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The King of Fighters 2002 UM/Terry Bogard

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Revision as of 09:40, 15 February 2021 by Borscht Justice (talk | contribs) (→‎Normals: edited/expanded descriptions)
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Movelist

Normals

Close

  • cl.A/B/C/D are cancel-able
  • cl.A hits crouching opponents and is chain-able into itself, cl.B, cr. B, cr. A, df+C
  • cl.C is the main combo starter. Fast, hits twice and cancelable on both hits.
  • cl.D is very similar to cl.C, except it hits once. Marginally slower, but works a little better as a meaty, and may help get more damage in some combos due to pushback. Can be interchanged with cl.C in most combos.

Standing

  • st. A & st C are special cancel-able
  • st. A is fast and works ok vs short hop, but the range could be longer. Can combo into st. B, and df+C. Whiffs on low crouchers.
  • st. B is a great long poke that comes out fast and hits very far. Very nice to stop and interrupt a grounded opponent. May do as anti-air vs hop in a pinch, but doesn't reach high enough for this purpose.
  • st.C is decent vs hop.
  • st. D moves Terry forward a bit, and pushes him back on block.


Crouching

  • cr.A/B/C/D are all special cancel-able
  • cr.B/C/D are all whiff cancel-able
  • cr.B is the main low combo starter. Chains into itself, cr. A, st.A, and st.B. Usually for combos you want to cancel it into df+C, and then any special/DM.
  • cr.C is a forward punch, decent as a poke and can start combos too. Slower than cl.C/cl.D but has more range.
  • cr.D is a little slow, but long and cancelable. Very nice to cancel into qcb+B, qcb+A or qcf+A on block or on whiff.

Jumping

  • j.A is ok for air to ground and air-to-air attacks
  • j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump. Stays out for a long time. Great upwards angle that reaches slightly above Terry.
  • j.C is good for air to ground, faster than j.D.
  • j.D is good for air to ground and can cross up standing and crouching opponents easily. Long reach, but a little slow.
  • neutral j.D can be used for air-to-air but it has a more vertical hit box

Blowback

  • CD: pretty fast startup, good ranged hit box, pushes terry back far on block, whiff cancel-able
  • j.CD: good air-to-air attack, and can be used to pressure the opponent in the corner, but can be low profiled

Throws

Grasping (b/f + C) close

  • Terry grabs the opponent then uppercuts them (df+C animation). The opponent lands near the corner of the screen.
  • Soft knockdown

Buster Throw - (b/f + D) close

  • Grabs and slams opponent in opposite direction. The opponent lands 1 character space away from the corner of the screen.
  • This throw is great for okizeme setups like cross-ups with j.D or empty jump low mixups, etc.
  • Hard knockdown

Command Moves

Rising Upper - (df + C)

  • *This is Terry's command normal uppercut. Good & easy to use in combos before a special move or DM, or at the end blockstrings. It can be used as an anti-air but be mindful of its slow start-up as it may trade or get beaten out by the opponent's jump normals if timed improperly.
  • Very easy to combo into from a cr.B, cr.A, st.A, close C, crouching C, close D, and crouching D.
  • Special cancel-able


Hammer Punch - (f + A)

  • Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. Not cancel-able by itself, but it is as easy to cancel into from many of his crouching and standing normals similar to his df+C command normal. It can combo only from heavy normals, and it is special cancel-able but loses its overhead properties. Terry gets pushed back a great distance if its blocked, which is good if you need some space away from the opponent for you can properly react and read their next actions of movement.
  • Be careful using f+A at the end of a blockstring, the opponent can roll before the f+A hits if your opponent is expecting it.
  • Hits overhead
  • Special cancel-able if cancelled from other normals

Special Moves

Power Wave - (qcf + A)

  • Projectile which travels along the ground at a good speed and has plus frames
  • Great for zoning or to end in blockstrings

Round Wave - (qcf + C)

  • Energy explosion around Terry's fist. You can't combo into it, but if it hits, it's possible to special cancel it (except into qcf+A) as a follow up.
  • Has pretty slow start-up, and isn't safe on block, plus you can't combo into it which makes it's use it battle rather limited and unsafe
  • Soft knockdown
  • Super cancel-able
  • Special cancel-able

Burn Knuckle - (qcb + A/C)

  • Terry charges with a glowing fist
  • A version travel one third of the screen; C version travels full screen
  • Light punch version has a good amount of start-up which makes it easy to combo into, and hard to punish if spaced at its maximum distance. At point blank it is very unsafe on block
  • Heavy punch version has slower start-up (can't combo into it), and hard to punish if spaced full screen. Similar to the light punch version, at point blank it is very unsafe on block.

Quick Burning - (dp + A/C)

  • One close uppercut followed by a long range overhead blow
  • Even though the second hit is negative frames, Terry is pushed back a fair distance if blocked.
  • The second hit which is the overhead doesn't lose it's overhead property if if the whole special move is cancelled from a normal attack (example cr. D into dp+P)
  • Both punch strengths (light punch and heavy punch) of Quick Burning have similar qualities and properties

Power Dunk - (dp + B/D)

  • Rising knee followed by a punch to the ground. Best used at the end of a combo, not reliable as an anti-air or a reversal because it has no invincibility or very fast start up. It has horrible recovery on whiff, and is easy to punish if blocked up close. The opponent can roll in between the first and second hit if blocked. The second hit causes a hard knockdown and Terry lands very close to their fall body which can provide good wake-up option setups.
  • Light punch version has a shorter distance than the heavy punch version. Second doesn't hit if you combo it from any standing or crouching normals.
  • Heavy punch version has a much longer distance than the light punch version, and second hit connects are reliably from cancel-able light or heavy normals.
  • Hard knockdown
  • Hits mid

Power Charge - (hcf + B/D)

  • Lunging attack which pops opponent into the air. Can be cancelled on block and on hit into Power Dunk/Rising Tackle (the latter is harder though, but more damaging). By itself it doesn't deal much damage, but with the followups deal much more. Both versions deal same amount of damage; light version starts up fast, heavy version is slower but goes further. Both are unsafe on block, even if canceled.
This move is key for Terry in this game, giving him consistent combos with good damage and hard knockdown, which makes it a preferred combo ender instead of Burn Knuckle (except for blockstrings). B version also works as a punisher with good range. It's not safe on block, but you can easily confirm into it, so don't forget to do that. Shouldn't be used as a poke or thrown randomly on block.
The d~u+C followup does 6% more damage than dp+D, but causes soft knockdown and is much harder to perform (not recommended for beginners). You need to charge "down" during hcf+K to get it, there's a very short time to charge the move so it's very tricky to get it right. It's best to do it from hcf+D as it gives you more time to charge before the hit. Start holding d immediately after hcf (in one motion, like hcf, d), then u+P as Power Charge hits.
  • 'Combo Advice: This move is the backbone of meterless combos for Terry. Easily comboes from heavy attacks and command normals. Can also be comboed from light attacks if you cancel them into df+C first, then into hcf+K. Also comes in handy in his max mode juggles. Can be supercanceled outside of max mode, but this is barely worth the meter.
  • Super Cancel-able

Rising Tackle - Charge (d~u + A/C)

  • Rising attack spinning punches, aimed at the feet first. Best used as a reversal & anti-air because of its quick start-up, more-so the heavy punch version. Both punch versions are highly unsafe if whiffed and on block.
  • Light punch version travels vertically at a shorter distance than the heavy punch version and doesn't have any invincibility. This version can be used to anti-air regular jumps and super jumping attacks but must be performed rather early or else it may get beaten out. Delivers 5 hits.
  • Heavy punch version travels farther vertically than the light punch version, and has a small amount of start-up invincibility which is best used as a reversal option and anti air. Delivers 7 hits.

Crack Shoot - (qcb + B/D)

  • This flip kick can be used as a preemptive anti-air against mid to long range jumps or full jumps.
  • Light kick version starts up faster, travels towards the opponent at a short distance and is hard to punish on block, while the heavy kick version travels farther, easier to punish on block and whiffs on crouching opponents.
  • B version hits twice; D version hits once
  • Doesn't knockdown opponent if hit
  • Hits mid

Desperation Moves

Power Geyser - (d, db, b, db, f + P / can be input as d, b, f+P) - 22% dmg

The Power Geyser can be used as an preemptive anti-air against mid to long range jumps or super jumps, as a quick punish against whiffed reversals or DM's that have very poor recovery. It is also very easy to combo into from standing heavy normals and command normals (df+C, f+A). Be careful because of its long recovery on whiff and it is very punish-able on block.
  • Combo Advice: Geyser is a standard ender for 1 bar combos and 2 bar max mode ones.
  • Soft knockdown

High Angle Geyser - (qcf x 2 + K)

This is pretty much a Desperation Move version of three moves, his Power Charge, Power Dunk and it ends with his Power Geyser Desperation Move. Light version has very fast startup, heavy version is a little slower but goes further. This move works best as a punisher, as it is fast and goes pretty far. However, it doesn't work vs airborne opponent very well, usually whiffing hits, so beware of using it as anti-air or in juggle combos, because it could easily drop the opponent and leave you open for a punish; it's best used vs a grounded opponent only. Also be careful when using it on tip as the last hit may also whiff in this case.
  • Combo Advice: Does a bit less damage than Power Geyser and doesn't juggle well, so no real point in using this move in combos. Still, if you feel like it, you can use it instead of the Geyser in 1 bar BnBs, just don't rely on it in juggles as it will most likely not combo properly.
  • Soft knockdown
  • dmg 200

Super Desperation Moves

Power Geyser - (d, db, b, db, f + AC / can be input as d, b, f+AC)

A triple power geyser. This is the more beefed up version of the single stock DM. It can be used in the same situations as the normal Desperation Move Power Geyser but be careful that the opponent can Guard Cancel Roll the 2nd or 3rd geyser and punish Terry while he is recovering.

Combo Advice: Sadly, this move will often whiff hits during juggles, so it's preferred for combos on grounded opponent only. And alas, even in max mode, it hardly will help deal much damage.

  • Soft knockdown
  • dmg 320

Hidden Super Desperation Move

  • Rising Force - (qcf x 2 + AC)
  • Terry performs an energized shoulder tackle, Power Charge into a Rising Tackle. One of the more easier HSDM's to combo into in the game. Only disadvantages is that it has no invincibility, the start-up isn't as fast as his High Angle Geyser, and it doesn't reach full screen as it may look. Overall, it's best to use as a combo finisher.
  • Soft Knockdown

Combos

You can always use cl.D instead of cl.C

0 Stock

  • cl.C, f+A/df+C, hcf+K, dp+D/d~u+C - 28%~37% dmg
Main BnB combo. df+C deals 2% more damage, but makes the combo harder to input and gives less time to confirm. To get the followup after hcf+K, you cancel the latter into dp+D or d~u+C on the moment when it hits. dp+D is easier to input and causes hard knockdown (D version of dp+K preferred, as it does more damage, being otherwise same).
d~u+C does 6% more damage, but causes soft knockdown and is much harder to perform (not recommnded for beginners). It's best to do it from hcf+D as it gives you more time to charge. d~u+C can be done by holding d immediately after hcf (in one motion, like hcf, d), then u+P as Power Charge hits, there's a very short time to charge the move so it's tricky to get it right.
  • cr.B, cr.A/cr.B/cl.B, df+C, hcf+K, dp+K/d~u+C - 30%/36% dmg
Similar BnB combo started from low confirm chain.
  • cl.C, f+A/df+C, qcb+A
  • cr.B, cr.A/cr.B/cl.B, df+C, qcb+A
Somewhat easier versions of main BnBs, also safer on block, but less damage and soft knockdown.
  • cl.C, f+A/df+C, qcb+A
  • cr.B, cr.A/cr.B/cl.B, df+C, qcb+A
Not much damage but pretty safe on block, good as blockstrings.
  • cr.B, cr.A/cr.B, d~u+P/dp+D
Slightly easier but non-optimal combo from lows.

1 Stock

  • cl.C, f+A/df+C, qcb,db,f+P/qcfx2+K - 35~39% dmg
Standard 1 bar combos with soft knockdown. A bit more damage than 0 bar ones, use them when you have bar to burn for a little extra damage.
  • cr.B, cr.A/cr.B/st.B, df+C, qcb,db,f+P/qcfx2+K - 39%/37% dmg
Similar to combo above, but starting from a light attack. A tricky combo to input because of game's intricate input buffer rules. Canceling into qcfx2+K is especially tough because of several overlaps and an awkward motion. Not really necessary for Terry.

2 Stock

  • cl.C, f+A/df+C, hcf+K (SC) qcb,db,f+P - 42%/44% dmg
Does a little more than the 1 bar version. Simple, but barely worth spending extra bar.
  • cr.B, cr.A/cr.B, d~u+P (SC) qcb,db,f+P - 39% dmg
Possible supercancel combo that deals about same damage as 1 bar ones.
  • cl.C, f+A, BC run, cl.C(1), f+A, dp+P, (C)hcf+K (SC) qcb,db,f+P - 43% dmg
Simpler, but less damaging max mode route.
  • cl.C(1), f+A, BC run, cl.D, (f+A), dp+P, (C)dp+B(1), (C)hcf+B, (C)qcb+B, dp+K(1)/d~u+P(1) (SC) qcb,db,f+P - 53% dmg
( if you use the second f+A, cancel dp+P on the 1st hit. )
Optimal midscreen max mode route with OK damage. The catch is in the dp+B(1), (C)hcf+B part. If you do it like f, qcf+K, hcf+K (hitting df), you may get qcfx2+B DM instead of hcf+B. To avoid this, you can input the dp stopping on df, or the hcf without hitting df.
  • (Corner) cl.C(1), f+A, BC run, cl.D, (f+A), dp+P, (C)dp+B(1), (C)hcf+B, (C)qcb+B, dp+K(1), (C)qcf+C, (dp+K(1)) (SC) qcb,db,f+P - 64% dmg
( Same note as above. You have to delay the dp+K(1) before it for qcf+C to connect, which is the corner-only part of the combo. )
Pretty good damage, but the delays for dp+K(1) parts are tricky. Not the easiest combo.

3 Stock

  • cl.C, f+A/df+C, qcfx2+AC / qcb,db,f+AC - 56%/48% dmg
Simpler versions of 3 bar combos without max cancel run. Easy, but the damage is not high for the amount of meter spent.
  • cl.C, f+A, BC run, cl.C(1), f+A, (qcfx2+AC)/(dp+P, (SC) qcb,db,f+AC) - 59%/53% dmg
Better than the combo above, but still lower than average damage for 3 bar. The SDM version does same damage as the the optimal 2 bar route, so not worth spending bar on (unless you can't do the 2 bar one). The HSDM one does a bit more.

Videos

Terry -Max- combos by Franck Frost
阿澤.Aze (Terry Best Rounds)
Terry Master Class

External Links

Check Terry Bogard's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel


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