Difference between revisions of "The King of Fighters 2002 UM/Terry Bogard"

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==Special Moves==
==Special Moves==
Power Wave - qcf + A
* Projectile which travels along the ground
* dmg 85


'''Power Wave''' - (qcf + A)


Round Wave - qcf + C
* Projectile which travels along the ground at a good speed and has plus frames
* Energy explosion around Terry's fist
* Knocks down upon hitting
* dmg 110


* 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


Burn Knuckle - qcb + A/C
* Terry charges, glowing fist first
* A version travel one third of the screen; C version travels full screen
* A version travel one third of the screen; C version travels full screen
* dmg A: 110; C: 150


* 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)


Quick Burn - dp + A/C
* One close uppercut followed by a long range overhead blow
* One close uppercut followed by a long range overhead blow
* dmg 115
 
* 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
 




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* B version hits twice; D version hits once
* B version hits twice; D version hits once
* dmg B: 105; D: 95
* dmg B: 105; D: 95


==DM==
==DM==

Revision as of 18:56, 8 February 2015

Terry.jpg

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


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