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The King of Fighters '98 UMFE/Terry Bogard
Introduction
Terry Bogard has great frame traps, some good special moves that can bully opponents, and great blockstrings that can end in frame advantage, or cause lots of guard gauge damage for an eventual guard crush. He is strong at close and medium ranges. His weakness is that he has no overhead (with the notable exception of an instant jumping one against non small crouchers) and no untechable grab. He can frame trap all day, but against someone who just wants to block, he must eventually guard crush, which he is fortunately great at. He has some easy tools that are immediately effective at beginner levels, but to take him to the advanced stages, he needs some execution to unlock his crazy damage, and to secure and use hard knockdowns midscreen that lead to ambiguous left right mixups, which are his only real way to mix up his opponent.
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Changes from Previous Versions
98 to 98UM
Normals:
- The activation range of cl.D has been reduced
- st.D's priority has been reduced
- j.D from a full jump now has less downwards priority, meaning that you can no longer use it as an instant overhead on regular crouchers; j.D from a hop still works, though
Specials:
- hcf+B's damage has been reduced from 9 to 4
- dp+K's second hit now has an increased hitbox size, so it air-to-airs better
- dp+B's second hit's damage has been reduced from 14 to 11
- dp+D's second hit's damage has been reduced from 15 to 13
Supers:
- Third hit of qcfx2+AC's hitbox has been increased behind it; now all hits of qcfx2+AC connect even at the edge of the screen, though it will drop if used all the way in the corner
98 to 98UMFE
Normals:
- st.B's damage has been increased from 5 to 6
Specials:
- dp+C now has 3f extra invincibility
- qcb+D's recovery has been reduced by 3 frames
- qcb+D's hitbox has been extended downwards, it can now hit short crouchers
- hcf+B's damage has been increased from 4 to 8
- hcf+D's damage has been increased from 9 to 12
- dp+D's first hit now launches the opponent higher in the air, on a trade it knocks the opponent up into a juggle state
Supers:
- qcfx2+BD now has added startup invincibility
Normal Moves
Close
- cl.A: Same as crouching A except it is better at catching people jumping, whiffs on short crouchers, and is +1 on block.
- cl.B: One frame slower than other lights, but has a great hitbox with its hurtbox very far behind. Good to frametrap in to from a different light.
- cl.C: Same speed as his crouching A and B. Does two hits to help with hitconfirming. Pushes back less than lights, and therefore allows for the running power dunk after power charge from farther away than them.
- cl.D: Larger activation range than cl.C, but only does 1 hit. Same speed as his crouching A and B. Has a lot of active frames, so good as a meaty. Pushes back less than lights, and therefore allows for the running power dunk after power charge from farther away than them.
Standing
- st.A: Mediocre standing jab. Does its job of stopping hops, but isn't anything special.
- st.B: Good far-reaching mid-range poke. You can always frametrap to this for a low risk, low reward option.
- st.C: Hits low crouchers. It has the same speed as st.B, but less range, more damage, a higher hitbox, and a hurtbox further back. When in range for this and you want to do a st.B, almost always do this instead as it's a better pre-emptive anti jump.
- st.D: Very slow move that whiffs on most crouchers, but it has an excellent hitbox and hurtbox and massive range.
Crouching
- cr.A: Standard crouching jab. Neutral on block. Chainable and cancellable.
- cr.B: Terry's main low confirm option. Chainable. -1 on block.
- cr.C: Fairly fast, nice range. Cancelable on hit, block, and whiff. Same range and speed as standing far C.
- cr.D: Slow startup. Causes soft knockdown. Long range. Pretty good hitbox and hurtbox. Special cancellable on whiff and hit which can save you if the move was rolled past.
Jumping
- j.A: Quite strong hitbox and hurtbox for air-to-airs, and has enough active frames to be used as a decent air to ground and air to air with the same timing.
- j.B: His fastest air button, which gives it a niche as an air to air move. Whiffs on most crouchers.
- j.C: Can crossup, except against small crouchers. Has the most active frames of his air normals, but doesn't have a particularly strong air to air or air to ground hurtbox or hitbox. Decent jumpin though.
- j.D: His most-used jump-in, and a great multi-purpose tool, as it also works as an air-to-air, crossup, and instant overhead on medium crouchers. Good range, but unremarkable hurtbox only being slightly behind its hitbox.
CD Normals
- st.CD: Slow-to-start-up st.CD that has decent range and a pretty good hurtbox. Moves Terry forward slightly, and can avoid low attacks starting from frame 6. Can be cancelled on whiff, block, and hit. Slightly positive on attack cancel roll.
- j.CD: An attack with somewhat slow startup that is angled downward and out, and has a good horizontal hitbox. Unremarkable hurtbox and few active frames, but great if you get your opponent to block it. Pretty good range, though the hurtbox is not far behind.
Throws
Grasping Upper: b/f+C (close)
- Regular throw, techable. Soft knockdown in front of Terry.
Buster Throw: b/f+D (close)
- Regular throw, techable. Hard knockdown behind Terry with back turned wakeup. Sets up crossups, and against the characters who wake up slowly, left right roll mixups.
Command Moves
Back Knuckle: f+A
- A far reaching command normal that is useful for setting up the distance at which power wave is +1, and for strings ending in crackshoot without putting Terry in normal grab range. Remember that being +1 doesn't matter if the opponent can grab you with a 0F move, but you can't grab him.
- Second hit is special cancellable.
- Combos don't work from very far away if done with this command normal, and some don't work at all, so use the other command normal for most combos. If you have weak execution, you can start with this as it's easier to use.
- Allows for the longest range qcf qcf K or hcf D confirmation if done on its own.
Rising Upper: df+C
- Reliable combo filler after light or heavy starters. Special cancellable.
- Good pre emptive anti jump when close, but vulnerable to rolling.
- Has the same speed as his close heavies and his lights at 3F
Special Moves
Power Wave: qcf+A/C
- The reason Terry is not a shoto: This projectile can only be very slightly positive at most unless meaty, but it reaches quite high, especially during its later stages, letting it catch jumpers sometimes. Can cause soft knockdown depending on how it hits.
- Good special move to end a blockstring with if going for guard gauge damage.
- Knocks the opponent down at close range, but doesn't further out.
- Builds good meter, even more so when it doesn't whiff.
Burning Knuckle: qcb+A/C
- Has considerable startup, but when it gets going, Terry travels forward with quite a strong horizontal (but not vertical) hitbox. Hurtbox decently far behind.
- Both versions are safe if they hit late. A version can be -1 at best.
- Vulnerable to attacks from straight above, and low profiling attacks.
- His easier, but inferior, combo ender. Less damage and no hard knockdown.
Crack Shoot: qcb+B/D
- Terry flies forward in an arc with a hitbox that starts behind him, then goes above him, and finally ends in front of him.
- B version whiffs on small crouchers. C version does not, unless done too close.
- Good anti air if you are underneath the opponent when doing it.
- Creates a half-juggle state on hit, meaning that you can juggle them when they're going upwards but not when they've started falling down in the air. Juggle with jumping D or C if close, and jumping B if far.
- D version gives you frame advantage on block.
- Causes no guard gauge damage.
Rising Tackle: dp+A/C
- This is a decent DP, but it's not the best, as it is somewhat diagonal and has a blind spot where it doesn't hit, causing it to lose to well positioned jumping attacks.
- It has a decent hurtbox and hitbox, but against the really serious jumpins, you need to rely on its early armour frames. This means waiting until the opponent is close, and then doing it.
- C version is a true reversal due to its invincibility and armour frames.
Power Dunk: dp+B/D
- Terry does a leaping punch that knocks the opponent up into the air, and then another punch that knocks them back down again. Because it moves Terry forward, you can sometimes get away with whiffing this where rising tackle would be punished.
- Full startup invincibility, but none on the active frames, meaning that it can trade if used as a reversal.
- D version can be used as an anti-air, as you get a hard knockdown if it lands, but dp+C is a much safer alternative for a bit less reward.
- In a trade situation, both versions will juggle them upwards, allowing for a followup attack. The D version gives more time to react however.
- Good combo ender after power charge, as it gives a hard knockdown, setting up left right roll mixups if midscreen
- Easy to combo to in the corner, but difficult midscreen, as a short run must be performed after power charge. Impossible if the power charge hit at tip range.
Power Charge: hcf+B/D
- Terry slides forward with a shoulder tackle, knocking the opponent into the air.
- D version is slower but still combos, does more damage, and is unsafe on block.
- B version is faster and safe.
- Bnb combo tool.
- Causes no guard gauge damage, so by ending your strings with it when you think the guard crush is near, you can avoid ever wasting a guard crush.
- Will lose to most pokes, but is none the less a great tool outside of combos. It can whiff punish, and it's a great way to capitalise on frame advantage, as it will hit people out of startup. If you are having trouble with dominant pokes like Yashiro's 5B, then you can block them and immediately do this move. If the opponent does another move or jumps, power charge wins. If not, you can keep blocking and doing power charge, since you're causing chip and building more meter than he is.
Desperation Moves
Power Geyser: down,back,f+A/C
- Creates a huge disjointed hitbox in front of Terry.
- The easier, but less damaging metered combo ender.
- Has some invincibility, but is very slow, letting short jumpers land and block in time if you try to reactively anti air with this. However, against slow moves that rely on superior hitboxes, such as Ralf kick, this is a great solution.
- In the corner, for the MAX versions, this is the DM to combo to, even though it does less damage midscreen.
High Angle Geyser: qcfx2+B/D
- The more difficult, but more damaging metered combo ender.
- qcfx2+D has full startup invincibility, but can trade once the hitbox comes out.
- MAX version does more damage and travels further than the regular version, meaning that you can combo to it from farther away.
- Many of the MAX version's hits whiff in the corner.
Combos
General Notes:
- In any meter-using combo, you can replace 236236B with 236236BD or 246A with 246AC for more damage if you have the resources.
- If starting with a heavy normal, you can omit the 3C for less damage but easier execution.
Meterless
Easy
2B, 2A, 3C, 214A
5C, 3C, 214A
Medium
2B, 2A, 2A, 3C, 41236D, 623C
- This combo works anywhere on the stage. Omit one of the crouching lights if far away or after jumping in. 41236D is canceled to 623C
5D, 3C, 41236B, 623B
- This combo gives a hard knockdown and works midscreen, but only if you are very close to the opponent. If you aren't as close, you can omit the 3C to make it work.
2B, 2A, 2A, 3C, 41236D, 623B
- This is a better combo, but only works in the corner. Also works with a light power charge.
Difficult
5D, 3C, 41236B, run, 623B
- This combo gives a hard knockdown and works midscreen, and because of the run in the middle of it, works from farther away. It also works if you don't have run, but you can't be as far away when starting the combo. Can also be done from lights, but only 2, and you have to be close. The fewer moves in the combo, and the closer you start, the easier the combo is. Heavies allow for this combo from farther away than lights.
Meterful advanced mode
Easy
2B, 2A, 2A, 236236B
An even easier variant is 2B, 5B, 236236B because you can buffer the DM motion while doing the normals: 2B, 36B, 236B
5C, 236236K
Medium
2B, 2A, 3C, 246P
You can hold down forward for the whole combo until it's time to do the power geyser. Then, do a quarter circle back, and then press forward.
5C, 3C, 246P
While already in max mode: 2B, 2A, 3C, 41236D, superjump D
In max mode, this does more damage than the rising tackle variant.
Difficult
2B, 2A, 3C, 236236K
5C, 3C, 236236K
Even with clever buffering, these combos are difficult to learn. Many say that Terry's optimal combos are impractical, but this is false. They just take lots of practice and puzzle solving.
While already in max mode: 5D, 3C, 41236B, run, 623B
Skipping the 3C in the middle makes it easier and gives it more range.
Quickmax, staying in max mode
Medium
2B, 2A, QM, 5D, 3C, 41236D, super jump D
Can add a third light, but then it fails from a jumpin. May have to do only one light if you jump in from afar. 5D can be replaced by 5C, but then the combo has less range. This combo does the most possible damage midscreen while still staying in maxmode afterwards. Finishing with a DM only does slightly more damage, unless your health is red.
2B, 2A, QM, 5D, 3C, 41236B, super jump CD
Less damage but gives a soft floor and carries farther towards the corner if he recovery rolls. You may prefer this
Difficult
2B, 2A, QM, 5D, 3C, 41236D, 623B
Only works in the corner. If not quite in the corner, but close enough to it, you can do a B power charge, and end with a running power dunk.
Quickmax, leaving max mode
Difficult
2B, 2A, QM, 5D, 3C, 246P
Optimal damage in the corner if your health is red. May have to do one light only after a jumpin depending on how close you are to the opponent.
Very difficult
2B, 2A, QM, 5D, 3C, 236236K
Optimal damage midscreen if your health is red. The MAX version of this DM gets more range, so you can do three lights on the ground, and usually two after a jumpin, if red healthed.
Strategy & Tips
Preferred system mechanics For dodging versus rolling, rolling is recommended, as it unlocks left right roll mixups. Dodging doesn't give anything beyond the universal, although he can always get a combo to power charge after his dodge strike, which is not true for every character.
For running versus dashing and faster walk speed, running is strong because it improves his ability to combo to power dunk midscreen. However, if you're really good at dashing up to grab, then dashing can help you land the D grab, which also gives a hard knockdown.
For meter, Terry benefits from both stock and charge. He spams special moves and does long blockstrings, quickly maxing out his stocks. His combos improve with quickmax, and quickmax even unlocks some crossup setups.
Instant overhead jump state jank
You may have noticed that when trying to do a jumping D for an instant overhead, it sometimes just doesn't work. This is because, if your last jump was a full jump, or, you just started a round and haven't jumped yet, then the timing to get it to hit is much stricter. You can however get it to connect by doing a short jump back and pressing D at the right time.
However, if your last jump was a short jump, then the timing is lenient and you can just go for it.