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! Crouch | ! Crouch | ||
! Jump | ! Jump | ||
! Run | ! Run | ||
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|valign="bottom"| [[image:Terry98_crouch.png]] | |valign="bottom"| [[image:Terry98_crouch.png]] | ||
|valign="bottom"| [[image:Terry98_jump.png]] | |valign="bottom"| [[image:Terry98_jump.png]] | ||
|valign="bottom"| [[image:Terry98_run.png]] | |valign="bottom"| [[image:Terry98_run.png]] | ||
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| [[image:Terry98_colorD.png]] | | [[image:Terry98_colorD.png]] | ||
|} | |} | ||
==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
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!colspan="4"| Hitbox | !colspan="4"| Hitbox | ||
! Notes | ! Notes | ||
|- | |||
|colspan="10" align="center"| '''Normal Throws''' | |||
|- | |||
! b/f+[[image:snkc.gif]] | |||
|align="center"| 0/-/- | |||
|align="center"| KD/- | |||
|align="center"| | |||
|align="center"| Grab | |||
|rowspan="2" colspan="4" | [[image:Terry98_grab.png|center]] | |||
|Breakable, forward knockdown, face forward, rollable. | |||
|- | |||
! b/f+[[image:snkd.gif]] | |||
|align="center"| 0/-/- | |||
|align="center"| KD/- | |||
|align="center"| | |||
|align="center"| Grab | |||
|Breakable, reverse knockdown, back turned, un-rollable.<br> | |||
Preferred unless you have them in the corner. Sets up a super jump crossup ambiguous roll, or whatever you want really. | |||
|- | |- | ||
|colspan="10" align="center"| '''Standing Close''' | |colspan="10" align="center"| '''Standing Close''' |
Revision as of 04:31, 2 June 2014
Terry Bogard
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.
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 d/f+C combos.
Stand | Crouch | Jump | Run |
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Colors
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Movelist
Desperation Moves
- 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.
- High Angle Geyser (qcf,qcf+K) - Does a bit more damage than Geyser actually, but doing it off of d/f+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.
Combos
Some standard combos everyone should know.
- cl.C (2 hits),d/f+C (optional) xx B Power Charge (hcf+B)/Power Geyser (qcb,f+C)/High Angle Geyser (qcf,qcf+K)
- cr.B,cr.A,d/f+C xx B Power Charge (hcf+B)/A Burn Knuckle (qcb+A)/Power Geyser (qcb,f+P)
- cl.D,d/f+C (optional) xx Power Charge (hcf+B)/A Burn Knuckle (qcb+A)/Power Geyser (qcb,f+P)
- cl.D,f+A (2 hits) xx Power Charge (hcf+B), sj.D (sets up a sh crossup)
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 (xx) 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. You can substitute a close D xx Power Charge (hcf+B) after a jump-in midscreen to connect it.
The only reason I list Burn Knuckle as a combo ender is because it's much easier to cancel from d/f+C than Power Charge. 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.
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.