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Terry Bogard Combo Thread

Started by steamwolf, December 12, 2011, 05:21:29 AM

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steamwolf

This thread is a WIP

The purpose of this thread is to talk about combos for Terry. Beyond that though, I want some community help and feedback on this subject. I'll be trying to handle this same approach with other characters as well, so same said assistance and feedback will be great. Basically? I'd like to try and highlight the combos that are the most useful/damaging/viable for competitive play. I have decided to take a page from dustloop, and for the most useful combos? They will be highlighted in red. That will be up to you guys to help us decide. I'll of course mess with what I can to see what is viable and what is not. If you wish to submit new combos, just post in this thread a combo and I will place it in the op post. Same goes with strategies and frame data. Otherwise? Take this information if it helps you, or help me help everyone else and point out the ones worth using and what's not.

I'd also like some help in pointing out which combos are bnbs, and what aren't. Listing if something is corner, how much stock/drive it uses, etc is also appreciated. For consistency's sake, I'll be posting everything up here the same way it is on the wiki. Everything in the wiki can just be viewed below:

Combos

http://dreamcancel.com/wiki/index.php?title=Terry_Bogard_%28XIII%29#Combos


No Stock, No Drive Gauge -

[spoiler]You can do the following as a starter:
st.C, df+C =>
st.D, df+C
d.B, d.A, d.C =>

d.C, df+C (Need to be close) => (Very impractical, the above is much better)
d.B, d.A, df+C (Need to be really close) => (with the new target combo, this is obsolete)

All of the above starters link to the following:
=> qcb+K (Crackshoot) (blockstring)
=> qcf+A/C (Power Wave) (blockstring)
=> qcb+A

d.B x3, st.B, qcb + B/D


Safeish enders
=> qcf+A (Use against grapplers. is vulnerable to guard roll, but otherwise its completely safe. try baiting guard rolls)
=> qcb+B/D (Use on everyone else. B version is -2 frames on block, D version is +1 if they block low and like -1 if they block standing. Either way, very safe but can be command grabbed) (many characters can make this move whiff by whiffing cr.b. the move is dangerous to use excessively especially if the opponent knows about the exploit)


d.D, df+C, qcb+B/D [blockstring] - Does a lot of guard damage for not putting you very close to your opponent as well as being whiff cancellable. Sets you up to guard crush people from a frame trap. [/spoiler]


No Stock, 1+ Drive Gauge -

[spoiler][corner]st.C, df.C xx qcb+A (DC) qcb+K, d~u+C - (337)

st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)[/spoiler]


No Stock, 2 Drive Gauge -


1 Stock, No Drive Gauge -

[spoiler]You can do the following as a starter:
st.C, df+C =>
st.D, df+C
d.B, d.A, d.C =>
d.C, df+C (Need to be close) =>
d.B, d.A, df+C (Need to be really close) =>

All of the above starters link to the following follow-ups:
=> qcb, hcf+A/C (Power Geyser)
=> qcfx2+B/D (Buster Wolf)


d.B x3, st.B, qcb db f + P/qcf x2 + K/ qcb + AC/qcb + BD


Combo Starters
st.D, df+C =>
st.C, df+C =>
d.D (blocked), df+C =>
d.b, d.A, d.C =>

Safeish enders
=> qcf+AC (Use to continue pressure or add in a mix up_
=> qcb+BD (Use after d.Bx2 or a blocked d.D for low-high mix up_


[Blockstring] Standing D, df.C, qcf+AC -->


st.C (2), df.C, qcb+A, (DC) qcb+B/D, d/u+AC


d.D -> df+C -> qcf+AC -> qcb+D -> st.C (2 hits) -> df+C -> qcb+D -> st.C[/spoiler]


1 Stock, 1+ Drive Gauge -

[spoiler]You can do the following as a starter:
st.C, df+C =>
st.D, df+C
d.B, d.A, d.C =>
d.C, df+C (Need to be close) =>
d.B, d.A, df+C (Need to be really close) =>

All of the above starters link to the following follow-ups:

=> qcb+A (Burn Knuckle) [DC] qcb+K (Crackshoot), d~u +AC (EX Rising Tackle) OR d~u+A/C (Rising Tackle) (#1 BnB) (392-407 dmg)


=> qcb+A (Burn Knuckle) [SC] qcfx2+K (Buster Wolf)(EX too)/ qcb, hcf + P (Power Geyser) (EX too)


=> qcf+A (Power Wave) [SC] qcfx2+K (Buster Wolf)(EX too)/ qcb, hcf + P (Power Geyser) (EX too)[/spoiler]


1 Stock, 2 Drive Gauge -


2 Stock, No Drive Gauge -


2 Stock, 1+ Drive Gauge -

[spoiler]Corner only => qcb+A (Burn Knuckle), [DC] qcb+D (Crackshoot), qcfx2 + BD (EX Buster Wolf)[/spoiler]


2 Stock, 2 Drive Gauge -


3 Stock, No Drive Gauge -

[spoiler]st.C, df+C, qcb+A, qcb+D, qcb hcf+AC (EX Power Geyser), qcfX2 B/D or BD (Either EX or regular Buster Wolf)
Regular does 551 dmg, EX does 656 dmg.[/spoiler]


Hyper Drive Combos -

[spoiler]*2 Stock, 2 Drive Gauge -
j.D, st.D, df+C, [HDA] st.D, df+C, qcf+A, [HDC] qcfX2+AC -delay- qcb+A = 696 dmg

*Note: You can run up and do burn knuckle or if you're too far away and have another bar, you can use EX burn Knuckle to hit him.


2 Stock, 2 Drive Gauge -
(corner)j.D, st.D, df+C, [HDA] st.D, df+C, qcf+C, [HDC] qcfX2+AC -delay- qcb+A, d~u+C = 750 dmg


3 Stock, 2 Drive Gauge -
(corner)st.C, df+C, qcb, hcf+CB {HD BYPASS}, [MC] qcfx2+AC, run up qcb+A, d~u+C = 805 dmg


Position: 2p starting position(a bit less if you use the alternative listed in notes.).
j. D, D, f + A, BC, D, f + A, qcb + A, qcb db f + AC, qcfx2 + AC, qcb + A, qcb + B, d~u + C


j. C, D, f + A, BC, D, f + A,  qcb + A, qcb + AC, d~u + C, qcb + C, qcb + D, d~u + C, qcb + C, qcb + D,  d~u + C/AC


Position: 2p starting position(a bit less if you use the alternative listed in notes.).
j. C, D, f + A, BC, D, f + A, qcf + C, qcf x2 + B/D, qcf x2 + AC,  qcb + A,  qcb + B,  d~u + C


j.D, st.D, f+A [HDA], st.D, f+A, qcb+AC, qcb+B, d~u+C (1) [HDC], qcb+C [HDC], ~delay~ qcb+D , d~u+C (1) [HDC], qcb+C [HDC], ~delay~ qcb+D [, d~u+C = 727 dmg


s.C ->  df + C -> (BC) s.C, df + C xx  qcf + A/C xx  qcf x2 + B/D xx qcf x2 + AC


j.D ->  D ->  f + A -> BC ->  D ->  f + A ->  qcb + A ->  d~u + C (HDC) ->  qcb + C (opponent in corner) ->  qcb + B ->  d~u C (HDC) ->  qcb + C ->  qcb + B ->  d~u + C (HDC) ->  qcb + AC ->  qcb + D (DC) ->  d~u + AC - 789 damage, 2 power gauges. Also requires all your drive meter and the corner, of course.


Cross-up j.D -> D ->  df + C -> BC -> D ->  df + C ->  qcb + A(HDC) ->  d~u + C (HDC) ->  qcb + C ->  d~u + C(HDC) ->  qcb + C ->  qcb + D  ->  qcfx2 + B (MC) -> qcfx2 + AC (opponent in corner) ->  qcb + A  ->  d~u + AC


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).


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.


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.


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/AC Rising Tackle.  812 damage/860 Damage


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.[/spoiler]


Notes

steamwolf


steamwolf


blackgenma

#3
Quote from: steamwolf on December 12, 2011, 05:21:29 AM

No Stock, No Drive Gauge -

You can do the following as a starter:
st.C, df+C =>
st.D, df+C
d.B, d.A, d.C =>

d.C, df+C (Need to be close) => (this sounds very impractical, the above is much better)
d.B, d.A, df+C (Need to be really close) => (with the new target combo, this is is obsolete)

All of the above starters link to the following:
=> qcb+K (Crackshoot) (blockstring)
=> qcf+A/C (Power Wave) (blockstring)
=> qcb+A

d.B x3, st.B, qcb + B/D


Combo Starters (this section s nearly identical to the one above it, all it does is cause clutter)
st.D, df+C =>
st.C, df+C =>
d.D (blocked), df+C => (is there a reason to try this?)
d.B, d.A, d.C =>

Safeish enders
=> qcf+A (Use against grapplers. is vulnerable to guard roll, but otherwise its completely safe. try baiting guard rolls)
=> qcb+B/D (Use on everyone else. B version is -2 frames on block, D version is +1 if they block low and like -1 if they block standing. Either way, very safe but can be command grabbed) (many characters can make this move whiff by whiffing cr.b. the move is dangerous to use excessively especially if the opponent knows about the exploit)


[Blockstring] d.B, d.A, df.C, qcf+A/qcb+b (this is very much like the above two sections. with a little adjustment of the top section, its not needed)

NOTE: all combos starting with st.C, df+C can also be started with d.B, d.A, d.C

No Stock, 1+ Drive Gauge -

st.C, df.C xx qcb+A (DC) qcb+K, d~u+C - (337)


I added some changes to the early segment of the first post. the red is self explanatory, while the bold are notes that I added. I think we should start by filtering out the simple combos and clean up whats good or not, and then move up from there.

I also notice you have some combos that use icons. how can we highlight them red if they use icons?

Reiki.Kito

d.D, df+C, qcb+B/D is a valid blockstring. It also does a lot of guard damage for not putting you very close to your opponent as well as being whiff cancellable.

It also sets you up to guard crush people from a frame trap.

steamwolf

#5
Quote from: blackgenma on December 12, 2011, 05:06:40 PM
I also notice you have some combos that use icons. how can we highlight them red if they use icons?

Thanks for your suggestions! And I can change those over to just text later. For the sake of speed, I just copy/pasted but I can swap those over to text. Are there any in particular you think should be red out of those?

Edit: I've made the changes based on what you suggested in your notes. I'll work on swapping those HD combos to text instead of icons.

blackgenma

gonna wanna edit the following:

1 drive, no stock:

(corner only) st.C, df.C xx qcb+A (DC) qcb+K, d~u+C - (337)


put corner only on the combo above.
and add this one as a none corner option

st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)

slychivas

NOt sure where to post this, but new with kof 13 here.

i'm having trouble with one of his trials it 6 or 7.

How do you cancel the  ;dn ;up ;a into  ;dn ;db ;bk ;fd ;a? I just get a regular cancel into said move. any shortcuts?

meiji_99

@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

x25a

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

Rex Dart

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.

x25a

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).

slychivas

Quote from: x25a on 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

ok thanks, i was just trying to do the raw inputs but wasn't working. this method sounds like it will work. thanks fr you help!!

steamwolf

#13
Quote from: blackgenma on December 13, 2011, 06:48:45 AM
gonna wanna edit the following:

1 drive, no stock:

(corner only) st.C, df.C xx qcb+A (DC) qcb+K, d~u+C - (337)


put corner only on the combo above.
and add this one as a none corner option

st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)

Made the above additions. I'm assuming that "st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)" should be left as a black combo and not red?

Btw for anyone else, if you don't agree with any of the combos please speak up! I want to make sure there's a lot of conversation going on and discussion over it.

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?

x25a

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.