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= Introduction = | = Introduction = | ||
[[ | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
|- | |||
| colspan="2" | [[File:CVS2_Terry_SNK_Art.jpg|frameless|250px]] | |||
|- | |||
| colspan="2" | Health (at Ratio 2) | |||
|- | |||
| 14400 || Above Average | |||
|- | |||
| colspan="2" | Stun | |||
|- | |||
| 70 || Average | |||
|- | |||
| colspan="2" | Dash Length | |||
|- | |||
| 15 Frames || Short | |||
|- | |||
| colspan="2" | Dash Type | |||
|- | |||
| Hop || Corpse Hop=Yes, Proj. Hop=No | |||
|- | |||
| colspan="2" | Run Speed | |||
|- | |||
| 8.8 || Above Average | |||
|- | |||
| colspan="2" | Roll Distance | |||
|- | |||
| 120 pixels || Medium | |||
|- | |||
| colspan="2" | Roll Duration | |||
|- | |||
| 25f || Short | |||
|- | |||
| colspan="2" | Wakeup Speed compared to Ryu | |||
|- | |||
| 2f || Below Average | |||
|} | |||
== Story == | |||
Terry Bogard. Poster boy of SNK and one of the most recognizable faces in fighting game history. He made his debut as the protagonist of Fatal Fury: King of Fighters, one of SNK's earliest fighting games and the first that majorly put them on the map. Since then, Terry has appeared in a ton of SNK games, advertisements, merchandise, and of course is a constant face in the King of Fighters. Terry himself is an All-American honest man. He's kind and strong, and isn't afraid to get into a fight here and there. In his original series, Fatal Fury, he was after Geese Howard for the murder of his adoptive father Jeff Bogard. However, after Geese's death, Terry took in Geese's son Rock Howard and raised him. | Terry Bogard. Poster boy of SNK and one of the most recognizable faces in fighting game history. He made his debut as the protagonist of Fatal Fury: King of Fighters, one of SNK's earliest fighting games and the first that majorly put them on the map. Since then, Terry has appeared in a ton of SNK games, advertisements, merchandise, and of course is a constant face in the King of Fighters. Terry himself is an All-American honest man. He's kind and strong, and isn't afraid to get into a fight here and there. In his original series, Fatal Fury, he was after Geese Howard for the murder of his adoptive father Jeff Bogard. However, after Geese's death, Terry took in Geese's son Rock Howard and raised him. | ||
== Gameplay == | |||
In CvS2, Terry is an easy all-rounder with some annoying tools and close range moves. His Crack Shoot is a powerful special that will absolutely knowledge check new players into the ground, and is still difficult to really stop at any level. His buttons like 2HK, 2HP, and 2MP are basic but very solid normals that allow him to poke a bit and safely approach. Burn Knuckle is a forward travelling special that can punish a lot of things but is very risky. While many of his tools may resemble your classic shoto, his fireball is a grounded one making it more suited for meaty pressure and close-range cancels instead of zoning. His anti-airs aren't bad, but his Rising Tackle requires you to charge and his best normal anti-air involves a 3 input. He lacks any close-range mixups as well, having no standing overheads and only normal throws, and his straightforward and predictable gameplan makes for similarly straightforward gameplans for your opponents. | In CvS2, Terry is an easy all-rounder with some annoying tools and close range moves. His Crack Shoot is a powerful special that will absolutely knowledge check new players into the ground, and is still difficult to really stop at any level. His buttons like 2HK, 2HP, and 2MP are basic but very solid normals that allow him to poke a bit and safely approach. Burn Knuckle is a forward travelling special that can punish a lot of things but is very risky. While many of his tools may resemble your classic shoto, his fireball is a grounded one making it more suited for meaty pressure and close-range cancels instead of zoning. His anti-airs aren't bad, but his Rising Tackle requires you to charge and his best normal anti-air involves a 3 input. He lacks any close-range mixups as well, having no standing overheads and only normal throws, and his straightforward and predictable gameplan makes for similarly straightforward gameplans for your opponents. | ||
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P-Terry is easily the worst Terry. While he appreciates shorthop, parry isn't directly useful for him and having little access to supers is a big struggle, and the lack of any other powerful mechanics for Terry to use makes him very unfit for P-Groove. | P-Terry is easily the worst Terry. While he appreciates shorthop, parry isn't directly useful for him and having little access to supers is a big struggle, and the lack of any other powerful mechanics for Terry to use makes him very unfit for P-Groove. | ||
