-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
Real Bout Fatal Fury 2/Terry Bogard: Difference between revisions
Jump to navigation
Jump to search
(4 intermediate revisions by 3 users not shown) | |||
Line 2: | Line 2: | ||
==Introduction== | ==Introduction== | ||
The main character of the Fatal Fury series and the mascot for SNK as a whole, Terry is exactly the kind of character you probably expect him to be. Straightforward and well rounded, Terry has a flexible kit that lets him play the game in a variety of styles. He doesn't have the overwhelming strengths of a top tier character but Terry is more than equipped to handle just about anything the RB2 cast can throw at him. | |||
{| | |||
|-style="text-align:left;" | |||
! Pros !! Cons | |||
|- style="vertical-align:top;text-align:left" | |||
| | |||
*Jack of all trades | |||
| | |||
*Poor mixups | |||
|- | |||
|} | |||
==Normal Moves== | ==Normal Moves== | ||
===Standing=== | |||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_5A.jpg | |image=RBFF2_Terry_5A.jpg | ||
Line 130: | Line 141: | ||
}} | }} | ||
}} | }} | ||
===Crouching=== | |||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_2a.jpg | |image=RBFF2_Terry_2a.jpg | ||
Line 187: | Line 199: | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=Despite the odd angle of Terry's leg on the attack animation, this is a | |description=Despite the odd angle of Terry's leg on the attack animation, this is a sweep. Very useful thanks to the long range, get comfy with this one. | ||
}} | }} | ||
}} | }} | ||
===Command=== | |||
==Command | |||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_3a.jpg | |image=RBFF2_Terry_3a.jpg | ||
Line 280: | Line 291: | ||
}} | }} | ||
==Jumping== | ===Jumping=== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_j.a.jpg | |image=RBFF2_Terry_j.a.jpg | ||
Line 618: | Line 629: | ||
|bs=Y | |bs=Y | ||
|juggle=N | |juggle=N | ||
|description=Terry's basic projectile attack, it travels along the ground. As you'd expect, it's a cornerstone of Terry's zoning, and being low to the ground means opponents have to jump to get across it. Can be used as a breakshot. | |description=Terry's basic projectile attack, it travels along the ground. As you'd expect, it's a cornerstone of Terry's zoning, and being low to the ground means opponents have to jump to get across it. Be careful with this one, if opponents get wise to overuse they can very easily jump at you and punish you with a full combo during the recovery. Can be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
Line 751: | Line 762: | ||
|bs=N | |bs=N | ||
|juggle=N | |juggle=N | ||
|description=Terry slides along the ground, and if he connects with an opponent on hit (NOT on block) he follows up with a high kick that launches them into the air. This launch can be followed up with a Rising Tackle juggle, but note that if you aren't very close to the opponent the juggle will whiff. For this reason, | |description=Terry slides along the ground, and if he connects with an opponent on hit (NOT on block) he follows up with a high kick that launches them into the air. This launch can be followed up with a Rising Tackle juggle, but note that if you aren't very close to the opponent the juggle will whiff. For this reason, combos using this move tend to either come from low pushback starters (such as 2B) or be done in the corner. The A version of Burn Knuckle will also juggle at certain spacings. This move makes for a really annoying breakshot because of the low profile properties, and you're almost guaranteed the juggle in most instances as well. One last thing to note, the slide doesn't have as much range as it looks and is very unsafe on whiff and block. | ||
}} | }} | ||
}} | }} | ||
Line 801: | Line 812: | ||
}} | }} | ||
== | ==P-Power== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_triple.jpg | |image=RBFF2_Terry_triple.jpg | ||
Line 822: | Line 833: | ||
|bs=N | |bs=N | ||
|juggle=Y | |juggle=Y | ||
|description=Like Power Geyser, but there's three of them. Unlike Power Geyser, there are ways to combo into it, most notably from 5D against an opponent in oversway, or from chain combos ending in 3C. Unfortunately, the whole move will NOT connect when done against an opponent in the corner. While Power Geyser can be used as a breakshot, Triple Geyser cannot. | |description=Like Power Geyser, but there's three of them. Unlike Power Geyser, there are ways to combo into it, most notably from 5D against an opponent in oversway, or from chain combos ending in 3C. Unfortunately, the whole move will NOT connect when done against an opponent in the corner. While Power Geyser can be used as a breakshot, Triple Geyser cannot. Throwing this out recklessly in neutral is not advised, as opponents can easily enter oversway and stay there until the attack ends. | ||
}} | }} | ||
}} | }} | ||
==Chain Attacks== | |||
*5A (close/far)->5C | |||
*2A -> 2C | |||
*5BB -> 5C(reset), 6C(overhead), 2C(sweep), or 3C (juggles) | |||
*3A -> 9B (Power Dunk) | |||
*5AB -> 6C (Power Charge) | |||
==Combos== | ==Combos== | ||
Latest revision as of 20:10, 9 November 2023
Introduction
The main character of the Fatal Fury series and the mascot for SNK as a whole, Terry is exactly the kind of character you probably expect him to be. Straightforward and well rounded, Terry has a flexible kit that lets him play the game in a variety of styles. He doesn't have the overwhelming strengths of a top tier character but Terry is more than equipped to handle just about anything the RB2 cast can throw at him.
Pros | Cons |
---|---|
|
|
Normal Moves
Standing
5A |
---|
n.5A (within 49px) |
---|
5B |
---|
n.5B (within 57px) |
---|
5C |
---|
n.5C (within 70px) |
---|
Crouching
2A |
---|
2B |
---|
2C |
---|
Command
Wild Upper 3A |
---|
Backspin Kick 6B |
---|
Charging Kick 6[6]C |
---|
High Avoid Attack 5AB |
---|
Jumping
j.A |
---|
j.B |
---|
j.C |
---|
Oversway Actions
5D (opponent in oversway) |
---|
2D (opponent in oversway) |
---|
A (from oversway) |
---|
B (from oversway) |
---|
C (from oversway) |
---|
Throws
Buster Throw 4/6C |
---|
Feint
Burn Knuckle Feint 6AC |
---|
Power Geyser Feint 2BC |
---|
Special Moves
Power Wave 236A |
---|
Round Wave 236C |
---|
Burning Knuckle 214A/C |
---|
Rising Tackle [2]8A 46f charge |
---|
Crack Shoot 214B |
---|
Fire Kick 236B |
---|
Passing Sway 236D |
---|
S-Power
Power Geyser 21416BC |
---|
P-Power
Triple Geyser 21416C |
---|
Chain Attacks
- 5A (close/far)->5C
- 2A -> 2C
- 5BB -> 5C(reset), 6C(overhead), 2C(sweep), or 3C (juggles)
- 3A -> 9B (Power Dunk)
- 5AB -> 6C (Power Charge)
Combos
- 5A, 5C, A Burn Knuckle
- Basic Terry bnb, connects from further away than you'd think.
- 5A, 5B, 3C, Burn Knuckle (either)
- A Burn Knuckle grants a mixup, C Burn Knuckle knocks down and does more damage.
- 2B, 2B, 3C, Burn Knuckle (either)
- Same as the above, but from a low starter.
- (2B,) 2B, Fire Kick, Rising Tackle
- Good damage, but spacing dependent. Very consistent in the corner, otherwise you need to be pretty close.
- 3A, 5C, 5C, Power Geyser Feint, 5A, Fire Kick, Rising Tackle
- Corner only, absurdly high damage.
- 5A, 5B, 3C, Triple Geyser
- Most reliable super confirm, note that the whole super will not connect in the corner.
- 2B, 2B, 3C, Triple Geyser
- Same as the above, but from a low.
- 6B, 5D, Triple Geyser
- Easy super confirm, all three geysers connect.