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The King of Fighters '94/Terry Bogard/Data: Difference between revisions
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Data page for Terry |
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Line 1: | Line 1: | ||
{{CharNavbox 94}} | {{CharNavbox 94}} | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
Line 11: | Line 8: | ||
| input = cl.A | | input = cl.A | ||
| images = KOF94 Terry clA.png | | images = KOF94 Terry clA.png | ||
| hitboxes = | | hitboxes = KOF94 Terry clA-Hitbox.png | ||
| damage = | | damage = 10-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = 5A, 2A, SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 5 | ||
| hitadv = + | | hitadv = +3 | ||
| blockadv = + | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====cl.B==== | ====cl.B==== | ||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_clb | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_clb | ||
Line 30: | Line 28: | ||
| input = cl.B | | input = cl.B | ||
| images = KOF94 Terry clB.png | | images = KOF94 Terry clB.png | ||
| hitboxes = | | hitboxes = KOF94 Terry clB-Hitbox.png | ||
| damage = | | damage = 13-15 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = 5B, 2B, SP | ||
| startup = | | startup = 5 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 5 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 48: | Line 46: | ||
| name = Close C | | name = Close C | ||
| input = cl.C | | input = cl.C | ||
| images = KOF94 Terry clC-1.png,KOF94 Terry clC-2.png | | images = KOF94 Terry clC.png | ||
| hitboxes = KOF94 Terry clC-1-Hitbox.png, KOF94 Terry clC-2-Hitbox.png | |||
| damage = | | damage = 35-42 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = 3 | | startup = 3 | ||
| active = | | active = 2,8 | ||
| recovery = | | recovery = 15 | ||
| hitadv = - | | hitadv = -3 | ||
| blockadv = - | | blockadv = -1 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 69: | Line 67: | ||
| input = cl.D | | input = cl.D | ||
| images = KOF94 Terry clD.png | | images = KOF94 Terry clD.png | ||
| hitboxes = | | hitboxes = KOF94 Terry clD-Hitbox.png | ||
| damage = | | damage = 27-34 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 7 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 15 | ||
| hitadv = | | hitadv = -4 | ||
| blockadv = | | blockadv = -2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 90: | Line 88: | ||
| input = f.A | | input = f.A | ||
| images = KOF94 Terry fA.png | | images = KOF94 Terry fA.png | ||
| hitboxes = | | hitboxes = KOF94 Terry fA-Hitbox.png | ||
| damage = | | damage = 10-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 3 | ||
| active = 4 | | active = 4 | ||
| recovery = 5 | | recovery = 5 | ||
| hitadv = + | | hitadv = +4 | ||
| blockadv = | | blockadv = +7 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====Far B==== | ====Far B==== | ||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_fb | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_fb | ||
Line 109: | Line 108: | ||
| input = f.B | | input = f.B | ||
| images = KOF94 Terry fB.png | | images = KOF94 Terry fB.png | ||
| hitboxes = | | hitboxes = KOF94 Terry fB-Hitbox.png | ||
| damage = | | damage = 12-15 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 7 | ||
| hitadv = | | hitadv = +1 | ||
| blockadv = | | blockadv = +4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====Far C==== | ====Far C==== | ||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_fc | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_fc | ||
Line 128: | Line 128: | ||
| input = f.C | | input = f.C | ||
| images = KOF94 Terry fC.png | | images = KOF94 Terry fC.png | ||
| hitboxes = | | hitboxes = KOF94 Terry fC-Hitbox.png | ||
| damage = | | damage = 25-34 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 10 | ||
| recovery = 17 | | recovery = 17 | ||
| hitadv = - | | hitadv = -7 | ||
| blockadv = - | | blockadv = -5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 147: | Line 147: | ||
| input = f.D | | input = f.D | ||
| images = KOF94 Terry fD.png | | images = KOF94 Terry fD.png | ||
| hitboxes = | | hitboxes = KOF94 Terry fD-Hitbox.png | ||
| damage = | | damage = 33-42 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 9 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 15 | ||
| hitadv = | | hitadv = -4 | ||
| blockadv = | | blockadv = -2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 165: | Line 165: | ||
| name = Standing CD | | name = Standing CD | ||
| input = 5CD | | input = 5CD | ||
| images = KOF94 Terry | | images = KOF94 Terry njD.png | ||
| hitboxes = | | hitboxes = KOF94 Terry njD-Hitbox.png | ||
| damage = | | damage = 30-47 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 12 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 14 | ||
| hitadv = | | hitadv = KD (+67) | ||
| blockadv = | | blockadv = -1 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 187: | Line 187: | ||
| input = 2A | | input = 2A | ||
| images = KOF94 Terry 2A.png | | images = KOF94 Terry 2A.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 2A-Hitbox.png | ||
| damage = | | damage = 9-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = 5A, 2A, SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 3 | ||
| recovery = 4 | | recovery = 4 | ||
| hitadv = +4 | | hitadv = +4 | ||
| blockadv = + | | blockadv = +7 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 206: | Line 206: | ||
| input = 2B | | input = 2B | ||
| images = KOF94 Terry 2B.png | | images = KOF94 Terry 2B.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 2B-Hitbox.png | ||
| damage = | | damage = 10-13 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = 5B, 2B, SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 3 | ||
| recovery = 5 | | recovery = 5 | ||
| hitadv = + | | hitadv = +6 | ||
| blockadv = + | | blockadv = +9 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 225: | Line 225: | ||
| input = 2C | | input = 2C | ||
| images = KOF94 Terry 2C.png | | images = KOF94 Terry 2C.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 2C-Hitbox.png | ||
| damage = | | damage = 32-41 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 15 | ||
| hitadv = - | | hitadv = -2 | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 245: | Line 245: | ||
| input = 2D | | input = 2D | ||
| images = KOF94 Terry 2D.png | | images = KOF94 Terry 2D.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 2D-Hitbox.png | ||
| damage = | | damage = 26-41 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 7 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 15 | ||
| hitadv = | | hitadv = KD (+42) | ||
| blockadv = - | | blockadv = -2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 266: | Line 266: | ||
| input = j.A | | input = j.A | ||
| images = KOF94 Terry jA.png | | images = KOF94 Terry jA.png | ||
| hitboxes = | | hitboxes = KOF94 Terry jA-Hitbox.png | ||
| damage = | | damage = 10-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 4 | ||
| active = | | active = Until landing | ||
| recovery = | | recovery = 3 landing | ||
| hitadv = - | | hitadv = - | ||
| blockadv = - | | blockadv = - | ||
Line 285: | Line 285: | ||
| input = nj.B | | input = nj.B | ||
| images = KOF94 Terry njB.png | | images = KOF94 Terry njB.png | ||
| hitboxes = | | hitboxes = KOF94 Terry njB-Hitbox.png | ||
| damage = | | damage = 12-15 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 4 | ||
| active = | | active = Until landing | ||
| recovery = | | recovery = 3 landing | ||
| hitadv = - | | hitadv = - | ||
| blockadv = - | | blockadv = - | ||
Line 304: | Line 304: | ||
| input = j.B | | input = j.B | ||
| images = KOF94 Terry jB.png | | images = KOF94 Terry jB.png | ||
| hitboxes = | | hitboxes = KOF94 Terry jB-Hitbox.png | ||
| damage = | | damage = 12-15 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 4 | ||
| active = | | active = Until landing | ||
| recovery = | | recovery = 3 landing | ||
| hitadv = - | | hitadv = - | ||
| blockadv = - | | blockadv = - | ||
Line 323: | Line 323: | ||
| input = j.C | | input = j.C | ||
| images = KOF94 Terry jC.png | | images = KOF94 Terry jC.png | ||
| hitboxes = | | hitboxes = KOF94 Terry jC-Hitbox.png | ||
| damage = | | damage = 31-40 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = - | | hitadv = - | ||
| blockadv = - | | blockadv = - | ||
Line 342: | Line 342: | ||
| input = nj.D | | input = nj.D | ||
| images = KOF94 Terry njD.png | | images = KOF94 Terry njD.png | ||
| hitboxes = | | hitboxes = KOF94 Terry njD-Hitbox.png | ||
| damage = | | damage = 32-40 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 12 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = - | | hitadv = - | ||
| blockadv = - | | blockadv = - | ||
Line 360: | Line 360: | ||
| name = Jumping D | | name = Jumping D | ||
| input = j.D | | input = j.D | ||
| images = KOF94 Terry | | images = KOF94 Terry jB.png | ||
| hitboxes = | | hitboxes = KOF94 Terry jD-Hitbox.png | ||
| damage = | | damage = 31-39 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = - | | hitadv = - | ||
| blockadv = - | | blockadv = - | ||
Line 375: | Line 375: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====nj.CD==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_njcd | |||
| name = Neutral Jump CD | |||
