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The King of Fighters 2002 UM/Terry Bogard
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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 hits twice and the first hit can be special cancelled, and canceled into df+C or f+A
- cl.D is special cancel-able, and can be canceled into df+C or f+A
Standing
- st. A & st C are special cancel-able
- st. A is chain-able into st. B, and df+C.
- st. A is good for stopping hop attacks
- st. B has a very far hit box and can be used as a mid-range poke
- 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.A and cr. C hits mid
- cr.B hits low and is chain-able into itself, cr. A, st.A, st.B and df+C
- cr.C can chain into df+C and f+A
- cr.D is a sweep that hits low but has an animation that looks like it may hit mid
- cr.B/C/D are all whiff cancel-able
Jumping
- j.A is good for air to ground 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
- j.C is good for air to ground
- j.D is good for air to ground and can cross up standing and crouching opponents easily
- neutral j.D can be used for air-to-air but it has a more vertical hit box
Blowback
- CD: good ranged vertical hit box, pushes terry back far on block, whiff cancel-able
- j.CD: great air-to-air attack, and can be used to pressure the opponent in the corner, 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 follwed by a punch to the ground
- dmg A: 150; C: 170
Power Charge - hcf + B/D
- Lunging attack which pops opponent into the air
- dmg 50
Rising Tackle - Charge d~u + A/C
- Rising attack, feet first
- dmg A: 90; C: 160
Crack Shoot - qcb + B/D
- Flip kick
- B version hits twice; D version hits once
- dmg B: 105; D: 95
DM
Power Geyser - d, db, b, db, f + P
- Giant power wave
- dmg 210
High Angle Geyser - qcf x 2 + K
- Shoulder tackle, uppercut then power slam
- dmg 200
SDM
Power Geyser - d, db, b, db, f + AC
- Triple power geyser
- dmg 320
HSDM
Rising Force - qcf x 2 + AC
- Energized shoulder tackle, Power Charge into a Rising Tackle
Discussion Threads
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Videos
Terry Master Class