@@Kara-de5cz Exactly my thoughts! Broski's gonna be on the mic at EVO: "Do you understand? That is a worthless target combo! That combo is so worthless, but he was able to make it useful."
@@TonyTheTGRThere are characters in 3s with special moves that are punishable on hit. Dee jay in sf4 had a move that forced stand, something that would help his combo routes, but also whiffs against basically every crouching opponent. 3s alex has "left right mixups" in a game with a parry so he always loses, and unlike this game he cant parry- bait and then throw. Then theres, like, the entirety of sf1, where the entire game is poorly implemented. All of that is just off the top of my head, this move probably doesnt even break the top 30.
@@megapussilol, poor guy was just trying to make a hyperbolic exaggeration and here you are with your facts and logic. That said, I think Sean's tatsus were punishable on HIT. That's insane, getting punished for hitting and landing a combo is wild. All the same, Terry's move sucks and its super annoying. I've said it before and I'll say it again: I'm convinced they were going to allow you to do the mix on block and they chickened out.
@@megapussiWhy are you bringing up Alex’s stomp mix-up as if that’s the only thing that move is good for? 3s Alex is a barely functional character with a laundry list of problems but not being able to scrub people out with stomp mix-ups is not one of them. Stomp is actually one Alex’s better special moves, frame 1 throw invulnerability and lower body invincibility, airborne frame 5, fantastic oki on hit, pretty much safe on block (-3 but no one’s ever going to punish it) EX version tracks the opponent. Not a strong move by any means but definitely not useless. Also, minor nitpick, but punishable on hit does not inherently mean bad. Shoto low forward in 3s is punishable on hit yet it’s still a god-tier normal. And just about every character in 3s has a punishable on hit normal, even Chun and Yun.
@@megapussi "3s alex has left right mixups in a game with a parry so he always loses" In 3S you have to press the direction of the attack to parry so parrying is as much of a guess as blocking.There's no parry button.
The funny thing about the DP autocorrecting thing is that the reveal trailer for Terry shows the move properly dodging Luke's DP without it autocorrecting, meaning that the DP autocorrecting is either an intentional last minute nerf to the move or a last minute bug.
That is how it works in the final release, correct. But in the reveal trailer, the Terry player didn't delay at all, but the Luke DP didn't autocorrect. You can see that Terry's character model already crossed Luke up before the DP input started.
my conspiracy theory is that during development it was a special move that you could cancel into, like a blanka hop, but then they realized it would be busted and just gimped it into this mess
Yeah, it reads similar to how Aki's fireball followup is like -100 on block despite not leading to anything when during her development she got a crumple state from it.
Yeah, when you spell it out, this move really flopped. I feel like they understood that lane switching as a crossover mechanic is cool, but were too afraid of making it good or something, forgetting that parry breaks the left/right game in half.
Honestly if it just naturally combo it wouldn't be as bad. I guess next season they are gonna buff that and also make it super cancelable because why not
It's funny because the actual Passing Sway move from the Real Bout games this target combo is named after allows Terry to enter the back lane even on block.
@ΚρανίΩ for me it's most prevalent in how a lot of his specials work. most of them are only notably good in specific circumstances and each have multiple and/or reliable ways of counterplay. Many times on reaction. Though his normals outside of cr mk being pretty lackluster and stubby certainly don't help him. St hp is notable cause of its short range and despite being a two hitter, can't use the far reaching second hit for his best combos. It's just passing sway embodies pretty much everything to become a truly worthless move.
@@ΚρανίΩ Like his 2HP cannot combo to 236HK, his 5LP cannot combo to 214MP, some combo routes are extremely picky on spacing, tight on frame many combo need manually delay to connect yet the reward is not that good, rising tackle is quite easy to hit the wrong side etc etc
He probably won't get much in the next patch but will in the patch after that, they didn't touch much for Ed for the first balance patch after him either.
Technically, the side switch kick has a use case: punish counter HK or DI with your back to the wall, DR into it to remove the first juggle, allowing the kick to combo. There's a combo trial that uses it on DI, but it works the same on PC HK. It is actually good damage and advantage for that situation. The problem is that it's WAY easier to combo into 236HK>214MP for a side switch that has great oki in the majority of situations, it just doesn't work in those two instances to my knowledge. Anyway, other than that, and especially considering that's only one version of four, yeah this move is pretty useless. Edit: wrote this comment before finishing the video, didn't know about that meaty knuckle setup. It technically did less damage but since it's free on drive and plus is probably better 99% of the time
@@thuroria7631could you please say that again so that i can make sure i didn't read this incorrectly, bison headstomp is the most braindead, insane move there is, it does everything
Another problem with the Target combo in the corner… if your opponent holds forward during the lane switch they will swap sides with you and force you to corner yourself even if you do same side lariat. Which of course also leaves you very minus in the corner.
I hit training mode and messed with this move for 1 minute and knew it was complete trash. It's so bad that I think it's just there as a "Oh look a reference!"
im a certified tundra storm apologist, and it looks like the worst part of this move is how it looks like a regular move. good bad moves are funny and deal good psychic damage. this one just looks like nothing.
I think Capcom felt obligated to include at least one unique mechanic from Fatal Fury, because it's an unspoken tradition when there's guests in FGs from other FGs, and this was the one with the least amount of potential to be problematic balance-wise (i really thought they would give him Feint Cancels from Garou, because i assumed that Dan's V-Skill 2 was a test run for it). Honestly, if the just make the side-switch route a comfirmable natural combo i think it'd be fine.
In Terry's current state, it feels like Capcom decided they'd give some of his specials powerful and/or unique properties and have him utterly pay for it everywhere else, with this move being the most overt case. Fortunately, he's fun and he has enough tools in every area that his issues can easily be addressed
compare his normals to ken though, and they are basically better across the board. open wiki to see frame data etc. 1 to 1. His normals are pretty strong
I used this move precisely once on my way to Master, and it was probably the hypest moment of the climb because I kinda did it on a whim after a heavy-kick punish counter on this guy's random DI. I didn't have enough drive meter to do a drive rush, so I just did the two hits into the side switch, and I proceeded to win with a stun because he had burned himself out! It had to have utterly fried the other guy's brain, as he was *also* playing Terry and the funny sway actually has amazing tracking. I basically teleported to the other side of him, I was so far away when I did the knee.
Terry has such a large amount of jank, that I'm starting to think that they released him slightly unfinished. Fingers crossed that it all gets fixed in the future.
If they change this move to work on block, it MIGHT actually become somewhat decent. As it stands, it seems like Capcom thought Passing Sway was going to be FAR better than it actually is and therefore placed a bunch of unnecessary restrictions on it
they couldn't balance it on release, so they are going to slowly patch it and see how works. I think this type of development is very new for CAPCOM. I've never seen them engage with a community on this level before. They have telemetry data and can analyze all of it, we'll see if they make any kind of change.
It feels like they were more concerned with getting the references in that actually making them work. They wanted to add the lane switch but didn't want to put in the work to make it a real move.
i was waiting a video from you pf the useless of this target combo, but u always surprise how deep can u go studying the possibilities and search for a use, u r the man
I feel like they could’ve just made this move function like a spot dodge and counter that’s unsafe on block. It would’ve been way simpler and actually useful
Another streamer cheekily speculated that Capcom purposefully made this move bad as a reference to the lane system in FF being kinda meh. Kinda like a snarky tribute. Proably not true, but a funny idea, cause I kinda agree re lane system as a mechanic.
there is one use and one use only: if you do no follow up you are plus enough to block ex reversals. the only thing this works against is mashers. by weaponizing perceived weakness, you can knowledge check people that think you are using the combo not realizing there are better options. it is a testament to the awfulness of the move that the only use this move has is tricking your opponent into thinking you’re an idiot.
There is an another bizarre move: Cammy's forward Heavy Kick aka Delayed Ripper. While it has some uses like DR cancelling or hit confirm specials/SA, there are 2 other options that are more optimal; 1) Standing Heavy Kick is better for poking since it has longer reach and safe (-3f) on block while Forward HK is (-12f) = Eat combos and get cornered. 2) Crouching Medium Kick is 2 times faster and has similar reach, -5f on block but it pushes the opponent far enough to be safe enough. Can be also canceled into DR, DI, SA or Special moves. Same startup scaling 20% but has more damage potential. Frame data comparison Forward HK: 18f startup, -12f on block, knockdown on hit , 25f recovery Stand HK: 11f startup, -3f on block, +2 on hit, 19f on hit and 21f if whiffed. Cr MK: 8f startup, -5 on block, 18f recovery source: Ultra Frame Data
I saw clips of Jibbo using it in corner juggle routes (after a H Charge > Round Wave) to setup a meaty over head, which is cool... but even that doesn't make use of the side switch so who knows what Capcom is cooking
That's one of those moves that will probably be buffed in a future balance patch and maybe then it will become useful. It was probably too good during development and Capcom nerfed it too much for the release.
I rolled my eyes as you started the "Most people aren't subscribed" speal that everyone does. But that's not the direction you went. You said subs are more handsome and more likely to meet capybara. So I clicked the embedded video to visit the page directly and press the subscribe button. I respect a good sales pitch.
Eyy, I used that so much on my path to Master with Terry. There is one use I can see, which is knowledge check people to death with it. First the same side with is plus frames and gets people mashing, then the crossup with gets them regardless, then no followup and throw them on parry. I closed SO many matches with this... I agree that it's ass, but it _is_ funny. Maybe specifically because of that. lmao
I still remember when the trailer dropped and everyone thought that it would be a busted special move instead of the worst finisher of a bad target combo.
The only other mildly interesting thing I've found about this TC is that you "can" juggle after the lariat follow-up, but being able to do so is oppressively impractical and probably not even damage optimal in situations where it could even be done: - Appears to be corner only - Requires juggle height from Twin Geyser (level 2 + one follow-up) - Requires Drive Rush after Twin Geyser - Can't be auto-timed - Appears to be a 1f window - Can only follow up with LP Rising Tackle It reads like 90s video game "secret unlock" type garbage but it -technically- works.
If you could cross up on block that would make the move incredibly good, if you’re in the corner just fish for the medium punch starter and if they block you’re in the other side
I thought Terry would get better over time like Ed but it feels like Capcom intentionally limited his ceiling by giving him so many hyper specific issues.
I feel like this move would probably ruin scrubs if it was good, so Capcom decided to just absolutely butcher it… but honestly I think just making it not activate on block was probably enough to prevent that 😅
its actually very useful when used on juggle. i sometimes use it when i do the juggle with light wave and when the punch lands you get a massive frame 37F advantage and can throw a heavy power wave that ends up missing if you use it too fast
15:37 because it doesn't cross up you can bait reversals of most characters, which is extremely risky and takes them out of the corner. It's decent for JP's amnesia but Terry has a projectile he can use to counter it as well. I cant think of an practical use for it. But, I think the only reason it doesn't hit on block is because it would probably make it an extremely good move for baiting drive reversal, which would make even more people feel like he's pay to win.
@@mateusfavarin8698 Crack shoot? 214K You cannot punish this move, but you do not need to care about it too much either, because 214LK/214MK are -3 after blocked and it is possible to placed terry in the throw range 214HK after blocked is -1, if you are crouching, this move can cross over your head and give you a big chance to punish terry You can try to perfect parry it, DI it or DP this move, or just guard it, terry put himself under disadvantage condition after this move was blocked
@@mateusfavarin8698 It is impractical to react with DP for light and medium one, they are too fast, heavy is possible, but you don't need to waste your mental stack on this move, just block it and let terry players become minus man, it is not dragonlash
It is for getting out of the corner (as proven by them preventing you from even being allowed to corner yourself with it) which is very powerful defensively in SF6. There is also the delayed timing making exdp whiff like you pointed out. Essentially, everything you said in this video is correct except for getting out of the corner being niche. That isn't niche, that's just a normal use that you pointed out is the equivalent to burning knuckles twice (though the auto side switch combo is easier to execute, so maybe it is getting out of the corner for true newbie??). Every character in the game has at least one if not more than one move that is bad or at best meh. This just happens to be Terry's. The sad thing is that this had potential to be a really interesting change to the game but since it is not that great no one will use it (except ultra newbies, but then even they might not since they'd probably just try to jump out of corner). Here's the bigger problem: how do you buff this move without making it totally OP the opposite direction, like massively OP? If you're not careful with buffing you'd turn this from Terry's weird looking old suit he never wears to his lucky jacket he always only wears. Imagine how annoying that would be if this move were actually good and Terry's were just constantly left/right mixing you and were essentially not cornerable? So, in short: I think it was a nice tribute from Capcom to Terry's character, a nice nod, but that's it. It isn't good game design. It was a wasted golden opportunity though since it could've been interesting. It is too bad Capcom wants to force us to play the game certain ways so they baby-proof certain things.
I think they wanted to include the reference to the lane system, but didn't want it to be good because that would mess with the overall design philosophy of SF6, thus relegating it to an Easter egg of a move.
For something that is clearly just supposed to be a reference/homage it is fine. If Capcom ever wants to put in the effort to somehow make the move impactful within his kit then I'd be interested but it is clear it is there purely to check a Faral Fury throwback box and nothing else.
just frames that you can control the distance to make dp wiff will take some time to learn, feels like doing a charge move timing. It also leads to very meaty overhead off a DR Juggle with TC Lariat, after wiffing cr.lp to framekill you can link into jab from max range, into OD LPMP Burn Knuckle, which leads to Lvl2+1 roughly 50%. Or after a juggling a Lvl2 if you DR into Target Combo you can get meaty overhead, into jab, into Drive Rush Cancel crMKHK TC, leading to juggled Lvl1 for 27%~ that leads to a optional safejump 44f on their wake-up potential. 7.4k~8.3k DMG sequence depend if you plan spend resources before or after overhead. Prob use it during BO to avoid potential meaty overhead getting PP, or after conditioning them to block low first, feels like better option off a Juggle when it starts having high scaling %. American Reset. 74~83% not bad, considering the move always holds potential to punish counter a parry attempt for Throw 20% & 1 Drive bar, corner position, Gutsy to do it 3 times in row.
the thing that bothered me about this move, was Capcom put it in the trailer and hyped it up as "Terry is the ONLY character that can move into the second plan to attack his opponent". But 1) he isn't the only character, because Ed's level 1 does this. 2) it's literally one move, and he is only in that second plane for like 2 seconds tops. and 3) It's worthless anyway so nobody would use it. (I don't think I've seen anyone use it online f'sho)
Yeah I guess this is in his moveset for nostalgic and identity reasons rather than SF6 gameplay. They obviously put a lot of time and effort into the development of Terry and wanted this reference in there. But it’s obviously in for non-gameplay reasons.
God forbid Capcom is scared of making the already strong character have a solid crossup tool after a history of very broken characters in 3rd Strike, SF4 and SF5
This move is gonna win an EVO in 5 years and we're all gonna lose our minds.
Yep, this is gonna be like Hugo's HK in Third Strike
me when I haven't taken my meds
@@Kara-de5cz Exactly my thoughts! Broski's gonna be on the mic at EVO: "Do you understand? That is a worthless target combo! That combo is so worthless, but he was able to make it useful."
@@futurecoplgf "Thah moov is awwfoh mate !"
Yeah when it get buff for 5 years in a row
first character I've seen with a riskup mechanic, crazy
You might be happy to know, that riskup will now become a staple word used in my vocabulary
It's the whole "you can't fire me, I quit" except with mixups.
dude your oc is awesome no lie
@@Rukir thanks 👍 😌
Dan? But a cooler one
When they said it was on-hit only before Terry came out I thought yeah this is the worst move in the game
This is probably the worst-implemented move in SF HISTORY
@@TonyTheTGRThere are characters in 3s with special moves that are punishable on hit. Dee jay in sf4 had a move that forced stand, something that would help his combo routes, but also whiffs against basically every crouching opponent. 3s alex has "left right mixups" in a game with a parry so he always loses, and unlike this game he cant parry- bait and then throw. Then theres, like, the entirety of sf1, where the entire game is poorly implemented. All of that is just off the top of my head, this move probably doesnt even break the top 30.
@@megapussilol, poor guy was just trying to make a hyperbolic exaggeration and here you are with your facts and logic. That said, I think Sean's tatsus were punishable on HIT. That's insane, getting punished for hitting and landing a combo is wild.
All the same, Terry's move sucks and its super annoying. I've said it before and I'll say it again: I'm convinced they were going to allow you to do the mix on block and they chickened out.
@@megapussiWhy are you bringing up Alex’s stomp mix-up as if that’s the only thing that move is good for? 3s Alex is a barely functional character with a laundry list of problems but not being able to scrub people out with stomp mix-ups is not one of them. Stomp is actually one Alex’s better special moves, frame 1 throw invulnerability and lower body invincibility, airborne frame 5, fantastic oki on hit, pretty much safe on block (-3 but no one’s ever going to punish it) EX version tracks the opponent. Not a strong move by any means but definitely not useless.
Also, minor nitpick, but punishable on hit does not inherently mean bad. Shoto low forward in 3s is punishable on hit yet it’s still a god-tier normal. And just about every character in 3s has a punishable on hit normal, even Chun and Yun.
@@megapussi "3s alex has left right mixups in a game with a parry so he always loses" In 3S you have to press the direction of the attack to parry so parrying is as much of a guess as blocking.There's no parry button.
The funny thing about the DP autocorrecting thing is that the reveal trailer for Terry shows the move properly dodging Luke's DP without it autocorrecting, meaning that the DP autocorrecting is either an intentional last minute nerf to the move or a last minute bug.
You are supposed to delay the follow up and it should make reversal whiff
That is how it works in the final release, correct.
But in the reveal trailer, the Terry player didn't delay at all, but the Luke DP didn't autocorrect. You can see that Terry's character model already crossed Luke up before the DP input started.
I wonder if it's character dependent?
You can partially hold forward to end closer to the opponent which makes reversals whiff.
@@El-Burrito oh shoot what’s up brother
my conspiracy theory is that during development it was a special move that you could cancel into, like a blanka hop, but then they realized it would be busted and just gimped it into this mess
2mk 2hk blanka hop would be sick actually
Yeah, it reads similar to how Aki's fireball followup is like -100 on block despite not leading to anything when during her development she got a crumple state from it.
I think this is exactly what happened too. I suspect that it will be spruced up next patch or so, too.
@@grandsquanchrumShrourclredzszh? 🗿
The move was basically cut from his kit but they left it "in" because they'd already animated it
Everytime I play Terry, I get the feeling Capcom was terrified of making him good. So much about him either feels half baked or weirdly gimped.
They saw what happened to Akuma in Tekken
Yeah, when you spell it out, this move really flopped. I feel like they understood that lane switching as a crossover mechanic is cool, but were too afraid of making it good or something, forgetting that parry breaks the left/right game in half.
Meanwhile, Rashid, Blanka, and Cammy can side switch without risking anything and they're not the only characters that can do it.
They didn’t want a scorpion tp in injustice
Honestly if it just naturally combo it wouldn't be as bad. I guess next season they are gonna buff that and also make it super cancelable because why not
@@errortic3668Pfp (Profile Picture) and / or Banner Source (Link to full Image and Artists Names?) 🗿
It's funny because the actual Passing Sway move from the Real Bout games this target combo is named after allows Terry to enter the back lane even on block.
this guy fatal furies
@@skunch Hell yeah I do. The Real Bout games are my favorite SNK fighters and the lane system was actually really fun. Very underrated games.
being a broski subscriber and a brazillian, I can say I have, in fact, met many capybaras
Met some myself.
Capybaras are super friendly as a regular Brazilian is.
I'm also a Brazilian and I've met capybaras before, so I figured I was a Broski subscriber before being a Broski subscriber
A few things about Terry in general feel half baked. I expect him to get a lengthy list of changes in the next major patch
Terry has a lot of things about him that give me the impression that capcom was too scared of him ending up good.
like his stand hp not moving foward at all or his crouch hp having non existent range and anti airing capabilities
@ΚρανίΩ for me it's most prevalent in how a lot of his specials work. most of them are only notably good in specific circumstances and each have multiple and/or reliable ways of counterplay. Many times on reaction. Though his normals outside of cr mk being pretty lackluster and stubby certainly don't help him. St hp is notable cause of its short range and despite being a two hitter, can't use the far reaching second hit for his best combos. It's just passing sway embodies pretty much everything to become a truly worthless move.
@@ΚρανίΩ Like his 2HP cannot combo to 236HK, his 5LP cannot combo to 214MP, some combo routes are extremely picky on spacing, tight on frame
many combo need manually delay to connect yet the reward is not that good, rising tackle is quite easy to hit the wrong side etc etc
He probably won't get much in the next patch but will in the patch after that, they didn't touch much for Ed for the first balance patch after him either.
The biggest use of this move is that it looks cool and it’s a reference to the game Terry comes from. That’s it 😭
Technically, the side switch kick has a use case: punish counter HK or DI with your back to the wall, DR into it to remove the first juggle, allowing the kick to combo. There's a combo trial that uses it on DI, but it works the same on PC HK. It is actually good damage and advantage for that situation. The problem is that it's WAY easier to combo into 236HK>214MP for a side switch that has great oki in the majority of situations, it just doesn't work in those two instances to my knowledge.
Anyway, other than that, and especially considering that's only one version of four, yeah this move is pretty useless.
Edit: wrote this comment before finishing the video, didn't know about that meaty knuckle setup. It technically did less damage but since it's free on drive and plus is probably better 99% of the time
It's so obvious when Capcom doesn't want something to be good. Then you look at Bison...
Bison?
You mean, the bison headstomp they obviously don't want to be good?
@@thuroria7631could you please say that again so that i can make sure i didn't read this incorrectly, bison headstomp is the most braindead, insane move there is, it does everything
@@thuroria7631 Headstomp is so cracked.
4:59 We are British, we say rubbish or poppycock 🧐🇬🇧
Poppywhat. 💀
Another problem with the Target combo in the corner… if your opponent holds forward during the lane switch they will swap sides with you and force you to corner yourself even if you do same side lariat. Which of course also leaves you very minus in the corner.
They were wary of the T7 effect of guests and decided to make the guest mechanic useless pre-emptively.
Which is funny considering T7 favoured the Capcom character and made them look good
and the SNK character
We should be glad they didnt put geese in this game, bro woulda had max mode as level 2 💀
@@cheef825Whatshrel Geeshre Max Mode doeshlrel?
I hit training mode and messed with this move for 1 minute and knew it was complete trash. It's so bad that I think it's just there as a "Oh look a reference!"
In the twitchcon build, the side switch was + on block
Capcom simply got addicted to adding references and the move was never intended to be useful.
im a certified tundra storm apologist, and it looks like the worst part of this move is how it looks like a regular move.
good bad moves are funny and deal good psychic damage. this one just looks like nothing.
Gief holding Terrys beer on this one
Imma sway you until your passhreing, you heardglredzszhiteerde itre me bro? 🗿
I think Capcom felt obligated to include at least one unique mechanic from Fatal Fury, because it's an unspoken tradition when there's guests in FGs from other FGs, and this was the one with the least amount of potential to be problematic balance-wise (i really thought they would give him Feint Cancels from Garou, because i assumed that Dan's V-Skill 2 was a test run for it).
Honestly, if the just make the side-switch route a comfirmable natural combo i think it'd be fine.
There is no war in passing sway
Good comment remarkable oaf
Whatshrelkrtrerdzszh the referenchrlredzszh?
In Terry's current state, it feels like Capcom decided they'd give some of his specials powerful and/or unique properties and have him utterly pay for it everywhere else, with this move being the most overt case. Fortunately, he's fun and he has enough tools in every area that his issues can easily be addressed
compare his normals to ken though, and they are basically better across the board. open wiki to see frame data etc. 1 to 1. His normals are pretty strong
Idk aboutre that, some already claiming that heshrelkrtrerdzszh bottreomlre tier. 😂
@@DuBLD33Wdym, HP is worse.
They should have just gave him a side switch like Rashids cartwheel move.
It's such a damn shame because it's a really cool target combo that I would've loved to see more used, but there's literally just no usage for it.
0:39 so true king
I used this move precisely once on my way to Master, and it was probably the hypest moment of the climb because I kinda did it on a whim after a heavy-kick punish counter on this guy's random DI. I didn't have enough drive meter to do a drive rush, so I just did the two hits into the side switch, and I proceeded to win with a stun because he had burned himself out! It had to have utterly fried the other guy's brain, as he was *also* playing Terry and the funny sway actually has amazing tracking. I basically teleported to the other side of him, I was so far away when I did the knee.
Terry has such a large amount of jank, that I'm starting to think that they released him slightly unfinished. Fingers crossed that it all gets fixed in the future.
No Terry , there is no lane here.
on hit only was an insane design choice
If youre a Brazilian your chances of seeing a capybara (capivara) is 100%
Pfp (Profile Picture) and / or Banner Source (Link to full Image and Artists Names?) 🗿
@@SimoneBellomonte The pfp is the megumin from konosuba and the banner i dont know where i got. sry
@@zNEOyu Ik, but i was wondering if it was a screenshot or not, probably is lol.
Capcom are no strangers to leaving useless moves in the game but it's refreshing seeing a shoto having one for once.
Tundra storm turns 10 next year 🙏🏼🙏🏼🙏🏼
Not a shoto
Smash player detected, deploying deodorant
@@vandagylon2885?
@@BronzeAgePepper???
This move is basically that Leo meme of him pointing at the screen
I subscribed for the capybara thing
Can confirm, am subscribed, have met a capybara
This move needs a serious rework. Reduce pushback on block for the lariat. Make it work on block, and give it a few more frame advantages.
If they change this move to work on block, it MIGHT actually become somewhat decent. As it stands, it seems like Capcom thought Passing Sway was going to be FAR better than it actually is and therefore placed a bunch of unnecessary restrictions on it
they couldn't balance it on release, so they are going to slowly patch it and see how works.
I think this type of development is very new for CAPCOM. I've never seen them engage with a community on this level before.
They have telemetry data and can analyze all of it, we'll see if they make any kind of change.
Insane plot twist: Capcom just doesn’t make as good of a Terry as Snk does
PTSD from Shao Kahn's Ground shatter -8 on hit just returned. May be CAPCOM will fix this.
Which ground shatter are you talking about? The one in mk11 I remember was safe on block and people use it after strings all the time
@@dnkndonutts8662 not always. It was -8 at some point. On Hit!
Yes, from 11.
@@KBACpro huh must be pretty early then when I played him the move was actually pretty good for keeping your strings safe
@@dnkndonutts8662 lucky you. I started playing Shao right after release. He was bad, very bad.
@@KBACpro I heard, he was really good late into the games lifespan tho the damage I remember was crazy
Capcom were so scared of this move, you can feel the terror.
It feels like they were more concerned with getting the references in that actually making them work. They wanted to add the lane switch but didn't want to put in the work to make it a real move.
i was waiting a video from you pf the useless of this target combo, but u always surprise how deep can u go studying the possibilities and search for a use, u r the man
Capcom wouldn't take the risk of a character from a rival franchise winning a Capcom Cup.
I feel like they could’ve just made this move function like a spot dodge and counter that’s unsafe on block. It would’ve been way simpler and actually useful
Gief players looking at stomp and asking the same question
You can at least use stomp as a frame kill.
Another streamer cheekily speculated that Capcom purposefully made this move bad as a reference to the lane system in FF being kinda meh. Kinda like a snarky tribute. Proably not true, but a funny idea, cause I kinda agree re lane system as a mechanic.
it's almost like it didn't live beyond the old games from its home series for good reason
um, zangief's weird stomps tho
That got marginally better
Handsome Capybara here, broski is right
there is one use and one use only: if you do no follow up you are plus enough to block ex reversals. the only thing this works against is mashers. by weaponizing perceived weakness, you can knowledge check people that think you are using the combo not realizing there are better options. it is a testament to the awfulness of the move that the only use this move has is tricking your opponent into thinking you’re an idiot.
There is an another bizarre move: Cammy's forward Heavy Kick aka Delayed Ripper.
While it has some uses like DR cancelling or hit confirm specials/SA, there are 2 other options that are more optimal;
1) Standing Heavy Kick is better for poking since it has longer reach and safe (-3f) on block while Forward HK is (-12f) = Eat combos and get cornered.
2) Crouching Medium Kick is 2 times faster and has similar reach, -5f on block but it pushes the opponent far enough to be safe enough.
Can be also canceled into DR, DI, SA or Special moves.
Same startup scaling 20% but has more damage potential.
Frame data comparison
Forward HK: 18f startup, -12f on block, knockdown on hit , 25f recovery
Stand HK: 11f startup, -3f on block, +2 on hit, 19f on hit and 21f if whiffed.
Cr MK: 8f startup, -5 on block, 18f recovery
source: Ultra Frame Data
That was the most convincing argument I've ever heard, I'm subscribing immediately
I saw clips of Jibbo using it in corner juggle routes (after a H Charge > Round Wave) to setup a meaty over head, which is cool... but even that doesn't make use of the side switch so who knows what Capcom is cooking
Terry trying to build V-meter in SF6
It’s only good for side switching out the corner but even then there’s better set ups for side switches
That's one of those moves that will probably be buffed in a future balance patch and maybe then it will become useful. It was probably too good during development and Capcom nerfed it too much for the release.
I rolled my eyes as you started the "Most people aren't subscribed" speal that everyone does. But that's not the direction you went. You said subs are more handsome and more likely to meet capybara. So I clicked the embedded video to visit the page directly and press the subscribe button. I respect a good sales pitch.
Unironically see more use for Tundra Storm.
Eyy, I used that so much on my path to Master with Terry. There is one use I can see, which is knowledge check people to death with it. First the same side with is plus frames and gets people mashing, then the crossup with gets them regardless, then no followup and throw them on parry. I closed SO many matches with this... I agree that it's ass, but it _is_ funny. Maybe specifically because of that. lmao
I still remember when the trailer dropped and everyone thought that it would be a busted special move instead of the worst finisher of a bad target combo.
The only other mildly interesting thing I've found about this TC is that you "can" juggle after the lariat follow-up, but being able to do so is oppressively impractical and probably not even damage optimal in situations where it could even be done:
- Appears to be corner only
- Requires juggle height from Twin Geyser (level 2 + one follow-up)
- Requires Drive Rush after Twin Geyser
- Can't be auto-timed
- Appears to be a 1f window
- Can only follow up with LP Rising Tackle
It reads like 90s video game "secret unlock" type garbage but it -technically- works.
Im here for the percent increase for meeting a capybara
OMG just a few weeks ago I met a capybara, gotta thanks this channel for that
If you could cross up on block that would make the move incredibly good, if you’re in the corner just fish for the medium punch starter and if they block you’re in the other side
I thought Terry would get better over time like Ed but it feels like Capcom intentionally limited his ceiling by giving him so many hyper specific issues.
0:46 as an brazilian...
True
I feel like this move would probably ruin scrubs if it was good, so Capcom decided to just absolutely butcher it… but honestly I think just making it not activate on block was probably enough to prevent that 😅
I love the chat ANGRY at Ken all the time 🤣
This was probably only added to give terry Fatal Fury gimmicks.😂
its actually very useful when used on juggle. i sometimes use it when i do the juggle with light wave and when the punch lands you get a massive frame 37F advantage and can throw a heavy power wave that ends up missing if you use it too fast
15:37 because it doesn't cross up you can bait reversals of most characters, which is extremely risky and takes them out of the corner. It's decent for JP's amnesia but Terry has a projectile he can use to counter it as well. I cant think of an practical use for it. But, I think the only reason it doesn't hit on block is because it would probably make it an extremely good move for baiting drive reversal, which would make even more people feel like he's pay to win.
0:38 I am handsome and I have met a capybara.
This move always struck me as a, ‘Oro HitGrab’ situation
1:13 makes sense yeah his lane switch was way more hyped up than it came out to be lol
Do you guys know if its possible to punish his fycking flip kick or whatever its called
@@mateusfavarin8698 Crack shoot? 214K
You cannot punish this move, but you do not need to care about it too much either, because 214LK/214MK are -3 after blocked and it is possible to placed terry in the throw range
214HK after blocked is -1, if you are crouching, this move can cross over your head and give you a big chance to punish terry
You can try to perfect parry it, DI it or DP this move, or just guard it, terry put himself under disadvantage condition after this move was blocked
@@computervision557 Nice brother, thx..my best option will be crouching then bcz i cant react with Dp. My main is Luke btw
@@mateusfavarin8698 It is impractical to react with DP for light and medium one, they are too fast, heavy is possible, but you don't need to waste your mental stack on this move, just block it and let terry players become minus man, it is not dragonlash
The fact that this move was memed all day before Terry officially released means that the meme is dead...
It is for getting out of the corner (as proven by them preventing you from even being allowed to corner yourself with it) which is very powerful defensively in SF6. There is also the delayed timing making exdp whiff like you pointed out. Essentially, everything you said in this video is correct except for getting out of the corner being niche. That isn't niche, that's just a normal use that you pointed out is the equivalent to burning knuckles twice (though the auto side switch combo is easier to execute, so maybe it is getting out of the corner for true newbie??). Every character in the game has at least one if not more than one move that is bad or at best meh. This just happens to be Terry's. The sad thing is that this had potential to be a really interesting change to the game but since it is not that great no one will use it (except ultra newbies, but then even they might not since they'd probably just try to jump out of corner). Here's the bigger problem: how do you buff this move without making it totally OP the opposite direction, like massively OP? If you're not careful with buffing you'd turn this from Terry's weird looking old suit he never wears to his lucky jacket he always only wears. Imagine how annoying that would be if this move were actually good and Terry's were just constantly left/right mixing you and were essentially not cornerable?
So, in short: I think it was a nice tribute from Capcom to Terry's character, a nice nod, but that's it. It isn't good game design. It was a wasted golden opportunity though since it could've been interesting. It is too bad Capcom wants to force us to play the game certain ways so they baby-proof certain things.
I'm guessing that after the side-switch/drive rush you can do a meaty Drive Knuckle into something else maybe?
Specific example is common in lower ranks and is easier to perform than other side switch routes shown even though not as optimal.
don’t forget you can side switch with it off of punish counter stand heavy kick, but yeah you could also just do the cmk+chk burn knuckle side switch
Kinty-ryo coming in clutch with this move
Haven't finished the video, but i saw a terry utilize sway well against burnout to create mixups.
Im not sure if im ready to be a capybara😊😊😊
I got out of a lot of corners thanks to the kick one.
I think they wanted to include the reference to the lane system, but didn't want it to be good because that would mess with the overall design philosophy of SF6, thus relegating it to an Easter egg of a move.
For something that is clearly just supposed to be a reference/homage it is fine. If Capcom ever wants to put in the effort to somehow make the move impactful within his kit then I'd be interested but it is clear it is there purely to check a Faral Fury throwback box and nothing else.
You had me at Handsome. Subscribed.
just frames that you can control the distance to make dp wiff will take some time to learn, feels like doing a charge move timing. It also leads to very meaty overhead off a DR Juggle with TC Lariat, after wiffing cr.lp to framekill you can link into jab from max range, into OD LPMP Burn Knuckle, which leads to Lvl2+1 roughly 50%. Or after a juggling a Lvl2 if you DR into Target Combo you can get meaty overhead, into jab, into Drive Rush Cancel crMKHK TC, leading to juggled Lvl1 for 27%~ that leads to a optional safejump 44f on their wake-up potential. 7.4k~8.3k DMG sequence depend if you plan spend resources before or after overhead. Prob use it during BO to avoid potential meaty overhead getting PP, or after conditioning them to block low first, feels like better option off a Juggle when it starts having high scaling %. American Reset. 74~83% not bad, considering the move always holds potential to punish counter a parry attempt for Throw 20% & 1 Drive bar, corner position, Gutsy to do it 3 times in row.
Capcom does it again. This must now take over from Tundra Storm as the most useless move 🤦🏾
After subscribing I have been called handsome more when I am out & about. The buff is real
As a subscriber, yes, I have met a Capybara. Why do you ask?
I fucking hate when Capcom updates in coward mode. It makes no one happy
the thing that bothered me about this move, was Capcom put it in the trailer and hyped it up as "Terry is the ONLY character that can move into the second plan to attack his opponent". But 1) he isn't the only character, because Ed's level 1 does this. 2) it's literally one move, and he is only in that second plane for like 2 seconds tops. and 3) It's worthless anyway so nobody would use it. (I don't think I've seen anyone use it online f'sho)
Tbf game 5 cpt finals you bring this out one time not a single fucking person will know what to do 😂
Broski vid for lunch we up 🙌🏽
the auto correct happens with sim teleport too, like even before I've switched sides they will track it
St.hp xx hk tackle xx super late hk crack shoot(whiffs)
Sideswitch combo into +3, way better than this garbo lol
…oh, I thought this was gonna be another Tundra Storm video :P
Always felt this was intended to be used when Terry was being pressured in the corner, and made it to where it could not be abused.
Does the Capybara meeting thing work if I was already subscribed? Please respond.
For a second I thought you were gonna talk about his hellishy bad sweep
Yeah I guess this is in his moveset for nostalgic and identity reasons rather than SF6 gameplay. They obviously put a lot of time and effort into the development of Terry and wanted this reference in there. But it’s obviously in for non-gameplay reasons.
God forbid Capcom is scared of making the already strong character have a solid crossup tool after a history of very broken characters in 3rd Strike, SF4 and SF5