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Real Bout Fatal Fury 2/Terry Bogard: Difference between revisions
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==Introduction== | ==Introduction== | ||
The main character of the Fatal Fury series and the mascot for SNK as a whole, Terry is exactly the kind of character you probably expect him to be. Straightforward and well rounded, Terry has a flexible kit that lets him play the game in a variety of styles. He doesn't have the overwhelming strengths of a top tier character but Terry is more than equipped to handle just about anything the RB2 cast can throw at him. | |||
{| | |||
|-style="text-align:left;" | |||
! Pros !! Cons | |||
|- style="vertical-align:top;text-align:left" | |||
| | |||
*Jack of all trades | |||
| | |||
*Poor mixups | |||
|- | |||
|} | |||
==Normal Moves== | ==Normal Moves== | ||
===Standing=== | |||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_5A.jpg | |image=RBFF2_Terry_5A.jpg | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=Standard jab. | |description=Standard jab. Useful for checking short jumps. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Terry_n5a.jpg | ||
|input=(within 49px) | |||
|caption= | |caption= | ||
|name= | |name=n.5A | ||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage=10 | |damage=10 | ||
|stun=3/11 | |stun=3/11 | ||
|startup= | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=10 | ||
|hitAdv= | |hitAdv=4 | ||
|blockAdv= | |blockAdv=0 | ||
|guard=HL | |guard=HL | ||
|cancel=Y | |cancel=Y | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Terry_5b.jpg | ||
|caption= | |caption= | ||
|name= | |name=5B | ||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage=10 | |damage=10 | ||
|stun= | |stun=3/11 | ||
|startup= | |startup=8 | ||
|active= | |active=5 | ||
|recovery= | |recovery=13 | ||
|hitAdv=- | |hitAdv=-2 | ||
|blockAdv=- | |blockAdv=-6 | ||
|guard=HL | |guard=HL | ||
|cancel=Y | |cancel=Y | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Decently fast, great horizontal range and no hurtbox from his calf downwards. Used along with 5C as essential parts of Terry's neutral, poking and pressure games. Special cancellable. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Terry_n5b.jpg | ||
|input=(within | |input=(within 57px) | ||
|caption= | |caption= | ||
|name=n. | |name=n.5B | ||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage=10 | |damage=10 | ||
|stun=3/11 | |stun=3/11 | ||
|startup= | |startup=6 | ||
|active= | |active=6 | ||
|recovery= | |recovery=9 | ||
|hitAdv= | |hitAdv=1 | ||
|blockAdv= | |blockAdv=-3 | ||
|guard=HL | |guard=HL | ||
|cancel=Y | |cancel=Y | ||
Line 88: | Line 100: | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Terry_5c.jpg | ||
|caption= | |caption= | ||
|name= | |name=5C | ||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage=10 | |damage=10 | ||
|stun= | |stun=6/22 | ||
|startup= | |startup=9 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=23 | ||
|hitAdv= | |hitAdv=-3 | ||
|blockAdv=- | |blockAdv=-9 | ||
|guard=HL | |guard=HL | ||
|cancel=Y | |cancel=Y | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=This massive horizontal hitbox is one of Terry's longest ranged normals. Only a single frame slower than 5B, but the slightly higher angle means it can be low profiled by certain situations. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
===Crouching=== | |||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_2a.jpg | |image=RBFF2_Terry_2a.jpg | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=Terry's answer to the time honored shoto crouching MK from Street Fighter, a decently ranged low that cancels into | |description=Terry's answer to the time honored shoto crouching MK from Street Fighter, a decently ranged low that special cancels, or can go into 2B, 2C for a chain combo into sweep. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=Despite the odd angle of Terry's leg on the attack animation, this is a | |description=Despite the odd angle of Terry's leg on the attack animation, this is a sweep. Very useful thanks to the long range, get comfy with this one. | ||
}} | }} | ||
}} | }} | ||
===Command=== | |||
==Command | |||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_3a.jpg | |image=RBFF2_Terry_3a.jpg | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=Knocks opponents into oversway, where you can get a combo or a mixup. | |description=Knocks opponents into oversway, where you can get a combo or a mixup. Can kara cancel the startup into specials. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=Terry's overhead, get comfortable inputting this quickly so you can open your opponents up. | |description=Terry's overhead, get comfortable inputting this quickly so you can open your opponents up. Can kara cancel into specials. | ||
}} | }} | ||
}} | }} | ||
Line 280: | Line 291: | ||
}} | }} | ||
==Jumping== | ===Jumping=== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_j.a.jpg | |image=RBFF2_Terry_j.a.jpg | ||
Line 416: | Line 427: | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=This normal has alarming amounts of hitstun, so very often you will be able to microdash after landing it (such as after a j.D crossup) to secure a proper confirm. | ||
}} | }} | ||
}} | }} | ||
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|bs=Y | |bs=Y | ||
|juggle=N | |juggle=N | ||
|description=Terry's basic projectile attack, it travels along the ground. As you'd expect, it's a cornerstone of Terry's zoning, and being low to the ground means opponents have to jump to get across it. | |description=Terry's basic projectile attack, it travels along the ground. As you'd expect, it's a cornerstone of Terry's zoning, and being low to the ground means opponents have to jump to get across it. Be careful with this one, if opponents get wise to overuse they can very easily jump at you and punish you with a full combo during the recovery. Can be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
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|bs=Y | |bs=Y | ||
|juggle=N | |juggle=N | ||
|description=Hits opponent in oversway. | |description=Hits opponent in oversway. Can be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
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|bs=Y | |bs=Y | ||
|juggle=Y | |juggle=Y | ||
|description=Horizontal travelling attack, Terry's "tatsu" if you will. The light version is a common combo ender thanks to the quick startup and decent corner carry. If spaced well it's not the most unsafe thing in the world, but excessively throwing out light burn knuckles is a bad habit that plagues many a Terry player across all the games he's been in. | |description=Horizontal travelling attack, Terry's "tatsu" if you will. The light version is a common combo ender thanks to the quick startup and decent corner carry. If spaced well it's not the most unsafe thing in the world, but excessively throwing out light burn knuckles is a bad habit that plagues many a Terry player across all the games he's been in. Whiffs on crouching opponents if not performed very close to them. Can be used as a breakshot. | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
Line 680: | Line 691: | ||
|bs=Y | |bs=Y | ||
|juggle=Y | |juggle=Y | ||
|description=Slower startup than the light version so you can't combo into it as freely, but travels much further at a higher speed and knocks down. As you probably expected, this move is horrendously unsafe, so if it gets blocked you are almost certainly going to get hurt. | |description=Slower startup than the light version so you can't combo into it as freely, but travels much further at a higher speed and knocks down. As you probably expected, this move is horrendously unsafe, so if it gets blocked you are almost certainly going to get hurt. Can be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
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|bs=N | |bs=N | ||
|juggle=Y | |juggle=Y | ||
|description=Terry's reversal, a very "flash kick" type move. It's quite fast and has pretty solid horizontal range as well. However the latter also means it can whiff in some niche scenarios. | |description=Terry's reversal, a very "flash kick" type move. It's quite fast and has pretty solid horizontal range as well. However the latter also means it can whiff in some niche scenarios, for example if you time it too late and your opponent jumps at you, sometimes Terry will go under the opponent's jump. One of Terry's only two specials that cannot be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
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|bs=N | |bs=N | ||
|juggle=N | |juggle=N | ||
|description=Terry slides along the ground, and if he connects with an opponent on hit (NOT on block) he follows up with a high kick that launches them into the air. This launch can be followed up with a Rising Tackle juggle, but note that if you aren't very close to the opponent the juggle will whiff. For this reason, | |description=Terry slides along the ground, and if he connects with an opponent on hit (NOT on block) he follows up with a high kick that launches them into the air. This launch can be followed up with a Rising Tackle juggle, but note that if you aren't very close to the opponent the juggle will whiff. For this reason, combos using this move tend to either come from low pushback starters (such as 2B) or be done in the corner. The A version of Burn Knuckle will also juggle at certain spacings. This move makes for a really annoying breakshot because of the low profile properties, and you're almost guaranteed the juggle in most instances as well. One last thing to note, the slide doesn't have as much range as it looks and is very unsafe on whiff and block. | ||
}} | }} | ||
}} | }} | ||
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|bs=N | |bs=N | ||
|juggle=N | |juggle=N | ||
|description=Puts Terry into oversway. | |description=Puts Terry into oversway. The other special that cannot be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
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|bs=Y | |bs=Y | ||
|juggle=N | |juggle=N | ||
|description=Gigantic vertical range, but there's no reliable way to combo into it. Past the point where Terry raises his arm (saying "Power...!") any attempt to hit him will result in a trade in his favor. | |description=Gigantic vertical range, but there's no reliable way to combo into it. Past the point where Terry raises his arm (saying "Power...!") any attempt to hit him will result in a trade in his favor. Can be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
== | ==P-Power== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_triple.jpg | |image=RBFF2_Terry_triple.jpg | ||
Line 822: | Line 833: | ||
|bs=N | |bs=N | ||
|juggle=Y | |juggle=Y | ||
|description=Like Power Geyser, but there's three of them. Unlike Power Geyser, there are ways to combo into it, most notably from 5D against an opponent in oversway, or from chain combos ending in 3C. Unfortunately, the whole move will NOT connect when done against an opponent in the corner. | |description=Like Power Geyser, but there's three of them. Unlike Power Geyser, there are ways to combo into it, most notably from 5D against an opponent in oversway, or from chain combos ending in 3C. Unfortunately, the whole move will NOT connect when done against an opponent in the corner. While Power Geyser can be used as a breakshot, Triple Geyser cannot. Throwing this out recklessly in neutral is not advised, as opponents can easily enter oversway and stay there until the attack ends. | ||
}} | }} | ||
}} | }} | ||
==Chain Attacks== | |||
*5A (close/far)->5C | |||
*2A -> 2C | |||
*5BB -> 5C(reset), 6C(overhead), 2C(sweep), or 3C (juggles) | |||
*3A -> 9B (Power Dunk) | |||
*5AB -> 6C (Power Charge) | |||
==Combos== | |||
* 5A, 5C, A Burn Knuckle | |||
: Basic Terry bnb, connects from further away than you'd think. | |||
* 5A, 5B, 3C, Burn Knuckle (either) | |||
: A Burn Knuckle grants a mixup, C Burn Knuckle knocks down and does more damage. | |||
* 2B, 2B, 3C, Burn Knuckle (either) | |||
: Same as the above, but from a low starter. | |||
* (2B,) 2B, Fire Kick, Rising Tackle | |||
: Good damage, but spacing dependent. Very consistent in the corner, otherwise you need to be pretty close. | |||
* 3A, 5C, 5C, Power Geyser Feint, 5A, Fire Kick, Rising Tackle | |||
: Corner only, absurdly high damage. | |||
* 5A, 5B, 3C, Triple Geyser | |||
: Most reliable super confirm, note that the whole super will not connect in the corner. | |||
* 2B, 2B, 3C, Triple Geyser | |||
: Same as the above, but from a low. | |||
* 6B, 5D, Triple Geyser | |||
: Easy super confirm, all three geysers connect. | |||
{{Navbox RBFF2}} | {{Navbox RBFF2}} |
Latest revision as of 20:10, 9 November 2023
Introduction
The main character of the Fatal Fury series and the mascot for SNK as a whole, Terry is exactly the kind of character you probably expect him to be. Straightforward and well rounded, Terry has a flexible kit that lets him play the game in a variety of styles. He doesn't have the overwhelming strengths of a top tier character but Terry is more than equipped to handle just about anything the RB2 cast can throw at him.
Pros | Cons |
---|---|
|
|
Normal Moves
Standing
5A |
---|
n.5A (within 49px) |
---|
5B |
---|
n.5B (within 57px) |
---|
5C |
---|
n.5C (within 70px) |
---|
Crouching
2A |
---|
2B |
---|
2C |
---|
Command
Wild Upper 3A |
---|
Backspin Kick 6B |
---|
Charging Kick 6[6]C |
---|
High Avoid Attack 5AB |
---|
Jumping
j.A |
---|
j.B |
---|
j.C |
---|
Oversway Actions
5D (opponent in oversway) |
---|
2D (opponent in oversway) |
---|
A (from oversway) |
---|
B (from oversway) |
---|
C (from oversway) |
---|
Throws
Buster Throw 4/6C |
---|
Feint
Burn Knuckle Feint 6AC |
---|
Power Geyser Feint 2BC |
---|
Special Moves
Power Wave 236A |
---|
Round Wave 236C |
---|
Burning Knuckle 214A/C |
---|
Rising Tackle [2]8A 46f charge |
---|
Crack Shoot 214B |
---|
Fire Kick 236B |
---|
Passing Sway 236D |
---|
S-Power
Power Geyser 21416BC |
---|
P-Power
Triple Geyser 21416C |
---|
Chain Attacks
- 5A (close/far)->5C
- 2A -> 2C
- 5BB -> 5C(reset), 6C(overhead), 2C(sweep), or 3C (juggles)
- 3A -> 9B (Power Dunk)
- 5AB -> 6C (Power Charge)
Combos
- 5A, 5C, A Burn Knuckle
- Basic Terry bnb, connects from further away than you'd think.
- 5A, 5B, 3C, Burn Knuckle (either)
- A Burn Knuckle grants a mixup, C Burn Knuckle knocks down and does more damage.
- 2B, 2B, 3C, Burn Knuckle (either)
- Same as the above, but from a low starter.
- (2B,) 2B, Fire Kick, Rising Tackle
- Good damage, but spacing dependent. Very consistent in the corner, otherwise you need to be pretty close.
- 3A, 5C, 5C, Power Geyser Feint, 5A, Fire Kick, Rising Tackle
- Corner only, absurdly high damage.
- 5A, 5B, 3C, Triple Geyser
- Most reliable super confirm, note that the whole super will not connect in the corner.
- 2B, 2B, 3C, Triple Geyser
- Same as the above, but from a low.
- 6B, 5D, Triple Geyser
- Easy super confirm, all three geysers connect.