Terry (XI)

Strats, combos, technical discussion.
Tel
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Post by Tel » Fri Dec 16, 2005 01:10

Here's what I noticed about Terry in XI:

- df+D command attack is gone, since CD attacks are back in. His standing E can now avoid low attacks. Try sweeping the CPU Terry and you'll see what I mean.
- Power Dunk is very fast like NGBC, but I think you can only Break it if it hits like in 2k3, and not if blocked like in Garou/NGBC.
- Burn Knuckle is slower, and A version doesn't combo from light attacks unlike in NGBC.
- B version Power Charge now combos from light attacks. It's also faster now.
- Crack Shoot now does 3 hits and knocks down (can't be recovery rolled from, it seems)
- Buster Wolf will have Terry continue flying forward a little if blocked, which means he's wide open to attacks if this move doesn't connect.
- Power Stream comes out MUCH faster.

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Post by frionel » Fri Dec 16, 2005 01:15

you can cancel his power dunk if it's blocked, unlike 2k3

but the timming is a little weird :o

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Post by Tel » Fri Dec 16, 2005 09:42

Duly noted. Also, Terry's crouching B is no longer cancelable, just like in NGBC.

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Post by SonicTempest » Fri Jan 27, 2006 00:47

Pretty sure this is old, but what the hell.

Terry can apparently do crouch D, QCB+A and have the QCB+A hit. I did it by accident today, but I can't remember if it was a counter hit or not >_>

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Post by Perfect Stranger » Fri Jan 27, 2006 05:56

One thing that nobody else has mentioned yet, I think -

Power Geyser is nerfed horribly. VERY slow now. About the same as 2k2 speed, if I remember correctly. Suffice it to say, between that and the fact that you don't start with any power stocks in XI, Terry's no longer in my team.

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Post by SonicTempest » Fri Jan 27, 2006 06:17

Speaking of Power Geyser, does the old QCB,f + P shortcut work in XI? I remember it was taken out in 2K3.

I still use him in XI, largely because I can play him (mostly) like I did in 2K2, with a few modifications. Power Geyser being 2K2 speed kind of blows, but eh, what can you do :P

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Post by SonicTempest » Mon Feb 06, 2006 01:15

eeemmecks wrote: Shadowsonic: Terry plays nothing like 2k2 in XI. Have fun sucking.
Well, maybe not exactly like his 2K2 version :P
The main things I think he inherited from the 2K2 version is that his pressure stuff is a bit more safe in general, and his df+C being decent anit-air again, but that's probably about it.

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Post by Terry Bogard » Fri Feb 10, 2006 07:06

eeemmecks wrote:
Why do you guys think power geyser is so important? It's good for catching obvious mistakes, but what else?
I use it as a damaging anti air before. How fast it comes out affects my play style with him. Seems I have to scratch power geyser as AA now...

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Post by AcidicEnema » Thu Feb 23, 2006 20:08

Empyrian, by using Bustah Wolf as a ghetto Gato Palm Super has enlightened me on this one thing about Terry:

Buster Wolf and Power Geyser have *totally* switched roles.

In 2k3, Buster Wolf was better for combos cause it scaled better, and Power Geyser as a "look in my direction and you die" defensive move.

This year, Buster Wolf does PATHETIC damage when comboed into. However, when you get a counter with it, it does pretty good damage. Throw in the fact that hops have a lower trajectory in general this year and increased invulnerability for the Wolf (I believe the only vulnerable part now is his head), and the Buster Wolf is now *the* move of choice (save Power Stream, of course) when stopping hops/jump attacks.

Power Geyser, on the other hand, now sucks in every way, but it still scales pretty nicely in combos. Blah, blah> Power charge (2 hit) > Power Geyser does waay better damage then the Buster Wolf cancel.

Edit:

Another thing: Terry still rapes cornered opponents. Even more so when he's leader. Space out crouch Ds, vertical hop D's, light Power Waves, Crack Shots, and back them with the threat of a Bustah Wolf and Power Stream to kill telegraphed pokes and hops. Watch them crack.

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Post by SonicTempest » Fri Feb 24, 2006 04:38

What do you guys use to combo to power charge? I've seen dB dA, dB stand A and stand C as possible options, but which in your opinion is the most reliable/useful?

Trying to reduce my reliance on QCB+A >.>

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Post by Tel » Fri Feb 24, 2006 04:48

cr. B> cr. A > hcf+B is what I normally do, but I don't use Terry very much in XI anymore. I don't think he sucks or anything, just that I kind of found his teammates more interesting.

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Post by AcidicEnema » Fri Feb 24, 2006 05:19

I try to do c.B>cA most of the time. Of course half the time I fuck up and c.B>s.A will come up. I'm not sure which crouchers his stand A misses against tho, but most of the time, c.B>s.A is fine too.

After a cross up, tho, you'd probably want to go for c.AX2> df+C

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Post by flipONE » Mon Feb 27, 2006 17:54

I usually used this as my bnb in 2003:

Jump (Hop) D, st+C, df+D, hcf+D, ff+D, ff+D, SC qcfx2 +k

I was testing out some terry stuff in XI and of course, df+D, df+C are taken out for the E button.

I noticed that the df+D kick is a auto knock down and doesn't combo after st+C, so I was wondering if anyone found another attack, or if I was just bad with the E timing.

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Post by frionel » Mon Feb 27, 2006 20:25

His previous df D is his body blow attack now, so no way to link it like 2k3...

you can do :
cr B, cr A, df C, qcb A
cr B, cr A, hcf B, ff B, ff B

and his C, C is now C, E... not cancellable, but you can link a buster wolf after it.

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Post by christensenray » Tue Feb 28, 2006 10:35

flipONE wrote: I was testing out some terry stuff in XI and of course, df+D, df+C are taken out for the E button.
df+C is still there... and cancellable like always. E is the old 2k2 CD move, same properties for every character.

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