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The King of Fighters 2002 UM/Terry Bogard: Difference between revisions
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'''Crouching''' | |||
cr. B - | *cr.A/B/C/D are all special cancel-able | ||
cr. C | *cr.A and cr. C hits mid | ||
cr. | *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. D - | *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== | ==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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