Difference between revisions of "XV Broken/Terry Bogard"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Terry Profile.png| | <section begin="image"/>[[File:KOFXV Terry Profile.png|thumb|After their adopted father and martial arts master Jeff Bogard was cruelly assassinated by crime lord Geese Howard, Terry and his brother Andy Bogard set off on a mission for revenge where they would travel the world learning various fighting styles. Terry’s bright personality and acts of kindness solidified him in the eyes of children on the streets as a sort of hero.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
== | ==Gameplay Summary== | ||
''Fatal Fury'''s legendary Hungry Wolf, Terry Bogard, is not one to miss out on a King of Fighters tournament, and he always comes back a bit different from the last. In The King of Fighters XV, Terry bears a close resemblance to his '98 iteration, featuring an all-motion input moveset (dropping the charge motion for his DP), but more important than that is how strong Terry is this time around. In this game, Terry finally has access to his Power Dunk (623K) leaping punch again, the heavy variant being armored so he can muscle through zoning attempts. Terry's light Power Charge (426B) is also cancellable into Rising Tackle (623P) or Power Dunk, leading to high damage combos or okizeme. | |||
Terry also has an assortment of specials that are safe on block, such as his '''EX''' Power Wave (236AC), a long-range Burning Knuckle (214P), his heavy Power Charge (426D), and his Crack Shoot (214B/D), which ranges from -2 to -1 on block, allowing him to launch a frightening offense that can obliterate guard meter. | |||
Terry isn't without his flaws, of course. As his nickname may imply, Terry isn't at his strongest unless he has plenty of meter to burn. His only overhead is locked behind EX, so he has no way to initiate a highly-damaging combo with an overhead, not to mention without meter. And while many of Terry's standing normals have a lot of range, they're all only super cancellable, so he'll need 2 bars to do any real damage with them. For these reasons, Terry is typically placed in the mid or anchor position, where he has the meter to initiate combos that do plenty of damage to both the opponent's life bar and their guard meter. | |||
If you're new to KOF, know Terry from his variety of other appearances, or want to deal big damage and make a comeback, Terry is a great choice for you. | |||
{{StrengthsAndWeaknesses | |||
| intro = '''''{{SUBPAGENAME}} is a versatile and simple character who spends meter for big damage.''''' | |||
| pros= | |||
* '''Easy''': Terry is very easy to understand and versatile, making him great for any team. He has a large toolkit, easy confirms off of heavies, and relatively simple inputs. His basic BnB combos can be learnt in seconds. | |||
* '''Exceptional Metered Damage''': Both of Terry's supers deal fantastic damage, especially the MAX versions. Even better, both of his supers are designed to be used in conjunction with each other and easily flow into his Climax, meaning Terry can threaten a massive meter dump off of any hit. Terry has such high damage potential with meter that he can ToD off of an anti-air DP. | |||
* '''Large and Safe Toolset''': Terry has it all- a fireball, a DP, an EX overhead, two screen-crossing moves and an armored lunge for beating projectiles. Best of all, many of his tools are surprisingly safe on block when done at a distance, such as 214C. Terry can also spend meter to make himself plus in many scenarios, such as 236AC. | |||
* '''Great Metered Offense''': Due to his incredible guard damage with EX Power Wave coupled with his relative safety, Terry can establish a terrifying offense game that can quickly turn into unavoidable guardbreak setups against opponents lacking meter or the reactions for the situation. While he relies heavily on meter to keep his offense strong, there's few things as frightening or common as a well-stocked Anchor Terry. | |||
