-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
Real Bout Fatal Fury 2/Terry Bogard: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
No edit summary |
||
Line 618: | Line 618: | ||
|bs=Y | |bs=Y | ||
|juggle=N | |juggle=N | ||
|description=Terry's basic projectile attack, it travels along the ground. As you'd expect, it's a cornerstone of Terry's zoning, and being low to the ground means opponents have to jump to get across it. | |description=Terry's basic projectile attack, it travels along the ground. As you'd expect, it's a cornerstone of Terry's zoning, and being low to the ground means opponents have to jump to get across it. Can be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
Line 640: | Line 640: | ||
|bs=Y | |bs=Y | ||
|juggle=N | |juggle=N | ||
|description=Hits opponent in oversway. | |description=Hits opponent in oversway. Can be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
Line 664: | Line 664: | ||
|bs=Y | |bs=Y | ||
|juggle=Y | |juggle=Y | ||
|description=Horizontal travelling attack, Terry's "tatsu" if you will. The light version is a common combo ender thanks to the quick startup and decent corner carry. If spaced well it's not the most unsafe thing in the world, but excessively throwing out light burn knuckles is a bad habit that plagues many a Terry player across all the games he's been in. Whiffs on crouching opponents if not performed very close to them. | |description=Horizontal travelling attack, Terry's "tatsu" if you will. The light version is a common combo ender thanks to the quick startup and decent corner carry. If spaced well it's not the most unsafe thing in the world, but excessively throwing out light burn knuckles is a bad habit that plagues many a Terry player across all the games he's been in. Whiffs on crouching opponents if not performed very close to them. Can be used as a breakshot. | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
Line 680: | Line 680: | ||
|bs=Y | |bs=Y | ||
|juggle=Y | |juggle=Y | ||
|description=Slower startup than the light version so you can't combo into it as freely, but travels much further at a higher speed and knocks down. As you probably expected, this move is horrendously unsafe, so if it gets blocked you are almost certainly going to get hurt. | |description=Slower startup than the light version so you can't combo into it as freely, but travels much further at a higher speed and knocks down. As you probably expected, this move is horrendously unsafe, so if it gets blocked you are almost certainly going to get hurt. Can be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
Line 705: | Line 705: | ||
|bs=N | |bs=N | ||
|juggle=Y | |juggle=Y | ||
|description=Terry's reversal, a very "flash kick" type move. It's quite fast and has pretty solid horizontal range as well. However the latter also means it can whiff in some niche scenarios, for example if you time it too late and your opponent jumps at you, sometimes Terry will go under the opponent's jump. | |description=Terry's reversal, a very "flash kick" type move. It's quite fast and has pretty solid horizontal range as well. However the latter also means it can whiff in some niche scenarios, for example if you time it too late and your opponent jumps at you, sometimes Terry will go under the opponent's jump. One of Terry's only two specials that cannot be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
Line 773: | Line 773: | ||
|bs=N | |bs=N | ||
|juggle=N | |juggle=N | ||
|description=Puts Terry into oversway. | |description=Puts Terry into oversway. The other special that cannot be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
Line 797: | Line 797: | ||
|bs=Y | |bs=Y | ||
|juggle=N | |juggle=N | ||
|description=Gigantic vertical range, but there's no reliable way to combo into it. Past the point where Terry raises his arm (saying "Power...!") any attempt to hit him will result in a trade in his favor. | |description=Gigantic vertical range, but there's no reliable way to combo into it. Past the point where Terry raises his arm (saying "Power...!") any attempt to hit him will result in a trade in his favor. Can be used as a breakshot. | ||
}} | }} | ||
}} | }} | ||
Line 822: | Line 822: | ||
|bs=N | |bs=N | ||
|juggle=Y | |juggle=Y | ||
|description=Like Power Geyser, but there's three of them. Unlike Power Geyser, there are ways to combo into it, most notably from 5D against an opponent in oversway, or from chain combos ending in 3C. Unfortunately, the whole move will NOT connect when done against an opponent in the corner. | |description=Like Power Geyser, but there's three of them. Unlike Power Geyser, there are ways to combo into it, most notably from 5D against an opponent in oversway, or from chain combos ending in 3C. Unfortunately, the whole move will NOT connect when done against an opponent in the corner. While Power Geyser can be used as a breakshot, Triple Geyser cannot. | ||
}} | }} | ||
}} | }} |
Revision as of 02:45, 20 April 2021
Introduction
The main character of the Fatal Fury series and the mascot for SNK as a whole, Terry is exactly the kind of character you probably expect him to be. Straightforward and well rounded, Terry has a flexible kit that lets him play the game in a variety of styles. He doesn't have the overwhelming strengths of a top tier character, but Terry is more than equipped to handle just about anything the RB2 cast can throw at him.
Normal Moves
5A |
---|
5B |
---|
5C |
---|
n.5A (within 49px) |
---|
n.5B (within 57px) |
---|
n.5C (within 70px) |
---|
2A |
---|
2B |
---|
2C |
---|
Command Moves
Wild Upper 3A |
---|
Backspin Kick 6B |
---|
Charging Kick 6[6]C |
---|
High Avoid Attack 5AB |
---|
Jumping
j.A |
---|
j.B |
---|
j.C |
---|
Oversway Actions
5D (opponent in oversway) |
---|
2D (opponent in oversway) |
---|
A (from oversway) |
---|
B (from oversway) |
---|
C (from oversway) |
---|
Throws
Buster Throw 4/6C |
---|
Feint
Burn Knuckle Feint 6AC |
---|
Power Geyser Feint 2BC |
---|
Special Moves
Power Wave 236A |
---|
Round Wave 236C |
---|
Burning Knuckle 214A/C |
---|
Rising Tackle [2]8A 46f charge |
---|
Crack Shoot 214B |
---|
Fire Kick 236B |
---|
Passing Sway 236D |
---|
S-Power
Power Geyser 21416BC |
---|
Super Desperation Move
Triple Geyser 21416C |
---|
Combos
- 5A, 5C, A Burn Knuckle
- Basic Terry bnb, connects from further away than you'd think.
- 5A, 5B, 3C, Burn Knuckle (either)
- A Burn Knuckle grants a mixup, C Burn Knuckle knocks down and does more damage.
- 2B, 2B, 3C, Burn Knuckle (either)
- Same as the above, but from a low starter.
- (2B,) 2B, Fire Kick, Rising Tackle
- Good damage, but spacing dependent. Very consistent in the corner, otherwise you need to be pretty close.
- 3A, 5C, 5C, Power Geyser Feint, 5A, Fire Kick, Rising Tackle
- Corner only, absurdly high damage.
- 5A, 5B, 3C, Triple Geyser
- Most reliable super confirm, note that the whole super will not connect in the corner.
- 2B, 2B, 3C, Triple Geyser
- Same as the above, but from a low.
- 6B, 5D, Triple Geyser
- Easy super confirm, all three geysers connect.