-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XIV/Terry Bogard: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Line 86: Line 86:
'''Standing'''
'''Standing'''


* st. A: Jabs forward with outer arm. High hit-detection. Only cancels into DM. Does not chain.
* st. A: Terry jabs his arm forward, resulting in a decent anti-air poke that only possesses high hit-detection. It only hits high and lacks both chain and special cancel-ability, but can be canceled into both MAX and all of Terry's various DMs.


* st. B: Terry delivers a short side kick at a lower angle. This move has mid hit-detection. Does cancel into anything accept for DM. Does not chain.  
* st. B: Terry swiftly kicks in front of him at a 30-40 degree angle, making this poke great for applying quick block pressure. Not special or chain-cancel-able, but can be canceled into from cr. B. MAX and DM cancel-able.


* st. C: Terry does a painful-looking straight punch. Does not cancel into anything other than DM.  
* st. C: A quick straight-angled punch. MAX and DM cancel-able, but lacks any other forms of cancel-ability otherwise.


* st. D: Terry performs a high angle side kick. High-hit detection. Does not cancel. Only cancels to DM 
* st. D: A devastating kick which is directed at around a 100 degree angle, making it suffice as an anti-air. Due to its start-up not being as quick as Terry's other anti-air options while also possessing a fairly limited hit-box, this normal is best used as somewhat of a preemptive technique to countering aerial-based approaches. MAX and DM cancel-able, cannot be chain or special canceled.


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


* cl. A: Elbows the opponents face. Does not chain into other lights. Chains into command moves. Surprisingly it combos into f+A and df+CWill cancel into special moves.
* cl. A: Elbows the opponent, does not chain into other lights (asides from itself via Rush Auto-Combo) but does chain into both of Terry's Command Normals. Special, DM, and MAX cancel-able as well. It's quick start-up time and decent range allows for it to be used as a method of quickly interrupting an opponent's offense, but otherwise can be a bit limited in its usage.


* cl. B: Low kick towards the opponents leg. Does not chain to other lights. Chains and combos into command moves. Cancels into special moves.  
* cl. B: Terry kicks the opponent at a lower angle near an opponent's leg. Can be chained into and from into Command Normals, but cannot be chained into Lights. It is also Special, DM and MAX cancel-able. Usage for this normal can be found in continuing block-strings in where Terry is in direct proximity with the opponent, but even with this can be substituted with more effective Normals in most cases.  


* cl. C: Two-hit punch to the opponents midsection. Both hits will chain to command moves and cancel into special moves.  
* cl. C: Terry very quickly punches the opponent's gut twice, making this a normal which hits twice. Amazing for hit-confirming due to its two-hitting properties, also happens to be a go to option for punishes due to its speed and ability to chain into Command Normals. It is also Special, DM, and MAX cancel-able.


* cl. D: Performs a knee strike. Forces stand on hit. Chains to command moves and cancels into special moves.  
* cl. D: Terry shoves his knee forward at about mid-body height. The normal is a bit slow, but does the most damage out of all of his standing Normals. Much like cl. C it also happens to be chain cancel-able, making this move amazing for maximizing damage in situations where one can guarantee it landing.


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


* cr. A
* cr. A: A quick forward jab in which is Special, MAX, DM, and chain cancel-able. Despite it being a crouching normal it lacks the properties of an "actual" low, making this at times ineffective at opening an opponent up. Due to how it is cancel-able into from lights, it does however function amazingly as an immediate follow-up to cr. B.


* cr. B
* cr. B: Terry quickly kicks towards the feet of his opponent. This move is one of Terry's two "actual" lows, making the use of this move pertinent to strengthening Terry's mix-up game. It is not Special cancel-able and lacks the ability to chain into command normals, but can be chained into any one of Terry's lights, providing Terry with the ability of effectively comboing off of a low.


* cr. C
* cr. C: A punch sent at a straight-angle from a crouching position. The move isn't as quick as some of Terry's alternatives, but has a fair bit of range in addition to being cancel-able, making the usage of this move quite important at times. This move can be MAX, DM, and Special canceled in addition to being capable of chaining into command normals.


* cr. D
* cr. D: A sweeping kick which applies a soft-knockdown status to an opponent it connects with. Has a decent bit of range (even for that of a sweep) while being fairly quick, it is also Terry's only other "actual" low. This can be used to quickly throw an opponent off-guard and to apply knockdown based pressure after a successful hit. This move also happens to be cancel-able, allowing for more effective usage within block-strings. 


