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Real Bout Fatal Fury 2/Terry Bogard: Difference between revisions
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{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Terry_n5a.jpg | ||
|input=(within 49px) | |||
|caption= | |caption= | ||
|name= | |name=n.5A | ||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage=10 | |damage=10 | ||
|stun=3/11 | |stun=3/11 | ||
|startup= | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=10 | ||
|hitAdv= | |hitAdv=4 | ||
|blockAdv= | |blockAdv=0 | ||
|guard=HL | |guard=HL | ||
|cancel=Y | |cancel=Y | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Terry_5b.jpg | ||
|caption= | |caption= | ||
|name= | |name=5B | ||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage=10 | |damage=10 | ||
|stun= | |stun=3/11 | ||
|startup= | |startup=8 | ||
|active= | |active=5 | ||
|recovery= | |recovery=13 | ||
|hitAdv=- | |hitAdv=-2 | ||
|blockAdv=- | |blockAdv=-6 | ||
|guard=HL | |guard=HL | ||
|cancel=Y | |cancel=Y | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Decently fast, great horizontal range and no hurtbox from his calf downwards. Used along with 5C as essential parts of Terry's neutral, poking and pressure games. Special cancellable. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Terry_n5b.jpg | ||
|input=(within | |input=(within 57px) | ||
|caption= | |caption= | ||
|name=n. | |name=n.5B | ||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage=10 | |damage=10 | ||
|stun=3/11 | |stun=3/11 | ||
|startup= | |startup=6 | ||
|active= | |active=6 | ||
|recovery= | |recovery=9 | ||
|hitAdv= | |hitAdv=1 | ||
|blockAdv= | |blockAdv=-3 | ||
|guard=HL | |guard=HL | ||
|cancel=Y | |cancel=Y | ||
Line 88: | Line 89: | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Terry_5c.jpg | ||
|caption= | |caption= | ||
|name= | |name=5C | ||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage=10 | |damage=10 | ||
|stun= | |stun=6/22 | ||
|startup= | |startup=9 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=23 | ||
|hitAdv= | |hitAdv=-3 | ||
|blockAdv=- | |blockAdv=-9 | ||
|guard=HL | |guard=HL | ||
|cancel=Y | |cancel=Y | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=This massive horizontal hitbox is one of Terry's longest ranged normals. Only a single frame slower than 5B, but the slightly higher angle means it can be low profiled by certain situations. | ||
}} | }} | ||
}} | }} |
Revision as of 20:56, 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 |
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n.5A (within 49px) |
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5B |
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n.5B (within 57px) |
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5C |
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n.5C (within 70px) |
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2A |
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2B |
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2C |
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Command Moves
Wild Upper 3A |
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Backspin Kick 6B |
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Charging Kick 6[6]C |
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High Avoid Attack 5AB |
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Jumping
j.A |
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j.B |
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j.C |
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Oversway Actions
5D (opponent in oversway) |
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2D (opponent in oversway) |
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A (from oversway) |
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B (from oversway) |
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C (from oversway) |
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Throws
Buster Throw 4/6C |
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Feint
Burn Knuckle Feint 6AC |
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Power Geyser Feint 2BC |
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Special Moves
Power Wave 236A |
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Round Wave 236C |
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Burning Knuckle 214A/C |
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Rising Tackle [2]8A 46f charge |
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Crack Shoot 214B |
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Fire Kick 236B |
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Passing Sway 236D |
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S-Power
Power Geyser 21416BC |
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Super Desperation Move
Triple Geyser 21416C |
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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.