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The King of Fighters '98 UMFE/Terry Bogard: Difference between revisions

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[[File:Kof98umfeterrymovelist.png|right|thumb|Command List]]
[[File:Kof98umfeterrymovelist.png|right|thumb|Command List]]


== Introduction ==
==Introduction==
{{StrengthsAndWeaknesses
| intro = Terry Bogard has great frame traps, some good special moves that can bully opponents, and great blockstrings that can end in frame advantage, or cause lots of guard gauge damage for an eventual guard crush.
He is strong at close and medium ranges. His weakness is that he has no overhead (with the notable exception of an instant jumping one against non small crouchers) and no untechable grab. He can frame trap all day, but against someone who just wants to block, he must eventually guard crush, which he is fortunately great at.
He has some easy tools that are immediately effective at beginner levels, but to take him to the advanced stages, he needs some execution to unlock his crazy damage, and to secure and use hard knockdowns midscreen that lead to ambiguous left right mixups, which are his only real way to mix up his opponent.


Terry is a mid- to close-range pressure character. At close range, he has access to really nice hitconfirms and blockstrings that allow him to play a fairly safe offensive game. An important part of this is that he has multiple specials that allow him to end strings pretty safely and still be in a good position to poke. In neutral, he has some decent pokes to keep the opponent in check, as well as some special moves he can use to move forward to get into his preferred range. On defense, he has access to a meterless invincible reversal. His weaknesses are a lack of strong mixups, as he does not have an overhead or a command grab, and just generally not having much going for him outside of his pressure capabilities.
| pros=
<ul>
<li><b>Jumps</b>: His jumps travel farther and higher than other characters', without being floaty or slow. His super jump is among the best, if not the best.</li>
<li><b>Guard crushing:</b> His strings do good guard gauge damage, and he can do strings that never risk wasting a guard crush, by ending in power charge.</li>
<li><b>Massive damage</b>: If he does get a clean hit, he can two touch his opponent if he has sufficient resources.</li>
<li><b>Frame advantage</b>: Terry can sneak in frame advantage by pushing himself far enough away to end strings with a max range power wave, or by ending in crackshoot, which lets him do it all over again.</li>
<li><b>Frame traps</b>: Terry has frame traps with good range and great reward on hit. They can even be block confirmed to go for crackshoot instead. Mix up between frame traps, and jumping or running in again behind the threat of the frame trap.</li>
<li><b>Hard knockdowns:</b> Terry can easily secure hard knockdowns in the corner. With good execution, he can also do it midscreen, which allows for strong left right mixups. These mixups can even defeat reversal attempts. His D grab is a hard knockdown as well.</li>
<li><b>Burn knuckle</b>: Burn knuckle is a great noob killer move. Throw it out at its tip range when you're slightly positive, or even neutral, and watch people kill themselves on it.</li>
<li><b>Power charge</b>: One of the main things Terry has over EX Terry. This move may not seem like much, since it loses to pokes, but it's a great move to use when you're frame positive, like after blocking a strong poke that you can't contest head on. You can just keep blocking, and then power charge. While trading like that, you are chipping and building more meter than the opponent. Power charge is also a strong move to frame trap to, since it's safe on block from all distances but point blank range. It's a pretty good whiff punisher as well.</li>
</ul>
| cons=
<ul>
<li><b>Weak initial mixup</b>: His only overhead is a jump back D, which doesn't work against small crouchers, and he has no untechable grab. If he can get a hit or a grab to start with, then he can do left right mixups afterwards, but he doesn't have any mixups beyond a techable normal grab that can lead to that first hit.
<li><b>Small crouchers:</b> Against medium crouchers, he has good crossups, but small crouchers can crouch under them. This limits him to left right roll mixups, or forces him to perfectly time a meaty crossup, which is very difficult, and even if executed properly, unsafe if the small croucher correctly holds down back despite the crossup.</li>
<li><b>Execution:</b> Requires strong execution to unlock his highest damage, and to mix people up; especially small crouchers. Variable wakeup timing per character further complicates things.</li>
<li><b>The corner:</b> Although having the opponent in the corner is inherently advantageous, Terry loses his mixups if he has the opponent in the corner, since his main mixup is left right, and he doesn't have backturned knockdowns, except for his grab which moves the opponent away from the corner.</li>
</ul>


== Changes from Previous Versions ==


'''98 to 98UM'''


Normals:
}}


* The activation range of cl.D has been reduced
{| class="wikitable" border="1"
|-
! !! Terry !! EX Terry
|-
|+Character Comparison
|-
! '''Gameplan differences'''
|
'''Terry has more hard knockdowns, and thus better left right mixups.'''<br>
|
'''EX Terry's power wave, round wave, and fire kick, in addition to the same crackshoot as Terry, let him mix up how he sneaks in the frame advantage in a blockstring, making him better at that part of Terry's game.'''<br>
|-
! '''Combo differences'''
|
'''Terry's combos can lead to hard knockdown.'''<br>
|
'''EX Terry's combos can do more damage than Terry's, against standing opponents. Standconfirming is useful for EX Terry. Even against crouching opponents, the equivalent combo for EX Terry works from farther away.'''<br>
|-
!  '''Neutral'''
|
'''Terry has a motion DP. Power wave isn't much of a projectile; it's more of a long range poke that can only ever be slightly positive. Power charge is a fast forward moving attack that generally loses to pokes, but is a great way to capitalise on frame advantage and a good punishment move.'''<br>
|
'''EX Terry has a flash kick style reversal and anti air. Power wave is almost always significantly positive on block. His slide, fire kick, is a great poke that can go under a lot, but must be cancelled to a special to be safe, which makes it vulnerable to guard cancel rolling if used too often and too predictably. His power geyser DM is faster, making it a better anti air.'''<br>
|-
!  '''Guard crushing'''
|
'''Terry has pretty good guard gauge damage, and has an easy way to avoid ever wasting a guard crush.'''
|
'''EX Terry has even better guard gauge damage, longer strings, and better ways to sneak in frame advantage to do even more, but he doesn't have any easy way to avoid wasting a guard crush.'''
|-
!  '''Preferred System Mechanics'''
|
'''Terry can use either kind of meter. Stocks build quickly because he spams many special moves, but charge gives him better combos, crossup, and crossunder setups. Rolling and running unlock the most left right mixups, and running by itself increases the range at which he can end combos in power dunk for a hard knockdown, while stepping and dodging don't give him anything beyond the universal, although due to power charge, he can always combo from a dodge strike and hitconfirm it, which is more than many characters get with the dodge strike. '''<br>
|
'''EX Terry spams even more special moves than Terry, which could be good for a stock battery, but quickmax also improves his combos, and gives him an infamous combo against standing opponents that does more damage than anything Terry has. Running and rolling let him use the hard knockdown from his D grab for setups, but other than that, he has no hard knockdowns, so his system choices are up to user preference.'''<br>
|-
|}


* st.D's priority has been reduced
== Changelist ==


* j.D from a full jump now has less downwards priority, meaning that you can no longer use it as an instant overhead on regular crouchers; j.D from a hop still works, though
=== '98 to Ultimate Match ===


Specials:
'''Normal Moves''':


* hcf+B's damage has been reduced from 9 to 4
* <span style="background-color:#F00>Nerf</span> - Activation range for cl.D reduced<br>


* dp+K's second hit now has an increased hitbox size, so it air-to-airs better
* <span style="background-color:#F00>Nerf</span> - Startup for f.D increased by 1<br>


* dp+B's second hit's damage has been reduced from 14 to 11
* <span style="background-color:#F00>Nerf</span> - Vertical hitbox for j.D reduced in size (Does not affect the hop version)<br>


* dp+D's second hit's damage has been reduced from 15 to 13
''Special Moves''':


Supers:
* <span style="background-color:#F00>Nerf</span> - Damage for the light version of Power Charge ([[image:hcf.gif]] + [[image:b.gif]]) reduced from 9 to 4<br>


* Third hit of qcfx2+AC's hitbox has been increased behind it; now all hits of qcfx2+AC connect even at the edge of the screen, though it will drop if used all the way in the corner
* <span style="background-color:#0F0>Buff</span> - Hitbox for Power Dunk ([[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]])'s second hit increased in size<br>


'''98 to 98UMFE'''
* <span style="background-color:#F00>Nerf</span> - Damage for the light version of Power Dunk ([[image:dp.gif]] + [[image:b.gif]])'s second hit reduced from 14 to 11<br>


Normals:
* <span style="background-color:#F00>Nerf</span> - Damage for the heavy version of Power Dunk ([[image:dp.gif]] + [[image:d.gif]])'s second hit reduced from 15 to 13<br>


* st.B's damage has been increased from 5 to 6
'''Desperation Moves''':


Specials:
* <span style="background-color:#0F0>Buff</span> - Hitbox for the MAX version of Power Geyser ([[image:qcb.gif]][[image:db.gif]][[image:fd.gif]] + [[image:a.gif]][[image:c.gif]])'s third hit increased in size<br>


* dp+C now has 3f extra invincibility
=== Ultimate Match to Final Edition ===


* qcb+D's recovery has been reduced by 3 frames
'''Normal Moves''':


* qcb+D's hitbox has been extended downwards, it can now hit short crouchers
* <span style="background-color:#0F0>Buff</span> - Damage for f.B increased from 5 to 6<br>


* hcf+B's damage has been increased from 4 to 8
'''Special Moves''':


* hcf+D's damage has been increased from 9 to 12
* <span style="background-color:#0F0>Buff</span> - Recovery for the heavy version of Crack Shoot ([[image:qcb.gif]] + [[image:d.gif]]) reduced by 3<br>


* dp+D's first hit now launches the opponent higher in the air, on a trade it knocks the opponent up into a juggle state
* <span style="background-color:#0F0>Buff</span> - Final hitbox for the heavy version of Crack Shoot ([[image:qcb.gif]] + [[image:d.gif]]) increased in size<br>


Supers:
* <span style="background-color:#0F0>Buff</span> - Invulnerability for the heavy version of Rising Tackle ([[image:dp.gif]] + [[image:c.gif]]) increased to 1-9f<br>
 
* <span style="background-color:#0F0>Buff</span> - Damage for the light version of Power Charge ([[image:hcf.gif]] + [[image:b.gif]]) increased from 4 to 8<br>
 
* <span style="background-color:#0F0>Buff</span> - Damage for the heavy version of Power Charge ([[image:hcf.gif]] + [[image:d.gif]]) increased from 9 to 12<br>
 
* <span style="background-color:#0F0>Buff</span> - Launch for the heavy version of Power Dunk ([[image:dp.gif]] + [[image:d.gif]])'s first hit increased in size, juggle property added<br>
 
'''Desperation Moves''':
 
* <span style="background-color:#0F0>Buff</span> - Invulnerability for the MAX version of High Angle Geyser ([[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]][[image:d.gif]]) added<br>


* qcfx2+BD now has added startup invincibility
== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''


* cl.A: A standard cl.A. Whiffs on short crouchers. Chainable and cancelable.
* c.A: Same as 2A except it is better at catching people jumping, whiffs on short crouchers, and is +1 on block.


* cl.B: Will hit all crouchers. Cancelable.
* c.B: One frame slower than other lights, and -2 if you let it finish, but has a great hitbox with its hurtbox very far behind. Good to frametrap in to from a different light. Also has more active frames, making it a better and easier meaty. Its hitbox is also high enough to hit people who reversal superjump


* cl.C: Two-hitting cl.C. Good to use in combos as both hits are cancelable, making it easy to confirm from.
* c.C: Same speed as his 2A and 2B. Does two hits to help with hitconfirming. Pushes back less than lights, and therefore allows for the running power dunk after power charge from farther away than them.


* cl.D: Larger activation range than cl.C, but only does 1 hit. Has a lot of active frames, so good as a meaty. Cancelable.
* c.D: Larger activation range than c.C, but only does 1 hit. Same speed as his 2A and 2B. Has a lot of active frames, so good as a meaty. Pushes back less than lights, and therefore allows for the running power dunk after power charge from farther away than them.


'''Standing'''
'''Standing'''


* st.A: Standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable and cancelable.
* f.A: Mediocre standing jab. Does its job of stopping hops, but isn't anything special.


* st.B: Good far-reaching mid-range poke.
* f.B: Fast mid range poke. You can always frametrap to this for a low risk, low reward option.


* st.C: Whiffs on low crouchers. Comes out at a nice height for stopping hops.
* f.C: Hits low crouchers. It has the same speed as f.B, but less range, more damage, a higher hitbox, and a hurtbox further back. When in range for this and you want to do a f.B, consider doing this instead as it's a better pre-emptive anti jump.


* st.D: Slow startup and recovery. Long range.
* f.D: Very slow move that whiffs on most crouchers, but it has an excellent hitbox and hurtbox and massive range.


'''Crouching'''
'''Crouching'''


* cr.A: Standard crouching jab. Chainable and cancelable.
* 2A: Standard crouching jab. Neutral on block. Chainable and cancellable.


* cr.B: Terry's main low confirm option. Chainable.
* 2B: Terry's main low confirm option. Chainable. -1 on block.


* cr.C: Fairly fast, nice range. Cancelable on hit, block, and whiff.
* 2C: Same range and speed as f.C and f.B, but doesn't catch people jumping since it hits low. It is, however, cancellable on hit and whiff.


* cr.D: A long-range sweep with fairly long startup. Decent for midrange poking when canceled. Cancelable on hit, block, and whiff.  
* 2D: Slow startup. Causes soft knockdown. Long range. Pretty good hitbox and hurtbox. Special cancellable on whiff and hit which can save you if the move was rolled past.


'''Jumping'''
'''Jumping'''


* j.A: Nice priority for air-to-airs. Can also be used as a jump-in.
* j.A: Quite strong hitbox and hurtbox for air to airs and horizontal jump ins, and has enough active frames to be used as a decent air to ground and air to air with the same timing.


* j.B: Mostly good as an air-to-air. Whiffs on regular crouchers.
* j.B: His fastest air button, which gives it a niche as an air to air move. Its hitbox and hurtbox are also ok for this purpose. Whiffs on most crouchers.


* j.C: Decent jump-in. Can crossup.
* j.C: Can crossup, except against small crouchers. Has the most active frames of his air normals, but doesn't have the horizontal or vertical range of j.D. It does however have a slightly superior horizontal hurtbox, and vertical hurtbox if you're hitting at tip range.


* j.D: His most-used jump-in, and a great multi-purpose tool, as it also works as an air-to-air, crossup, and instant overhead (only the hop version) on regular crouchers.
* j.D: A multi-purpose tool, as it works as an air-to-air, jumpin, and on medium crouchers, crossup and instant overhead. Good horizontal range, and a decent horizontal hurtbox that is slightly behind its hitbox. Vertically it's nothing special, but still hits lower than j.A, j.B, and j.C.


'''CD Normals'''
'''CD Normals'''


* st.CD: Slow-to-start-up st.CD that has decent range, moves Terry forward slightly, and can avoid low attacks starting from frame 6. Can be cancelled on whiff, block, and hit.
* 5CD: Slow-to-start-up st.CD that has decent range and a pretty good hurtbox. Moves Terry forward slightly, and can avoid low attacks starting from frame 6. Can be cancelled on whiff, block, and hit. Slightly positive on attack cancel roll.


* j.CD: An attack with somewhat slow startup that is angled downward and out, and has a good horizontal hitbox. Great for jump-in pressure, and may also be used as a preemptive air-to-air.
* j.CD: Slow startup and inferior horizontal hitbox / hurtbox compared to j.D. It is his lowest hitting air move, and has the best vertical hitbox / hurtbox out of any of Terry's air moves. It has few active frames, but is great if you get your opponent to block it.


== Throws ==
== Throws ==


'''Grasping Upper:''' <code>b/f+C (close)</code>
'''Grasping Upper:''' <code>4/6C (close)</code>


* Regular throw, techable. Terry grabs the opponent then does a hook to the face.
* Regular throw, techable. Soft knockdown in front of Terry.
      
      
'''Buster Throw:''' <code>b/f+D (close)</code>
'''Buster Throw:''' <code>4/6D (close)</code>


* Regular throw, techable. Terry grabs the opponent, then flips them over his shoulder and onto the ground. Because it causes a reverse knockdown, it can be used to set up a meaty jump-in afterward, whether it's midscreen or in the corner. Switches sides.
* Regular throw, techable. Hard knockdown behind Terry with back turned wakeup. Sets up crossups, and against the characters who wake up slowly, left right roll mixups.


== Command Moves ==
== Command Moves ==


'''Back Knuckle:''' <code>f+A</code>
'''Back Knuckle:''' <code>6A</code>
 
* A far reaching command normal that is useful for setting up the distance at which power wave is +1, and for strings ending in crackshoot (214D) without putting Terry in normal grab range. Remember that being +1 doesn't matter if the opponent can grab you with a 0F move, but you can't grab him.


* Terry swings his arm forward, hitting the opponent twice.
* Second hit is special cancellable.


* A good command normal for Terry, but he only gets most of its use when you want to combo into one of his DM's, most of his special attacks aren't fast enough unless you bypass using the strong normal to combo into it.
* Combos don't work from very far away if done with this command normal, and some don't work at all, so use the other command normal for most combos. If you have weak execution, you can start with this as it's easier to use.


* Second hit is free-cancelable.
* Allows for the longest range 236236K or 41236D confirmation if done on its own.


'''Rising Upper:''' <code>df+C</code>
'''Rising Upper:''' <code>3C</code>


* Terry does a quick hook, hitting the opponent in the face.  
* Reliable combo filler after light or heavy starters. Special cancellable.


* Another useful command normal, comes out very quick so you have to be fast if you want to cancel. qcb+A in most cases is the best option, as it's fast and relatively safe.  
* Good pre emptive anti jump when close, but vulnerable to rolling.


* Cancelable if canceled into.
* Has the same speed as his close heavies and his lights at 3F


== Special Moves ==
== Special Moves ==


'''Power Wave:''' <code>qcf+A/C</code>
'''Power Wave:''' <code>236A/C</code>


* Terry punches the ground, sending an energy wave across the screen.
* The reason Terry is not a shoto: This move is arguably not even a projectile, and it can only be very slightly positive at most unless meaty, but it reaches quite high, especially during its later stages, letting it catch jumpers sometimes. Can cause soft knockdown depending on how it hits.


* Great for ground and (in some instances) air control—the hitbox reaches pretty high off the ground, so it can be a reliable anti-air on opponents that like to jump in (but the timing is crucial).  
* Good special move to end a blockstring with if going for guard gauge damage.


* Knocks the opponent down at close range, but doesn't further out.
* Knocks the opponent down at close range, but doesn't further out.


* Builds good meter, even more so when it hits.
* Builds good meter, even more so when it doesn't whiff.


'''Burning Knuckle:''' <code>qcb+A/C</code>
'''Burning Knuckle:''' <code>214A/C</code>


* Terry does a quick pose, then charge punches towards the opponent. Terry's most basic combo finisher when he doesn't have any meter to spend.
* Has considerable startup, but when it gets going, Terry travels forward with quite a strong horizontal (but not vertical) hitbox. Hurtbox quite far behind.


* The A version goes about 40% of the screen while the C version goes fullscreen, neither are safe on block unless spaced to a T.
* Both versions are safe if they hit late. A version can be -1 at best.


* Can be used as a makeshift anti-air, or to defeat moves with slow startup/no priority.  
* Vulnerable to attacks from straight above, and low profiling attacks.


