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This guy with the cool hat is Terry Bogard, the main character from the [[Fatal Fury]] series, and that game made him popular. He is known as one of the "Lonely Wolves"(Or hungry), with the other two being [[Joe 02|Joe Higashi]], his friend, and [[Andy 02|Andy Bogard]], his brother(Sadly, those two aren't in this game, but [[Mai Shiranui (SvC)|Mai]] is looking for Andy here). Here, he isn't that hard to play, mainly because he is like his KoF 2002 version, but better. Now for his pros and cons. | This guy with the cool hat is Terry Bogard, the main character from the [[Fatal Fury]] series, and that game made him popular. He is known as one of the "Lonely Wolves"(Or hungry), with the other two being [[Joe 02|Joe Higashi]], his friend, and [[Andy 02|Andy Bogard]], his brother(Sadly, those two aren't in this game, but [[Mai Shiranui (SvC)|Mai]] is looking for Andy here). Here, he isn't that hard to play, mainly because he is like his KoF 2002 version, but better. Now for his pros and cons. | ||
'''''The Lonely Wolf's Good and Bad things''''' | '''''The Lonely Wolf's Good and Bad things:''''' | ||
''Good Things:'' | ''Good Things:'' |
Revision as of 22:14, 29 August 2016
Introduction
This guy with the cool hat is Terry Bogard, the main character from the Fatal Fury series, and that game made him popular. He is known as one of the "Lonely Wolves"(Or hungry), with the other two being Joe Higashi, his friend, and Andy Bogard, his brother(Sadly, those two aren't in this game, but Mai is looking for Andy here). Here, he isn't that hard to play, mainly because he is like his KoF 2002 version, but better. Now for his pros and cons.
The Lonely Wolf's Good and Bad things:
Good Things:
- Very easy to learn(And one of the best characters in the game);
- Has a fast projectile;
- Has varied Specials/Supers for many situations;
- Has easy and effective combos, no matter the mode(He is very combo friendly here, I'm serious);
- Can combo after the Exceed;
- Can juggle after his Crack Shoot(If it hits the opponent in the air);
- Can MAX cancel his Supers/Exceed(Which is very unique for him).
Bad Things:
- It's hard to combo after the Exceed(Unlike Geese), but don't worry, he still can;
- His Maximum Mode combos are mainly to use on the corner;
- Exceed can be hard to do(It has a very different input);
- Crack Shoot can whiff on small hitbox characters;
- On his Triple Geyser Super, if you miss the timing for the followups, they won't combo.
Moves List
Normal Moves
s.LP - (Far) A fast punch that can be normal canceled, and can chain into any Light Attack(But it's hard to combo with the Lights after it). If you want to combo with it, cancel it into his Command Move, and then do a special move. (Close) Has good reach, can link(And combo) into any Light Attack, and can be normal canceled. Can whiff on some small hitbox(Or some crouching) characters.
s.LK - (Far) Just a kick for poking. Can't be normal canceled, and can't chain into the Lights. (Close) Just a knee. It has the same properties as the cl.LP, but can't whiff on small hitbox chars.
s.HP - (Far) A very fast punch that cannot be normal canceled. You won't need it that much. (Close) For combo purposes. It does 2 hits, and you can cancel(And combo) any of them into nearly any Command/Special/Super/Exceed move.
s.HK - (Far) A kick with good angle for anti-airing the opponent. Can't be normal canceled, but Terry will move a little forward during the move. (Close) A simple cancelable kick. Use it like the cl.HP. (Note: This one does more damage, and the cl.HP is the easier for doing combos)
j.LP - The Diagonal and the Neutral versions are the same. Looks like a fast chop, but won't stay for a long time. You can use it as an air-to-air attack, but... You'll need timing to do that.
j.LK - The Diagonal and the Neutral versions are the same. Kick with nice reach, and stays for a decent time. You can use it as a jump-in attack, or even on air-to-air situations. On the corner, it can whiff the opponent.
j.HP - The Diagonal and the Neutral versions are the same. Good punch for comboing, and you can even crossup with it! But you can do the same thing with the below, so...
j.HK - (Diagonal) Kick with great reach, and can crossup the opponent. Generally, it is used as that attack to begin combos. (Neutral) Kick aiming up. Use it if your opponent is higher(In the air, I mean) than you. You can use it as a neutral jump-in attack too, but that would be a little risky.
cr.LP - Very good punch for comboing. Generally used after a cr.LK, and canceled into his Command Move to begin his combos. Can chain into other Light Attacks too.
cr.LK - Terry's Light Attack chain starter, mainly because it hits low. Chain it into a cr.LP, and you'll be fine. Can be normal canceled too.
cr.HP - Just for doing combos while preparing to cancel it into something.
cr.HK - Cancelable sweep move. Simple to use. Cancel it into a Special Move when you need meter. You can use it as a low-hitting poke too.
Command Moves
Rising Upper
- DF+HP - For comboing purposes. It has great startup, so it will connect after any cancelable normal(And you can cancel it, to make things better).
Special Moves
Power Wave
- QCF+LP - Terry's classic ground projectile. It's very fast here, and can be used on basic combos, or as a meaty attack on the opponent's wakeup. Terry can't MAX cancel moves into it(But why he would?).
Round Wave
- QCF+HP - A stronger version of the projectile. It can't combo from the normals/Command Move, sadly, but you can normal cancel it, which is strange. When it hits, your opponent will go to the air, and you can juggle after it(Just cancel it). Generally, the players cancel it into a LK Crack Shoot, because on the corner, you can juggle after the Crack Shoot hits, which is good(See his combos section for more details). On MAXIMUM Mode, you can cancel this move into his Supers/Exceed. Note that Terry will move forward during the move.
Burn Knuckle
- QCB+P - Another classic move. Terry will rush forward while doing a punch. Use it on combo purposes only(Or by hitting with the final attack frames).
Crack Shoot
- QCB+K - The classic Crack Shoot. Use the LK version only, because it's the only version that can actually combo. The button pressed will determine the distance Terry will move. If it hits the opponent in the air, and you're on the corner, you'll have the opportunity to juggle your opponent with something.
Power Dunk
- DP+K - Can be used to anti-air. The second hit will do a hard knockdown on the opponent. On combos, you can normal cancel any move into it(Assuming the move is cancelable, obviously).
Rising Tackle
- Charge d, u+P - Another anti-air. You can use it like Guile's Flash/Somersault Kick(Just sit there and wait for a jump). The first hit of it can be MAX canceled too(Leading for a corner loop).
Super Moves
Buster Wolf
- QCF(2x)+P - Clearly Terry's best Super. Why? It's 100% safe on block(If it whiffs, it's not 100% safe, but it still can be. I think it's still safe if the opponents GCFs it), and many players love to abuse of it, due to this feature. You can use this if you need to punish from a certain distance(Like if the opponent used a teleport, or even if he/she does a random move from far away), because it's a very fast move. On MAXIMUM Mode, you can cancel the first hit(Only), which is interesting.
High Angle Geyser
- QCF(2x)+K - Just a combo for punishing. It's unsafe, but Terry can MAX cancel the first two hits(It's said that he can cancel the 3rd hit, but I couldn't get it).
Power Geyser
- QCB, db, f+P - Super projectile, safe anti-air move, and Terry's most damaging Super(Considering the followups). It won't be good if you don't know how to do the followups below(Learn them just if you want). If you think that this move has a strange input, just do QCB, HCF+P.
- Follow ups:
- Double Geyser
- QCF+P - This is the most important follow up. To do this one, do the input right after the flash animation. On the corner, you can juggle after it hits(With any Super), which is a lead for damaging combos in, and outside of MAXIMUM Mode(Terry can MAX cancel his Supers, so...).
- Triple Geyser
- QCF+P - This is just a finisher. To do it, just wait a split time after the second Geyser. You can't do things after it, but it will add more damage to the Super(Making it Terry's most damaging one, and one of the most damaging in the game).
- Double Geyser
- Follow ups:
Exceed
Rising Beat
- QCB, f+LK+HP - Terry will rush, but it won't do so much damage. It will only be good if you follow it up.
- Rising Beat Finish
- LP, LP, LK, LK, HP, HP, HK, HK, QCB+HP+HK - The possible followup for the Exceed above, and it's where it does damage. On the 5th hit(Considering the first hit of the "Rising Beat above, that means the second LK), you can do any combo, unlike Geese's(On his Exceed, he can do any combo from any hit), and won't pass over projectiles, again, unlike Geese. But it has a good thing, Terry can MAX cancel any hit(Not the first/last hits), meaning that on the last upper of this Exceed, you can begin doing your stuff in MAXIMUM Mode(Terry's MAXIMUM Mode options are incredible). You won't need the finisher that much, no matter the mode(It's a little hard to do it after the last upper too).
- Rising Beat Finish
The Basics
Some combos (Without MAXIMUM Mode)
[Jumping Attack],Close C,df+A,qcb+A
cr.B,cr.A,d charge u+P
(Corner) cl.C, df+C, qcb,db,f+P, qcf+P, pause, qcf,qcf+P
Advanced Strategy
Some combos (With MAXIMUM Mode)
cr.B, cr.A, df+C, d charge u+P MC qcb+D, qcb,dbf+P, qcf+P, qcf+P.
(crossup j.D),cr.B,cr.A,df+C,(d charge u+P MC qcb+B)x n to corner, qcb,db,f+P,qcf+P, qcfqcf+P
(Corner)cl.D, (dp+D MC qcf+C MC qcb+B) x 3, qcb,db,f+P, qcfqcf+P