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Terry Bogard

Street Fighter 6 Terry Bogard guide - frame data, combos, matchup tips and more.

Table of Contents

1 - [SF6] Terry Bogard Frame Data with Video

Terry Bogard

2 - [SF6] Terry Bogard Countermeasures Guide [Win Just by Reading]

A comprehensive Terry Bogard countermeasure guide for SF6 (Street Fighter 6), taught by MR1800+. Includes Fuzzy timing breakdowns.

236P

A move where Terry Bogard slams his fist into the ground, releasing a ground-traveling projectile. Weak and medium versions exist, with Startup and range changing by strength.

  • 236LP
    • Slow projectile that travels full screen
    • No hitbox above the projectile, so some rush-down moves can go over it
      • Example: Rashid’s Eagle Spike, Blanka’s Rolling Attack
  • 236MP
    • Fast projectile that disappears partway
    • Unlike 236LP, cannot be avoided by special moves
  • 236PP
    • Combines 236MP and 236LP properties
    • Cannot be avoided by rush-down moves and travels full screen
    • Terry Bogard is +2 frames at point-blank Block
    • Even walking forward, Rush offense is guaranteed, so play the mixup with Parry and OD invincible

Both have the same motion, so you can’t distinguish strength until the projectile comes out. When you see the 236P motion, walk forward and Block. If it’s 236LP, this prevents Rush from being used for free offense.

Blocking from far away increases the Advantage, and 236LP→Rush safely closes the distance. Also, depending on the character, rush-down moves can go over 236LP for a punish. Inputting a rush-down move on the 236P motion is viable. Even if it’s 236MP, you take air Hit, so there’s no painful damage.

Also, after Blocking 236LP, the 214P followup is common, so placing occasional neutral jumps after 236LP Block is important. Pressing Parry against 236LP can get you baited by the 236MP feint, resulting in a guaranteed Rush throw. Try not to press Parry. When you do press it, always cancel into Drive Rush with →→ input.

236HP

Terry Bogard is +5 frames on Block. Used as a cancel from various normals, and staying silent leads to gauge drain.

214LP

A two-hit special move. The 2nd hit has Overhead properties.

Normal and OD versions exist.

  • 214LP
    • Terry Bogard is -5F on Block
  • 214LPLK
    • Terry Bogard is -5F on Block

214P

Terry Bogard’s rush-down move with changing travel distance and Startup per strength.

  • 214MP
  • 214HP
  • 214PP

At max range Block, the Advantage can reach +2F or more. When Terry Bogard has Advantage, the screen shakes on Block. If the screen shook, understand that you’re in a Terry Bogard Advantage mixup.

If the screen didn’t shake, always press 4F after Blocking. If Blocked close, there may be a Punish, so landing a heavy punish here deters Terry Bogard’s 214P.

214K

Terry Bogard’s special move with no Punish.

  • 214LK
    • Terry Bogard is -3F on Block
  • 214MK
    • Terry Bogard is -3F on Block
  • 214HK
    • Terry Bogard is -1F on Block
  • 214KK
    • Terry Bogard is -2F on Block

2MK→2HK

Terry Bogard’s main move that can be cancelled from 2MK. Saves Drive Gauge and is safe even when committed, with no weaknesses. Countering it allows you to match the risk-reward to some degree. The followups are:

  • 2MK→2HK → cancel Rush
  • 2MK→2HK → 214LK
    • No Punish option. Can be interrupted with 4F between 2MK→2HK and 214LK
    • When you see 2MK→2HK, press jab fastest
  • 2MK→2HK → 236LP
    • Mash punish option, but there’s a 5F gap, so fastest 4F after 2MK→2HK wins
  • 2MK→2HK → 236HP
    • Goes plus with 236HP, but can be interrupted with 4F
  • 2MK→2HK → 214LP
    • Overhead special, true blockstring so can’t be interrupted, but -5 on Block

MP→HP

Terry Bogard’s poke. Has a 5F Punish, but usually doesn’t reach.

Cancel Rush→2LP

A true blockstring where Shimmy is impossible after Block. Terry Bogard’s main options afterward are:

  • 2MP→LK→236LK→LP→214MP
    • Combo on Hit
  • Shimmy
    • Early throw tech wins
  • Throw
    • Delayed throw tech wins

LPLK

+22F situation.

Rush jab can safejump OD moves, so while it’s a real mixup, taking Quick Rise makes walk Shimmy impossible when Terry Bogard uses Rush.

4LPLK

Terry Bogard is +18. Even Quick Rise doesn’t give proper Oki, so Quick Rise is the way to go. If Terry Bogard uses Rush after that, invincible reversal is guaranteed, so don’t forget to use it.