Terry Bogard Combo Guide - Street Fighter 6

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  • Опубліковано 10 жов 2024
  • Here is your Combo Guide for Terry Bogard in Street Fighter 6! Terry is a classic all-rounder style of character and that in mind for the most part his combo structure is not too difficult. There is an element of timing for some of his combos but its basically just all reward, if you can't land it its not like the combo will drop, you just lose out on some extra damage. Good buttons, screen presence, options and combo routes, Terry will serve you well so make sure to pay attention to whats in this guide to help you out!
    View the Terry Bogard main character guide here: • Terry Bogard Ultimate ...
    COMBO GUIDE AND NOTATIONS
    LP = Light Punch
    MP = Medium Punch
    HP = Heavy Punch
    LK = Light Kick
    MK = Medium Kick
    HK = Heavy Kick
    qcf = quarcter circle forward/236
    qcb = quarter circle back/214
    hcf = half circle forwards/41236
    hcb = half circle backwards/63214
    DP = Dragon Punch motion, forward, down, downforward/623
    f = forward/6
    b = back/4
    cr. = Crouching
    789
    456
    123
    ch = Counter Hit
    pc = Punish Counter
    cr = crouch
    st = stand
    dr = drive rush
    COMBO NOTES:
    for the most part Terry is straight forward, only thing is certain routes using things like Heavy Kick Shoulder has things like Delays if you want to get optimal damage, or say the just frame/sweet spot on the power dunk target combo. For the most part the only thing you are losing out by not getting the timing on these is a few points of damage its not like the combo will drop so dont stress it out too much if you find it difficult.
    --------------------------
    COMBOS
    --------------------------
    BASIC HITCONFIRMS:
    -cr.lk, cr.lp, quick burn
    1070 dmg
    -cr.lk, cr.lp, st.lp, HP rising tackle
    1430 dmg
    -st.mk, st.lk, lk shoulder, cr.lp, st.lp, HP rising tackle
    2410 dmg
    ADVANCED:
    -st.hp(1 hit) hk shoulder cancel into HK crackshoot, HP rising tackle
    2460 dmg
    -st.hp(1 hit) hk shoulder delay cancel into HK crackshoot, HP rising tackle
    2700 dmg
    -st.hp(1 hit), hk shoulder cancel into ex power wave, DR stHK, HP burn knuckle
    2899 dmg (*extreme corner carry)
    -st.hp(1 hit) hk shoulder cancel into ex power wave, dr stHK, ex burn knuckle, lvl 2 and followup
    mk shoulder, hp rising tackle
    4617 dmg
    -st.hp(1 hit) hk shoulder cancel into ex powerwave, dash 2x, DR firekick, hk crackshoot, hp tackle
    2917 (harder, more corner carry)
    -st.hp(1 hit), hk shoulder cancel into LP power wave, dr MP dunk combo
    2841 dmg
    2909 dmg if sweet spot on dunk hit
    -st.hp(1 hit) hk shoulder cancel into lp power wave, DR mp, lvl 2 and followup, DR MP dunk combo
    4130 dmg
    4146 dmg if sweet spot on dunk is hit
    DRIVE RUSH COMBOS:
    -cr.mk, DR cancel, cr.mp, st.HP(1 hit), hk shoulder, HK crackshoot, HK tackle
    2129 dmg
    2255 if delay crackshoot
    -cr.mp, dr cancel, st.hp(1 hit) hp power wave, cr.mk - fire kick, hp burn knuckle
    2510 dmg
    same combo starter as above but CROUCHERS ONLY, after hp power wave, st mp dunk combo
    2713 dmg
    -DR cr.lk, cr.mp, st.lk, lk shoulder, cr.lp, st.lp HP rising tackle
    1780 dmg
    -DR fHP, cr mp, mp shoulder, buster wolf
    CORNER COMBOS:
    COUNTER HIT/PUNISH COUNTER COMBOS:
    -(ch)cr.lp, cr.mp, mp knuckle
    -(ch)cr.mp, cr.mk - firekick
    -(ch)st.MK/crmp, buster wolf
    -(pc)HK, DR Mp dunk combo
    2848 dmg
    -(pc)ex burn knuckle, buster wolf
    -(pc, corner) ex burn knuckle
    -Drive Impact, dash 2x, firekick combo, hk crackshoot(3 hits) hp rising tackle
    2550 dmg
    -Drive Impact, st.hp(1 hit) hk shoulder, delay HK crackshoot(3 hits) hp rising tackle
    2900 dmg
    -(corner)DR cr.hp, HP power wave, cr.HP ex power wave, st.MP DR cancel, cr.HP, HK shoulder, HP wave, lp tackle, lvl 3
    6733 dmg
    6843 dmg if after final hp wave, dr crhp, hk shoulder, lp tackle into lvl 3
    6483 if non CA level 3
    6793 if full lvl 2
    MISC:
    j.mp creates float off airborne opponent
    can confirm buster wolf after lp fireball midscreen
    CH mp wave in corner you can buster wolf after
    jump MP has float state, can use it to buster wolf after even on jump back
    ---------------
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