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{{KOF98CharacterBox| KOF98_terry_small.png}} | {{KOF98CharacterBox| KOF98_terry_small.png}} | ||
Terry is a true-blue red-blooded American who likes Football, pizza, and beer. Since he is not Japanese, he isn't a top tier character, but he comes very close. | Terry is a true-blue red-blooded American himbo who likes Football, pizza, and beer. Since he is not Japanese, he isn't a top tier character, but he comes very close. | ||
{{Nutshell| | {{Nutshell| | ||
Terry is a mid-to-close range pressure character, focusing on chunky block strings, guard breaking, and raw brute force rather than mixups. He is just under the top tier, and a good solid character for beginners to use in my opinion. He doesn't have many uses for meter, so he is best used as a battery/point character (ie the first character on your team). He doesn't require strong execution; the hardest common thing he has is | Terry is a mid-to-close range pressure character, focusing on chunky block strings, guard breaking, and raw brute force rather than mixups. He is just under the top tier, and a good solid character for beginners to use in my opinion. He doesn't have many uses for meter, so he is best used as a battery/point character (ie the first character on your team). He doesn't require strong execution; the hardest common thing he has is {{df}} + C combos. | ||
}} | }} | ||
<br> | <br> | ||
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| [[image:Terry98_colorD.png]] | | [[image:Terry98_colorD.png]] | ||
|} | |} | ||
==[[ | |||
==[[The King of Fighters 2002/Normals Guide|Movelist]]== | |||
{|border="1" | {|border="1" | ||
! | ! | ||
Line 44: | Line 45: | ||
|colspan="10" align="center"| '''Normal Throws''' | |colspan="10" align="center"| '''Normal Throws''' | ||
|- | |- | ||
! b/f+[[image:snkc.gif]] | ! b / f + [[image:snkc.gif]] | ||
|align="center"| 0/-/- | |align="center"| 0/-/- | ||
|align="center"| KD/- | |align="center"| KD/- | ||
Line 52: | Line 53: | ||
|Breakable, forward knockdown, face forward, rollable. | |Breakable, forward knockdown, face forward, rollable. | ||
|- | |- | ||
! b/f+[[image:snkd.gif]] | ! b / f + [[image:snkd.gif]] | ||
|align="center"| 0/-/- | |align="center"| 0/-/- | ||
|align="center"| KD/- | |align="center"| KD/- | ||
Line 154: | Line 155: | ||
|align="center"| L | |align="center"| L | ||
|colspan="4" | [[image:Terry98_crB.png|center]] | |colspan="4" | [[image:Terry98_crB.png|center]] | ||
|Standard cr.B, a fast low that can be chained into cr.A, then df+C into pretty much anything as noted in the combo section | |Standard cr.B, a fast low that can be chained into cr.A, then df + C into pretty much anything as noted in the combo section | ||
Chain: repeatable | Chain: repeatable | ||
|- | |- | ||
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|align="center"| L | |align="center"| L | ||
|colspan="4" | [[image:Terry98_crD.png|center]] | |colspan="4" | [[image:Terry98_crD.png|center]] | ||
|Slow but cancellable. Easy to whiff cancel, so it is not bad for mid-range zoning by whiff-canceling into qcb+B or qcb+A in case your opponent jumps | |Slow but cancellable. Easy to whiff cancel, so it is not bad for mid-range zoning by whiff-canceling into qcb + B or qcb + A in case your opponent jumps | ||
|- | |- | ||
|colspan="10" align="center"| '''Jump''' | |colspan="10" align="center"| '''Jump''' | ||
Line 205: | Line 206: | ||
|align="center"| H | |align="center"| H | ||
|colspan="4" | [[image:Terry98_jD.png|center]] | |colspan="4" | [[image:Terry98_jD.png|center]] | ||
|You'll see this one used more than any of his other jump attacks by most players. Great air-to-air and air-to-ground. | |You'll see this one used more than any of his other jump attacks by most players. Great air-to-air and air-to-ground. Terry's best Cross-up cause wider hitbox than j.C. Can be used as an instant overhead (ie jump back+D) | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
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|colspan="10" align="center"| '''Command Normals''' | |colspan="10" align="center"| '''Command Normals''' | ||
|- | |- | ||
! f+[[image:snka.gif]] | ! f + [[image:snka.gif]] | ||
|align="center"| 11/3(3)3/26 | |align="center"| 11/3(3)3/26 | ||
|align="center"| -12/-14 | |align="center"| -12/-14 | ||
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|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Terry98_fA1.png|center]] | |colspan="2" valign="bottom" style="border-right:0px;"| [[image:Terry98_fA1.png|center]] | ||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Terry98_fA2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Terry98_fA2.png|center]] | ||
| | |long range poke. Cancelable on combo. | ||
|- | |- | ||
! df+[[image:snkc.gif]] | ! df + [[image:snkc.gif]] | ||
|align="center"| 3/3+3/24 | |align="center"| 3/3+3/24 | ||
|align="center"| -10/-12 | |align="center"| -10/-12 | ||
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|colspan="10" align="center"| '''Special Moves''' | |colspan="10" align="center"| '''Special Moves''' | ||
|- | |- | ||
! <br>qcf+[[image:snka.gif]]<br><br> | ! <br>qcf + [[image:snka.gif]]<br><br> | ||
|align="center"| 15/12/24 | |align="center"| 15/12/24 | ||
| | | | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image: | |colspan="2" valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Terry98_qcfP3.png|center]] | ||
|colspan="2" valign="bottom" style="border-bottom:0px; border-left:0px;"| [[image: | |colspan="2" valign="bottom" style="border-bottom:0px; border-left:0px;"| [[image:Terry98_qcfP4.png|center]] | ||
|rowspan="2"|'''Power Wave (qcf+P)'''<br> | |rowspan="2"|'''Power Wave (qcf + P)'''<br>Good for blockstrings or as a really safe wakeup meaty from a short distance. Surprisingly good at keeping people on the ground. | ||
|- | |- | ||
! qcf+[[image:snkc.gif]] | ! qcf + [[image:snkc.gif]] | ||
|align="center"| 19/12/26 | |align="center"| 19/12/26 | ||
| | | | ||
Line 254: | Line 255: | ||
|colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Terry98_qcfP4.png|center]] | |colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Terry98_qcfP4.png|center]] | ||
|- | |- | ||
! <br>qcb+[[image:snka.gif]]<br><br> | ! <br>qcb + [[image:snka.gif]]<br><br> | ||
|align="center"| 13/10/18 | |align="center"| 13/10/18 | ||
| | | | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="4"| [[image:Terry98_qcbP.png|center]] | |rowspan="2" colspan="4"| [[image:Terry98_qcbP.png|center]] | ||
|rowspan="2"|'''Burn Knuckle (qcb+P)'''<br>A version safe from around 2 character distances away, C version safe on block from full screen only pretty much. A version is a common pressure tool against most characters, as it's safe, sets up a good distance on block, and is a good preventative anti-air. Against some characters can be asking to get hit though; Chris (cr.D), Leona (cr.D), Chin (cr.C/anything?), or Choi (anything) for example can easily crouch under it or hit it for free when used as a 'safe' block string ender. | |rowspan="2"|'''Burn Knuckle (qcb + P)'''<br>A version safe from around 2 character distances away, C version safe on block from full screen only pretty much. A version is a common pressure tool against most characters, as it's safe, sets up a good distance on block, and is a good preventative anti-air. Against some characters can be asking to get hit though; Chris (cr.D), Leona (cr.D), Chin (cr.C/anything?), or Choi (anything) for example can easily crouch under it or hit it for free when used as a 'safe' block string ender. | ||
|- | |- | ||
! qcb+[[image:snkc.gif]] | ! qcb + [[image:snkc.gif]] | ||
|align="center"| 20/19/20 | |align="center"| 20/19/20 | ||
| | | | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>hcf+[[image:snkb.gif]]<br><br> | ! <br>hcf + [[image:snkb.gif]]<br><br> | ||
|align="center"| 11/4/19 | |align="center"| 11/4/19 | ||
| | | | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="4"| [[image:Terry98_hcfK.png|center]] | |rowspan="2" colspan="4"| [[image:Terry98_hcfK.png|center]] | ||
|rowspan="2"|'''Power Charge (hcf+K)'''<br>B version always preferred over D. Faster, safer, all combo options available after. This is a better move than Burn Knuckle in every way except preventative anti-air. Better combo options, safe as the safest Burn Knuckle on block but at any distance, hitbox is very low so those key characters can't counter it so easily. This is the #1 reason why normal Terry is better than RB2 Terry. After hcf+B gets blocked, you have a ton of options to keep your opponent in place such as st.B, qcb+A, qcb+B, another hcf+B etc. It gives a great setup to see what your opponent does after blocking and mixup accordingly. If you get them afraid enough, you can even use it to set up a crossup. You can use this move as a long range poke/punisher as well against things that require something fast and long range. | |rowspan="2"|'''Power Charge (hcf + K)'''<br>B version always preferred over D. Faster, safer, all combo options available after. This is a better move than Burn Knuckle in every way except preventative anti-air. Better combo options, safe as the safest Burn Knuckle on block but at any distance, hitbox is very low so those key characters can't counter it so easily. This is the #1 reason why normal Terry is better than RB2 Terry. After hcf + B gets blocked, you have a ton of options to keep your opponent in place such as st.B, qcb + A, qcb + B, another hcf + B etc. It gives a great setup to see what your opponent does after blocking and mixup accordingly. If you get them afraid enough, you can even use it to set up a crossup. You can use this move as a long range poke/punisher as well against things that require something fast and long range. | ||
|- | |- | ||
! hcf+[[image:snkd.gif]] | ! hcf + [[image:snkd.gif]] | ||
|align="center"| 16/4/24 | |align="center"| 16/4/24 | ||
| | | | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>qcb+[[image:snkb.gif]]<br><br> | ! <br>qcb + [[image:snkb.gif]]<br><br> | ||
|align="center"| 5/4*3*3*2/8+13 | |align="center"| 5/4*3*3*2/8+13 | ||
| | | | ||
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|colspan="2" valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Terry98_qcfK1.png|center]] | |colspan="2" valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Terry98_qcfK1.png|center]] | ||
|colspan="2" valign="bottom" style="border-bottom:0px; border-left:0px;"| [[image:Terry98_qcfK2.png|center]] | |colspan="2" valign="bottom" style="border-bottom:0px; border-left:0px;"| [[image:Terry98_qcfK2.png|center]] | ||
|rowspan="2"|'''Crack Shoot (qcb+K)'''<br>B version usually preferred, but D version can be used as a higher anti-air I suppose. This move works best as a preventative anti-air that's not extremely risky on block. It's definitely not a move you should be looking to get blocked, though. | |rowspan="2"|'''Crack Shoot (qcb + K)'''<br>B version usually preferred, but D version can be used as a higher anti-air I suppose. This move works best as a preventative anti-air that's not extremely risky on block. It's definitely not a move you should be looking to get blocked, though. | ||
|- | |- | ||
! qcb+[[image:snkd.gif]] | ! qcb + [[image:snkd.gif]] | ||
|align="center"| 9/8*7*3*2/6+13 | |align="center"| 9/8*7*3*2/6+13 | ||
| | | | ||
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|colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Terry98_qcfK4.png|center]] | |colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Terry98_qcfK4.png|center]] | ||
|- | |- | ||
! <br>dp+[[image:snka.gif]]<br><br> | ! <br>dp + [[image:snka.gif]]<br><br> | ||
|align="center"| 5/<br>4*1(2)2(2)2(2)1/<br>20+14 | |align="center"| 5/<br>4*1(2)2(2)2(2)1/<br>20+14 | ||
| | | | ||
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|valign="bottom" colspan="2" style="border-right:0px; border-left:0px;"| [[image:Terry98_dpA2.png|center]] | |valign="bottom" colspan="2" style="border-right:0px; border-left:0px;"| [[image:Terry98_dpA2.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Terry98_dpA3.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Terry98_dpA3.png|center]] | ||
|rowspan="2"|'''Rising Tackle (dp+P)'''<br>A lot of people freak out about this move as an anti-air, but I think D Power Dunk is better. The reason is that this move uses auto-guard rather than true invincibility, and some things can beat it. For example, Daimon can stick out a CD, get it auto-guarded, and cancel into his command roll and punish. Chris can actually dp+A throw a wakeup Rising Tackle. | |rowspan="2"|'''Rising Tackle (dp + P)'''<br>A lot of people freak out about this move as an anti-air, but I think D Power Dunk is better. The reason is that this move uses auto-guard rather than true invincibility, and some things can beat it. For example, Daimon can stick out a CD, get it auto-guarded, and cancel into his command roll and punish. Chris can actually dp + A throw a wakeup Rising Tackle. | ||
|- | |- | ||
! dp+[[image:snkc.gif]] | ! dp + [[image:snkc.gif]] | ||
|align="center"| 5/<br>4*1(2)2(2)2(2)2(2)2(2)2/<br>22+16 | |align="center"| 5/<br>4*1(2)2(2)2(2)2(2)2(2)2/<br>22+16 | ||
| | | | ||
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|valign="bottom" style="border-left:0px;"| [[image:Terry98_dpC3.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Terry98_dpC3.png|center]] | ||
|- | |- | ||
! <br>dp+[[image:snkb.gif]]<br><br> | ! <br>dp + [[image:snkb.gif]]<br><br> | ||
|align="center"| 6/4(19)12/17 | |align="center"| 6/4(19)12/17 | ||
| | | | ||
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|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Terry98_dpB1.png|center]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Terry98_dpB1.png|center]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Terry98_dpB2.png|center]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Terry98_dpB2.png|center]] | ||
|rowspan="2"|'''Power Dunk (dp+K)'''<br>D version is preferred. B version has invincible startup but doesn't anti-air as well due to its lower hitbox. D version is one of the best dp-style anti-airs in KOF98; not only is it invincible, it does very good damage and slams the opponent down, giving you a setup for whatever wakeup games you want (something you wont get from Iori's dp+C anti-air for example). | |rowspan="2"|'''Power Dunk (dp + K)'''<br>D version is preferred. B version has invincible startup but doesn't anti-air as well due to its lower hitbox. D version is one of the best dp-style anti-airs in KOF98; not only is it invincible, it does very good damage and slams the opponent down, giving you a setup for whatever wakeup games you want (something you wont get from Iori's dp + C anti-air for example). | ||
|- | |- | ||
! dp+[[image:snkd.gif]] | ! dp + [[image:snkd.gif]] | ||
|align="center"| 9/7(18)14/19 | |align="center"| 9/7(18)14/19 | ||
| | | | ||
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|colspan="10" align="center"| '''DM''' | |colspan="10" align="center"| '''DM''' | ||
|- | |- | ||
! <br> | ! <br>qcb db f + [[image:snka.gif]] | ||
|align="center"| 17/9/45 | |align="center"| 17/9/45 | ||
| | | | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="3" colspan="4" valign="bottom | |rowspan="3" colspan="4" valign="bottom"| [[image:Terry98_qcbhcfA.png|center]] | ||
|rowspan="3"|'''Power Geyser (qcb | |rowspan="3"|'''Power Geyser (qcb f + P)''' - This does have upper body invincibility on startup, but it's really slow and not really viable as an anti-air. Use it for combos when you want a bit more damage then normal. MAX version does 3 Geysers, and doesn't hit fully in the corner. | ||
|- | |- | ||
! <br> | ! <br>qcb db f + [[image:snkc.gif]] | ||
|align="center"| 18/9/49 | |align="center"| 18/9/49 | ||
| | | | ||
Line 351: | Line 352: | ||
| | | | ||
|- | |- | ||
! <br> | ! <br>qcb db f + [[image:punch.gif]] | ||
|align="center"| 18/46/36 | |align="center"| 18/46/36 | ||
| | | | ||
Line 357: | Line 358: | ||
| | | | ||
|- | |- | ||
! <br> | ! <br>qcf qcf + [[image:snkb.gif]] | ||
|align="center"| 6/53/33 | |align="center"| 6/53/33 | ||
| | | | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="3" colspan="4" valign="bottom | |rowspan="3" colspan="4" valign="bottom"| [[image:Terry98_qcfqcfb.png|center]] | ||
|rowspan="3"|'''High Angle Geyser (qcf | |rowspan="3"|'''High Angle Geyser (qcf qcf + K)''' - Does a bit more damage than Geyser actually, but doing it off of df + C is extremely difficult, so I didn't list those in the combos section. MAX version does a ton of damage but doesn't hit fully in the corner. | ||
|- | |- | ||
! <br> | ! <br>qcf qcf + [[image:snkd.gif]] | ||
|align="center"| 11/56/37 | |align="center"| 11/56/37 | ||
| | | | ||
Line 372: | Line 373: | ||
| | | | ||
|- | |- | ||
! <br> | ! <br>qcf qcf + [[image:kick.gif]] | ||
|align="center"| 8/78/35 | |align="center"| 8/78/35 | ||
| | | | ||
Line 380: | Line 381: | ||
|} | |} | ||
== Fastest Attacks == | |||
=== Ground === | |||
* 0F: C throw; D throw | |||
* 1F: - | |||
* 2F: - | |||
* 3F: '''cl.A'''; '''cl.C'''; '''cl.D'''; '''st.A'''; '''cr.A''', cr.B, '''df + C''' | |||
* 4F: '''cl.B''' | |||
* 5F: st.B; st.C; '''cr.C'''; qcb + B; dp + P | |||
* 6F: dp + B; DM qcf qcf + B | |||
* 7F: - | |||
* 8F: SDM qcf qcf + K | |||
* 9F: qcb + D; dp + D | |||
* 10F: '''cr.D''' | |||
=== Air === | |||
* 0F: - | |||
* 1F: - | |||
* 2F: - | |||
* 3F: j.B | |||
* 4F: j.A; j.C; j.D | |||
* 5F: | |||
* 6F: - | |||
* 7F: - | |||
* 8F: - | |||
* 9F: - | |||
* 10F: - | |||
== Combos == | == Combos == | ||
Some standard combos everyone should know. | Some standard combos everyone should know. | ||
*cr.B,cr.A | * Best jump-ins: | ||
** j.D (Can crossup.) | |||
* cl.D / cl.C (2 hits) > df + C (optional) > | |||
** (S)DM D High Angle Geyser (qcf qcf + D) | |||
** (S)DM C Power Geyser (qcb db f + C) | |||
** B Power Charge (hcf + B), [junggler] | |||
** qcb + A | |||
** qcf + A | |||
* cr.B, cr.A | |||
** df + C | |||
*** (S)DM D High Angle Geyser (qcf qcf + D) | |||
*** (S)DM C Power Geyser (qcb db f + C) | |||
*** B Power Charge (hcf + B), [junggler] | |||
*** qcb + A | |||
*** qcf + A | |||
** (S)DM B High Angle Geyser (qcf qcf + B) | |||
** dp + D | |||
** dp + C | |||
* cl.D > f + A (2 hits) > B Power Charge (hcf + B), sj.D | |||
Sets up a short hop crossup. | |||
* ... hcf + B, | |||
** dp + D (If not too far.) | |||
** dp + C (Must cancel from previous move.) | |||
** j.D (reset) | |||
Anytime you land a B Power Charge (hcf + B), you have 3 options: | |||
* sj.D, which is the least damage, but forces a reset and puts you right next them with a lot of advantage. | |||
* Cancel (>) into C Rising Tackle (dp + C). This only does a bit more damage than the above, and is a normal knockdown, which means they have the choice to roll or stay down. I don't recommend it. | |||
* D Power Dunk (dp + D). This only works if you're close. This does the best damage and forces a slam, so you can set up whatever you want; a crossup, meaty, short hop mixup, whatever. Usually the only situations where it doesn't connect is either of the first two combos I listed after a jump-in if you include the df + C. You can omit the df + C after a jump-in midscreen to connect it. | |||
*cl. | * Simple buffers: | ||
** cr.B, st.A / cl.A > (S)DM qcf qcf + B | |||
*** cr.B, qcf + A > qcf + B (As cr.B is not cancelable, qcf + A will chain into a normal attack.) | |||
** cl.B > (S)DM qcf qcf + B | |||
*** qcf + B > qcf + B | |||
** cl.D > (S)DM qcf qcf + D | |||
*** qcf + D > qcf + D | |||
The only reason I list Burn Knuckle (qcf + A) as a combo ender is because it's much easier to cancel from df + C than Power Charge (hcf + B). You should use Burn Knuckle at first for the cr.B combo, but practice comboing into Power Charge, as it's always a better combo option. Burn Knuckle even misses (is blockable) midscreen from the cr.B combo. | |||
The combo hard attack > df + C > qcb + A has less range, is harder and deals the same damage as hard attack > hcf + B, dp + D so no much reason to use the first. | |||
The (S)DM qcf qcf + D deals more damage than (S)DM qcb db f + C. But df + C > (S)DM qcb db f + C deals more damage than | |||
(S)DM qcf qcf + D. | |||
You can can combo into Power Geyser from any of this stuff, and it does just a bit more than a D Power Dunk ender. Since Terry is used as a battery, usually you won't be using it, but being aware of this combo option is good. | You can can combo into Power Geyser from any of this stuff, and it does just a bit more than a D Power Dunk ender. Since Terry is used as a battery, usually you won't be using it, but being aware of this combo option is good. | ||
{{ | Generally I recommend not using f + A in combos, as the damage sucks and it messes up the range for the Power Dunk ender off Power Charge. It does have one good use, which I noted in the last combo I listed as a crossup setup. Since you're further away when you land from the sj.D, you can short hop (sh) into sh.C/D and crossup a crouching opponent. | ||
Both SDMs will not do full hits in the corner, but this will not leave you vulnerable. | |||
{{StrategyCorner| | |||
* MAX: cl.D > {{hcf}} + B, {{dp}} + D | |||
deals ??? than | |||
* cl.D > {{qcf}} {{qcf}} + D | |||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | |||
}} | |||
== Links == | |||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] | ||
[[Category:Terry Bogard]] |
Latest revision as of 01:14, 1 February 2021
Terry Bogard
Terry is a true-blue red-blooded American himbo who likes Football, pizza, and beer. Since he is not Japanese, he isn't a top tier character, but he comes very close.
In a nutshell
Terry is a mid-to-close range pressure character, focusing on chunky block strings, guard breaking, and raw brute force rather than mixups. He is just under the top tier, and a good solid character for beginners to use in my opinion. He doesn't have many uses for meter, so he is best used as a battery/point character (ie the first character on your team). He doesn't require strong execution; the hardest common thing he has is + C combos.
Stand | Crouch | Jump | Run |
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Colors
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Movelist
Fastest Attacks
Ground
- 0F: C throw; D throw
- 1F: -
- 2F: -
- 3F: cl.A; cl.C; cl.D; st.A; cr.A, cr.B, df + C
- 4F: cl.B
- 5F: st.B; st.C; cr.C; qcb + B; dp + P
- 6F: dp + B; DM qcf qcf + B
- 7F: -
- 8F: SDM qcf qcf + K
- 9F: qcb + D; dp + D
- 10F: cr.D
Air
- 0F: -
- 1F: -
- 2F: -
- 3F: j.B
- 4F: j.A; j.C; j.D
- 5F:
- 6F: -
- 7F: -
- 8F: -
- 9F: -
- 10F: -
Combos
Some standard combos everyone should know.
- Best jump-ins:
- j.D (Can crossup.)
- cl.D / cl.C (2 hits) > df + C (optional) >
- (S)DM D High Angle Geyser (qcf qcf + D)
- (S)DM C Power Geyser (qcb db f + C)
- B Power Charge (hcf + B), [junggler]
- qcb + A
- qcf + A
- cr.B, cr.A
- df + C
- (S)DM D High Angle Geyser (qcf qcf + D)
- (S)DM C Power Geyser (qcb db f + C)
- B Power Charge (hcf + B), [junggler]
- qcb + A
- qcf + A
- (S)DM B High Angle Geyser (qcf qcf + B)
- dp + D
- dp + C
- df + C
- cl.D > f + A (2 hits) > B Power Charge (hcf + B), sj.D
Sets up a short hop crossup.
- ... hcf + B,
- dp + D (If not too far.)
- dp + C (Must cancel from previous move.)
- j.D (reset)
Anytime you land a B Power Charge (hcf + B), you have 3 options:
- sj.D, which is the least damage, but forces a reset and puts you right next them with a lot of advantage.
- Cancel (>) into C Rising Tackle (dp + C). This only does a bit more damage than the above, and is a normal knockdown, which means they have the choice to roll or stay down. I don't recommend it.
- D Power Dunk (dp + D). This only works if you're close. This does the best damage and forces a slam, so you can set up whatever you want; a crossup, meaty, short hop mixup, whatever. Usually the only situations where it doesn't connect is either of the first two combos I listed after a jump-in if you include the df + C. You can omit the df + C after a jump-in midscreen to connect it.
- Simple buffers:
- cr.B, st.A / cl.A > (S)DM qcf qcf + B
- cr.B, qcf + A > qcf + B (As cr.B is not cancelable, qcf + A will chain into a normal attack.)
- cl.B > (S)DM qcf qcf + B
- qcf + B > qcf + B
- cl.D > (S)DM qcf qcf + D
- qcf + D > qcf + D
- cr.B, st.A / cl.A > (S)DM qcf qcf + B
The only reason I list Burn Knuckle (qcf + A) as a combo ender is because it's much easier to cancel from df + C than Power Charge (hcf + B). You should use Burn Knuckle at first for the cr.B combo, but practice comboing into Power Charge, as it's always a better combo option. Burn Knuckle even misses (is blockable) midscreen from the cr.B combo.
The combo hard attack > df + C > qcb + A has less range, is harder and deals the same damage as hard attack > hcf + B, dp + D so no much reason to use the first.
The (S)DM qcf qcf + D deals more damage than (S)DM qcb db f + C. But df + C > (S)DM qcb db f + C deals more damage than
(S)DM qcf qcf + D.
You can can combo into Power Geyser from any of this stuff, and it does just a bit more than a D Power Dunk ender. Since Terry is used as a battery, usually you won't be using it, but being aware of this combo option is good.
Generally I recommend not using f + A in combos, as the damage sucks and it messes up the range for the Power Dunk ender off Power Charge. It does have one good use, which I noted in the last combo I listed as a crossup setup. Since you're further away when you land from the sj.D, you can short hop (sh) into sh.C/D and crossup a crouching opponent.
Both SDMs will not do full hits in the corner, but this will not leave you vulnerable.
Strategy Corner
- MAX: cl.D >
+ B,
+ D
deals ??? than
- cl.D >
+ D
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.