc), ex bk, (dc) ;a bk?

also nice damage for an ex, incredible that  ;d crackshoot does the same amount when you hit all 4 hits.

You can cancel normal special -> same EX Special

You can't cancel a EX special -> same Normal Special
You can't cancel a normal special -> same Normal Special
Title: Re: Terry Bogard
Post by: MUSOLINI on May 06, 2011, 03:09:22 AM
got it. also nice damage on joes ex tigerkick.

of topic for terry, but his team mate has some crazy damage on his ex moves. joes ex golden heel does 240! his ex tnt punch? 230! those are some dm numbers right there.
Title: Re: Terry Bogard
Post by: Ash on May 06, 2011, 04:48:36 AM
got it. also nice damage on joes ex tigerkick.

of topic for terry, but his team mate has some crazy damage on his ex moves. joes ex golden heel does 240! his ex tnt punch? 230! those are some dm numbers right there.

Great to use in shorter combos, damage scaling hates multiple hit moves though =(
Title: Re: Terry Bogard
Post by: Rex Dart on May 09, 2011, 03:03:29 PM
Walk towards the opponent spamming  the stand B and hit confirm into EX burning knuckle/ or ex crackshoot to keep the block stun or getting ready for the next mix up.

This is late, but what would the advantage be of st. B -> EX Burn Knuckle vs. st. B -> Buster Wolf?
Title: Re: Terry Bogard
Post by: MUSOLINI on May 09, 2011, 08:47:44 PM
ex knuckle is dc cancelable, bw isnt. bw is maxcancelable, but only in hd mode.
Title: Re: Terry Bogard
Post by: Kane317 on May 09, 2011, 10:21:12 PM
ex knuckle is dc cancelable, bw isnt. bw is maxcancelable, but only in hd mode.

Precisely.  This is also a general rule of Ex vs DM.  Ex Specials usually allow you to do further damage by DriveCanceling, DM are for quick damage unless used in HD for MaxCancels.  Ex Burning Knuckle is 160 dmg and Busta Wolf is 90+90.
Title: Re: Terry Bogard
Post by: MUSOLINI on May 10, 2011, 03:20:32 AM
yeah i think when you only have 1 bar and no dc its best to use busta wolf. when you got a super and dc bar, ex knuckle would be best, dc cancel that to crackshoot into rising tackle for much more damage.

but when talking about longer combos, the super might be a better finisher instead of exing and continuing it with the use of dc meter. supers dont scale as much as specials and exspecials. not useful for terry since he doesnt have any long combos anyway. useful for takuma though, since he does.

man i want to play this game badly.
Title: Re: Terry Bogard
Post by: metaphysics on May 10, 2011, 03:42:35 AM
Buster wolf connects after a stand b? You mean ex right, because that's why we do ex burn knuckle instead. I could be wrong tho, I haven't tried doing it in a while and I know there is a specific reason y lol
Title: Re: Terry Bogard
Post by: MUSOLINI on May 10, 2011, 04:24:12 AM
you could be right, think it was in the tech vids? anyways what we said can still be taken as a general rule though.
Title: Re: Terry Bogard
Post by: Mr.KOF on May 10, 2011, 09:14:49 AM
down .b ,st.b , into buster wolf does 220.* easier to hit confirm while buffering the shortcut.
down B , st B into ex knuckle does 202 which takes a little more execution but can be dropped if not timed correctly. I suggest using Ex knuckle depending where you want to be/place your opponent!
Title: Re: Terry Bogard
Post by: Rex Dart on May 10, 2011, 12:05:41 PM
ex knuckle is dc cancelable, bw isnt. bw is maxcancelable, but only in hd mode.

Precisely.  This is also a general rule of Ex vs DM.  Ex Specials usually allow you to do further damage by DriveCanceling, DM are for quick damage unless used in HD for MaxCancels.  Ex Burning Knuckle is 160 dmg and Busta Wolf is 90+90.

Yeah, I know EX Burn Knuckle is cancellable, but the way Mr.KOF suggested it made it sound like it was one of the better BnBs without DCing it.

It's definitely a good move, and one that I need to use more often. I was trying out some combos in practice mode, and had a lot of trouble following EX Burn Knuckle up with anything.

The problem was that the move places Terry on the other side of his opponent, but the position isn't good for Crack Shoot. DCing into B Crack Shoot connects, but the opponent is too far away for EX Rising Tackle. DCing directly from EX Burn Knuckle to EX Rising Tackle is really weird. Outside of the corner, the EX Rising Tackle no longer pulls the opponent in. It hits only a few times and they get hit away. I didn't know that could happen.
Title: Re: Terry Bogard
Post by: MUSOLINI on June 01, 2011, 04:33:41 PM

- (back to corner) st. X  df+C / cr. X1~3 st. B, qcb+AC, (DC) d~u+C, (DC) qcb+AC, qcb+D, d~u+C
Quote

any numbers for his combo? also after the crackshoots, it looks like EX/normal powergeyser wont combo, same for light and EX burning knuckle. is this true (meaning only RS and BW any versions will combo after it)?
Title: Re: Terry Bogard
Post by: Reiki.Kito on June 05, 2011, 05:02:58 AM
Hey, does anyone know the timing for the cancels? For example, what time should I do df.C and when do I cancel that into burning knuckle? I am missing the input and its a leading cause to not getting my free damage.  Also how do you deal with a blocked C. I might have asked before, but I really don't know what to do if my string is blocked. Can be any varation leading into df. C. Thanks for the help!

Also, kind of specific, but what does Terry have for K' hate. I'm getting trolled by this guy who's playing K' and he'll do his D version of ein trigger where he'll pop people in the air. For a while, that'll be all he'll do until he gets aggressive and starts hopping at me. I'll spam standing A, but it won't always hit and I'll eat it and maybe a full combo. This is a general question, I know, but you guys have been very helpful in the past.
Title: Re: Terry Bogard
Post by: Mr.KOF on June 05, 2011, 10:27:43 AM
Hey, does anyone know the timing for the cancels? For example, what time should I do df.C and when do I cancel that into burning knuckle? I am missing the input and its a leading cause to not getting my free damage.  Also how do you deal with a blocked C. I might have asked before, but I really don't know what to do if my string is blocked. Can be any varation leading into df. C. Thanks for the help!

Also, kind of specific, but what does Terry have for K' hate. I'm getting trolled by this guy who's playing K' and he'll do his D version of ein trigger where he'll pop people in the air. For a while, that'll be all he'll do until he gets aggressive and starts hopping at me. I'll spam standing A, but it won't always hit and I'll eat it and maybe a full combo. This is a general question, I know, but you guys have been very helpful in the past.

df.C will not combo majority of the time if you're ot properly spaced right i front of the opponent. It'll whiff like Andy St.C forward A string due to improper spacing/situation. If you want max damage i suggest you use St.D to df.C for a higher output damge combo. Just make sure you're inside/close to the opponent. The reason you're Eating a K' combo is because you're not poking the person out of the air correctly. If you whiff a move such as st.A or even Df.C of course you're going to eat it. I'd say be more precise or dont do it at all. Your safest bet would be an EX rising tackle.
Title: Re: Terry Bogard
Post by: Reiki.Kito on June 05, 2011, 06:46:54 PM
You are right, it's much easier to do that starter, but you can block st. D, df. C standing. That's not going to be easy/safe unless I cancel it into something like power wave. Do I have to be really close to do something like d.B, d.A, df. C --> as a combo starter or do I have some wiggle room with it?
Title: Re: Terry Bogard
Post by: MUSOLINI on June 06, 2011, 05:55:28 AM
is the normal rising tackle still as godly as the 97 version, with all those autoguard/invincibillety frames on it? i could be mistaken but it looked like terry RT got beaten/traded with a jump in, unless i saw it wrong, which i hope i did.
Title: Re: Terry Bogard
Post by: Aenthin on June 06, 2011, 06:34:44 AM
It doesn't have autoguard. As for invincibility, I'm not sure.
Title: Re: Terry Bogard
Post by: Mr.KOF on June 06, 2011, 09:01:11 AM
The rising tackle is still great as an anti-air. It won't trade at all if timed correctly. Just don't do it on your wake up if they started the jump in during close quarters.
Title: Re: Terry Bogard
Post by: MUSOLINI on June 06, 2011, 04:45:37 PM
Just don't do it on your wake up if they started the jump in during close quarters.

explain?
Title: Re: Terry Bogard
Post by: Aenthin on June 06, 2011, 07:33:23 PM
Just don't do it on your wake up if they started the jump in during close quarters.

explain?

I think he means Rising Tackle has a few startup frames where he's not invincible and therefore would get hit by a jump in attack.
Title: Re: Terry Bogard
Post by: Mr.KOF on June 06, 2011, 07:36:17 PM
Just don't do it on your wake up if they started the jump in during close quarters.

explain?

I think he means Rising Tackle has a few startup frames where he's not invincible and therefore would get hit by a jump in attack.

Actually they'd be able to empty jump over the rising tackle on your wake up in the corner.
Title: Re: Terry Bogard
Post by: MUSOLINI on June 07, 2011, 01:58:39 AM
can they safe jump both light and strong versions? the EX versions looks like it might ba able to catch safe jumpers though. probably?
Title: Re: Terry Bogard
Post by: HaxMurderer on July 07, 2011, 10:57:15 PM
My version of the Terry 100%, trying to cram as many knuckles in as I can http://www.youtube.com/watch?v=irzghGi7a4c

It's only 997 though..still more knuckles, more fun!
Title: Re: Terry Bogard
Post by: Reiki.Kito on July 09, 2011, 07:59:23 AM
Know this might be a bad/dumb question, but just curious about something.

When is a good time and a bad time to throw a fireball like Terry's Powerwave and at what level? I mean, I understand you use it in block strings and you use it depending on the distance. However, the utility of the move just escapes me outside of those situations.

Say I'm fighting Andy Bogard. He's throwing fireballs and he's like a good distance from me. I'd like to jump in, but he'll dp. If I neutral jump, he'll likely throw another fireball and that gets us nowhere (I think, forgive me for not trying it), so I might consider qcf+C to get through. Is that a good use of the move? Is it too slow?

Also, for qcb+D crackshoot, is that safe on block or should I consider the B version more?

Thanks for all the help!
Title: Re: Terry Bogard
Post by: metaphysics on July 12, 2011, 05:39:19 PM
My version of the Terry 100%, trying to cram as many knuckles in as I can http://www.youtube.com/watch?v=irzghGi7a4c

It's only 997 though..still more knuckles, more fun!
Ok so after I watched the video I tried to remember the 100% combo that Mr.KOF showed me awhile back which is similar to this combo to a point, after the third ex burn knuckle that you do A. Version Burn knuckle, then C version rising tackle, cancel into C burn knuckle, Cancel into D. version crackshoot, then ex buster wolf. that will get you a legit 100% combo, around 1014 or 1012 depending on where you cancel your crackshoot
Title: Re: Terry Bogard
Post by: 4leaf on July 13, 2011, 12:22:26 AM
That's a 100% combo if he added a jump attack... or does the scaling make it less?

Reiki - I believe qcb+D crackshoot is pretty safe on blockstring but not 100% sure. I recommend hopping Andy's fireballs rather than match it with powerwave.
Title: Re: Terry Bogard
Post by: metaphysics on July 19, 2011, 01:37:06 AM
yo Ivan's been raised to G status!!! yeah and uh remember fellas shooting crack whilst in the presence of grapplers is extremely dangerous and illegal,  punishable by throw. unless u space it right lol
Title: Re: Terry Bogard
Post by: FataCon on July 19, 2011, 01:47:31 AM
yo Ivan's been raised to G status!!! yeah and uh remember fellas shooting crack whilst in the presence of grapplers is extremely dangerous and illegal,  punishable by throw. unless u space it right lol

lol where's my Terry cheat sheet at, Abe?!

And does that mean that Terry's only real safe blockstring ender against grapplers is power wave?
Title: Re: Terry Bogard
Post by: Amedø310 on July 19, 2011, 02:10:01 AM
It's qcb+B, not D.
Title: Re: Terry Bogard
Post by: metaphysics on July 19, 2011, 02:11:59 AM
yo Ivan's been raised to G status!!! yeah and uh remember fellas shooting crack whilst in the presence of grapplers is extremely dangerous and illegal,  punishable by throw. unless u space it right lol

lol where's my Terry cheat sheet at, Abe?!

And does that mean that Terry's only real safe blockstring ender against grapplers is power wave?
 yeah the only 100% safe bolckstring ender.

terry cheat sheet coming sooooooon. hopefully john can put in his two cents in , seeing as he is the better terry player
Title: Re: Terry Bogard
Post by: Mr.KOF on July 20, 2011, 02:48:35 AM
yo Ivan's been raised to G status!!! yeah and uh remember fellas shooting crack whilst in the presence of grapplers is extremely dangerous and illegal,  punishable by throw. unless u space it right lol

lol where's my Terry cheat sheet at, Abe?!

And does that mean that Terry's only real safe blockstring ender against grapplers is power wave?
i wouldn't suggest using power wave as an ender on a block string because it can predictable/punishable if they read your power wave. i would suggest using d.D canceling into his df+C more often which sometimes make the crackshot a little more safe due to the fact ppl aren't used to seeing that setup and not reacting to it.
Title: Re: Terry Bogard
Post by: MUSOLINI on August 15, 2011, 09:44:11 AM
hey mr kof, i was trying that 100% combo you did on my bad frame rate version of xiii. i got a problem with the combo, for some reason the crackshoot messes up because i either do the cancelling into rising tackle, burning knuckle too fast or too slow. after hd activasion, light burning knuckle, cancel into hard rising tackle, cancel into hard burning knuckle, now after this i either misstime the rising tackle too soon or too late (?) because whn i cancel that rising tackle into hard burning knuckle, sometimes it goes under them as if ive done it too fast. and other times the burning knuckle goes under them as if ive cancelled too fast into it making the crackshoot hits them in the back (this fucking up my busta wolf follow up). any advice?
Title: Re: Terry Bogard
Post by: Mr.KOF on August 16, 2011, 12:28:49 AM
hey mr kof, i was trying that 100% combo you did on my bad frame rate version of xiii. i got a problem with the combo, for some reason the crackshoot messes up because i either do the cancelling into rising tackle, burning knuckle too fast or too slow. after hd activasion, light burning knuckle, cancel into hard rising tackle, cancel into hard burning knuckle, now after this i either misstime the rising tackle too soon or too late (?) because whn i cancel that rising tackle into hard burning knuckle, sometimes it goes under them as if ive done it too fast. and other times the burning knuckle goes under them as if ive cancelled too fast into it making the crackshoot hits them in the back (this fucking up my busta wolf follow up). any advice?


The reason your burning knuckle goes under them is because you either canceled your burning knuckle too early. Another reason maybe is if you didn't cancel your rising tackle at the right height to perform the burning knuckle juggle correctly.  The reason your hard crackshot didn't connect in between is because you didn't let your last burning knuckle get canceled all the way to help bring you to furthest distance. It's basically a PRECISE Three Step Combo. I suggest re-watching and look closely at http://youtu.be/R_7NHaeKqmo?t=9s. (http://youtu.be/R_7NHaeKqmo?t=9s.) The hardest part is canceling the neo max and having to improvise on screen to decide in a split second which combo ender you have to do while having to compensate where you are at the end of the screen.
Title: Re: Terry Bogard
Post by: MUSOLINI on August 16, 2011, 06:16:05 AM
thanX for the input. at first when i saw you do the combo i thought it was easy, mainly cause i thought you just had to do the cancels at the very first moment you can cancel (like 1 frame links) but you actually have to time it as well. that last rising tackle, i need to cancel into burning knuckle at just the right time from what your saying. and too late you cant cancel anymore and you get the full rising tackle instead. thanx for the info anyways.

EDIT: ROM/PC dump mention is unnecessary. - FataCon
Title: Re: Terry Bogard
Post by: MUSOLINI on August 16, 2011, 08:28:15 PM
i didnt mention the rom so that people will go and look for it. i mentioned it because it has infuence on frame rate and thus making the combos harder than they have to be because the framerate is not stable.

back on the combo, im still having trouble with it. knowing when to cancel the burning knuckle into rising tackle must have a huge importance in nailing it. every time i either go under them with the last burning knuckle or i hit the knuckle so late that the crackshoot hits them in the back and only once, making them fly the other way from where im headed (thus fucking up the busta follow up). im gonna check the vid again, maybe thatll help me with something.
Title: Re: Terry Bogard
Post by: Violent Kain on September 14, 2011, 06:19:13 AM
i didnt mention the rom so that people will go and look for it. i mentioned it because it has infuence on frame rate and thus making the combos harder than they have to be because the framerate is not stable.

Yeah, the dump useversion is faster than the original version, so if you practice combos on the dump version, some wont work on the original ver., specially terry´s combos.

Does anyone know how to do the rising tackle short-cut?
Because, sometimes i want to do the power wave and terry does the rinsing tackle.

Also this short-cut happens in the sta ranbats 1.6
http://youtu.be/ZqDfMF56sOs?t=19m30s (http://youtu.be/ZqDfMF56sOs?t=19m30s)
Title: Re: Terry Bogard
Post by: Reiki.Kito on September 14, 2011, 07:15:00 AM
Uhm, well, can't claim I'm really great at Terry, but as far as I know, the d~u motion happens pretty fast. If you were holding down previously when you were trying to do Power Wave and you accidently hit up forward when you did the qcf+A motion, it'll end up doing rising tackle because it read a down and an up motion. Doesn't have to be straight up or straight down, just has to be some ambiguous up and down motion.

I'd just practice doing the qcf+A motion a little in training mode (Yes, it sounds dumb, but it's pretty useful to get the hang of it) and you'll get it without doing the rising tackle.
Title: Re: Terry Bogard
Post by: Violent Kain on September 15, 2011, 08:01:20 AM
Uhm, well, can't claim I'm really great at Terry, but as far as I know, the d~u motion happens pretty fast. If you were holding down previously when you were trying to do Power Wave and you accidently hit up forward when you did the qcf+A motion, it'll end up doing rising tackle because it read a down and an up motion. Doesn't have to be straight up or straight down, just has to be some ambiguous up and down motion.

I'd just practice doing the qcf+A motion a little in training mode (Yes, it sounds dumb, but it's pretty useful to get the hang of it) and you'll get it without doing the rising tackle.

The point is that it does the rising tackle without going down. I just did the power wave and sometimes terry does the rising tackle.
It would be a nice discovery because it would be useful.

Title: Re: Terry Bogard
Post by: Reiki.Kito on October 07, 2011, 09:46:48 AM
So, I've found that in order to do a lot better with Terry, I need to start learning blockstrings and frame traps. I also want to work on a set pattern that will guard crush them as long as you go through the whole string. Any help is appreciated. Remember, I'm trying to make a string of attacks that will cause guard crush or bring them fairly close to it.

What I've come up with is d.D -> df+C -> qcf+AC -> qcb+D -> st.C (2 hits) -> df+C -> qcb+D -> st.C

The bold should be guard break. Now, I'm pretty sure if they're blocking low, they can't interrupt it and if they're aware, they'll take it until they blowback or guard roll out of it. Which is good either way. Do you think this is good? How should I change it to reflect command grab opponents? Comments and the like are welcome.
Title: Re: Terry Bogard
Post by: Rex Dart on October 07, 2011, 07:07:36 PM
So, I've found that in order to do a lot better with Terry, I need to start learning blockstrings and frame traps. I also want to work on a set pattern that will guard crush them as long as you go through the whole string. Any help is appreciated. Remember, I'm trying to make a string of attacks that will cause guard crush or bring them fairly close to it.

What I've come up with is d.D -> df+C -> qcf+AC -> qcb+D -> st.C (2 hits) -> df+C -> qcb+D -> st.C

The bold should be guard break. Now, I'm pretty sure if they're blocking low, they can't interrupt it and if they're aware, they'll take it until they blowback or guard roll out of it. Which is good either way. Do you think this is good? How should I change it to reflect command grab opponents? Comments and the like are welcome.

Well, you never ever want to use qcb+D on a character with a one-frame grab (which, in the console version, is going to be MANY characters). When I pressure grapplers with Terry, I usually stick to qcb+B into a hop mixup.

That's a pretty great blockstring.
Title: Re: Terry Bogard
Post by: Violent Kain on October 07, 2011, 07:17:27 PM
You can apply pressure with crack shoot but the D version leaves you open for down attacks, so use b version
Title: Re: Terry Bogard
Post by: Reiki.Kito on October 07, 2011, 07:54:05 PM
The reason I'm using d.D, df+C into D crackshoot is because I want them to block low. Terry gets put in positive frames if someone blocks D crackshoot crouching. That's why I'm forcing him to block low. I tried it in training mode recently and the computer doesn't let go of guard in between.

I know a lot of people have command grabs, but I figured the frame advantage would beat it out and give Terry enough chance to hop afterwards just like his B.
Title: Re: Terry Bogard
Post by: metaphysics on October 07, 2011, 09:32:57 PM
well the stuff you're talking about will work against those who don't understand how terry block strings work, however here is a fair warning against those that do.

d.D, df+C into D crackshoot is not a true blocksting and even especially if they are not standing ( I know that's exactly what you want, but there is a benefit on the opponent's side too) I'm sure you are aware that some characters can down. B you before crackshoot is able to hit you, doing D version makes it much easier to see and execute, free combo for them.

Another disadvantage is if they block high, anything you stick out afterwards will get stuffed by their normals, unless you rising tackle. however against CMND grab characters you can't even do that to escape, free punish for them, your only option is to block, or eat a punish against cmnd grab characters.

like any game that involves another opponent, you try to test the opponent's knowledge and abuse what he doesn't know, however for those that do terry becomes a difficult character to use. Mr.KOF said, if I recall correctly, that terry's game play is too predictable and against opponents that understand him I tend to agree, the thing is only a handful of people really know but if your terry becomes dominant enough they will go out of their way to find out
Title: Re: Terry Bogard
Post by: Reiki.Kito on October 07, 2011, 09:56:54 PM
well the stuff you're talking about will work against those who don't understand how terry block strings work, however here is a fair warning against those that do.

d.D, df+C into D crackshoot is not a true blocksting and even especially if they are not standing ( I know that's exactly what you want, but there is a benefit on the opponent's side too) I'm sure you are aware that some characters can down. B you before crackshoot is able to hit you, doing D version makes it much easier to see and execute, free combo for them.

Another disadvantage is if they block high, anything you stick out afterwards will get stuffed by their normals, unless you rising tackle. however against CMND grab characters you can't even do that to escape, free punish for them, your only option is to block, or eat a punish against cmnd grab characters.

like any game that involves another opponent, you try to test the opponent's knowledge and abuse what he doesn't know, however for those that do terry becomes a difficult character to use. Mr.KOF said, if I recall correctly, that terry's game play is too predictable and against opponents that understand him I tend to agree, the thing is only a handful of people really know but if your terry becomes dominant enough they will go out of their way to find out

So people with command grabs that know to command grab after crackshoot are the problem? What about d.D, df+C, qcf+AC, qcb+D?

While powerwave is hitting, they're still in block stun. Couldn't I safely do crackshoot against a grappler then or just run up to extend guard damage with another d.D, df+C? Also, if the last hit of this string is crackshoot, assuming it does hit, wouldn't the threat of a command grab be nullified because they got guard broke? I know that he's very linear, but I feel like there's still plenty of things to try. It might be because I haven't played the game as long as everyone else, but there's got to be potential in this approach somewhere.
Title: Re: Terry Bogard
Post by: metaphysics on October 07, 2011, 11:23:20 PM
You know crackshoot D sounds a lot better than it actually is, try it out next time you go to the arcade hey if it works it works. But the way you use crackshoot D after ex fireball is already super unsafe and easy to uppercut, there is a huge gap where the player is not in blockstun, 

However I am always a believer that a player should try things out for themselves to really be able to understand the significance of it.

Oh and also yes command grab characters are big problem for since it shutsdown all of his ways of getting in safely and applying pressure
Title: Re: Terry Bogard
Post by: Reiki.Kito on October 07, 2011, 11:44:37 PM
It's not like I don't trust what you're saying, I just don't understand. When someone is hit with EX powerwave, they should still be blocking or they're going to eat the power wave anyway. While it's hitting, I should be able to connect one or two hits from a D crackshoot. What you make it seem is that the fireball will disappear, they'll come out of blockstun, and I'll get hit with a DP and that's where I'm confused.
Title: Re: Terry Bogard
Post by: metaphysics on October 08, 2011, 01:25:39 AM
What you make it seem is that the fireball will disappear, they'll come out of blockstun, and I'll get hit with a DP and that's where I'm confused.
Ex fire ball doesn't cause enough blockstun , they'll get out waaaay before crackshoot D reaches hitting frames, and since you want them to crouch block they'll have even more time to react
Title: Re: Terry Bogard
Post by: Kane317 on October 08, 2011, 03:32:18 AM
Reiki:  When you practice these combos, are you setting the AI to do guard+jump.  That's the only way to test true blockstrings.  When I tested your combo (btw, you'd be happy to know that I went to the Arcade today, first time since...before Evo?) the AI jumps after the df.C but gets hit by the qcf+AC, hence, they can do something fast like back roll or forward roll depending if they don't have a quick reversal.
Title: Re: Terry Bogard
Post by: Reiki.Kito on October 08, 2011, 03:53:57 AM
The qcf+AC after the df+C isn't a link, kind of like Kula. The difference between is that you can't really jump it on reaction.  As you mentioned, even the computer can't jump it. If what they know to backwards or forward roll when I do it then it would be bad, but I think that the reaction speed you'd have to have to do that is high. If they timed it wrong, they'd spend meter doing a guard cancel roll.

Does that mean the qcf+AC part isn't going to work?
Title: Re: Terry Bogard
Post by: metaphysics on October 08, 2011, 03:59:38 AM
The qcf+AC after the df+C isn't a link, kind of like Kula. The difference between is that you can't really jump it on reaction.  As you mentioned, even the computer can't jump it. If what they know to backwards or forward roll when I do it then it would be bad, but I think that the reaction speed you'd have to have to do that is high. If they timed it wrong, they'd spend meter doing a guard cancel roll.

Does that mean the qcf+AC part isn't going to work?
qcf+AC is not the problem, it's how you try to follow up with Crackshoot D that wiil not work, if you really want to test that to make sure, after the ex fireball comes out hit start then put it to 1 gaurd jump, and it will jump at the very first possible moment it's out of blockstun you will see he gets hit almost at full hop distance from crack shoot, the gap is pretty significant
Title: Re: Terry Bogard
Post by: Reiki.Kito on October 08, 2011, 04:47:50 AM
Okay. So that's not going to work the way I want, but couldn't you continue pressure with a run-up St.C? It also makes me wonder if you can't use HD mode to push your blockstring since that's exactly what I was intending at first to do once I got a guard break.

Well, a clean guard break string doesn't look possible right now, but I'll keep at it! Something hotpockets told me was interesting though. Rather than continue a string while they're standing, forcing them to block on wake up would be good to. After Burn Knuckle, he said a well-timed EX powerwave could make them eat it or force them to block which could lead into hop-ins or more guard pressure? That sounds a little difficult, but pretty nice if I can get it to work in my gameplay.
Title: Re: Terry Bogard
Post by: Kane317 on October 08, 2011, 05:01:21 AM
The qcf+AC after the df+C isn't a link, kind of like Kula. The difference between is that you can't really jump it on reaction.  As you mentioned, even the computer can't jump it. If what they know to backwards or forward roll when I do it then it would be bad, but I think that the reaction speed you'd have to have to do that is high. If they timed it wrong, they'd spend meter doing a guard cancel roll.

Does that mean the qcf+AC part isn't going to work?

Well the qcf+AC has a lot of startup and it's easy to see/get ready to punish the gap.  Forget doing GCCDs (which only does 10dmg), some Ex moves will go right thru like Shen's Ex qcf+P, Kula's Ex qcb+K, Chin's Ex qcb+P...

Basically it's not a true guard crush blockstring.
Title: Re: Terry Bogard
Post by: metaphysics on October 08, 2011, 05:19:08 AM
Okay. So that's not going to work the way I want, but couldn't you continue pressure with a run-up St.C? It also makes me wonder if you can't use HD mode to push your blockstring since that's exactly what I was intending at first to do once I got a guard break.

Well, a clean guard break string doesn't look possible right now, but I'll keep at it! Something hotpockets told me was interesting though. Rather than continue a string while they're standing, forcing them to block on wake up would be good to. After Burn Knuckle, he said a well-timed EX powerwave could make them eat it or force them to block which could lead into hop-ins or more guard pressure? That sounds a little difficult, but pretty nice if I can get it to work in my gameplay.
  Reiki we should just play one of these days oh well we'll wait till console I suppose
Title: Re: Terry Bogard
Post by: Reiki.Kito on October 08, 2011, 05:57:16 AM
:-( Just let me know if I'm getting on your nerves.
Title: Re: Terry Bogard
Post by: Kane317 on October 08, 2011, 06:02:53 AM
:-( Just let me know if I'm getting on your nerves.

Lol.  Damn why you gotta be like that Metaphysics!  Keep up the hard work, and keep on experimenting.  Like I said many times before, Metaphysics was completely new to the game just over 12 months ago; he was FREE for a long time ;)
Title: Re: Terry Bogard
Post by: metaphysics on October 08, 2011, 06:26:42 AM
:-( Just let me know if I'm getting on your nerves.

Lol.  Damn why you gotta be like that Metaphysics!  Keep up the hard work, and keep on experimenting.  Like I said many times before, Metaphysics was completely new to the game just over 12 months ago; he was FREE for a long time ;)
Hahaha says the first guy that got eliminated by that supposed "scrub" lol, at every NorCal event ever!!! Anyways naw man I'm not getting annoyed I was telling Kane earlier how I think it's great that you're starting to think outside the box with your characters, it's a lot of trial and error seeing what works and what doesn't that's why I wish we could play so you can find confidence in your new strats
Title: Re: Terry Bogard
Post by: Kane317 on October 08, 2011, 06:31:21 AM
:-( Just let me know if I'm getting on your nerves.

Lol.  Damn why you gotta be like that Metaphysics!  Keep up the hard work, and keep on experimenting.  Like I said many times before, Metaphysics was completely new to the game just over 12 months ago; he was FREE for a long time ;)
Hahaha says the first guy that got eliminated by that supposed "scrub" lol, at every NorCal event ever!!! Anyways naw man I'm not getting annoyed I was telling Kane earlier how I think it's great that you're starting to think outside the box with your characters, it's a lot of trial and error seeing what works and what doesn't that's why I wish we could play so you can find confidence in your new strats

OT:  Chin takes more damage in NorCal per drink, it's a fact.  /OT.
Title: Re: Terry Bogard
Post by: Saitsuofleaves on October 08, 2011, 06:39:42 AM
:-( Just let me know if I'm getting on your nerves.

Man, you sound like me from like high school.  Don't be afraid to ask a lot of things, it's how you learn.  Also, don't take so many things seriously.  Have fun with it.
Title: Re: Terry Bogard
Post by: Kane317 on November 01, 2011, 06:21:41 AM
First page has been updated with 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.
Title: Re: Terry Bogard
Post by: Reiki.Kito on November 07, 2011, 08:34:46 PM
If nothing has changed, I wonder if this still works:

So with Terry's D crackshoot, if the opponent blocks the attack standing, it puts you at -2 frames. If they block crouching, Terry is put at advantage of 1 or 2 frames. The fastest move you could do is a standing C. You can cancel the animation right as he adjusts his hat.

Now, the funny thing I noticed is that if you hit someone who is crouching with D crackshoot, you get a free combo. Again, right when you adjust your hat, you can do st.D or st.C and it'll combo. The timing is tight, but it's interesting because a special move leading into a situation combo is fairly new to me. My interests lie in when will you hit someone with D crackshoot while they are crouching and not blocking? I don't know if sweeps will hit crackshoot, but for a special move to be a combo starter is very interesting.
Title: Re: Terry Bogard
Post by: Reiki.Kito on November 23, 2011, 12:17:21 AM
Gonna submit this as a bug.

Terry can't hit all the hits on his Power Geyser or his (Neomax) Trinity Geyser in the corner. >< They removed his ability to hit straight-up crouching opponents with his crackshoot and they didn't fix that! Not cool.
Title: Re: Terry Bogard
Post by: Sharnt on November 23, 2011, 02:05:30 AM
After a 2 hit trinity geiser you can juggle again and do more damages than if it hasn't whiff.

Title: Re: Terry Bogard
Post by: blackgenma on November 23, 2011, 05:25:04 AM
Gonna submit this as a bug.

Terry can't hit all the hits on his Power Geyser or his (Neomax) Trinity Geyser in the corner. >< They removed his ability to hit straight-up crouching opponents with his crackshoot and they didn't fix that! Not cool.

so your saying that if a character is crouching, and not blocking, crack shoot still whiffs? because if that's the case, I am reconsidering playing this character. that's simply too big a gap in his basic offensive game to ignore. I can't believe they didn't fix that. 

ex power geyser not hitting for all the hits in the corner isn't too bad (just use regular power geyser), the trinity geyser not getting all the hits in the corner sucks but can be mitigated by comboing after the neomax (and you can do so without meter), so its not too terrible.

Edit: you can try posting a complaint over at Atlus forums I guess?

http://www.atlus.com/forum/forumdisplay.php?f=105 (http://www.atlus.com/forum/forumdisplay.php?f=105)
Title: Re: Terry Bogard
Post by: Running Wild on November 23, 2011, 06:42:31 AM
Hey Reiki, question - Which characters did that happen against?
Title: Re: Terry Bogard
Post by: Reiki.Kito on November 23, 2011, 01:45:25 PM
After a 2 hit trinity geiser you can juggle again and do more damages than if it hasn't whiff.

I was at Southtown Arcade for almost 4 hours after the stream cut practicing to do that and the recovery for the move is so tight that I always miss the juggle opportunity of the set-up's messed up. The problem is there's no specific where that is a problem.

Anyway, I wouldn't reconsider him, but it is something that's really, really dumb. At any distance, a ducking opponent can poke him out or make it whiff completely.

EDIT:

So today I was trying the infamous Trial #5. That crap's not easy, but I learned a new skill. You can tiger knee with Terry by doing.  ;dn ;db ;bk ;ub ;up ~delay~  ;a and he'll do rising tackle. This is how I learned how to beat Terry's Rising tackle [SC] Power Geyser combo. I believe you could do the same thing with Buster wolf just the other way.
Title: Re: Terry Bogard
Post by: R3N on November 27, 2011, 12:51:05 AM
Noob ? here I'm having trouble against players that are playing Andy and spamming fireballs and srk everywhere once I roll threw the fballs. Does anyone have any tips on getting threw that type of play with Terry. every time I had gotten in it seemed like my crouching pokes were getting beat out by his srk or pokes.
Title: Re: Terry Bogard
Post by: Shaman on November 27, 2011, 01:14:24 AM
Quote
So today I was trying the infamous Trial #5. That crap's not easy, but I learned a new skill. You can tiger knee with Terry by doing.  ~delay~  and he'll do rising tackle. This is how I learned how to beat Terry's Rising tackle [SC] Power Geyser combo. I believe you could do the same thing with Buster wolf just the other way.

Hi man, loved your participation to the topic. I've beat this trial by cancelling the rising with a burn knuckle, then a geyser. I'm pretty sure they intended to make us add extra moves in some combos, because DCing a rising tackle basically is almost 0 dmg, and for 1 DC and 1 stock you can do the bk DC crack shoot, rising tackle EX which does real damage. There was some pretty hardcore links in Kyo's trials too, that become quite easy with one or two special moves inserted at some points.
Anyway what would the tiger knee motion be useful for ? I don't see the point atm
Title: Re: Terry Bogard
Post by: Reiki.Kito on November 27, 2011, 01:49:12 AM
The tiger knee motion is so you act like you're doing the qcb motion, but you go ub and then straight up. This still counts as the qcb motion. Once you do the Rising tackle, you quickly swing it all the way around in a hcf motion and it [SC]s. Keep in mind doing this cancel doesn't knock people away as much as the other combos so it might allow you to Max Cancel close, but not right into the corner for all hits.

The first hit of Rising Tackle does 40 in comparison to Burn Knuckle which does 75 on the first hit.

Noob ? here I'm having trouble against players that are playing Andy and spamming fireballs and srk everywhere once I roll threw the fballs. Does anyone have any tips on getting threw that type of play with Terry. every time I had gotten in it seemed like my crouching pokes were getting beat out by his srk or pokes.

See this game is what makes Terry so nice. Didja' know that Terry's C version fireball goes through other fireballs? Get in closer, maybe mid range. The way you should approach Andy players that just throw fireballs is to advance a little and block. If you take a little damage, it's better than taking a full combo. Keep going till you're about 3-4 characters away from them. You can then throw C fireball and you'll hit them. You can also throw EX fireballs because they'll go the entire length of the screen. Make them jump and then gain some ground on him. Once you're in their face, Terry is Grade A #1.