'''Crack Shoot:''' <code>qcb+B/D</code>
* His easier, but inferior, combo ender. Less damage and no hard knockdown.


* Terry does a one-legged flip, swinging down to hit the opponent on the head. Despite the look of this attack, it is not an overhead and your opponent can guard it crouching.
'''Crack Shoot:''' <code>214B/D</code>


* It can still be used as a combo finisher, just like qcf+P, but the difference here it doesn't knock down and only the B version is practical because of its fast startup.
* Terry flies forward in an arc with a hitbox that starts behind him, then goes above him, and finally ends in front of him.


* It has surprisingly good vertical range and priority, so it can act as an anti-air.
* B version whiffs on small crouchers. D version does not, unless done too close.


* Creates a half-juggle state on hit, meaning that you can juggle them when they're going upwards but not when they've started falling down in the air.
* Good anti air if you are underneath the opponent when doing it.


* qcb+D gives you frame advantage on block, making it an excellent blocksring and frametrapping move.
* Creates a half-juggle state on hit, meaning that you can juggle them when they're going upwards but not when they've started falling down in the air. Juggle with jumping D or C if close, and jumping B if far.


'''Rising Tackle:''' <code>dp+A/C</code>
* D version is +1 on block.


* Terry does a flurry of rising kicks launching his opponent into the air, Terry's one and only DP.
* Causes no guard gauge damage.


* This move is strong and has great priority, has a few good combo options but can also be used to anti-air opponents on a whim.
'''Rising Tackle:''' <code>623A/C</code>


* C version is invincible into the first few active frames, and thus can be used as a reversal.
* This is a decent DP, but it's not the best, as it is somewhat diagonal and has a blind spot where it doesn't hit, causing it to lose to well positioned jumping attacks.


'''Power Dunk:''' <code>dp+B/D</code>
* It has an unremarkable hurtbox vertically and horizontally, so it loses to quality jump ins unless it's done late enough to use its armour and invulnerability frames. Against moves with superior hitboxes and sufficient active frames, this is not always possible.


* Terry does a leaping punch that knocks the opponent up into the air, and then another punch that knocks them back down again.
* C version is a true reversal due to its invincibility and armour frames.
 
'''Power Dunk:''' <code>623B/D</code>
 
* Terry does a leaping punch that knocks the opponent up into the air, and then another punch that knocks them back down again. Because it moves Terry forward, you can sometimes get away with whiffing this where rising tackle would be punished.


* Full startup invincibility, but none on the active frames, meaning that it can trade if used as a reversal.
* Full startup invincibility, but none on the active frames, meaning that it can trade if used as a reversal.


* D version can be used as an anti-air, as you get a hard knockdown if it lands, but dp+C is a much safer alternative for a bit less reward.
* D version can be used as an anti-air, as you get a hard knockdown if it lands, but 623C is a much safer alternative for a bit less reward.


* In a trade situation, the D version will juggle them upwards, allowing for a followup attack.
* In a trade situation, both versions will juggle them upwards, allowing for a followup attack. The D version gives more time to react however.


* Good combo ender after hcf+K, as it gives you plenty of time to set up whatever offense you want.
* Good combo ender after power charge, as it gives a hard knockdown, setting up left right roll mixups if midscreen


'''Power Charge:''' <code>hcf+B/D</code>
* Easy to combo to if you are very close to the opponent, or in the corner, but otherwise difficult, as a short run must be performed after power charge. Even with running, it is impossible if your combo started from too far away or you did too many light hits.
 
'''Power Charge:''' <code>41236B/D</code>


* Terry slides forward with a shoulder tackle, knocking the opponent into the air.
* Terry slides forward with a shoulder tackle, knocking the opponent into the air.


* B version is safer overall to use, but D version does a bit more damage.  
* D version is slower but still combos, does more damage, and is unsafe on block.


* Terry's main combo confirming tool, as it gives you a juggle chance on hit and is cancelable into other special moves.
* B version is faster and safe.


* It's also fairly safe on block, making it an excellent blockstring ender for Terry.
* Bnb combo tool.
 
* Causes no guard gauge damage, so by ending your strings with it when you think the guard crush is near, you can avoid ever wasting a guard crush.
 
* Will lose to most pokes, but is none the less a great tool outside of combos. It can whiff punish, and it's a great way to capitalise on frame advantage, as it will hit people out of startup. If you are having trouble with dominant pokes like Yashiro's f.B, then you can block them and immediately do this move. If the opponent does another move or jumps, power charge wins. If not, you can keep blocking and doing power charge, since you're causing chip and building more meter than he is.


== Desperation Moves ==
== Desperation Moves ==


'''Power Geyser:''' <code>qcb,db,f+A/C</code>
'''Power Geyser:''' <code>246A/C</code>


* Terry slams the ground, creating a big burst of energy in front of him.
* Creates a huge disjointed hitbox in front of Terry.


* Good combo ender for Terry, as it combos from most of his routes.
* The easier, but less damaging metered combo ender.


* Has some invincibility, but is pretty slow to be used as a reversal or anti-air except on a read.
* Has some invincibility, but is very slow, letting short jumpers land and block in time if you try to reactively anti air with this. However, against slow moves that rely on superior hitboxes, such as Ralf kick, this is a great solution.


* The MAX version creates three big pillars of energy, each one further away from Terry.
* In the corner, for the MAX versions, this is the DM to combo to, even though it does less damage midscreen.


'''High Angle Geyser:''' <code>qcfx2+B/D</code>
'''High Angle Geyser:''' <code>236236B/D</code>


* Does a bit more damage than qcb,db,f+P, but is way harder to combo into, so it's not a DM worth using much.
* The more difficult, but more damaging metered combo ender.


* qcfx2+D has full startup invincibility, but can trade once the hitbox comes out.
* 236236D has full startup invincibility, but can trade once the hitbox comes out.


* MAX version does more damage and travels further than the regular version, making it easier to combo into.
* MAX version does more damage and travels further than the regular version, meaning that you can combo to it from farther away.
 
* Many of the MAX version's hits whiff in the corner.


== Combos ==
== Combos ==
Line 217: Line 294:
'''General Notes:'''
'''General Notes:'''


* You can shorten the input (qcb,db,f+A) to qcb,f+A or d,b,f+A.
* In any meter-using combo, you can replace 236236B with 236236BD or 246A with 246AC for more damage if you have the resources.


* In any meter-using combo, you can replace qcfx2+A with qcfx2+AC or qcb,db,f+B with qcb,db,f+BD for more damage if you have the resources.
* If starting with a heavy normal, you can omit the 3C for less damage but easier execution.


===Meterless===
===Meterless===


''Low''
''Easy''


: <code>cr.B, cr.A, df+C, qcb+A</code>
: <code>2B > 2A > 3C > 214A</code>
: <code>5C > 3C > 214A</code>


: <code>cr.Bx1-2, cr.A, df+C, hcf+B, j.D</code>
''Medium''
: You need to do a regular jump or superjump for j.D to connect.


: <code>cr.Bx1-2, cr.A, df+C, hcf+D, dp+C</code>
: <code>2B > 2A > 2A > 3C > 41236D > 623C</code>
: hcf+D is canceled into dp+C.
:* This combo works anywhere on the stage. Omit one of the crouching lights if far away or after jumping in. 41236D is canceled to 623C
: <code>5D > 3C > 41236B > 623B (Let the start of 623B cause a microwalk that gets you closer)</code>
:* This combo gives a hard knockdown and works midscreen, but only if you are very close to the opponent. If you aren't as close, you can omit the 3C to make it work.
: <code>2B > 2A > 2A > 3C > 41236D > 623B</code>
:* This is a better combo, but only works in the corner. Also works with a light power charge.


''Mid/Jump-In''
''Difficult''


: <code>(j.X), cl.C, df+C, qcb+A</code>
: <code>5D > 3C > 41236B > run > 623B</code>
:* This combo gives a hard knockdown and works midscreen, and because of the run in the middle of it, works from farther away. It also works if you don't have run, but you can't be as far away when starting the combo. Can also be done from lights, but only 2, and you have to be close. The fewer moves in the combo, and the closer you start, the easier the combo is. Heavies allow for this combo from farther away than lights.


: <code>(j.X), cl.C, df+C, hcf+B, j.D</code>
===Meterful advanced mode===
: You need to do a regular jump or superjump for j.D to connect.


: <code>(j.X), cl.C, df+C, hcf+D, dp+C</code>
''Easy''
: hcf+D is canceled into dp+C.
: <code>2B > 2A > 2A > 236236B</code>
:* An even easier variant is 2B > 5B > 236236B because you can buffer the DM motion while doing the normals: 2B > 36B > 236B
: <code>5C > 236236K</code>


''Corner''


: <code>(j.X), cl.C, df+C, hcf+D, dp+B</code>
''Medium''
: You can do this combo outside of the corner, but you need a very tight microrun after hcf+D.


===With Meter===
: <code>2B > 2A > 3C > 246P</code>
:* You can hold down forward for the whole combo until it's time to do the power geyser. Then, do a quarter circle back, and then press forward.
: <code>5C > 3C > 246P</code>
: <code>While already in max mode: 2B > 2A > 3C > 41236D > superjump D</code>
:* In max mode, this does more damage than the rising tackle variant.


''Low''
''Difficult''


: <code>2Bx1-2, st.A, 236236B</code>
: <code>2B > 2A > 3C > 236236K</code>
: You can do this as 2B, 236A, 236B for an easier cancel.
: <code>5C > 3C > 236236K</code>
:* Even with clever buffering, these combos are difficult to learn. Many say that Terry's optimal combos are impractical, but this is false. They just take lots of practice and puzzle solving.
: <code>While already in max mode: 5D > 3C > 41236B > run > 623B</code>
:* Skipping the 3C in the middle makes it easier and gives it more range.


: <code>2Bx1-2, 2A, 3C, 21416+A</code>
===Quickmax > staying in max mode===
: It's much easier to do 3C into DM if you remove the down back part after 214, looking something like 3C2146A. This applies to all combos that have this as an ender.


''Mid/Jump-In''
''Medium''


: <code>(j.X), cl.C, 236236B</code>
: <code>2B > 2A > QM > 5D > 3C > 41236D > super jump D</code>
:* Can add a third light, but then it fails from a jumpin. May have to do only one light if you jump in from afar. 5D can be replaced by 5C, but then the combo has less range.
:* This combo does the most possible damage midscreen while still staying in maxmode afterwards. Finishing with a DM only does slightly more damage, unless your health is red.


: <code>(j.X), cl.C, 3C, 21416+A</code>
: <code>2B > 2A > QM > 5D > 3C > 41236B > super jump CD</code>
:* Less damage but gives a soft floor and carries farther towards the corner if he recovery rolls. You may prefer this


===With Quick MAX===
''Difficult''
: <code>2B > 2A > QM > 5D > 3C > 41236D > 623B</code>
:* Only works in the corner. If not quite in the corner > but close enough to it > you can do a B power charge, and end with a running power dunk.


''Low''
===Quickmax > leaving max mode===


: <code>2B, ABC, cl.C, 3C, 21416A</code>
''Difficult''
: <code>2B > 2A > QM > 5D > 3C > 246P</code>
:* Optimal damage in the corner if your health is red. May have to do one light only after a jumpin depending on how close you are to the opponent.


''Mid/Jump-In''
''Very difficult''
: <code>2B > 2A > QM > 5D > 3C > 236236K</code>
:* Optimal damage midscreen if your health is red. The MAX version of this DM gets more range, so you can do three lights on the ground, and usually two after a jumpin, if red healthed.


: <code>(j.X), cl.C, 3C, 41236B, ABC, 21416A</code>
== Strategy & Tips ==
'''Preferred system mechanics'''


== Strategy & Tips ==
For dodging versus rolling, rolling is recommended, as it unlocks left right roll mixups. Dodging doesn't give anything beyond the universal, although he can always get a combo after his dodge strike (because of power charge), which is not true for every character.
 
For running versus dashing and faster walk speed, running is strong because it improves his ability to combo to power dunk (623B) midscreen. It's also strong because if you quickmax an air to air (such as after power charge 41236B), then you can cross under by running. The step can do this in some cases, but not in as many. However, if you're really good at dashing up to grab, then dashing can help you land the D grab, which also gives a hard knockdown.
 
For meter, Terry benefits from both stock and charge. He spams special moves and does long blockstrings, quickly maxing out his stocks, but his combos improve with quickmax, and quickmax even unlocks crossup and crossunder setups.
 
'''Instant overhead jump state jank'''
 
You may have noticed that when trying to do a j.D for an instant overhead, it sometimes just doesn't work. This is because, if your last jump was a full jump, or, you just started a round and haven't jumped yet, then the timing to get it to hit is much stricter, although still possible to get if you short jump rather than full jump.
 
However, if your last jump was a short jump, then the timing is lenient and you can just go for it.


