This is the multi-page printable view of this section. Click here to print.
Terry Bogard
1 - [SF6] Terry Bogard Frame Data with Video
2 - [SF6] Terry Bogard Countermeasures Guide [Win Just by Reading]
Basic Info
- Active-frame Overhead does not lead to combo
- 6HP
- Defensive Options
- Has 6F Startup OD invincible reversal: 623PP
- Has 5F Startup anti-air invincible 623LP
- 236236K has 7F Startup, no Projectile invincible
- 214214P has 12F Startup, Projectile invincible
- 236236P has 5F Startup
- Moves that are plus on Block
- HP
- 236PP
- 236HP
Neutral (Awareness Priority)
- Don’t give space
- If the distance gets too far, 236LP gets thrown and offense starts from there
- Try to stay close and play the ground game
- Be aware of the 2MK→2HK mixup
- 2MK→2HK leads to various options, so stay aware and choose the optimal response
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.
Recommended Counter
- Don’t press Parry if possible
- If you do press it, input →→ to cancel into Drive Rush so you don’t eat Punish Counter throw
- Pressing fastest 4F when doing so can counter the opponent’s Rush throw, so keep this as an option too
- Walk forward and Block when you see the projectile
- Some characters can go over 236LP with rush-down moves, so try it
- Getting hit by 236MP results in no Oki, so the risk-reward is excellent
236HP
Terry Bogard is +5 frames on Block. Used as a cancel from various normals, and staying silent leads to gauge drain.
Recommended Counter
From any normal cancel, there’s always an 8F or more gap, so mash with a light.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
Recommended Counter
If you standing Block the 2nd hit, Terry Bogard is -5F, so start with a light into a painful Punish. OD version is also -5F on Block, so apply the same Punish as normal version.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.
Recommended Counter
- Backstep
- Neutral jump
- If the screen didn’t shake, press fastest 4F to deny offense
When the screen shakes as in the video, Terry Bogard is +1~2 frames, so be careful not to mash recklessly.
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
Recommended Counter
Often cancelled from normals, so it can be interrupted with mash or Fuzzy. Focus on mashing with a standing 4F jab. On successful interrupt, the opponent may be in an air Hit state, so look up the character-specific combo.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
Recommended Counter
Terry Bogard is running various mixups, but you don’t need to play along. Basically pressing fastest 4F is fine, but if you don’t have a standing 4F, recognize it becomes a mixup.
- Characters with a 4F standing jab can create a standing state and press their 4F standing jab after Blocking 2MK→2HK, beating everything except cancel Rush
- When jab connects, Crack Shoot may have caused an air Hit, so input the character-specific combo
- If cancel Rush is used, OD invincible is guaranteed – landing this makes it perfect, but it’s difficult
- Pressing standing jab gets hit by cancel Rush→2LK
- Stagger-pressing LP and Parry: if Terry Bogard used an interruptible string, you interrupt it, and if it was cancel Rush, Parry comes out – this is recommended
- Loses to throw
- Stagger-pressing LP and Parry: if Terry Bogard used an interruptible string, you interrupt it, and if it was cancel Rush, Parry comes out – this is recommended
The video has the following recorded:
- 2MK→2HK → cancel Rush → 2LK
- 2MK→2HK → 214LK
Caution
- Characters without a standing 4F jab must use crouching 4F, but in that case 214MK becomes a mash punish, leaving no safe option.
- If you read 236LP, just Block and take 9F Punish after
- If you read 214MP, fastest mash can counter
- Fuzzy is possible against LP and HP strengths; here is Terry Bogard’s counter option
- Loses to fastest mash and is safe on Block, so it’s not commonly used in ranked
- If you read 214HP, fastest mash can counter
- Blocking 214HP gives Advantage, so play the mixup
- The paired option is 214LK, which has no Punish
- If you can’t apply risk to this, it becomes a free 2MK, so play the mixup somewhere Pressing crouching 4F results in Punish Counter from 214MP as shown in the video, so be careful.
OD invincible is a good option for characters without a standing 4F.
MP→HP
Terry Bogard’s poke. Has a 5F Punish, but usually doesn’t reach.
Recommended Counter
- If deep
- Apply 5F Punish
- If not deep
- The opponent is also looking for whiff punish, so waiting is good
- They may throw out delayed strikes without looking at the screen
- Committing to a delayed heavy attack for return is also viable
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
Recommended Counter
Terry Bogard’s cancel Rush true blockstring sequences are as follows:
Recommended counter after Block:
- Walk forward → delayed throw tech
- The key part of Terry Bogard’s main combo after his strike hits is that 236LK must be active-frame Hit for the next part to combo
- By walking forward after Blocking 2MP, 236LK doesn’t get active-frame Hit and the subsequent 2LP doesn’t combo
- Furthermore, delayed throw tech catches walk Shimmy with a throw, and throw attempts with a tech
The following is recorded:
- 2MP→LK→236LK→2LP→214MP
- Walking forward prevents 236LK from being active frame, breaking the combo
- LP Hit confirm is impossible, so 214MP doesn’t combo and you can aim for 6F Punish
- Shimmy
- You can throw them
- Throw
- Tech succeeds
Caution
The above counter may be adapted with the following combo change:
- 2MP→LK→236LK→2LP→LP→623HP
- The post-Hit situation is worse, but 2LP allows Hit confirm, making it safe to commit to the combo
If this combo route is used, aim for Just Parry on the 2LP and LP.
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.
Recommended Counter
- Quick Rise → throw tech or invincible reversal
Caution
Watch out for the 236MP feint. When Back Rise is taken, the distance makes 236MP function as a feint. There are various other 236MP feint set plays, so it may be better not to Parry against fireballs.
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.
Recommended Counter
- Quick Rise → confirm Rush → invincible reversal