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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 2.) 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 - A quick, downward punch. Meh.
- Hit Detection: Mid
- Damage: 45(40)
j. B - A forward kick, great for air-to-air.
- Hit Detection: Mid
- Damage: 45(40)
j. C - A strong punch aimed downward. Good for jump-ins.
- Hit Detection: Mid
- Damage: 72(70)
j. D - A strong kick aimed downward. Good for jump-ins and cross-ups.
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD - A shoulder charge.
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD - Looks like an aerial version of Terry's close D.
- Hit Detection: High
- Damage: 90(80)
GCCD - For some reason, it's the same animation as his close D.
- Hit Detection: High
- Damage: 10
Throw
Buster Throw = (b/f+C/D) - Terry grabs his opponent and throws them to the ground.
- Can be broken
- Hit Detection: Throw
- Damage: 100
Command Moves
Rising Upper = (df+C) - An uppercut with good vertical reach. Nice anti-air, and great in combos. Can be combo'd into from close C/D and crouching A. Common follow-ups are: Power Wave, weak Burn Knuckle and either DM.
- Cancel-able
- Hit Detection: High
- Damage: 60
Back Knuckle = (f+A) - 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 wake-up. Can be combo'd into from standing A.
- Hit Detection: High
- Damage: 80
Special Moves
Power Wave = (qcf+P) - Terry slams the ground with his fist, producing a wave of energy. Since the normal versions aren't full-screen, this move is mostly useful in block-strings. A version comes out faster and travels about half-screen. C version travels 3/4 of the screen, travels faster and knocks down. No damage difference.
(EX) = qcf+AC - Travels full-screen, but slowly. Hits three times. (No knock-down.)
- Super Cancel-able
- Hit Detection: High
- A/C damage: 60; EX damage: 45x3 [total=135]
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 pleasedon'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.
(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: High
- 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.
(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.
- B/D Hit Detection: High, EX Hit Detection: Mid
- Damage: 40x2 [total=80]/40x4 [total=160]/120
Rising Tackle = (d~u+P) - Terry flips upside down and flies straight up while spinning around like a top. The awesomeness of this move is inversely proportional to how goofy it sounds. 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. Near-instantaneous 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: High
- A damage: 40,10x4,50 [total=130]; C damage: 50,15x6 [total=140]; EX damage: 20x7,10x13,30 [hypothetical total=300]
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.
(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. 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: High
- A/C damage: 210; EX damage: 120x3 [total=360]
Buster Wolf = (qcfx2+K) - Does this move even need an introduction? Probably not, but I'll give one anyway. 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. Terry no longer shouts "Are you okay!?" when the move starts up, but most self-respecting Terry players will shout it anyway.
(EX) = qcfx2+BD - EX version does more damage and goes through projectiles. Great full-screen punish.
- Max Cancel-able
- Hit Detection: High
- 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.
- Hit Detection: High
- Damage: 150x3 [total=450]
Combos
Character tutorial by Don't Drop That Combo
No Drive/No Meter
- st. C, df+C, qcb+P
- cr. Ax2, f+A, qcf+C
- cr. Bx1~3, st. B, qcb+B
- qcb+D, st. C
- qcb+D, st. D
50% Drive/No Meter
- qcb+D, st. C, df+C, qcb+A, (DC) d~u+C
- qcb+D, st. D, df+C, qcb+A, (DC) d~u+C
- qcb+D, st. C, df+C, qcb+A, (DC) qcb+B, st. C
- qcb+D, st. D, df+C, qcb+A, (DC) qcb+B, st. C
- st. C, df+C, qcb+A, (DC) qcb+K, d~u+C
No Drive/1 Meter
- cr. Bx1~3, st. B, qcb+AC
- cr. Bx1~2, cr. A, st. B, qcb+BD
- cr. Bx1~3, st. B, qcfx2+P
- st. D, df+C, qcb hcf+P
50% Drive/1 Meter
- st. C, df+C, qcb+A, (DC) qcb+B, d~u+AC
- st. C, df+C, qcb+AC, (DC) d~u+C
- cr. Bx1~3, st. B, qcb+AC, (DC) d~u+C
- st. C, df+C, qcb+A, (DC) qcb+D, qcfx2+K
100% Drive/1 Meter
- st. C, df+C, qcb+A, (DC) d~u+C, (DC) qcb+AC, qcb+D, d~u+C
100% Drive/2 Meters
- (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
- st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x3
- 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
- st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcfx2+K
- st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcb hcf+P
- 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
- st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcb hcf+AC
1 Meter Additions
2 Meter Additions
3 Meter Additions
4 Meter Additions
5 Meter Additions
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
Links & References
Technical Reference
http://www.youtube.com/watch?v=bfxLAjjdckw
Discussion Threads
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