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


* j. A
* j.A: A quick downwards angled punch. It's quick nature makes it effective for attempting to beat out opponents whom are attempting to jump while you are already airborne, but is otherwise lacking. It doesn't help that a few of Terry's other jumping normals can also serve this purpose and do so more efficiently.


* j. B
* j.B: Terry quickly kicks in front of him. This normal is best suited for quickly beating out opponents who are attempting to jump/hop due to its fair horizontal range and swift start-up, it is fairly limited in its usage otherwise.


* j. C
* j.C: A quick and powerful downward angled punch. It's angle, priority, and relatively quick start-up can allow for it to be utilized specifically for the sake of beating out anti-airs and in air-to-air situations. It also deals a fair amount of hitstun, making it fairly effective for the use of it as a "jump-in tool".


* j. D
* j.D: Terry shoves his leg at a slightly downward angle. This normal is quite versatile, as it is his longest reaching jumping normal, has a fairly short start-up time, and possesses both a fair bit of priority and hit-stun.


'''Blowback'''
'''Blowback'''


* st. CD
* st.CD: A lengthy and devastating kick which has a bit of start-up. Due to how Terry becomes very slightly airborne during the animation of this move, it can actually be used for avoiding both lows and grounded fireballs if timed properly.


* j. CD
*j.CD: A quicker version of Terry's CD which happens to have somewhat of a lingering hit-box. Simply put, this is one of Terry's best moves. Its speed, range, very high priority and generous hitbox can make this move quite appealing for one to "spam" with.


=Throws=
=Throws=

Revision as of 21:44, 2 December 2016

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Buster Throw (Forward) - close / +  

Buster Throw (Backward) - close / +

Command Normals

Back Knuckle - +

Rising Upper - +

Special Moves

Power Wave - + / (*)

Burning Knuckle - + / (*)

Crack Shoot - + / (*)

Rising Tackle - charge briefly then + / (*)

Power Charge - + / (*)

Super Special Moves

Power Geyser - + / (!)

Buster Wolf - + / (!)

Climax Super Special Moves

Star Dunk Volcano - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

st.C(both hits), df+C, qcb+A = 191 dmg
cr.B, cr.A, df+C, qcb+B = 173 dmg
cr.B, cr.A, d~charge~u+C = 158 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Terry Bogard is an extremely well-known protagonist from the Fatal Fury series, predating the King of Fighters series. After so many appearances and iterations, Terry returns once again in KOFXIV to duke it with the cast, both new and old. For the most part, Terry's game play consists of many fundamental elements, possessing good normal moves and a relative simple move set. His special moves are more or less the same as they were in XIII. He retains his Power Wave projectile but thus time it works like it did in his initial appearances in KOF with its speed influenced by the strength of the punch button. He also has his Burn Knuckle and many if his other signature moves. Much like every other returning character, Terry takes very good advantage of the updated XIV system mechanics. Terry is a character that can hit pretty hard and excel pretty from a fighting game fundamental stand point as most of his normals are reliable along with his relatively versatile move set. A player cannot go wrong with Terry if they pick him up.

Normals

Standing

  • st. A: Terry jabs his arm forward, resulting in a decent anti-air poke that only possesses high hit-detection. It only hits high and lacks both chain and special cancel-ability, but can be canceled into both MAX and all of Terry's various DMs.
  • st. B: Terry swiftly kicks in front of him at a 30-40 degree angle, making this poke great for applying quick block pressure. Not special or chain-cancel-able, but can be canceled into from cr. B. MAX and DM cancel-able.
  • st. C: A quick straight-angled punch. MAX and DM cancel-able, but lacks any other forms of cancel-ability otherwise.
  • st. D: A devastating kick which is directed at around a 100 degree angle, making it suffice as an anti-air. Due to its start-up not being as quick as Terry's other anti-air options while also possessing a fairly limited hit-box, this normal is best used as somewhat of a preemptive technique to countering aerial-based approaches. MAX and DM cancel-able, cannot be chain or special canceled.

Close

  • cl. A: Elbows the opponent, does not chain into other lights (asides from itself via Rush Auto-Combo) but does chain into both of Terry's Command Normals. Special, DM, and MAX cancel-able as well. It's quick start-up time and decent range allows for it to be used as a method of quickly interrupting an opponent's offense, but otherwise can be a bit limited in its usage.
  • cl. B: Terry kicks the opponent at a lower angle near an opponent's leg. Can be chained into and from into Command Normals, but cannot be chained into Lights. It is also Special, DM and MAX cancel-able. Usage for this normal can be found in continuing block-strings in where Terry is in direct proximity with the opponent, but even with this can be substituted with more effective Normals in most cases.
  • cl. C: Terry very quickly punches the opponent's gut twice, making this a normal which hits twice. Amazing for hit-confirming due to its two-hitting properties, also happens to be a go to option for punishes due to its speed and ability to chain into Command Normals. It is also Special, DM, and MAX cancel-able.
  • cl. D: Terry shoves his knee forward at about mid-body height. The normal is a bit slow, but does the most damage out of all of his standing Normals. Much like cl. C it also happens to be chain cancel-able, making this move amazing for maximizing damage in situations where one can guarantee it landing.

Crouching

  • cr. A: A quick forward jab in which is Special, MAX, DM, and chain cancel-able. Despite it being a crouching normal it lacks the properties of an "actual" low, making this at times ineffective at opening an opponent up. Due to how it is cancel-able into from lights, it does however function amazingly as an immediate follow-up to cr. B.
  • cr. B: Terry quickly kicks towards the feet of his opponent. This move is one of Terry's two "actual" lows, making the use of this move pertinent to strengthening Terry's mix-up game. It is not Special cancel-able and lacks the ability to chain into command normals, but can be chained into any one of Terry's lights, providing Terry with the ability of effectively comboing off of a low.
  • cr. C: A punch sent at a straight-angle from a crouching position. The move isn't as quick as some of Terry's alternatives, but has a fair bit of range in addition to being cancel-able, making the usage of this move quite important at times. This move can be MAX, DM, and Special canceled in addition to being capable of chaining into command normals.
  • cr. D: A sweeping kick which applies a soft-knockdown status to an opponent it connects with. Has a decent bit of range (even for that of a sweep) while being fairly quick, it is also Terry's only other "actual" low. This can be used to quickly throw an opponent off-guard and to apply knockdown based pressure after a successful hit. This move also happens to be cancel-able, allowing for more effective usage within block-strings.

Jumping

  • j.A: A quick downwards angled punch. It's quick nature makes it effective for attempting to beat out opponents whom are attempting to jump while you are already airborne, but is otherwise lacking. It doesn't help that a few of Terry's other jumping normals can also serve this purpose and do so more efficiently.
  • j.B: Terry quickly kicks in front of him. This normal is best suited for quickly beating out opponents who are attempting to jump/hop due to its fair horizontal range and swift start-up, it is fairly limited in its usage otherwise.
  • j.C: A quick and powerful downward angled punch. It's angle, priority, and relatively quick start-up can allow for it to be utilized specifically for the sake of beating out anti-airs and in air-to-air situations. It also deals a fair amount of hitstun, making it fairly effective for the use of it as a "jump-in tool".
  • j.D: Terry shoves his leg at a slightly downward angle. This normal is quite versatile, as it is his longest reaching jumping normal, has a fairly short start-up time, and possesses both a fair bit of priority and hit-stun.

Blowback

  • st.CD: A lengthy and devastating kick which has a bit of start-up. Due to how Terry becomes very slightly airborne during the animation of this move, it can actually be used for avoiding both lows and grounded fireballs if timed properly.
  • j.CD: A quicker version of Terry's CD which happens to have somewhat of a lingering hit-box. Simply put, this is one of Terry's best moves. Its speed, range, very high priority and generous hitbox can make this move quite appealing for one to "spam" with.

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Special Moves

Power Wave - (qcf + A/C)

  • Terry's dedicated ground-based projectile.
  • All versions travel a full-screen distance with the speed of the projectile being determined by the strength of the button which is inputted. The Light version is a fairly slow projectile in which Terry recovers from somewhat quickly, allowing for one to use it as a method of aiding some form of approach. The Heavy Version is a bit faster and also has a slight bit more recovery than the Light Version of the Special , making it typically more effective for applying "direct pressure" such as attempting to force an opponent into blockstun rather than for setting up a form of approach.
  • While Power Wave is an effective spacing tool, it is not an immensely threatening projectile. Despite both its Light and Heavy versions lacking copious amounts of recovery, other more "notable" projectiles possess larger hitboxes, faster speeds, and even less recoveries, making relying on Power Wave to beat out Zoning via fireball wars not recommended.
  • Due to Power Wave having a fair bit of cancelability after it has initiated, utilizing it to "bait" reactions can be quite effective due to how fast all of Terry's supers are, the invincibility present within all of them disregarding Level 1 Buster Wolf, and the very large hitboxes associated with both versions of Power Geyser.

EX: A faster Power Wave which possesses a slight bit of start-up. Its most notable aspect is its 3-hit property, making it both do larger amounts of guard-damage than both versions of "normal" Power Wave. However, it also happens to possess larger amounts of recovery than the other versions, making it a tad bit difficult to implement in the "neutral game." Canceling St.CD into EX Power Wave will result in a combo, making it effective for the sake of making Terry's already great St.CD to be even more potent than it already is.

Burn Knuckle - (qcb + A/C)

  • A quick and forward-moving "lunge punch" which has a varying distance depending on strength.
  • The Light version goes about two characters' length in distance while the heavy version travels a bit more than the half of the screen.
  • The Light version is typically safe on block, but can be punished if utilized at point-blank range while the Hard version is basically only safe on block from max distance.
  • Despite its occasional unsafe nature, Light Burn Knuckle can be used in block strings if spaced correctly (meaning around the max distance in which Cr. C will successfully hit an opponent) UNLESS the opposing character has access to a 3-frame normal (which "luckily" for Terry is fairly uncommon) or a 3 or less frame special/super, in which case they will be able to punish the move quite heavily in more situations than those who lack such attributes.
  • Due to its super cancel-ability (discounting the EX version), almost "blistering" speed, priority, and ability to apply hard-knockdowns (which can lead to numerous safe-jump set-ups) a large portion of Terry's game revolves around the implementation of this move, some may even claim that this move and its variations are so important that it functions as the crux of Terry's gameplan.

EX: A very fast, more damaging, and slightly longer range version of Heavy Burn Knuckle. Can function as an ender to the majority of MAX Mode based combos when one does not wish to spend(or simply cannot due to a lack of) additional meter on a Super or Climax cancel. Its speed makes it as an effective way to essentially "snipe" Hops or Jumps out of the air on reaction in most cases, but if it is somehow avoided or blocked due to a mistake or miscalculation it can be very unsafe, making it important to know when and when not to utilize this move.

Crackshot - (qcb + B/D)

  • A swift forward moving "flip-kick" of sorts.
  • All versions (including EX) are very similar in distance, all moving Terry around that of a singular character forward. The Light version is quicker than the Heavy version and hits once, while the Heavy version hits twice and travels around half of a character more in distance than the Light version.
  • Both versions are safe on block, which when coupled with their forward moving nature makes them effective substitutes for Burn Knuckle when at a point-blank distance.
  • Due to all versions (especially the Heavy version) having a fairly large horizontal range as the move pushes Terry forward, making it function as an effective preemptive anti-air. It is more difficult to use any version of the move upon reaction to counter a form of hop or jump due to how Crackshot (despite being quick in its own right) is not as fast as Terry's various other effective anti-airs, meaning that it can be beaten out via aerials a bit more easily easily than Terry's alternatives.

EX: Comes out a slight bit quicker than the Light version of Crackshot while having range which is very similar to that of the aforementioned Light version of the move. On hit this move applies a ground-bounce effect on the opponent, allowing for Terry to follow up the move with another to continue (or in most cases end) a combo. Provided that the opponent is not within or in very close proximity to a corner, one can link this move after an EX Power Charge, allowing for Terry to potentially achieve a very high amount of damage.

Super Special Moves

name of move - (motion here qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

Climax Super Special Moves

name of move - (motion here qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here


0 meter

Anywhere

  • cr.B, cr.A, df+C, qcb+A (166 DMG)
  • cl.D, df+C, qcb+A (200 DMG)

No corner

  • st.CD, hcf+D (miss), qcb+A (134 DMG)

Corner only

  • st.CD, hcf+D, d~u+C (226 DMG)

1 meter

Anywhere

  • cr.B, cr.A, df+C, qcb+A, SC, qcfx2+B/D (305 DMG)

No corner

  • cr.B, cr.B, cr.A, f+A, BC, cl.D, df+C, hcf+BD, wait, qcb+BD, d~u+C (367 DMG)
  • cl.D, df+C, BC, cl.D, df+C, hcf+BD, wait, qcb+BD, d~u+C (423 DMG)
  • st.CD, qcfx2+B/D (223 DMG)
  • st.CD, hcf+D (miss), qcb,hcf+A/C (245 DMG)

Corner only

  • cr.B, cr.A, df+C, qcb+A, SC, qcb,hcf+A/C (326 DMG)
  • st.CD, hcf+D, qcb+A, SC, qcb,hcf+A/C (340 DMG)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina