-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
Krazykone123 (talk | contribs)
Krazykone123 (talk | contribs)
Line 111: Line 111:
[[Image:Jump_Normals_8.png]]
[[Image:Jump_Normals_8.png]]


'''j. A''' -
'''j. A''' - A quick, downward punch. Meh.


- Hit Detection: Mid
- Hit Detection: Mid
Line 118: Line 118:




'''j. B''' -  
'''j. B''' - A forward kick, great for air-to-air.


- Hit Detection: Mid
- Hit Detection: Mid
Line 125: Line 125:




'''j. C''' -  
'''j. C''' - A strong punch aimed downward. Good for jump-ins.


- Hit Detection: Mid
- Hit Detection: Mid
Line 132: Line 132:




'''j. D''' -  
'''j. D''' - A strong kick aimed downward. Good for jump-ins and cross-ups.


- Hit Detection: Mid
- Hit Detection: Mid


- Damage: 70(68)
- Damage: 70(68)


===Blowback Attack===
===Blowback Attack===

Revision as of 03:51, 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 - A crouching jab. Can combo into his Rising Upper (df+C).

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


cr. B - A quick, crouching kick (surprise, surprise). Can be chained into standing B or crouching A.

- Chain/Cancel-able

- Hit Detection: Low

- Damage: 30


cr. C - A crouching version of his far C. Less damaging, but can be canceled into anything.

- Cancel-able

- Hit Detection: High

- Damage: 70


cr. D - A crouching kicks that knocks down standing opponents. Long reach.

- Whiff/Cancel-able

- Hit Detection: Low

- Damage: 80

Jumping

j. A - A quick, downward punch. Meh.

- Hit Detection: Mid

- Damage: 45(40)


j. B - A forward kick, great for air-to-air.

- Hit Detection: Mid

- Damage: 45(40)


j. C - A strong punch aimed downward. Good for jump-ins.

- Hit Detection: Mid

- Damage: 72(70)


j. D - A strong kick aimed downward. Good for jump-ins and cross-ups.

- 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