If you have meter, you can punish fireballs with EX Buster Wolf. When you get about mid range, they'll stop throwing fireballs and might risk a DP. If you know they're going to do that, you can catch them slipping by blocking. Just casually approach them, walk if you like, and psyche them out. They want you to rush at their pace, but you should approach at your own.
Title: Re: Terry Bogard
Post by: steamwolf on November 27, 2011, 01:57:34 AM
Now has anyone found a way to make Trial 3 easier? I'm having trouble doing df+C > Geyser.
Title: Re: Terry Bogard
Post by: Reiki.Kito on November 27, 2011, 02:05:04 AM
Well, you could just straight up do qcb+P after the df+C and super cancel into Power Geyser. That does work and you can put stuff in between.

However, no trick to it. The second you do df+C, you should try to buffer in power geyser fast.
Title: Re: Terry Bogard
Post by: steamwolf on November 27, 2011, 04:09:40 AM
Well, you could just straight up do qcb+P after the df+C and super cancel into Power Geyser. That does work and you can put stuff in between.

However, no trick to it. The second you do df+C, you should try to buffer in power geyser fast.


Adding in a special move would work except it's not part of the trial lol. I did have someone tell me to try doing this: qcb, db, d, during cl. D, then hit df+C, then go to forward and press P, but it's not been working. I might keep at it.
Title: Re: Terry Bogard
Post by: Sharnt on November 27, 2011, 04:10:59 AM
I thought trials are accepted if you're doing more than it's asked.
Title: Re: Terry Bogard
Post by: Saitsuofleaves on November 27, 2011, 04:19:14 AM
I thought trials are accepted if you're doing more than it's asked.

They are. 
Title: Re: Terry Bogard
Post by: steamwolf on November 28, 2011, 02:51:28 AM
Oh wow. Well that would certainly help then! Thanks xD
Title: Re: Terry Bogard
Post by: Reiki.Kito on November 29, 2011, 02:48:26 AM
So found something that I'm not sure was in Arcade version or not.

So, if you do EX Power Geyser in the corner, you get a free Regular or EX Buster Wolf. I'm pretty sure the 2nd hit of the EX buster wolf gives anywhere juggle properties, but the 3rd hit doesn't. I know, dumb.

Also, on counter hit, regular Power Geyser gives anywhere juggle properties. You can get a free buster wolf off it.

So, a corner combo for three stock 1 drive in the corner (Ugh, why do all Terry's moves push you to the corner, but he does crappy damage there....) is:

st.C, df+C, qcb+A, qcb+D, qcb hcf+AC (EX Power Geyser), qcfX2 A/C or AC (Either EX or regular Buster Wolf). Regular does 551 dmg, EX does 656 dmg. Not all the hits on Buster wolf hit in the corner when you EX it so the regular one is your best choice.

Can also do st.D for more damage and probably does even more in with a hop in attached to it.

2 stock
Power geyser on counter hit, Buster Wolf (442 dmg)
Power Geyser on counter hit, EX Buster wolf (562 dmg)

SUPER EDIT:

So, was playing around, late for class. You can make Terry activate HD in the middle of his target combo. Just do d.B, d.A, d.BC and he'll do activate and do C. Managed to get a 4 stock HD combo that's around 800 damage from that.
Title: Re: Terry Bogard
Post by: PurpGuy on November 30, 2011, 06:14:39 AM
Had some time today to play around with Terry a bit.

Good News:

-Crouching opponents do get hit by both B and D Crack Shot, guarding or not.  Only EX Crack Shot counts as an overhead.

-You can do an EX Power Wave, then Run Big Jump for a nice combo.

Bad News:

Ash (and presumably Saiki), when crouching and not guarding, do not get hit by either B or D Crack Shot.  EX does hit.

Both Level 1 and 2 Buster Wolf did the full 6 hits in the corner, but as a juggle, the Level 2 only hit 3 times.  Level 2 Buster Wolf can be Max Canceled on any hit, but after the second hit the timing is tight.

Level 2 Power Geyser in the corner loses a hit.

The third hit of Trinity Geyser misses in the corner, sometimes the second hit misses also, when juggling the opponent.  This makes a Trinity Geyser that hits once.  I couldn't land any moves afterwards either.  Kind of annoying.

--------------------

2 Drive, 4 Super:
Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, Super Cancel Level 2 Power Geyser, Max Cancel Trinity Geyser.  935 Damage Potential, 830 Damage Actual if you wind up in the corner, 746 Damage Actual if you start near the corner (both Power Geyser and Trinity Geyser lose a hit here).

--------------------

2 Drive, 3 Super:
Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, HD Cancel B Crack Shot, Level 1 Buster Wolf, Max Cancel Trinity Geyser.  800 Damage Potential, 710 Damage Actual if you wind up in the corner.

--------------------
By "kind of" I meant "really friggin"
--------------------

2 Drive, 4 Super:
Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, HD Cancel EX Burn Knuckle, (Turn Around), HD Cancel B Crack Shot, Level 1 Buster Wolf, Max Cancel Trinity Geyser.  874 Damage Potential if you're lucky enough to not touch the corner with your EX Burn Knuckle (which prevents Turn Around), and the stars align properly for your B Crack Shot to connect.  792 Damage Actual if you travel to Corner Land.

--------------------

2 Drive, 4 Super (same as above but sans B Crack Shot):
Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, HD Cancel EX Burn Knuckle, (Turn Around), Level 1 Buster Wolf, Max Cancel Trinity Geyser.  887 Damage Potential if you stay out of the corner, 790 Damage Actual if you go there.

--------------------

HD Edit:

I do have a neat combo for you though if you do happen to find yourself Burn Knuckling into the corner.  This can be done from as little as one character width away from your own corner, and it will travel the entire length of the stage.

2 Drive, 3 Super:

Hop D, standing D, towards+A, HD Activate, standing D, towards+A, A Burn Knuckle, HD Cancel EX Burn Knuckle (into corner, Don't Turn Around), HD Cancel B Crack Shot, (Pause a few frames here or else the EX Burn Knuckle will miss), C Rising Tackle, HD Cancel EX Burn Knuckle (this is not as bad as Trial 5), A Burn Knuckle, HD Cancel EX Burn Knuckle, HD Cancel D Crack Shot, C Rising Tackle.  812 damage.

The timing on this one is tricky.  After the C Rising Tackle HD Cancel EX Burn Knuckle, you'll know you did it right if the opponent "lands on" the tail end of the EX Burn Knuckle.  The C Rising Tackle should hit them very low to the ground.  Do this too soon, and the EX Burn Knuckle will end before the opponent lands on it.

The final D Crack Shot can be replaced with a B Crack Shot, trading a slight damage boost for increased reliability, as it's possible for the D Crack Shot to whiff if the opponent is too low to the ground.

--------------------

2 Drive, 4 Super:

Exactly the same as above, but finish with an EX Rising Tackle.  860 damage.

Here's a video I made for you. (http://www.youtube.com/watch?v=_LVqQV6mWTE#ws)

--------------------

2 Drive, 5 Super:

Hop D, standing D, towards+A, HD Activate, standing D, A Burn Knuckle, HD Cancel EX Burn Knuckle (into corner, Don't Turn Around), HD Cancel B Crack Shot, C Rising Tackle, HD Cancel C Burn Knuckle (this is not as bad as Trial 5), HD Cancel EX Burn Knuckle, HD Cancel B Crack Shot, Level 1 Buster Wolf, Max Cancel Trinity Geyser.  830 Damage Actual, unfortunately there's no way to set up a Damage Potential scenario with this combo.

You simply omit the second towards+A so that you have enough time to cancel into the Trinity Geyser.  Trinity Geyser, btw, hits ONE TIME with this combo.
Title: Re: Terry Bogard
Post by: blackgenma on December 01, 2011, 05:30:06 AM
Good News:

-Crouching opponents do get hit by both B and D Crack Shot, guarding or not.  Only EX Crack Shot counts as an overhead.


nice write-up, but there's something I discovered regarding the crackshoot whiffing on characters who are crouching and not blocking: its character specific. the only character I know that this happens with is Saiki (and I assume, Ash, since they share the same sprite). it works fine with other characters like Maxima and Ryo. sucks that this issue exist at all but it could be worse.

also, from my testing, you can max cancel ex buster wolf during any of the six hits into neomax. I tested this extensively with a naked ex buster wolf only, so I don't know how it applies to mid juggle.
Title: Re: Terry Bogard
Post by: PurpGuy on December 01, 2011, 05:43:38 AM
nice write-up, but there's something I discovered regarding the crackshoot whiffing on characters who are crouching and not blocking: its character specific. the only character I know that this happens with is Saiki (and I assume, Ash, since they share the same sprite). it works fine with other characters like Maxima and Ryo. sucks that this issue exist at all but it could be worse.

also, from my testing, you can max cancel ex buster wolf during any of the six hits into neomax. I tested this extensively with a naked ex buster wolf only, so I don't know how it applies to mid juggle.

I just ran Ash through tester mode, B and D Crack Shots both missed a crouching, non blocking Ash.  The EX Crack Shot still hit him.  I don't have Saiki unlocked on this console so I can't test him, but presumably the same applies.

After trying a bunch of times I have been able to Max Cancel the later hits of an EX Buster Wolf into Trinity Geyser, but more often than not it fails.  Could just be a very small window on each hit.
Title: Re: Terry Bogard
Post by: MUSOLINI on December 01, 2011, 05:57:36 AM
im having trouble with trial 9 or 10, the one that looks like the combo mr kof did for arcade 100% vid where the burning knuckles change sides. whats the trick to the combo to make the hard crackshoot hit like its supposed to? cancel 1st rising tackle as late as possible and cancel the C burning knuckle as late as possible? what about the second one? anybody here land that combo consistently to help me out?
Title: Re: Terry Bogard
Post by: Ufgt on December 01, 2011, 05:14:31 PM
I don't play Terry, but I have a question regarding him:

How in the world do you punish a blocked crack shoot? I tried all sorts of things from command grab to close C to low b, nothing seems to work. Terry's close C beats everything except command grab, and Terry can neutral jump and punish if I go for a command grab. Is it just a 50/50 everytime a crackshoot is blocked?
Title: Re: Terry Bogard
Post by: MUSOLINI on December 01, 2011, 06:17:53 PM
dp, command grab, blowback attack, ROLL AFTER BLOCKING, backdash, roll forward between the string.

also on trial 5 you guys where discussing a shortcut isn't even needed, you can just ;dn ;up ;a, and have plenty of time to do  ;dn ;db ;bk ;db ;fd ;c. anybody wanna help me out where im stuck? where's mr kof when we need him, attention jhon. also mr kof, out of 10 tries how often do you get that combo, tips are welcome.
Title: Re: Terry Bogard
Post by: Ash on December 01, 2011, 07:45:45 PM
I don't play Terry, but I have a question regarding him:

How in the world do you punish a blocked crack shoot? I tried all sorts of things from command grab to close C to low b, nothing seems to work. Terry's close C beats everything except command grab, and Terry can neutral jump and punish if I go for a command grab. Is it just a 50/50 everytime a crackshoot is blocked?

Yes, it's pretty safe and about 50/50 depends how it's blocked. I think there's a difference between blocking high and low. But either way you won't be able to get a normal hit after to punish. The best you can get is a command throw.

One thing to note is that characters with short d.Bs can actually do d.B to duck under crack shoot and then d.B again then combo to punish if you successful duck under. These characters include Iori, K', Benimaru, Leona, Mai, Kensou, Ash and some others. You'll have to experiment to find who else can do it.
Title: Re: Terry Bogard
Post by: Nocturnal on December 02, 2011, 11:04:31 PM
im having trouble with trial 9 or 10, the one that looks like the combo mr kof did for arcade 100% vid where the burning knuckles change sides. whats the trick to the combo to make the hard crackshoot hit like its supposed to? cancel 1st rising tackle as late as possible and cancel the C burning knuckle as late as possible? what about the second one? anybody here land that combo consistently to help me out?

You want to make sure that the opponent is as low as you can hit them during the rising tackle, burn knuckle cancels. The qcb + D has to hit the dummy as late as you can hit him so it can juggle after. It's pretty simple.
Title: Re: Terry Bogard
Post by: MUSOLINI on December 03, 2011, 04:19:06 AM
thanx, ima try that.

it works. now all thats left is distancing so i can follow up after the NM. very helpful info noc.
Title: Re: Terry Bogard
Post by: Saitsuofleaves on December 05, 2011, 11:56:00 PM
I apologize for having the one of the few Terry's on stream (actually...I might've been the only one) and it being horrible.