テリー・ボガード, Terry Bogard | |
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Difficulty | Simple |
Max Mode Needed? | Up to you |
Tier Placement | Very Strong (A) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Introduction
Packing a cool hat, Terry Bogard is the main character from the Fatal Fury series and SNK's mascot character. He is known as one of the "Lonely/Hungry Wolves," with the other two being Joe Higashi, his friend, and Andy Bogard, his brother. As always, he's one of the easiest characters for new players to pick up and play. While he might be very similar from KOF2002, where he's a lower tiered character, in this game he's so good he's borderline top tier that requires almost zero effort to get results with thanks to a whole slew of buffs (whether intentional or not) that make his rushdown game quite threatening.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 3 | 5 | 5 | 13 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 4 | 5 | 7 | 16 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 3 | 3, 7 | 15 | 28 | -2 | -4 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 4 | 10 | 16 | 30 | -6 | -8 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 3 | 4 | 5 | 12 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 7 | 4 | 9 | 20 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 5 | 7 | 16 | 28 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 12 | 7 | 15 | 34 | -2 | -4 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 3 | 4 | 6 | 13 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 3 | 3 | 8 | 14 | +1 | -1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 6 | 5 | 19 | 30 | -4 | -6 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 10 | 8 | 22 | 40 | SKD | -12 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 3 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 2 | 8 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | nj= 3 ; dj= 4 | nj= 7 ; dj= 5 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 6 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 8 | 7 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 3 | 3, 3 | 19 | 28 | 1st= -5 | 1st= -7 | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcb A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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[d]~u A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[d]~u C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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22, 24x4 | 22, 24 | Mid | 0 | 0 | 0 | Free (1st) | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24x4, 22 | 24, 22 | Mid | 4x4, 0 | 0 | 0 | Free (2nd) | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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Single Geyser | 40 | 43 | Mid | 16 | 0 | 0 | X | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Twin Geyser | 18 | 18 | Mid | 4 | 0 | 0 | X | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Triple Geyser | 18 | 18 | Mid | 4 | 0 | 0 | X | - | - | - | - | - | - | - |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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16+(5x8)+(23x4) | 16+(5x8)+(23x4) | Mid | x | X | X | Free | - | - | - | - | - | - | - | |
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Strategy
Basic Strategy
Terry's gameplan
Terry is one of those great rushdown characters, with many damaging options. What you should do with him? Keep on the offensive, jump a lot(With B/D), you'll probably get a crossup many times. Combos and damage aren't a problem for Terry, which makes him one of the easiest, but effective characters in the game. His main defensive options are his charging kick, his Power Geyser(Those two can be used as anti-airs), his Crack Shoot(Can be used to probably defeat your opponent in the air). For his Supers, you won't have problems if you need to use them on combos, because they are fast enough to help you(Especially the Buster Wolf). His Exceed is mostly used for punishing combos, and it should be really better if you stop on the second B(To continue your combos). That's it, just be offensive(But never show off, please), but play on the defensive when you think you need to. Good Luck in your future matches.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
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cr.B, cr.A, df.C | TBA | TBA | TBA | TBA | Light starter. df.C is optional. May need to omit df.C in some combos. |
cr./cl.C(1-2), df.C | TBA | TBA | TBA | TBA | Heavy starter. df.C is optional. May need to omit df.C in some combos. |
cl.D, df.C | TBA | TBA | TBA | TBA | Same as cl.C starter. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X,) Starter, qcf A | TBA | TBA | TBA | TBA | Just an easy combo to begin. Terry's projectile combos are mainly to push your opponent while being safe for blockstrings. |
qcf C, qcb P | TBA | TBA | TBA | TBA | Not that used, but it can be a midscreen option. Mainly for mixups, particularly since qcb C doesn't combo so it can throw the opponent's rhythm off thinking they have a window to punish Terry. |
qcf C, dp D | TBA | TBA | TBA | TBA | Just another midscreen option. The D version needs to be used here because the second hit of the B version will whiff on this combo. |
qcf C, qcb B | TBA | TBA | TBA | TBA | The most used one, because if you're near from/on the corner, you can add a Buster Wolf after it. |
(Corner only) qcf C, qcb B, [d]~u P | TBA | TBA | TBA | TBA | The option with more hits, but it's corner only, sadly. Use this if you don't have meter. You can use the B version of the charge move too, but it will do less damage, obviously. |
(j.X,) Starter, qcb A | TBA | TBA | TBA | TBA | It's used as a BnB. Easier to do without the command normal off of a heavy, but there's really no reason not to use df.C. With lights, you need to use df.C. You can't combo the C version, either. Light starters deal less damage, but are more practical giving Terry a low hitting confirm on top of his already suffocating rushdown pressure. Note that qcb A can sometimes drop and be blocked, though it's hard to punish even if it does. |
(j.X,) cl.C/D, (df.C,) qcb B | TBA | TBA | TBA | TBA | For punishing. The D version can't combo with anything. |
(j.X,) cr.B, df.C, qcb B | TBA | TBA | TBA | TBA | This is a combo with a low starter. If you try a cr.A after the cr.B, the qcb B will whiff. |
(j.X,) Starter, dp D | TBA | TBA | TBA | TBA | The Power Dunk isn't that useful for comboing. If you want to use the cl.C, cancel the first hit. The D is in there because it does more damage than the first hit of the cl.C. The B version isn't all that good for combos. |
(j.X,) cr.B, cr.A, [d]~u C | TBA | TBA | TBA | TBA | Simple combo. Combos with charging are generally easy, which is the case of this one. |
(j.X,) cr.B, df.C, [d]~u C | TBA | TBA | TBA | TBA | More damaging than the above, and still has the low starter. |
(j.X,) cr.C, [d]~u C | TBA | TBA | TBA | TBA | The most damaging option. Use this mainly for punishing. |
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X,) Starter, qcf x2 P | TBA | TBA | TBA | TBA | One of the most used combos with Terry, because it's simple, it's damaging, and is (mostly) safe, thanks to the Super. |
(j.X,) Starter, qcf x2 K | TBA | TBA | TBA | TBA | Just a simple combo to use. If you're used to the first Buster Wolf combos, you won't have problems with this one. |
(j.X,) Starter, qcb~db~f P > qcf P x2 | TBA | TBA | TBA | TBA | A little hard to perform, due to the input(Canceling the Command Move into the Super can be hard, but with practice you can get it). The Power Geyser(With the followups) is the most damaging of Terry's Supers, so this combo has some uses. |
(Corner/Near corner only) qcf C, qcb B, qcf x2 P | TBA | TBA | TBA | TBA | The most damaging followup. Learn this one, you will need for Max Mode combos. |
(Corner only) Starter, qcb~db~f P > qcf P, (delay) qcf x2 P | TBA | TBA | TBA | TBA | Damaging and flasy yet timing demanding combo, the link between the second geyser and Buster wolf is VERY tight, but its possible. It can appear inconsistent, but maybe the reason it drops is because a delay is needed in the input of the second geyser so the opponent can be launch even higher. |
Exceed, stop on the last B, any combo | TBA | TBA | TBA | TBA | To use Terry's Exceed, first you need to know how to use it. Just try to do any combo after the second B input, it's not that hard to do. |
(j.X,) Starter, Exceed, do all of the inputs/(stop on the second B, any combo) | TBA | TBA | TBA | TBA | The best this you can do with the Exceed. You can combo after it, so this could be a better - and easier - option. |
Meme combos:
- (Training Mode and/or console only; Go for the options and put the Exceed into "Infinity") [Any combo ending with the Exceed, stop on the last B,]xN
- This is Terry's "infinite". It can't be used in a real match since you can use only one Exceed in a match, but it's cool to see it.
Max Mode Combos
Any Max Mode loops Terry has are corner only combos, though this is hardly much of a detriment to him, anyways.
Combo | Position | Damage | Stun | Difficulty | Notes |
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qcf C, (C)any Super | TBA | TBA | TBA | TBA | Yeah, you can max cancel the Round Wave into a Super, which is cool. "Which Supers are better to use?" What I can say is... Don't use the Buster Wolf(Not on this combo, you have a better hit-confirm for it, and many hits will whiff on it). The qcb, df, f+P is the most damaging one, and you can confirm the 3 Geysers on this combo. For the qcf(2x)+B, never use the D version, unless if you're on the corner(On midscreen, the Super will hit only one time). |
qcf C, (C)Exceed, stop on the last B, do a ground combo | TBA | TBA | TBA | TBA | Yeah, you can hit-confirm the Exceed using the Round Wave. Interestingly enough, the opponent won't be launched if you do this combo, which is cool. For the follow up used, don't worry about it, do the coolest. |
qcf C, (C)Exceed, continue the inputs until the end | TBA | TBA | TBA | TBA | |
qcf C, (C)Exceed, max cancel the last D into something | TBA | TBA | TBA | TBA | |
(j.X,) Starter, qcf x2 P(1), (C)qcb A | TBA | TBA | TBA | TBA | The Burn Knuckle options aren't very good. You won't use it that much, but it's still a possible combo. |
(j.X,) Starter, qcf x2 K(2), (C)qcb A | TBA | TBA | TBA | TBA | Another not-that good combo, but has more damage than the above. |
(j.X,) Starter, qcf x2 P(1), (C)qcb B | TBA | TBA | TBA | TBA | Not that good as a combo, but I think you should practice the max cancel part if you want to learn some Max Mode loops. |
(Corner/Near corner only) (j.X,) Starter, qcf x2 K(2), (C)qcb B, qcf x2 P(1), (C)qcf C, qcb B, qcf x2 P | TBA | TBA | TBA | TBA | This one is a interesting combo. His qcf x2 K is incredible on Max Mode, because it can be used as a setup for Terry's loops(You'll see some of them below). On this combo, we use the Crack Shoot's juggle property(If it hits the opponent in the air, you can juggle him/her). He has many options involving the Crack Shoot, so I won't flood this section with them. If you don't like loops, you can stick with this combo. |
(j.X,) Starter, qcf x2 P(1), (C)dp D(1), (C)qcb B, followup if in the corner | TBA | TBA | TBA | TBA | A cool combo. The DP+K isn't that good(For combos) on the normal mode, but on Max Mode you can cancel the first hit! You should explore it to see some other options(You can do some corner loops involving it too). |
(j.X,) cr.C / (cr.B, df.C), [d]~u P(1), (C)qcb B,(Corner/Near corner only) qcf x2 P | TBA | TBA | TBA | TBA | This is a cool and easy combo. If you want to max cancel the Super on the corner(To do loops), go ahead. If you're on the corner, you can use qcb D instead. |
(Corner only) Any combo ending with the Exceed up to last D, [(C)qcf C, qcb B, qcf x2 P]x2 | TBA | TBA | TBA | TBA | Just a simple loop for you. Many loops use the qcb+B's juggle property on the corner, and the fact that the Supers can be max canceled. I don't know if this is the easiest of them, but it will consume a lot of your meter(Due to the Supers). You don't need to begin with the Exceed, it is just in there to confirm the combos. |
(Corner only) Any combo ending with the Exceed (Charge down during the Exceed), stop on the last B, cr.C / (cr.B, df.C), [[d]~u P(1), (C)qcb B]xN | TBA | TBA | TBA | TBA | Another interesting combo, but it requires a lot of charging, which can be hard if you're not used to do it. |
(Corner only) Any combo into Exceed, stop on the last B, Starter, qcf x2 K(2), (C)qcb B, do a loop of your choice | TBA | TBA | TBA | TBA | A most damaging setup for the loops(And a really good one). Explore the loops, using them doesn't mean you're cheating. (Note: Generally, special moves that can be max canceled can begin his corner loops, like the DP+K. It can be canceled into the qcb+B, which can begin another corner loop, assuming you use the DP+K again. Test this one, and begin searching for more ones!) |