SvC Chaos: SNK Vs Capcom/Terry Bogard: Difference between revisions

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(→‎Introduction: Made Terry's Introduction.)
(→‎Normal Moves: Made Terry's Normal Moves section.)
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== Normal Moves ==
== Normal Moves ==
''s.LP -'' <br>
''s.LP -'' (Far) A fast punch that can be normal canceled, and can chain into any Light Attack(But it's hard to combo with the Lights after it). If you want to combo with it, cancel it into his Command Move, and then do a special move. (Close) Has good reach, can link(And combo) into any Light Attack, and can be normal canceled. Can whiff on some small hitbox(Or some crouching) characters. <br>
''s.LK -'' <br>
''s.LK -'' (Far) Just a kick for poking. Can't be normal canceled, and can't chain into the Lights. (Close) Just a knee. It has the same properties as the cl.LP, but can't whiff on small hitbox chars. <br>
''s.HP -'' <br>
''s.HP -'' (Far) A very fast punch that cannot be normal canceled. You won't need it that much. (Close) For combo purposes. It does 2 hits, and you can cancel(And combo) any of them into nearly any Command/Special/Super/Exceed move. <br>
''s.HK -''  
''s.HK -'' (Far) A kick with good angle for anti-airing the opponent. Can't be normal canceled, but Terry will move a little forward during the move. (Close) A simple cancelable kick. Use it like the cl.HP. (Note: This one does more damage, and the cl.HP is the easier for doing combos)


''j.LP -''<br>
''j.LP -'' The Diagonal and the Neutral versions are the same. Looks like a fast chop, but won't stay for a long time. You can use it as an air-to-air attack, but... You'll need timing to do that.<br>
''j.LK -''<br>
''j.LK -'' The Diagonal and the Neutral versions are the same. Kick with nice reach, and stays for a decent time. You can use it as a jump-in attack, or even on air-to-air situations. On the corner, it can whiff the opponent.<br>
''j.HP -''<br>
''j.HP -'' The Diagonal and the Neutral versions are the same. Good punch for comboing, and you can even crossup with it! But you can do the same thing with the below, so...<br>
''j.HK -''
''j.HK -'' (Diagonal) Kick with great reach, and can crossup the opponent. Generally, it is used as that attack to begin combos. (Neutral) Kick aiming up. Use it if your opponent is higher(In the air, I mean) than you. You can use it as a neutral jump-in attack too, but that would be a little risky.


''cr.LP -'' <br>
''cr.LP -'' Very good punch for comboing. Generally used after a cr.LK, and canceled into his Command Move to begin his combos. Can chain into other Light Attacks too.<br>
''cr.LK -'' <br>
''cr.LK -'' Terry's Light Attack chain starter, mainly because it hits low. Chain it into a cr.LP, and you'll be fine. Can be normal canceled too. <br>
''cr.HP -'' <br>
''cr.HP -'' Just for doing combos while preparing to cancel it into something. <br>
''cr.HK -''
''cr.HK -'' Cancelable sweep move. Simple to use. Cancel it into a Special Move when you need meter. You can use it as a low-hitting poke too.


==Command Moves==
==Command Moves==

Revision as of 10:58, 28 August 2016

"You can't be ready to throw in the towel yet, are you? This wolf's still pumped!" By: Terry Bogard, the Lonenly Wolf

Introduction

Terryfacesvc.png

This guy with the cool hat is Terry Bogard, the main character from the Fatal Fury series, and that game made him popular. He is known as one of the "Lonely Wolves"(Or hungry), with the other two being Joe Higashi, his friend, and Andy Bogard, his brother(Sadly, those two aren't in this game, but Mai is looking for Andy here). Here, he isn't that hard to play, mainly because he is like his KoF 2002 version, but better. Now for his pros and cons.

The Lonely Wolf's Good and Bad things

Good Things:

  • Very easy to learn(And one of the best characters in the game);
  • Has a fast projectile;
  • Has varied Specials/Supers for many situations;
  • Has easy and effective combos, no matter the mode(He is very combo friendly here, I'm serious);
  • Can combo after the Exceed;
  • Can juggle after his Crack Shoot(If it hits the opponent in the air);
  • Can MAX cancel his Supers/Exceed(Which is very unique for him).

Bad Things:

  • It's hard to combo after the Exceed(Unlike Geese), but don't worry, he still can;
  • His Maximum Mode combos are mainly to use on the corner;
  • Exceed can be hard to do(It has a very different input);
  • Crack Shoot can whiff on small hitbox characters;
  • On his Triple Geyser Super, if you miss the timing for the followups, they won't combo.

Moves List

Normal Moves

s.LP - (Far) A fast punch that can be normal canceled, and can chain into any Light Attack(But it's hard to combo with the Lights after it). If you want to combo with it, cancel it into his Command Move, and then do a special move. (Close) Has good reach, can link(And combo) into any Light Attack, and can be normal canceled. Can whiff on some small hitbox(Or some crouching) characters.
s.LK - (Far) Just a kick for poking. Can't be normal canceled, and can't chain into the Lights. (Close) Just a knee. It has the same properties as the cl.LP, but can't whiff on small hitbox chars.
s.HP - (Far) A very fast punch that cannot be normal canceled. You won't need it that much. (Close) For combo purposes. It does 2 hits, and you can cancel(And combo) any of them into nearly any Command/Special/Super/Exceed move.
s.HK - (Far) A kick with good angle for anti-airing the opponent. Can't be normal canceled, but Terry will move a little forward during the move. (Close) A simple cancelable kick. Use it like the cl.HP. (Note: This one does more damage, and the cl.HP is the easier for doing combos)

j.LP - The Diagonal and the Neutral versions are the same. Looks like a fast chop, but won't stay for a long time. You can use it as an air-to-air attack, but... You'll need timing to do that.
j.LK - The Diagonal and the Neutral versions are the same. Kick with nice reach, and stays for a decent time. You can use it as a jump-in attack, or even on air-to-air situations. On the corner, it can whiff the opponent.
j.HP - The Diagonal and the Neutral versions are the same. Good punch for comboing, and you can even crossup with it! But you can do the same thing with the below, so...
j.HK - (Diagonal) Kick with great reach, and can crossup the opponent. Generally, it is used as that attack to begin combos. (Neutral) Kick aiming up. Use it if your opponent is higher(In the air, I mean) than you. You can use it as a neutral jump-in attack too, but that would be a little risky.

cr.LP - Very good punch for comboing. Generally used after a cr.LK, and canceled into his Command Move to begin his combos. Can chain into other Light Attacks too.
cr.LK - Terry's Light Attack chain starter, mainly because it hits low. Chain it into a cr.LP, and you'll be fine. Can be normal canceled too.
cr.HP - Just for doing combos while preparing to cancel it into something.
cr.HK - Cancelable sweep move. Simple to use. Cancel it into a Special Move when you need meter. You can use it as a low-hitting poke too.

Command Moves

Rising Upper

  • DF+HP -

Special Moves

Power Wave

  • QCF+LP -

Round Wave

  • QCF+HP -

Burn Knuckle

  • QCB+P -

Crack Shoot

  • QCB+K -

Power Dunk

  • DP+K -

Rising Tackle

  • Charge d, u+P -

Super Moves

Buster Wolf

  • QCF(2x)+P -

High Angle Geyser

  • QCF(2x)+K -

Power Geyser

  • QCB, db, f+P -
    • Follow Up:
      • Double Geyser
        • QCF+P -
      • Triple Geyser
          • QCF+P -

Exceed Moves

Rising Beat

  • QCB, f+LK+HP -
    • Rising Beat Finish
      • LP, LP, LK, LK, HP, HP, HK, HK, QCB+HP+HK -

The Basics

Some combos (Without MAXIMUM Mode)

[Jumping Attack],Close C,df+A,qcb+A

cr.B,cr.A,d charge u+P

(Corner) cl.C, df+C, qcb,db,f+P, qcf+P, pause, qcf,qcf+P

Advanced Strategy

Some combos (With MAXIMUM Mode)

cr.B, cr.A, df+C, d charge u+P MC qcb+D, qcb,dbf+P, qcf+P, qcf+P.

(crossup j.D),cr.B,cr.A,df+C,(d charge u+P MC qcb+B)x n to corner, qcb,db,f+P,qcf+P, qcfqcf+P

(Corner)cl.D, (dp+D MC qcf+C MC qcb+B) x 3, qcb,db,f+P, qcfqcf+P

Match-Ups