Hey, c'mon c'mon! Terry Bogard is finally here in 168澳洲幸运5开奖网:Street Fighter 6 and is implemented perfectly, allowing us to experience all the eras o𓂃f his outstanding fig🐷hting prowess in one contained guest appearance in one of the best modern-day fighting games out there. It doesn't get much better than that.

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While it is still a surprise seeing a guest character in Street Fighter, Terry fits in with the roster flawlessly, making quick use of the Overdrive systems and mechanics, allowing him to showcase why he's known as The Legendary Wolf. If you've eve🌠r loved playing as Terry in any o✱ther game he appeared in, you will likely love him here, and that's awesome!
Terry Bogard Overview
As you may have expected, Terry Bogard is an incredibly solid character in Street Fighter 6. He not only brings his dominant playstyle from his other titles but utilizes the systems and mechanics of SF6 to his advantage, makin﷽g him ext🌳raordinarily strong and unbelievably fun to play.
His Standard Attacks are very good, allowing him to open his opponent up with pokes and counter-pokes, making his neutral game solid overall. While not the best in the game by any means, he's a competent all-rounder who can remain a threat at practically any range.
Granted, most of his links will require spacing and timing to execute, but it won't be too taxing, especially since he's left on advantage on block with the majority of his Standard Attacks. You can also hit-confirm into many different combos that deal pretty﷽ decent damage, considering you don't have to use Meter to perform them.
Speaking of Meter, however, Terry is an Overdrive fiend and can consume LOTS of Overdrive Meter if you're not careful. Between his excellent Drive Rush combos and incredibly powerful Overdrive Special Attacks, he can burn through his stock in no time, which is arguably his most significant issue compared to the rest of the cast. He also has a throw-loop, so there's that, too...
Terry Bogard Command List
Before we dive further into what Terry Bogard is capable of in Street Fighter 6, let's first lay out his entire Command List, as this is his bread and butter and what makes him such a dominant force in the game. If you want to execute his more fierce combos, you must understand his moveset first, which you can do with the tables below!
INPUT NOTATION LEGEND:
Light Punch = LP
Medium Punch = MP
Heavy Punch = HP
Any Punch Action = P
Light Kick = LK
Medium Kick = MK
Heavy Kick = HK
Any Kick Action = K
Neutral = N
Crouch = c.
Standing = s.
Jumping = j.
Overdrive = OD
Drive Rush = DR
Drive Impact = DI (Modern)
Drive Parry = DP (Modern)
Throw = T (Modern)
Light Attack = L (Modern)
Medium Attack = M (Modern)
Heavy Attack = H (Modern)
Any Attack = A (Modern)
Special Attack = SP (Modern)
Assist = Auto (Modern)
Common Moves
Common Move |
Classic Input |
Modern Input |
---|---|---|
Drive Impact: Back Spin Kick |
HP+HK |
DI |
Drive Reversal: Back Knuckle |
⭢ HP+HK |
⭢ DI |
Drive Parry Parry Drive Rush |
MP+MK ⭢⭢ (During Drive Parry) |
DP ⭢⭢ (During Drive Parry) |
Cancel Drive Rush |
⭢⭢ or N+⭢ or MP+MK After landing a Special-Cancelable Move |
⭢⭢ or N or ⭢ or DP After landing a Special-Cancelable Move |
Throws
Throw |
Classic Input |
Modern Input |
---|---|---|
Grasping Upper |
N or ⭢ LP+LK |
N or ⭢ L+M or T |
Buster Throw |
⭠ LP+LK |
⭠ L+M or T |
Unique Attacks
Unique Attack |
Classic Input |
Modern Input |
---|---|---|
Hammer Punch |
⭢ HP |
⭢ H |
Sliding Kick |
Not Available On Classic |
⭨ H |
Power Drive |
MP > HP |
M > H |
Power Shoot |
MP > HK |
M > ⭢ H |
Power Dunk |
MP > HK > HK |
M > ⭢ H > H |
Passing Sway |
MP > MK |
M > M |
MP (After Passing Sway Hits) Jumping Lariat |
M (After Passing Sway Hits) Jumping Lariat |
|
MK (After Passing Sway Hits) Jumping Knee |
H (After Passing Sway Hits) Jumping Knee |
|
Fire Kick |
⭣ MK > ⭣ HK |
⭣ M > ⭣ M |
Special Attacks
Special Attack |
Classic Input |
Modern Input |
---|---|---|
Power Wave |
⭣⭨⭢ LP or MP |
N SP |
Round Wave |
⭣⭨⭢ HP |
Not Available On Modern |
Quick Burn |
⭣⭩⭠ LP |
Not Available On Modern |
Burning Knuckle |
⭣⭩⭠ MP or HP |
Not Available On Modern |
Power Charge |
⭣⭨⭢ K |
⭣ SP |
Crack Shoot |
⭣⭩⭠ K |
⭠ SP |
Rising Tackle |
⭢⭣⭨ P |
⭢ SP |
Super Arts
Super Art |
Classic Input |
Modern Input |
---|---|---|
Buster Wolf x1 Super Art Stock |
⭣⭨⭢, ⭣⭨⭢ K |
N or ⭢ SP H |
Power Geyser x2 Super Art Stock |
⭣⭩⭠, ⭣⭩⭠ P |
⭠ + SP H |
OD P (After Power Geyser Hits) Twin Geyser |
L+M (After Power Geyser Hits) Twin Geyser |
|
OD P (After Twin Geyser Hits) Triple Geyser |
L+M (After Double Geyser Hits) Triple Geyser |
|
Rising Fang x3 Super Art Stock Stronger when HP is at 25 Percent or Lower |
⭣⭨⭢, ⭣⭨⭢ P |
⭣ + SP H |
Terry Bogard Combos
Are you okay? Buster Wolf! Or, instead, it's time to get into some Terry Bogard combos that will take everything covered above and utilize them together to create coherent and dominant combos that allow Terry to deploy his suffocating and overpowering offense. Again, Terry's Standard Attacks are extremely solid and can lead to big damage, something you will see in the sections below!
Light Attack Starter Combos
- c.LK > LP > LP > ⭢⭣⭨ HP
- c.LK > LP > LP > ⭣⭩⭠, ⭣⭩⭠ P
- c.LK > LP > LP > OD ⭣⭩⭠ K
Medium Attack Starter Combos
- c.MK, c.HK > ⭣⭨⭢ HK > ⭢⭣⭨ HP
- MK > OD ⭣⭨⭢ K > ⭣⭩⭠ HK > ⭢⭣⭨ HP
- MK > LK > ⭣⭨⭢ LK > c.LP > ⭢ LP > ⭢⭣⭨ HP
Heavy Attack Starter Combos
- HP (Cancel After First Hit) > ⭣⭨⭢ HK > ⭣⭩⭠ HK > ⭢⭣⭨ HP
- HP (Cancel After First Hit) > ⭣⭨⭢ HK > OD ⭣⭩⭠ K > ⭢⭣⭨ HP
- HP (Cancel After First Hit) > ⭣⭨⭢ HK > OD ⭣⭩⭠ K > ⭣⭨⭢, ⭣⭨⭢ P
Punish Counter Combos
- HP > ⭣⭨⭢ HK > ⭣⭩⭠ HK > ⭢⭣⭨ HP
- Drive Impact > c.HP > ⭣⭨⭢ HK > ⭢⭣⭨ HP
- Drive Impact > Drive Rush > MP, MK, ⭢ MK
- Drive Impact > HP (Cancel After First Hit) > ⭣⭨⭢ HK > ⭣⭩⭠ HK > ⭢⭣⭨ HP > ⭣⭨⭢, ⭣⭨⭢ P
Drive Rush Combos
- c.MK > Drive Rush > c.MP, HP (Cancel After First Hit) > ⭣⭨⭢ HK > ⭣⭩⭠ HK > ⭢⭣⭨ HP
- MP > Drive Rush > HP (Cancel After First Hit) > ⭣⭨⭢ HP > c.MK, c.HK > ⭢⭣⭨ HP
- c.LK, c.LP > Drive Rush > c.LP, c.HP > Drive Rush > HP > ⭣⭨⭢ HK > ⭣⭩⭠ HK > ⭣⭨⭢, ⭣⭨⭢ P
- HP (Cancel After First Hit) > Drive Rush > MK, HP > Drive Rush > HP (Cancel After First Hit) > ⭣⭨⭢ HK > ⭣⭩⭠ HK > ⭢⭣⭨ HP > ⭣⭨⭢, ⭣⭨⭢ P
Terry Bogard Tips And Tricks
Now that we've showcased all of Terry's moves and even some of his best combos, it's time to offer a bit more advice for him that can help elevate your play even further. As we covered in the Command List section, The Legendary Wolf has access to a Unique Move called Power Dunk (MP > HK > HK), a short attack string that can go a long way.
Power Dunk is an excellent combo ender in most meterless situations. It places Terry directly beside his opponent (unless they tech-roll), allowing him to begin pressuring them with his okizeme options, such as meaty punches or even grabs. This is especially true in the corner since he does have access to a throw loop.
Aside from that, Terry's Power Wave and Round Wave Specials (his fireball) have a low profile, meaning they will go under most other projectiles in the game, making them a fantastic tool to force your opposition to play differently, allowing you to control the pacing and overall flow of the match. Outside of Juri, no other character has ground-based projectiles, so use them to your advantage.
Terry is exceptionally strong at just about everything, making him one of the best all-rounders in the game, and he also does substantial amounts of damage via his Special Attacks and Super Arts. Utilizing everything outlined above will p♑ut you in the driver's seat to show the streets why you're The Legendary Wolf!

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