Dream Cancel Forum

News:

Join us in the Dream Cancel Discord Server! CLICK HERE!

Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - x25a

#1
Billy Kane / Re: Billy Kane
September 11, 2016, 01:54:48 AM
Quote from: Ginorm on September 03, 2016, 12:50:38 AM
Quote from: desmond_kof on August 29, 2016, 08:54:48 AM
2 Bar 61% percent combo

https://twitter.com/TheN4Us/status/770119319510478853

Since I did it for the other one:

cl.D xx MAX, cl.D, DP+BD, qcb+AC, hcf+C, qcf+C, qcfx2+BD

  • In the twitter responses there was talk that was st.C after the qcb+AC (at least I'm pretty sure that is what you were referring to). You can see the flames prior to the super cancel and no blue flash on the move indicating it was Heavy Sansetsu with the followup (hcf+C, qcf+C)
  • Corner only, pretty much for the same reasons as the other combo above
  • Also can go right from the qcf+C from the Sansetsu followup right into the qcf+BD to get the super
  • This has to be done in the anchor position if you want to do this for only 2 Bars, but can still be done with 3 bars in other positions. There is enough time to get the EX.Suzume before the timer runs out even in the point position, just make sure to hit both BD for the super (which you don't have to do in the anchor position).

You can swap the dp+BD to a dp+D and it will still work for just 2 bar in 2nd position. It also does not need to be started in the corner but you need to be close enough to it for the final part so the hcf+C has enough distance to connect.  The only time this requires to be wall only is if you go for the qcf,hcb DM(better DM if you plan to climax cancel).  The inital D can also be replaced with either a low confirm or far C(works at almost max distance).
#2
Terry Bogard / Re: Terry Bogard
August 27, 2016, 04:39:41 PM
Some max mode combos after a bit of messing around.

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

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


See above max cancel follow up notes for the below:

;bk ;db ;dn ;df ;fd ;b ;d> ;dn ;db ;bk ;b or ;c(depends on distance form wall)> ;dn ;up ;a ;c
;bk ;db ;dn ;df ;fd ;b ;d> ;dn ;db ;bk ;b ;d(this will not connect if too far from wall) > ;dn ;up ;a or ;c
;bk ;db ;dn ;df ;fd ;b ;d> ;dn ;df ;fd ;a >  ;dn ;db ;bk ;a ;c(midscreen only)
#3
Terry Bogard / Re: Terry Video Thread
February 07, 2012, 11:37:44 PM
Quote from: Reiki.Kito on February 07, 2012, 07:41:38 PM
You have to space that pretty well or it'll reach the corner. Same with any of the midrange combos. It's nice to see he can use such small amounts of meter for a good 100%, but you'd have to be cornered or cross them up near the corner to do it...;-;

EDIT:

Actually, I think he spaces it so that after the Trinity Geyser, the wall stops the opponent from moving further. That's why he can catch up. So I dunno if you have to do it EXACTLY like in the video or if you can play around with the distance a little.

He actually spaces it so the wall forces trinity geyser to do an extra hit and toss the opponent higher which gives just enough time to run and do burn knuckle.  When i messed a bit with the range trinity geyser only did the usual 3 hits and you can only follow up after it with an ex burn knuckle/buster wolf. The combo also starts with D, F+A into rising tackle which took quite a while to get the timing down since its kinda strict :(
#4
Terry Bogard / Re: Terry Video Thread
February 07, 2012, 07:14:01 PM
Quote from: Reiki.Kito on February 06, 2012, 09:15:44 PM
Wow, that's odd. And a 4 bar 100% combo for Terry? Wuuut?

The 1st link blackgenma posted has a 3 stock 100% combo at 0:48~.  
#5
Terry Bogard / Re: Terry Bogard Combo Thread
December 30, 2011, 02:27:37 PM
Quote from: Saitsuofleaves on December 29, 2011, 07:06:33 PM
Well, yeah his BnB is (whatever starter) xx A Burn Knuckle [DC] B Crack Shoot, into either EX Rising Tackle or Buster Wolf (or normal Rising Tackle in the corner if you don't want to burn the meter).  I use Buster Wolf midscreen because it's pretty close in damage (only a couple points off) and it's a bit less finicky to land midscreen.  In the corner though, EX Rising Tackle all day.

Does it make a difference?  Maybe, I think I usually use C Rising Tackle, but you can try it with A too.  I don't really use it in matches and I've been working on Terry's normal and guard game so I haven't really practiced with it lately so I don't remember too well.

For his Bnb its better to use Buster Wolf if you want to throw your opponent in the corner from mid screen and only use EX Rising Tackle when you just want to do max dmg.  I think its best to use the version of rising tackle he feels more comfortable with as it doesn't really do any difference.

QuoteIn the meantime I've just been using HD Mode as a glorified hit-confirm into Neomax, meaning:
[2 bars] cl.C (2 hits)~f+A~[ACTIVATE] cl.D~f+A~Neomax.
[3 bars] cl.C (2 hits)~f+A~[ACTIVATE] cl.D~f+A~Buster Wolf~Neomax.

These are good to know when to use from midscreen.  You should add either qcf+C or qcb+A before the Neomax in as it will allow you to follow up after in certain situations(if you don't feel comfortable doing a qcb+A after you can simply use Buster Wolf if you have meter).

#6
Terry Bogard / Re: Terry Bogard Combo Thread
December 16, 2011, 10:13:23 AM
Quote

'Cause they don't want to be sweeped and put into a knocked down situation. You don't have to be stupid or not know the game. A lot of characters can cancel their sweeps into specials which makes it safer. Kensou, K', Robert, Saiki, Ash, and Terry. Throwing out low light attacks into a staggered sweep is a basic tactic. It's even more useful because you can cancel it into df+C. Even if it whiffs, you can empty cancel into a fairly vertical command normal to keep them in their place.


If you land the sweep with Terry you can cancel it into qcb+B/D and it will give you enough time to throw an ex power wave that will pass over the opponent just as he wakes up.  It can only be guarded by holding back even if it hits behind the opponent(is this some sort of hitbox mess up?).

QuoteI'm well aware that qcb+D has its disadvantages. That's why it's an option, but not using the tools because they're risky is just as dumb. I'm not saying abuse it, but I am saying it should be noted and used. You can also set this up from d.B, d.A, d.C or d.B x2~3 st.B so you don't have to do a sweep.

@x25: Kyo could probably low B into it. The point is that you're on block, and if I'm not doing it every time, you'll have to react to it. You could mash down C to trade, but there's a regular power wave, B crackshoot, or EX Power Wave. It's an option not a lot of people are prepared to answer if you spring it on them, which is what I'm saying. Each one can be used. This particular one leads to the best advantage, but you don't have to use it over and over again.

Aside from d.B, punish it with a dp (-10%) or a d.C (-7%) is not a huge gamble if that's all you're going to get off of it.

I never said not to use them i just listed ways that they can be punished.  Its always best the mix up qcb+B/D to keep your opponent guessing which one you used. 
#7
Terry Bogard / Re: Terry Bogard Combo Thread
December 15, 2011, 08:00:43 PM
Quote from: Reiki.Kito on December 15, 2011, 10:11:59 AM
I think setting Terry up for a block string is the way to get in for damage.

Here's how I like to approach it.

j.D (blocked), d.D (blocked), df+C, qcb+D =>

If they don't low B and they're not a grappler, you got this because the d.D insures they're blocking low for most of it. From here, you can do two things.

st.C (blocked), qcf+AC, dash, st.D, f+A [HDA], st.D (guard crush), f+A HD combo.

or

st.C (hit them), f+A, HD combo/ regular combo.

It gives you a lot of options really because you're like +2 if they block low so you're at advantage if they block it. If you hit them, you're most likely at neutral. That's the one thing I hate about qcb+D. If you combo into it, you don't get anything if they're standing.

I tested the above against Kyo in training mode and found the following:

If your opponent reads the qcb+D he can straight out beat it with a dp+A or trade with a d+C.  
The 2nd block string with the EX power wave is very risky, there is enough time to hop over it and hit a big punish.

Edit: you can actually just hold down and mash C with kyo and you will always trade with the qcb+D.
#8
Terry Bogard / Re: Terry Bogard Combo Thread
December 14, 2011, 08:28:55 PM
Quote from: steamwolf on December 14, 2011, 06:08:10 PM
Edit: Icons now replaced with standard notation. One part in particular is one of the HD Combos says "four hits" for a qcb + D...are they implying a Drive Cancel here or no?

Pretty sure in that case its drive canceled and it implies that it lands all 4hits.
#9
Terry Bogard / Re: Terry Bogard Combo Thread
December 14, 2011, 12:33:01 PM
Quote from: Rex Dart on December 14, 2011, 05:44:09 AM
Is there any consensus on what the best HD combo starter is?

cl. D, f+A, or just cl.C, seem the easiest to input.

cl. D, df+C does more damage in longer combos, I believe.

Its really dependent on position, cl. D, f+A is the best for dmg in longer combos but D, df+C allows you to do certain midscreen combos that involve neomax with less spacing requirements(less forward movement).
#10
Terry Bogard / Re: Terry Bogard Combo Thread
December 13, 2011, 10:24:16 PM
Quote from: meiji_99 on December 13, 2011, 06:13:47 PM
@slychivas
for complete that trial you can do alternative way.
for me  ;dn  ;up  ;a (DC),  EX ver ;dn  ;db  ;bk  P, then do  ;dn  ;db  ;bk  ;db  ;fd P

Pretty sure that the trial he mentioned is an HD combo and you wont have enough drive gauge to do it that way.  Anyways the only way to do that cancel is to do   ;dn ;db ;bk ;ub ;up;a(you may have to delay input a little or you get a burn knuckle) , ;bk ;db ;dn ;df ;fd  + ;a
#11
Terry Bogard / Re: Terry Bogard (Console)
December 09, 2011, 01:42:28 PM
Quote from: blackgenma on December 09, 2011, 03:49:55 AM
did you guys notice that the wiki says regular  ;a power wave does not go full screen? or that  ;c version goes farther than  ;a? it has been saying that for the longest time....

The Power Geyser motion listed is incorrect too.  Pretty sure the game lists it as  ;dn ;db ;bk ;db ;fd +  ;a / ;c.

It might also be a good idea to make a list of useful block strings(safe/unsafe) and what can be done after depending on the situation.
#12
Terry Bogard / Re: Terry Bogard (Console)
December 08, 2011, 11:53:14 PM
Don't see these listed anywhere on the wiki.  These are the best dmg combos i managed to find for 1-3 stocks.

1-2 Stock HD Combo(works anywhere)(754~804)

J. ;c, ;d, ;fd + ;a, ;b ;c, ;d, ;fd + ;a,  ;dn ;db ;bk + ;a, ;dn ;db ;bk +  ;a ;c, ;dn ;up + ;c, ;dn ;db ;bk ;c, ;dn ;db ;bk ;d, ;dn ;up + ;c, ;dn ;db ;bk ;c, ;dn ;db ;bk ;d,  ;dn ;up +  ;c or  ;a ;c

Notes:
Dmg will vary a litte depending on how many hits Crack Shoot lands.
There is a height limit for the last Rising Tackle to connect if its too high it will completely miss.
754 dmg if ended with normal Rising Tackle.
804 dmg if ended with EX Rising Tackle.
Also possible to end with Buster Wolf instead of Rising Tackle but does less dmg and has a chance to completely miss.

3 Stock HD Combo(902dmg~)

Position: 2p starting position(a bit less if you use the alternative listed in notes.).

J. ;c, ;d, ;fd + ;a, ;b ;c, ;d, ;fd + ;a, ;dn ;df ;fd + ;c, ;dn ;df ;fd ;dn ;df ;fd +  ;b or  ;d, ;dn ;df ;fd ;dn ;df ;fd +  ;a ;c,  ;dn ;db ;bk +  ;a,  ;dn ;db ;bk +  ;b,  ;dn ;up +  ;c

Notes:
Buster Wolf must be Max Canceled as soon as it does 2nd hit(hit effect must still be on screen) or you wont be able to follow up.
Can be done from exactly midscreen if using  ;d, ;df+ ;c instead of  ;d,  ;fd + ;a
#13
Terry Bogard / Re: Terry Bogard (Console)
December 07, 2011, 02:16:27 PM
Additional console changes:
Power Geyser can be max canceled.

Power Geyser notes:
Max Canceled Power Geyser seems to make neomax miss the 3rd hit most of the time when its SCed from Burn Knuckle/Power Wave(C version) from mid screen.
EX version it always lands all 3 hits unless its done in the corner.

100% HD Combo 4 stocks(1029dmg)

Position: 2p starting position(a bit less if you use the alternative listed in notes.).
J. ;d,  ;d, ;fd + ;a, ;b ;c,  ;d, ;fd + ;a, ;dn ;db ;bk + ;a, ;dn ;db ;bk ;db ;fd + ;a ;c, ;dn ;df ;fd ;dn ;df ;fd + ;a ;c, ;dn ;db ;bk+ ;a, ;dn ;db ;bk + ;b, ;dn ;up +  ;c

Notes
EX Geyser must always be max canceled on last hit(combo counter should be 9 hits)
can use  ;d,  ;df +  ;c instead of  ;d,  ;fd +  ;a (1012dmg)