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Real Bout Fatal Fury 2/Terry Bogard: Difference between revisions
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==Introduction== | ==Introduction== | ||
The main character of the Fatal Fury series and the mascot for SNK as a whole, Terry is exactly the kind of character you probably expect him to be. Straightforward and well rounded, Terry has a flexible kit that lets him play the game in a variety of styles. He doesn't have the overwhelming strengths of a top tier character, but Terry is more than equipped to handle just about anything the RB2 cast can throw at him. | |||
==Normal Moves== | ==Normal Moves== | ||
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|description= | |description=Decently fast, great horizontal range and no hurtbox from his calf downwards. Used along with 5C as essential parts of Terry's neutral, poking and pressure games. | ||
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|description= | |description=This massive horizontal hitbox is one of Terry's longest ranged normals. Only a single frame slower than 5B, but the slightly higher angle means it can be low profiled by certain situations. | ||
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|description= | |description=Hits twice, making for easy confirms into special. | ||
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|description= | |description=Terry's answer to the time honored shoto crouching MK from Street Fighter, a decently ranged low that cancels into itself, 2C and special moves. | ||
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|description= | |description=Despite the odd angle of Terry's leg on the attack animation, this is a pretty standard sweep. | ||
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|description= | |description=Anti air attack with more vertical range and faster startup than 5AB, but without the invincibility. | ||
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|description= | |description=Knocks opponents into oversway, where you can get a combo or a mixup. | ||
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|description= | |description=Terry's overhead, get comfortable inputting this quickly so you can open your opponents up. | ||
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|description= | |description=Univeral upper body invincible attack. While it may not have the vertical distance or fast startup of 3A, the invincibility frames make it a solid anti air in its own right and gives it utility against grounded opponents as well. | ||
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|description= | |description=Commonly chained from 6B for a combo, including one of the few reliable ways to confirm into Triple Geyser. | ||
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|description= | |description=For combo purposes, this is the feint you'll want to use. | ||
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|bs=Y | |bs=Y | ||
|juggle=N | |juggle=N | ||
|description= | |description=Terry's basic projectile attack, it travels along the ground. As you'd expect, it's a cornerstone of Terry's zoning, and being low to the ground means opponents have to jump to get across it. | ||
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|description= | |description=Horizontal travelling attack, Terry's "tatsu" if you will. The light version is a common combo ender thanks to the quick startup and decent corner carry. If spaced well it's not the most unsafe thing in the world, but excessively throwing out light burn knuckles is a bad habit that plagues many a Terry player across all the games he's been in. | ||
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{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|description= | |description=Slower startup than the light version so you can't combo into it as freely, but travels much further at a higher speed and knocks down. As you probably expected, this move is horrendously unsafe, so if it gets blocked you are almost certainly going to get hurt. | ||
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|juggle=Y | |juggle=Y | ||
|description= | |description=Terry's reversal, a very "flash kick" type move. It's quite fast and has pretty solid horizontal range as well. However the latter also means it can whiff in some niche scenarios. | ||
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|description= | |description=Horizontally travelling crescent flip kick, puts Terry in the air so it can travel over certain things. Reliable pre-emptive anti air and at -2 it's not super unsafe if spaced properly. As a breakshot it has use thanks to the high profile property. | ||
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|description= | |description=Terry slides along the ground, and if he connects with an opponent on hit (NOT on block) he follows up with a high kick that launches them into the air. This launch can be followed up with a Rising Tackle juggle, but note that if you aren't very close to the opponent the juggle will whiff. For this reason, combo using this move tend to either come from low pushback starters (such as 2B) or be done in the corner. This move makes for a really annoying breakshot because of the low profile properties, and you're almost guaranteed the juggle in most instances as well. One last thing to note, the slide doesn't have as much range as it looks and is very unsafe on whiff and block. | ||
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|description= | |description=Puts Terry into oversway. | ||
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|description= | |description=Gigantic vertical range, but there's no reliable way to combo into it. Past the point where Terry raises his arm (saying "Power...!") any attempt to hit him will result in a trade in his favor. | ||
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|description= | |description=Like Power Geyser, but there's three of them. Unlike Power Geyser, there are ways to combo into it, most notably from 5D against an opponent in oversway, or from chain combos ending in 3C. Unfortunately, the whole move will NOT connect when done against an opponent in the corner. | ||
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Revision as of 23:03, 19 April 2021
Introduction
The main character of the Fatal Fury series and the mascot for SNK as a whole, Terry is exactly the kind of character you probably expect him to be. Straightforward and well rounded, Terry has a flexible kit that lets him play the game in a variety of styles. He doesn't have the overwhelming strengths of a top tier character, but Terry is more than equipped to handle just about anything the RB2 cast can throw at him.
Normal Moves
5A |
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5B |
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5C |
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n.5A (within 49px) |
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n.5B (within 57px) |
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n.5C (within 70px) |
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2A |
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2B |
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2C |
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Command Moves
Wild Upper 3A |
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Backspin Kick 6B |
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Charging Kick 6[6]C |
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High Avoid Attack 5AB |
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Jumping
j.A |
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j.B |
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j.C |
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Oversway Actions
5D (opponent in oversway) |
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2D (opponent in oversway) |
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A (from oversway) |
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B (from oversway) |
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C (from oversway) |
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Throws
Buster Throw 4/6C |
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Feint
Burn Knuckle Feint 6AC |
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Power Geyser Feint 2BC |
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Special Moves
Power Wave 236A |
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Round Wave 236C |
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Burning Knuckle 214A/C |
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Rising Tackle [2]8A 46f charge |
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Crack Shoot 214B |
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Fire Kick 236B |
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Passing Sway 236D |
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S-Power
Power Geyser 21416BC |
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Super Desperation Move
Triple Geyser 21416C |
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