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

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

From Dream Cancel Wiki
Jump to navigation Jump to search
Nilcam (talk | contribs)
No edit summary
Steamwolf (talk | contribs)
Line 85: Line 85:


* A/C damage: 60; EX damage: 45x3
* A/C damage: 60; EX damage: 45x3
* C version absorbs/beats other projectiles/EX Projectiles (Including standard projectiles like Kyo's, and those that stay still like Elizabeth's)





Revision as of 08:46, 6 January 2012

File:Terry sprite.gif

Console Changes

- Crouching A > Crouching C is a chain combo. Can be canceled.

- Normal Buster Wolf’s (qcf x2+P) dashing speed is now identical to the EX version. But the Invincibility is the same as before.

- Far D’s recovery time has been reduced.

- Standing CD’s hit detection lasts a bit longer.

- Trinity Geyser’s (qcb~hcf+P) hitbox has been changed so that it actually hits 3 times.

Producer Yamamoto says:

"We’ve mainly buffed up his normals, and he can do solid combos with the addition of chains. Also, His Trinity Geyser’s hitbox has been changed, and he can also hit the opponent afterwards in the corner."

Normals

Standing

st. A: 25 damage, chain-able and cancel-able, hits mid. A quick jab. Useful against hyper hops and can be comboed into Back Knuckle (f+A).

st. B: 30 damage, cancel-able, hits mid. A side kick with good reach. It can be chained from his crouching B and can be comboed into weak crackshoot, Buster Wolf or EX Power Geyser.

st. C: 80 damage, cancel-able, DMs only, hits mid. A straight punch with good range and good speed. Great poke. Also note it's unique cancel properties.

st. D: 70 damage, hits mid. Terry leans back, twisting slightly, and kicks forward. (Animation resembles the last hit of his 'Fire Kick' move from Real Bout 2.) Better reach than his far C, but a bit slower.

cl. C - 70 damage, cancel-able, hits mid. A close-range punch that hits twice. Very fast and combos easily. Five stars!

cl. D - 70 damage, cancel-able, hits mid. Terry delivers a kick aimed at his opponent's face. Not as strong as close C, and only hits once; however, it can be used for combos and is actually preferable for longer (particularly HD) combos due to less damage scaling.

Crouching

cr. A: 25 damage, chain-able and cancel-able, hits mid. A crouching jab. It can combo into his Rising Upper (df+C).

cr. B: 30 damage, chain-able and cancel-able, hits low. A quick, crouching kick. It can be chained into standing B or crouching A.

cr. C: 70 damage, cancel-able, hits mid. A crouching version of his far C. While less damaging, it can be canceled into anything.

cr. D: 80 damage, whiff and hit cancel-able, hits low. A crouching kicks that knocks down standing opponents. Long reach.

Jumping

j. A: 45 (40) damage, hits overhead. A quick, downward punch.

j. B: 45 (40) damage, hits overhead. A forward kick which is great for air-to-air.

j. C: 72 (70) damage, hits overhead. A strong punch aimed downward. Good for jump-ins.

j. D: 70 (68) damage, hits overhead. A strong kick aimed downward. Good for jump-ins and cross-ups.

Blowback Attack

CD: 75 damage, whiff and hit cancel-able, hits mid. A shoulder charge.

j. CD: 90 (80) damage, hits mid. Looks like an aerial version of Terry's close D.

GCCD: - 10 damage, hits mid. Guard Cancel Blowback Attack. For some reason, it's the same animation as his close D.

Throw

Buster Throw = (b/f+C/D) close 100 damage, can be broken. Terry grabs his opponent and throws them to the ground.

Command Moves

Rising Upper = (df+C) 60 damage, cancel-able, hits mid. An uppercut with good vertical reach. Nice anti-air and great in combos. Can be comboed into from close C/D and crouching A. Common follow-ups are: Power Wave, weak Burn Knuckle and either DM.

Back Knuckle = (f+A) 80 damage, hits mid. Terry spins around and hits the opponent with the back of his knuckle, hence the name. Great reach and good damage, but slow to come out. Useful on wake-up. Can be combo'd into from standing A.

Special Moves

Power Wave = (qcf+P) - Terry slams the ground with his fist, producing a wave of energy. This move is mostly useful in block-strings, and occasionally super canceled. A version comes out faster and travels full-screen. C version travels half of the screen, travels faster and knocks down. No damage difference.

(EX) = qcf+AC - Travels full-screen, but slowly. Hits three times. (No knock-down.)

  • Super Cancel-able
  • Hit Detection: High
  • A/C damage: 60; EX damage: 45x3
  • C version absorbs/beats other projectiles/EX Projectiles (Including standard projectiles like Kyo's, and those that stay still like Elizabeth's)


Burn Knuckle = (qcb+P) - Terry flies forward with his burning fist outstretched. It travels quite fast, making it useful for keeping your opponent on their toes. It is quite unsafe on block, so please don't just throw it out there and hope it hits. Because this move can be drive canceled, it's the linchpin of most of Terry's longer combos. A version comes out faster, does less damage and doesn't travel as far. C version comes out slower, does more damage and travels farther.

(EX) = qcb+AC - Comes out as fast as A, travels farther than C and does almost as much damage as both combined. When it hits an airborne opponent mid-screen, Terry can end up on the opposite side of his opponent. (You can drive cancel into EX Burn Knuckle from A or C Burn Knuckle, by the way.)

  • Drive/Super Cancel-able
  • Hit Detection: High
  • A damage: 75; C damage: 90; EX damage: 160


Crack Shoot = (qcb+K) - Terry flips forward with his leg coming down on his opponent. Hard to punish on block, so it's a great tool for pressuring opponents. Against airborne opponents, it can be used to juggle them higher, making this move useful for extending combos. B version is faster and hits twice, D version hits four times.

(EX) = qcb+BD - Comes out faster and is an overhead. This makes it a very useful way to end a match if your opponent in near death.

  • B/D Hit Detection: High, EX Hit Detection: Mid
  • Damage: 40x2 / 40x4 / 120


Rising Tackle = (d~u+P) - Terry flips upside down and flies straight up while spinning around like a top. The awesomeness of this move is inversely proportional to how goofy it sounds. Great damage, but incredibly unsafe. (If you want a safer anti-air, go for Rising Upper.) Use this only when you're certain your opponent will be above you, or in combos. The quicker, A version hits five times, and C version hits seven times, although if the opponent isn't close enough all the hits won't connect.

(EX) = d~u+AC - EX version is godly. Around 3 frames start-up and insanely powerful. It also has a vacuum effect, where the opponent is pulled into the move if it connects. So while the normal version can just knock them away after one hit, the EX version is always going to hit multiple times if one hit connects. There are technically 21 hits to this move, but it's impossible for all of them to connect. Against an airborne opponent who is very close, it can hit a maximum of 20 times. The maximum number of times it can hit a grounded opponent is only 17. Great for ending combos.

  • Drive / Super Cancel-able (first hit only)
  • Hit Detection: High
  • A damage: 40,10x4,50; C damage: 50,15x6; EX damage: 20x7,10x13,30

Desperation Moves

Power Geyser = (qcb hcf+P) - Terry slams the ground with his fist, creating an angled geyser of energy. Great anti-air, but a tad slow.

(EX) = qcb hcf+AC - Creates three geysers (although Terry still only hits the ground once). It comes out much quicker, making it much more useful in combos. Under the right circumstances, it can be used to juggle an airborne opponent high enough that Terry can follow up with Buster Wolf, or other moves. In the corner, however, it may only hit twice, or even once.

  • Hit Detection: High
  • A/C damage: 210; EX damage: 120x3 [total=360]


Buster Wolf = (qcfx2+K) - Does this move even need an introduction? Probably not, but I'll give one anyway. Terry flies forward like in Burn Knuckle and, if the move connects, an explosion blasts the opponent away. It's not as strong as Power Geyser, but it can combo in many situations Power Geyser wouldn't be able to. Also, it can be max canceled into his NeoMax. Terry no longer shouts "Are you okay!?" when the move starts up, but most self-respecting Terry players will shout it anyway.

(EX) = qcfx2+BD - EX version does more damage and goes through projectiles. Great full-screen punish.

  • Max Cancel-able
  • Hit Detection: High
  • B/D damage: 90,90 [total=180]; EX damage: 90,30x4,90 [total=300]

Neomax

Trinity Geyser = (qcfx2+AC) - Terry raises both fists behind his head and, after a dramatic pause, slams both fists to the ground. A series of successive power geysers travel across the screen, although the move can only hit a maximum of three times. It's a great NeoMax against mid-screen opponents (and can even be followed up with Burn Knuckle under the right circumstances). However, against cornered opponents it's completely inadvisable, since it'll only hit once.

  • Hit Detection: High
  • Damage: 150x3 [total=450]

Combos

No Stock or Drive Gauge-

st. C, df+C, qcb+P

cr. Bx1~3, st. B, qcb+B

qcb+D, st. C

qcb+D, st. D


No Stock, 1+ Drive Gauge-

qcb+D, st. C, df+C, qcb+A, (DC) d~u+C

qcb+D, st. D, df+C, qcb+A, (DC) d~u+C

qcb+D, st. C, df+C, qcb+A, (DC) qcb+B, st. C

qcb+D, st. D, df+C, qcb+A, (DC) qcb+B, st. C

st. C, df+C, qcb+A, (DC) qcb+K, d~u+C


1 Stock, No Drive Gauge-

cr. Bx1~3, st. B, qcb+AC

cr. Bx1~2, cr. A, st. B, qcb+BD

cr. Bx1~3, st. B, qcfx2+K

st. D, df+C, qcb hcf+P


1 Stock, 1+ Drive Gauge-

st. C, df+C, qcb+A, (DC) qcb+B, d~u+AC

st. C, df+C, qcb+AC, (DC) d~u+C

cr. Bx1~3, st. B, qcb+AC, (DC) d~u+C

st. C, df+C, qcb+A, (DC) qcb+D, qcfx2+K


1 Stock, 2 Drive Gauge-

st. C, df+C, qcb+A, (DC) d~u+C, (DC) qcb+AC, qcb+D, d~u+C


2 Stock, 2 Drive Gauge

(back to corner) st. X df+C / cr. X1~3 st. B, qcb+AC, (DC) d~u+C, (DC) qcb+AC, qcb+D, d~u+C


HD Combos

No stocks, 2 Drive-

(1) st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x3

(2) st. C, f+A, (HD) st. D, f+A, qcb+A, (HDC) qcb+K, [d~u+C, (HDC) qcb+C, (HDC) qcb+D]x2, d~u+C


1 Stock, 2 Drive-

(3) st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcfx2+K

(4) st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcb, db, f+P

(5) st. C, f+A, (HD) st. D, f+A, qcb+A, (HDC) qcb+K, [d~u+C, (HDC) qcb+C, (HDC) qcb+D]x2, qcfx2+K


3 Stocks, 2 Drive-

(6) st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcb hcf+AC

Links & References

Technical Reference

http://www.youtube.com/watch?v=bfxLAjjdckw


Discussion Threads

Discuss at Dream Cancel

Navigation

The King of Fighters XIII
System

FAQControlsMovementOffenseDefenseMeters and GaugesHitboxes

Characters