| cons= | |||
* '''Starved for Meter''': Terry needs meter for his biggest damage potential and safest pressure. While Terry has many uses for his meterless tools, he really shines with easy access to EX and supers. He also tends not to build much meter back either, making it difficult to accrue his stock back once he's blown it. | |||
* '''Meterless Mixup''': Can struggle to effectively open up opponents without meter, lacking meterless overheads and only one low he can combo from, meaning smart use of shorthops is very important. | |||
* '''Awkward Light Confirms''': Terry can struggle comboing from lights if he doesn't have Quick Max available. His specials that can combo from lights has short range, so Terry otherwise has to resort to use 3C from lights, which also has short range. | |||
}} | |||
==Movelist== | ==Movelist== | ||
Line 61: | Line 74: | ||
| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
Light<br/> | |||
Light (harder)<br/> | |||
Heavy<br/> | |||
| | | | ||
2B > 2A > 3C > 214A = 183 dmg<br/> | |||
2B > 2A > 3C > 426B > 623C = 250 dmg<br/> | |||
c.C > 6A > 426B > 623C = 290 dmg<br/> | |||
|- | |||
| '''0.5 Meter''' | |||
| | |||
Light<br/> | |||
Heavy<br/> | |||
| | |||
2B > 2A > 3C > 426BD, 41236B > 623C = 311 dmg<br/> | |||
c.C > 6A > 426BD, 41236B > 623C = 351 dmg<br/> | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
Light confirm <br/> | |||
Light confirm <br/> | |||
Heavy <br/> | |||
Corner <br/> | |||
| | | | ||
( = dmg<br/> | 2B > 2B > 5B > 236236B = 246 dmg (easier input: 2B > 2B > 236B > 236B)<br/> | ||
2B > 2A > 3C > 214A > 236236B = 335 dmg<br/> | |||
Close C > 6A > 426BD, 623BD, 426B > 623C = 428 dmg<br/> | |||
[starter] > 426BD, 236A, 623BD, 426B > 623C = 415 light/464 heavy dmg<br/> | |||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
| | | | ||
Light confirm quick max (1st/2nd character)<br/> | |||
Light confirm quick max (3rd character)<br/> | |||
Anywhere (easy)<br/> | |||
Corner<br/> | |||
| | |||
2B > 2B > 5B > BC, c.D > 6A > 426BD, 426B > 623C > 2141236C = 426 dmg <br/> | |||
2B > 2B > 5B > BC, c.D > 6A > 426BD, 623BD, 426B > 623C > Power Geyser = 479 dmg <br/> | |||
[starter] > 214A > 2141236AC = 463 light/516 heavy dmg (easier input: [starter] > 214A > 236AC)<br/> | |||
[starter] > 426BD, 236A, 623BD, 426B > 623C > 2141236C = 511 light/570 heavy dmg<br/> | |||
|- | |||
| '''3 Meters''' | |||
| | |||
Light confirm quick max (1st character)<br/> | |||
Light confirm quick max (2nd/3rd character)<br/> | |||
Anywhere (easy)<br/> | |||
| | |||
2B > 2B > 5B > BC, c.D > 6A > 426BD, 214A > 2141236CD = 547 dmg <br/> | |||
2B > 2B > 5B > BC, c.D > 6A > 214A, 236236B > 2141236CD = 613 dmg <br/> | |||
[starter] > 214A > 236236B > 2141236AC = 596 light/658 heavy dmg<br/> | |||
|- | |||
| '''4 Meters''' | |||
| | |||
Light confirm quick max<br/> | |||
Anywhere (easy)<br/> | |||
100% raw max<br/> | |||
| | | | ||
2B > 2B > 5B > BC, c.D > 6A > 214A, 236236BD > 2141236CD = 710 dmg <br/> | |||
[starter] > 214A > 236236B > 2141236CD = 672 light/738 heavy dmg<br/> | |||
BC, c.C > 6A > 214A > 2141236A > 236236BD > 2141236BD = 1045 dmg<br/> | |||
|- | |- | ||
|} | |} | ||
Line 91: | Line 142: | ||
|moveId=terry_sta | |moveId=terry_sta | ||
|description= | |description= | ||
* | * Quick anti-air button. | ||
}} | }} | ||
====Far B==== | ====Far B==== | ||
Line 97: | Line 148: | ||
|moveId=terry_stb | |moveId=terry_stb | ||
|description= | |description= | ||
* | * Excellent range and speed makes for a situational punisher into Max Mode activation. | ||
}} | }} | ||
====Far C==== | ====Far C==== | ||
Line 103: | Line 154: | ||
|moveId=terry_stc | |moveId=terry_stc | ||
|description= | |description= | ||
* | * Non-duckable high poke. | ||
}} | }} | ||
====Far D==== | ====Far D==== | ||
Line 109: | Line 160: | ||
|moveId=terry_std | |moveId=terry_std | ||
|description= | |description= | ||
