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The King of Fighters XIII/Terry Bogard
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A - A quick jab. Useful against hyper hops and can be comboed into Back Knuckle (f+A).
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
st. B - A side kick with good reach. Can be chained from his crouching B. And can be comboed into weak crackshoot, Buster Wolf or EX Power Geyser
- Cancel-able
- Hit Detection: High
- Damage: 30
st. C - A straight punch with good range and good speed. Great poke. Also note it's unique cancel properties.
- Cancel-able, DMs only
- Hit Detection: High
- Damage: 80
st. D - Terry leans back, twisting slightly, and kicks forward. (Animation resembles the last hit of his 'Fire Kick' move from Real Bout, although without the flame effects of course.) Better reach than his far C, but a bit slower.
- Hit Detection: High
- Damage: 70
cl. C - A close-range punch that hits twice. Very fast and combos easily. Five stars!
- Cancel-able
- Hit Detection: High
- Damage: 70
cl. D - 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.
- Cancel-able
- Hit Detection: High
- Damage: 70
Crouching
cr. A - A crouching jab. Can combo into his Rising Upper (df+C).
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B - A quick, crouching kick (surprise, surprise). Can be chained into standing B or crouching A.
- Chain/Cancel-able
- Hit Detection: Low
- Damage: 30
cr. C - A crouching version of his far C. Less damaging, but can be canceled into anything.
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D - A crouching kicks that knocks down standing opponents. Long reach.
- Whiff/Cancel-able
- Hit Detection: Low
- Damage: 80
Jumping
j. A -
- Hit Detection: Mid
- Damage: 45(40)
j. B -
- Hit Detection: Mid
- Damage: 45(40)
j. C -
- Hit Detection: Mid
- Damage: 72(70)
j. D -
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD -
- Whiff/Cancellable
- Hit Detection: High
- Damage: 75
j. CD -
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throw
b/f + C/D = Buster Throw
Command Moves
df + C = Rising Upper
f + A = Back Knuckle
Special Moves
qcf + A/C = Power Wave (EX)
qcb + A/C = Burn Knuckle (EX)
qcb + B/D = Crack Shoot (EX)
(charge) d, u + B/D = Rising Tackle (EX)
Desperation Moves
qcb, hcf + A/C = Power Geyser (EX)
qcf x2 + B/D = Buster Wolf (EX)
Neomax
qcf x2 + AC = Trinity Geyser
Combos
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose