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The King of Fighters XIII/Terry Bogard

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File:Terry sprite.gif

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.

Pros

  • Has very good and fast normals like st.A, st.B, d.A, d.B, st.C, etc.
  • df+C can work as a vertical anti-air and helps keep out hoppers
  • Has a strong pressure game, can cancel his seep into other specials as well
  • D Crackshoot pressure off a low allows him to set up his frame trap (Puts him at frame advantage)
  • Properly spacing most ground specials 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

Cons

  • Not very damaging without meter, drive AND stock meter
  • HD combo damage for 1-2 bars are not very good, not worth the resources.
  • Improper spacing of and command grab characters take away some of your options (But there's still a way!)
  • Neomax and EX Power Geyser are terrible in the corner, doesn't automatically hit all hits.
  • Jump CD has practically no lower hit box so is pretty bad for air to ground pressure.

Normals

Standing

st. A: 25 damage, chain-able and cancel-able, hits mid. A quick jab. Useful against hyper hops and can be comboed into Back Knuckle (f+A).

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 weak crackshoot, Buster Wolf or 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.

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.

Crouching

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.

Jumping

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

j. B: 45 (40) damage, hits overhead. A forward kick which is great for air-to-air.

j. C: 72 (70) damage, hits overhead. A strong punch aimed downward. Good for jump-ins.

j. D: 70 (68) damage, hits overhead. A strong kick aimed downward. Good for jump-ins and cross-ups.

Blowback Attack

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.

Throw

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

Command Moves

Rising Upper = (df+C) 60 damage, cancel-able, hits mid. An uppercut with good vertical reach. Nice anti-air and great in combos. Can be comboed into from close C/D and crouching A. Common follow-ups are: Power Wave, weak Burn Knuckle and either DM.

Back Knuckle = (f+A) 80 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 wake-up. Can be combo'd into from standing A.

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. (No knock-down.)

  • Super Cancel-able
  • Hit Detection: High
  • 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)


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.

(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 / 40x4 / 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. 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: High
  • 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.

(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

No Stock or Drive Gauge-

st. C, df+C, qcb+P

cr. Bx1~3, st. B, qcb+B

qcb+D, st. C

qcb+D, st. D


No Stock, 1+ Drive Gauge-

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


1 Stock, No Drive Gauge-

cr. Bx1~3, st. B, qcb+AC

cr. Bx1~2, cr. A, st. B, qcb+BD

cr. Bx1~3, st. B, qcfx2+K

st. D, df+C, qcb hcf+P


1 Stock, 1+ Drive Gauge-

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


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, 2 Drive-

(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, 2 Drive-

(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


3 Stocks, 2 Drive-

(6) st. C, f+A, (HD) st. D, f+A, qcb+A, [(HDC) d~u+C, (HDC) qcb+C]x2, qcb+D, qcb hcf+AC

Strategies

Far Range

At Far Range, Terry can play the "shoto-game". In this sense, you use your fireballs to keep them out. If they hop at you, use st.A or far D to poke them out of the air. If they roll, you can run up and poke them on their recovery with d.C's superior far range or your sweep. Remember, you can always cancel your sweep into fireball. From long range, there's a number of things you can do when your opponent full jumps. If they full jump, you can easily charge Rising Tackle and hit them out of the air. If they're running in from far range and you expect them to jump, you can also throw out A or C Burn Knuckle. C Burn Knuckle is a lot easier to react to, but has longer range which means you can cover the full length of the floor. The top choice to cover the full length of the ground is EX Burn Knuckle or Buster Wolf. EX Burn Knuckle has a better hit box, but Buster Wolf is a lot faster.

When playing the fireball war, Terry's EX Power wave will eat atleast 3 normal fireballs. The best part is even if it ate a few fireballs, if your opponent lands on the fireball or rolls into it, it'll still hit the full 3 times. The fact that it moves so slow is a bonus because it's a longer threat on the field as well as gives you a chance to respond to it if they try to jump or roll it. For the most part, use specials to poke people out of the air until they come to you.

If you're trying to get in, your best option is to jump in. You could use D crackshoot to cover the air space and its recovery isn't so bad on whiff. If you know your opponent, exercise caution and approach grounded opponent's with your longer range st.B or poke them out of the air with other normals as you get closer.

Mid Range

Mid range with Terry can be a make or break area. This is the range where throwing fireballs is not a good idea because someone can easily hop in on you for damage. However, you're far enough that you can still use your far normals. This is where you get the most bang for your buck with Terry's great and fast normals. You can poke people pretty easy with st.C. Remember that you can super cancel st.C on hit. It's a very good thing to know and to use because any extra damage can mean you winning or you losing if you don't. St.D is a great normal for anti-air and it hits low enough that it'll hit standing opponents. People can duck far D so be careful of that.

Make use of some normals that are special cancellable as well. St.A and d.A is cancellable at any range, even whiff cancellable. St.B is whiff cancellable only for crackshoot, but that works out very well because st.B is pretty far range. Some might walk or run into its range and get poked, allowing you to crackshoot for free. Terry's sweep is whiff cancellable as well as his st.CD. You can use Terry's long sweep to kind of poke at people or make them trigger happy, then cancel into a far moving special like crackshoot.

For people that are not respecting Terry's proximity and throw fireballs, I would suggest using C version power wave. Those people that are confident in their fireball game even from close range will be surprised because C version power wave goes through other fireballs and causes a soft knockdown. If they're not ready to tech, you can run in and get a cross up situation or just get in close range where you can shine. If you cancel into crackshoot, you usually can usually catch them and it puts you in close range. Against grapplers, I'd suggest neutral jumping up to avoid being thrown if you attempted this, but if someone is blocking low and you hit them with crackshoot (D version), a well timed st.C will stuff them because Terry is +2 on block in that situation.

From this range as well, you can go on the offensive in the air. Jump D is pretty long range and sets you up for a cross up if you super jump over them. Air to air, I'd suggest jump CD or jump B as they have horizontal hitboxes.

Close Range

This is where Terry is the most dangerous. Close range, Terry can do a lot of serious damage. His st.C and st.D are all very fast and can lead into full combos. You can keep poking someone with d.B, d.A and run in right after to keep the pressure on your opponent. You can mix up your attack strings, but keep at it with light attacks for the most part.

List of light strings: d.B, d.A...Run up

d.B, d.A, d.B, st.B...Run up

d.B, d.B, st.B...Run up

In any of those light strings, you can end with st.B into st.CD. There's very little room for people to respond, especially if you're really close to them! Since st.CD is cancellable on block, you can keep up the pressure and push them with specials. Powerwave is a good ender to pressure with and leave you pretty safe. However, crackshoot is -2 for the B version and -1 if the opponent is standing for the D version. Terry is at +2 frame advantage if someone blocks crackshoot low. You can set this up on block with low B strings into st.B D crackshoot. You can throw out a sweep and cancel it into df+C into D crackshoot. You can even cancel the sweep straight into the crackshoot. It allows you to keep the pressure on especially if they're not sure how to respond. You can hop straight up and press D to catch people who want to hit you with a throw or do a meaty st.C to stuff any attempt to counter attack you. It's a strong move, but with a big weakness. Most people can lower their hitbox by doing low Bs or sweeps so don't abuse it, catch them off guard.

In midscreen, on hit with st.C or D, the best thing you can do is hit them with df+C and burn knuckle. On block, hitting with powerwave or crackshoot are the best options. Cornered Opponent

Cornered

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

Best Team Position?

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard (mirror match)

'Vice

Yuri Sakazaki

Videos

Terry Master Class and Basic Introduction

Links & References

Contributors

Rex Dart [1] Reiki.Kito [2]

Discussion Threads

Discuss at Dream Cancel

Navigation

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