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The King of Fighters XIV/Terry Bogard: Difference between revisions
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=Special Moves= | =Special Moves= | ||
'''Power Wave''' - (qcf + A/C) | |||
* Terry's dedicated ground-based projectile. | |||
* All versions travel a full-screen distance with the speed of the projectile being determined by the strength of the button which is inputted. The Light version is a fairly slow projectile in which Terry recovers from somewhat quickly, allowing for one to use it as a method of aiding some form of approach. The Heavy Version is a bit faster and also has a slight bit more recovery than the Light Version of the Special , making it typically more effective for applying "direct pressure" such as attempting to force an opponent into blockstun rather than for setting up a form of approach. | |||
* While Power Wave is an effective spacing tool, it is not an immensely threatening projectile. Despite both its Light and Heavy versions lacking copious amounts of recovery, other more "notable" projectiles possess larger hitboxes, faster speeds, and even less recoveries, making relying on Power Wave to beat out Zoning via fireball wars not recommended. | |||
* Due to Power Wave having a fair bit of cancelability after it has initiated, utilizing it to "bait" reactions can be quite effective due to how fast all of Terry's supers are, the invincibility present within all of them disregarding Level 1 Buster Wolf, and the very large hitboxes associated with both versions of Power Geyser. | |||
'''EX:''' A faster Power Wave which possesses a slight bit of start-up. Its most notable aspect is its 3-hit property, making it both do larger amounts of guard-damage than both versions of "normal" Power Wave. However, it also happens to possess larger amounts of recovery than the other versions, making it a tad bit difficult to implement in the "neutral game." Canceling St.CD into EX Power Wave will result in a combo, making it effective for the sake of making Terry's already great St.CD to be even more potent than it already is. | |||
''' | '''Burn Knuckle''' - (qcb + A/C) | ||
* A quick and forward-moving "lunge punch" which has a varying distance depending on strength. | |||
* The Light version goes about two characters' length in distance while the heavy version travels a bit more than the half of the screen. | |||
* The Light version is typically safe on block, but can be punished if utilized at point-blank range while the Hard version is basically only safe on block from max distance. | |||
* Despite its occasional unsafe nature, Light Burn Knuckle can be used in block strings if spaced correctly (meaning around the max distance in which Cr. C will successfully hit an opponent) UNLESS the opposing character has access to a 3-frame normal (which "luckily" for Terry is fairly uncommon) or a 3 or less frame special/super, in which case they will be able to punish the move quite heavily in more situations than those who lack such attributes. | |||
* Due to its super cancel-ability (discounting the EX version), almost "blistering" speed, priority, and ability to apply hard-knockdowns (which can lead to numerous safe-jump set-ups) a large portion of Terry's game revolves around the implementation of this move, some may even claim that this move and its variations are so important that it functions as the crux of Terry's gameplan. | |||
'''EX:''' A very fast, more damaging, and slightly longer range version of Heavy Burn Knuckle. Can function as an ender to the majority of MAX Mode based combos when one does not wish to spend(or simply cannot due to a lack of) additional meter on a Super or Climax cancel. Its speed makes it as an effective way to essentially "snipe" Hops or Jumps out of the air on reaction in most cases, but if it is somehow avoided or blocked due to a mistake or miscalculation it can be very unsafe, making it important to know when and when not to utilize this move. | |||
'''Crackshot''' - (qcb + B/D) | |||
* A swift forward moving "flip-kick" of sorts. | |||
* ( | * All versions (including EX) are very similar in distance, all moving Terry around that of a singular character forward. The Light version is quicker than the Heavy version and hits once, while the Heavy version hits twice and travels around half of a character more in distance than the Light version. | ||
* Both versions are safe on block, which when coupled with their forward moving nature makes them effective substitutes for Burn Knuckle when at a point-blank distance. | |||
* ( | * Due to all versions (especially the Heavy version) having a fairly large horizontal range as the move pushes Terry forward, making it function as an effective preemptive anti-air. It is more difficult to use any version of the move upon reaction to counter a form of hop or jump due to how Crackshot (despite being quick in its own right) is not as fast as Terry's various other effective anti-airs, meaning that it can be beaten out via aerials a bit more easily easily than Terry's alternatives. | ||
'''EX:''' Comes out a slight bit quicker than the Light version of Crackshot while having range which is very similar to that of the aforementioned Light version of the move. On hit this move applies a ground-bounce effect on the opponent, allowing for Terry to follow up the move with another to continue (or in most cases end) a combo. Provided that the opponent is not within or in very close proximity to a corner, one can link this move after an EX Power Charge, allowing for Terry to potentially achieve a very high amount of damage. | |||
'''EX:''' ( | |||
=Super Special Moves= | =Super Special Moves= |
Revision as of 15:10, 28 November 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Buster Throw (Forward) - close / +
Buster Throw (Backward) - close / +
Command Normals
Special Moves
Rising Tackle - charge briefly then + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
st.C(both hits), df+C, qcb+A = 191 dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Terry Bogard is an extremely well-known protagonist from the Fatal Fury series, predating the King of Fighters series. After so many appearances and iterations, Terry returns once again in KOFXIV to duke it with the cast, both new and old. For the most part, Terry's game play consists of many fundamental elements, possessing good nirmal moves and a relative simple move set. His special moves are more or less the same as they were in XIII. He retains his Power Wave projectile but tthus time it works like it did in his initial appearances in KOF with its speed influenced by the strength of the punch button. He also has his Burn Knuckle and many if his other signature moves. Much like every other returning character, Terry takes very good advantage of the updated XIV system mechanics. Terry is a character that can hit pretty hard and excel pretty from a fighting game fundamental stand point as most of his normals are realible along with his relatively versatile move set. A player cannot go wrong with Terry if they pick him up.
-GreatDarkHero
Normals
Standing
- st. A: Jabs forward with outer arm. High hit-detection. Only cancels into DM. Does not chain.
- st. B: Terry delivers a short side kick at a lower angle. This move has mid hit-detection. Does cancel into anything accept for DM. Does not chain.
- st. C: Terry does a painful-looking straight punch. Does not cancel into anything other than DM.
- st. D: Terry performs a high angle side kick. High-hit detection. Does not cancel. Only cancels to DM
Close
- cl. A: Elbows the opponents face. Does not chain into other lights. Chains into command moves. Surprisingly it combos into f+A and df+CWill cancel into special moves.
- cl. B: Low kick towards the opponents leg. Does not chain to other lights. Chains and combos into command moves. Cancels into special moves.
- cl. C: Two-hit punch to the opponents midsection. Both hits will chain to command moves and cancel into special moves.
- cl. D: Performs a knee strike. Forces stand on hit. Chains to command moves and cancels into special moves.
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j. CD
Throws
- (Throw description)
- (Throw description)
Command Moves
Special Moves
Power Wave - (qcf + A/C)
- Terry's dedicated ground-based projectile.
- All versions travel a full-screen distance with the speed of the projectile being determined by the strength of the button which is inputted. The Light version is a fairly slow projectile in which Terry recovers from somewhat quickly, allowing for one to use it as a method of aiding some form of approach. The Heavy Version is a bit faster and also has a slight bit more recovery than the Light Version of the Special , making it typically more effective for applying "direct pressure" such as attempting to force an opponent into blockstun rather than for setting up a form of approach.
- While Power Wave is an effective spacing tool, it is not an immensely threatening projectile. Despite both its Light and Heavy versions lacking copious amounts of recovery, other more "notable" projectiles possess larger hitboxes, faster speeds, and even less recoveries, making relying on Power Wave to beat out Zoning via fireball wars not recommended.
- Due to Power Wave having a fair bit of cancelability after it has initiated, utilizing it to "bait" reactions can be quite effective due to how fast all of Terry's supers are, the invincibility present within all of them disregarding Level 1 Buster Wolf, and the very large hitboxes associated with both versions of Power Geyser.
EX: A faster Power Wave which possesses a slight bit of start-up. Its most notable aspect is its 3-hit property, making it both do larger amounts of guard-damage than both versions of "normal" Power Wave. However, it also happens to possess larger amounts of recovery than the other versions, making it a tad bit difficult to implement in the "neutral game." Canceling St.CD into EX Power Wave will result in a combo, making it effective for the sake of making Terry's already great St.CD to be even more potent than it already is.
Burn Knuckle - (qcb + A/C)
- A quick and forward-moving "lunge punch" which has a varying distance depending on strength.
- The Light version goes about two characters' length in distance while the heavy version travels a bit more than the half of the screen.
- The Light version is typically safe on block, but can be punished if utilized at point-blank range while the Hard version is basically only safe on block from max distance.
- Despite its occasional unsafe nature, Light Burn Knuckle can be used in block strings if spaced correctly (meaning around the max distance in which Cr. C will successfully hit an opponent) UNLESS the opposing character has access to a 3-frame normal (which "luckily" for Terry is fairly uncommon) or a 3 or less frame special/super, in which case they will be able to punish the move quite heavily in more situations than those who lack such attributes.
- Due to its super cancel-ability (discounting the EX version), almost "blistering" speed, priority, and ability to apply hard-knockdowns (which can lead to numerous safe-jump set-ups) a large portion of Terry's game revolves around the implementation of this move, some may even claim that this move and its variations are so important that it functions as the crux of Terry's gameplan.
EX: A very fast, more damaging, and slightly longer range version of Heavy Burn Knuckle. Can function as an ender to the majority of MAX Mode based combos when one does not wish to spend(or simply cannot due to a lack of) additional meter on a Super or Climax cancel. Its speed makes it as an effective way to essentially "snipe" Hops or Jumps out of the air on reaction in most cases, but if it is somehow avoided or blocked due to a mistake or miscalculation it can be very unsafe, making it important to know when and when not to utilize this move.
Crackshot - (qcb + B/D)
- A swift forward moving "flip-kick" of sorts.
- All versions (including EX) are very similar in distance, all moving Terry around that of a singular character forward. The Light version is quicker than the Heavy version and hits once, while the Heavy version hits twice and travels around half of a character more in distance than the Light version.
- Both versions are safe on block, which when coupled with their forward moving nature makes them effective substitutes for Burn Knuckle when at a point-blank distance.
- Due to all versions (especially the Heavy version) having a fairly large horizontal range as the move pushes Terry forward, making it function as an effective preemptive anti-air. It is more difficult to use any version of the move upon reaction to counter a form of hop or jump due to how Crackshot (despite being quick in its own right) is not as fast as Terry's various other effective anti-airs, meaning that it can be beaten out via aerials a bit more easily easily than Terry's alternatives.
EX: Comes out a slight bit quicker than the Light version of Crackshot while having range which is very similar to that of the aforementioned Light version of the move. On hit this move applies a ground-bounce effect on the opponent, allowing for Terry to follow up the move with another to continue (or in most cases end) a combo. Provided that the opponent is not within or in very close proximity to a corner, one can link this move after an EX Power Charge, allowing for Terry to potentially achieve a very high amount of damage.
Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
Anywhere
- cr.B, cr.A, df+C, qcb+A (166 DMG)
- cl.D, df+C, qcb+A (200 DMG)
No corner
- st.CD, hcf+D (miss), qcb+A (134 DMG)
Corner only
- st.CD, hcf+D, d~u+C (226 DMG)
1 meter
Anywhere
- cr.B, cr.A, df+C, qcb+A, SC, qcfx2+B/D (305 DMG)
No corner
- cr.B, cr.B, cr.A, f+A, BC, cl.D, df+C, hcf+BD, wait, qcb+BD, d~u+C (367 DMG)
- cl.D, df+C, BC, cl.D, df+C, hcf+BD, wait, qcb+BD, d~u+C (423 DMG)
- st.CD, qcfx2+B/D (223 DMG)
- st.CD, hcf+D (miss), qcb,hcf+A/C (245 DMG)
Corner only
- cr.B, cr.A, df+C, qcb+A, SC, qcb,hcf+A/C (326 DMG)
- st.CD, hcf+D, qcb+A, SC, qcb,hcf+A/C (340 DMG)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
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