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Real Bout Fatal Fury 2/Terry Bogard: Difference between revisions
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==Normal Moves== | ==Normal Moves== | ||
===Standing=== | |||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_5A.jpg | |image=RBFF2_Terry_5A.jpg | ||
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}} | }} | ||
===Crouching=== | |||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_2a.jpg | |image=RBFF2_Terry_2a.jpg | ||
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}} | }} | ||
}} | }} | ||
===Command=== | |||
==Command | |||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_3a.jpg | |image=RBFF2_Terry_3a.jpg | ||
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}} | }} | ||
==Jumping== | ===Jumping=== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_j.a.jpg | |image=RBFF2_Terry_j.a.jpg | ||
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}} | }} | ||
== | ==P-Power== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Terry_triple.jpg | |image=RBFF2_Terry_triple.jpg |
Revision as of 22:28, 9 May 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
Standing
5A |
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n.5A (within 49px) |
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5B |
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n.5B (within 57px) |
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5C |
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n.5C (within 70px) |
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Crouching
2A |
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2B |
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2C |
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Command
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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P-Power
Triple Geyser 21416C |
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Combos
- 5A, 5C, A Burn Knuckle
- Basic Terry bnb, connects from further away than you'd think.
- 5A, 5B, 3C, Burn Knuckle (either)
- A Burn Knuckle grants a mixup, C Burn Knuckle knocks down and does more damage.
- 2B, 2B, 3C, Burn Knuckle (either)
- Same as the above, but from a low starter.
- (2B,) 2B, Fire Kick, Rising Tackle
- Good damage, but spacing dependent. Very consistent in the corner, otherwise you need to be pretty close.
- 3A, 5C, 5C, Power Geyser Feint, 5A, Fire Kick, Rising Tackle
- Corner only, absurdly high damage.
- 5A, 5B, 3C, Triple Geyser
- Most reliable super confirm, note that the whole super will not connect in the corner.
- 2B, 2B, 3C, Triple Geyser
- Same as the above, but from a low.
- 6B, 5D, Triple Geyser
- Easy super confirm, all three geysers connect.