KOF XII - Terry Bogard thread

I dun see why ppl are complaining abt the lack of buster wolf. U guys need to check out his power geyser. It’s so damn fast its not even funny. Didnt touch KOF since 2003 but this has to be the fastest geyser I’ve ever played with. Couple of things 1 want to add abt terry:

d/f C kinda sux as compared to the past. Really slow to come out so its not a realiable AA. Range is pretty bad too. Off a jump attack, the d/f C will probably miss after a d. b, d. a combo.

U also cant combo CD after his command moves (fwd A, d/f C). In fact, I dun think u can combo the CD after the 2nd hit of stand C.

Some CC combos that’s i’ve learned off the youtube videos and tried it out myself.:
d/f C, qcb C, power geyser, fwd + A, CD, qcb D, rising tackle. -> doesnt have to start in the corner but by the time u land the fwd A, ur opponent has to be in the corner. If not, u can end the combo with a qcb A (C will miss).

d/f C, qcb C, fwd+A, qcb B, CD, qcb D, rising tackle. -> Again doesnt have to start in the corner. This combo is more forgiving in terms of spacing. U will need the qcb B to land on the opponent near the corner such that by the time u do the qcb D, the opponent is in the corner.

you can cancel both of his stand c into cd attack.

just got the game today and was figuring out some CC’s

outside corner
CC, 2D xx 214D, (side switch) 214C, 214A, 214D, [2]8A

in corner
CC, 2D 214C, 214C, 214A, 214D, [2]8A

first does 468 second 469 which is just about half damage

haven’t don’t the “arcadia combo” so I can’t really compare but without a super you’re already doing about (if not a little more) half life.

Terry doesn’t need meter at all to do half like off a CC

Here’s two I use that aren’t hard at all

CC starts, CD, qcb+c, (side switch), qcb+c, qcb+a, CD, slightly delayed qcb+d, juggle with charge d, u+c - 544 FREAKIN DAMAGE

It can be done ANYWHERE on screen, howerer if you are around the center of the stage when you start, you have to juggle with charge d,u + a instead to get it to combo. That still does 477. CC are rediculous in this game. Everyone can do at least half if not more (at least all the peeps I made combos for).

You can ALSO do a reser off of this combo. After the qcb+d, instead of doing the tackle, use standing a to reset them. Then misup with low jump and use low jump c for the overhead, land and go into low bnb or land and throw

Say after you do the reset you go for low jump c, cr.b, cr.b, st.b power geyser (which you should have super meter if you were in a position to CC anyway) that combo does 346 on Iori and does 50 less if you low jump and go for the cr.b (x3), st.b, geyser. So off one CC Terry can potentially do 800 damage off a CC into a reset mixup. Pretty much full life shenenigans for Terry. :amazed:

Edited my last post, I see no point in keeping strats to myself. The faster we all get good the more good games we can have right?

Just found a surefire way to combo into geyser off of his low hits

Say you’re doing cf.b (x3), st.b , geyser:

You can cr.b (x3), hcb THEN b (as in not together), qcf+a. There is enough leeway that you won’t get a crack shoot for pressing b after going neutral, but it still holds long enough for you to finish the super input. Add this to his corner resets and OUCH

A few **Terry combos **This is just day one ish for me so forgive me if its not to your liking but i think its some decent bnbs. Again Day1 this also might help people get into how to land damage off of most situations

Standing

jFP, s.FP, d/f FP, lp Burn Knuckle

(j.hp) cr.lp, d/f+hp, lp Burn Knuckle

cr.lk, clp, d/f+hp BK/RT(Rising Tackle must be linked off of d/f+hp) (lp and HP RT hit for the SAME damage in this combo)

j.HP, S.FP(2hits), delayed(the last possible frame or 2 so you can get a charge for the RT) D/f HP, (link) HP rising Tackle 294 (slightly stylish)

j.HP, S.FP(2hits), D/f HP, (link) lp Burn Knuckle 274

Corner

jFP, c.lk, cr.lp, cr.lp, HP Rising Tackle

j.FP, c.FP, HP rising tackle

c.lk, cr.lp, cr.lp, HP Rising Tackle

(j.FP) cr.lk, clp, d/f+hp, HP RT(Rising Tackle must be linked off of d/f+hp) Corner this combo does 194, j.FP makes damage goto 255

j.HP, S.FP(2hits), delayed D/f HP, (link) HP rising Tackle 279

Focus corner

HP+HK (aka level 3 focus :rolleyes: ) cr.hp HP Rising Tackle

HP+HK, s. HP(1hit), HP+HK, HP Burn Knuckle

HP+HK, c. HP, HP+HK, (cancel recovery frames of counter into… ) HP Rising Tackle

HP+HK, c. HP, HP+HK, (cancel recovery frames of counter into… ) HK Crack Shoot, c.HP (most damage 323) this combo resets for mixups, cr.FP for higher tech into delayed RT, small jump falling hp+hk(overhead +knockdown), or cr.lk lows :lovin:

HP+HK, c. HP, HP+HK, (cancel recovery frames of counter into… ) HK Crack Shoot, HP Rising Tackle 355. No reset.