* | * Massive high poke. Limited use as a pre-emptive hop stopper when you're too close for a safe Burn Knuckle. | ||
* Duckable. | |||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
Line 118: | Line 169: | ||
|moveId=terry_cla | |moveId=terry_cla | ||
|description= | |description= | ||
* | * Generic close jab. His only normal that is plus on block. | ||
}} | }} | ||
====Close B==== | ====Close B==== | ||
Line 124: | Line 175: | ||
|moveId=terry_clb | |moveId=terry_clb | ||
|description= | |description= | ||
* | * This is a low that does more damage than a 2B. It's not chainable but can cancel into 3C for a confirm. | ||
}} | }} | ||
Line 131: | Line 182: | ||
|moveId=terry_clc | |moveId=terry_clc | ||
|description= | |description= | ||
* | * 2 hits for very easy confirms. | ||
}} | }} | ||
Line 138: | Line 189: | ||
|moveId=terry_cld | |moveId=terry_cld | ||
|description= | |description= | ||
* | * Higher damage starter but a little slower than close C. | ||
* Forces stand. | |||
}} | }} | ||
Line 146: | Line 198: | ||
|moveId=terry_cra | |moveId=terry_cra | ||
|description= | |description= | ||
* | * Generic crouch jab. | ||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
Line 152: | Line 204: | ||
|moveId=terry_crb | |moveId=terry_crb | ||
|description= | |description= | ||
* | * Rapid fire low kick. Great for confirms into Super / Max Mode. Range is a little shorter than the animation implies so chain into far B for Quick Max confirms. | ||
}} | }} | ||
====Crouch C==== | ====Crouch C==== | ||
Line 158: | Line 210: | ||
|moveId=terry_crc | |moveId=terry_crc | ||
|description= | |description= | ||
* | * Cancelable poke. | ||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
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|moveId=terry_crd | |moveId=terry_crd | ||
|description= | |description= | ||
* | * Massive cancelable sweep. | ||
* Decent anti-air. | |||
}} | }} | ||
Line 177: | Line 230: | ||
====Neutral Jump A==== | ====Neutral Jump A==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=terry_h8a,terry_j8a | ||
|name=jump A | |name=jump A | ||
|input=j.8A | |input=j.8A | ||
|description2=* Placeholder | |description2=* Placeholder | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 187: | Line 241: | ||
|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* | |description2=* Anti-air. | ||
}} | }} | ||
====Neutral Jump B==== | ====Neutral Jump B==== | ||
Line 194: | Line 248: | ||
|name=Neutral Jump B | |name=Neutral Jump B | ||
|input=j.8B | |input=j.8B | ||
|description2=* | |description2=* Anti-air. | ||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
Line 201: | Line 255: | ||
|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=* | |description2=* Easily gets low-profiled under. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
Line 208: | Line 262: | ||
|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2=* | |description2=* Long and deep hitting. | ||
* Crossup. | |||
}} | }} | ||
Line 223: | Line 271: | ||
|moveId=terry_cd | |moveId=terry_cd | ||
|description= | |description= | ||
* | * Massive cancelable poke. | ||
* Low invulnerable. | |||
}} | }} | ||
Line 230: | Line 279: | ||
|moveId=terry_236cd | |moveId=terry_236cd | ||
|description= | |description= | ||
* | *One of the easiest to land Shatter Strikes in the game due to its massive range. | ||
}} | }} | ||
Line 238: | Line 287: | ||
|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2=* | |description2=* Massive air poke. | ||
}} | |||
==Rush Moves== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=terry_rush1,terry_rush2 | |||
|name=rush | |||
|input=cl.AA/c.AAX | |||
|description2=* Goes into A Burning Knuckle, (MAX) Buster Wolf or Climax respectively. A Burning Knuckle is unsafe even when at rush combo's max range. | |||
}} | }} | ||
Line 245: | Line 302: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=terry_cthrow | |moveId=terry_cthrow | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|description=* | |description=* Great knockdown. Just hold forward-jump to get a safejump vs 4 frame reversals. | ||
