- "Unleash a volcanic explosion of energy forward. If the attack hits, input a command to transition to Twin Geyser."
- —Power Geyser
- "Performs another volcanic explosion of energy after the initial Power Geyser. Input a command to transition to Triple Geyser."
- —Twin Geyser
- "Performs a meteoric explosion of energy after Twin Geyser. Useful for when you want to maximize your damage output."
- —Triple Geyser
Power Geyser is one of Terry Bogard's Super Combos, first appearing in Fatal Fury 2 and making its' Capcom debut in the Capcom Vs. SNK series.
Appearances | Power Geyser | Twin Geyser | Triple Geyser |
---|---|---|---|
Fatal Fury 2 | ++ | N/A | ++>+ |
SNK vs. Capcom series | + | N/A | +>+ |
Street Fighter 6 (Classic) |
+ ++ |
+> ++> |
+>> ++>> |
Street Fighter 6 (Modern) |
++ | ++> | ++> > |
Description
Executed by performing quarter-circle back motion, then down-back and forward and pressing any punch button Terry slams his hand on the ground, creating a geyser of energy that sends the opponent flying back for a hard knockdown. The Level 1 version in Capcom VS SNK has Terry create one geyser, the level two version makes two geysers, and the level three version creates three geysers respectively.
In Street Fighter 6, the input for this move is by performing two quarter-circle back motions and pressing punch. By pressing two punch buttons upon impact, Terry performs the Twin Geyser; punching the ground a second time to create a second geyser at the cost of three bars of Drive Gauge. By pressing two punch buttons a second time, the move turns into Triple Geyser. At the cost of an additional bar of Super Meter, Terry punches the ground a third time to release a third geyser of energy that sends the opponent tumbling in the air.
Tactics
Power Geyser is a powerful and long-ranged reversal, but is somewhat slower than average at 13 frames of startup, making it possible for opponents to block in time from certain pressure options. Twin Geyser launches opponents for a juggle, letting Terry perform a Drive Rush to continue a combo from midscreen. Triple Geyser, while costly, is highly damaging. At maximum scaling, it even inflicts more damage than Terry's Critical Art. Finally, like all Level 2 Super Arts in Street Fighter 6, Power Geyser can be canceled into from any OD version of Terry's special attacks barring Rising Tackle and Crack Shoot.
Trivia
- If Twin Geyser or Triple Geyser are attempted without the required Drive Gauge or Super Meter, Terry scrapes the ground with his fist instead, producing sparks.
- The Street Fighter 6 take on Power Geyser is akin to how it is in SNK vs. Capcom: SVC Chaos and Neo Geo Battle Coliseum. The follow-ups requiring additional meter is akin to the latter.
- Power Geyser can also be performed by inputting a quarter-circle back, down-back and forward motion with a Heavy Punch and Medium Kick, referencing its input in the original Fatal Fury series. When done in this manner, the Power Geysers appear as vertical columns of energy, in reference to its design from Fatal Fury 2 to Real Bout Fatal Fury. The move is functionally identical regardless of the input. When using the classic input, Twin Geyser and Triple Geyser are still performed by pressing two punch buttons.
Gallery
Terry's Move List | |
---|---|
Throws | Buster Throw • Grasping Upper |
Unique Attacks | Hammer Punch • Power Drive • Power Shoot • Power Dunk • Passing Sway • Fire Kick |
Drive Impact | Backspin Kick |
Drive Reversal | Back Knuckle |
Special Attacks | Power Wave • Burn Knuckle • Crack Shoot • Rising Tackle • Round Wave • Power Charge • Quick Burn |
Super Arts | Buster Wolf • Power Geyser • Rising Fang |