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The King of Fighters '94/Terry Bogard/Data: Difference between revisions
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Line 8: | 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 = 10-12 | | damage = 10-12 | ||
| counter = | | counter = | ||
Line 14: | Line 14: | ||
| guard = Mid | | guard = Mid | ||
| cancel = 5A, 2A, SP | | cancel = 5A, 2A, SP | ||
| startup = | | startup = 3 | ||
| active = 3 | | active = 3 | ||
| recovery = 5 | | recovery = 5 | ||
| hitadv = +3 | | 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 27: | 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 = 13-15 | | damage = 13-15 | ||
| counter = | | counter = | ||
Line 33: | Line 34: | ||
| guard = Mid | | guard = Mid | ||
| cancel = 5B, 2B, SP | | cancel = 5B, 2B, SP | ||
| startup = | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = 5 | | recovery = 5 | ||
Line 46: | Line 47: | ||
| input = cl.C | | input = cl.C | ||
| images = KOF94 Terry clC.png | | images = KOF94 Terry clC.png | ||
| hitboxes = | | hitboxes = KOF94 Terry clC-1-Hitbox.png, KOF94 Terry clC-2-Hitbox.png | ||
| damage = 35-42 | | damage = 35-42 | ||
| counter = | | counter = | ||
Line 52: | Line 53: | ||
| guard = Mid | | guard = Mid | ||
| cancel = SP | | cancel = SP | ||
| startup = | | startup = 3 | ||
| active = 2,8 | | active = 2,8 | ||
| recovery = 15 | | recovery = 15 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = | | blockadv = -1 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 66: | 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 = 27-34 | | damage = 27-34 | ||
| counter = | | counter = | ||
Line 72: | Line 73: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 7 | ||
| active = 8 | | active = 8 | ||
| recovery = 15 | | recovery = 15 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = - | | blockadv = -2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 87: | 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 = 10-12 | | damage = 10-12 | ||
| counter = | | counter = | ||
Line 93: | Line 94: | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 3 | ||
| active = 4 | | active = 4 | ||
| recovery = 5 | | recovery = 5 | ||
Line 107: | 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 = 12-15 | | damage = 12-15 | ||
| counter = | | counter = | ||
Line 113: | Line 114: | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = 4 | | active = 4 | ||
| recovery = 7 | | recovery = 7 | ||
Line 127: | 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 = 25-34 | | damage = 25-34 | ||
| counter = | | counter = | ||
Line 133: | Line 134: | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = 10 | | active = 10 | ||
| recovery = 17 | | recovery = 17 | ||
Line 146: | 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 = 33-42 | | damage = 33-42 | ||
| counter = | | counter = | ||
Line 152: | Line 153: | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 9 | ||
| active = 8 | | active = 8 | ||
| recovery = 15 | | recovery = 15 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = - | | blockadv = -2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 165: | Line 166: | ||
| input = 5CD | | input = 5CD | ||
| images = KOF94 Terry njD.png | | images = KOF94 Terry njD.png | ||
| hitboxes = | | hitboxes = KOF94 Terry njD-Hitbox.png | ||
| damage = 30-47 | | damage = 30-47 | ||
| counter = | | counter = | ||
Line 171: | Line 172: | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 12 | ||
| active = 8 | | active = 8 | ||
| recovery = 14 | | recovery = 14 | ||
Line 186: | Line 187: | ||
| input = 2A | | input = 2A | ||
| images = KOF94 Terry 2A.png | | images = KOF94 Terry 2A.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 2A-Hitbox.png | ||
| damage = 9-12 | | damage = 9-12 | ||
| counter = | | counter = | ||
Line 192: | Line 193: | ||
| guard = Mid | | guard = Mid | ||
| cancel = 5A, 2A, SP | | cancel = 5A, 2A, SP | ||
| startup = | | startup = 3 | ||
| active = 3 | | active = 3 | ||
| recovery = 4 | | recovery = 4 | ||
Line 205: | Line 206: | ||
| input = 2B | | input = 2B | ||
| images = KOF94 Terry 2B.png | | images = KOF94 Terry 2B.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 2B-Hitbox.png | ||
| damage = 10-13 | | damage = 10-13 | ||
| counter = | | counter = | ||
Line 211: | Line 212: | ||
| guard = Low | | guard = Low | ||
| cancel = 5B, 2B, SP | | cancel = 5B, 2B, SP | ||
| startup = | | startup = 3 | ||
| active = 3 | | active = 3 | ||
| recovery = 5 | | recovery = 5 | ||
| hitadv = +6 | | hitadv = +6 | ||
| blockadv = + | | blockadv = +9 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 224: | Line 225: | ||
| input = 2C | | input = 2C | ||
| images = KOF94 Terry 2C.png | | images = KOF94 Terry 2C.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 2C-Hitbox.png | ||
| damage = 32-41 | | damage = 32-41 | ||
| counter = | | counter = | ||
Line 230: | Line 231: | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 5 | ||
| active = 8 | | active = 8 | ||
| recovery = 15 | | recovery = 15 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 244: | Line 245: | ||
| input = 2D | | input = 2D | ||
