Fatal Fury Special/Terry Bogard

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Introduction

Strengths Weaknesses
  • Well-rounded, has tools for every situation
  • Easy commands
  • Great combo potential
  • Doesn’t really shine in any category, moves are about average
  • Strangely low amount of dizzy points
  • Struggles against good zoners

Moves List

Credit to MiddleKick for all notes on each move.

Normals

Move Name Notes
Standing/Crouching A With its rapid-fire ability it's used for close poking where you can attempt a throw once they're relaxed enough; if you sense they'll try to counter your throw, link in a crouching A x 1~2- crouching C-> B Crack Shoot combo. This only whiffs against a handful of characters when crouching: Mai and the old geezers. The crouching A has similar uses.
Far Standing B Outside of a GA, this is Terry's only anti-air normal. It's decent, but you have to position yourself in such a way that a: it doesn't whiff and b: you don't get the close version.
Crouching C A great combo move because it links easily from any version of his A (jumping, crouching, standing) and combos easily into his A Burn Knuckle and B Crack Shoot. This also has its own specific uses - like being able to beat Billy's Sansestu Kon (c,b,f+punch) both on reaction, depending on distance; and by throwing the punch before Billy's attack appears.
Crouching D Terry's main mid-distance poking weapon. Very good reach and because it can be canceled, allows him to get right in the opponent's face and start his rush patterns. Your most frequent cancels should be into his B or D Crack Shoot. And for special purposes, an A Power Wave when your opponent expects the Crack Shoot or an A Burn Knuckle. The A Burn Knuckle whiffs against the smaller characters such as Mai and the old geezers, where you can throw them the instant you land. A mix-up tactic similar to SF Boxer's crouching attack-> whiffed Dash Upper-> throw. Mix this up further by not going for the throw and use a crouching A, then a throw instead.
Close Standing D Great for combos and plenty of stun (8 points?); also allows easy hit-confirms from the second hit.
Jumping B Great against anti-air sliding attacks; mix-up by landing into a throw or an A x n-> crouching C combo.
Jumping D Can cross-up, and is useful for the occasional A Power Wave-> opponent jumps-> anti-air jumping D trap.
Guard Attack This uppercut is great for opponents who try rush with body projectile moves: Burn Knuckle, Crack Shoot, Tung's Senshippo(qcb+p), Laurence's Bloody Spin. Also a good anti-air. Like all GAs it has upper body invincibility and can be canceled.

Throw

Buster Throw
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
- - - - - - - - - -

Terry's Throw.

Special Moves

Move Name Motion Notes
Power Wave QCF + P Cannot be GA'ed through. When used at some distance it can be followed up with a Crack Shoot for a 2-hit combo or as a pressure tactic (the Crack Shoots hits while the opponent is in block-stun). The A version comes out quicker but travels slower; C version comes out slower but travels faster. The A version will combo in special circumstances: opponent dizzy, back facing Terry, in the corner.
Burning Knuckle QCB + P The A version is safe when spaced so it barely hits, but your options are limited from that position. Very quick and can be used to punish blocked moves such as Cheng's Belly Blast (d,u+p), both versions of the Bloody Sabre and the A version of the Rising Tackle. The C version is only safe when blocked at a full-screen's distance. It's okay to use once in a while during full-screen A Power Wave volleys. Can be used to retaliate after a blocked Kim Hisho Kyaku (jump d+kick), even beating the extra kick that Kim can perform as he's landing.
Rising Tackle Charge D,U + P The A version is a quick DP-like move with great reach thanks to the fist that Terry stretches out. Will go through close energy projectiles and hit cleanly, knocking them down. Wake-up and anti-air functions available as well. Up to 3 hits when blocked. May be safe from punishment against some characters when all 3 hits are blocked; Bear?
Crack Shoot QCB,UB + K Terry's breadwinner. Great trap and mix-ups. Can travel over projectiles cleanly when performed before the projectile materializes: Hurricane Upper, Mai's fan, Jubei's Cookie Cutter, Geese's A Reppu Ken; Power Wave, Krauser's Low Blitz Ball and perhaps more. Safe when blocked except for a handful of instances. The D version has more start-up than the B version but is safer when blocked and leaves Terry at a further distance. The B version is great to combo from his crouching C. When the B Crack Shoot is blocked, Terry is vulnerable to Cheng's B tumble attack, Duck, Jubei's and Bear's command throw. Even if it hits, say from a crouching C-> B Crack Shoot combo, he is still vulnerable to the throws. Take caution. Both versions hit twice hit depending on character and distance.

Super Move

Move Name Motion Notes
Power Geyser QCB,DB,F + B+C Will absorb projectiles. Anti-air. Mix in between your Power Waves when at some distance. And mix-up with a crouching D-> A Power Wave and crouching D-> Power Geyser. Great for a corner, meaty block-damage pressure sequence, where you recover while the opponent is in block-stun from the Geyser so you can lock them down with crouching A-> crouching C-> Crack Shoot etc.

* Power Geyser will absorb projectiles.

Combos

Combo Damage Stun Notes
Jumping D > Close C (2 hits) > Burn Knuckle (A) or Crack Shoot (B)
(Cross Up D or B Line Attack) > Close A x 1-4 >cr.C > Burn Knuckle (A) or Crack Shoot (B)
Close Standing A(xN) > Far Standing A(xN) > Crouching C > B Crack Shoot
Close Standing A(xN) > Far Standing A(xN) > Crouching D
Near Full Screen Power Wave > C Burn Knuckle or D Crack Shoot
Cross Up Jumping D > Crouching A > Crouching C(1 Hit) > D Crack Shoot or C Rising Tackle; Crouching Opponents Only
cr.A x 1-3 > cr.C > Crack Shoot (B) (works against smaller characters)
Power Wave (from a distance) > Burn Knuckle (C) or Crack Shoot (D)
Cross Up D > Close Standing B > B Crack Shoot(2 Hits)

Strategies

Overview

Basics

Standing/Crouching A

  • With its rapid-fire ability it's used for close poking where you can attempt a throw once they're relaxed enough; if you sense they'll try to counter your throw, link in a crouching A x 1~2- crouching C-> B Crack Shoot combo. This only whiffs against a handful of characters when crouching: Mai and the old geezers. The crouching A has similar uses.

Far Standing B

  • Outside of a GA, this is Terry's only anti-air normal. It's decent, but you have to position yourself in such a way that a: it doesn't whiff and b: you don't get the close version.

Crouching C

  • A great combo move because it links easily from any version of his A (jumping, crouching, standing) and combos easily into his A Burn Knuckle and B Crack Shoot. This also has its own specific uses - like being able to beat Billy's Sansestu Kon (c,b,f+punch) both on reaction, depending on distance; and by throwing the punch before Billy's attack appears.

Crouching D

  • Terry's main mid-distance poking weapon. Very good reach and because it can be canceled, allows him to get right in the opponent's face and start his rush patterns. Your most frequent cancels should be into his B or D Crack Shoot. And for special purposes, an A Power Wave when your opponent expects the Crack Shoot or an A Burn Knuckle. The A Burn Knuckle whiffs against the smaller characters such as Mai and the old geezers, where you can throw them the instant you land. A mix-up tactic similar to SF Boxer's crouching attack-> whiffed Dash Upper-> throw. Mix this up further by not going for the throw and use a crouching A, then a throw instead.

Close Standing C

  • Great for combos and plenty of stun (8 points?); also allows easy hit-confirms from the second hit.

Jumping B

  • Great against anti-air sliding attacks; mix-up by landing into a throw or an A x n-> crouching C combo.

Jumping D

  • Can cross-up, and is useful for the occasional A Power Wave-> opponent jumps-> anti-air jumping D trap.

Guard Attack

  • This uppercut is great for opponents who try rush with body projectile moves: Burn Knuckle, Crack Shoot, Tung's Senshippo(qcb+p), Laurence's Bloody Spin. Also a good anti-air. Like all GAs it has upper body invincibility and can be canceled.

Line Blast

  • Terry's Line Blast is like A3 A-Charlie's standing Forward but without the mobility and with a fair bit of wind-up animation; it's great for beating all sliding attacks (Duck, Laurence, Jubei and Joe) and once in full swing, will beat low-to-the-ground crouching kicks from Bear, Geese and Mai. Also has great priority and makes a decent meaty. The move will still execute if performed from a crouching position, and as such allows Terry to keep his charge for a Rising Tackle. The move is quicker on the rear plane but may not have the same hit box properties as the front plane version.

Power Wave

  • Cannot be GA'ed through. When used at some distance it can be followed up with a Crack Shoot for a 2-hit combo or as a pressure tactic (the Crack Shoots hits while the opponent is in block-stun). The A version comes out quicker but travels slower; C version comes out slower but travels faster. The A version will combo in special circumstances: opponent dizzy, back facing Terry, in the corner.

Burning Knuckle

  • The A version is safe when spaced so it barely hits, but your options are limited from that position. Very quick and can be used to punish blocked moves such as Cheng's Belly Blast (d,u+p), both versions of the Bloody Sabre and the A version of the Rising Tackle. The C version is only safe when blocked at a full-screen's distance. It's okay to use once in a while during full-screen A Power Wave volleys. Can be used to retaliate after a blocked Kim Hisho Kyaku (jump d+kick), even beating the extra kick that Kim can perform as he's landing.

Rising Tackle

  • The A version is a quick DP-like move with great reach thanks to the fist that Terry stretches out. Will go through close energy projectiles and hit cleanly, knocking them down. Wake-up and anti-air functions available as well. Up to 3 hits when blocked. May be safe from punishment against some characters when all 3 hits are blocked; Bear?

Crack Shoot Terry's breadwinner. Great trap and mix-ups. Can travel over projectiles cleanly when performed before the projectile materializes: Hurricane Upper, Mai's fan, Jubei's Cookie Cutter, Geese's A Reppu Ken; Power Wave, Krauser's Low Blitz Ball and perhaps more. Safe when blocked except for a handful of instances. The D version has more start-up than the B version but is safer when blocked and leaves Terry at a further distance. The B version is great to combo from his crouching C. When the B Crack Shoot is blocked, Terry is vulnerable to Cheng's B tumble attack, Duck, Jubei's and Bear's command throw. Even if it hits, say from a crouching C-> B Crack Shoot combo, he is still vulnerable to the throws. Take caution. Both versions hit twice hit depending on character and distance.

Power Geyser

  • Will absorb projectiles. Anti-air. Mix in between your Power Waves when at some distance. And mix-up with a crouching D-> A Power Wave and crouching D-> Power Geyser. Great for a corner, meaty block-damage pressure sequence, where you recover while the opponent is in block-stun from the Geyser so you can lock them down with crouching A-> crouching C-> Crack Shoot etc.

Credit to MiddleKick

Match-ups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
Controls
Notation
System
FAQ
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Ryo Sakazaki
Terry Bogard
Tung Fu Rue
Wolfgang Krauser