

Terry Bogard
In a nutshell
Quite the renowned character, this SNK hero makes his inevitable return. Although Terry is a straight forward, pressure character, he isn't quite adept as Kyo or Iori in regards to breaking an opponent's ability to guard and
attacks (not to say he can't do that kind of offensive pressure at all.) In return, Terry has strong game plan based around chunky block-strings and good frame traps that breaks the opponent's guard gauge. Overall he's a simple character and is a great character for beginners and experienced players alike.
Video Walkthrough
Move List
Normal Moves
Console Changes
- Far standing
has faster recovery.
- Standing
has increased active frames.
- Added new target combo: cr.
> cr.
. It is cancelable.
- Buster Wolf's (
+
) dashing speed is now identical to the EX version. The invincibility is the same as before.
- Trinity Geyser's (
+
) hitbox has been changed so that it actually hits 3 times.
- Power Geyser can be max canceled.
Combos
Standard starters:
- cl.
/cl.
,
+
- optimal combo starter
- cr.
, cr.
, cr.
, st.
- hit confirmable, cancel string
- cr.
, cr.
> cr.
- target combo
- (opponent crouching)
+
- you can follow up after you hit an opponent overhead with this
0% Drive
- Leaves Terry at point blank range with +0 Frame Advantage
cr., cr.
, cr.
, st.
xx
+
- (238)
cr., cr.
, cr.
, st.
xx
+
- (254)
cr., cr.
, cr.
, st.
xx
+
- (398)
50% Drive
0 Bar
cl./
+
xx
+
+
, charge
,
+
- (384)
(near corner) cl./
,
+
xx
+
+
, st.
- (313)
(corner only) cl./
,
+
xx
+
+
, charge
,
+
- (337)
(crouching) +
, cl.
/
,
+
xx
+
charge
,
+
= (311/317)
(crouching) +
, cl.
/
,
+
xx
+
+
, st.
= (335/342)
1 Bar
cl./
,
+
xx
+
+
,
+
- (341)
cl./
,
+
xx
+
+
, charge
,
+
- (384)
cl./
,
+
xx
+
,
charge
,
+
- (338)
(corner only) cr., cr.
, cr.
, st.
xx
+
charge
,
+
- (324)
- Doing this combo in Mid-screen is preferred, some of the hits will whiff in the corner.
(corner only) cl./
,
+
xx
+
+
, charge
,
+
- (465)
- Corner variation of the previous combo
cr., cr.
, cr.
, st.
xx
+
+
- (372)
100% Drive
0 Bar
cl./
,
+
, HD cl.
/
,
+
,
+
, xx [charge
,
+
, xx
+
]x3 - (?)
cl./
,
+
, HD cl.
/
,
+
,
+
, xx
+
, [charge
,
+
, xx
+
, xx
+
]x2, charge
,
+
- (?)
1 Bar
cl./
,
+
xx
+
+
, charge
,
+
+
,
+
- (375)
cl./
,
+
, HD cl.
/
,
+
,
+
xx [charge
,
+
, xx
+
]x2,
+
,
+
- (?)
cl./
,
+
, HD cl.
/
,
+
,
+
xx [charge
,
+
, xx
+
]x2,
+
,
+
- (?)
cl./
,
+
, HD cl.
/
,
+
,
+
xx
+
, [charge
,
+
, xx
+
, xx
+
]x2,
+
- (?)
cl./
,
+
, HD cl.
/
,
+
,
+
, xx
+
, (xx
+
, charge
,
+
, xx
+
)x2, xx
+
, charge
,
+
- (732)
cr., cr.
> cr.
HD cl.
/
,
+
,
+
xx charge
,
+
xx
+
, (cross up) xx charge
,
+
xx
+
(cross up) xx
+
, charge
,
+
- (601-612)
2 Bar
cl./
,
+
HD cl.
/
,
+
xx
+
xx charge
,
+
xx
+
xx
+
xx charge
,
+
xx
+
xx
+
xx charge
,
+
- (?)
cl./
,
+
, HD cl.
/
,
+
xx
+
xx
+
-delay-
+
- (696)
(near corner) cl./
,
+
HD cl.
/
,
+
xx
+
xx
+
-delay-
+
, charge
,
+
- (750)
cr., cr.
> cr.
HD cl.
/
,
+
xx
+
xx charge
,
+
xx
+
(cross up) xx charge
,
+
xx
+
(cross up) charge
,
+
xx
+
- (709)
(corner) cl./
,
+
HD cr.
> cr.
xx
+
xx
+
(3 hits),
+
, charge
,
+
- (701)
(corner only) cl./
,
+
HD cl.
/
,
+
xx
+
xx
+
, charge
,
+
xx
+
xx
+
, charge
,
+
xx
+
xx
+
,
+
- ()
(corner) cl./
,
+
HD cl.
/
,
+
xx
+
xx
+
(2 hits), charge
,
+
xx
+
xx
+
, charge
,
+
xx
+
xx
+
, charge
,
+
- (746)
3 Bar
(corner) cl./
,
+
HD cl.
/
,
+
xx
+
xx
+
(2 hits), charge
,
+
xx
+
xx
+
, charge
,
+
xx
+
xx
+
, charge
,
+
- (793)
(corner) cl./
,
+
, HD cr.
> cr.
,
+
xx
+
/
,
+
(3 hits),
+
,
+
, charge
,
+
- (882)
cl./
,
+
xx
+
{HD BYPASS},
+
, run up
+
, charge
,
+
- (805)
(corner) cr., cr.
> cr.
, HD cr.
,
+
xx
+
/
,
+
(3 hits),
+
,
+
, charge
,
+
- (840)
4 Bar
(corner) cl./
,
+
HD cl.
/
,
+
xx
+
xx
+
(2 hits), charge
,
+
xx
+
xx
+
, charge
,
+
xx
+
xx
+
,
+
- (830)
Team Order
1st position
Terry is very good as a point character, as he doesn't need meter to do good damage. His neutral is very solid, if not overpowering.
2nd position
Terry's still pretty good here, he'll obviously do more damage with meter. More or less the same as point.
3rd position
Of course all options will be open with meter in this position, but Terry is not the best anchor. He doesn't have great mixups, lacking a command grab and a command overhead (crack shoot doesn't count). His HD combos can do a lot of damage, but his level 3 doesn't work properly in the corner. For this reason, your team probably has a better character for the anchor position.
Strategy
Basic Strategy
Offense
- Terry is a simple character with standard jump and hop arcs and good jump-in attacks. Being able to simply combo into a knockdown from a high or low mix-up, Terry is able to play a basic offensive game based around getting around an opponent's guard by making the opponent block incorrectly given the situation.
- What Terry might slightly lack in comparison to a higher offensive character such as Kyo in terms of hopping-in or in high/low/throw mix-ups, Terry makes up for in being able to utilize Terry's ability to do larger, safer, blockstrings and frame traps that will easily wear down an opponent's guard gauge. Not the best of the best, Terry is still well rounded. Take note of the opponent's guard gauge and be ready to break the gauge with an attack that recovers quickly. The player will be able to score an opportunity to do a full combo.
- While pushing forward, Terry can simultaneously cover ground and airspace by canceling his Crouching
into a Rising Upper (
+
) or a Crack Shoot (
+
) while maintaining relatively safe. There might be some instances where the opponent might stay out of the Crouching
range to evade being put into block stun, and the opponent will wait for either of the follow-ups and go for the punish.
- Keep Terry's offensive mix-ups fresh. Reference Terry's
Crack Shoot (
+
) section for additional detail. The player could expand mix-up possibilities with tick throws, breaking alternate guards with cross-up attack, staggered low hitting attacks, empty hop into low attacks or throw, and
Crack Shoot mix-ups as well. Get the player to try to respond against these mix-ups and proceed to incorporate frame traps as well. Simple strings, such as Crouching
into a slightly delayed Close
, are effective ways in trying to counter or counter hit an opponent's attempt to attack or escape.
Neutral/Defense
- The player is also able to use Terry's good normal attacks to control his inner-space. With solid normals such as Standing
, Standing
, and especially Standing
, Terry is able to check the opponent's ability to approach in the direct vicinity in front of Terry. With an attack such as Standing
having good range and recovery to poke an opponent coupled with the ability to cancel into another attack, Terry is able to push out an opponent with Standing
and give Terry some breathing room.
- Though it may be awkward for most players at first, learning to react to hops or jumps on reaction and punishing with Rising Upper (
+
) is a must to make sure nothing gets past Terry. Just be confident in holding a neutral position on Terry rather than constantly hovering in the blocking or crouch blocking position, and respond to the opponent's approaches with the necessary attacks.
- Terry actually has some aerial control to limit the opponent from approaching. A backwards hop or neutral hop Jumping
is effective when the opponent tries approach by ground or by air. An early Jumping
from a hop is also decent for stopping grounded approaches. When in doubt, a Jumping Blowback Attack is also good for air-to-air usage. Just be careful and don't become predictable, an opponent might try to get under Terry at just the right moment to crouch underneath Terry's hopping or jumping attack and hit Terry while he's on the way down. In some instances, this might land a full combo for the opponent.
- In instances where the opponent feels confident enough to just run forward to close in on Terry and land a Close
or
attack from far, use Power Wave (
+
) to stop and remind the opponent that it's not a free ticket getting in. Remember that it's relatively easy for the opponent to hop over the Power Wave and to not use it excessively.
- When somewhat in doubt when or how an opponent will close in space from about mid or mid-close screen, Terry has quite the handy Crouching
to use. It might not recover as fast as it did in previous KOF games, this attack is still effective as a really beefy normal just like Guile's "Low Strong" from the Street Fighter series. It's pretty legitimate to use twice in a row, be it on hit or on block, just to push out an opponent. Note that Crouching
could not only cancel on hit but on whiff during the active frames. As a reminder, try to not get hopped or jumped on by the opponent when doing Crouching
.
- Even with decent reversal Desperation Moves, more often than not some of the best defensive options Terry has is just to simply block. If an opponent doesn't do a safe jump or hop on Terry, be sure to use the standard option select Close
or
. In this case for Terry, the optimal button would be
. If Terry uses the option select on the opportune moment that the opponent will attack deep in a jump or hop-in, Terry will just simply block. If the opponent tried to go for an empty hop mix-up, the opponent will be hit by either an anti-air attack or simply be hit by a meaty attack or thrown upon landing.
Advanced Strategy
Frame Traps and Links
"(n) frame gap" = The amount of frames that opponent has to counter a frame trap.
1.) st., cl.
- 2 frame gap between st.
and cl.
. St.
whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
2.) st., cl.
- 3 frame gap between st.
and cl.
.
3.) cr., cl.
- 3 frame gap between cr.
and cl.
.
4.) cr., cl.
- 4 frame gap between cr.
and cl.
.
5.) st., st.
- 2 frame gap between st.
and st.
.
6.) st., cr.
- 3 frame gap between st.
and cr.
.
7.) st., cr.
- 2 frame gap between st.
and cr.
.
8.) st., cl.
- 2 frame gap between st.
and cl.
.
9.) st.,
+
- 2 frame gap between st.
and
+
.
10.) st., cl.
- 3 frame gap between st.
and cl.
.
11.) st., st.
- 4 frame gap between st.
and st.
.
12.) +
(blocked in crouch position), st.
- 4 frame gap between
+
(blocked on crouch position) and st.
.
13.) +
(blocked in crouch position), cr.
- 4 frame gap between
+
(blocked on crouch position) and cr.
.
14.) +
(blocked in crouch position), cl.
- 4 frame gap between
+
(blocked on crouch position) and cl.
.
15.) +
(blocked in crouch position),
+
- 4 frame gap between
+
(blocked on crouch position) and
+
.
16.) +
(blocked in crouch position), st.
- 2 frame gap between
+
(blocked on crouch position) and st.
.
17.) +
(blocked in crouch position), cr.
- 3 frame gap between
+
(blocked on crouch position) and cr.
.
18.) +
(blocked in crouch position), st.
- 4 frame gap between
+
(blocked on crouch position) and st.
.
19.) +
(blocked in crouch position), cr.
- 2 frame gap between
+
(blocked on crouch position) and cr.
.
20.) +
(blocked in crouch position), cl.
- 2 frame gap between
+
(blocked on crouch position) and cl.
.
21.) +
(blocked in crouch position),
+
- 2 frame gap between
+
(blocked on crouch position) and
+
.
22.) +
(blocked in crouch position), cl.
- 3 frame gap between
+
(blocked on crouch position) and cl.
.
Tips and Tricks
- Typically when Terry does two crouching, light attacks on block from point blank, Terry could cross up with Jumping
on an opponent from a full, normal jump.
- Similarly when Terry does three crouching, light attack on block from point blank, Terry could cross up with Jumping
on an opponent from a hyper hop.
- Terry could whiff a Close
on okizeme and still cancel the whiff animation into a Rising Upper (
+
) and use that attack to meaty an opponent, a potential gimmick.
- The timing for canceling Rising Upper (
+
) is trickier than in previous games. A recommended tip to try is to cancel Rising Upper a bit later than anticipated.
- Be careful when using Rising Upper (
+
) in blockstings. Unlike past KOF games, this attack is more prone to whiffing in blockstrings on more than just crouching opponents due to the amount of push back Terry's normal attacks induce on hit and on block. Be sure to test and know the spacings to use this attack in hitconfirms and blockstrings, don't accidentally lose momentum by whiffing unintentionally.