Crouching

clk. c.lp, clp, lp Rising tackle

cr.lk, clp, d/f+hp BK/RT(Rising Tackle must be linked off of d/f+hp) (lp and HP RT hit for the SAME damage in this combo) This has the best damage ive seen so far off cr.lk on crouching oppo 149dmg

Super

j.FP, st. FP(2hits), D/f hp, super 367

cr. lk, cr.lp , D/f HP Super 286

clkx2, clp, xx super 263

Super EDIT:

CC if you hit with a CC then do a just frame super it does more damage

CC, JF power geyser 389 damage :amazed:

**Small ass chars like athena **

Just a normal hit confirm if your doing a block string and you cant get point blank clk to hit (because d/f hp will wiff if any farther)

c.lk, clp xx super 251

I’ve put a lot of time into Terry today (finally got down the “Arcadia CC Combo” and messed around with some other CC combos. Two that I really like (which are fairly easy to do with nice damage) are the following:

In corner with no meter CC start, d/f C, qcb A, qcb A, st. D, CD, qcb D, charge down + up C

anywhere on the screen it’ll get your opponent in the corner CC start, d/fC, qcb C, qcb A, CD, qcb D, charge down + up C

I’m sure there are better ones out there but that’s just what I found today and figured I’d share. :tup:

@Dingo: U are missing out on 1 special hit before CC ends. I’m pretty sure the most damaging Terry CC combo w/o DM goes something like: d/f C, qcb C, fwd A, qcb B, CD, qcb D, (d) u C. This shld work anywhere with the rising tackle maybe missing if not in the corner.

Since I only get to play the game in the arcade, I cant actually “see” the total amount of damage. But can some1 confirm if doing the heavy version of specials do more damage than the light versions during CC (ie doing C instead of A for burn knuckle). Also If doing fwd+A does more/less/same damage than d/f+C during CC.

@Esjihn: U are missing the easiest, and probably the most damaging terry bnb combo from anywhere. C(2hits), CD, C burn knuckle (or DM). Note that the DM misses when in the corner though. Some things to take note with the combos using the d/f+C after the lights is that it has really short range in XII so it tends to whiff alot. Also combos that start with the lights into rising tackle also may end up whiffing (light rising tackle is always a better choice though cos not all the hits of heavy will land and u end up flying really high up for no reason).

Day one combos? Thought i posted that

and my combos encompass damage off every option. You know why i dont have the most damaging combo? is because it was day one and i hadnt had the time to experiment with CDs mid combo yet.

I dont know how your getting lp RT to whiff ive never whiffed it off of clk clp or clk clpx2. nor have i ever whiffed HP tackle off of close clp clk d/fhp, HP RT

Also all the hits of HP tackle will hit in corner combos so its completely worth it in the corner

So unless your just gonna go around trying to hit people with st.fierce all day. my other combos listed will net damage in more than just one instance.

EDIT:

I do appreciate that one c combo its the most damaging option of a j.FP or st.FP mid screen. but in the corner few of my other combos were producing more damage.

lol @ cr B x3, st. B, fwrd A doing one pt more damage than cr. B, cr. A, d/f C xxx qcb A

in corner

CH cr C, full charged CD, cr C, CD, qcb D, (d)u C

:slight_smile:

good combo does about 355

HP+HK, c. HP, HP+HK, (cancel recovery frames of counter into… ) HK Crack Shoot, HP Rising Tackle 355. No reset.

i had posted that up a little bit. does good damage.

I’m having a tough time getting that rising tackle at the end. Any ideas?

Also does Terry have any hit confirms to go into that combo without the j.D?

If you hold down immediately after the button press for HK Crack Shoot you should have more than enough charge time on the Rising Tackle.

Terry cant combo into st.C from anything else except fully charged HP+HK, and of course the jumpin C/D. He can however combo into d/fC. Ive listed some combos few posts before.

Try out this CC: ( Must have Terry’s back against the corner )

CC , CD, QCB+C(Side switch), QCB+C, QCB+A, CD, QCB+D, DM. 601 Damage. :smiley:

Here’s a good CC that can be done anywhere on screen without super: CC, qcb+C, qcb+A, qcb+B, CD, qcb+D, D~U+C. (485 dmg/ 518 in corner)

It’s not even worth doing the super as the damage does slightly less if you substitute the super after CD.

Im pretty sure the most damaging cc is

df+c, qcb+c, f+a, qcb+c (cc end) c+d qcb+d, d,u+c I think it did 540ish.

if you have meter you can either end it with meter instead of the d,u+c but timing is tight, or I believe doing df+c qcb+c, super, then do the cd finisher may do more, I haven’t test that though.

That combo did about 560 for me. Doing the super after qcb+D did 618, but yeah it’s kind of tight to land. Might be better off doing the super earlier though for more damage and general ease, but it does look awesome. :smiley:

Terry’s BEST Corner CC

CC-D/F C, Burning Knuckle ©, Power Geyser, F+A, CD, Crack shoot (D), Rising Tackle © That takes about 600 Damage Definitely one to Learn and Master.

You can do up F+A Midscreen so you can probably thing of things to do like another Burning Knuckle or something.

Very nice, besides doing great damage i don’t know why but using this CC is just so fun to me, maybe its the whole Terry playing burn knuckle ping pong with himself