}} | }} | ||
===Buster Throw (Backward)=== | ===Buster Throw (Backward)=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=terry_dthrow | |moveId=terry_dthrow | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description=* | |description=* Great knockdown. Just hold forward-jump to get a safejump vs 4 frame reversals. | ||
}} | }} | ||
Line 263: | Line 319: | ||
|description= | |description= | ||
* Data in [] indicates when the move is canceled into. | * Data in [] indicates when the move is canceled into. | ||
* Extender for his heavy strings. | |||
}} | }} | ||
Line 269: | Line 326: | ||
|moveId=terry_3c | |moveId=terry_3c | ||
|description= | |description= | ||
* | * High reaching anti-air. Cancelable for possible combo conversions after counter hitting hops. | ||
* Can combo from close lights and lows, e.g. 2B > 2A > 3C. | |||
}} | }} | ||
Line 278: | Line 336: | ||
|name=Power Wave | |name=Power Wave | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|description3=* | |description3=* Ground traveling projectile. A goes slow, C goes fast. | ||
* EX version is hits multiple times, is very plus on block, and can be confirmed into Buster Wolf whenever it hits. | |||
Terry's signature ground-traveling projectile. Although it may not be as useful for space control as an aerial projectile, this move still has its uses. When performed from st.CD, any variant of this move can connect into Buster Wolf. | |||
}} | }} | ||
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|name=Burning Knuckle | |name=Burning Knuckle | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|description3=* | |description3=* Forward moving attack. Can be easily punished on block. | ||
* Light version combos, heavy version does not. | |||
* EX version reaches from fullscreen and hard knocks down. | |||
Terry's classic forward-advancing special. Light version is your main combo tool, and can be easily connected into his Power Geyser super. The heavy version, while dealing more damage and leading to a hard knockdown, has long startup and is noticeably unsafe on block when close, so it must be used from further. The EX version takes the best of both options and combines it into a single, fast, hard-hitting move, while having the most range as well. This also means it is often times the most punishable, but it can also be the most advantageous when spaced well. | |||
All versions are plus on block when spaced at the tip. When using this move in neutral, in general: Light for midrange, heavy for longer ranges, and EX for even longer ranges/chip. | |||
}} | }} | ||
===Crack Shoot === | ===Crack Shoot === | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 293: | Line 361: | ||
|name=Crack Shoot | |name=Crack Shoot | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|description3=* | |description3= | ||
* D version can hit jumping opponents up to 3 times. | |||
* EX version is Terry's only overhead. For an EX overhead it's a bit slow and it's punishable on block. It does go over lows unlike some other overheads which can be useful. | |||
Terry's other forward-advancing special. While not combo useful, as it deals low damage and cannot cancel into any supers, it has its characteristics that make it useful. With the lowest frame disadvantage on block out of all his special moves and a high vertical hitbox, this move is useful as a blockstring ender or as an anti-air that can corner the opponent. | |||
}} | }} | ||
===Rising Tackle === | ===Rising Tackle === | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 300: | Line 373: | ||
|name=Rising Tackle | |name=Rising Tackle | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|description3=* | |description3=* Reversal/anti-air. | ||
* A version is invulnerable to air-attacks. | |||
* C & EX versions have full invulnerability. | |||
