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

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'''st. C''' - A straight punch with good range and good speed. Great poke. Also note it's unique cancel properties.
'''st. C''' - A straight punch with good range and good speed. Great poke. Also note it's unique cancel properties.


- Cancel-able, DMs only
- Cancel-able, DMs only
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'''st. D''' - - Terry leans back, twisting slightly, and kicks forward. (Animation resembles the last hit of his 'Fire Kick' move from Real Bout, although without the flame effects of course.) Better reach than his far C, but a bit slower.  
'''st. D''' - Terry leans back, twisting slightly, and kicks forward. (Animation resembles the last hit of his 'Fire Kick' move from Real Bout, although without the flame effects of course.) Better reach than his far C, but a bit slower.  


- Hit Detection: High
- Hit Detection: High

Revision as of 03:49, 9 November 2010

File:Terry.png


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

st. A - A quick jab. Useful against hyper hops and can be comboed into Back Knuckle (f+A).

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


st. B - A side kick with good reach. Can be chained from his crouching B. And can be comboed into weak crackshoot, Buster Wolf or EX Power Geyser

- Cancel-able

- Hit Detection: High

- Damage: 30


st. C - A straight punch with good range and good speed. Great poke. Also note it's unique cancel properties.

- Cancel-able, DMs only

- Hit Detection: High

- Damage: 80


st. D - Terry leans back, twisting slightly, and kicks forward. (Animation resembles the last hit of his 'Fire Kick' move from Real Bout, although without the flame effects of course.) Better reach than his far C, but a bit slower.

- Hit Detection: High

- Damage: 70


cl. C - A close-range punch that hits twice. Very fast and combos easily. Five stars!

- Cancel-able

- Hit Detection: High

- Damage: 70


cl. D - 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.

- Cancel-able

- Hit Detection: High

- Damage: 70

Crouching

cr. A -

- Cancellable

- Hit Detection: High

- Damage: 25


cr. B -

- Chain/Cancellable

- Hit Detection: Low

- Damage: 30


cr. C -

- Cancellable

- Hit Detection: High

- Damage: 70


cr. D -

- Whiff/Cancellable

- Hit Detection: Low

- Damage: 80


Jumping

j. A -

- Hit Detection: Mid

- Damage: 45(40)


j. B -

- Hit Detection: Mid

- Damage: 45(40)


j. C -

- Hit Detection: Mid

- Damage: 72(70)


j. D -

- Hit Detection: Mid

- Damage: 70(68)


Blowback Attack

CD -

- Whiff/Cancellable

- Hit Detection: High

- Damage: 75


j. CD -

- Hit Detection: High

- Damage: 90(80)


GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throw

b/f + C/D = Buster Throw

Command Moves

df + C = Rising Upper


f + A = Back Knuckle

Special Moves

qcf + A/C = Power Wave (EX)


qcb + A/C = Burn Knuckle (EX)


qcb + B/D = Crack Shoot (EX)


(charge) d, u + B/D = Rising Tackle (EX)

Desperation Moves

qcb, hcf + A/C = Power Geyser (EX)


qcf x2 + B/D = Buster Wolf (EX)

Neomax

qcf x2 + AC = Trinity Geyser

Combos

Miscellaneous

Character Sprite

File:Terry sprite.gif

Colors

Other

Taunt

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose