The King of Fighters '98/Terry: Difference between revisions

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Revision as of 10:21, 30 March 2013


The King of Fighters '98: The SlugfestKOF98Logo.png



Terry Bogard

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.

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.


Moves

Normals

Name
Command
Special Properties
Standing Light Punch
{{#motion: kof.lp }}
{{#motion: }}
Standing Light Kick
{{#motion: kof.lk }}
{{#motion: }}
Standing Heavy Punch
{{#motion: kof.sp }}
{{#motion: }}
Standing Heavy Kick
{{#motion: kof.sk }}
{{#motion: }}
Standing Blowback
{{#motion: kof.sp + kof.sk }}
{{#motion: }}
Close Light Punch
{{#motion: Close kof.lp }}
{{#motion: }}
Close Light Kick
{{#motion: Close kof.lk }}
{{#motion: }}
Close Heavy Punch
{{#motion: Close kof.sp }}
{{#motion: }}
Close Heavy Kick
{{#motion: Close kof.sk }}
{{#motion: }}
Crouching Light Punch
{{#motion: d kof.lp }}
{{#motion: }}
Crouching Light Kick
{{#motion: d kof.lk }}
{{#motion: }}
Crouching Heavy Punch
{{#motion: d kof.sp }}
{{#motion: }}
Crouching Heavy Kick
{{#motion: d kof.sk }}
{{#motion: }}
Jumping Light Punch
{{#motion: u kof.lp }}
{{#motion: }}
Jumping Light Kick
{{#motion: u kof.lk }}
{{#motion: }}
Jumping Heavy Punch
{{#motion: u kof.sp }}
{{#motion: }}
Jumping Heavy Kick
{{#motion: u kof.sk }}
{{#motion: }}
Jumping Blowback
{{#motion: u kof.sp + kof.sk }}
{{#motion: }}

Command Normals

Name
Command
Special Properties
{{#motion: f + kof.lp }}
{{#motion: cancel }}
{{#motion: d f + kof.sp }}
{{#motion: cancel }}

Throws

Name
Command
Special Properties
{{#motion: b or f + kof.sp }}
{{#motion: throw }}
{{#motion: b or f + kof.sk }}
{{#motion: throw }}

Special Moves

Name
Command
Special Properties
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}

Desperation Moves

Name
Command
Special Properties
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}

Move Analysis

Normals

  • Standing Light Punch (Snka.gif)-
  • Standing Light Kick (Snkb.gif)-
  • Standing Heavy Punch (Snkc.gif)-
  • Standing Heavy Kick (Snkd.gif)-
  • Standing Blowback (Snkc.gif + Snkd.gif)-
  • Close Light Punch (Close Snka.gif)-
  • Close Light Kick (Close Snkb.gif)-
  • Close Heavy Punch (Close Snkc.gif)-
  • Close Heavy Kick (Close Snkd.gif)-
  • Crouching Light Punch (Down.gif + Snka.gif)-
  • Crouching Light Kick (Down.gif + Snkb.gif)-
  • Crouching Heavy Punch (Down.gif + Snkc.gif)-
  • Crouching Heavy Kick (Down.gif + Snkd.gif)-
  • Jumping Light Punch (Up.gif + Snka.gif)-
  • Jumping Light Kick (Up.gif + Snkb.gif)-
  • Jumping Heavy Punch (Up.gif + Snkc.gif)-
  • Jumping Heavy Kick (Up.gif + Snkd.gif)-
  • Jumping Blowback (Up.gif + Snkc.gif Snkd.gif)-


Command Normals

  • f+A - Always cancelable on 2nd hit only...that's it I guess.
  • d/f+C - Fast, always cancelable, does good damage. Can be used as anti-air, and knocks down when used as such.

Throws

  • Left.gif OR Right.gif + Snkc.gif - Breakable, forward knockdown, face forward, rollable.
  • Left.gif OR Right.gif + Snkd.gif - Breakable, reverse knockdown, back turned, un-rollable.

D throw preferred unless you have them in the corner. Sets up a super jump crossup ambiguous roll, or whatever you want really.

Special Moves

Desperation Moves

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.