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Revision as of 20:05, 5 April 2023

The King of Fighters XIII

OverviewStrategyDataCombos

File:Terry sprite.gif

Terry Bogard's Move List Video

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Low
Anywhere

cr.B, cr.B, st.B, qcb+B = 151 dmg
j.D, d.B, d.A, d.C, qcb+A = 239 dmg
j.D, cl.C, df+C, qcb+A = 255 dmg

0 Stock, 1+ Drive Gauge

Anywhere
Corner

j.C, st.C(2), df+C, qcb+A, [DC] d~u+C= 341 dmg
j.C, d.B, d.A, d.C, qcb+A, [DC] qcb+B, d~u+C =372 dmg

1 Stock, 1+ Drive Gauge

Low
Anywhere
Anywhere

cr.B, cr.A, cr.C, qcb+A [DC] qcb+B, d~u+AC = 376 dmg
j.D, st.C, df+C, qcb+A, [DC]qcb+B, qcfx2 +K = 427 dmg
j.C, st.D, df+C, qcb+A, [DC] qcb+B, d~u+AC = 450 dmg

2 Stock, 1+ Drive Gauge Anywhere j.D, cl.C, df.C, qcb+A [SC] qcb,hcf+AC = 437 dmg
3 Stock, 2 Drive Gauge Anywhere j.D, cl.D, df.C, qcfx2+AC = 571 dmg

Console Changes

- Crouching A > Crouching C is a chain combo. Can be canceled.

- Normal Buster Wolf’s (qcf x2+P) dashing speed is now identical to the EX version. But the Invincibility is the same as before.

- Far D’s recovery time has been reduced.

- Standing CD’s hit detection lasts a bit longer.

- Trinity Geyser’s (qcb~hcf+P) hitbox has been changed so that it actually hits 3 times.

Producer Yamamoto says:

"We’ve mainly buffed up his normals, and he can do solid combos with the addition of chains. Also, His Trinity Geyser’s hitbox has been changed, and he can also hit the opponent afterwards in the corner."

Gameplay Overview

Gameplay Notes

So here's where we get real detailed with Mr. Bogard. Terry is a brawler both as a character design and from a gameplay stand point. This Lone Wolf puts in a lot of work on the opponent, using fast normals and tricky setups to keep an opponent blocking. Terry's true strength comes from proper utilization of all his normal moves and command normals. He has a lot of situational normals that have specific uses like his st.D used as an anti-air or his f+A as a long range poke. Learning how to use them to defend yourself is very important to playing as a good Terry because you can keep bringing the fight to them and staying in your opponent's face.

Terry's specials are also very situational, but using them at the right time can net some good rewards like knowing when to use and space Burn Knuckle, how to use D crackshoot to start a frame trap, or when to use power wave instead of crackshoot in a string. He has very good block strings with specials, using Crackshoot to keep people in check if they're blocking low, or just using your fast normals to keep poking until they crack, especially if you mix in some hop/jump D cross ups for good measure. Whether you're cornered or you're cornering someone, Terry's got the tools to take a bite out of any character in the cast.

Lone Wolf Terry Bogard is a technical, but rewarding character. He's easy to use at first, but hard to master.

[ Info Needed ]
Pros Cons
  • Has cancellable and fast normals.
  • Properly spacing most ground specials and normals make them safe and good to use for pressure (Easy guardbreak character)
  • Simple damaging combos
  • VERY long range normals like far C and far D as well as a sliding st.CD
  • Can set up ambiguous cross ups and back-turned situations
  • Not very damaging without meter, drive AND stock meter
  • Only properly spaced/specific combo situations yield decent damage in the corner.
  • Grapplers take away some of your pressure options.
  • Not many special moves are safe on block.
  • Neomax and EX Power Geyser are terrible in the corner, doesn't automatically hit all hits.


Normals

Far Standing Normals

stand A
st.A
A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Mid - 4 3 8 +4 +2 -


A quick jab. Terry's best choice for dealing with hops. Very quick recovery. Not effective for jumps. It can be comboed into Rising Upper (df+C).

  • Cancelable on hit/whiff.
  • Chains into other lights.

st. B: 30 damage, cancel-able, hits mid. A side kick with good reach. It can be chained from his crouching B and can be comboed into df+C, weak crackshoot, Buster Wolf, and EX Power Geyser.

st. C: 80 damage, cancel-able, DMs only, hits mid. A straight punch with good range and good speed. Great poke. Also note it's unique cancel properties.

st. D: 70 damage, hits mid. Terry leans back, twisting slightly, and kicks forward. (Animation resembles the last hit of his 'Fire Kick' move from Real Bout 2.) Better reach than his far C, but a bit slower.

Close Standing Normals

cl. C - 70 damage, cancel-able, hits mid. A close-range punch that hits twice. Very fast and combos easily. Five stars!

cl. D - 70 damage, cancel-able, hits mid. Terry delivers a kick aimed at his opponent's face. Not as strong as close C, and only hits once; however, it can be used for combos and is actually preferable for longer (particularly HD) combos due to less damage scaling.

Crouch Normals

cr. A: 25 damage, chain-able and cancel-able, hits mid. A crouching jab. It can combo into his Rising Upper (df+C).

cr. B: 30 damage, chain-able and cancel-able, hits low. A quick, crouching kick. It can be chained into standing B or crouching A.

cr. C: 70 damage, cancel-able, hits mid. A crouching version of his far C. While less damaging, it can be canceled into anything.

cr. D: 80 damage, whiff and hit cancel-able, hits low. A crouching kicks that knocks down standing opponents. Long reach.

Jump Normals

j. A: 45 (40) damage, hits overhead. A quick, downward punch.

j. B: 45 (40) damage, hits overhead. Terry's quickest move for Air-to-Air. Good horizontal reach. Use it to cover space in the air, whether you're going neutral, forward, or back. Ineffective for Air-to-Ground.

j. C: 72 (70) damage, hits overhead. A strong punch aimed downward. This is the perfect medium in the air. Not as much horizontal reach as j.B, and is 2 frames slower. j.C can be used for both Air-to-Air and Air-to-Ground. If you are unsure which normal to throw out in a specific hop / jump, j.C is a good choice.

j. D: 70 (68) damage, hits overhead. This is less of an Air-to-Air move and much better for Air-to-Ground, but if you are in a higher jump arc than your opponent, j.D can be a good choice. It crosses up opponents extremely well.

Blowback Normals

CD: 75 damage, whiff and hit cancel-able, hits mid. A shoulder charge.

j. CD: 90 (80) damage, hits mid. Looks like an aerial version of Terry's close D.

GCCD: - 10 damage, hits mid. Guard Cancel Blowback Attack. For some reason, it's the same animation as his close D.

Throws

Buster Throw = (b/f+C/D) close 100 damage, can be broken. Terry grabs his opponent and throws them to the ground.

Command Normals

Rising Upper = (df+C) 60 damage, cancel-able, hits mid. An uppercut with good vertical reach. Terry's best choice for dealing with jumps. Works for hops, but st.A is a better choice and has less recovery on whiff. Can be comboed into from close C/D and crouching A. Common follow-ups are: Power Wave, weak Burn Knuckle and either DM.

  • Note: Often trades in Counter Hit situations. If the opponent's move does not lead to a hard or soft knockdown, can combo into Buster Wolf. Against some moves, it makes for a poor anti-air. Ex: Kyo j.2C)

Back Knuckle = (f+A) 70 damage, hits mid. Terry spins around and hits the opponent with the back of his knuckle, hence the name. Great reach and good damage, but slow to come out. Useful on an opponent's wake up as a long range poke. Can be combo'd into from standing A. In HD mode, this command normal is special cancel-able, even Rising Tackle combos after it.

Special Moves

Power Wave = (qcf+P) - Terry slams the ground with his fist, producing a wave of energy. This move is mostly useful in block-strings, and occasionally super canceled. A version comes out faster and travels full-screen. C version travels half of the screen, travels faster and knocks down. No damage difference.

(EX) = qcf+AC - Travels full-screen, but slowly. Hits three times. Although it doesn't link with any specials, it's hard to poke him after it comes out. With proper spacing, it's impossible to hit Terry before it comes out. If an opponent jumps onto it, it traps them in a standing position while being hit, allowing for a follow up attack. On block, and if you're at the right distance, you can run after your fireball and keep pressuring your opponent.

  • Super Cancel-able
  • Hit Detection: Mid
  • A/C damage: 60; EX damage: 45x3
  • C version absorbs/beats other projectiles/EX Projectiles (Including standard projectiles like Kyo's, and those that stay still like Elizabeth's). Use this move as a "nutcracker" to break open fireball dependent characters.


Burn Knuckle = (qcb+P) - Terry flies forward with his burning fist outstretched. It travels quite fast, making it useful for keeping your opponent on their toes. It is quite unsafe on block, so please don't just throw it out there and hope it hits. Because this move can be drive canceled, it's the linchpin of most of Terry's longer combos. A version comes out faster, does less damage and doesn't travel as far. C version comes out slower, does more damage and travels farther. At certain spacings, Terry's A burn knuckle is at max range of effectiveness and, when blocked, is safe. C version, however, is never safe at any distance.

(EX) = qcb+AC - Comes out as fast as A, travels farther than C and does almost as much damage as both combined. When it hits an airborne opponent mid-screen, Terry can end up on the opposite side of his opponent. (You can drive cancel into EX Burn Knuckle from A or C Burn Knuckle, by the way.)

  • Drive/Super Cancel-able
  • Hit Detection: Mid
  • A damage: 75; C damage: 90; EX damage: 160


Crack Shoot = (qcb+K) - Terry flips forward with his leg coming down on his opponent. Hard to punish on block, so it's a great tool for pressuring opponents. Against airborne opponents, it can be used to juggle them higher, making this move useful for extending combos. B version is faster and hits twice, D version hits four times.

All Crack Shoots are fairly safe on block, B being -2 frames and D being -1 when standing. Opponents can do moves (like low B) to lower their hurtbox and avoid being hit at the right time so don't be too predictable! His B and D Crack Shoot allows you to continue into a combo if they are hit while crouching, though the link is pretty tight. At about half screen, a D crack shoot can hit a standing opponent and allow Terry to continue the combo as well. If an opponent blocks D Crackshoot low, that's good! Terry is at frame advantage. You can jump, pressure with low B or st.C and your opponent will likely be beat out or feel safer blocking.

(EX) = qcb+BD - Comes out faster and is an overhead. This makes it a very useful way to end a match if your opponent in near death. The move can also be used to set up a hard knockdown for ambiguous cross ups or roll set ups to confuse the opponent on which way to block. However, it is not safe on block up close.

  • B/D Hit Detection: Mid, EX Hit Detection: Overhead

Note: B/D might whiff on shorter characters if they crouch it like Mai, Ash, and Kula

  • Damage: 40x2 / 40x4 / 120


Rising Tackle = (d~u+P) - Terry flips upside down and flies straight up while spinning around like a top. Great damage, but incredibly unsafe. (If you want a safer anti-air, go for Rising Upper.) Use this only when you're certain your opponent will be above you, or in combos. The quicker, A version hits five times, and C version hits seven times, although if the opponent isn't close enough all the hits won't connect.

(EX) = d~u+AC - EX version is godly. Around 3 frames start-up and insanely powerful. It also has a vacuum effect, where the opponent is pulled into the move if it connects. So while the normal version can just knock them away after one hit, the EX version is always going to hit multiple times if one hit connects. There are technically 21 hits to this move, but it's impossible for all of them to connect. Against an airborne opponent who is very close, it can hit a maximum of 20 times. The maximum number of times it can hit a grounded opponent is only 17. Great for ending combos.

  • Drive / Super Cancel-able (first hit only)
  • Hit Detection: Mid
  • A damage: 40,10x4,50; C damage: 50,15x6; EX damage: 20x7,10x13,30

Desperation Moves

Power Geyser = (qcb hcf+P) - Terry slams the ground with his fist, creating an angled geyser of energy. Great anti-air, but a tad slow. The move itself is max-cancellable, making it a very powerful tool for short HD combos.

(EX) = qcb hcf+AC - Creates three geysers (although Terry still only hits the ground once). It comes out much quicker, making it much more useful in combos. The move is invincible on start up as well so it can be used as a reversal. Under the right circumstances, it can be used to juggle an airborne opponent high enough that Terry can follow up with Buster Wolf, or other moves. In the corner, however, it may only hit twice, or even once.

  • Hit Detection: Mid
  • A/C damage: 210; EX damage: 120x3 [total=360]


Buster Wolf = (qcfx2+K) - Terry flies forward like in Burn Knuckle and, if the move connects, an explosion blasts the opponent away. It's not as strong as Power Geyser, but it can combo in many situations Power Geyser wouldn't be able to. Also, it can be max canceled into his NeoMax. The start up for the move is fast and trading with an opponent in the air causes the opponent to be frozen in place in a semi-stunned state. You can use it to punish slow recovery normals or specials as as anti-air By itself, it causes soft knockdown so it can be teched, but the recovery after hit is much better than power geyser for continuing pressure. It's a gamble to use it because any version of Buster Wolf is unsafe on block.

(EX) = qcfx2+BD - EX version does more damage and goes through projectiles. Great full-screen punish.

  • Max Cancel-able
  • Hit Detection: Mid
  • B/D damage: 90,90 [total=180]; EX damage: 90,30x4,90 [total=300]

Neomax

Trinity Geyser = (qcfx2+AC) - Terry raises both fists behind his head and, after a dramatic pause, slams both fists to the ground. A series of successive power geysers travel across the screen, although the move can only hit a maximum of three times. It's a great NeoMax against mid-screen opponents (and can even be followed up with Burn Knuckle under the right circumstances). However, against cornered opponents it's completely inadvisable, since it'll only hit once. On block, it can be guard cancel rolled so you can get around the Geysers. If you've got some distance from Terry, you can roll normally just before the geysers reach you and still get around the geysers. If they are evaded, Terry can be punished.

  • Hit Detection: Mid
  • Damage: 150x3 [total=450]

Combos

Note: Below are a list of example combos that you can use with Terry. Terry has a numerous amount of starters and combo enders with a varying levels of uses.


Legend

(___) = Can be omitted

[DC] = Drive Cancel/ Super Cancel

[HDC] = Hyperdrive Cancel

(MC) = Max cancel

x~y = Charge x for 2 seconds, then y

delay = Wait a moment before doing the next action


Starters

  • st.C, (df+C) => Clean 3 hit combo and easy hit confirm into any special/combo. You can omit the df+C if you're too far away when you hit with st.C
  • st.D, (df+C) => Terry's 2 hit combo. It's not as easy to hit confirm, but is the most damaging. You can actually delay the df+C for a slight bit and still combo.
  • (d.B), d.A, d.C => A new chain in KOFXIII for Terry is being able to chain d.A into d.C. Add d.B to make it a very threatening low combo.
  • d.B x1~3, st.B => Terry's second low chain combo. This is a fairly easy hit confirm for lows, but doesn't do much damage. The draw is that you can do qcf/qcb+B after d.B and it will come out as st.B. This allows you to cancel much easier into super moves for extra damage. Only EX moves and supers can combo from this.
  • (qcb+D), any starter => Hitting a crouching opponent with D crackshoot allows you enough frame advantage to chain st.D, st.C, d.A, and d.B which means you can do any combo after this. The link is 1~2F, but allows you to get more damage than you normally could.

Enders

  • qcf+A/C - Ending with A powerwave leaves them standing, ending with C power puts them in a soft knockdown. Pretty basic if you have no meter, but only useful if you're not hitconfirming.
  • qcb+A - Best non-meter ender. You get a soft knockdown and you are closer to them. You recover faster than them if they don't tech.
  • qcb+B/D or +BD - This non-meter ender puts you on even frames on hit. It's usually to do if your combo was blocked or your opponent is already in the air (anti-air df+C). You can end a combo with
  • (qcb+P, [DC]) qcb,hcf+P or qcfx2 +K - You get decent damage from super canceling, but you don't have to. Almost all of Terry's normals are free super cancel-able so you can do a super to end your combo to save yourself some drive at the cost of a little less damage.
  • qcb+A, [DC] qcb+B, (st.C, (EX) Rising Tackle, EX Crackshoot) Buster Wolf) - This is your basic bread and butter ender. Depending on your meter and your positioning, you can do any of these three things. You can do Buster Wolf and carry an opponent to the corner. Do st.C to reset someone when you have no meter, or do EX Rising Tackle for a bit more damage. You can also do EX Crackshoot for a hard knockdown and give yourself the ability to set up a safe jump/ ambiguous roll set up
  • qcb+AC, delay [DC] qcb+B, st.C - This actually does more damage then your basic bread and butter ender. This is an advanced BnB because it's very difficult. You have to do B crackshoot the OTHER WAY after Terry's EX Burn Knuckle at the right moment. If you miss, you whiff and waste a drive cancel. If you do it right, you end up behind them and juggle them with crackshoot. If you air reset them, they'll land facing forward.

-Note about above combo- A little side tidbit: If you do EX Crackshoot or Buster Wolf, and they don't tech, you will be able to set them up for a back-turned cross up every time!


No Stock or Drive Gauge-

cl. C, df+C, qcb+P = 195 dmg


cr. Bx2, st. B, qcb+B = 151 dmg


qcb+D, st. C = 114 dmg

  • works on crouching opponents only


No Stock, 1+ Drive Gauge-

cl. C, df+C, qcb+A, (DC) d~u+C = 289 dmg


cl. D, df+C, qcb+A, (DC) d~u+C = 295 dmg


cl. C, df+C, qcb+A, (DC) qcb+B, st. C = 313 dmg


cl. D, df+C, qcb+A, (DC) qcb+B, st. C = 320 dmg


cl. C, df+C, qcb+A, (DC) qcb+B, d~u+C = 337 dmg

  • must be start near the corner

qcb+D, cl. C, df+C, qcb+A, (DC) d~u+C = 311 dmg


qcb+D, cl. D, df+C, qcb+A, (DC) d~u+C = 317 dmg


qcb+D, cl. C, df+C, qcb+A, (DC) qcb+B, st. C = 335 dmg


qcb+D, cl. D, df+C, qcb+A, (DC) qcb+B, st. C = 342 dmg

  • qcb+D starters only work on crouching opponents


1 Stock, No Drive Gauge-

cr. Bx1~3, st. B, qcb+AC = 238 dmg

cr. Bx1~3, st. B, qcfx2+K = 254 dmg

st. D, df+C, qcb hcf+P = 316 dmg


1 Stock, 1+ Drive Gauge-

st. C, df+C, qcb+A, (DC) qcb+B, d~u+AC = 384 dmg

st. C, df+C, qcb+AC, (DC) d~u+C = 338 dmg

cr. Bx1~3, st. B, qcb+AC, (DC) d~u+C = 324 dmg

  • corner only

st. C, df+C, qcb+A, (DC) qcb+D, qcfx2+K = 383 dmg


1 Stock, 2 Drive Gauge-

st. C, df+C, qcb+A, (DC) d~u+C, (DC) qcb+AC, qcb+D, d~u+C


2 Stock, 2 Drive Gauge

(back to corner) st. X df+C / cr. X1~3 st. B, qcb+AC, (DC) d~u+C, (DC) qcb+AC, qcb+D, d~u+C


HD Combos

No stocks

(1) st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x3

(2) st. C, f+A, (HD) st. D, f+A, qcb+A, (HDC) qcb+K, [d~u+C, (HDC) qcb+C, (HDC) qcb+D]x2, d~u+C


1 Stock

(3) st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcfx2+K

(4) st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcb, db, f+P

(5) st. C, f+A, (HD) st. D, f+A, qcb+A, (HDC) qcb+K, [d~u+C, (HDC) qcb+C, (HDC) qcb+D]x2, qcfx2+K

(6) (j.D) cl.D, f+A, [HDA] cl.D, f+A, qcb+A, [HDC] qcb+AC, ([HDC] qcb+B, d~u+C, [HDC] qcb+C)x2, [HDC] qcb+B, d~u+C = 732 dmg

