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The King of Fighters 2002 UM/Terry Bogard: Difference between revisions

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====Crouching====
'''Crouching'''
cr. A - Quick punch
* Hits mid
* dmg 40


cr. B - Quick kick to the ankle
*cr.A/B/C/D are all special cancel-able
* dmg 40


cr. C - Straight punch
*cr.A and cr. C hits mid
* Hits mid
* dmg 100


cr. D - Sweep
*cr.B hits low and is chain-able into itself, cr. A, st.A, st.B and df+C
* dmg 115


*cr.C can chain into df+C and f+A


====Jumping====
*cr.D is a sweep that hits low but has an animation that looks like it may hit mid
j. A - Karate chop
* dmg 50


j. B - Straight horizontal kick
*cr.B/C/D are all whiff cancel-able
* dmg 40


j. C - Downward punch
'''Jumping'''
* dmg 90


j. D - Upward kick
*j.A is good for air to ground attacks
* Hits standing opponent if performed late
 
* dmg 90
*j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump
 
*j.C is good for air to ground
 
*j.D is good for air to ground and can cross up standing and crouching opponents easily
 
*neutral j.D can be used for air-to-air but it has a more vertical hit box
 
'''Blowback'''
 
*CD: good ranged vertical hit box, pushes terry back far on block, whiff cancel-able
 
*j.CD: great air-to-air attack, and can be used to pressure the opponent in the corner, can be low profiled


==Throws==
==Throws==

Revision as of 23:48, 4 February 2015

Normals

Close

  • cl.A/B/C/D are cancel-able
  • cl.A hits crouching opponents and is chain-able into itself, cl.B, cr. B, cr. A, df+C
  • cl.C hits twice and the first hit can be special cancelled, and canceled into df+C or f+A
  • cl.D is special cancel-able, and can be canceled into df+C or f+A

Standing

  • st. A & st C are special cancel-able
  • st. A is chain-able into st. B, and df+C.
  • st. A is good for stopping hop attacks
  • st. B has a very far hit box and can be used as a mid-range poke
  • st. D moves Terry forward a bit, and pushes him back on block


Crouching

  • cr.A/B/C/D are all special cancel-able
  • cr.A and cr. C hits mid
  • cr.B hits low and is chain-able into itself, cr. A, st.A, st.B and df+C
  • cr.C can chain into df+C and f+A
  • cr.D is a sweep that hits low but has an animation that looks like it may hit mid
  • cr.B/C/D are all whiff cancel-able

Jumping

  • j.A is good for air to ground attacks
  • j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump
  • j.C is good for air to ground
  • j.D is good for air to ground and can cross up standing and crouching opponents easily
  • neutral j.D can be used for air-to-air but it has a more vertical hit box

Blowback

  • CD: good ranged vertical hit box, pushes terry back far on block, whiff cancel-able
  • j.CD: great air-to-air attack, and can be used to pressure the opponent in the corner, can be low profiled

Throws

Grasping - f + C

  • Grabs opponent and strikes head with elbow
  • dmg 130

Buster Throw - f + D

  • Grabs and slams opponent in opposite direction
  • dmg 130


Command Moves

Rising Upper - df + C

  • Upward hook
  • 85


Hammer Punch - f + A

  • Hook punch that hits mid
  • dmg 80


Special Moves

Power Wave - qcf + A

  • Projectile which travels along the ground
  • dmg 85


Round Wave - qcf + C

  • Energy explosion around Terry's fist
  • Knocks down upon hitting
  • dmg 110


Burn Knuckle - qcb + A/C

  • Terry charges, glowing fist first
  • A version travel one third of the screen; C version travels full screen
  • dmg A: 110; C: 150


Quick Burn - dp + A/C

  • One close uppercut followed by a long range overhead blow
  • dmg 115


Power Dunk - dp + B/D

  • Rising knee follwed by a punch to the ground
  • dmg A: 150; C: 170


Power Charge - hcf + B/D

  • Lunging attack which pops opponent into the air
  • dmg 50


Rising Tackle - Charge d~u + A/C

  • Rising attack, feet first
  • dmg A: 90; C: 160


Crack Shoot - qcb + B/D

  • Flip kick
  • B version hits twice; D version hits once
  • dmg B: 105; D: 95


DM

Power Geyser - d, db, b, db, f + P

  • Giant power wave
  • dmg 210


High Angle Geyser - qcf x 2 + K

  • Shoulder tackle, uppercut then power slam
  • dmg 200


SDM

Power Geyser - d, db, b, db, f + AC

  • Triple power geyser
  • dmg 320


HSDM

Rising Force - qcf x 2 + AC

  • Energized shoulder tackle, Power Charge into a Rising Tackle


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