Terry Bogard(KOFXI): Unterschied zwischen den Versionen

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== Combos ==
== Combos ==
=== Basic Combos ===
=== Basic Combos ===
These combos are used frequently and are very useful.
*(j.C/D,)2B>2A/5A(c)>41236B>66B, then...
*(j.C/D,)2B>2A/5A(c)>41236B>66B, then...
**>66B: useful combo from lights into hard knockdown. 5A(c) is easier to cancel into 41236B, but 2A has more range.
**>66B: useful combo from lights into hard knockdown. 5A(c) is easier to cancel into 41236B, but 2A has more range.
**QS: ''[1 Skill Stock]'' a useful quick shift setup from light hits.
**QS: ''[1 Skill Stock]'' a useful quick shift setup from light hits.
**SC 21416A: ''[1 Super, 1 Skill Stock]'' super cancel for good damage.
**SC 21416A or 2141236E: ''[1-2 Super, 1 Skill Stock]'' super cancel for good damage, can be saving-shifted however.
**''nothing:'' end the combo right there if your opponent blocked, you will be at +0.
**''nothing:'' end the combo right there if your opponent blocked, you will be at +0.


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**21416A: ''[1 Super Stock]'' high-damage combo into super.
**21416A: ''[1 Super Stock]'' high-damage combo into super.


*J-C/D,5A(c)/5C>623B>AB(break), then...
*5C>5E link 236236B: ''[1 Super Stock]'' easy combo into super. If the opponent guards, stopping after 5E will leave Terry at an advantage.
**41236D>66D(whiff)>66D: input the followups with 44 instead of 66 (since you cross your opponent).
 
**21416A: ''[1 Super Stock]'' for damage.
 
===623B>AB Combos===
These combos need to be started from fairly close, so they are harder to land than the above combos.
 
*J.C/D,5A(c)/5C>623B>AB(break), then...
**41236D>44D(whiff)>44D: hard knockdown. 44 instead of 66 is needed since you cross your opponent.
**21416A: ''[1 Super Stock]'' simple ender for good damage.
**41236D, 23636A: ''[1 Super Stock]'' harder, but slightly more damage and builds some extra meter. The weird motion is needed since you cross your opponent.
**2141236E: ''[2 Super Stocks]'' easy LDM setup that cannot be saving-shifted.
**41236D, 23[6](walk forward),236E: ''[2 Super Stocks]'' harder, but slightly more damage and builds some extra meter. The weird motion is needed since you cross your opponent.


*Corner j.C/D,5A(c)/5C>623B>AB(break), 41236D link 41236D, then...
*Corner j.C/D,5A(c)/5C>623B>AB(break), 41236D link 41236D, then...
**623D: combo into hard knockdown
**623D: combo into hard knockdown
**236236K: ''[1 Super Stock]'' for damage.
**236236K: ''[1 Super Stock]'' hardly worth the damage.
**2141236E: ''[2 Super Stocks]'' good damage.
**QS: 41236D has a lot of juggle time, so QS combos after are possible.
**QS: 41236D has a lot of juggle time, so QS combos after are possible.


*5C>5E link 236236B: ''[1 Super Stock]'' easy combo into super. If the opponent guards, stopping after 5E will leave Terry at an advantage. Using 5C>3C>236236B deals 1 point more damage, but is harder and less good on guard.


===Other LDM Setups===
*2B>5A(c)>2141236E: ''[2 Super Stocks]'' only works up close and needs a fast hit confirm. Input the 5A(c) as 214A to make the combo easier.
*




===Situational Combos===
*Saving Shift to Terry (counter hit) > 236236B: ''[1 Super Stock]'' costly but adds some extra damage.
*Saving Shift to Terry (counter hit) > 236236B: ''[1 Super Stock]'' costly but adds some extra damage.


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