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{{ComboLegend-KOFXV}}
{{ComboLegend-KOFXV}}
{{CharNavbox_XV}}
{{CharNavbox_XV}}
==Combo Notation Guide==
{|class="wikitable"
! Notation !! Meaning
|-
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
|-
| ''',''' || Link the previous move into the following move.
|-
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.
|-
| '''~''' || Cancel the previous special into the following special.
|-
| '''cl.''' || Close to opponent.
|-
| '''f.''' || Far from opponent.
|-
| '''j.''' || Jumping move.
|-
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.
|-
| '''[X]''' || Hold input briefly.
|-
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
|-
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).
|-
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}


==Starters and Enders==
==Starters and Enders==
'''Keep in mind:''' The combos in the "Combos" section have been tested using '''both of the starters in bold'''.<br/>
The other starters in each table should also work in each case, but may not.
===Starters===
===Starters===
{|class="wikitable"
{|class="wikitable sortable"
! Number !! Combo !! Damage !! Stun !! Notes
! Combo !! Damage !! Notes
|-
| '''j.X > cl.C > 6A''' || 199 || Primary jump-in combo for consistency thanks to cl.C's speed. <br /> cl.C on its own is good for quick punishes.
|-
|-
| 1 || j.X || X || X || Jump-in. Can be used before starters 2, 3, and 4.  
| '''2B > 2A > 3C''' || 92 || Primary low light confirm. Rarely works after a jump-in, not where you'd really use it anyway.
|-
|-
| 2 || 2B > cl.B > 3C || 112 || 120 || Basic light confirm.
| cl.D > 6A || 146 || Most damaging combo starter. Slower than cl.C, best used after a deep jump-in or as a max damage punish.
|}
 
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
|-
| 3 || cl.D > 6A || 146 || 150 || Most damaging combo starter.  
| CD || 75 || Goes over most low projectiles in the game and has ''huge'' range, but relatively slow start-up.  
|-
|-
| 4 || cl.C > 6A || 136 || 150 || Faster than cl.D and works more often after jump-ins.
| 2C '''/''' f.C '''/''' 6A || X || Single-hit-confirmable into 236236K and Quick Max. 6A has good range but slower start-up, 2C has ok range and good start-up, f.C is a happy middle.<br />2C, being special cancelable, has a larger confirm window for super.  
|-
|-
| 5 || CD || 75 || 100 || Goes over most low projectiles in the game and has ''huge'' range, but relatively slow start-up.  
| 2B > f.B > MAX || 58 || 2B combos into f.B even from the absolute tip of 2B, making it a great low light confirm into Quick Max or 236236K.
|}
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


===Enders===
===Enders===
{|class="wikitable"
{|class="wikitable sortable"
! Number !! Combo !! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Number !! Combo !! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
Line 27: Line 70:
| 2 || 214A || 90 || 60 || 0 || ? || Anywhere || Provides less stun than the above and the opponent can recover on hit but does more damage.
| 2 || 214A || 90 || 60 || 0 || ? || Anywhere || Provides less stun than the above and the opponent can recover on hit but does more damage.
|-
|-
| 3 || 41236B~623B || 154 || 120 || 0 || ? || Anywhere || Ending in Power Dunk does less damage, the oki is more rewarding on hit.
| 3 || 41236B~623B || 151 || 120 || 0 || ? || Anywhere || Ending in Power Dunk does less damage, the oki is more rewarding on hit.
|-
|-
| 4 || 41236B~623C || 172 || 140 || 0 || ? || Anywhere || Most damaging meterless midscreen combo ender. Opponent can recover safely on hit unless if canceled into 2141236P.   
| 4 || 41236B~623C || 172 || 140 || 0 || ? || Anywhere || Most damaging meterless midscreen combo ender. Opponent can recover safely on hit unless if canceled into 2141236P.   
|-  
|-  
| 5 || 41236B~623D || 183 || 140 || 0 || ? || Anywhere || Most damaging meterless combo ender, but only works in the corner.   
| 5 || 41236B~623D || 179 || 140 || 0 || ? || Anywhere || Most damaging meterless combo ender, but only works in the corner.   
|-  
|-  
| 6 || 41236BD > 623BD > 41236B~623C || 328 || 140 || 1 || 33% || Anywhere || Got meter to burn? No problem!  
| 6 || 41236BD > 623BD > 41236B~623C || 314 || 140 || 1 || 33% || Anywhere || Got meter to burn? No problem! You can run for a bit between 41236BD and 623BD for some extra corner carry.
|-
|-
| 7 || 2141236P || 200 || 0 || 1 || 0 || Anywhere || Most damaging Level 1 Super ender. Can be canceled into after 623C to prevent the opponent from recovering safely (best to use the 632146P~236P method for this).  
| 7 || 2141236P || 200 || 0 || 1 || 0 || Anywhere || Most damaging Level 1 Super ender. Can be canceled into after 623C to prevent the opponent from recovering safely (best to use the 632146P~236P method for this).  
Line 47: Line 90:


==Combos==
==Combos==
'''General Notes:'''
* Since Terry's combos rarely differ from starter to starter, '''"Starters"''' will refer to using either his jump-in combo or low light combo from the 'Starters' section above.
* A common and useful combo part is 623C cancelled into 214236P Super. This cancel is pretty tricky on its own, however, so it's recommended to use the following input instead for easier execution: '''632146C > 236P'''
===Rush Auto Combo===
===Rush Auto Combo===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
|  cl.A > A > A > B || 146 || 90 || 0 ||  || Anywhere|| Rush combo ending in a special move
|  cl.A > A > A > B || 146 || 0 || Rush combo ending in a special move.
|-
|-
|  cl.A > A > A > C || 231 || 30 || 1 ||  || Anywhere|| Rush combo ending in a super
|  cl.A > A > A > C || 231 || 1 || Rush combo ending in a super.
|-
|-
|  cl.A > A > A > D || 356 || 30 || 2 ||  || Anywhere|| Rush combo ending in a Max super
|  cl.A > A > A > D || 356 || 2 || Rush combo ending in a Max super.
|-
|-
|  cl.A > A > A > A || 452 || 30 || 3 ||  || Anywhere|| Rush combo ending in a Climax super
|  cl.A > A > A > A || 452 || 3 || Rush combo ending in a Climax super.
|}
|}


===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
| '''Starters''' > 41236B > 623B || 219'''/'''330 || 225'''/'''340 ||  || Anywhere || Great oki and damage. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki.
|-
| '''Starters''' > 41236B > 623D || 242'''/'''349 || 245'''/'''360 ||  || Corner || Slight alteration to the basic combo for a pretty decent increase in damage in the corner.
|-
|-
| 2B > 2A > 623C || 149 || 130 || ||  || Anywhere || Far Range
| 2B > 2A > 623C || 134 || 115 || 0.25 || Anywhere || Low light confirm for when you're too far to connect 2B > 2A > 3C.
|-
|-
| 2B > 2A > 3C > 41236B > 623B || 238 || || || || Anywhere ||
| 2C > 214A || 155 || 130 || 0.2 || Anywhere || Decent whiff punish. Single-hit-confirms from close range.
|}
 
===EX===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| cl.C > 6A > 41236B > 623B || 274 || ||  ||  || Anywhere ||
| '''Starters''' > 41236BD, 41236B > 623B || 279'''/'''386 || 225'''/'''340 ||  ||  || Anywhere || Great oki and damage and decent use of half a bar. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki.
|-
|-
| 2C > 214A || 155 || ||  ||  || Anywhere ||
| '''Starters''' > 41236BD, 41236B > 623D || 301'''/'''408 || 245'''/'''360 ||  ||  || Corner || Change the ender for a small damage and stun increase in the corner.
|-
|-
| 2B > 2A > 3C > 41236B > 623D || 262 || ||  ||  || Corner ||
| 2B > 2A > 623AC || 194 || 45 ||  ||  || Anywhere || Low light confirm for when you're too far to connect 2B > 2A > 3C, ''and'' you want to spend a bit of bar.
|-
|-
| cl.C > 6A > 41236B > 623D || 300 || ||  ||  || Corner ||
| 2C > 214AC || 222 || 70 ||  ||  || Anywhere || Decent metered whiff punish. Single-hit-confirms from close range.
|}
|}