(7) cr.B, cr.A, cr.C [HDA] cl.D, f+A, qcb+A [HDC] d~u+C [HDC] qcb+C, (cross up) [HDC] d~u+C [HDC] qcb+C (cross up) [HDC] qcb+D, d~u+AC = 601~612 dmg


2 Stock


(1) j.D, cl.D, df+C, [HDA] cl.D, df+C, qcf+A, [HDC] qcfX2+AC -delay- qcb+A = 696 dmg

(2) j.D, cl.D, df+C, [HDA] cl.D, df+C, qcf+C, [HDC] qcfX2+AC -delay- qcb+A, d~u+C = 750 dmg

  • must be done near a corner

(3) cr.B, cr.A, cr.C [HDA] cl.D, f+A, qcb+A [HDC] d~u+C [HDC] qcb+C (cross up)[HDC] d~u+C [HDC] qcb+C (cross up) d~u+C [HDC] qcfx2+AC = 709 dmg

  • works full screen

(4) (corner) cl. D, f+A, BC [HDA], cr. A, cr. C, qcf+A, [HDC] qcf(x2)+AC (3 hits), qcb+B, d~u+C. = 701 dmg


3 Stocks

(1) cl.C, df+C, qcb~hcf+CB {HD BYPASS}, [MC] qcfx2+AC, run up qcb+A, d~u+C = 805 dmg

(2) (corner) cr. B, cr. A, cr. C, BC [HDA], cr. C, qcf+A,[HDC] qcb hcf+A/C, [Max Cancel] qcf(x2)+AC (3 hits), qcb+A, qcb+B, d~u+C = 840 dmg

(3) (corner) cl. D, f+A, BC [HDA], cr. A, cr. C, qcf+A,[HDC] qcb hcf+A/C, [Max Cancel] qcf(x2)+AC (3 hits), qcb+A, qcb+B, d~u+C = 882 dmg

Tips

Frame Traps and Links

  • (L) = Link, can be a frame trap as well.
  • "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.

1.) st. A > cl. C (L) - 2 frame gap between st. A and cl. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

2.) st. A > cl. D - 3 frame gap between st. A and cl. D. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

3.) cr. A > cl. C - 3 frame gap between cr. A and cl. C.

4.) cr. A > cl. D - 4 frame gap between cr. A and cl. D.

5.) st. B > st. A (L) - 2 frame gap between st. B and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

6.) st. B > cr. A - 3 frame gap between st. B and cr. A.

7.) st. B > cr. B - 2 frame gap between st. B and cr. B.

8.) st. B > cl. C (L) - 2 frame gap between st. B and cl. C.

9.) st. B > df+C (L) - 2 frame gap between st. B and df. C.

10.) st. B > cl. D - 3 frame gap between st. A and cl. D.

11.) st. B > st. B - 4 frame gap between st. B and st. B.

12.) qcb+B (blocked in crouch position) > st. A - 4 frame gap between qcb+B (blocked on crouch position) and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

13.) qcb+B (blocked in crouch position) > cr. B - 4 frame gap between qcb+B (blocked on crouch position) and cr. B.

14.) qcb+B (blocked in crouch position) > cl. C - 4 frame gap between qcb+B (blocked on crouch position) and cl. C.

15.) qcb+B (blocked in crouch position) > df+C - 4 frame gap between qcb+B (blocked on crouch position) and df+C.

16.) qcb+D (blocked in crouch position) > st. A - 2 frame gap between qcb+D (blocked on crouch position) and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

17.) qcb+D (blocked in crouch position) > cr. A - 3 frame gap between qcb+D (blocked on crouch position) and cr. A.

18.) qcb+D (blocked in crouch position) > st. B - 4 frame gap between qcb+D (blocked on crouch position) and st. B.

19.) qcb+D (blocked in crouch position) > cr. B - 2 frame gap between qcb+D (blocked on crouch position) and cr. B.

20.) qcb+D (blocked in crouch position) > cl. C - 2 frame gap between qcb+D (blocked on crouch position) and cl. C.

21.) qcb+D (blocked in crouch position) > df+C - 2 frame gap between qcb+D (blocked on crouch position) and df+C.

22.) qcb+D (blocked in crouch position) > cl. D - 3 frame gap between qcb+D (blocked on crouch position) and cl. D.


Move Metadata

Move Damage Stun Startup On Guard Remarks
cl.A 25 3 4 +2
cr.A 25 3 4 +1
st.A 25 3 4 +2
j.A 45 3 6 -
hop A 40 3 6 -
cl.B 30 3 6 +2
cr.B 30 3 4 -1
st.B 30 3 6 +2
j.B 45 3 5 -
hop B 40 3 5 -
cl.C (1) 55 6 4 -
cl.C (2) 25 4 - -2
cr.C 70 7 7 -6
st.C (Far) 80 7 7 -6
j.C 72 7 6 -
hop C 70 7 6 -
cl.D 70 7 5 -8
cr.D 80 7 10 -15
st.D (Far) 80 7 11 -2
j.D 70 7 8 -
hop D 68 7 8 -
CD 75 10 14 -1,+6 -1 min range, +6 max range
JCD 90 8 10 -
hop CD 80 8 10 -
Back Knuckle = f+A 70 8 14 -13
Rising Upper = df+C 60 6 4 -11
Buster Throw 100 0 1 - Hard Knockdown
GCCD 4 0 15 -15
A Power Wave = qcf+A 60 6 17 -1, +23 -1 Min Range, +23 Max Range (Full screen)
C Power wave = qcf+C 60 8 18 -9, +0 -9 min range, + 23 Max Range (Half Screen)
A Burn Knuckle = qcb+A 75 8 15 -10,-3 -10 min range, -3 max range (4 char lengths)
C Burn Knuckle = qcb+C 90 8 28 -26, -12 -26 min range, -12 max range (Full screen)
B Crack shoot = qcb+B 40 4 13 -
B Crack shoot (2) 40 4 - -2, +0 -2 if blocked standing, +0 if blocked crouching
D Crack shoot (1) = qcb+D 40 4 15 -
D Crack Shoot (2-3) 40 4 - -1, +2 -1 if blocked standing, +2 if blocked crouching, combos with cl. normals if hit while crouching
A Rising Tackle (1) = d~u+A 40 4 5 -
A Rising Tackle (2-5) 10 1 - -26 Varies depending on position
C Rising Tackle (1) = d~u+C 50 6 7 -
C Rising Tackle (2-7) 15 1 - -49 Varies depending on position
Power Wave EX (1) = qcf+AC 45 0 22 -
Power Wave EX (2-3) 45 0 - +27,+78 +27 min range, +78 max Range
Burn Knuckle EX = qcb+AC 160 0 14 -17, -1 -17 min range, -1 max range
Crack Shoot EX = qcb+BD 120 0 14 -10, -4 Overhead, -10 min range, -4 max range, Hard KD
Rising Tackle EX (1)= d~u+AC 20 0 4 -
Rising Tackle EX (2-7) 20 0 - -
Rising Tackle EX (8-17) 10 0 - -56
Buster Wolf (B, D) (1) = qcf,qcf+P 90 0 37(7) - 30F Freeze
Buster Wolf (B, D) (2) 90 0 - -15
Power Geyser (A,C) = qcb,qcf+P 210 0 46(16) -9 30F Freeze
Buster Wolf EX (1) = qcf,qcf+AC 90 0 37(7) - 30F Freeze
Buster Wolf EX (2-5) 30 0 - -
Buster Wolf EX (6) 90 0 - -18
Power Geyser EX (1) = qcb,hcf+AC 120 0 40(10) - Freeze 30
Power Geyser EX (2-3) 120 0 - -12
Trinity Geyser (1) = qcf,qcf+BD 150 0 90(14) - 76F Freeze
Trinity Geyser (2-3+) 150 0 - -36 At certain spacing after HD/Max Cancel, can hit more times.

Videos

Terry Bogard tips and tricks - By Ennohex


Terry bnb comparison & safe jump set ups


Terry Hit Boxes

Links & References

Contributors

Rex Dart [1] Reiki.Kito [2] Zouf [3]

Discussion Threads

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The King of Fighters XIII

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The King of Fighters XIII
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