-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 182: Line 182:
[[Image:Rising Upper.png]]
[[Image:Rising Upper.png]]


'''df + C = Rising Upper'''
'''Rising Upper = (df+C)''' - An uppercut with good vertical reach. Nice anti-air, and great in combos. Can be combo'd into from close C/D and crouching A.  Common follow-ups are: Power Wave, weak Burn Knuckle and either DM.
 
- Cancel-able
 
- Hit Detection: High
 
- Damage: 60




[[Image:Back_Knuckle.png]]
[[Image:Back_Knuckle.png]]


'''f + A = Back Knuckle'''
'''Back Knuckle = (f+A)''' - 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.
 
- Hit Detection: High
 
- Damage: 80


==Special Moves==
==Special Moves==

Revision as of 03:58, 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 - A shoulder charge.

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


j. CD - Looks like an aerial version of Terry's close D.

- Hit Detection: High

- Damage: 90(80)


GCCD - For some reason, it's the same animation as his close D.

- Hit Detection: High

- Damage: 10

Throw

Buster Throw = (b/f+C/D) - Terry grabs his opponent and throws them to the ground.

- Can be broken

- Hit Detection: Throw

- Damage: 100

Command Moves

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

- Cancel-able

- Hit Detection: High

- Damage: 60


Back Knuckle = (f+A) - 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.

- Hit Detection: High

- Damage: 80

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