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

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==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]==
==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]==
Normal moves are identical to regular [[Terry Bogard (KoF '98)|Terry]].
{|border="1"
{|border="1"
!
!
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! Notes
! Notes
|-
|-
|colspan="10" align="center"| '''Normal Throws'''
|colspan="10" align="center"| '''Special Moves'''
|-
 
! 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'''
|-
! [[image:snka.gif]]
|align="center"| 3/4/5
|align="center"| +3/+1
|align="center"| C,S,Su
|align="center"| HL
|colspan="4" | [[image:Terry98_clA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| 4/5/7
|align="center"| 0/-2
|align="center"| C,S,Su
|align="center"| HL
|colspan="4" | [[image:Terry98_clB.png|center]]
|
|-
! [[image:snkc.gif]]
|align="center"| 3/3*7/15
|align="center"| -2/-4
|align="center"| C,S,Su
|align="center"| HL
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Terry98_clC1.png|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Terry98_clC2.png|center]]
|Fast, and 2 hits for easy comboing/hit-confirming
|-
! [[image:snkd.gif]]
|align="center"| 3/10/16
|align="center"| -6/-8
|align="center"| C,S,Su
|align="center"| HL
|colspan="4"| [[image:Terry98_clD.png|center]]
|Terry's best meaty attack, it stays out forever. It also activates from further away then cl.C
|-
|colspan="10" align="center"| '''Standing Far'''
|-
! [[image:snka.gif]]
|align="center"| 3/4/5
|align="center"| +3/+1
|align="center"| C,S,Su
|align="center"| HL
|colspan="4" | [[image:Terry98_stA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| 5/3/11
|align="center"| -2/-4
|
|align="center"| HL
|colspan="4" | [[image:Terry98_stB.png|center]]
|A very fast long-range poke. Not cancelable, but a very good asset in between pressure to keep the opponent in place
|-
! [[image:snkc.gif]]
|align="center"| 5/8/17
|align="center"| -5/-7
|
|align="center"| HL
|colspan="4" | [[image:Terry98_stC.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"| 13/3/22
|align="center"| -5/-7
|
|align="center"| HL
|colspan="4"| [[image:Terry98_stD.png|center]]
|
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
|align="center"| 23/3/23
|align="center"| KD/-4
|align="center"| C,S,Su
|align="center"| HL
|colspan="4"| [[image:Terry98_stCD.png|center]]
|align="center"| Goes over lows
|-
|colspan="10" align="center"| '''Crouching'''
|-
! [[image:snka.gif]]
|align="center"| 3/5/5
|align="center"| +2/0
|align="center"| C,S,Su
|align="center"| HL
|colspan="4" | [[image:Terry98_crA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| 3/3/8
|align="center"| +1/-1
|
|align="center"| L
|colspan="4" | [[image:Terry98_crB.png|center]]
|Standard cr.B, a fast low that can be chained into cr.A, then df+C into pretty much anything as noted in the combo section
|-
! [[image:snkc.gif]]
|align="center"| 5/8/14
|align="center"| -2/-4
|align="center"| C,S,Su
|align="center"| HL
|colspan="4" | [[image:Terry98_crC.png|center]]
|Cancellable, decently fast and pretty good as a meaty. His longest range comboable move
|-
! [[image:snkd.gif]]
|align="center"| 10/8/22
|align="center"| KD/-12
|align="center"| C,S,Su
|align="center"| L
|colspan="4" | [[image:Terry98_crD.png|center]]
|Slow but cancellable. Easy to whiff cancel, so it is not bad for mid-range zoning by whiff-canceling into qcb+B or qcb+A in case your opponent jumps
|-
|colspan="10" align="center"| '''Jump'''
|-
! [[image:snka.gif]]
|align="center"| 4/7/-
|align="center"| -/-
|
|align="center"| H
|colspan="4" | [[image:Terry98_jA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| 3/8/-
|align="center"| -/-
|
|align="center"| H
|colspan="4" | [[image:Terry98_jB.png|center]]
|Not used much, but is a great air-to-air move, and useful in some matchups, like backwards sj.B vs Choi
|-
! [[image:snkc.gif]]
|align="center"| 4/9/-
|align="center"| -/-
|
|align="center"| H
|colspan="4" | [[image:Terry98_jC.png|center]]
|Crosses up
|-
! [[image:snkd.gif]]
|align="center"| 4/7/-
|align="center"| -/-
|
|align="center"| H
|colspan="4" | [[image:Terry98_jD.png|center]]
|You'll see this one used more than any of his other jump attacks by most players. Great air-to-air and air-to-ground. Crosses up. Can be used as an instant overhead (ie jump back+D)
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
|align="center"| 16/4/-
|align="center"| KD/-
|
|align="center"| HL
|colspan="4"| [[image:Terry98_jCD.png|center]]
|
|-
|colspan="10" align="center"| '''Command Normals'''
|-
! f+[[image:snka.gif]]
|align="center"| 11/3(3)3/26
|align="center"| -12/-14
|align="center"| S,Su
|align="center"| HL
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Terry98_fA1.png|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Terry98_fA2.png|center]]
|
|-
! df+[[image:snkc.gif]]
|align="center"| 3/3+3/24
|align="center"| -10/-12
|align="center"| S,Su
|align="center"| HL
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Terry98_dfC1.png|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Terry98_dfC2.png|center]]
|
|}
|}



Revision as of 22:20, 7 May 2018

Terry98 stance.gif

Introduction

Stand Crouch Jump Run
Terry98 stand.png Terry98 crouch.png Terry98 jump.png Terry98 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Terry98 colorA.png Terry98 colorB.png Terry98 colorC.png Terry98 colorD.png

Gameplay Overview

Real Bout 2 Terry its a solid balanced character that loses his High Angle Geyser and but have a great Power Charge substitute, there is no much difference from the KOF98 version.

Movelist

Normal moves are identical to regular Terry.

Frames Advantage Cancel Block Hitbox Notes
Special Moves

Combos

C, Fwd+A, Hcf+D, Dwn (hold), Up+C

C, Dwn/Fwd+C, Hcf+D, Dwn (hold), Up+C


Dwn+B, Dwn+A, Up+C