Must Know Terry Bogard Combos for Street Fighter 6 | Season 2

Описание к видео Must Know Terry Bogard Combos for Street Fighter 6 | Season 2

Terry " Corner Carry" Bogard join Street Fighter 6 in an explosive way! They spared nothing when putting his kit together. Not only is he the whole package he makes it look easy. It was tough getting all that value out in 5 minutes I took the time to make sure You guys will be hitting the Street for years to come with this guide. Here's the blueprint on how to play Terry with a couple tips and tricks. There's more value in the description and comments though so make sure to get acquainted down there too! Much Love, see yall in the next one! 🙏🏾❤

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(Combo Tips and Terms Below ⬇)
BGM: Fictitious or Real - Team Sacred Treasures (KOF XIV)

Input Notation:
(Assuming Player 1 Side)

↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3

ST= while standing
CR = while crouching
LP MP HP = light medium heavy punch
LK MK HK = light medium heavy kick
QCF = Quarter-Circle Forward = ⬇↘➡
QCB = Quarter-Circle Back = ⬇↙⬅
DP = Dragon Punch Motion = ➡⬇↘
[X] = Hold until is fully charged
PP = Any two punch buttons
KK = Any two Kick buttons
DL = Delayed Press
CH = Counter Hit
PC = Punish Counter
DR = Drive Rush
(X2) = Motion Repeated Twice
~ = Not a link or a special cancel just press the next button

Terms Used
Safejump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.

Combo Notation:

Midscreen Jump in Combo - 2910 0:00-0:07
J.HP, ST.HP, QCF.HK, QCB+HK, DP+HP

CR.MP Counter Hit Combo - 2940 0:07-0:12
CR.MP, ST.MP, QCF+KK, QCB+HK, DP+HK | F.DASH, +2

CR.Light Punch COUNTER HIT Super Combo - 3924 0:12-0:21
CR.LP, ST.LK, QCF+LK, ST.LP, ST.LP, DR, ST.LP, CR.MK, CR.HK, DR, CR.HP, QCF+HP, DP+HP, QCF(x2)+P

J.MK Crossup Confirm Combo - 2000 0:21-0:0:27
J.MK, CR.MK, CR.HK, QCB+MP | F.Jump, J.HP

Midscreen to Corner Heavy OD Combo - 2979 0:27-0:35
ST.HP, QCF.HK, QCF+PP, DR, ST.HK, QCB+HP
You can do even more damage by Jumping in with ST.HP to punish the blocked DP (or from just jumping in normally)

Midscreen to Corner Heavy OD safe Jump Combo - 2776 0:35-0:53
ST.HP, QCF+HK, QCF+PP, Dash(x2), DR, CR.MK, CR.HK, QCF+HP

Air to Air Meterless Combo - 1840 0:53-1:02
J.MP, QCB+MP

Air to Air OD Combo - 3080 1:02-1:12
J.MP, QCB+KK, DP+HP

Air to Air Super Combo - 4633 1:12-1:27
J.MP, QCB(x2)+P, DL.PP, DR, CR.MK, CR.HK, QCF+HP

Wall Splat Meterless Safe Jump - 2000 1:27-1:37
HP+HK, CR.MK, CR.HK, QCF+HP

Wall Splat Meterless Damage - 2850 1:37-1:46
HP+HK, CR.HP, QCB+MK, DP+HP

Wall Splat OD Super Combo - 3466 1:46-1:59
HP+HK, CR.HP, QCF+PP, DR, CR.HP, QCB+MK, QCF(X2)+K
Ending with rising tackle (DP+HP) lets you keep the super meter for a little less damage.

Wall Splat Level 2 Combo - 4210 1:59-2:12
HP+HK, CR.HP, QCB(X2)+P, DL.PP, QCB+MK, DP+HP
End the combo with qcb+mp for a safe jump version that only loses to 5f startup reversals!

Mid Screen PC DI Combo - 2720 2:12-2:28
HP+HK, ST.HP(1), QCF+HK, QCB+HK +DP+HP

Mid Screen to Corner PC DI Safe Jump Combo - 2690 2:28-2:46
HP+HK, ST.HP, QCF+HK, QCF+LP, DR, CR.MP, QCF+MP | F.JUMP, J.HK

CR.MK Drive Rush Confirm Combo - 1898 2:46-2:57
CR.MK, DR, CR.MK, QR.HK, QCB+MP | F.JUMP, J.HK
This safe jumps loses to 5f startup reversals!

Drive Rush LOW Combo - 1820 2:57-3:09
DR, CR.LK, CR.MP, ST.LK, QCF+LK, CR.LP, DP+HP
You can also do M.Burning Knuckle (qcb+mp)

Drive Rush Overhead Combo - 3384 3:09-3:22
DR, F+HP, CR.MP, DR, CR.MP, ST.HP, QCF+HK, QCF+LP, QCF(X2)+K
Meterless route would end with H.crack shoot(qcf+hk) into Rishing Tackle (DP+HP) after heavy power charge (qcf+hlk)

Corner PC DI Combo - 3010 3:22-3:35
HP+HK, N.JUMP, J.HP, DR, CR.MP, QCB+MP, DP+HP
cr.hp after drive rush works but the combo is more strict!

Jab Punish Counter Combo - 1710 3:35-3:40
CR.LP, CR.MK, CR.HK, QCB+HP

Near Corner ST.HP OD Super Combo - 4088 3:40-3:53
ST.HP(2), QCF+HK, QCF+PP, DR, ST.HK, QCB+HK, QCF(X2)+K
If you delay the drive rush or the crack shoot special cancel at all the combo will drop

Whiff Punish ST.HP Super Combo - 4939 3:53-4:05
CR.HP, QCB(X2)+P, DL.PP, DR, ST.MP, ST.HK, DL.ST.HK
If you delay the last st.hk on power dunk you could hit the just frame and get more damage!

Jump in Corner Combo - 3314 4:05-4:13
J.HP, ST.HP(1), QCF+HK, QCF+HP, DR, CR.MP, QCF+HP | F.JUMP, J.HP

Max Damage DP PUNISH COMBO - 6819 4:13-4:38
DR, CR.HP, QCF+HP, CR.HP, QCF+PP, ST.MP, DR, CR.HP, QCF+HK, QCF+HP, DR, CR.HP, QCF+HK, DP+HP, QCF(X2)+P

#terrybogard #StreetFighter6 #SF6 #kairosfgc

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