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The King of Fighters '94/Terry Bogard: Difference between revisions
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{| style="margin-right:1em;" align="left" | {| style="margin-right:1em;" align="left" | ||
| __TOC__ | | {{TOClimit|3}}__TOC__ | ||
|} | |} | ||
<section begin="image"/>[[File:Terry_KOF94.png|right|thumb|600px]]<section end="image"/> | <section begin="image"/>[[File:Terry_KOF94.png|right|thumb|600px]]<section end="image"/> | ||
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{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* Has an | * Has an TOD and can route into it off most hits | ||
* Multiple plus on block neutral skips | * Multiple plus on block neutral skips | ||
* Fast, safe, disjointed, and rewarding poking options | * Fast, safe, disjointed, and rewarding poking options | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_cla | | moveId = terry_cla | ||
| description = | | description = Goes almost as far as fA. Respectable button for close-range. Chainable. | ||
}} | }} | ||
====clB==== | ====clB==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_clb | | moveId = terry_clb | ||
| description = | | description = Strictly worse than clA. Worse range, worse frame advantage. | ||
}} | }} | ||
====clC==== | ====clC==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_clc | | moveId = terry_clc | ||
| description = | | description = Incredible combo filler. Does massive amounts of stun in combos. Also has deceptively solid range. Aside from that, not many other uses. | ||
}} | }} | ||
====clD==== | ====clD==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_cld | | moveId = terry_cld | ||
| description = | | description = A bit slower than clC and a lot less damaging. No point. | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_fa | | moveId = terry_fa | ||
| description = | | description = Another fine high poke. Less rewarding than clA, but just as plus on block. | ||
}} | }} | ||
====fB==== | ====fB==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_fb | | moveId = terry_fb | ||
| description = | | description = Like its close brother, a direct downgrade to fA in terms of range and speed. Could hypothetically serve as an anti-air for weird jump angles. | ||
}} | }} | ||
====fC==== | ====fC==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_fc | | moveId = terry_fc | ||
| description = | | description = Slow and lacks cancel options. Very minus on hit. Stick to 2C or fD for big pokes. | ||
}} | }} | ||
====fD==== | ====fD==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_fd | | moveId = terry_fd | ||
| description = | | description = Big meaty kick. Minus on hit, but your farthest-reaching normal. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_2a | | moveId = terry_2a | ||
| description = | | description = Incredible move. Very plus, very disjointed, very mashable. Chainable for conversions. | ||
}} | }} | ||
====2B==== | ====2B==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_2b | | moveId = terry_2b | ||
| description = | | description = Fast low combo starter. Links into clC on hit, and chains into itself if you're not close enough for that, making it great for starting big combos. | ||
Also another incredible poke. Staggeringly plus on block and almost entirely disjointed. | |||
}} | }} | ||
====2C==== | ====2C==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_2c | | moveId = terry_2c | ||
| description = | | description = Slow uncancellable mid poke. Exact same range as the way safer, way more rewarding 2B. Pointless. | ||
| phases = | | phases = | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_2d | | moveId = terry_2d | ||
| description = | | description = Can low profile some moves, goes farther than 2B, and is safe on block. Okay poke from longer ranges. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_ja | | moveId = terry_ja | ||
| description = | | description = njB and jB have the same frame data, but better damage/hitboxes. Pointless. | ||
}} | }} | ||
====njB==== | ====njB==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_njb | | moveId = terry_njb | ||
| description = | | description = Good fast anti-air with a nice hitbox. | ||
}} | }} | ||
====jB==== | ====jB==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_jb | | moveId = terry_jb | ||
| description = | | description = Same animation as jD, but worse hitbox and much more active frames. jD has it beat as a jump in and an air-to-air. Stick to that. | ||
}} | }} | ||
====jC==== | ====jC==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_jc | | moveId = terry_jc | ||
| description = | | description = Pretty good jump-in with a nice disjoint, but worse than jD for crossups. Useful if you think the disjoint might beat their anti-air. | ||
}} | }} | ||
====njD==== | ====njD==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_njd | | moveId = terry_njd | ||
| description = | | description = Ok preemptive air-to-air, but very slow. | ||
}} | }} | ||
====jD==== | ====jD==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_jd | | moveId = terry_jd | ||
| description = | | description = Great jump-in and all-purpose normal, since it hits all around Terry's body. Your most reliable crossup by far. | ||
}} | }} | ||
===Blowback Normals=== | ===Blowback Normals=== | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_cd | | moveId = terry_cd | ||
| description = | | description = Plus on block poke and gives you all the time in the world to run oki on hit. Knocks down from ranges where 2B chain into Rising Tackle might drop. Useful poke. | ||
}} | }} | ||
====Jump CD==== | ====Jump CD==== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_njcd | | moveId = terry_jcd, terry_njcd | ||
| description2 = | | description2 = The same great jD as before, but now it knocks down. Useful for general space control and air-to-airs. | ||
}} | }} | ||
== | ==Universal Mechanics== | ||
===Buster Throw=== | ===Buster Throw=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_throw | | moveId = terry_throw | ||
| description = | | description = Unremarkable throw. C and D versions are identical. 6C and 6D throw forwards, 4C and 4D throw backwards. | ||
}} | |||
===Defensive Attack=== | |||
{{FrameDataCargo-KOF94 | |||
| moveId = terry_defensiveattack | |||
| description = It's a defensive attack. | |||
}} | }} | ||
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| moveId = terry_236a, terry_236c | | moveId = terry_236a, terry_236c | ||
|input = 236A/C | |input = 236A/C | ||
| description2 = | | description2 = Ok fireball. C version travels faster, but has more recovery. Nothing spectacular, but it's something you can throw at people fullscreen. | ||
}} | }} | ||
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| moveId = terry_214a, terry_214c | | moveId = terry_214a, terry_214c | ||
|input = 214A/C | |input = 214A/C | ||
| description2 = | | description2 = A version is plus on block even point blank. C version requires you to be about halfscreen away to gain plus frames. | ||
A version is a true blockstring out of every special-cancellable move Terry has. However, it whiffs on most of the cast crouching. It's not reactable, but given how many 2Bs you'll be using in neutral/pressure, people will be inclined to block low, limiting its utility. | |||
However, it can hit Brian, Chang, Daimon, Heavy D!, King, Ryo, Robert, and Takuma crouching. If you throw out a 2B or 2D vs these characters, buffer a 214A behind it to get in their face and be + doing it. This also gives you an infinite blockstring vs the above characters. 2B a couple times, then 214A, then repeat forever. | |||
By special morphing the A version (input: 214A > 214C or 236C), Burn Knuckle will have the range and potential plus frames of the C version, but the startup of the A version. This allows you to throw out a big, plus on block knockdown haymaker fullscreen at speeds that are difficult to react to. This makes the regular C version useless. Never press it, just morph. | |||
}} | }} | ||
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| moveId = terry_[2]8a, terry_[2]8c | | moveId = terry_[2]8a, terry_[2]8c | ||
|input = [2]8A/C | |input = [2]8A/C | ||
| description2 = | | description2 = Not that good for the anti-air and reversal roles Rising Tackle typically fills. It's vulnerable on frame 1, so it loses to meaties. It also has a bad anti-air hitbox and requires charge. Mostly useful due to being a pretty good combo ender in situations where you're not close enough to route into the stun route. | ||
C version has one extra hitbox, but no extra hits when it connects. | |||
}} | }} | ||
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| moveId = terry_2147b, terry_2147d | | moveId = terry_2147b, terry_2147d | ||
|input = 2147B/D | |input = 2147B/D | ||
| description2 = | | description2 = Not ideal combo filler; only combos out of clC, where Burn Knuckle does more damage. Can hop over lows (including any ground-traveling fireballs like Power Wave), is plus on block, and catches people trying to jump over you. A great move to just do. | ||
B version always knocks down on hit. D version knocks down on air hit, but leaves them standing on ground hit. You're actually plus enough to link out of 2147D with near-perfect spacing. Practical applications of this fact unknown. If you don't want to bother with spacing, by special-morphing 2147D (input: 2147D > 2147A or 236A), 2147D will also knock down on ground hit. This gives you a plus on block, near-fullscreen low crushing anti-air that knocks down on ground and air hit. A powerful neutral option. | |||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = terry_21416bc | | moveId = terry_21416bc | ||
| description = | | description = Combos out of cl.C if you want to end the round that way. Too slow for most other uses. Very good option for chip kills as well, since it's +10 on block, catches jump outs, and does a lot of chip. | ||
}} | }} | ||
{{Navbox '94}} | {{Navbox '94}} | ||
[[Category:Terry Bogard]][[Category:The King of Fighters '94]] | [[Category:Terry Bogard]][[Category:The King of Fighters '94]] |
Latest revision as of 20:50, 22 November 2023
Introduction
He's Terry Bogard. You already know who it is. Powah wave.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Throws
Special Moves
Rising Tackle - charge briefly then + /
Desperation Move
Normals
Close Standing Normals
clA
Close A
cl.A
cl.A
|
---|
clB
Close B
cl.B
cl.B
|
---|
clC
Close C
cl.C
cl.C
|
---|
clD
Close D
cl.D
cl.D
|
---|
Far Standing Normals
fA
Far A
f.A
f.A
|
---|
fB
Far B
f.B
f.B
|
---|
fC
Far C
f.C
f.C
|
---|
fD
Far D
f.D
f.D
|
---|
Crouch Normals
2A
Crouching A
2A
2A
|
---|
2B
Crouching B
2B
2B
|
---|
2C
Crouching C
2C
2C
|
---|
2D
Crouching D
2D
2D
|
---|
Jump Normals
jA
Jumping A
j.A
j.A
|
---|
njB
Neutral Jump B
nj.B
nj.B
|
---|
jB
Jumping B
j.B
j.B
|
---|
jC
Jumping C
j.C
j.C
|
---|
njD
Neutral Jump D
nj.D
nj.D
|
---|
jD
Jumping D
j.D
j.D
|
---|
Blowback Normals
Blowback
Standing CD
5CD
5CD
|
---|
Jump CD
Jumping CD
j.CD
j.CD
|
---|
Universal Mechanics
Buster Throw
Buster Throw
4/6 C/D when close
4/6 C/D when close
|
---|
Defensive Attack
Defensive Attack
6A/B while blocking
6A/B while blocking
|
---|
Special Moves
Power Wave
Power Wave
236A/C
236A/C
|
---|
Burn Knuckle
Burn Knuckle
214A/C
214A/C
|
---|
Rising Tackle
Rising Tackle
[2]8A/C
[2]8A/C
|
---|
Crack Shoot
Crack Shoot
2147B/D
2147B/D
|
---|
Desperation Move
Power Geyser
Power Geyser
21416BC
21416BC
|
---|