= | {{ProConTable | ||
|pros= | |||
* Simple to use moveset means you can easily pick Terry up and start playing him | |||
* Plenty of forward moving specials that can be annoying for players to deal with, like Crack Shoot and Burn Knuckle | |||
* Great super in Buster Wolf, which has high damage potential and is easily confirmed into | |||
|cons= | |||
* Without meter, his damage and combo potential is underwhelming. Notably, he has no realistic light confirm to use without Buster Wolf, limiting his offense | |||
* Very weak mix, no standing overheads and lows are only scary with meter | |||
* His main anti-air and reversal is a charge move, and his main normal anti-air is a 3 input, making his anti-airs committal and strange to use | |||
* Many of his tools are simply sub-par and outclassed, forcing him to focus on his normals, super, and what good specials he does have | |||
}} | |||
= Normal Moves = | = Normal Moves = | ||
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= Advanced Strategy = | = Advanced Strategy = | ||
== Groove-Specific Strategy == | |||
=== <span class="invisible-header">C-Groove</span> === | |||
[[File:Cvs2 C-Groove Label.png|frameless|left]][[File:CVS2 CGrooveBar.png|frameless|right]] | |||
---- | |||
<br> | |||
'''In C-Groove''' | |||
---- | |||
'''Against C-Groove''' | |||
=== <span class="invisible-header">A-Groove</span> === | |||
[[File:Cvs2 A-Groove Label.png|frameless|left]][[File:CVS2 AGrooveBar.png|frameless|right]] | |||
---- | |||
<br> | |||
'''In A-Groove''' | |||
---- | |||
'''Against A-Groove''' | |||
=== <span class="invisible-header">P-Groove</span> === | |||
[[File:Cvs2 P-Groove Label.png|frameless|left]][[File:CVS2 PGrooveBar.png|frameless|right]] | |||
---- | |||
<br> | |||
'''In P-Groove''' | |||
---- | |||
'''Against P-Groove''' | |||
=== <span class="invisible-header">S-Groove</span> === | |||
[[File:Cvs2 S-Groove Label.png|frameless|left]][[File:CVS2 SGrooveBar.png|frameless|right]] | |||
---- | |||
<br> | |||
'''In S-Groove''' | |||
---- | |||
'''Against S-Groove''' | |||
=== <span class="invisible-header">N-Groove</span> === | |||
[[File:Cvs2 N-Groove Label.png|frameless|left]][[File:CVS2 NGrooveBar.png|frameless|right]] | |||
---- | |||
<br> | |||
'''In N-Groove''' | |||
---- | |||
'''Against N-Groove''' | |||
=== <span class="invisible-header">K-Groove</span> === | |||
[[File:Cvs2 K-Groove Label.png|frameless|left]][[File:CVS2 KGrooveBar.png|frameless|right]] | |||
---- | |||
<br> | |||
'''In K-Groove''' | |||
---- | |||
'''Against K-Groove''' | |||
=== Video Guide === | |||
<youtube>?v=7yOUqHSkPxs</youtube> | |||
== | == Colors == | ||
[[File:Terry_CvS2_colors.png]] | |||
{{Navbox-CvS2}} | {{Navbox-CvS2}} | ||
[[Category:Capcom vs SNK 2]] | [[Category:Capcom vs SNK 2]] |
Revision as of 01:41, 10 June 2022
Introduction
Story
Terry Bogard. Poster boy of SNK and one of the most recognizable faces in fighting game history. He made his debut as the protagonist of Fatal Fury: King of Fighters, one of SNK's earliest fighting games and the first that majorly put them on the map. Since then, Terry has appeared in a ton of SNK games, advertisements, merchandise, and of course is a constant face in the King of Fighters. Terry himself is an All-American honest man. He's kind and strong, and isn't afraid to get into a fight here and there. In his original series, Fatal Fury, he was after Geese Howard for the murder of his adoptive father Jeff Bogard. However, after Geese's death, Terry took in Geese's son Rock Howard and raised him.
Gameplay
In CvS2, Terry is an easy all-rounder with some annoying tools and close range moves. His Crack Shoot is a powerful special that will absolutely knowledge check new players into the ground, and is still difficult to really stop at any level. His buttons like 2HK, 2HP, and 2MP are basic but very solid normals that allow him to poke a bit and safely approach. Burn Knuckle is a forward travelling special that can punish a lot of things but is very risky. While many of his tools may resemble your classic shoto, his fireball is a grounded one making it more suited for meaty pressure and close-range cancels instead of zoning. His anti-airs aren't bad, but his Rising Tackle requires you to charge and his best normal anti-air involves a 3 input. He lacks any close-range mixups as well, having no standing overheads and only normal throws, and his straightforward and predictable gameplan makes for similarly straightforward gameplans for your opponents.
Terry is a very simple fighter that has solid and reliable strengths alongside a great special in Crack Shoot, and respectable damage output with meter. He struggles with lacking diverse tools outside of Crack Shoot and his lack of mixups means that landing that hit is much harder to do. Solid buttons and good spacing are what make Terry work.
Groove Selection
Terry performs his best in K or N groove, and choosing between the two is important as they have noticable strengths over eachother. Most would agree that K-Terry is better, as Rage makes his damage output much scarier and consistent access to level 3 Buster Wolf makes moves like 2MP/2MK much scarier. Terry has many ways to confirm into level 3 Buster Wolf as well, so in general his close range becomes much better. N-Terry loses consistent level 3 access but in exchange has rolls. While it is a bit more gimmicky than the solid and reliable damage of K-Terry, N-Terry can roll cancel specials like Crack Shoot and Burn Knuckle to make them reliable punishes, especially against fireballs. Being able to make the already strong Crack Shoot invincible is a boon for N-Terry. Both grooves give him run and hop, making his weaker mixup game much more present and letting him land more hits.
C-Terry is also very popular, with very consistent access to meter for his supers. Buster Wolf already allows for followups, but level 2 Power Geyser is a bit scarier now. While he does lose hops, Terry's dash isn't bad at all and lets him utilize corpse hop mix after Medium Burn Knuckle. A-Terry is similarly strong, Custom Combo is a powerful mechanic for any character and Terry's CC is no joke. S-Terry is a bit more gimmicky but not bad on his own, as level 1 Buster Wolf racks his damage up and having infinite level 1 Power Geyser's makes his anti-air much better. Terry can also more safely take advantage of meter charge, as he already has to stay patient in neutral. S-Terry is mostly held back by S Groove and its lack of options.
P-Terry is easily the worst Terry. While he appreciates shorthop, parry isn't directly useful for him and having little access to supers is a big struggle, and the lack of any other powerful mechanics for Terry to use makes him very unfit for P-Groove.
Strengths | Weaknesses |
---|---|
|
|
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
3HP
Throws
4/6HP
4/6HK
Special Moves
Power Wave
Burn Knuckle
Rising Tackle
Crack Shot
Power Dunk
Supers
Power Geyser
Buster Wolf
The Basics
Bread and Butter Combos
All damage values were recorded with a Ratio 2 C-Terry vs a Ratio 2 C-Ryu at full health.
All combos will be written using Numpad Notation. If you're having trouble reading numpad, refer to this visual aide.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
2LK > 2LK > 2LK > 5LK | Anywhere | 1050 | 10 | Very Easy | Without meter, this is about your best from 2LK. Very simple combo, builds good meter, and you can easily add a 236236K to the end. |
2LK > 2LK > 2LK > 214LK | Anywhere | 630 | 6 | Very Easy | A more gimmicky light combo, as 214LK won't actually combo but it will make them block and leave you very safe. Don't use this too often, especially against P/K Groove. |
2LP, 3HP > 214LP | Anywhere | 3045 | 29 | Medium | A slightly difficult link from 2P. Requires you to be close to the opponent, so very situational, but it is great damage from lights. |
cl.HP(1) > 3HP > 214LP | Anywhere | 3150 | 30 | Easy | Target Combo into 214LP. Decent damage and good punish combo, what you want to land without meter. |
cl.HP > 214MP | Anywhere | 2940 | 28 | Very Easy | Cancel into 214MP. Does less damage than the above combo, but 214MP gives a better knockdown and corner carry. Can't do Target Combo into 214MP. |
j.HK, cl.HP > 214LP | Anywhere | 3990 | 38 | Very Easy | After any heavy jump-in you're too far out for Target Combo, so just do this instead. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
2LK > 2LK > 5LK > 236236K, 214HP/[2]8HP | Anywhere | 4541/5433/6851 | 26 | Easy | Basic light confirm into super. Very versatile, can be done with only 2LK or with only 5LK and works from very far out. You can do this combo easily by doing 2LK, 236LK, 236K. The [2]8HP followup is corner only, and you have to get all hits for it to do more damage. |
cl.HP > 236236K, 214HP/[2]8HP | Anywhere | 5040/5932/7350 | 12 | Very Easy | A simple heavy into super. Getting both hits of cl.HP makes it very very easy to do this combo, and it does very good damage. |
2MK > 236236K, 214HP/[2]8HP | Anywhere | 4620/5591/7008 | 8 | Easy | Poke into super. Can do the super as a bit of a late cancel to hitconfirm, nice for footsies. |
Advanced Strategy
Groove-Specific Strategy
C-Groove
In C-Groove
Against C-Groove
A-Groove
In A-Groove
Against A-Groove
P-Groove
In P-Groove
Against P-Groove
S-Groove
In S-Groove
Against S-Groove
N-Groove
In N-Groove
Against N-Groove
K-Groove
In K-Groove
Against K-Groove