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The King of Fighters 2002 UM/Terry Bogard: Difference between revisions

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[[File:Terry.jpg|right|frame]]
<section begin="image"/>[[File:02UM Terry Profile.png|right|thumb|x370px]]<section end="image"/>[[File:02UM Terry 0.gif|right|x300px]]
 
==Movelist==
 
'''Throws'''
 
Grasping Upper - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
 
Buster Throw - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
 
'''Command Moves'''
 
Rising Upper - [[image:df.gif]] + [[image:c.gif]]
 
Hammer Punch - [[image:fd.gif]] +  [[image:a.gif]]
 
'''Special Moves'''
 
Power Wave - [[image:qcf.gif]] + [[image:a.gif]]
 
Round Wave - [[image:qcf.gif]] + [[image:c.gif]]
 
Burning Knuckle - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Quick Burning - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Power Dunk - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
Power Charge - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
Rising Tackle - charge [[image:dn.gif]] ~ [[image:up.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Crack Shot - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
'''Desperation Moves'''
 
Power Geyser - [[image:qcb.gif]][[image:db.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
High-Angle Geyser - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
'''Super Desperation Move'''
 
Triple Power Geyser - [[image:qcb.gif]][[image:db.gif]][[image:fd.gif]] + [[image:a.gif]][[image:c.gif]]
 
'''Hidden Super Desperation Move'''
 
Rising Force - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]
 
{| border="1" align="center" style="font-size:90%"
|+
 
== Quick Starter Combo Reference ==
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''
|-
| '''0 Bar'''
|
Low<br/>
 
Anywhere<br/>
|
cr.B, cr.B/cr.A, df+C, qcb+A/(hcf+D, dp+D) = 28-30%<br/>
 
(jump-in), cl.C, f+A, qcb+A/(hcf+D, dp+D) = 26%<br/>
|-
| '''1 Bar'''
|
Anywhere<br/>
|
(jump-in), cl.C, f+A, qcb,hcf+P = 37%<br/>
|-
| '''2 Bar'''
|
Low<br/>
 
Anywhere<br/>
|
cr.B, cr.B/cr.A, df+C, hcf+D (SC) qcb,hcf+P = 43%<br/>
 
(jump-in), cl.C, f+A, hcf+D (SC) qcb,hcf+P = 42%<br/>
|-
| '''3 Bar'''
|
Anywhere<br/>
 
HSDM<br/>
|
(jump-in), cl.C, f+A, qcb,hcf+AC = 48%<br/>
 
(jump-in), cl.C, f+A, qcfx2+AC = 56%<br/>
|-
|}
 
==Gameplay Overview==
{{StrengthsAndWeaknesses
| intro = {{SUBPAGENAME}} is an all-rounder character with simple combos and game flow.
 
| pros=
* '''Simple''': Terry is commonly recommended for beginners in KoF. He's a very straightforward character who's easy to pick up and learn. His moves are pretty safe on block and his good combos are some of the easiest ones in the game. He gets a very long confirm from heavy attacks which further simplifies his combo flow. Burn Knuckle spam might be a bad habit, but it's still an abusable move that may work as a "crutch" if you're new to KoF.
* '''Good Meterless Combos''': Terry doesn't need bar to be good, his meterless combos easily deal 28-30% damage with decent confirms and hard knockdown.
 
| cons=
* '''Not Much Damage For Meter''': Terry's Max mode damage for 2 bar is very average, and his 3 bar SDM combo is almost useless.
* '''Mediocre Reversal''': Unlike in '98, Terry only has 1 true reversal (d~u+C) that needs to be charge and is very unsafe too.
* '''Limited Mixups''': Terry's simplicity has its downsides. While not quite as "barebones" as 02OG Terry, he doesn't really have that much to open up an opponent, beside some overhead blockstring enders and going for guard crush. He has an OK high/low game and a crossup, but not much to confuse the opponent up close.
* '''Average Anti-Airs''': Terry has Burn Knuckle and a good long st.B, but beside that, there isn't much to control the hop space for him. His qcf+A is a very low projectile, and with no real DP move, he can't really stop jumps and hops on reaction. qcb+K and dp+K both have weaknesses and hardly make his anti-air game better.
}}
 
{{SUBPAGENAME}} is a classic SNK hero whose popularity has spread far beyond his original series, Fatal Fury. He is a simple character akin to Street Fighter's shotos, with simple combos and easy to use specials, and this made him a go-to pick for beginners in the game. Terry doesn't really have any crazy mixups or tricks to him, but he makes up for it with good meterless damage, nice blockstrings, and abusable moves like Burn Knuckle.
 
That said, Terry doesn't really have much beside that. His "shoto" tools aren't actually strong, and although he has a lot of different specials, half of them are somewhat gimmicky. In this game, he also lacks a good DP and has to rely on a very unsafe charge reversal, which puts him a bit behind most other "simple" characters. Last but not least, his combos with meter are also very average.
 
Regardless, Terry is a good pick for those looking to learn KoF, and a decent "battery" character.


==Normals==
==Normals==
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*cl.A hits crouching opponents and is chain-able into itself, cl.B, cr. B, cr. A, df+C
*cl.A hits crouching opponents and is chain-able into itself, cl.B, cr. B, cr. A, df+C


*cl.C hits twice and the first hit can be special cancelled, and canceled into df+C or f+A
*cl.C is the main combo starter. Fast, hits twice and cancelable on both hits.


*cl.D is special cancel-able, and can be canceled into df+C or f+A
*cl.D is very similar to cl.C, except it hits once. Marginally slower, but works a little better as a meaty, and may help get more damage in some combos due to pushback. Can be interchanged with cl.C in most combos.


'''Standing'''
'''Standing'''
Line 17: Line 128:
*st. A & st C are special cancel-able
*st. A & st C are special cancel-able


*st. A is chain-able into st. B, and df+C.
*st. A is fast and works ok vs short hop, but the range could be longer. Can combo into st. B, and df+C. Whiffs on [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|low crouchers]].


*st. A is good for stopping hop attacks
*st. B is a great long poke that comes out fast and hits very far. Very nice to stop and interrupt a grounded opponent. May do as anti-air vs hop in a pinch, but doesn't reach high enough for this purpose.


*st. B has a very far hit box and can be used as a mid-range poke
*st.C is decent vs hop.


*st. D moves Terry forward a bit, and pushes him back on block
*st. D moves Terry forward a bit, and pushes him back on block.




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*cr.A/B/C/D are all special cancel-able
*cr.A/B/C/D are all special cancel-able


*cr.A and cr. C hits mid
*cr.B/C/D are all whiff cancel-able


*cr.B hits low and is chain-able into itself, cr. A, st.A, st.B and df+C
*cr.B is the main low combo starter. Chains into itself, cr. A, st.A, and st.B. Usually for combos you want to cancel it into df+C, and then any special/DM.


*cr.C can chain into df+C and f+A
*cr.C is a forward punch, decent as a poke and can start combos too. Slower than cl.C/cl.D but has more range.


*cr.D is a sweep that hits low but has an animation that looks like it may hit mid
*cr.D is a little slow, but long and cancelable. Very nice to cancel into qcb+B, qcb+A or qcf+A on block or on whiff.
 
*cr.B/C/D are all whiff cancel-able


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


*j.A is good for air to ground attacks
*j.A is ok for air to ground and air-to-air attacks


*j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump
*j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump. Stays out for a long time. Great upwards angle that reaches slightly above Terry.


*j.C is good for air to ground
*j.C is good for air to ground, faster than j.D.


*j.D is good for air to ground and can cross up standing and crouching opponents easily
*j.D is good for air to ground and can cross up standing and crouching opponents easily. Long reach, but a little slow.


*neutral j.D can be used for air-to-air but it has a more vertical hit box
*neutral j.D can be used for air-to-air but it has a more vertical hit box
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'''Blowback'''
'''Blowback'''


*CD: good ranged vertical hit box, pushes terry back far on block, whiff cancel-able
*CD: pretty fast startup, good ranged hit box, pushes terry back far on block, whiff cancel-able


*j.CD: great air-to-air attack, and can be used to pressure the opponent in the corner, can be low profiled
*j.CD: good air-to-air attack, and can be used to pressure the opponent in the corner, but can be low profiled


==Throws==
==Throws==
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'''Rising Upper''' - (df + C)
'''Rising Upper''' - (df + C)


* *This is Terry's command normal uppercut. Good & easy to use in combos before a special move or DM, or at the end blockstrings. It can be used as an anti-air but be mindful of its slow start-up as it may trade or get beaten out by the opponent's jump normals if timed improperly.
:This is Terry's command normal uppercut. Good to use in combos before a special move or DM, although harder to input than his other command normal, f+A. It can be used as an anti-air similar to uppercut normals. Can also be used as an extra "button" for Terry that acts as a fast cancelable attack like cl.C, but works from any range. Pretty safe if done on block.


* Very easy to combo into from a cr.B, cr.A, st.A, close C, crouching C, close D, and crouching D.
* '''Combo Advice''': Very useful for Terry, since you can combo it from light attacks and cr.B, and then connect any special/DM after it. A bit inconvenient input though, you need to cancel it very quick and doing a HCF move after holding DF can be tricky. Does 2–3% more damage than f+A, so you can use it instead of the latter in combos for more damage.


* Special cancel-able
* Special cancel-able
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'''Hammer Punch''' - (f + A)
'''Hammer Punch''' - (f + A)


* Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. Not cancel-able by itself, but it is as easy to cancel into from many of his crouching and standing normals similar to his df+C command normal. It can combo only from heavy normals, and it is special cancel-able but loses its overhead properties. Terry gets pushed back a great distance if its blocked, which is good if you need some space away from the opponent for you can properly react and read their next actions of movement.
: Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. As with most command normals of this kind, it's not cancelable when done by itself (or "raw"), but becomes cancelable when you combo into it (albeit losing its overhead properties). As an overhead, it actually has surprisingly long range, and goes almost half screen distance. Easy to use in most combos.  


*Be careful using f+A at the end of a blockstring, the opponent can roll before the f+A hits if your opponent is expecting it.
* '''Combo Advice''': Very nice "combo filler" move for Terry. Comboes only from heavy attacks, but gives more than enough time to confirm and input a followup. Be careful using f+A on block though, cl.C xx f+A is not a true blockstring and technically can be punished by some fast moves, so it's best to cancel it for safety. When done raw, may be used as a starter for Max Mode combos.


* Hits overhead
* Hits overhead
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'''Power Wave''' - (qcf + A)
'''Power Wave''' - (qcf + A)


* Projectile which travels along the ground at a good speed and has plus frames
:A simple low projectile that travels fast. As with most moves of this kind, it's not well fit to control air (as it can be hopped over easily), but works for zoning a grounded opponent and as a blockstring ender. A good move to cancel long attacks into, e.g. cr.C, sweep, or st.CD.


* Great for zoning or to end in blockstrings
* '''Combo Advice''': not really a move you'll see in combos, but works ok for blockstrings and frametraps.




'''Round Wave''' - (qcf + C)
'''Round Wave''' - (qcf + C)


* Energy explosion around Terry's fist. You can't combo into it, but if it hits, it's possible to special cancel it (except into qcf+A) as a follow up.
:Energy explosion around Terry's fist. Has a pretty short range and launches on hit. It won't combo from any normal, but if it connects, you can cancel it into any special (except qcf+A; note that supercanceling it will cost extra bar, as with other specials). Generally, the overall best option is to cancel it into qcb+A for safety on block and damage on hit, other options may whiff from far or be unsafe.
:The most obvious purpose of this move is as a frametrap / guard crush move, as it allows you eat away opponent's guard bar pretty quickly, and you get a combo if you catch the opponent mashing. It works as a blockstring ender, but you will need to be pretty close for it to connect (e.g. after blocked cl.D > f+A).  


* Has pretty slow start-up, and isn't safe on block, plus you can't combo into it which makes it's use it battle rather limited and unsafe
* '''Combo Advice''': Will only combo in a juggle, but does have its uses in Max Mode and st.CD/j.CD counter combos.


* Soft knockdown
* Soft knockdown
* Special cancel-able


* Super cancel-able
* Super cancel-able


* Special cancel-able




'''Burn Knuckle''' - (qcb + A/C)
'''Burn Knuckle''' - (qcb + A/C)


* Terry charges with a glowing fist  
:Terry charges with a glowing fist that will knock down on hit. Light version starts faster and travels one third of the screen; heavy version starts very slow, travels full screen, and has a bit more priority. Light punch version is the one that is usually used; it's easy to combo into, and hard to punish if spaced on the tip, making it very popular on beginner level of play. Heavy version is not used much, it's very unsafe if thrown from anywhere but fullscreen away, and that is still easy to react to and avoid/punish.
:While it may seem like Terry's strongest move to some, its startup is way too slow to be good as an anti-air or poke, and in most cases it leaves you at neutral on block, so overrelying on this move can backfire. Also, beware that it can be low profiled by some attacks.


* A version travel one third of the screen; C version travels full screen
*'''Combo Advice''': Only the light version will combo from normals. Makes for an easy and safe combo ender, but may not combo properly from further ranges, and gets completely overshadowed by Power Charge for knockdown and damage. No juggle properties either, so virtually useless in Max Mode.


* Light punch version has a good amount of start-up which makes it easy to combo into, and hard to punish if spaced at its maximum distance. At point blank it is very unsafe on block
* Soft knockdown


* Heavy punch version has slower start-up (can't combo into it), and hard to punish if spaced full screen. Similar to the light punch version, at point blank it is very unsafe on block.


'''Quick Burning''' - (dp + A/C)
'''Quick Burning''' - (dp + A/C)


* One close uppercut followed by a long range overhead blow
:One close uppercut followed by a long range overhead blow. Heavy and light version are basically the same. Comes out very fast. Doesn't knock down, so not exactly the best combo ender. -5 on block, but quite safe due to pushback. The 2nd hit is always an overhead. From distance, only the 2nd hit connects, in this case it does more damage. The move is useful as a long range overhead to catch people off guard when done on the tip, especially at the end of blockstrings. Works OK as a fast punisher for moves within its range due to its speed.
 
*'''Combo Advice''': While not required per se for any meterless combos, it can be used for an easy combo route from light/heavy attacks if other ones are too hard for you, but there are simply better options for this. Useful in Max Mode to add a bit more damage and give time to input other motions during it. Can be supercanceled on the 1st hit, this has to be done very quick though so it's pretty hard to perform, and the shorter range limits combo options, so it doesn't add much to any damage over other routes.


* Even though the second hit is negative frames, Terry is pushed back a fair distance if blocked.
* Super Cancel-able (1st hit)


* The second hit which is the overhead doesn't lose it's overhead property if if the whole special move is cancelled from a normal attack (example cr. D into dp+P)
* Hits overhead (2nd hit)


* Both punch strengths (light punch and heavy punch) of Quick Burning have similar qualities and properties


'''Power Dunk''' - (dp + B/D)
'''Power Dunk''' - (dp + B/D)


* Rising knee followed by a punch to the ground. Best used at the end of a combo, not reliable as an anti-air or a reversal because it has no invincibility or very fast start up. It has horrible recovery on whiff, and is easy to punish if blocked up close. The opponent can roll in between the first and second hit if blocked. The second hit causes a hard knockdown and Terry lands very close to their fall body which can provide good wake-up option setups.
:Rising knee followed by a punch to the ground. Looks like a DP, but alas, it has no invincibility whatsoever, so it's not a reversal at all. Can be used as an anti-air, but may get beaten easily. It has bad recovery on whiff, and is easy to punish if blocked up close. The opponent can roll in between the first and second hit if blocked. The second is not an overhead as it may seem, but it causes a hard knockdown if the first hit launched, giving Terry decent okizeme options such as ambiguous roll, crossup, etc.


* Light punch version has a shorter distance than the heavy punch version. Second doesn't hit if you combo it from any standing or crouching normals.
*'''Combo Advice''': Gets overshadowed by other options in meterless combos, but comes very useful in Max Mode.  
 
* Heavy punch version has a much longer distance than the light punch version, and second hit connects are reliably from cancel-able light or heavy normals.


* Hard knockdown
* Hard knockdown


* Hits mid




'''Power Charge''' - (hcf + B/D)
'''Power Charge''' - (hcf + B/D)


* Lunging attack which pops opponent into the air. Best used in the middle of combos to end with '''Power Dunk'''. Very slow start-up, no invincibility, long recovery if whiffed and punish-able on block. It doesn't deal much damage except a good amount of the opponent guard meter.
:Lunging attack which pops opponent into the air. Can be cancelled on block and on hit into Power Dunk/Rising Tackle (the latter is harder though, but more damaging). By itself it doesn't deal much damage, but with the followups deal much more. Both versions deal same amount of damage; light version starts up fast, heavy version is slower but goes further. Both are unsafe on block, even if canceled.
 
:This move is key for Terry in this game, giving him consistent combos with good damage and hard knockdown, which makes it a preferred combo ender instead of Burn Knuckle (except for blockstrings). B version also works as a punisher with good range. It's not safe on block, but you can easily confirm into it, so don't forget to do that. Shouldn't be used as a poke or thrown randomly on block.
* Light kick version and heavy kick version deal the same amount of damage, but the heavy kick version travels a farther distance than the light kick version.
:The d~u+C followup does 6% more damage than dp+D, but causes soft knockdown and is much harder to perform (not recommended for beginners). You need to charge "down" during hcf+K to get it, there's a very short time to charge the move so it's very tricky to get it right. It's best to do it from hcf+D as it gives you more time to charge before the hit. Start holding d immediately after hcf (in one motion, like hcf, d), then u+P as Power Charge hits.  


* Can be cancelled on block and on hit into '''Power Dunk'''.
* '''Combo Advice:''' This move is the backbone of meterless combos for Terry. Easily comboes from heavy attacks and command normals. Can also be comboed from light attacks if you cancel them into df+C first, then into hcf+K. Also comes in handy in his max mode juggles. Can be supercanceled outside of max mode, but this is barely worth the meter.
 
* Easy to combo into from heavy close standing normals, df+C and f+A


* Super Cancel-able
* Super Cancel-able


* Soft knockdown (if done without followup)




'''Rising Tackle''' - Charge (d~u + A/C)
'''Rising Tackle''' - Charge (d~u + A/C)


* Rising attack spinning punches, aimed at the feet first. Best used as a reversal & anti-air because of its quick start-up, more-so the heavy punch version. Both punch versions are highly unsafe if whiffed and on block.
:Rising attack spinning punches, aimed at the feet first. Best used as a reversal & anti-air because of its quick start-up, more-so the heavy punch version. Both punch versions are highly unsafe if whiffed or blocked. Light version doesn't go very high and doesn't have invincibility on hit; heavy version travels farther vertically than the light punch version, and is invincible on 1st hit, meaning it won't trade vs buttons. Heavy version is the only meterless reversal Terry has; usually it is the only version that gets used because light version isn't much safer, while dealing less damage.
 
* '''Combo Advice:''' Not much point in using it in meterless combos, as Terry has plenty better options for this. Can be used instead of dp+K in some metered combos though, although it does about same damage there.


* Light punch version travels vertically at a shorter distance than the heavy punch version and doesn't have any invincibility. This version can be used to anti-air regular jumps and super jumping attacks but must be performed rather early or else it may get beaten out. Delivers 5 hits.
* Super Cancel-able


* Heavy punch version travels farther vertically than the light punch version, and has a small amount of start-up invincibility which is best used as a reversal option and anti air. Delivers 7 hits.
* Soft knockdown




'''Crack Shoot''' - (qcb + B/D)
'''Crack Shoot''' - (qcb + B/D)


* This flip kick can be used as a preemptive anti-air against mid to long range jumps or full jumps.
:Terry does a flip kick that doesn't knock down, but may launch an airborne opponent. Light kick version starts up faster, has short range and is harder to punish on block, while the heavy kick version travels further, but is slower, less safe and will whiff on most crouchers; B version usually preferred. This move has some use as a preemptive anti-air against mid to long range jumps or full jumps that isn't too bad on whiff or block, but that said it lacks priority of DP-kind moves. You may get a juggle after it on anti-air hit, but alas, the only thing that will consistently connect after it is j.B, so not much damage, and you only get a reset after it with barely any frame advantage; j.C may or may not connect depending on many factors. Also, qcb+B is OK to whiff cancel buttons into for safety. Otherwise, not many uses.


* Light kick version starts up faster, travels towards the opponent at a short distance and is hard to punish on block, while the heavy kick version travels farther, easier to punish on block and whiffs on crouching opponents.  
* '''Combo Advice:''' Not really useful in any combos per se, may do as a blockstring ender in a pinch, but really Terry has plenty better options for this.


* B version hits twice; D version hits once
* B version hits twice; D version hits once
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* Hits mid
* Hits mid


==DM==
==Desperation Moves==
Power Geyser - d, db, b, db, f + P
 
* Giant power wave
'''Power Geyser''' - (d, db, b, db, f + P / can be input as d, b, f+P)
* dmg 210
 
:Terry creates a big pillar of energy that reaches very high. It may be used as an anti-air, however the startup is quite slow, so it's hard to react with it to jumps, let alone hops, and throwing it randomly / on block is quite unsafe. This move has a period of full invincibility on the startup, but after it Terry only has some upper body invincibility until the geyser comes out; for this reason, and because of its slow startup, Power Geyser is not quite reliable as a reversal, although it might work in a pinch. In the end, Geyser is mostly used in combos, unless you get a very good read for an anti-air or reversal. Could be used as a punisher, but with its slow speed, you may have time to simply run in an do a combo from cl.C for more damage.
 
* '''Combo Advice''': Geyser is a standard ender for 1 bar combos and 2 bar max mode ones.
 
* Soft knockdown
 
* 22% dmg
 
 
'''High Angle Geyser''' - (qcf x 2 + K)
 
:This is pretty much a Desperation Move version of three moves, his '''Power Charge''', '''Power Dunk''' and it ends with his '''Power Geyser''' Desperation Move. Light version has very fast startup, heavy version is a little slower but goes further. Despite looking like a DP, this move has no invincibility, so it should not be used as a reversal. This move works best as a punisher, as it is fast and goes pretty far. However, it doesn't work vs airborne opponent very well, usually whiffing hits, so beware of using it as an anti-air or in juggle combos, because it could easily drop the opponent and leave you open for a punish; it's best used vs a grounded opponent only. Also be careful when using it on tip as the last hit may also whiff in this case.
 
* '''Combo Advice''': Does a bit less damage than Power Geyser and doesn't juggle well, so no real point in using this move in combos. Still, if you feel like it, you can use it instead of the Geyser in 1 bar BnBs, just don't rely on it in juggles as it will most likely not combo properly.
 
* Soft knockdown
 
* 20% dmg
 
==Super Desperation Move==
 
'''Power Geyser''' - (d, db, b, db, f + AC / can be input as d, b, f+AC)
 
:A triple power geyser. This is the more beefed up version of the single stock DM. It can be used in the same situations as the normal Desperation Move '''Power Geyser''' but be careful that the opponent can Guard Cancel Roll the 2nd or 3rd geyser and punish Terry while he is recovering.
 
'''Combo Advice''': Sadly, this move will often whiff hits during juggles, so it's preferred for combos on grounded opponent only. And alas, even in max mode, it hardly will help deal much damage.
 
* Soft knockdown
 
* 32% dmg
 
==Hidden Super Desperation Move==
 
* '''Rising Force''' - (qcf x 2 + AC)
 
* Terry performs an energized shoulder tackle, Power Charge into a Rising Tackle. One of the more easier HSDM's to combo into in the game. Only disadvantages is that it has no invincibility, the start-up isn't as fast as his '''High Angle Geyser''', and it doesn't reach full screen as it may look. Overall, it's best to use as a combo finisher.
 
* Soft Knockdown
 
==Combos==
Written as is, you can add a jump-in to every combo.
: You can always use cl.D instead of cl.C, same damage and 1f slower but less pushback, which may help.
: You can always replace cl.C, f+A with cr.B, cr.A/cr.B, df+C for a low version, 2% more damage but a somewhat tighter combo, especially if it's a max combo.
: You can use df+C instead of f+A in every non-max combo for 3% more damage but a much tighter input and confirm, f+A is preferred.
<u>qcb,db,f+P has a weird input shortcut being just '''d,b,f+P''' and thanks to that, dp+B(1)/d~u+C(1), (SC) qcb,db,f+P has an equally weird shortcut being '''dp+B(1)/d~u+C(1), (SC) b,f+P'''</u>
 


===0 Stock===


High Angle Geyser - qcf x 2 + K
''Anywhere''
* Shoulder tackle, uppercut then power slam
* dmg 200


&nbsp;★ '''cl.C, f+A, hcf+D, dp+D''' = 28% dmg
: Main BnB combo into hard knockdown. Cancel hcf+D into dp+D on hit. You can end with d~u+C instead of dp+D for 6% extra dmg, but it requires charging d immediately after hcf+D without much leeway, so beware of dropping it. d~u+C also causes a soft knockdown, so dp+D is preferred. dp+B deals less damage, but puts the opponent slightly further away, which might be desirable if you want to set up a crossup or ambiguous roll.


==SDM==
&nbsp;★ '''cr.B, cr.A/cr.B, df+C, hcf+D, dp+D''' = 30% dmg
Power Geyser - d, db, b, db, f + AC
: Main low BnB into hard knockdown, much tighter than the above because of df+C's short cancel window but absolutely worth learning. No shortcuts here, but finding the earliest you can let go df to still get df+C and go straight to hcf+D after may help. The timing for the d~u+C ender is harder than the previous one.
* Triple power geyser
* dmg 320


* cl.C, f+A, qcb+A = 26% dmg
: Entirely inferior to the main BnB on hit but the decent f+A frametrap and qcb+A's relative safety on block makes it a nice blockstring. Though, ending with qcf+A is even safer on block.


==HSDM==
* cr.B, cr.A/cr.B/cl.B, d~u+C/dp+D = 25% dmg
Rising Force - qcf x 2 + AC
: Slightly easier but non-optimal combo from lows. Good fallback if you're having trouble cancelling df+C in the low BnB.
* Energized shoulder tackle, Power Charge into a Rising Tackle




==Discussion Threads==
===1 Stock===
Discuss at [http://dreamcancel.com/forum/index.php?topic=350.0 Dream Cancel]
 
''Anywhere''
 
&nbsp;★ '''cl.C, f+A, qcb,db,f+P''' = 37% dmg
: Standard 1 bar combo with soft knockdown. A bit more damage than 0 bar one, use it when you have bar to burn for a little extra damage.
 
 
===2 Stocks===
You can omit cl.C and start every max combo with f+A for an overhead starter.
 
''Anywhere''
 
* cl.C, f+A, hcf+D, (SC) qcb,db,f+P = 42% dmg
: Does a little more than the 1 bar version. Simple, but barely worth spending extra bar.
 
* cr.B, cr.A/cr.B, d~u+C(1), (SC) qcb,db,f+P = 39% dmg
: Possible supercancel combo that deals about same damage as 1 bar ones. Use it only if you can't use the 1 bar.
 
* cl.C, f+A, BC run, cl.C(1), dp+P(2), (C) hcf+D, (SC) qcb,db,f+P = 45% dmg
: Simpler, but less damaging max mode route. Fairly inconsistent on crouchers.
 
&nbsp;★ '''cl.C, f+A, BC run, cl.D, f+A, hcf+D, (SC) qcb,db,f+P''' = 45% dmg
: Same damage and more consistent, default to this.
 
* cl.C, f+A, BC run, dp+P(2), (C) dp+B(1), (C) hcf+B, (C) qcb+B(whiff), dp+B(1) / delayed d~u+C(1), (SC) qcb,db,f+P = 49% dmg
: Most consistent version of the midscreen optimal max mode. To avoid getting qcfx2+B when canceling into hcf+B, you can input dp+K a bit early during dp+P and use the button hold technique (hold K), this way you will have a pause before hcf+B to avoid the overlap; also, you can either properly end the dp+B on df, input it as hcb,f+B or skip the df in hcf+B. Good if you can land it.
 
* cl.C, f+A, BC run, [ (C) dp+B(1), (C) hcf+B, (C) qcb+B(whiff) ]x2, dp+B(1) / delayed d~u+C(1), (SC) qcb,db,f+P = 50% dmg
: Great corner carry but that's about it, not worth it. You need to delay the second dp+B on a 2f window. Same note as above regarding accidental qcfx2+B.
 
* [Blocked] cl.C(2), BC run, dp+P(2), [ (C) hcf+D, (C) dp+P(2) ]x2, (C) qcb+B [Guard Break] 0 bar combo
: The run is pretty tight and thanks to max mode the 0 bar combo is scaled at 50%. The worst is that cl.C or cr.B after guard break is a 1f link, you can't use cl.D here nor instead of the first cl.C(2). Not a good guard break combo whatsoever.
 
* cl.D, df+C, BC run, cl.D, f+A, dp+P(1), (C) dp+B(1), (C) hcf+B, (C) qcb+B(whiff), dp+B(1) / delayed d~u+C(1), (SC) qcb,db,f+P = 58% dmg
: Max damage though the run is <u>very tight</u> and the combo somewhat inconsistent, not worth it. To avoid getting qcfx2+B when canceling into hcf+B, you can input dp+K a bit early during dp+P and use the button hold technique (hold K), this way you will have a pause before hcf+B to avoid the overlap; also, you can either properly end the dp+B on df, input it as hcb,f+B or skip the df in hcf+B.
 
''Corner''
 
* cl.C, f+A, BC run, dp+P(2), (C) dp+B(1), (C) hcf+B, (C) qcb+B(whiff), delayed dp+B(1), (C) qcf+C, dp+B(1), (SC) qcb,db,f+P = 58% dmg
: Most consistent version of the optimal corner max mode. qcf+C will only connect very close to the corner. Same note as above regarding accidental qcfx2+B. Good if you can land it.
 
* cl.D, df+C, BC run, cl.D, f+A, dp+P(1), (C) dp+B(1), (C) hcf+B, (C) qcb+B(whiff), delayed dp+B(1) (C) qcf+C, dp+B(1), (SC) qcb,db,f+P = 67% dmg
: Max damage though the run is <u>very tight</u> and the combo somewhat inconsistent, not worth it. qcf+C will only connect very close to the corner. Same note as above regarding accidental qcfx2+B.
 
===3 Stocks===
 
* cl.C, f+A, qcfx2+AC / qcb,db,f+AC = 56% / 48% dmg
: Simpler versions of 3 bar combos without max run. Easy, but the damage is lacking for the amount of meter spent.


* cl.C, f+A, BC run, cl.C(1), f+A, (qcfx2+AC) / (dp+P, (SC) qcb,db,f+AC) = 59% / 53% dmg
: Better than the combo above, but still lower than average damage for 3 bar. The SDM ender, 53%, doesn't do much more than the optimal 2 bar route, so stick to that one if you can do it.


==Videos==
==Videos==
Terry Master Class
{{#ev:youtube|w5C4Sl9siDI|||'''Terry -Max- combos''' by [https://www.twitter.com/FranckFrost Franck Frost]|frame}}
{{#ev:youtube|WzYVSOZi5bw}}
{{#ev:youtube|YjkrUxE7m6w|||'''阿澤.Aze (Terry Best Rounds)'''|frame}}
{{#ev:youtube|WzYVSOZi5bw|||'''Terry Master Class'''|frame}}
 
==External Links==
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=473580416 {{SUBPAGENAME}}'s frame data]


Discuss at [https://discord.gg/8JNXHxf 02UM Discord server]
Discuss at [http://dreamcancel.com/forum/index.php?topic=350.0 Dream Cancel]


{{Navbox 2002UM}}
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]
[[Category:The King of Fighters 2k2UM]]
[[Category:Terry Bogard]]

Latest revision as of 21:00, 26 August 2024

Movelist

Throws

Grasping Upper - close, / +

Buster Throw - close, / +

Command Moves

Rising Upper - +

Hammer Punch - +

Special Moves

Power Wave - +

Round Wave - +

Burning Knuckle - + /

Quick Burning - + /

Power Dunk - + /

Power Charge - + /

Rising Tackle - charge ~ + /

Crack Shot - + /

Desperation Moves

Power Geyser - + /

High-Angle Geyser - + /

Super Desperation Move

Triple Power Geyser - +

Hidden Super Desperation Move

Rising Force - +

Quick Starter Combo Reference

Notation

0 Bar

Low

Anywhere

cr.B, cr.B/cr.A, df+C, qcb+A/(hcf+D, dp+D) = 28-30%

(jump-in), cl.C, f+A, qcb+A/(hcf+D, dp+D) = 26%

1 Bar

Anywhere

(jump-in), cl.C, f+A, qcb,hcf+P = 37%

2 Bar

Low

Anywhere

cr.B, cr.B/cr.A, df+C, hcf+D (SC) qcb,hcf+P = 43%

(jump-in), cl.C, f+A, hcf+D (SC) qcb,hcf+P = 42%

3 Bar

Anywhere

HSDM

(jump-in), cl.C, f+A, qcb,hcf+AC = 48%

(jump-in), cl.C, f+A, qcfx2+AC = 56%

Gameplay Overview

Terry Bogard is an all-rounder character with simple combos and game flow.
Pros Cons
  • Simple: Terry is commonly recommended for beginners in KoF. He's a very straightforward character who's easy to pick up and learn. His moves are pretty safe on block and his good combos are some of the easiest ones in the game. He gets a very long confirm from heavy attacks which further simplifies his combo flow. Burn Knuckle spam might be a bad habit, but it's still an abusable move that may work as a "crutch" if you're new to KoF.
  • Good Meterless Combos: Terry doesn't need bar to be good, his meterless combos easily deal 28-30% damage with decent confirms and hard knockdown.
  • Not Much Damage For Meter: Terry's Max mode damage for 2 bar is very average, and his 3 bar SDM combo is almost useless.
  • Mediocre Reversal: Unlike in '98, Terry only has 1 true reversal (d~u+C) that needs to be charge and is very unsafe too.
  • Limited Mixups: Terry's simplicity has its downsides. While not quite as "barebones" as 02OG Terry, he doesn't really have that much to open up an opponent, beside some overhead blockstring enders and going for guard crush. He has an OK high/low game and a crossup, but not much to confuse the opponent up close.
  • Average Anti-Airs: Terry has Burn Knuckle and a good long st.B, but beside that, there isn't much to control the hop space for him. His qcf+A is a very low projectile, and with no real DP move, he can't really stop jumps and hops on reaction. qcb+K and dp+K both have weaknesses and hardly make his anti-air game better.


Terry Bogard is a classic SNK hero whose popularity has spread far beyond his original series, Fatal Fury. He is a simple character akin to Street Fighter's shotos, with simple combos and easy to use specials, and this made him a go-to pick for beginners in the game. Terry doesn't really have any crazy mixups or tricks to him, but he makes up for it with good meterless damage, nice blockstrings, and abusable moves like Burn Knuckle.

That said, Terry doesn't really have much beside that. His "shoto" tools aren't actually strong, and although he has a lot of different specials, half of them are somewhat gimmicky. In this game, he also lacks a good DP and has to rely on a very unsafe charge reversal, which puts him a bit behind most other "simple" characters. Last but not least, his combos with meter are also very average.

Regardless, Terry is a good pick for those looking to learn KoF, and a decent "battery" character.

Normals

Close

  • cl.A/B/C/D are cancel-able
  • cl.A hits crouching opponents and is chain-able into itself, cl.B, cr. B, cr. A, df+C
  • cl.C is the main combo starter. Fast, hits twice and cancelable on both hits.
  • cl.D is very similar to cl.C, except it hits once. Marginally slower, but works a little better as a meaty, and may help get more damage in some combos due to pushback. Can be interchanged with cl.C in most combos.

Standing

  • st. A & st C are special cancel-able
  • st. A is fast and works ok vs short hop, but the range could be longer. Can combo into st. B, and df+C. Whiffs on low crouchers.
  • st. B is a great long poke that comes out fast and hits very far. Very nice to stop and interrupt a grounded opponent. May do as anti-air vs hop in a pinch, but doesn't reach high enough for this purpose.
  • st.C is decent vs hop.
  • st. D moves Terry forward a bit, and pushes him back on block.


Crouching

  • cr.A/B/C/D are all special cancel-able
  • cr.B/C/D are all whiff cancel-able
  • cr.B is the main low combo starter. Chains into itself, cr. A, st.A, and st.B. Usually for combos you want to cancel it into df+C, and then any special/DM.
  • cr.C is a forward punch, decent as a poke and can start combos too. Slower than cl.C/cl.D but has more range.
  • cr.D is a little slow, but long and cancelable. Very nice to cancel into qcb+B, qcb+A or qcf+A on block or on whiff.

Jumping

  • j.A is ok for air to ground and air-to-air attacks
  • j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump. Stays out for a long time. Great upwards angle that reaches slightly above Terry.
  • j.C is good for air to ground, faster than j.D.
  • j.D is good for air to ground and can cross up standing and crouching opponents easily. Long reach, but a little slow.
  • neutral j.D can be used for air-to-air but it has a more vertical hit box

Blowback

  • CD: pretty fast startup, good ranged hit box, pushes terry back far on block, whiff cancel-able
  • j.CD: good air-to-air attack, and can be used to pressure the opponent in the corner, but can be low profiled

Throws

Grasping (b/f + C) close

  • Terry grabs the opponent then uppercuts them (df+C animation). The opponent lands near the corner of the screen.
  • Soft knockdown

Buster Throw - (b/f + D) close

  • Grabs and slams opponent in opposite direction. The opponent lands 1 character space away from the corner of the screen.
  • This throw is great for okizeme setups like cross-ups with j.D or empty jump low mixups, etc.
  • Hard knockdown

Command Moves

Rising Upper - (df + C)

This is Terry's command normal uppercut. Good to use in combos before a special move or DM, although harder to input than his other command normal, f+A. It can be used as an anti-air similar to uppercut normals. Can also be used as an extra "button" for Terry that acts as a fast cancelable attack like cl.C, but works from any range. Pretty safe if done on block.
  • Combo Advice: Very useful for Terry, since you can combo it from light attacks and cr.B, and then connect any special/DM after it. A bit inconvenient input though, you need to cancel it very quick and doing a HCF move after holding DF can be tricky. Does 2–3% more damage than f+A, so you can use it instead of the latter in combos for more damage.
  • Special cancel-able


Hammer Punch - (f + A)

Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. As with most command normals of this kind, it's not cancelable when done by itself (or "raw"), but becomes cancelable when you combo into it (albeit losing its overhead properties). As an overhead, it actually has surprisingly long range, and goes almost half screen distance. Easy to use in most combos.
  • Combo Advice: Very nice "combo filler" move for Terry. Comboes only from heavy attacks, but gives more than enough time to confirm and input a followup. Be careful using f+A on block though, cl.C xx f+A is not a true blockstring and technically can be punished by some fast moves, so it's best to cancel it for safety. When done raw, may be used as a starter for Max Mode combos.
  • Hits overhead
  • Special cancel-able if cancelled from other normals

Special Moves

Power Wave - (qcf + A)

A simple low projectile that travels fast. As with most moves of this kind, it's not well fit to control air (as it can be hopped over easily), but works for zoning a grounded opponent and as a blockstring ender. A good move to cancel long attacks into, e.g. cr.C, sweep, or st.CD.
  • Combo Advice: not really a move you'll see in combos, but works ok for blockstrings and frametraps.


Round Wave - (qcf + C)

Energy explosion around Terry's fist. Has a pretty short range and launches on hit. It won't combo from any normal, but if it connects, you can cancel it into any special (except qcf+A; note that supercanceling it will cost extra bar, as with other specials). Generally, the overall best option is to cancel it into qcb+A for safety on block and damage on hit, other options may whiff from far or be unsafe.
The most obvious purpose of this move is as a frametrap / guard crush move, as it allows you eat away opponent's guard bar pretty quickly, and you get a combo if you catch the opponent mashing. It works as a blockstring ender, but you will need to be pretty close for it to connect (e.g. after blocked cl.D > f+A).
  • Combo Advice: Will only combo in a juggle, but does have its uses in Max Mode and st.CD/j.CD counter combos.
  • Soft knockdown
  • Special cancel-able
  • Super cancel-able


Burn Knuckle - (qcb + A/C)

Terry charges with a glowing fist that will knock down on hit. Light version starts faster and travels one third of the screen; heavy version starts very slow, travels full screen, and has a bit more priority. Light punch version is the one that is usually used; it's easy to combo into, and hard to punish if spaced on the tip, making it very popular on beginner level of play. Heavy version is not used much, it's very unsafe if thrown from anywhere but fullscreen away, and that is still easy to react to and avoid/punish.
While it may seem like Terry's strongest move to some, its startup is way too slow to be good as an anti-air or poke, and in most cases it leaves you at neutral on block, so overrelying on this move can backfire. Also, beware that it can be low profiled by some attacks.
  • Combo Advice: Only the light version will combo from normals. Makes for an easy and safe combo ender, but may not combo properly from further ranges, and gets completely overshadowed by Power Charge for knockdown and damage. No juggle properties either, so virtually useless in Max Mode.
  • Soft knockdown


Quick Burning - (dp + A/C)

One close uppercut followed by a long range overhead blow. Heavy and light version are basically the same. Comes out very fast. Doesn't knock down, so not exactly the best combo ender. -5 on block, but quite safe due to pushback. The 2nd hit is always an overhead. From distance, only the 2nd hit connects, in this case it does more damage. The move is useful as a long range overhead to catch people off guard when done on the tip, especially at the end of blockstrings. Works OK as a fast punisher for moves within its range due to its speed.
  • Combo Advice: While not required per se for any meterless combos, it can be used for an easy combo route from light/heavy attacks if other ones are too hard for you, but there are simply better options for this. Useful in Max Mode to add a bit more damage and give time to input other motions during it. Can be supercanceled on the 1st hit, this has to be done very quick though so it's pretty hard to perform, and the shorter range limits combo options, so it doesn't add much to any damage over other routes.
  • Super Cancel-able (1st hit)
  • Hits overhead (2nd hit)


Power Dunk - (dp + B/D)

Rising knee followed by a punch to the ground. Looks like a DP, but alas, it has no invincibility whatsoever, so it's not a reversal at all. Can be used as an anti-air, but may get beaten easily. It has bad recovery on whiff, and is easy to punish if blocked up close. The opponent can roll in between the first and second hit if blocked. The second is not an overhead as it may seem, but it causes a hard knockdown if the first hit launched, giving Terry decent okizeme options such as ambiguous roll, crossup, etc.
  • Combo Advice: Gets overshadowed by other options in meterless combos, but comes very useful in Max Mode.
  • Hard knockdown


Power Charge - (hcf + B/D)

Lunging attack which pops opponent into the air. Can be cancelled on block and on hit into Power Dunk/Rising Tackle (the latter is harder though, but more damaging). By itself it doesn't deal much damage, but with the followups deal much more. Both versions deal same amount of damage; light version starts up fast, heavy version is slower but goes further. Both are unsafe on block, even if canceled.
This move is key for Terry in this game, giving him consistent combos with good damage and hard knockdown, which makes it a preferred combo ender instead of Burn Knuckle (except for blockstrings). B version also works as a punisher with good range. It's not safe on block, but you can easily confirm into it, so don't forget to do that. Shouldn't be used as a poke or thrown randomly on block.
The d~u+C followup does 6% more damage than dp+D, but causes soft knockdown and is much harder to perform (not recommended for beginners). You need to charge "down" during hcf+K to get it, there's a very short time to charge the move so it's very tricky to get it right. It's best to do it from hcf+D as it gives you more time to charge before the hit. Start holding d immediately after hcf (in one motion, like hcf, d), then u+P as Power Charge hits.
  • Combo Advice: This move is the backbone of meterless combos for Terry. Easily comboes from heavy attacks and command normals. Can also be comboed from light attacks if you cancel them into df+C first, then into hcf+K. Also comes in handy in his max mode juggles. Can be supercanceled outside of max mode, but this is barely worth the meter.
  • Super Cancel-able
  • Soft knockdown (if done without followup)


Rising Tackle - Charge (d~u + A/C)

Rising attack spinning punches, aimed at the feet first. Best used as a reversal & anti-air because of its quick start-up, more-so the heavy punch version. Both punch versions are highly unsafe if whiffed or blocked. Light version doesn't go very high and doesn't have invincibility on hit; heavy version travels farther vertically than the light punch version, and is invincible on 1st hit, meaning it won't trade vs buttons. Heavy version is the only meterless reversal Terry has; usually it is the only version that gets used because light version isn't much safer, while dealing less damage.
  • Combo Advice: Not much point in using it in meterless combos, as Terry has plenty better options for this. Can be used instead of dp+K in some metered combos though, although it does about same damage there.
  • Super Cancel-able
  • Soft knockdown


Crack Shoot - (qcb + B/D)

Terry does a flip kick that doesn't knock down, but may launch an airborne opponent. Light kick version starts up faster, has short range and is harder to punish on block, while the heavy kick version travels further, but is slower, less safe and will whiff on most crouchers; B version usually preferred. This move has some use as a preemptive anti-air against mid to long range jumps or full jumps that isn't too bad on whiff or block, but that said it lacks priority of DP-kind moves. You may get a juggle after it on anti-air hit, but alas, the only thing that will consistently connect after it is j.B, so not much damage, and you only get a reset after it with barely any frame advantage; j.C may or may not connect depending on many factors. Also, qcb+B is OK to whiff cancel buttons into for safety. Otherwise, not many uses.
  • Combo Advice: Not really useful in any combos per se, may do as a blockstring ender in a pinch, but really Terry has plenty better options for this.
  • B version hits twice; D version hits once
  • Doesn't knockdown opponent if hit
  • Hits mid

Desperation Moves

Power Geyser - (d, db, b, db, f + P / can be input as d, b, f+P)

Terry creates a big pillar of energy that reaches very high. It may be used as an anti-air, however the startup is quite slow, so it's hard to react with it to jumps, let alone hops, and throwing it randomly / on block is quite unsafe. This move has a period of full invincibility on the startup, but after it Terry only has some upper body invincibility until the geyser comes out; for this reason, and because of its slow startup, Power Geyser is not quite reliable as a reversal, although it might work in a pinch. In the end, Geyser is mostly used in combos, unless you get a very good read for an anti-air or reversal. Could be used as a punisher, but with its slow speed, you may have time to simply run in an do a combo from cl.C for more damage.
  • Combo Advice: Geyser is a standard ender for 1 bar combos and 2 bar max mode ones.
  • Soft knockdown
  • 22% dmg


High Angle Geyser - (qcf x 2 + K)

This is pretty much a Desperation Move version of three moves, his Power Charge, Power Dunk and it ends with his Power Geyser Desperation Move. Light version has very fast startup, heavy version is a little slower but goes further. Despite looking like a DP, this move has no invincibility, so it should not be used as a reversal. This move works best as a punisher, as it is fast and goes pretty far. However, it doesn't work vs airborne opponent very well, usually whiffing hits, so beware of using it as an anti-air or in juggle combos, because it could easily drop the opponent and leave you open for a punish; it's best used vs a grounded opponent only. Also be careful when using it on tip as the last hit may also whiff in this case.
  • Combo Advice: Does a bit less damage than Power Geyser and doesn't juggle well, so no real point in using this move in combos. Still, if you feel like it, you can use it instead of the Geyser in 1 bar BnBs, just don't rely on it in juggles as it will most likely not combo properly.
  • Soft knockdown
  • 20% dmg

Super Desperation Move

Power Geyser - (d, db, b, db, f + AC / can be input as d, b, f+AC)

A triple power geyser. This is the more beefed up version of the single stock DM. It can be used in the same situations as the normal Desperation Move Power Geyser but be careful that the opponent can Guard Cancel Roll the 2nd or 3rd geyser and punish Terry while he is recovering.

Combo Advice: Sadly, this move will often whiff hits during juggles, so it's preferred for combos on grounded opponent only. And alas, even in max mode, it hardly will help deal much damage.

  • Soft knockdown
  • 32% dmg

Hidden Super Desperation Move

  • Rising Force - (qcf x 2 + AC)
  • Terry performs an energized shoulder tackle, Power Charge into a Rising Tackle. One of the more easier HSDM's to combo into in the game. Only disadvantages is that it has no invincibility, the start-up isn't as fast as his High Angle Geyser, and it doesn't reach full screen as it may look. Overall, it's best to use as a combo finisher.
  • Soft Knockdown

Combos

Written as is, you can add a jump-in to every combo.

You can always use cl.D instead of cl.C, same damage and 1f slower but less pushback, which may help.
You can always replace cl.C, f+A with cr.B, cr.A/cr.B, df+C for a low version, 2% more damage but a somewhat tighter combo, especially if it's a max combo.
You can use df+C instead of f+A in every non-max combo for 3% more damage but a much tighter input and confirm, f+A is preferred.

qcb,db,f+P has a weird input shortcut being just d,b,f+P and thanks to that, dp+B(1)/d~u+C(1), (SC) qcb,db,f+P has an equally weird shortcut being dp+B(1)/d~u+C(1), (SC) b,f+P


0 Stock

Anywhere

 ★ cl.C, f+A, hcf+D, dp+D = 28% dmg

Main BnB combo into hard knockdown. Cancel hcf+D into dp+D on hit. You can end with d~u+C instead of dp+D for 6% extra dmg, but it requires charging d immediately after hcf+D without much leeway, so beware of dropping it. d~u+C also causes a soft knockdown, so dp+D is preferred. dp+B deals less damage, but puts the opponent slightly further away, which might be desirable if you want to set up a crossup or ambiguous roll.

 ★ cr.B, cr.A/cr.B, df+C, hcf+D, dp+D = 30% dmg

Main low BnB into hard knockdown, much tighter than the above because of df+C's short cancel window but absolutely worth learning. No shortcuts here, but finding the earliest you can let go df to still get df+C and go straight to hcf+D after may help. The timing for the d~u+C ender is harder than the previous one.
  • cl.C, f+A, qcb+A = 26% dmg
Entirely inferior to the main BnB on hit but the decent f+A frametrap and qcb+A's relative safety on block makes it a nice blockstring. Though, ending with qcf+A is even safer on block.
  • cr.B, cr.A/cr.B/cl.B, d~u+C/dp+D = 25% dmg
Slightly easier but non-optimal combo from lows. Good fallback if you're having trouble cancelling df+C in the low BnB.


1 Stock

Anywhere

 ★ cl.C, f+A, qcb,db,f+P = 37% dmg

Standard 1 bar combo with soft knockdown. A bit more damage than 0 bar one, use it when you have bar to burn for a little extra damage.


2 Stocks

You can omit cl.C and start every max combo with f+A for an overhead starter.

Anywhere

  • cl.C, f+A, hcf+D, (SC) qcb,db,f+P = 42% dmg
Does a little more than the 1 bar version. Simple, but barely worth spending extra bar.
  • cr.B, cr.A/cr.B, d~u+C(1), (SC) qcb,db,f+P = 39% dmg
Possible supercancel combo that deals about same damage as 1 bar ones. Use it only if you can't use the 1 bar.
  • cl.C, f+A, BC run, cl.C(1), dp+P(2), (C) hcf+D, (SC) qcb,db,f+P = 45% dmg
Simpler, but less damaging max mode route. Fairly inconsistent on crouchers.

 ★ cl.C, f+A, BC run, cl.D, f+A, hcf+D, (SC) qcb,db,f+P = 45% dmg

Same damage and more consistent, default to this.
  • cl.C, f+A, BC run, dp+P(2), (C) dp+B(1), (C) hcf+B, (C) qcb+B(whiff), dp+B(1) / delayed d~u+C(1), (SC) qcb,db,f+P = 49% dmg
Most consistent version of the midscreen optimal max mode. To avoid getting qcfx2+B when canceling into hcf+B, you can input dp+K a bit early during dp+P and use the button hold technique (hold K), this way you will have a pause before hcf+B to avoid the overlap; also, you can either properly end the dp+B on df, input it as hcb,f+B or skip the df in hcf+B. Good if you can land it.
  • cl.C, f+A, BC run, [ (C) dp+B(1), (C) hcf+B, (C) qcb+B(whiff) ]x2, dp+B(1) / delayed d~u+C(1), (SC) qcb,db,f+P = 50% dmg
Great corner carry but that's about it, not worth it. You need to delay the second dp+B on a 2f window. Same note as above regarding accidental qcfx2+B.
  • [Blocked] cl.C(2), BC run, dp+P(2), [ (C) hcf+D, (C) dp+P(2) ]x2, (C) qcb+B [Guard Break] 0 bar combo
The run is pretty tight and thanks to max mode the 0 bar combo is scaled at 50%. The worst is that cl.C or cr.B after guard break is a 1f link, you can't use cl.D here nor instead of the first cl.C(2). Not a good guard break combo whatsoever.
  • cl.D, df+C, BC run, cl.D, f+A, dp+P(1), (C) dp+B(1), (C) hcf+B, (C) qcb+B(whiff), dp+B(1) / delayed d~u+C(1), (SC) qcb,db,f+P = 58% dmg
Max damage though the run is very tight and the combo somewhat inconsistent, not worth it. To avoid getting qcfx2+B when canceling into hcf+B, you can input dp+K a bit early during dp+P and use the button hold technique (hold K), this way you will have a pause before hcf+B to avoid the overlap; also, you can either properly end the dp+B on df, input it as hcb,f+B or skip the df in hcf+B.

Corner

  • cl.C, f+A, BC run, dp+P(2), (C) dp+B(1), (C) hcf+B, (C) qcb+B(whiff), delayed dp+B(1), (C) qcf+C, dp+B(1), (SC) qcb,db,f+P = 58% dmg
Most consistent version of the optimal corner max mode. qcf+C will only connect very close to the corner. Same note as above regarding accidental qcfx2+B. Good if you can land it.
  • cl.D, df+C, BC run, cl.D, f+A, dp+P(1), (C) dp+B(1), (C) hcf+B, (C) qcb+B(whiff), delayed dp+B(1) (C) qcf+C, dp+B(1), (SC) qcb,db,f+P = 67% dmg
Max damage though the run is very tight and the combo somewhat inconsistent, not worth it. qcf+C will only connect very close to the corner. Same note as above regarding accidental qcfx2+B.

3 Stocks

  • cl.C, f+A, qcfx2+AC / qcb,db,f+AC = 56% / 48% dmg
Simpler versions of 3 bar combos without max run. Easy, but the damage is lacking for the amount of meter spent.
  • cl.C, f+A, BC run, cl.C(1), f+A, (qcfx2+AC) / (dp+P, (SC) qcb,db,f+AC) = 59% / 53% dmg
Better than the combo above, but still lower than average damage for 3 bar. The SDM ender, 53%, doesn't do much more than the optimal 2 bar route, so stick to that one if you can do it.

Videos

Terry -Max- combos by Franck Frost
阿澤.Aze (Terry Best Rounds)
Terry Master Class

External Links

Check Terry Bogard's frame data

Discuss at 02UM Discord server

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