Terry Bogard Quick Combo Guide - The King of Fighters XIV (KOFXIV)

Описание к видео Terry Bogard Quick Combo Guide - The King of Fighters XIV (KOFXIV)

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v1.05

Guide for Terry's basic tools and combos to get you started playing The King of Fighters XIV. These combos may not be optimized, but range from beginner to intermediate in difficulty and should give you a head start in learning this character. Feedback and questions are welcome!

Please refrain from character requests. I will create a guide for the entire cast, but I will go at my own pace. Please understand.

Additional notes:
Sorry this took so long!!!!!

Bracket damage is based off of a cl. D xx df. C xx MAX starter.

Terry is a very simple character to play. I'd almost consider him more of a beginner friendly character than Kyo. His combo game is pretty interesting.

First let's get this out of the way (and this might end up being patched soon! Hopefully?). Terry's EX Crack Shoot (that's qcb BD) groundbounces the opponent, but two characters for some reason seem to bounce a little lower than the rest of the cast, making many follow-ups after qcb BD miss entirely on them. The two characters are:

Iori
Chang

Now you probably won't run into many Changs, but everyone and their mother plays Iori, so you should note this. Basically, you'll wanna simplify your combo if you're comboing on either of these characters. For example, with the 2 and 5 bar anywhere combo of qcb BD to hcf B to [d]~u C xx Super, you'll just want to cancel the hcf B and not do the [d]~u C (though this combo works in the corner against them). After the wallbounce combo, use qcb A instead of qcb C. The midscreen only combo doesn't work at all against these two. Just keep that in mind and you should be fine!

My thoughts? Terry hits like a fucking truck when he wants to, but he has a surprisingly limited amount of Max mode options. This means that you don't have a lot of room for optimization with different amounts of Max Meter, etc. It doesn't help that comboing into his Climax without a Climax Cancel is never, ever worth it. So you gotta try to keep it simple! But definitely learn those Max combos. They hurt a ton.

Transcript:
http://pastebin.com/V0N69kAK

Notation:
P = Punch
K = Kick
A = Light Punch (Square)
B = Light Kick (X)
C = Heavy Punch (Triangle)
D = Heavy Kick (Circle)
st. = standing
cl. = close
cr. = crouching
j. = jumping
b, d, f = back, down, forward respectively
[n] = hold n direction for at least half a second
qcf = quarter circle forward (d, df, f)
qcb = quarter circle back (d, db, b)
hcf = half circle forward (b, db, d, df, f)
hcb = half circle back (f, df, d, db, b)
dp = dragon punch (f, d, df)
rdp = reverse dragon punch (b, d, db)
xx = cancel
arrow = do immediately after unless specified
= follow up
(n) = cancel after nth hit of the move

BGM:
Stimulation - Capcom vs. SNK 2

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