The King of Fighters 2003/Terry: Difference between revisions

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[[Image:KoF2003Portrait04-Terry.png|right]]
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{| class="wikitable" style="float:right; margin-left: 10px;"
|-
! align="center" colspan="2" | 伝説の狼, The Legendary Wolf
|-
! align="center" colspan="2" | [[Image:KoF2003Portrait04-Terry.png|center]]
|-
| '''Tier Placement''' || B
|-
| '''Ratio Cost (Sarsen)''' || 3 Points (4 Points Leader) of 15
|-
| '''Ratio Cost (China)''' || 5 Points of 20
|-
| '''Best Position''' || Point
|-
| '''Good LDM?''' || Great
|-
| '''Crouch Height''' || Medium
|-
| '''Wakeup Speed''' || 26 Frames
|-
| '''Stun Value''' || 900
|-
|}


==Introduction==
==Introduction==
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{{ ProConTable
{{ ProConTable
| pros=
| pros=
* placeholder
* strong,easy hit confirms
* good buttons
* good team synergy
* versatile and easy to learn
* above average dmg
| cons=
| cons=
* placeholder
* specials aren’t that good when compared to other characters
* honest mix-ups
* overhead is slow
* can’t pressure as well as he used to
}}
}}


==Data==
'''UNDER CONSTRUCTION'''
===Colors===
===Colors===
'''UNDER CONSTRUCTION'''
'''UNDER CONSTRUCTION'''
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=== Normals ===
=== Normals ===
==== Far Normals ====
==== Far Normals ====
 
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==== Close Range Normals ====
==== Close Range Normals ====
 
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==== Crouching Normals ====
==== Crouching Normals ====
 
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==== Neutral Jumping Normals ====
==== Neutral Jumping Normals ====
 
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==== Diagonal Jump Normals ====
==== Diagonal Jump Normals ====
 
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===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=dj.C
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
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|image=
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=== Throws ===
=== Throws ===
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Buster Throw
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}/{{Icon-SNK|d}}
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}/{{Icon-SNK|d}}
|data=
|data=
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=== MSA ===
=== MSA ===
 
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|image=
|image=
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=== Command Normals ===
=== Command Normals ===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Combination Blow
|input=After cl.C > {{Motion|6}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Rising Upper
|input={{Motion|3}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Backspin Kick
|input={{Motion|6}}{{Icon-SNK|b}}
|input={{Motion|3}}{{Icon-SNK|d}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
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=== Special Moves ===
=== Special Moves ===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Power Wave
|input=
|input={{Motion|236}}[[File:P.png]]
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
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}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Power Charge
|input=
|input={{Motion|41236}}{{Icon-SNK|b}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
  |version=
  |version=Power Charge
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
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  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
|description=
  }}
  }}
  {{AttackData-KoF03
  {{AttackData-KoF03
  |version=
  |version=Tsuika Nyuuryoku (1st hit)
|subtitle={{Motion|6}}{{Motion|6}}{{Icon-SNK|b}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
{{AttackData-KoF03
|version=Tsuika Nyuuryoku (2nd hit)
|subtitle={{Motion|6}}{{Motion|6}}{{Icon-SNK|b}}
|damage=-
|b. damage=0
|stun=-
  |cancel=  
  |guard=  
  |guard=  
  |startup=
  |startup=
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  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=  
  |description=
  }}
  }}
}}
}}


 
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{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Power Charge
|input=
|input={{Motion|41236}}{{Icon-SNK|d}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=Power Charge
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
{{AttackData-KoF03
|version=Tsuika Nyuuryoku (1st hit)
|subtitle={{Motion|6}}{{Motion|6}}{{Icon-SNK|d}}
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
{{AttackData-KoF03
|version=Tsuika Nyuuryoku (2nd hit)
|subtitle={{Motion|6}}{{Motion|6}}{{Icon-SNK|d}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel=  
  |guard=  
  |guard=  
  |startup=
  |startup=
  |active=
  |active=-
  |recovery=
  |recovery=-
  |total=
  |total=
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=  
  |description=
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Crack Shoot
|input=
|input={{Motion|214}}[[File:K.png]]
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version={{Icon-SNK|b}}
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
{{AttackData-KoF03
|version={{Icon-SNK|d}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
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}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Burn Knuckle
|input=
|input={{Motion|214}}[[File:P.png]]
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version={{Icon-SNK|a}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
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  |active=-
  |active=-
  |recovery=-
  |recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
{{AttackData-KoF03
|version={{Icon-SNK|c}}
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
  |total=
  |total=
  |advHit=
  |advHit=
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}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Power Dunk
|input=
|input={{Motion|623}}[[File:K.png]]
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=Power Dunk B
|subtitle={{Motion|623}}{{Icon-SNK|b}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
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  |description=  
  |description=  
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=
|input=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=Power Dunk D
|subtitle={{Motion|623}}{{Icon-SNK|d}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard= Throw
  |guard=
  |startup=-
  |startup=-
  |active=-
  |active=-
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  |description=  
  |description=  
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=
|input=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=Break
|subtitle={{Icon-SNK|a}}{{Icon-SNK|b}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard=  
  |guard=
  |startup=
  |startup=-
  |active=-
  |active=-
  |recovery=-
  |recovery=-
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  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=  
  |description=* Cancels the first hit of Power Dunk like Garou: MOTW, but also has Terry perform a forwards dash.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=
|input=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=Break Shoot
|subtitle={{Motion|214}}{{Icon-SNK|b}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
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  |cancel=
  |cancel=
  |guard=
  |guard=
  |startup=
  |startup=-
  |active=-
  |active=-
  |recovery=-
  |recovery=-
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  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=  
  |description=* Only follow up off of Power Dunk break. Cannot be done with D.
  }}
  }}
}}
}}


=== Super Moves ===
=== Super Moves ===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Power Geyser
|input=
|input={{Motion|214}}{{Motion|1}}{{Motion|6}}[[File:P.png]]
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
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===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Buster Wolf
|input=
|input={{Motion|236}}{{Motion|236}}[[File:K.png]]
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
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=== LDM ===
=== LDM ===
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Power Stream
|input=
|input={{Motion|214}}{{Motion|41236}}{{Icon-SNK|a}}{{Icon-SNK|c}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
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}}
}}


==Battle==
==Combos==
'''UNDER CONSTRUCTION'''
'''BnBs:'''
* (j.X,) cl.C, df./f.C, qcb~db~f P / qcf x2 K
 
* cr.B, cr.A, qcf x2 K
 
* cr.B, df.C, qcb~db~f P / qcf x2 K
 
* cr.B, cr.A, dp K
:Only works on back hit, whiffs otherwise. Unlikely you'll ever have a chance to use this.
 
* (j.X,) [cr.B, cr.A,] / [cl.C,] f.C/df.C/D, qcb A / hcf D~ff.D~ff.D / hcf D~ff.D, (SC) qcb~db~f P / hcf D~ff.D, (SC) qcf x2 K
:B version of hcf B rekka will whiff on the final hit, so only use D. Conversely, the first hit will whiff if Terry uses the df.D command normal. On back hit, B is less likely to whiff, but don't bother anyways. Off of a cr.B, cr.A starter, df.C will whiff so only default to df.D.
 
* (j.X,) cl.C, command normal, qcf C
 
* cl.C, dp K~AB Break, (Almost) Anything
:DP K Break gives Terry the ability to juggle into anything. This is pretty good for a few reasons (mainly MSA) and helps an otherwise lackluster character stand out more, but there's a few things to keep in mind.
:* Terry can only combo the first hit of B rekka, so don't use it. D rekka completely whiffs and pushes him past the opponent.
:* Deep in the corner, Power Geyser will completely whiff because Terry is too close to the opponent. This is because the hitbox has a small gap in front of Terry.
:* Terry can combo into both Crack Shoot B and D. However, the timing for each one is different. Terry needs to cancel Break ASAP if he opts for qcb B, otherwise it whiffs. However, Break does not allow Terry to cancel into qcb D, yet it is still possible to whiff. The D version must be done with the opponent closer to the ground in order for it to connect, in other words a slight delay. He can also potentially whiff one of the hits to get 2 hits instead of 3 hits off qcb D.
::* Furthermore, Terry can combo into Buster Wolf after qcb B. Timing is very strict, however.
:* Terry can combo into Buster Wolf, however he needs to delay this slightly. If he does it too early, the second hit will whiff.
:* Terry can combo into LDM, however it is possible to do it too early and whiff two hits. As long as LDM is delayed slightly, the last two hits will not whiff.
 
'''MSA Starters:'''
* cl.C, dp K~AB Break, MSA


===''Attack Strings''===
* (Corner) cl.C, dp K~AB Break, qcb B, MSA
'''UNDER CONSTRUCTION'''


==Combos==
'''MSA Enders:'''
'''UNDER CONSTRUCTION'''


==Strategy==
==Strategy==

Latest revision as of 22:11, 10 September 2022

伝説の狼, The Legendary Wolf
KoF2003Portrait04-Terry.png
Tier Placement B
Ratio Cost (Sarsen) 3 Points (4 Points Leader) of 15
Ratio Cost (China) 5 Points of 20
Best Position Point
Good LDM? Great
Crouch Height Medium
Wakeup Speed 26 Frames
Stun Value 900

Introduction

「 Terry Bogard 」

Strengths Weaknesses
  • strong,easy hit confirms
  • good buttons
  • good team synergy
  • versatile and easy to learn
  • above average dmg
  • specials aren’t that good when compared to other characters
  • honest mix-ups
  • overhead is slow
  • can’t pressure as well as he used to

Colors

UNDER CONSTRUCTION

Movelist

UNDER CONSTRUCTION

Normals

Far Normals

st.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Close Range Normals

cl.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Crouching Normals

cr.A
D.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cr.B
D.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - - - - - - - - -

cr.C
D.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - None - - - - - - -

cr.D
D.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - - - - - - KD - -


Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.B
U.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.C
U.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.D
U.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Throws

Buster Throw
B.png/F.png+Kof.sp.png/Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - - - -

MSA

MSA Startup
Qcf.png+Kof.lk.pngKof.sp.png/Kof.sp.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - Strike/Projectile

MSA Entry
After MSA
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Command Normals

Combination Blow
After cl.C > F.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Rising Upper
Df.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Backspin Kick
Df.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Special Moves

Power Wave
Qcf.pngP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Power Charge
Hcf.pngKof.lk.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Power Charge - - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Tsuika Nyuuryoku (1st hit)
F.pngF.pngKof.lk.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Tsuika Nyuuryoku (2nd hit)
F.pngF.pngKof.lk.png
- - - - - - - - - - - - - - - -

Power Charge
Hcf.pngKof.sk.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Power Charge - - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Tsuika Nyuuryoku (1st hit)
F.pngF.pngKof.sk.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Tsuika Nyuuryoku (2nd hit)
F.pngF.pngKof.sk.png
- - - - - - - - - - - - - - - -

Crack Shoot
Qcb.pngK.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - - Mid - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - - Mid - - - - - - - - - - - - -

Burn Knuckle
Qcb.pngP.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - - Mid - - - - - - - - - - - - -

Power Dunk
Dp.pngK.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Power Dunk B
Dp.pngKof.lk.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Power Dunk D
Dp.pngKof.sk.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Break
Kof.lp.pngKof.lk.png
- - - - - - - - - - - - - - - -
  • Cancels the first hit of Power Dunk like Garou: MOTW, but also has Terry perform a forwards dash.
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Break Shoot
Qcb.pngKof.lk.png
- - - - - - - - - - - - - - - -
  • Only follow up off of Power Dunk break. Cannot be done with D.

Super Moves

Power Geyser
Qcb.pngDb.pngF.pngP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Buster Wolf
Qcf.pngQcf.pngK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

LDM

Power Stream
Qcb.pngHcf.pngKof.lp.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Combos

BnBs:

  • (j.X,) cl.C, df./f.C, qcb~db~f P / qcf x2 K
  • cr.B, cr.A, qcf x2 K
  • cr.B, df.C, qcb~db~f P / qcf x2 K
  • cr.B, cr.A, dp K
Only works on back hit, whiffs otherwise. Unlikely you'll ever have a chance to use this.
  • (j.X,) [cr.B, cr.A,] / [cl.C,] f.C/df.C/D, qcb A / hcf D~ff.D~ff.D / hcf D~ff.D, (SC) qcb~db~f P / hcf D~ff.D, (SC) qcf x2 K
B version of hcf B rekka will whiff on the final hit, so only use D. Conversely, the first hit will whiff if Terry uses the df.D command normal. On back hit, B is less likely to whiff, but don't bother anyways. Off of a cr.B, cr.A starter, df.C will whiff so only default to df.D.
  • (j.X,) cl.C, command normal, qcf C
  • cl.C, dp K~AB Break, (Almost) Anything
DP K Break gives Terry the ability to juggle into anything. This is pretty good for a few reasons (mainly MSA) and helps an otherwise lackluster character stand out more, but there's a few things to keep in mind.
  • Terry can only combo the first hit of B rekka, so don't use it. D rekka completely whiffs and pushes him past the opponent.
  • Deep in the corner, Power Geyser will completely whiff because Terry is too close to the opponent. This is because the hitbox has a small gap in front of Terry.
  • Terry can combo into both Crack Shoot B and D. However, the timing for each one is different. Terry needs to cancel Break ASAP if he opts for qcb B, otherwise it whiffs. However, Break does not allow Terry to cancel into qcb D, yet it is still possible to whiff. The D version must be done with the opponent closer to the ground in order for it to connect, in other words a slight delay. He can also potentially whiff one of the hits to get 2 hits instead of 3 hits off qcb D.
  • Furthermore, Terry can combo into Buster Wolf after qcb B. Timing is very strict, however.
  • Terry can combo into Buster Wolf, however he needs to delay this slightly. If he does it too early, the second hit will whiff.
  • Terry can combo into LDM, however it is possible to do it too early and whiff two hits. As long as LDM is delayed slightly, the last two hits will not whiff.

MSA Starters:

  • cl.C, dp K~AB Break, MSA
  • (Corner) cl.C, dp K~AB Break, qcb B, MSA

MSA Enders:

Strategy

UNDER CONSTRUCTION

Match Up

UNDER CONSTRUCTION

Kof03bar01ash.jpg

| - Ash:

Kof03bar02duolon.jpg

| - Duo Lon:

Kof03bar03shen.jpg

| - Shen:

Kof03bar04terry.jpg

| - Terry:

Kof03bar05joe.jpg

| - Joe:

Kof03bar06tizoc.jpg

| - Tizoc:

Kof03bar07ryo.jpg

| - Ryo:

Kof03bar08Robert.jpg

| - Robert:

Kof03bar09Yuri.jpg

| - Yuri:

Kof03bar10Kim.jpg

| - Kim:

Kof03bar11Chang.jpg

| - Chang:

Kof03bar12Jhun.jpg

| - Jhun:

Kof03bar13Leona.jpg

| - Leona:

Kof03bar14Ralf.jpg

| - Ralf:

Kof03bar15Clark.jpg

| - Clark:

Kof03bar16Gato.jpg

| - Gato:

Kof03bar17Billy.jpg

| - Billy:

Kof03bar18Yamazaki.jpg

| - Yamazaki:

Kof03bar19King.jpg

| - King:

Kof03bar20Mai.jpg

| - Mai:

Kof03bar21Mary.jpg

| - Mary:

Kof03bar22Benimaru.jpg

| - Benimaru:

Kof03bar23Shingo.jpg

| - Shingo:

Kof03bar24Daimon.jpg

| - Daimon:

Kof03bar25Athena.jpg

| - Athena:

Kof03bar26Hinako.jpg

| - Hinako:

Kof03bar27Malin.jpg

| - Malin:

Kof03bar28K'.jpg

| - K':

Kof03bar29Maxima.jpg

| - Maxima:

Kof03bar30Whip.jpg

| - Whip:

Kof03bar31Kyo.jpg

| - Kyo:

Kof03bar33Chizuru.jpg

| - Chizuru:

Kof03bar34KUSANAGI.jpg

| - KUSANAGI:

Kof03bar35Maki.jpg

| - Maki:

Kof03bar36Adelheid.jpg

| - Adelheid:

Kof03bar37Mukai.jpg

| - Mukai:


Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Ash
Athena
Benimaru
Billy
Chang
Chizuru
Clark
Daimon
Duo Lon
Gato
Hinako
Iori
Jhun
Joe
K'
Kim
King
Kusanagi
Kyo
Leona
Mai
Malin
Mary
Maxima
Ralf
Robert
Ryo
Shen
Shingo
Terry
Tizoc
Whip
Yamazaki
Yuri
Console/Cheats/Rom Hacks Only
Adelheid
Maki
Mukai