| images = KOF94 Terry 2D.png | | images = KOF94 Terry 2D.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 2D-Hitbox.png | ||
| damage = 26-41 | | damage = 26-41 | ||
| counter = | | counter = | ||
Line 250: | Line 251: | ||
| guard = Low | | guard = Low | ||
| cancel = SP | | cancel = SP | ||
| startup = | | startup = 7 | ||
| active = 9 | | active = 9 | ||
| recovery = 15 | | recovery = 15 | ||
Line 265: | 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 = 10-12 | | damage = 10-12 | ||
| counter = | | counter = | ||
Line 271: | Line 272: | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 4 | ||
| active = Until landing | | active = Until landing | ||
| recovery = 3 landing | | recovery = 3 landing | ||
Line 284: | 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 = 12-15 | | damage = 12-15 | ||
| counter = | | counter = | ||
Line 290: | Line 291: | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 4 | ||
| active = Until landing | | active = Until landing | ||
| recovery = 3 landing | | recovery = 3 landing | ||
Line 303: | 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 = 12-15 | | damage = 12-15 | ||
| counter = | | counter = | ||
Line 309: | Line 310: | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 4 | ||
| active = Until landing | | active = Until landing | ||
| recovery = 3 landing | | recovery = 3 landing | ||
Line 322: | 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 = 31-40 | | damage = 31-40 | ||
| counter = | | counter = | ||
Line 328: | Line 329: | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = 8 | | active = 8 | ||
| recovery = Until landing + 3 | | recovery = Until landing + 3 | ||
Line 341: | 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 = 32-40 | | damage = 32-40 | ||
| counter = | | counter = | ||
Line 347: | Line 348: | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 12 | ||
| active = 8 | | active = 8 | ||
| recovery = Until landing + 3 | | recovery = Until landing + 3 | ||
Line 360: | Line 361: | ||
| input = j.D | | input = j.D | ||
| images = KOF94 Terry jB.png | | images = KOF94 Terry jB.png | ||
| hitboxes = | | hitboxes = KOF94 Terry jD-Hitbox.png | ||
| damage = 31-39 | | damage = 31-39 | ||
| counter = | | counter = | ||
Line 366: | Line 367: | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = 8 | | active = 8 | ||
| recovery = Until landing + 3 | | recovery = Until landing + 3 | ||
Line 380: | Line 381: | ||
| input = j.CD | | input = j.CD | ||
| images = KOF94 Terry njD.png | | images = KOF94 Terry njD.png | ||
| hitboxes = | | hitboxes = KOF94 Terry njD-Hitbox.png | ||
| damage = 28-40 | | damage = 28-40 | ||
| counter = | | counter = | ||
Line 386: | Line 387: | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 12 | ||
| active = 8 | | active = 8 | ||
| recovery = Until landing + 3 | | recovery = Until landing + 3 | ||
Line 400: | Line 401: | ||
| input = j.CD | | input = j.CD | ||
| images = KOF94 Terry jB.png | | images = KOF94 Terry jB.png | ||
| hitboxes = | | hitboxes = KOF94 Terry jD-Hitbox.png | ||
| damage = 28-40 | | damage = 28-40 | ||
| counter = | | counter = | ||
Line 406: | Line 407: | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = 8 | | active = 8 | ||
| recovery = Until landing + 3 | | recovery = Until landing + 3 | ||
Line 413: | Line 414: | ||
| invul = | | invul = | ||
| display = 200px | | 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 | |||
}} | }} | ||
Line 421: | Line 441: | ||
| input = 4/6 C/D when close | | input = 4/6 C/D when close | ||
| images = KOF94 Terry Throw.png | | images = KOF94 Terry Throw.png | ||
| hitboxes = | | hitboxes = KOF94 Terry Throw-Hitbox.png | ||
| damage = | | damage = 41-49 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
Line 430: | Line 450: | ||
| active = 1 | | active = 1 | ||
| recovery = 0 | | recovery = 0 | ||
| hitadv = | | hitadv = KD (+60) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = | | invul = | ||
Line 441: | Line 461: | ||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_236a | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_236a | ||
| name = Power Wave | | name = Power Wave | ||
| | | version = 236A | ||
| images = KOF94 Terry 236A.png | | images = KOF94 Terry 236A.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 236A-Hitbox.png | ||
| damage = | | damage = 24-32 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 16 | ||
| active = | | active = Projectile | ||
| recovery = | | recovery = 42 | ||
| hitadv = | | hitadv = -5 | ||
| blockadv = | | blockadv = -3 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====236C==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_236c | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_236c | ||
| name = Power Wave | | name = Power Wave | ||
| | | version = 236C | ||
| images = KOF94 Terry 236A.png | | images = KOF94 Terry 236A.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 236A-Hitbox.png | ||
| damage = | | damage = 24-32 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 16 | ||
| active = | | active = Projectile | ||
| recovery = | | recovery = 50 | ||
| hitadv = | | hitadv = -13 | ||
| blockadv = | | blockadv = -11 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 480: | Line 501: | ||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_214a | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_214a | ||
| name = Burn Knuckle | | name = Burn Knuckle | ||
| | | version = 214A | ||
| images = KOF94 Terry 214A.png | | images = KOF94 Terry 214A.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 214A-Hitbox.png | ||
| damage = | | damage = 29-47 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 14 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 13 | ||
| hitadv = | | hitadv = KD (+75~+84) | ||
| blockadv = | | blockadv = +2~+11 | ||
| invul = | | invul = 14-23 low crush | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====214C==== | |||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_214c | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_214c | ||
| name = Burn Knuckle | | name = Burn Knuckle | ||
| | | version = 214C | ||
| images = KOF94 Terry 214A.png | | images = KOF94 Terry 214A.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 214A-Hitbox.png | ||
| damage = | | damage = 29-47 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 22 | ||
| active = | | active = 19 | ||
| recovery = | | recovery = 13 | ||
| hitadv = | | hitadv = KD (+67~+84) | ||
| blockadv = | | blockadv = -7~+11 | ||
| invul = | | invul = 22-40 low crush | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 519: | Line 541: | ||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_[2]8a | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_[2]8a | ||
| name = Rising Tackle | | name = Rising Tackle | ||
| | | version = [2]8A | ||
| images = KOF94 Terry 28A.png | | images = KOF94 Terry 28A.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 28A-1-Hitbox.png, KOF94 Terry 28A-2-Hitbox.png, KOF94 Terry 28A-3-Hitbox.png | ||
| damage = | | damage = 22-37 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 8 | ||
| active = | | active = 3(1)2(2)2(2)2 | ||
| recovery = | | recovery = 30 | ||
| hitadv = | | hitadv = KD (+53) | ||
| blockadv = | | blockadv = -16 | ||
| invul = | | invul = 2-9 full, 10-20 chest and arms | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 538: | Line 560: | ||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_[2]8c | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_[2]8c | ||
| name = Rising Tackle | | name = Rising Tackle | ||
| | | version = [2]8C | ||
| images = KOF94 Terry 28A.png | | images = KOF94 Terry 28A.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 28A-1-Hitbox.png, KOF94 Terry 28A-2-Hitbox.png, KOF94 Terry 28A-3-Hitbox.png | ||
| damage = | | damage = 43-60 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 8 | ||
| active = | | active = 3(1)2(2)2(2)2(2)2 | ||
| recovery = | | recovery = 33 | ||
| hitadv = | | hitadv = KD (+47) | ||
| blockadv = | | blockadv = -22 | ||
| invul = | | invul = 2-10 full, 11-33 chest and arms | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 559: | Line 581: | ||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_2147b | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_2147b | ||
| name = Crack Shoot | | name = Crack Shoot | ||
| | | version = 2147B | ||
| images = KOF94 Terry 2147B.png | | images = KOF94 Terry 2147B.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 2147B-1-Hitbox.png, KOF94 Terry 2147B-2-Hitbox.png, KOF94 Terry 2147B-3-Hitbox.png | ||
| damage = | | damage = 24-36 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 12 | ||
| active = | | active = 5, 2, 5 | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = KD (+76~+82) | ||
| blockadv = | | blockadv = +3~+7 | ||
| invul = | | invul = 12-23 low crush | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 578: | Line 600: | ||
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_2147d | {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_2147d | ||
| name = Crack Shoot | | name = Crack Shoot | ||
| | | version = 2147D | ||
| images = KOF94 Terry 2147B.png | | images = KOF94 Terry 2147B.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 2147B-1-Hitbox.png, KOF94 Terry 2147B-2-Hitbox.png, KOF94 Terry 2147B-3-Hitbox.png | ||
| damage = | | damage = 43-52 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 12 | ||
| active = | | active = 5,4,7 | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = -2~+8 | ||
| blockadv = | | blockadv = +1~+7 | ||
| invul = | | invul = 12-27 low crush | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 601: | Line 623: | ||
| input = 21416BC | | input = 21416BC | ||
| images = KOF94 Terry 21416BC.png | | images = KOF94 Terry 21416BC.png | ||
| hitboxes = | | hitboxes = KOF94 Terry 21416BC-Hitbox.png | ||
| damage = | | damage = 77-87 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 20 | ||
| active = | | active = 32 | ||
| recovery = | | recovery = 27 | ||
| hitadv = | | hitadv = KD (+54) | ||
| blockadv = | | blockadv = +10 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{Navbox '94}} | |||
[[Category:The King of Fighters '94]] | [[Category:The King of Fighters '94]] | ||
[[Category:Terry Bogard]] | [[Category:Terry Bogard]] |
Latest revision as of 15:48, 5 August 2023
Close Standing Normals
cl.A
Terry Bogard terry_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | - |