テリー・ボガード, Terry Bogard | |
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Category | Normal |
Playstyle | Rushdown |
Difficulty | Simple |
Max Mode Needed? | Up To You |
Tier Placement | Very Strong (A) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 215 |
Wall Jump | No |
Introduction
Packing a cool hat, Terry Bogard is the main character from the Fatal Fury series and SNK's mascot character. He is known as one of the "Lonely/Hungry Wolves," with the other two being his friend Joe Higashi and his brother Andy Bogard. As always, he's one of the easiest characters for new players to pick up and play. While he might be very similar to his KOF2002 iteration, where he's a low-tier character, in this game he's so good he's borderline top-tier, requiring very little effort to get results thanks to a whole slew of buffs (whether intentional or not) that make his rushdown game quite threatening.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 3 | 5 | 5 | 13 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 5 | 7 | 16 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 3, 7 | 15 | 28 | -2 | -4 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 10 | 16 | 30 | -6 | -8 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 5 | 12 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 4 | 9 | 20 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 7 | 16 | 28 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 12 | 7 | 15 | 34 | -2 | -4 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 6 | 13 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 3 | 8 | 14 | +1 | -1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 5 | 19 | 30 | -4 | -6 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 10 | 8 | 22 | 40 | SKD | -12 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 3 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 2 | 8 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | nj = 3 ; dj = 4 | nj = 7 ; dj = 5 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 7 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 3, 3 | 19 | 28 | 1st Raw = -5 ; 1st Canceled = -11 | 1st Raw = -7 ; 1st Canceled = -13 | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcb+A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb+C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb+B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb+D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp+B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp+D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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[d]~u+A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[d]~u+C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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22, 24x4 | 22, 24 | Mid | 0 | 0 | 0 | Free (1st) | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24x4, 22 | 24, 22 | Mid | 4x4, 0 | 0 | 0 | Free (2nd) | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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Single Geyser | 40 | 43 | Mid | 16 | 0 | 0 | X | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Twin Geyser | 18 | 18 | Mid | 4 | 0 | 0 | X | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Triple Geyser | 18 | 18 | Mid | 4 | 0 | 0 | X | - | - | - | - | - | - | - |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16+(5x8)+(23x4) | 16+(5x8)+(23x4) | Mid | x | X | X | Free | - | - | - | - | - | - | - | |
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Strategy
Basic Strategy
Terry's Gameplan
Terry is the prime example of a simple yet effective rushdown character in SVC. His j.D is a fantastic crossup, his combos are easy and damaging, and he has tools for just about every situation in the game. Power Wave is a passable projectile for space control, Rising Tackle and especially Power Geyser serve as consistent anti-airs, and Crack Shoot has a lot of situational applications that can lead to real combo extensions.
Without a doubt, Buster Wolf is a huge part of Terry's identity in SVC. Its range, speed, and almost non-existent recovery make it one of the most abusable tools in the game with plenty of applications for combos and punishes to boot. Buster Wolf on its own makes Terry in Max Mode especially dangerous, as the threat of back-to-back Buster Wolf on block is very real with it being a strong knowledge check that is difficult to punish meaningfully. Even without this tactic, Max Mode gives Terry a ton of flexibility with standard combo routing due to having so many Free Cancel options both into and out of his specials and even his supers.
Terry is meant to be played with relentless offense in a game where zoners tend to control the meta. Use GCFS to close the gap as needed and tack on the pressure as much as possible. Terry's simplicity as an aggressive character makes him a great SVC starter character, as you'll be encouraged to learn SVC's unique mechanics to supplement his already stable game plan.
Advanced Strategy
Match-Ups
Sagat
When far away, if timed right, it's possible for Terry to jump over Sagat's B Tiger Shots with 214D; 214B is prone to losing or trading depending on distance. Terry cannot use 214K close to Sagat as he'll get stuffed by fireballs, but it's theoretically an optimal punish. Basically, low fireballs help Sagat fight fireball wars with Terry's Power Wave, but high fireballs can prevent Terry from jumping in or using 214K. Terry's Power Geyser also has an issue where against Sagat up close, if Sagat times st.D correctly, Terry's super whiffs right past Sagat but still leaves him in front of Sagat due to disjointed hitboxes. Sagat's st.D pushes him forward, but not his pushbox, thus Terry's super hitbox ends up behind Sagat's hurtboxes. However, this also means Sagat can't punish or trade with Power Geyser as a result. If Terry's super does connect before Terry can get close enough to Sagat, or Sagat's attack doesn't come out fast enough, it's likely only the first hit will connect, but Sagat is safe from the rest due to being farther away. It's possible to also trade, albeit unlikely, and it's rarer still for Sagat to interrupt Terry without a trade on st.D. In the worst-case scenario, they both whiff but Sagat pushes himself back into Terry's super while the hitbox is still active, thus getting hit regardless due to recovery frames. This happens if Sagat initiates st.D first, though the exact timing is not 100% understood. That said, Terry wins the matchup simply due to better normals, better punishes, meterless reversal, being much faster, safer punishes, and not having to commit to his offense and easily forcing himself in front of Sagat, especially with Buster Wolf in neutral and for punishes. Terry up close forces Sagat to work with worse buttons and more committal defense. Terry's lights are much better at stuffing Sagat in neutral, notably st.B. At least Sagat's meter dump is equally as good as Terry's meter dump.
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
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cr.B, cr.A, df.C | TBA | TBA | TBA | TBA | Light starter. May need to omit df.C depending on distance. |
cr./cl.C(1-2), df.C | TBA | TBA | TBA | TBA | Heavy starter. May need to omit df.C depending on distance. |
cl.D, df.C | TBA | TBA | TBA | TBA | Same as cl.C starter. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) Starter, qcf+A | TBA | TBA | TBA | TBA | A very basic BnB into Power Wave. Primarily used for block strings to create space safely. |
qcf+C, qcb+P | TBA | TBA | TBA | TBA | A basic midscreen follow-up example for Round Wave. A consistent option that can probably even be used on block if A Burn Knuckle is spaced correctly, but beware of GCFS. |
qcf+C, dp+D | TBA | TBA | TBA | TBA | Another midscreen option. The D version needs to be used here because the second hit of the B version will whiff. |
qcf+C, qcb+B | TBA | TBA | TBA | TBA | The optimal follow-up to Round Wave if you're close enough, as it enables further juggles in the corner. |
(Corner Only) qcf+C, qcb+B, [d]~u+P | TBA | TBA | TBA | TBA | Meterless corner BnB utilizing Crack Shoot's juggle properties. |
(j.X,) Starter, qcb+A | TBA | TBA | TBA | TBA | The staple Burn Knuckle BnB. Light starters require chaining to df+C for this to work, but heavy starters work regardless. It's possible for Burn Knuckle to be blocked if the spacing or the cancel timing is off, but normally this results in a spaced Burn Knuckle that can't be punished anyway. |
(j.X,) cl.C/D, (df.C,) qcb+B | TBA | TBA | TBA | TBA | Ideal meterless punish combo into Crack Shoot. |
(j.X,) cr.B, df.C, qcb+B | TBA | TBA | TBA | TBA | Possible combo into Crack Shoot from a low starter. Note that the typical chain into cr.A needs to be omitted here due to spacing. |
(j.X,) Starter, dp+D | TBA | TBA | TBA | TBA | Basic combo into Power Dunk. May be more damage optimal midscreen. |
(j.X,) cr.B, cr.A, [d]~u+C | TBA | TBA | TBA | TBA | Low confirm into Rising Tackle. |
(j.X,) cr.B, df.C, [d]~u+C | TBA | TBA | TBA | TBA | A more damaging version of the low confirm into Rising Tackle if your execution is good. |
(j.X,) cr.C, [d]~u+C | TBA | TBA | TBA | TBA | Punish combo into Rising Tackle. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) Starter, qcfx2+P | TBA | TBA | TBA | TBA | Staple metered BnB into Buster Wolf. Reliable and damaging. |
(j.X,) Starter, qcfx2+K | TBA | TBA | TBA | TBA | Same as above but into High Angle Geyser. Looks cooler because you see it less often. |
(j.X,) Starter, qcb~db~f+P > qcf+Px2 | TBA | TBA | TBA | TBA | Same as above but into Power Geyser. Can generally be more difficult to execute depending on the starter, but it's technically the most damaging version of this combo due to the Power Geyser follow-ups, so it's worth learning. |
(Corner/Near Corner Only) qcf+C, qcb+B, qcfx2+P | TBA | TBA | TBA | TBA | Ideal Round Wave starter combo near the corner. Important for Terry's Max Mode routes. |
(Corner Only) Starter, qcb~db~f+P > (Delay) qcf+P, qcfx2+P | TBA | TBA | TBA | TBA | A flashy but very rewarding 2-bar corner combo. The timing for this is tricky because it requires a slight delay in the activation of Twin Geyser in order to create the extra juggle height needed for Buster Wolf to connect. Absolutely worth the damage if you can land it. |
Exceed (AA~BB, End), Any Combo | TBA | TBA | TBA | TBA | The standard sequence for comboing after Terry's Exceed. By stopping at the second B input, you have enough hitstun to follow up with any combo for additional damage, notably a cl.C starter combo. Without max mode meter to burn to extend your combos further, you are strictly doing worse damage than simply ending the exceed by itself. If you do not have max mode meter to spend, this is only for style points, otherwise you are doing worse damage, even with the power geyser super.
To illustrate this point, a basic combo is doing j.D, cl.C, df.C, Exceed. By ending it after AA~BB, if all you do is, again, cl.C, df.C, super, you are doing worse damage than if you did the full exceed, even if the combo started the same way. The closest way to match the damage of doing the full exceed is by doing the triple geyser super and landing all 3 geysers, however you will still be off by a few points of damage. If you default to either of his other supers, you will do noticeably worse damage than the full exceed. |
(j.X,) Starter, Exceed | TBA | TBA | TBA | TBA | Logically, Terry can go into his Exceed from any combo starter. You can finish the input sequence of the Exceed if you know it'll kill. You can use the above sequence break to extend with an additional full combo, however without max mode you should not as you lose damage compared to doing the full exceed. |
Max Mode Combos
NOTE: Terry's Max Mode loops are all corner only.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
qcf+C, (C) Super | TBA | TBA | TBA | TBA | Round Wave can Max Cancel into any super. Note that Buster Wolf doesn't work well here due to the juggle state caused by Round Wave, and D High Angle Geyser doesn't work well midscreen due to its longer startup. |
qcf+C, (C) Exceed (AA~BB, End), Any Combo | TBA | TBA | TBA | TBA | Round Wave can similarly Max Cancel into Exceed, and the initial hit of Exceed re-stands the opponent, allowing you to sequence break into another full combo. |
qcf+C, (C) Exceed | TBA | TBA | TBA | TBA | |
qcf+C, (C) Exceed (AA~BB~CC~DD), (C) Any Move | TBA | TBA | TBA | TBA | The second-to-last input in Terry's Exceed can Max Cancel into anything, allowing you to capitalize even more on Exceed's damage potential. |
(j.X,) Starter, qcfx2+P(1), (C) qcb+A | TBA | TBA | TBA | TBA | Showcasing that it's possible to Max Cancel the first hit of Buster Wolf. |
(j.X,) Starter, qcfx2+K(2), (C) qcb+A | TBA | TBA | TBA | TBA | Showcasing that it's possible to Max Cancel the second hit of High Angle Geyser. |
(j.X,) Starter, qcfx2+P(1), (C) qcb+B | TBA | TBA | TBA | TBA | An alternate route from the Max Cancel on Buster Wolf that can help with practicing for Max Mode loops. |
(Corner/Near Corner Only) (j.X,) Starter, qcfx2+K(2), (C) qcb+B, qcfx2+P(1), (C) qcf+C, qcb+B, qcfx2+P | TBA | TBA | TBA | TBA | An example of a potential Max Mode loop that uses High Angle Geyser as the starter for the sequence. The idea is to get the opponent airborne to allow for Crack Shoot's juggle properties to carry the rest of the combo. |
(j.X,) Starter, qcfx2+P(1), (C) dp+D(1), (C) qcb+B, (Corner Follow-Up) | TBA | TBA | TBA | TBA | Another route to start Max Mode juggle loops from Crack Shoot. D Power Dunk pops the opponent into the air, enabling the rest of the combo. |
(j.X,) cr.C / (cr.B, df.C), [d]~u+P(1), (C) qcb+B, (Corner/Near Corner Only) qcfx2+P | TBA | TBA | TBA | TBA | Another simple route into Max Mode extensions that uses the first hit of Rising Tackle for the pop-up. |
(Corner Only) Exceed (AA~BB~CC~DD), [(C) qcf+C, qcb+B, qcfx2+P]x2 | TBA | TBA | TBA | TBA | An example of using Exceed to combo into a simple Max Mode loop near the corner. A demonstration of what might be the most straightforward Max Mode loop Terry has access to near the corner. |
(Corner Only) (Hold d) Exceed (AA~BB, End), cr.C / (cr.B, df.C), [[d]~u+P(1), (C) qcb+B]xN | TBA | TBA | TBA | TBA | A version of the Max Mode loop that uses Rising Tackle. Notable in that it spends less Max Mode meter over time than the above loop route, but can be challenging to do on account of the multiple charge inputs in sequence. |
(Corner Only) Exceed (AA~BB, End), Starter, qcfx2+K(2), (C) qcb+B, Loop | TBA | TBA | TBA | TBA | An example of one of the more damaging loop starters using everything compiled above. |