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The King of Fighters XIV/Terry Bogard
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Buster Throw (Forward) - close / +
Buster Throw (Backward) - close / +
Command Normals
Special Moves
Rising Tackle - charge briefly then + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
st.C(both hits), df+C, qcb+A = 191 dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Terry Bogard is an extremely well-known protagonist from the Fatal Fury series, predating the King of Fighters series. After so many appearances and iterations, Terry returns once again in KOFXIV to duke it with the cast, both new and old. For the most part, Terry's game play consists of many fundamental elements, possessing good nirmal moves and a relative simple move set. His special moves are more or less the same as they were in XIII. He retains his Power Wave projectile but tthus time it works like it did in his initial appearances in KOF with its speed influenced by the strength of the punch button. He also has his Burn Knuckle and many if his other signature moves. Much like every other returning character, Terry takes very good advantage of the updated XIV system mechanics. Terry is a character that can hit pretty hard and excel pretty from a fighting game fundamental stand point as most of his normals are realible along with his relatively versatile move set. A player cannot go wrong with Terry if they pick him up.
-GreatDarkHero
Normals
Standing
- st. A: Jabs forward with outer arm. High hit-detection. Only cancels into DM. Does not chain.
- st. B: Terry delivers a short side kick at a lower angle. This move has mid hit-detection. Does cancel into anything accept for DM. Does not chain.
- st. C: Terry does a painful-looking straight punch. Does not cancel into anything other than DM.
- st. D: Terry performs a high angle side kick. High-hit detection. Does not cancel. Only cancels to DM
Close
- cl. A: Elbows the opponents face. Does not chain into other lights. Chains into command moves. Surprisingly it combos into f+A and df+CWill cancel into special moves.
- cl. B: Low kick towards the opponents leg. Does not chain to other lights. Chains and combos into command moves. Cancels into special moves.
- cl. C: Two-hit punch to the opponents midsection. Both hits will chain to command moves and cancel into special moves.
- cl. D: Performs a knee strike. Forces stand on hit. Chains to command moves and cancels into special moves.
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j. CD
Throws
- (Throw description)
- (Throw description)
Command Moves
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
Anywhere
- cr.B, cr.A, df+C, qcb+A (166 DMG)
- cl.D, df+C, qcb+A (200 DMG)
No corner
- st.CD, hcf+D (miss), qcb+A (134 DMG)
Corner only
- st.CD, hcf+D, d~u+C (226 DMG)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)