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

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==Command Moves==
==Command Moves==
Rising Upper - df + C
* Upward hook
* 85


'''Rising Upper''' - (df + C)


Hammer Punch - f + A
* *This is Terry's command normal uppercut. Good & easy to use in combos before a special move or DM, or at the end blockstrings. It can be used as an anti-air but be mindful of its slow start-up as it may trade or get beaten out by the opponent's jump normals if timed improperly.
* Hook punch that hits mid
* dmg 80


* Very easy to combo into from a cr.B, cr.A, st.A, close C, crouching C, close D, and crouching D.
* Special cancel-able
'''Hammer Punch''' - (f + A)
* Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. Not cancel-able by itself, but it is as easy to cancel into from many of his crouching and standing normals similar to his df+C command normal. It can combo only from heavy normals, and it is special cancel-able but loses its overhead properties. Terry gets pushed back a great distance if its blocked, which is good if you need some space away from the opponent for you can properly react and read their next actions of movement.
*Be careful using f+A at the end of a blockstring, the opponent can roll before the f+A hits if your opponent is expecting it.
* Hits overhead
* Special cancel-able if cancelled from other normals


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

Revision as of 18:40, 8 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 (b/f + C) close

  • Terry grabs the opponent then uppercuts them (df+C animation). The opponent lands near the corner of the screen.
  • Soft knockdown

Buster Throw - (b/f + D) close

  • Grabs and slams opponent in opposite direction. The opponent lands 1 character space away from the corner of the screen.
  • This throw is great for okizeme setups like cross-ups with j.D or empty jump low mixups, etc.
  • Hard knockdown

Command Moves

Rising Upper - (df + C)

  • *This is Terry's command normal uppercut. Good & easy to use in combos before a special move or DM, or at the end blockstrings. It can be used as an anti-air but be mindful of its slow start-up as it may trade or get beaten out by the opponent's jump normals if timed improperly.
  • Very easy to combo into from a cr.B, cr.A, st.A, close C, crouching C, close D, and crouching D.
  • Special cancel-able


Hammer Punch - (f + A)

  • Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. Not cancel-able by itself, but it is as easy to cancel into from many of his crouching and standing normals similar to his df+C command normal. It can combo only from heavy normals, and it is special cancel-able but loses its overhead properties. Terry gets pushed back a great distance if its blocked, which is good if you need some space away from the opponent for you can properly react and read their next actions of movement.
  • Be careful using f+A at the end of a blockstring, the opponent can roll before the f+A hits if your opponent is expecting it.
  • Hits overhead
  • Special cancel-able if cancelled from other normals

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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