Terry Bogard is slated to become playable in Street Fighter 6 on September 24. With seven special moves, Terry already looks like he has the tools necessary that make a top tier in Street Fighter 6’s environment.
4Gamer recently had the opportunity to try out the upcoming build of Street Fighter 6 that features Terry Bogard. Needless to say, we had Nicholas ‘MajinTenshinhan’ Taylor take a look and provide us with translations of their breakdown.
“One of Terry’s most iconic moves which he has been using since the very first Fatal Fury,” said 4Gamer of Terry’s Power Wave. “In Street Fighter 6, it’s one of those projectiles that disappears before it reaches the edge of the screen. Since it goes along the ground it will beat normal anti-projectile moves such as slides, but it will instead be vulnerable to moves like E. Honda’s Sumo Headbutt and Blanka’s Rolling Attack.”
Though characters like E. Honda and Blanka will be able to use special moves that position their hurtboxes over Terry’s Power Wave, they apparently need to pay careful attention to how Terry players are timing their projectile shots. If their timing is off, they’ll end up getting hit anyhow.
“However, the early hitbox before the move leaves Terry’s hand has a big hitbox, so in certain situations it can even beat the aforementioned attacks,” continued 4Gamer.
Terry’s Round Wave is almost like a “fake version” of the Power Wave as the projectile doesn’t actually travel across the screen. The move is still useful, however, since it leaves Terry at an advantage on block.
“With almost the same input as Power Wave, this isn’t actually a projectile but instead has Terry release energy that stays right around his feet,” said 4Gamer of Terry’s Round Wave. “It’s positive on block, so it’s useful when opponents are blocking your normals or when you have them cornered.”
As for the Quick Burn, it’s a move designed to keep opponents on their toes. If they’re not paying attention, they can get opened up by the overhead properties of this special.
“A Special Move where Terry releases a hook into an overhead punch,” said 4Gamer, referring to Quick Burn. “The second hit has overhead properties and therefore can’t be blocked crouching, so the opponent needs to identify the first hit and quickly switch to a standing block. In the OD version, the second punch is a lot faster and becomes more difficult to react to.”
Of course, everyone was expecting Terry to have access to his Burn Knuckle as it’s one of his most iconic moves. Proper spacing will apparently be necessary to remain safe while using this.
“In unison with the Power Wave, this is a move that exemplifies Terry as a character,” stated 4Gamer, talking about Burn Knuckle. “If you hit them right with the edge of the fist, it becomes difficult to counterattack even on block, so it should be useful both for approaching and as a surprise attack.”
The Power Charge’s description makes it out to be a high risk, high reward type of maneuver. Players should only use this move if they’re sure they’ll hit the opponent.
“An advancing move which is useful as a combo extender. The Heavy version can be cancelled into other Special Moves on hit,” continued 4Gamer. “It gives a very good return on hit, but the opening it leaves on block is massive and will lead to Terry eating a big punish from the opponent.”
As for the Crack Shoot, it’s somewhat similar to M. Bison’s Double Knee Press (better known as the Scissor Kick), but there are some distinguishable differences. Most notably, the Crack Shoot has limited reach, but it will also go over and beat most low attacks.
“This is another very familiar special move for anyone who knows Terry, where he releases a spinning kick while airborne,” stated 4Gamer. “He doesn’t move very far forward and the startup isn’t very fast, but it will go over a lot of low attacks and it’s safe on block. You can even go over enemy projectiles with the right read, so it can be used for surprise attack purposes as well.”
Finally, there’s the Rising Tackle special. It’s no longer a charge motion, but it effectively serves as a traditional anti-air and reversal type of special.
“This used to be a charge move but it’s now a regular motion move and is Terry’s main anti-air,” said 4Gamer. “The regular version has air invulnerability during startup and the OD version has full invulnerability. It’s a simple and easy to use invincible move.”