Dream Cancel Forum

King of Fighters XIII => Character Discussion => Terry Bogard => Topic started by: steamwolf on December 12, 2011, 05:28:08 AM

Title: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: steamwolf on December 12, 2011, 05:28:08 AM
This thread is for the sole purpose of the community submitting info to be placed onto Terry's KoF XIII wiki entry. Anything from match-ups, frame data, strategies, and damage/stun for normals, command normals, specials, supers, or even cosmetic recommendations etc can be placed here. This is however NOT for combos! To submit combos, please do so in the combo thread and read over the first post.

http://dreamcancel.com/wiki/index.php?title=Terry_Bogard_%28XIII%29 (http://dreamcancel.com/wiki/index.php?title=Terry_Bogard_%28XIII%29)

Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: blackgenma on December 24, 2011, 10:20:10 AM
how about mentioning that  ;c power wave absorbs/beats other projectiles, including EX projectiles. this include standard projectiles like Kyo's and those that stay still like Elizabeth's. very useful to know.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: steamwolf on January 06, 2012, 10:47:07 AM
Done! Thanks for the tip, genma. Feel free to contribute anything further.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: dicky on January 25, 2012, 11:04:06 PM
What about alternate inputs. An example would be with Rising Tackle. Instead of just  ;dn~ ;up+ ;a/ ;c you can input ;dn ;db ;bk ;ub ;up +  ;a/ ;c.

The reason I bring this up is because in one of his trials, you have to do a Rising Tackle to a Power Geyser and with the second inputs you can cheat to get the move out easier.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on February 03, 2012, 01:19:09 AM
Crossup set-ups - Here are a list of cross-ups that are either guaranteed or very hard to react to.
I'll list the situation and after a hyphen, I'll give the proper way to cross-up. Here's an example.

B Crackshoot - Jump D into cross-up.

*Note: All of these are tried on block. This is not as simple as all that, you have to time your jump so it crosses up. Practice makes perfect!

=================================================

d.B, d.A/d.B x2/d.B, st.B - Hop D to cross up

d.Bx2, st.B/d.B, d.A, d.B/ Any heavy attack chain - Jump D to cross up

d.Bx3, st.B - Hyper hop D to cross up (Must be crouching to cross-up, but must stand and block to the other once it crosses up)

EX Powerwave/D Crackshoot/Any other hard Knockdown - Super Jump/Jump to cross up (This depends on how far away the person is from you)

B Crackshoot - Jump D to cross up (You have to space it so you hit them with the tail of crackshoot. Being too close will get you hit.)

====================================================

Some anti-cross up moves for Terry require meter, but it prevents you from being hit because of the wide hit box.

Power Geyser (Regular and EX) - Power Geyser has a hit box that's a little above Terry so it hits people jumping in on you as well as giving you invulnerability. Just don't do it if they're already over you. EX Power Geyser gives you invulnerability completely and is safer.

Rising Tackle (Regular, Heavy, or EX) - If timed properly, this can autocorrect. You have to wait till someone is over you for it to correct and hit your opponent. Timing can be strict so use this wisely. The C version has some start-up invincibility  and the EX has a vacuum so even if it would whiff with a normal Rising Tackle, the EX one will catch them. Careful of safejumps baiting reversals.

df+C - df+C comes out fairly fast and can be cancelled into specials on hit. If you expect to be crossed up, you would hold db relative to the direction your opponent came from. That way, when they cross you up, you'll immediately autocorrect. If you think they won't cross up, you'll time a down C which can sometimes hit meaty moves or trade.

Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: steamwolf on February 05, 2012, 01:45:09 AM
Good information. I'll update the wiki with this stuff asap.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: blackgenma on February 12, 2012, 07:35:26 PM
Two things. I know this has been brought up before, but for the sake of accuracy, Terry's Power Geyser input should be put in properly. its proper input can be faster than a hcf, so I think it is is important. its also looks sloppy on our par, since his real input does not have all those extra arrows.

 ;dn ;db ;bk ;db ;fd +  ;a/ ;c

the other thing is regarding the quick combo reference. again, this is minor but the 3 stock and 2 drive meter combo....doesn't really require any drive meter. just thought I'd point that out.   nope, I'm stupid.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on February 12, 2012, 08:08:35 PM
o.O Yes it does. Qcf x2 +AC is the Neomax. You have to use all your drive to use it.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: blackgenma on February 13, 2012, 06:32:17 AM
you need drive to use neomax? I thought you just need 3 bars. wow. how did I miss this? :U
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: KnightKinetik on June 02, 2012, 04:44:53 AM
Just some minor detail things I came across:

- Power Wave, Burn Knuckle, Crack Shoot (regular), Power Geyser, Buster Wolf and Trinity Geyser all have their 'hit detection' stated as 'High' when it should be 'Mid' (all can be blocked while crouching and standing).
- EX Crack Shoot as its 'hit detection' and Mid when it should be 'Overhead'.


Some additions:

- Back Fist ( ;fd ;a) whiffs on Chin if he's crouching.
- Target Combo (cr. ;a, cr. ;c) (Edit: bah, forgot it was in the Console changes list, my bad).
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Saitsuofleaves on June 02, 2012, 05:24:33 AM
Common Fighting Game language has Mids as Overheads.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: KnightKinetik on June 02, 2012, 05:28:50 AM
Oh ok, my bad. I saw the notes on hit detection from the main KoFXIII wiki page and went with that when I posted.

Quote
Hit detection notes

Although other sources may have different definitions, hit detection for this wiki is defined by the following:

Overhead - An attack that must be blocked high.

Mid - An attack that can be blocked either high or low.

Low - An attack that must be blocked low.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Saitsuofleaves on June 02, 2012, 05:37:54 AM
Yeah, sometimes the language can get mixed up.  Usually it can go like this as well.

High - Attack that can be blocked high and will whiff against crouchers.

Mid - Attack that must be blocked high and will hit crouch blockers.

Low - Attack that must be blocked low and will whiff against hopping/jumping opponents.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: desmond_kof on June 02, 2012, 05:45:01 AM
In our wiki we go by overhead, mid, and low. Other games have it different ways exchanging mid and high as different.

"High:
1) An attack which will Whiff on a crouching opponent.
2) An attack that can only be blocked High.
Mid: An attack that can be blocked High or Low.

Low: An attack that can only be blocked Low.

Overhead: An attack that can only be blocked High." - http://www.option-select.com/strategy/article/?a=12#mid (http://www.option-select.com/strategy/article/?a=12#mid)
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Saitsuofleaves on June 02, 2012, 05:58:42 AM
In which case, we should indeed switch up the notation on the Terry Wiki then.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: KnightKinetik on June 02, 2012, 06:01:58 AM
Thanks for the knowledge guys (edited my suggestion post to overhead instead of high)
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: desmond_kof on June 02, 2012, 06:05:37 AM
In which case, we should indeed switch up the notation on the Terry Wiki then.

I just did, it's all gravy. :)

Thanks for the heads up Knightkinetik!
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Amedø310 on June 22, 2012, 06:04:17 PM
Terry Bogard Guard Gauge Damage
st. A: 6%
st. B:  6%
far. C:  12%
cl. C:  8% (1st hit) + 4% (2nd hit) [12% Total]
far st. D: 12%
st. D:  12%
cr. A:  6%
cr. B:  6%
cr. C: 12%
cr. D: 12%
st. CD: 16%
j. A:  5%
(head)  j. A:  6%
j. B:  5%
(head)  j. B:  6%
j. C: 10%
(head)  j. C:  12%
j. D:  10%
(head)  j. D:  12%
j. CD:  12%
(head)  j. CD:  14%
f+A: 12%
df+C: 12%
qcf+A: 6%
qcf+C: 8%
qcf+AC:  6% (1st hit) + 6% (2nd hit) + 6% (3rd hit) [18% Total]
qcb+A: 12%
qcb+C: 14%
qcb+AC:  18%
qcb+B: 6%
qcb+D: 6% (1st hit) + 6% (2nd hit) [12% Total]
qcb+BD:  12%
d~u+A:  4% (1st hit) + 1% (2nd hit) + 1% (3rd hit) [6% Total]
d~u+C: 6% (1st hit) + 1% (2nd hit) + 1% (3rd hit) [8% Total]
d~u+AC: 2% (1st hit) + (1% x 16 hits) [18% Total]

This does not apply against Maxima, Goro, Clark, or Ralf. 
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on June 22, 2012, 08:27:30 PM
Wow, nice work!
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: keechl on July 14, 2012, 11:28:20 AM
power geyser can be max canceled.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on July 14, 2012, 05:30:47 PM
Changed to make that more evident.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Crimson_King15 on July 17, 2012, 03:56:23 PM
In the Combo Section it states that it requires a counter hit for D Crackshoot to be able to be comboed after. This is not the case.

You can link a close standing C off of a D crackshoot on characters based on the opponent's character's natural height or positioning (standing or crouching).

For example on a standing takuma you can hit him with D crackshoot and link off of it as long as you only get the last hit if you get more than one it won't work no counterhit is needed but This doesn't work on a standing Kyo. However, B and D crackshoot can both be linked off of if you hit them on a crouching Kyo (same with robert, ryo... Also, I believe I heard when the game came out counter hits don't provide frame advantage just damage. So, if that's true we might also be confusing people with that statement.

If you would like I can compile a list of people who need to be crouching for these to link and a list of those who this works on while standing.


Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on July 17, 2012, 07:46:24 PM
In the Combo Section it states that it requires a counter hit for D Crackshoot to be able to be comboed after. This is not the case.

You can link a close standing C off of a D crackshoot on characters based on the opponent's character's natural height or positioning (standing or crouching).

For example on a standing takuma you can hit him with D crackshoot and link off of it as long as you only get the last hit if you get more than one it won't work no counterhit is needed but This doesn't work on a standing Kyo. However, B and D crackshoot can both be linked off of if you hit them on a crouching Kyo (same with robert, ryo... Also, I believe I heard when the game came out counter hits don't provide frame advantage just damage. So, if that's true we might also be confusing people with that statement.

If you would like I can compile a list of people who need to be crouching for these to link and a list of those who this works on while standing.




That'd be useful, thank you!
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Crimson_King15 on July 18, 2012, 03:26:48 AM
Crackshoot D Standing link list

Takuma
Mr. Karate
kensou
Andy(surprising to me)
Iori (Claw)
Iori (Flame)
Mai (Should be noted that both Crackshoots whiff on a crouching Mai)
Yuri (Should be noted that both Crackshoots whiff on a crouching Yuri)
K'
Athena (Should be noted that both Crackshoots whiff on a crouching Athena)
Chin (Should be noted that both Crackshoots whiff on a crouching Chin)
Leona (Should be noted that both Crackshoots whiff on a crouching Leona)

Crackshoot D crouching link list

Kyo
Nest kyo
Benimaru
Takuma
Mr. Karate
kensou
Goro Daimon
Terry
Andy (Should be noted that B crack shoot whiffs completely on a crouching andy)
Joe
Billy Kane
Ryo
Robert
Iori (Claw)
Iori (Flame)
Mature
Vice
Elisabeth
Duo Lon
Shen Woo
Kim
Hwa Jai
Raiden
K'
Maxima
Ralf
Clark

Crackshoot B crouching link list

Takuma
Mr karate
Joe
Billy Kane
Ryo
Iori (Claw)
Iori (Flame)
Mature
Vice
Elisabeth
Duo Lon
Shen Woo
Kim
Hwa Jai
K'
Kensou
Ralf
Clark

No link List

Ash Crimson- Both crackshoots completely whiff on a crouching Ash crimson but when he stands he is so tall he gets hit by 2 of D crackshoot's hits.
 
Saiki- Both crackshoots completely whiff on a crouching Saiki but, when he stands he is so tall he gets hit by 2 of D crackshoot's hits.

King- Both crackshoots completely whiff on a crouching King but, when she stands he is so tall he gets hit by 2 of D crackshoot's hits.

Kula- Both crackshoots completely whiff on a crouching Kula but, when she stands he is so tall he gets hit by 2 of D crackshoot's hits.
 

I hope this list helps out a lot of people. I also noticed something very interesting about D crackshoot. That is If you hit it from a little over half screen away you can link it on anyone because you're hitting at the end of the active frames thereby lessening the recovery. Meaning D crackshoot can be used to punish ground fireballs into full combos if used properly.

I hope this list and my findings will help a lot of people out.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Zouf on December 14, 2012, 08:50:08 PM
Never too late

Terry Bogard complete Frame data

MoveDamageStunStartupFrameAdv.Comment
5A2534+2
2A2535+1
j.A4536-
6A70814-13
5B3036+2
2B3034-1
j.B4535-
cl.C (1)5584-
cl.C (2)254--2
2C7077-6
3C6064-11
f.C8077-6
j.C7276-
cl.D7075-8
2D80710-15
f.D80711-2
j.D7078-
C+D751015-1,+6-1 min range
+6 max range
j.C+D90810-
Throw10001-Untechable
Break CD4015-15
------------------------------------------------------------------------------------------------------------
Power Wave A60617-1
+23
-1 min range
+23 max range
Power Wave C60818-9
+0
-9 min range
+0 max range
Burn Knuckle A75815-10
-3
-10 min range
-3 max range
Burn Knuckle C90828-26
-12
-26 min range
-12 max range
Crack Shoot B (1)40413-
Crack Shoot B (2)404--2
+0
-2 standing op.
+0 crouch op.
Crack Shoot D (1)40415-
Crack Shoot D (2-3)404--1
+2
-1 standing op.
+2 crouch op.
Rising Tackle A (1)4045-
Rising Tackle A (2-5)101--26Varies depending op. position
Rising Tackle C (1)5067-
Rising Tackle C (2-7)151--49Varies depending op. position
------------------------------------------------------------------------------------------------------------
Power Wave EX
(1)
45022-
Power Wave EX
(2-3)
450-+27
+78
+27 min range
+78 max range
Burn Knuckle EX160014-17
-1
-17 min range
-1 max range
Crack Shoot EX120014-10
- 4
Overhead, -10 min range, -4 max range, Hard KD
Rising Tackle EX (1)2004-
Rising Tackle EX (2-7)200--
Rising Tackle EX (8-17)100--57
------------------------------------------------------------------------------------------------------------
Buster Wolf (B,D) (1)90037(7)-30f freeze
Buster Wolf (B,D) (2)900--15
Buster Wolf EX (1)90037(7)-30f freeze
Buster Wolf EX (2-5)300--
Buster Wolf EX (6)900--18
Power Geyser (A,C)210046(16)-930f freeze
Power Geyser EX (1)120040(10)-30f freeze
Power Geyser EX (2-3)1200--12
Trinity Geyser (1)150090(14)-76f freeze
Trinity Geyser (2-3)1500--36



Source : Myself

It's accurate, shouldn't have any error unless i typoed something

Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on December 14, 2012, 09:55:21 PM
Wow, this is pretty good! What would you say is max range for A power wave since it keeps going?
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: desmond_kof on December 14, 2012, 10:36:33 PM
Reiki, go ahead and add those frame data values to Terry's wiki when you have the time. Use the tables from the other frame data pages we have as a template and fill them in.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Zouf on December 15, 2012, 12:00:19 AM
Max range power A is almost full screen. Power C is half the screen ~
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on December 15, 2012, 10:58:34 PM
Added. Thank you very much, Zouf!
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: SPLIPH on December 16, 2012, 01:07:17 AM
thanks zouf, much appreciated!

3C and j.CD put a smile on my face.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: desmond_kof on December 16, 2012, 11:01:41 PM
Yo Reiki, K's Heat Drive is still in Terry's frame data in the wiki, and his EX Rising Tackle is missing the start up (which is 4 frames).
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on December 17, 2012, 06:23:14 AM
Fixed it on both areas.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: senen974 on January 10, 2013, 11:11:08 PM
Hi!
I desagree a part of the Terry's DCwiki, when it said that terry couldn't make good damage in corner, beginning on  ;dn ;b you can make a 842 damage HD combo for 3 meters.. you do not have to be really in corner but the more you're near better it is.
The combo :  ;dn ;b  ;dn ;a  ;dn ;c -HD-  ;st ;d delaying*  ;df ;c -  Power wave  ;a Power geyser - Neomax cancel - qcb ;a _ qcb  ;b _  ;dn ~  ;up  ;c
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on January 10, 2013, 11:24:03 PM
I feel as though the most damaging combos that do not need specific combos (Like the one you mentioned) are the big problem here. You have to do a combo specifically based on the spacing in the corner. If you don't do it just right, the combo is screwed up. It's sometimes safer and more consistent to go for other corner combos because they're guaranteed.

I don't mind changing that piece in Terry's Wiki page, but I would likely still make it something like "Only properly spaced/specific combo situations yield decent damage in the corner." It's better! However, that's still a fundamental flaw with Terry. He can't just do any combo leading into the corner from anywhere on the screen.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Crimson_King15 on March 07, 2013, 10:46:44 PM
Terry still pops over 800 with an HD in the corner for 3 bars which isn't too bad at all. that's still 80% of your life and after that a few footsies or a combo and they are dead.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: desmond_kof on March 16, 2013, 08:25:22 PM
I'm going through Terry's wiki and I have some questions regarding his pros, cons and other things, as well as suggestions for changing certain entries.

Pros

- "Has very good and fast normals like st.A, st.B, d.A, d.B, st.C, etc."

^ Can the examples of the normals should be mentioned in the gameplay notes?


- "df+C can work as a vertical anti-air and helps keep out hoppers"


^ I think mentioning this as a con is too specific. Can we just say "Good ground normals and command moves for anti-airs"?

-  Has a strong pressure game, can cancel his seep into other specials as well


^ there is a spelling error, and I think a lot of characters can cancel their sweeps too, so maybe that can be mentioned somewhere else.

"- D Crackshoot pressure off a low allows him to set up his frame trap (Puts him at frame advantage)"

^ I think this is rather specific too for a pro too.


"-Properly spacing most ground specials make them safe and good to use for pressure (Easy guardbreak character)"

^ Maybe this can be added next to the pro about his strong pressure game?


- "Improper spacing of crackshoot and command grab characters take away some of your options (But there's still a way!)"

^ I know what's being said but I think it should be rephrased a bit. Plus, I dont think "But theres still a way" should be added there.


"-Jump CD has practically no lower hit box so is pretty bad for air to ground pressure"

I think this is a rather specific con that should be mentioned in his normals section.


---

Also, I feel his normal attacks could use some more clarification and details on usage in certain situations. If anyone wants to help with that, feel free.


---

I have a question about this entry:

* "Back Knuckle = (f+A) 70 damage, hits mid. Terry spins around and hits the opponent with the back of his knuckle, hence the name. Great reach and good damage, but slow to come out. Useful on wake-up. Can be combo'd into from standing A. In HD mode, this command normal is special cancel-able, even Rising Tackle combos after it. "

Useful on wake-up? Whose wake-up? The Terry player's wake or the opponents? Why would it be useful?

* "Power Wave (EX) = qcf+AC - Travels full-screen, but slowly. Hits three times. Although it doesn't link with any specials, it's hard to poke him after it comes out. With proper spacing, that's impossible. If an opponent jumps onto it, it traps them in a standing position while being hit, allowing for a follow up attack. On block, and if you're at the right distance, you can run after your fireball and keep pressuring your opponent. "

What is bolded, I'm having a little trouble understanding. Does it mean the move has good pushback on block?

* "All Crack Shoots are fairly safe on block, B being -2 frames and D being -1 when standing. Opponents can do moves (like low B) to lower their hurtbox and avoid being hit at the right time so don't be too predictable! His B and D Crack Shoot allows you to continue into a combo if they are hit while crouching, though the link is pretty tight. At about half screen, a D crack shoot can hit a standing opponent and allow Terry to continue the combo as well. If an opponent blocks D Crackshoot low, that's a frame trap. Terry is at frame advantage. You can jump, pressure with low B or st.C and your opponent will likely be beat out or feel safer blocking. "

The section I have bolded isn't wrong, but it is worded kinda funny. A frame trap is usually a set-up, not just one attack. It would be better to say "if an opponent blocks the heavy kick (D) crackshoot while crouching, Terry is at frame advantage", then whatever else for the set-up.

* "Crack Shoot (EX) = qcb+BD - Comes out faster and is an overhead. This makes it a very useful way to end a match if your opponent in near death. "

It would probably be best to let people know if it is safe on block or not.

* "Rising Tackle = (d~u+P) -Terry flips upside down and flies straight up while spinning around like a top. The awesomeness of this move is inversely proportional to how goofy it sounds. Great damage, but incredibly unsafe. (If you want a safer anti-air, go for Rising Upper.) Use this only when you're certain your opponent will be above you, or in combos. The quicker, A version hits five times, and C version hits seven times, although if the opponent isn't close enough all the hits won't connect. "

I think the bolded sentence should be removed, it seem a little corny and it isn't useful to know.

* "Rising Tackle (EX) = d~u+AC - EX version is godly. Around 3 frames start-up and insanely powerful. It also has a vacuum effect, where the opponent is pulled into the move if it connects. So while the normal version can just knock them away after one hit, the EX version is always going to hit multiple times if one hit connects. There are technically 21 hits to this move, but it's impossible for all of them to connect. Against an airborne opponent who is very close, it can hit a maximum of 20 times. The maximum number of times it can hit a grounded opponent is only 17. Great for ending combos. "

I think it should be noted against how unsafe and risky this move can be if isn't used correctly.


* "Buster Wolf = (qcfx2+K) - Does this move even need an introduction? Probably not, but I'll give one anyway. Terry flies forward like in Burn Knuckle and, if the move connects, an explosion blasts the opponent away. It's not as strong as Power Geyser, but it can combo in many situations Power Geyser wouldn't be able to. Also, it can be max canceled into his NeoMax. Terry no longer shouts "Are you okay!?" when the move starts up, but most self-respecting Terry players will shout it anyway.

Buster Wolf (EX) = qcfx2+BD - EX version does more damage and goes through projectiles. Great full-screen punish. "

The bolded sentences need to be removed. It should also be noted how unsafe it is on block...

* "Trinity Geyser = (qcfx2+AC) - Terry raises both fists behind his head and, after a dramatic pause, slams both fists to the ground. A series of successive power geysers travel across the screen, although the move can only hit a maximum of three times. It's a great NeoMax against mid-screen opponents (and can even be followed up with Burn Knuckle under the right circumstances). However, against cornered opponents it's completely inadvisable, since it'll only hit once. "

I think would should be noted is some possible defensive escapes the opponent can do, or what can evade it the geysers.

EDIT: Also, I think Terry's combo section needs to be updated with damage values, newly found combos, comments and strategies for certain combos and a notation legend.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on March 16, 2013, 09:30:40 PM
Everything aside from the normals and combo section has been changed.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: SPLIPH on March 17, 2013, 03:12:12 AM

Also, I feel his normal attacks could use some more clarification and details on usage in certain situations. If anyone wants to help with that, feel free.
Well, here's something short and simple. Could use some adding to or editing. I only covered Anti-Air and Air-to-Air.

Anti-Air:

st.A: Terry's best choice for dealing with hops. Very quick recovery. Not effective for jumps.

df.C: Terry's best choice for dealing with jumps. Works for hops, but st.A is a better choice and has less recovery on whiff. (Notes: Often trades in Counter Hit situations. If the opponent's move does not lead to a hard or soft knockdown, can combo into Buster Wolf. Against some moves, it makes for a poor anti-air. Ex: Kyo j.2C)

Far st.C: This makes a good alternative to st.A for anti-airing max range range hops / hyper hops. It has more reach.

Air-to-Air:

j.B: Terry's quickest move for Air-to-Air. Good horizontal reach. Use it to cover space in the air, whether you're going neutral, forward, or back. Ineffective for Air-to-Ground.

j.CD: Another great Air-to-Air that keeps Terry covered when he hops or jumps. Terry's j.CD is very swift, but has exactly twice the startup of j.B; Use accordingly. Can lead to Counterhit combos with Crackshoot. Ineffective for Air-to-Ground.

j.D: This is less of an Air-to-Air move and much better for Air-to-Ground, but if you are in a higher jump arc than your opponent, j.D can be a good choice.

j.C: This is the perfect medium in the air. Not as much horizontal reach as j.B, and is 2 frames slower. j.C can be used for both Air-to-Air and Air-to-Ground. If you are unsure which normal to throw out in a specific hop / jump, j.C is a good choice.

---

As for combos, I was thinking something along the lines of 3 different lists for HD.

One for 0-2 bar stuff that covers all parts of the screen.

Another for 3-5 bar combos that make the most out of HD and cover the entire screen. ( Max cancels, Strict Spacing, but easy execution)

Another for 3-5 bar combos that don't have such strict spacing and also covers the entire screen.

Quick combo list could use some editing imo.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: nax on March 17, 2013, 05:07:33 AM
hey desmond i'm posting on here for the wiki editing deal.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: desmond_kof on March 17, 2013, 05:31:12 AM
^ I got you, check your private messages.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on March 19, 2013, 08:40:53 PM
Spliph, I'll add what you wrote to what's already there and do a little splicing. Thanks for the help.

EDIT: Nevermind, seems it's already up there. I'll spend some of my time working on the combo section.

EDIT again: Added in a starters and enders section to the combo section.  It shows a list of combo starters, enders, and why you would use either one.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on April 21, 2013, 11:42:56 AM
Modified st.B's entry.

Added df+C to the moves that can be canceled into from df+C. This is a neat thing to note because d.B, st.B, df+C gives you a free combo from a low and at a reasonable range, a hit confirmed df+C can turn into a drive cancel combo/HD combo.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Amedø310 on May 21, 2013, 10:07:31 PM
Added the following the following to the Tips Section:

"Frame Traps and Links

(L)= Link

1. st. A, cl. C (L)

2. st. A, cl. D

3. cr. A, cl. C

4. cr. A, cl. D

5. st. B, cl. A (L)

6. st. B, cr. A

7. st. B, cl. C (L)

8. st. B, df+C (L)

9. st. B, cl. D

10. st. B, st. B"
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on May 22, 2013, 10:01:25 AM
Nice work! This is pretty useful for getting in!
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Crimson_King15 on July 28, 2013, 10:02:01 PM
Something I think is pretty important to note is that Terry has a multitude of normals when he has the ability to delay canceling (on block or hit) which gives him a mind game within his blockstring. He could trick people into pressing a button prematurely and then punishing them with special, super or chain int another normal. He can also cancel and hit someone with a crackshoot or rising tackle trying to jump out of his pressure.

The normals are cl.st.C, fr. st C, Cr.c, Cl st D


Also maybe we should note his st a generally whiffs on crouchers unless used in combos or opponent character has a large body (goro,maxima) and should generally avoid being used unless anti airing or fighting a large size character. St b starts up 2 frame, but has similar frame advantage, more range, and is more reliable for ground vs ground use.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Paul Howard on October 09, 2013, 09:35:34 PM
What about alternate inputs. An example would be with Rising Tackle. Instead of just  ;dn~ ;up+ ;a/ ;c you can input ;dn ;db ;bk ;ub ;up +  ;a/ ;c.

The reason I bring this up is because in one of his trials, you have to do a Rising Tackle to a Power Geyser and with the second inputs you can cheat to get the move out easier.


Expansion to that.
Just now was working that out and I found another cancel into Buster Wolf or EX take your pick.
If you input Rising tackle as  ;dn CHARGE  ;df ;fd ;uf ;up ;a/ ;c you can but QUICKLY ;dn ;df ;fd ;b/ ;d/ ;b + ;d
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Amedø310 on October 10, 2013, 02:00:19 AM
Sup, folks. I'm currently trying to update Terry's "Frame Traps and Links" section with with more information. There is something I noticed about Terry's cr. A. I believe the start-up of that normal is not 4, but 5 frames on start-up.

While trying out frame traps after qcb+B (blocked by crouching opponent) with the cpu set to guard 1 - jump, I was able to catch the opponent on the forth frame of the jump start-up with st. A, cr. B, cl. C, and df+C, which are all have 4 frame start-ups.  I know this because  qcb+B (blocked by crouching opponent) is 0+ on block. However, cr. A only catches the opponent at the 5th frame, which is when they are in the air.

Maybe I was messing up the execution, so I tested out all of Terry's 4 frame start-up normals and cr. A against Andy's qcb+C, which is -4 on block. All the 4 frame start-up normals were able to punish Andy, but cr. A just could not get a hit. Now how did I come up with cr. A having 5 frames on start-up? Well, I tested it against Andy's hcf+D, which is -5 on block, and I was able to punish it.

If other people can test out Terry's cr. A against moves that are -4 on block and confirm rather it has 4 frames on start-up or not, please do.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on October 10, 2013, 06:47:54 AM
Well, that's alarming. That means it's not the best punishing option to do cr.A into cr.C anymore.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Frofighter on April 27, 2014, 07:42:38 PM
Wiki updated with Kim matchup! For those who haven't followed the discussions on the FB group for KOF13 players, I am gathering info from fellow Terry players to buff up our matchup section in order to have clearer knowledge on how to fight the cast. I feel Terry is heavily dependent on good matchup knowledge due to the simplicity of his core style, and needs an extra edge. Please let me know how it looks!
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Crimson_King15 on April 28, 2014, 04:38:11 PM
Wiki updated with Kim matchup! For those who haven't followed the discussions on the FB group for KOF13 players, I am gathering info from fellow Terry players to buff up our matchup section in order to have clearer knowledge on how to fight the cast. I feel Terry is heavily dependent on good matchup knowledge due to the simplicity of his core style, and needs an extra edge. Please let me know how it looks!

Actually Terry's base game isn't easy. people mistake basic combos with basic game play and that needs to stop. He is to play hard to master. Lots of stuff goes Into properly playing Terry.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Amedø310 on May 29, 2014, 04:53:24 PM
I updated wiki in HD combo sections with the following combos.

In "2 Stocks" section:

(corner) cl. D, f+A, BC [HDA], cr. A, cr. C, qcf+A, [HDC] qcf(x2)+AC (3 hits), qcb+B, d~u+C. = 701 dmg

In "3 Stocks" section:

(corner) cr. B, cr. A, cr. C, BC [HDA], cr. C, qcf+A,[HDC] qcb hcf+A/C, [Max Cancel] qcf(x2)+AC (3 hits), qcb+A, qcb+B, d~u+C = 840 dmg

(corner) cl. D, f+A, BC [HDA], cr. A, cr. C, qcf+A,[HDC] qcb hcf+A/C, [Max Cancel] qcf(x2)+AC (3 hits), qcb+A, qcb+B, d~u+C = 882 dmg

Both combos are at the corner and both allow Terry's trinity geyser to do 3 hits every time. The key is cr. A, cr. C, qcf+A which pushes Terry back in the right position to pull his neomax with 3 hits.
Title: Re: Terry Bogard Wiki Submission Thread: Submit your ideas here!
Post by: Reiki.Kito on May 30, 2014, 05:44:44 AM
Thanks for the additional combos, Amedo.