| input = j.CD | |||
| images = KOF94 Terry njD.png | |||
| hitboxes = KOF94 Terry njD-Hitbox.png | |||
| damage = 28-40 | |||
| counter = | |||
| stun = | |||
| guard = High | |||
| cancel = N/A | |||
| startup = 12 | |||
| active = 8 | |||
| recovery = Until landing + 3 | |||
| hitadv = KD | |||
| blockadv = - | |||
| invul = | |||
| display = 200px | |||
}} | |||
====j.CD==== | ====j.CD==== | ||
{{MoveData-KOF94 | character = Terry Bogard | moveId = | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_jcd | ||
| name = Jumping CD | | name = Jumping CD | ||
| input = j.CD | | input = j.CD | ||
| images = KOF94 Terry | | images = KOF94 Terry jB.png | ||
| hitboxes = | | hitboxes = KOF94 Terry jD-Hitbox.png | ||
| damage = | | damage = 28-40 | ||
| counter = | |||
| stun = | |||
| guard = High | |||
| cancel = N/A | |||
| startup = 6 | |||
| active = 8 | |||
| recovery = Until landing + 3 | |||
| hitadv = KD | |||
| blockadv = - | |||
| invul = | |||
| display = 200px | |||
}} | |||
===Defensive Attack=== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_defensiveattack | |||
| name = Defensive Attack | |||
| input = 6A/B while blocking | |||
| images = KOF94 Terry DefensiveAttack.png | |||
| hitboxes = KOF94 Terry DefensiveAttack-Hitbox.png | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 6 | |||
| active = 15 | |||
| recovery = 12 | |||
| hitadv = -3 | |||
| blockadv = -1 | |||
| invul = | |||
| display = 200px | |||
}} | |||
===Throws=== | |||
====Buster Throw==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_throw | |||
| name = Buster Throw | |||
| input = 4/6 C/D when close | |||
| images = KOF94 Terry Throw.png | |||
| hitboxes = KOF94 Terry Throw-Hitbox.png | |||
| damage = 41-49 | |||
| counter = | |||
| stun = | |||
| guard = Throw | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = KD (+60) | |||
| blockadv = N/A | |||
| invul = | |||
| display = 200px | |||
}} | |||
==Specials== | |||
===Power Wave=== | |||
====236A==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_236a | |||
| name = Power Wave | |||
| version = 236A | |||
| images = KOF94 Terry 236A.png | |||
| hitboxes = KOF94 Terry 236A-Hitbox.png | |||
| damage = 24-32 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 16 | |||
| active = Projectile | |||
| recovery = 42 | |||
| hitadv = -5 | |||
| blockadv = -3 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====236C==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_236c | |||
| name = Power Wave | |||
| version = 236C | |||
| images = KOF94 Terry 236A.png | |||
| hitboxes = KOF94 Terry 236A-Hitbox.png | |||
| damage = 24-32 | |||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 16 | ||
| active = | | active = Projectile | ||
| recovery = - | | recovery = 50 | ||
| hitadv = -13 | |||
| blockadv = -11 | |||
| invul = | |||
| display = 200px | |||
}} | |||
===Burn Knuckle=== | |||
====214A==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_214a | |||
| name = Burn Knuckle | |||
| version = 214A | |||
| images = KOF94 Terry 214A.png | |||
| hitboxes = KOF94 Terry 214A-Hitbox.png | |||
| damage = 29-47 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 14 | |||
| active = 10 | |||
| recovery = 13 | |||
| hitadv = KD (+75~+84) | |||
| blockadv = +2~+11 | |||
| invul = 14-23 low crush | |||
| display = 200px | |||
}} | |||
====214C==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_214c | |||
| name = Burn Knuckle | |||
| version = 214C | |||
| images = KOF94 Terry 214A.png | |||
| hitboxes = KOF94 Terry 214A-Hitbox.png | |||
| damage = 29-47 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 22 | |||
| active = 19 | |||
| recovery = 13 | |||
| hitadv = KD (+67~+84) | |||
| blockadv = -7~+11 | |||
| invul = 22-40 low crush | |||
| display = 200px | |||
}} | |||
===Rising Tackle=== | |||
====[2]8A==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_[2]8a | |||
| name = Rising Tackle | |||
| version = [2]8A | |||
| images = KOF94 Terry 28A.png | |||
| hitboxes = KOF94 Terry 28A-1-Hitbox.png, KOF94 Terry 28A-2-Hitbox.png, KOF94 Terry 28A-3-Hitbox.png | |||
| damage = 22-37 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 8 | |||
| active = 3(1)2(2)2(2)2 | |||
| recovery = 30 | |||
| hitadv = KD (+53) | |||
| blockadv = -16 | |||
| invul = 2-9 full, 10-20 chest and arms | |||
| display = 200px | |||
}} | |||
====[2]8C==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_[2]8c | |||
| name = Rising Tackle | |||
| version = [2]8C | |||
| images = KOF94 Terry 28A.png | |||
| hitboxes = KOF94 Terry 28A-1-Hitbox.png, KOF94 Terry 28A-2-Hitbox.png, KOF94 Terry 28A-3-Hitbox.png | |||
| damage = 43-60 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 8 | |||
| active = 3(1)2(2)2(2)2(2)2 | |||
| recovery = 33 | |||
| hitadv = KD (+47) | |||
| blockadv = -22 | |||
| invul = 2-10 full, 11-33 chest and arms | |||
| display = 200px | |||
}} | |||
===Crack Shoot=== | |||
====2147B==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_2147b | |||
| name = Crack Shoot | |||
| version = 2147B | |||
| images = KOF94 Terry 2147B.png | |||
| hitboxes = KOF94 Terry 2147B-1-Hitbox.png, KOF94 Terry 2147B-2-Hitbox.png, KOF94 Terry 2147B-3-Hitbox.png | |||
| damage = 24-36 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 12 | |||
| active = 5, 2, 5 | |||
| recovery = 17 | |||
| hitadv = KD (+76~+82) | |||
| blockadv = +3~+7 | |||
| invul = 12-23 low crush | |||
| display = 200px | |||
}} | |||
====2147D==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_2147d | |||
| name = Crack Shoot | |||
| version = 2147D | |||
| images = KOF94 Terry 2147B.png | |||
| hitboxes = KOF94 Terry 2147B-1-Hitbox.png, KOF94 Terry 2147B-2-Hitbox.png, KOF94 Terry 2147B-3-Hitbox.png | |||
| damage = 43-52 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 12 | |||
| active = 5,4,7 | |||
| recovery = 17 | |||
| hitadv = -2~+8 | |||
| blockadv = +1~+7 | |||
| invul = 12-27 low crush | |||
| display = 200px | |||
}} | |||
==Supers== | |||
===Power Geyser=== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_21416bc | |||
| name = Power Geyser | |||
| input = 21416BC | |||
| images = KOF94 Terry 21416BC.png | |||
| hitboxes = KOF94 Terry 21416BC-Hitbox.png | |||
| damage = 77-87 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 20 | |||
| active = 32 | |||
| recovery = 27 | |||
| hitadv = KD (+54) | |||
| blockadv = +10 | |||
| invul = | |||
| display = 200px | |||
}} | |||
{{Navbox '94}} | |||
[[Category:The King of Fighters '94]] | |||
[[Category:Terry Bogard]] |
Latest revision as of 15:48, 5 August 2023
Close Standing Normals
cl.A
Terry Bogard terry_cla | ||||||||||
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cl.A
cl.A Close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
10-12 | Mid | 5A, 2A, SP | 3 | 3 | 5 | +3 | +6 | - |
cl.B
Terry Bogard terry_clb | ||||||||||
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cl.B
cl.B Close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
13-15 | Mid | 5B, 2B, SP | 5 | 3 | 5 | +3 | +6 | - |
cl.C
Terry Bogard terry_clc | ||||||||||
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cl.C
cl.C Close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
35-42 | Mid | SP | 3 | 2,8 | 15 | -3 | -1 | - |
cl.D
Terry Bogard terry_cld | ||||||||||
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cl.D
cl.D Close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
27-34 | Mid | C | 7 | 8 | 15 | -4 | -2 | - |
Far Standing Normals
Far A
Terry Bogard terry_fa | ||||||||||
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f.A
f.A Far A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
10-12 | Mid | N/A | 3 | 4 | 5 | +4 | +7 | - |
Far B
Terry Bogard terry_fb | ||||||||||
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f.B
f.B Far B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
12-15 | Mid | N/A | 6 | 4 | 7 | +1 | +4 | - |
Far C
Terry Bogard terry_fc | ||||||||||
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f.C
f.C Far C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
25-34 | Mid | N/A | 6 | 10 | 17 | -7 | -5 | - |
Far D
Terry Bogard terry_fd | ||||||||||
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f.D
f.D Far D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
33-42 | Mid | N/A | 9 | 8 | 15 | -4 | -2 | - |
Standing CD
Terry Bogard terry_cd | ||||||||||
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5CD
5CD Standing CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
30-47 | Mid | N/A | 12 | 8 | 14 | KD (+67) | -1 | - |
Crouching Normals
2A
Terry Bogard terry_2a | ||||||||||
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2A
2A Crouching A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
9-12 | Mid | 5A, 2A, SP | 3 | 3 | 4 | +4 | +7 | - |
2B
Terry Bogard terry_2b | ||||||||||
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2B
2B Crouching B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
10-13 | Low | 5B, 2B, SP | 3 | 3 | 5 | +6 | +9 | - |
2C
Terry Bogard terry_2c | ||||||||||
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2C
2C Crouching C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
32-41 | Mid | N/A | 5 | 8 | 15 | -2 | 0 | - |
2D
Terry Bogard terry_2d | ||||||||||
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2D
2D Crouching D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
26-41 | Low | SP | 7 | 9 | 15 | KD (+42) | -2 | - |
Jumping Normals
j.A
Terry Bogard terry_ja | ||||||||||
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j.A
j.A Jumping A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
10-12 | High | N/A | 4 | Until landing | 3 landing | - | - | - |
nj.B
Terry Bogard terry_njb | ||||||||||
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nj.B
nj.B Neutral Jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
12-15 | High | N/A | 4 | Until landing | 3 landing | - | - | - |
j.B
Terry Bogard terry_jb | ||||||||||
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j.B
j.B Jumping B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
12-15 | High | N/A | 4 | Until landing | 3 landing | - | - | - |
j.C
Terry Bogard terry_jc | ||||||||||
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j.C
j.C Jumping C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
31-40 | High | N/A | 6 | 8 | Until landing + 3 | - | - | - |
nj.D
Terry Bogard terry_njd | ||||||||||
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nj.D
nj.D Neutral Jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
32-40 | High | N/A | 12 | 8 | Until landing + 3 | - | - | - |
j.D
Terry Bogard terry_jd | ||||||||||
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j.D
j.D Jumping D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
31-39 | High | N/A | 6 | 8 | Until landing + 3 | - | - | - |
nj.CD
Terry Bogard terry_njcd | ||||||||||
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j.CD
j.CD Neutral Jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
28-40 | High | N/A | 12 | 8 | Until landing + 3 | KD | - | - |
j.CD
Terry Bogard terry_jcd | ||||||||||
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j.CD
j.CD Jumping CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
28-40 | High | N/A | 6 | 8 | Until landing + 3 | KD | - | - |
Defensive Attack
Terry Bogard terry_defensiveattack | ||||||||||
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6A/B while blocking
6A/B while blocking Defensive Attack | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N/A | 6 | 15 | 12 | -3 | -1 | - |
Throws
Buster Throw
Terry Bogard terry_throw | ||||||||||
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4/6 C/D when close
4/6 C/D when close Buster Throw | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
41-49 | Throw | - | 1 | 1 | 0 | KD (+60) | N/A | - |
Specials
Power Wave
236A
Terry Bogard terry_236a | ||||||||||
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Power Wave | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
24-32 | Mid | N/A | 16 | Projectile | 42 | -5 | -3 | - |
236C
Terry Bogard terry_236c | ||||||||||
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Power Wave | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
24-32 | Mid | N/A | 16 | Projectile | 50 | -13 | -11 | - |
Burn Knuckle
214A
Terry Bogard terry_214a | ||||||||||
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Burn Knuckle | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
29-47 | Mid | N/A | 14 | 10 | 13 | KD (+75~+84) | +2~+11 | 14-23 low crush |
214C
Terry Bogard terry_214c | ||||||||||
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Burn Knuckle | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
29-47 | Mid | N/A | 22 | 19 | 13 | KD (+67~+84) | -7~+11 | 22-40 low crush |
Rising Tackle
[2]8A
Terry Bogard terry_[2]8a | ||||||||||
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Rising Tackle | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
22-37 | Mid | N/A | 8 | 3(1)2(2)2(2)2 | 30 | KD (+53) | -16 | 2-9 full, 10-20 chest and arms |
[2]8C
Terry Bogard terry_[2]8c | ||||||||||
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Rising Tackle | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
43-60 | Mid | N/A | 8 | 3(1)2(2)2(2)2(2)2 | 33 | KD (+47) | -22 | 2-10 full, 11-33 chest and arms |
Crack Shoot
2147B
Terry Bogard terry_2147b | ||||||||||
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Crack Shoot | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
24-36 | Mid | N/A | 12 | 5, 2, 5 | 17 | KD (+76~+82) | +3~+7 | 12-23 low crush |
2147D
Terry Bogard terry_2147d | ||||||||||
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Crack Shoot | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
43-52 | Mid | N/A | 12 | 5,4,7 | 17 | -2~+8 | +1~+7 | 12-27 low crush |
Supers
Power Geyser
Terry Bogard terry_21416bc | ||||||||||
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21416BC
21416BC Power Geyser | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
77-87 | Mid | N/A | 20 | 32 | 27 | KD (+54) | +10 | - |