===EX===
===1 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2A > 3C > 41236BD, 41236B > 623B || 297 || 240 || || || Anywhere ||
| '''Starters''' > 236CD, cl.D > 6A > 41236B ~ 623B || 297'''/'''404 || 375'''/'''490 || 1 || 1.1 || Anywhere || Always a little meter positive, and good damage to boot. Must be point blank for the '2B > 2A > 3C' starter.
|-
|-
| 2B > 2A > 3C > 236CD, cl.D > 6A > 41236B > 623B || 316 || 390 || || || Anywhere || Require 1 Bar
| '''Starters''' > 41236B ~ 623C > 214236P || 357'''/'''464 || 205'''/'''320 || 1 || 0.4/0.5 || Anywhere || Best way to spend a bar. Solid damage, great corner carry, and great oki. Recommended to use the following input trick instead of '623C > 214236P': '632146C > 236P'.
 
|-
|-
| 2B > 2A > 623AC || 209 || 60 || || || Anywhere || Far Range
| '''Starters''' > 41236BD, 623BD, 41236B ~ 623C || 354'''/'''461 || 245'''/'''360 || 1 || 0.4/0.6 || Anywhere || Easier combo than the above combo at the cost of Oki. If you can do the above combo, don't use this one.
|-
|-
| j.D > cl.C > 6A > 41236BD, 41236B > 623B || 389 || 340 || || || Anywhere ||
| '''Starters''' > 236CD, cl.D > 6A > 41236B ~ 623D || 308 '''/'''415 || 395'''/'''510 || 1 || 1.3 || Corner || Bit more damage and a bit more stun in the corner, good to keep in mind.
|-
|-
| j.D > cl.C > 6A > 236CD, cl.D > 6A > 41236B > 623B || 408 || 490 || ||  || Anywhere || Requires 1 Bar
| '''Starters''' > 41236BD, 236A, 623BD, 41236B ~ 623C || 386'''/'''493 || 305'''/'''420 || 1 ||  || Corner || Adding 236A here and there in the corner tacks on a bit of damage when linked into the EX moves.
|-
|-
| 2C > 214AC || 222 || || || || Anywhere ||  
| 2C '''/''' f.C '''/''' 6A > 236236K || 250 || 70'''/'''80 || 1 || 0.1 || Anywhere || Single-hit-confirm into Buster Wolf. Fun to do.
|-
|-
| 2B > 2A > 3C > 41236BD, 41236D, 623C || 319 || || ||  || Corner ||
| '''Starters''' > 41236BD, 41236B ~ 623C > 214236P || 408'''/'''515 || 205'''/'''320 || 1.5 ||  || Anywhere || 1.5 Bar combo, straight-forward enough. 41236BD can be replaced with 623BD for a bit more damage, but only works with cl.C '''/''' cl.D > 6A.
|-
|-
| 2B > 2A > 3C > 236CD, cl.D > 6A > 41236B > 623D || 328 || || ||  || Corner || Requires 1 Bar
| '''Starters''' > 41236BD, 236A, 623BD, 236A, 623AC  || 420'''/'''527 || 225'''/'''340 || 1.5 ||  || Corner || Basic 1.5 Bar combo. Potent enough.
|-
|-
| cl.C > 6A > 236CD, cl.D > 6A > 41236B > 623D || 363 || || ||  || Corner ||
| j.X > cl.C > 6A > 623BD, 41236B ~ dl.623C > 214236P, 623C || 579 || 400 || 1.5 ||  || Corner || Fantastic damage for 1.5 Bar, but tricky, and doesn't work from '2B > 2A > 3C'. 623C has to be delayed as much as possible before the super cancel. Recommendeded to use the following input trick instead of '623C > 214236P': '632146C > 236P'.
|}
|}


===1 Bar===
===2 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || ||  || Anywhere ||  
| '''Starters''' > 41236BD, 623BD, 41236B ~ 623C > 214236P || 450'''/'''557 || 205'''/'''320 || 2 || 0.4'''/'''0.5 || Anywhere || Standard 2 Bar meter dump.
|}
|-
 
| '''Starters''' > MAX, cl.D > 6A > 41236BD, 623BD, 41236B ~ 623C > 214236P || 475'''/'''582 || 370'''/'''470 || 2 ||  || Anywhere || 3rd Character. A bit more damage and a bit more corner carry than the above combo.
===2 Bars===
|-
{|class="wikitable"
| '''Starters''' > 41236BD, 236A, 623BD, 41236B ~ dl.623C > 214236P, 623C || 532'''/'''639 || 345'''/'''460 || 2 || 0.65'''/'''0.75 || Corner || Works from mid-screen (must leave out '236A' if you do). Going for the '214236P, 623C' link in the corner is more or less always optimal for Terry.
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| '''Starters''' > MAX > cl.D > 6A > 41236BD, 623BD, 41236B ~ dl.623C > 214236P, 623C || 515'''/'''622 || 345'''/'''550 || 2 ||  || Corner || 3rd Character. Works from Mid-screen. Does less damage than the above combo due to Quick Max scaling, but still a useful combo for other Quick Max starters.
|-
| j.X > cl.C > 6A > 623BD, 41236B ~ dl.623C > 214236P, 623C > 214236P || 669 || 360 || 2 || 0.2 || Corner || Amazing damage for 2 Bar. Technically a 2.5 Bar combo, but it builds just enough meter during the combo that you only need 2 Bars to start it. Can tack on a 623BD at the very end for a bit more damage if you have the extra meter.
|-
| '''Starters''' > 41236BD, 41236B ~ 623C > 214236AC || 511'''/'''618 || 205'''/'''320 || 2.5 ||  || Anywhere ||
|-
|-
| || || || || || Anywhere ||  
| '''Starters''' > 41236BD, 236A, 623BD, 41236B ~ dl.623C > 214236P, 623C > 214236P || 655'''/'''723 || 305'''/'''420 || 3.5 || 0.1 || Corner || Works from mid-screen (must leave out '236A' if you do). Great damage in the corner, and a useful mid-screen combo. When doing the combo from mid-screen, you can run for a bit after 41236BD to bring them a little closer to the corner.
|}
|}


===3 Bars===
===3 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  || || ||  || Anywhere ||  
| '''Starters''' > 214A > 236236K > 214236AC || 581'''/'''688 || 165'''/'''280 || 3 ||  || Anywhere || Standard 3 Bar combo. Only useful if Terry isn't on Anchor, though he usually is.
|-
| '''Starters''' > MAX > cl.D > 6A > 214A > 236236K > 214236CD || 620'''/'''727 || 315'''/'''430 || 3 || 0.1/0.2 || Anywhere || 2nd or 3rd Character. Better damage for when Terry is on Anchor, which he usually is.
|-
| j.X > cl.C > 6A > 623BD, 41236B ~ dl.623C > 214236P, 623C > 236236BD || 745 || 360 || 3 ||  || Corner || Great damage for the cost.
|}
|}


===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || Anywhere ||  
| '''Starters''' > MAX > cl.D > 6A > 214A > 236236BD > 214236CD || 717'''/'''824 || 315'''/'''430 || 4 || || Anywhere || Standard 4 Bar combo. Quick Max into this to your heart's content.
|-
| j.X > cl.C > 6A > 623BD, 41236B ~ dl.623C > 214236P, 623C > 236236K > 214236AC || 849 || 360 || 4 ||  || Corner || 4 Bar meter dump. Ridiculous damage.
|}
|}


===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || Anywhere ||  
| '''Starters''' > 41236BD, 236A, 623BD, 41236B ~ dl.623C > 214236P, 623C > 236236K > 214236AC || 821'''/'''904 || 305'''/'''420 || 5 || 0.5 || Corner ||  
|}
|}



Latest revision as of 14:16, 7 June 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters and Enders

Keep in mind: The combos in the "Combos" section have been tested using both of the starters in bold.
The other starters in each table should also work in each case, but may not.

Starters

Combo Damage Notes
j.X > cl.C > 6A 199 Primary jump-in combo for consistency thanks to cl.C's speed.
cl.C on its own is good for quick punishes.
2B > 2A > 3C 92 Primary low light confirm. Rarely works after a jump-in, not where you'd really use it anyway.
cl.D > 6A 146 Most damaging combo starter. Slower than cl.C, best used after a deep jump-in or as a max damage punish.

Other Starters

Combo Damage Notes
CD 75 Goes over most low projectiles in the game and has huge range, but relatively slow start-up.
2C / f.C / 6A X Single-hit-confirmable into 236236K and Quick Max. 6A has good range but slower start-up, 2C has ok range and good start-up, f.C is a happy middle.
2C, being special cancelable, has a larger confirm window for super.
2B > f.B > MAX 58 2B combos into f.B even from the absolute tip of 2B, making it a great low light confirm into Quick Max or 236236K.

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Enders

Number Combo Damage Stun Meter Cost Meter Gain Location Notes
1 214B 78 80 0 ? Anywhere Advantageous on hit. Best used for continued pressure.
2 214A 90 60 0 ? Anywhere Provides less stun than the above and the opponent can recover on hit but does more damage.
3 41236B~623B 151 120 0 ? Anywhere Ending in Power Dunk does less damage, the oki is more rewarding on hit.
4 41236B~623C 172 140 0 ? Anywhere Most damaging meterless midscreen combo ender. Opponent can recover safely on hit unless if canceled into 2141236P.
5 41236B~623D 179 140 0 ? Anywhere Most damaging meterless combo ender, but only works in the corner.
6 41236BD > 623BD > 41236B~623C 314 140 1 33% Anywhere Got meter to burn? No problem! You can run for a bit between 41236BD and 623BD for some extra corner carry.
7 2141236P 200 0 1 0 Anywhere Most damaging Level 1 Super ender. Can be canceled into after 623C to prevent the opponent from recovering safely (best to use the 632146P~236P method for this).
8 236236K 190 0 1 0 Anywhere Slightly less damaging, but has better range. Are you OK?
9 2141236AC 355 0 2 0 Anywhere Most damaging Level 2 Super if you have the time to spare.
10 236236BD 343 0 2 0 Anywhere If you'd rather not bother with the extra dexterity, this is for you. Buster Wolf!
11 2141236CD 450 0 3 0 Anywhere Buster... LAUNCHER!!!

Combos

General Notes:

  • Since Terry's combos rarely differ from starter to starter, "Starters" will refer to using either his jump-in combo or low light combo from the 'Starters' section above.
  • A common and useful combo part is 623C cancelled into 214236P Super. This cancel is pretty tricky on its own, however, so it's recommended to use the following input instead for easier execution: 632146C > 236P

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 146 0 Rush combo ending in a special move.
cl.A > A > A > C 231 1 Rush combo ending in a super.
cl.A > A > A > D 356 2 Rush combo ending in a Max super.
cl.A > A > A > A 452 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location notes
Starters > 41236B > 623B 219/330 225/340 Anywhere Great oki and damage. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki.
Starters > 41236B > 623D 242/349 245/360 Corner Slight alteration to the basic combo for a pretty decent increase in damage in the corner.
2B > 2A > 623C 134 115 0.25 Anywhere Low light confirm for when you're too far to connect 2B > 2A > 3C.
2C > 214A 155 130 0.2 Anywhere Decent whiff punish. Single-hit-confirms from close range.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Starters > 41236BD, 41236B > 623B 279/386 225/340 Anywhere Great oki and damage and decent use of half a bar. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki.
Starters > 41236BD, 41236B > 623D 301/408 245/360 Corner Change the ender for a small damage and stun increase in the corner.
2B > 2A > 623AC 194 45 Anywhere Low light confirm for when you're too far to connect 2B > 2A > 3C, and you want to spend a bit of bar.
2C > 214AC 222 70 Anywhere Decent metered whiff punish. Single-hit-confirms from close range.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starters > 236CD, cl.D > 6A > 41236B ~ 623B 297/404 375/490 1 1.1 Anywhere Always a little meter positive, and good damage to boot. Must be point blank for the '2B > 2A > 3C' starter.
Starters > 41236B ~ 623C > 214236P 357/464 205/320 1 0.4/0.5 Anywhere Best way to spend a bar. Solid damage, great corner carry, and great oki. Recommended to use the following input trick instead of '623C > 214236P': '632146C > 236P'.
Starters > 41236BD, 623BD, 41236B ~ 623C 354/461 245/360 1 0.4/0.6 Anywhere Easier combo than the above combo at the cost of Oki. If you can do the above combo, don't use this one.
Starters > 236CD, cl.D > 6A > 41236B ~ 623D 308 /415 395/510 1 1.3 Corner Bit more damage and a bit more stun in the corner, good to keep in mind.
Starters > 41236BD, 236A, 623BD, 41236B ~ 623C 386/493 305/420 1 Corner Adding 236A here and there in the corner tacks on a bit of damage when linked into the EX moves.
2C / f.C / 6A > 236236K 250 70/80 1 0.1 Anywhere Single-hit-confirm into Buster Wolf. Fun to do.
Starters > 41236BD, 41236B ~ 623C > 214236P 408/515 205/320 1.5 Anywhere 1.5 Bar combo, straight-forward enough. 41236BD can be replaced with 623BD for a bit more damage, but only works with cl.C / cl.D > 6A.
Starters > 41236BD, 236A, 623BD, 236A, 623AC 420/527 225/340 1.5 Corner Basic 1.5 Bar combo. Potent enough.
j.X > cl.C > 6A > 623BD, 41236B ~ dl.623C > 214236P, 623C 579 400 1.5 Corner Fantastic damage for 1.5 Bar, but tricky, and doesn't work from '2B > 2A > 3C'. 623C has to be delayed as much as possible before the super cancel. Recommendeded to use the following input trick instead of '623C > 214236P': '632146C > 236P'.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starters > 41236BD, 623BD, 41236B ~ 623C > 214236P 450/557 205/320 2 0.4/0.5 Anywhere Standard 2 Bar meter dump.
Starters > MAX, cl.D > 6A > 41236BD, 623BD, 41236B ~ 623C > 214236P 475/582 370/470 2 Anywhere 3rd Character. A bit more damage and a bit more corner carry than the above combo.
Starters > 41236BD, 236A, 623BD, 41236B ~ dl.623C > 214236P, 623C 532/639 345/460 2 0.65/0.75 Corner Works from mid-screen (must leave out '236A' if you do). Going for the '214236P, 623C' link in the corner is more or less always optimal for Terry.
Starters > MAX > cl.D > 6A > 41236BD, 623BD, 41236B ~ dl.623C > 214236P, 623C 515/622 345/550 2 Corner 3rd Character. Works from Mid-screen. Does less damage than the above combo due to Quick Max scaling, but still a useful combo for other Quick Max starters.
j.X > cl.C > 6A > 623BD, 41236B ~ dl.623C > 214236P, 623C > 214236P 669 360 2 0.2 Corner Amazing damage for 2 Bar. Technically a 2.5 Bar combo, but it builds just enough meter during the combo that you only need 2 Bars to start it. Can tack on a 623BD at the very end for a bit more damage if you have the extra meter.
Starters > 41236BD, 41236B ~ 623C > 214236AC 511/618 205/320 2.5 Anywhere
Starters > 41236BD, 236A, 623BD, 41236B ~ dl.623C > 214236P, 623C > 214236P 655/723 305/420 3.5 0.1 Corner Works from mid-screen (must leave out '236A' if you do). Great damage in the corner, and a useful mid-screen combo. When doing the combo from mid-screen, you can run for a bit after 41236BD to bring them a little closer to the corner.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starters > 214A > 236236K > 214236AC 581/688 165/280 3 Anywhere Standard 3 Bar combo. Only useful if Terry isn't on Anchor, though he usually is.
Starters > MAX > cl.D > 6A > 214A > 236236K > 214236CD 620/727 315/430 3 0.1/0.2 Anywhere 2nd or 3rd Character. Better damage for when Terry is on Anchor, which he usually is.
j.X > cl.C > 6A > 623BD, 41236B ~ dl.623C > 214236P, 623C > 236236BD 745 360 3 Corner Great damage for the cost.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starters > MAX > cl.D > 6A > 214A > 236236BD > 214236CD 717/824 315/430 4 Anywhere Standard 4 Bar combo. Quick Max into this to your heart's content.
j.X > cl.C > 6A > 623BD, 41236B ~ dl.623C > 214236P, 623C > 236236K > 214236AC 849 360 4 Corner 4 Bar meter dump. Ridiculous damage.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starters > 41236BD, 236A, 623BD, 41236B ~ dl.623C > 214236P, 623C > 236236K > 214236AC 821/904 305/420 5 0.5 Corner

External Links

Terry Combos by Meno
Terry Bogard Combo Guide by Rooglemonger

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