== Videos ==
== Videos ==

Latest revision as of 10:40, 25 November 2024

Command List

Introduction

Terry Bogard has great frame traps, some good special moves that can bully opponents, and great blockstrings that can end in frame advantage, or cause lots of guard gauge damage for an eventual guard crush. He is strong at close and medium ranges. His weakness is that he has no overhead (with the notable exception of an instant jumping one against non small crouchers) and no untechable grab. He can frame trap all day, but against someone who just wants to block, he must eventually guard crush, which he is fortunately great at.

He has some easy tools that are immediately effective at beginner levels, but to take him to the advanced stages, he needs some execution to unlock his crazy damage, and to secure and use hard knockdowns midscreen that lead to ambiguous left right mixups, which are his only real way to mix up his opponent.
Pros Cons
  • Jumps: His jumps travel farther and higher than other characters', without being floaty or slow. His super jump is among the best, if not the best.
  • Guard crushing: His strings do good guard gauge damage, and he can do strings that never risk wasting a guard crush, by ending in power charge.
  • Massive damage: If he does get a clean hit, he can two touch his opponent if he has sufficient resources.
  • Frame advantage: Terry can sneak in frame advantage by pushing himself far enough away to end strings with a max range power wave, or by ending in crackshoot, which lets him do it all over again.
  • Frame traps: Terry has frame traps with good range and great reward on hit. They can even be block confirmed to go for crackshoot instead. Mix up between frame traps, and jumping or running in again behind the threat of the frame trap.
  • Hard knockdowns: Terry can easily secure hard knockdowns in the corner. With good execution, he can also do it midscreen, which allows for strong left right mixups. These mixups can even defeat reversal attempts. His D grab is a hard knockdown as well.
  • Burn knuckle: Burn knuckle is a great noob killer move. Throw it out at its tip range when you're slightly positive, or even neutral, and watch people kill themselves on it.
  • Power charge: One of the main things Terry has over EX Terry. This move may not seem like much, since it loses to pokes, but it's a great move to use when you're frame positive, like after blocking a strong poke that you can't contest head on. You can just keep blocking, and then power charge. While trading like that, you are chipping and building more meter than the opponent. Power charge is also a strong move to frame trap to, since it's safe on block from all distances but point blank range. It's a pretty good whiff punisher as well.
  • Weak initial mixup: His only overhead is a jump back D, which doesn't work against small crouchers, and he has no untechable grab. If he can get a hit or a grab to start with, then he can do left right mixups afterwards, but he doesn't have any mixups beyond a techable normal grab that can lead to that first hit.
  • Small crouchers: Against medium crouchers, he has good crossups, but small crouchers can crouch under them. This limits him to left right roll mixups, or forces him to perfectly time a meaty crossup, which is very difficult, and even if executed properly, unsafe if the small croucher correctly holds down back despite the crossup.
  • Execution: Requires strong execution to unlock his highest damage, and to mix people up; especially small crouchers. Variable wakeup timing per character further complicates things.
  • The corner: Although having the opponent in the corner is inherently advantageous, Terry loses his mixups if he has the opponent in the corner, since his main mixup is left right, and he doesn't have backturned knockdowns, except for his grab which moves the opponent away from the corner.


Terry EX Terry
Character Comparison
Gameplan differences

Terry has more hard knockdowns, and thus better left right mixups.

EX Terry's power wave, round wave, and fire kick, in addition to the same crackshoot as Terry, let him mix up how he sneaks in the frame advantage in a blockstring, making him better at that part of Terry's game.

Combo differences

Terry's combos can lead to hard knockdown.

EX Terry's combos can do more damage than Terry's, against standing opponents. Standconfirming is useful for EX Terry. Even against crouching opponents, the equivalent combo for EX Terry works from farther away.

Neutral

Terry has a motion DP. Power wave isn't much of a projectile; it's more of a long range poke that can only ever be slightly positive. Power charge is a fast forward moving attack that generally loses to pokes, but is a great way to capitalise on frame advantage and a good punishment move.

EX Terry has a flash kick style reversal and anti air. Power wave is almost always significantly positive on block. His slide, fire kick, is a great poke that can go under a lot, but must be cancelled to a special to be safe, which makes it vulnerable to guard cancel rolling if used too often and too predictably. His power geyser DM is faster, making it a better anti air.

Guard crushing

Terry has pretty good guard gauge damage, and has an easy way to avoid ever wasting a guard crush.

EX Terry has even better guard gauge damage, longer strings, and better ways to sneak in frame advantage to do even more, but he doesn't have any easy way to avoid wasting a guard crush.

Preferred System Mechanics

Terry can use either kind of meter. Stocks build quickly because he spams many special moves, but charge gives him better combos, crossup, and crossunder setups. Rolling and running unlock the most left right mixups, and running by itself increases the range at which he can end combos in power dunk for a hard knockdown, while stepping and dodging don't give him anything beyond the universal, although due to power charge, he can always combo from a dodge strike and hitconfirm it, which is more than many characters get with the dodge strike.

EX Terry spams even more special moves than Terry, which could be good for a stock battery, but quickmax also improves his combos, and gives him an infamous combo against standing opponents that does more damage than anything Terry has. Running and rolling let him use the hard knockdown from his D grab for setups, but other than that, he has no hard knockdowns, so his system choices are up to user preference.

Changelist

'98 to Ultimate Match

Normal Moves:

  • Nerf - Activation range for cl.D reduced
  • Nerf - Startup for f.D increased by 1
  • Nerf - Vertical hitbox for j.D reduced in size (Does not affect the hop version)

Special Moves':

  • Nerf - Damage for the light version of Power Charge ( + ) reduced from 9 to 4
  • Buff - Hitbox for Power Dunk ( + / )'s second hit increased in size
  • Nerf - Damage for the light version of Power Dunk ( + )'s second hit reduced from 14 to 11
  • Nerf - Damage for the heavy version of Power Dunk ( + )'s second hit reduced from 15 to 13

Desperation Moves:

  • Buff - Hitbox for the MAX version of Power Geyser ( + )'s third hit increased in size

Ultimate Match to Final Edition

Normal Moves:

  • Buff - Damage for f.B increased from 5 to 6

Special Moves:

  • Buff - Recovery for the heavy version of Crack Shoot ( + ) reduced by 3
  • Buff - Final hitbox for the heavy version of Crack Shoot ( + ) increased in size
  • Buff - Invulnerability for the heavy version of Rising Tackle ( + ) increased to 1-9f
  • Buff - Damage for the light version of Power Charge ( + ) increased from 4 to 8
  • Buff - Damage for the heavy version of Power Charge ( + ) increased from 9 to 12
  • Buff - Launch for the heavy version of Power Dunk ( + )'s first hit increased in size, juggle property added

Desperation Moves:

  • Buff - Invulnerability for the MAX version of High Angle Geyser ( + ) added

Normal Moves

Close

  • c.A: Same as 2A except it is better at catching people jumping, whiffs on short crouchers, and is +1 on block.
  • c.B: One frame slower than other lights, and -2 if you let it finish, but has a great hitbox with its hurtbox very far behind. Good to frametrap in to from a different light. Also has more active frames, making it a better and easier meaty. Its hitbox is also high enough to hit people who reversal superjump
  • c.C: Same speed as his 2A and 2B. Does two hits to help with hitconfirming. Pushes back less than lights, and therefore allows for the running power dunk after power charge from farther away than them.
  • c.D: Larger activation range than c.C, but only does 1 hit. Same speed as his 2A and 2B. Has a lot of active frames, so good as a meaty. Pushes back less than lights, and therefore allows for the running power dunk after power charge from farther away than them.

Standing

  • f.A: Mediocre standing jab. Does its job of stopping hops, but isn't anything special.
  • f.B: Fast mid range poke. You can always frametrap to this for a low risk, low reward option.
  • f.C: Hits low crouchers. It has the same speed as f.B, but less range, more damage, a higher hitbox, and a hurtbox further back. When in range for this and you want to do a f.B, consider doing this instead as it's a better pre-emptive anti jump.
  • f.D: Very slow move that whiffs on most crouchers, but it has an excellent hitbox and hurtbox and massive range.

Crouching

  • 2A: Standard crouching jab. Neutral on block. Chainable and cancellable.
  • 2B: Terry's main low confirm option. Chainable. -1 on block.
  • 2C: Same range and speed as f.C and f.B, but doesn't catch people jumping since it hits low. It is, however, cancellable on hit and whiff.
  • 2D: Slow startup. Causes soft knockdown. Long range. Pretty good hitbox and hurtbox. Special cancellable on whiff and hit which can save you if the move was rolled past.

Jumping

  • j.A: Quite strong hitbox and hurtbox for air to airs and horizontal jump ins, and has enough active frames to be used as a decent air to ground and air to air with the same timing.
  • j.B: His fastest air button, which gives it a niche as an air to air move. Its hitbox and hurtbox are also ok for this purpose. Whiffs on most crouchers.
  • j.C: Can crossup, except against small crouchers. Has the most active frames of his air normals, but doesn't have the horizontal or vertical range of j.D. It does however have a slightly superior horizontal hurtbox, and vertical hurtbox if you're hitting at tip range.
  • j.D: A multi-purpose tool, as it works as an air-to-air, jumpin, and on medium crouchers, crossup and instant overhead. Good horizontal range, and a decent horizontal hurtbox that is slightly behind its hitbox. Vertically it's nothing special, but still hits lower than j.A, j.B, and j.C.

CD Normals

  • 5CD: Slow-to-start-up st.CD that has decent range and a pretty good hurtbox. Moves Terry forward slightly, and can avoid low attacks starting from frame 6. Can be cancelled on whiff, block, and hit. Slightly positive on attack cancel roll.
  • j.CD: Slow startup and inferior horizontal hitbox / hurtbox compared to j.D. It is his lowest hitting air move, and has the best vertical hitbox / hurtbox out of any of Terry's air moves. It has few active frames, but is great if you get your opponent to block it.

Throws

Grasping Upper: 4/6C (close)

  • Regular throw, techable. Soft knockdown in front of Terry.

Buster Throw: 4/6D (close)

  • Regular throw, techable. Hard knockdown behind Terry with back turned wakeup. Sets up crossups, and against the characters who wake up slowly, left right roll mixups.

Command Moves

Back Knuckle: 6A

  • A far reaching command normal that is useful for setting up the distance at which power wave is +1, and for strings ending in crackshoot (214D) without putting Terry in normal grab range. Remember that being +1 doesn't matter if the opponent can grab you with a 0F move, but you can't grab him.
  • Second hit is special cancellable.
  • Combos don't work from very far away if done with this command normal, and some don't work at all, so use the other command normal for most combos. If you have weak execution, you can start with this as it's easier to use.
  • Allows for the longest range 236236K or 41236D confirmation if done on its own.

Rising Upper: 3C

  • Reliable combo filler after light or heavy starters. Special cancellable.
  • Good pre emptive anti jump when close, but vulnerable to rolling.
  • Has the same speed as his close heavies and his lights at 3F

Special Moves

Power Wave: 236A/C

  • The reason Terry is not a shoto: This move is arguably not even a projectile, and it can only be very slightly positive at most unless meaty, but it reaches quite high, especially during its later stages, letting it catch jumpers sometimes. Can cause soft knockdown depending on how it hits.
  • Good special move to end a blockstring with if going for guard gauge damage.
  • Knocks the opponent down at close range, but doesn't further out.
  • Builds good meter, even more so when it doesn't whiff.

Burning Knuckle: 214A/C

  • Has considerable startup, but when it gets going, Terry travels forward with quite a strong horizontal (but not vertical) hitbox. Hurtbox quite far behind.
  • Both versions are safe if they hit late. A version can be -1 at best.
  • Vulnerable to attacks from straight above, and low profiling attacks.
  • His easier, but inferior, combo ender. Less damage and no hard knockdown.

Crack Shoot: 214B/D

  • Terry flies forward in an arc with a hitbox that starts behind him, then goes above him, and finally ends in front of him.
  • B version whiffs on small crouchers. D version does not, unless done too close.
  • Good anti air if you are underneath the opponent when doing it.
  • Creates a half-juggle state on hit, meaning that you can juggle them when they're going upwards but not when they've started falling down in the air. Juggle with jumping D or C if close, and jumping B if far.
  • D version is +1 on block.
  • Causes no guard gauge damage.

Rising Tackle: 623A/C

  • This is a decent DP, but it's not the best, as it is somewhat diagonal and has a blind spot where it doesn't hit, causing it to lose to well positioned jumping attacks.
  • It has an unremarkable hurtbox vertically and horizontally, so it loses to quality jump ins unless it's done late enough to use its armour and invulnerability frames. Against moves with superior hitboxes and sufficient active frames, this is not always possible.
  • C version is a true reversal due to its invincibility and armour frames.

Power Dunk: 623B/D

  • Terry does a leaping punch that knocks the opponent up into the air, and then another punch that knocks them back down again. Because it moves Terry forward, you can sometimes get away with whiffing this where rising tackle would be punished.
  • Full startup invincibility, but none on the active frames, meaning that it can trade if used as a reversal.
  • D version can be used as an anti-air, as you get a hard knockdown if it lands, but 623C is a much safer alternative for a bit less reward.
  • In a trade situation, both versions will juggle them upwards, allowing for a followup attack. The D version gives more time to react however.
  • Good combo ender after power charge, as it gives a hard knockdown, setting up left right roll mixups if midscreen
  • Easy to combo to if you are very close to the opponent, or in the corner, but otherwise difficult, as a short run must be performed after power charge. Even with running, it is impossible if your combo started from too far away or you did too many light hits.

Power Charge: 41236B/D

  • Terry slides forward with a shoulder tackle, knocking the opponent into the air.
  • D version is slower but still combos, does more damage, and is unsafe on block.
  • B version is faster and safe.
  • Bnb combo tool.
  • Causes no guard gauge damage, so by ending your strings with it when you think the guard crush is near, you can avoid ever wasting a guard crush.
  • Will lose to most pokes, but is none the less a great tool outside of combos. It can whiff punish, and it's a great way to capitalise on frame advantage, as it will hit people out of startup. If you are having trouble with dominant pokes like Yashiro's f.B, then you can block them and immediately do this move. If the opponent does another move or jumps, power charge wins. If not, you can keep blocking and doing power charge, since you're causing chip and building more meter than he is.

Desperation Moves

Power Geyser: 246A/C

  • Creates a huge disjointed hitbox in front of Terry.
  • The easier, but less damaging metered combo ender.
  • Has some invincibility, but is very slow, letting short jumpers land and block in time if you try to reactively anti air with this. However, against slow moves that rely on superior hitboxes, such as Ralf kick, this is a great solution.
  • In the corner, for the MAX versions, this is the DM to combo to, even though it does less damage midscreen.

High Angle Geyser: 236236B/D

  • The more difficult, but more damaging metered combo ender.
  • 236236D has full startup invincibility, but can trade once the hitbox comes out.
  • MAX version does more damage and travels further than the regular version, meaning that you can combo to it from farther away.
  • Many of the MAX version's hits whiff in the corner.

Combos

General Notes:

  • In any meter-using combo, you can replace 236236B with 236236BD or 246A with 246AC for more damage if you have the resources.
  • If starting with a heavy normal, you can omit the 3C for less damage but easier execution.

Meterless

Easy

2B > 2A > 3C > 214A
5C > 3C > 214A

Medium

2B > 2A > 2A > 3C > 41236D > 623C
  • This combo works anywhere on the stage. Omit one of the crouching lights if far away or after jumping in. 41236D is canceled to 623C
5D > 3C > 41236B > 623B (Let the start of 623B cause a microwalk that gets you closer)
  • This combo gives a hard knockdown and works midscreen, but only if you are very close to the opponent. If you aren't as close, you can omit the 3C to make it work.
2B > 2A > 2A > 3C > 41236D > 623B
  • This is a better combo, but only works in the corner. Also works with a light power charge.

Difficult

5D > 3C > 41236B > run > 623B
  • This combo gives a hard knockdown and works midscreen, and because of the run in the middle of it, works from farther away. It also works if you don't have run, but you can't be as far away when starting the combo. Can also be done from lights, but only 2, and you have to be close. The fewer moves in the combo, and the closer you start, the easier the combo is. Heavies allow for this combo from farther away than lights.

Meterful advanced mode

Easy

2B > 2A > 2A > 236236B
  • An even easier variant is 2B > 5B > 236236B because you can buffer the DM motion while doing the normals: 2B > 36B > 236B
5C > 236236K


Medium

2B > 2A > 3C > 246P
  • You can hold down forward for the whole combo until it's time to do the power geyser. Then, do a quarter circle back, and then press forward.
5C > 3C > 246P
While already in max mode: 2B > 2A > 3C > 41236D > superjump D
  • In max mode, this does more damage than the rising tackle variant.

Difficult

2B > 2A > 3C > 236236K
5C > 3C > 236236K
  • Even with clever buffering, these combos are difficult to learn. Many say that Terry's optimal combos are impractical, but this is false. They just take lots of practice and puzzle solving.
While already in max mode: 5D > 3C > 41236B > run > 623B
  • Skipping the 3C in the middle makes it easier and gives it more range.

Quickmax > staying in max mode

Medium

2B > 2A > QM > 5D > 3C > 41236D > super jump D
  • Can add a third light, but then it fails from a jumpin. May have to do only one light if you jump in from afar. 5D can be replaced by 5C, but then the combo has less range.
  • This combo does the most possible damage midscreen while still staying in maxmode afterwards. Finishing with a DM only does slightly more damage, unless your health is red.
2B > 2A > QM > 5D > 3C > 41236B > super jump CD
  • Less damage but gives a soft floor and carries farther towards the corner if he recovery rolls. You may prefer this

Difficult

2B > 2A > QM > 5D > 3C > 41236D > 623B
  • Only works in the corner. If not quite in the corner > but close enough to it > you can do a B power charge, and end with a running power dunk.

Quickmax > leaving max mode

Difficult

2B > 2A > QM > 5D > 3C > 246P
  • Optimal damage in the corner if your health is red. May have to do one light only after a jumpin depending on how close you are to the opponent.

Very difficult

2B > 2A > QM > 5D > 3C > 236236K
  • Optimal damage midscreen if your health is red. The MAX version of this DM gets more range, so you can do three lights on the ground, and usually two after a jumpin, if red healthed.

Strategy & Tips

Preferred system mechanics

For dodging versus rolling, rolling is recommended, as it unlocks left right roll mixups. Dodging doesn't give anything beyond the universal, although he can always get a combo after his dodge strike (because of power charge), which is not true for every character.

For running versus dashing and faster walk speed, running is strong because it improves his ability to combo to power dunk (623B) midscreen. It's also strong because if you quickmax an air to air (such as after power charge 41236B), then you can cross under by running. The step can do this in some cases, but not in as many. However, if you're really good at dashing up to grab, then dashing can help you land the D grab, which also gives a hard knockdown.

For meter, Terry benefits from both stock and charge. He spams special moves and does long blockstrings, quickly maxing out his stocks, but his combos improve with quickmax, and quickmax even unlocks crossup and crossunder setups.

Instant overhead jump state jank

You may have noticed that when trying to do a j.D for an instant overhead, it sometimes just doesn't work. This is because, if your last jump was a full jump, or, you just started a round and haven't jumped yet, then the timing to get it to hit is much stricter, although still possible to get if you short jump rather than full jump.

However, if your last jump was a short jump, then the timing is lenient and you can just go for it.

Videos

King of Fighters 98 UM FE: Terry Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

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Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro