The King of Fighters '98/Terry

From SuperCombo Wiki
Terry98 stance.gif

Terry Bogard

KOF98 terry small.png

Terry is a true-blue red-blooded American himbo 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 Df.png + C combos.


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

Movelist

Frames Advantage Cancel Block Hitbox Notes
Normal Throws
b / f + Snkc.gif 0/-/- KD/- - Grab
Terry98 grab.png
Breakable, forward knockdown, face forward, rollable.
b / f + Snkd.gif 0/-/- KD/- - Grab Breakable, reverse knockdown, back turned, un-rollable.

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

Standing Close
Snka.gif 3/4/5 +3/+1 C HL
Terry98 clA.png
Chain: repeatable
Snkb.gif 4/5/7 0/-2 C HL
Terry98 clB.png
Chain: ender
Snkc.gif 3/3*7/15 -2/-4 C/C HL/HL
Terry98 clC1.png
Terry98 clC2.png
Fast, and 2 hits for easy comboing/hit-confirming
Snkd.gif 3/10/16 -6/-8 C HL
Terry98 clD.png
Terry's best meaty attack, it stays out forever. It also activates from further away then cl.C
Standing Far
Snka.gif 3/4/5 +3/+1 C HL
Terry98 stA.png
Chain: repeatable
Snkb.gif 5/3/11 -2/-4 - HL
Terry98 stB.png
A very fast long-range poke. Not cancelable, but a very good asset in between pressure to keep the opponent in place

Chain: ender

Snkc.gif 5/8/17 -5/-7 - HL
Terry98 stC.png
long poke. Interesting vs short hop.
Snkd.gif 13/3/22 -5/-7 - HL
Terry98 stD.png
Very long poke. Not cancelable.
Snkc.gif+Snkd.gif 23/3/23 KD/-4 C HL
Terry98 stCD.png
Goes over lows
Crouching
Snka.gif 3/5/5 +2/0 C HL
Terry98 crA.png
Chain: repeatable
Snkb.gif 3/3/8 +1/-1 - L
Terry98 crB.png
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

Chain: repeatable

Snkc.gif 5/8/14 -2/-4 C HL
Terry98 crC.png
Cancellable, decently fast and pretty good as a meaty. His longest range comboable move
Snkd.gif 10/8/22 KD/-12 C L
Terry98 crD.png
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
Jump
Snka.gif 4/7/- -/- - H
Terry98 jA.png
air-to-air move. Can be good to jump-in.
Snkb.gif 3/8/- -/- - H
Terry98 jB.png
Not used much, but is a great air-to-air move, and useful in some matchups, like backwards sj.B vs Choi
Snkc.gif 4/9/- -/- - H
Terry98 jC.png
Crosses up
Snkd.gif 4/7/- -/- - H
Terry98 jD.png
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. Terry's best Cross-up cause wider hitbox than j.C. Can be used as an instant overhead (ie jump back+D)
Snkc.gif+Snkd.gif 16/4/- KD/- - HL
Terry98 jCD.png
Command Normals
f + Snka.gif 11/3(3)3/26 -12/-14 -/S HL/HL
Terry98 fA1.png
Terry98 fA2.png
long range poke. Cancelable on combo.
df + Snkc.gif 3/3+3/24 -10/-12 S HL
Terry98 dfC1.png
Terry98 dfC2.png
Anti-air. Used after a cr.A. Cancelable to special and DM moves.
Special Moves

qcf + Snka.gif

15/12/24 HL
Terry98 qcfP3.png
Terry98 qcfP4.png
Power Wave (qcf + P)
Good for blockstrings or as a really safe wakeup meaty from a short distance. Surprisingly good at keeping people on the ground.
qcf + Snkc.gif 19/12/26 HL
Terry98 qcfP3.png
Terry98 qcfP4.png

qcb + Snka.gif

13/10/18 HL
Terry98 qcbP.png
Burn Knuckle (qcb + P)
A version safe from around 2 character distances away, C version safe on block from full screen only pretty much. A version is a common pressure tool against most characters, as it's safe, sets up a good distance on block, and is a good preventative anti-air. Against some characters can be asking to get hit though; Chris (cr.D), Leona (cr.D), Chin (cr.C/anything?), or Choi (anything) for example can easily crouch under it or hit it for free when used as a 'safe' block string ender.
qcb + Snkc.gif 20/19/20 HL

hcf + Snkb.gif

11/4/19 HL
Terry98 hcfK.png
Power Charge (hcf + K)
B version always preferred over D. Faster, safer, all combo options available after. This is a better move than Burn Knuckle in every way except preventative anti-air. Better combo options, safe as the safest Burn Knuckle on block but at any distance, hitbox is very low so those key characters can't counter it so easily. This is the #1 reason why normal Terry is better than RB2 Terry. After hcf + B gets blocked, you have a ton of options to keep your opponent in place such as st.B, qcb + A, qcb + B, another hcf + B etc. It gives a great setup to see what your opponent does after blocking and mixup accordingly. If you get them afraid enough, you can even use it to set up a crossup. You can use this move as a long range poke/punisher as well against things that require something fast and long range.
hcf + Snkd.gif 16/4/24 HL

qcb + Snkb.gif

5/4*3*3*2/8+13 HL
Terry98 qcfK1.png
Terry98 qcfK2.png
Crack Shoot (qcb + K)
B version usually preferred, but D version can be used as a higher anti-air I suppose. This move works best as a preventative anti-air that's not extremely risky on block. It's definitely not a move you should be looking to get blocked, though.
qcb + Snkd.gif 9/8*7*3*2/6+13 HL
Terry98 qcfK3.png
Terry98 qcfK4.png

dp + Snka.gif

5/
4*1(2)2(2)2(2)1/
20+14
HL
Terry98 dpA1.png
Terry98 dpA2.png
Terry98 dpA3.png
Rising Tackle (dp + P)
A lot of people freak out about this move as an anti-air, but I think D Power Dunk is better. The reason is that this move uses auto-guard rather than true invincibility, and some things can beat it. For example, Daimon can stick out a CD, get it auto-guarded, and cancel into his command roll and punish. Chris can actually dp + A throw a wakeup Rising Tackle.
dp + Snkc.gif 5/
4*1(2)2(2)2(2)2(2)2(2)2/
22+16
HL
Terry98 dpC1.png
Terry98 dpC2.png
Terry98 dpC3.png

dp + Snkb.gif

6/4(19)12/17 HL
Terry98 dpB1.png
Terry98 dpB2.png
Power Dunk (dp + K)
D version is preferred. B version has invincible startup but doesn't anti-air as well due to its lower hitbox. D version is one of the best dp-style anti-airs in KOF98; not only is it invincible, it does very good damage and slams the opponent down, giving you a setup for whatever wakeup games you want (something you wont get from Iori's dp + C anti-air for example).
dp + Snkd.gif 9/7(18)14/19 HL
Terry98 dpD1.png
Terry98 dpB2.png
DM

qcb db f + Snka.gif
17/9/45 HL
Terry98 qcbhcfA.png
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.

qcb db f + Snkc.gif
18/9/49

qcb db f + Punch.gif
18/46/36

qcf qcf + Snkb.gif
6/53/33 HL
Terry98 qcfqcfb.png
High Angle Geyser (qcf qcf + K) - Does a bit more damage than Geyser actually, but doing it off of df + 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.

qcf qcf + Snkd.gif
11/56/37

qcf qcf + Kick.gif
8/78/35

Fastest Attacks

Ground

  • 0F: C throw; D throw
  • 1F: -
  • 2F: -
  • 3F: cl.A; cl.C; cl.D; st.A; cr.A, cr.B, df + C
  • 4F: cl.B
  • 5F: st.B; st.C; cr.C; qcb + B; dp + P
  • 6F: dp + B; DM qcf qcf + B
  • 7F: -
  • 8F: SDM qcf qcf + K
  • 9F: qcb + D; dp + D
  • 10F: cr.D

Air

  • 0F: -
  • 1F: -
  • 2F: -
  • 3F: j.B
  • 4F: j.A; j.C; j.D
  • 5F:
  • 6F: -
  • 7F: -
  • 8F: -
  • 9F: -
  • 10F: -

Combos

Some standard combos everyone should know.


  • Best jump-ins:
    • j.D (Can crossup.)


  • cl.D / cl.C (2 hits) > df + C (optional) >
    • (S)DM D High Angle Geyser (qcf qcf + D)
    • (S)DM C Power Geyser (qcb db f + C)
    • B Power Charge (hcf + B), [junggler]
    • qcb + A
    • qcf + A


  • cr.B, cr.A
    • df + C
      • (S)DM D High Angle Geyser (qcf qcf + D)
      • (S)DM C Power Geyser (qcb db f + C)
      • B Power Charge (hcf + B), [junggler]
      • qcb + A
      • qcf + A
    • (S)DM B High Angle Geyser (qcf qcf + B)
    • dp + D
    • dp + C


  • cl.D > f + A (2 hits) > B Power Charge (hcf + B), sj.D

Sets up a short hop crossup.


  • ... hcf + B,
    • dp + D (If not too far.)
    • dp + C (Must cancel from previous move.)
    • j.D (reset)

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 (>) 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 if you include the df + C. You can omit the df + C after a jump-in midscreen to connect it.


  • Simple buffers:
    • cr.B, st.A / cl.A > (S)DM qcf qcf + B
      • cr.B, qcf + A > qcf + B (As cr.B is not cancelable, qcf + A will chain into a normal attack.)
    • cl.B > (S)DM qcf qcf + B
      • qcf + B > qcf + B
    • cl.D > (S)DM qcf qcf + D
      • qcf + D > qcf + D


The only reason I list Burn Knuckle (qcf + A) as a combo ender is because it's much easier to cancel from df + C than Power Charge (hcf + B). 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.


The combo hard attack > df + C > qcb + A has less range, is harder and deals the same damage as hard attack > hcf + B, dp + D so no much reason to use the first.


The (S)DM qcf qcf + D deals more damage than (S)DM qcb db f + C. But df + C > (S)DM qcb db f + C deals more damage than (S)DM qcf qcf + D.


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.


Both SDMs will not do full hits in the corner, but this will not leave you vulnerable.


Strategy Corner

  • MAX: cl.D > Hcf.png + B, Dp.png + D

deals ??? than

  • cl.D > Qcf.png Qcf.png + D

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.

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