The reversal DP, a staple part of any poster boy's toolkit. While having been a charge move in some past entries like XIII and XIV, in XV, Rising Tackle returns as a DP and thus is much easier to use when playing Terry. All versions make good use as reversals or combo enders. Most important, though, is that this move can still easily connect into Power Geyser. | |||
}} | }} | ||
===Power Charge === | ===Power Charge === | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 307: | Line 385: | ||
|name=Power Charge | |name=Power Charge | ||
|input=41236B/D/BD | |input=41236B/D/BD | ||
|description3=* | |description3= | ||
*B version is a combo extender that cancels into either 623P or 623K on hit or block. | |||
** 623A followup is not worth using. | |||
** 623B followup deals more damage along with nice oki. | |||
** 623C followup deals more damage than 623B and can be super cancelled into Power Geyser for very high 1 to 1.5 bar damage. Usually the best option. | |||
** 623D followup deals the best meterless damage but only works in the corner. It also loses damage if 623BD was used earlier in the combo. | |||
*D version is very slow but can easily be made plus on block from blockstrings, to extend pressure. It also does a ton of guard damage. | |||
*EX crumples, making it a another good combo extender. | |||
}} | }} | ||
===Power Dunk === | ===Power Dunk === | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 314: | Line 401: | ||
|name=Power Dunk | |name=Power Dunk | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|description3=* | |description3= | ||
* Used for combos or jumping over fireballs. | |||
* This move hits before leaving the ground and again on the way down. NOT on the way up. | |||
* D version has some autoguard, though not on start-up. Good for armoring through projectiles. | |||
* EX version hits opponents laying on the ground after a hard knockdown (a.k.a. OTG). | |||
}} | }} | ||
Line 323: | Line 414: | ||
|name=Power Geyser | |name=Power Geyser | ||
|input=2141236A/C/AC | |input=2141236A/C/AC | ||
|description3=* | |description3=* Fully invincible projectile super that doesn't go very far. | ||
* Too slow to reliably work as a reversal, but can be tricky to punish. | |||
}} | }} | ||
===Buster Wolf=== | ===Buster Wolf=== | ||
Line 330: | Line 422: | ||
|name=Buster Wolf | |name=Buster Wolf | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|description3=* | |description3=* Super that goes near full screen in the blink of an eye. | ||
* MAX version has projectile invulnerability and goes full screen (the invul only covers half of that distance). | |||
}} | }} | ||
==Climax Super Special Moves== | ==Climax Super Special Moves== | ||
===Stardust Ignition=== | ===Stardust Ignition=== | ||
Line 339: | Line 433: | ||
|input=2141236CD | |input=2141236CD | ||
|description= | |description= | ||
* | * Short tackle with invincibility. Roughly the same range as a light Burn Knuckle. | ||
}} | }} | ||
Revision as of 15:32, 29 November 2022
Gameplay Summary
Fatal Fury's legendary Hungry Wolf, Terry Bogard, is not one to miss out on a King of Fighters tournament, and he always comes back a bit different from the last. In The King of Fighters XV, Terry bears a close resemblance to his '98 iteration, featuring an all-motion input moveset (dropping the charge motion for his DP), but more important than that is how strong Terry is this time around. In this game, Terry finally has access to his Power Dunk (623K) leaping punch again, the heavy variant being armored so he can muscle through zoning attempts. Terry's light Power Charge (426B) is also cancellable into Rising Tackle (623P) or Power Dunk, leading to high damage combos or okizeme.
Terry also has an assortment of specials that are safe on block, such as his EX Power Wave (236AC), a long-range Burning Knuckle (214P), his heavy Power Charge (426D), and his Crack Shoot (214B/D), which ranges from -2 to -1 on block, allowing him to launch a frightening offense that can obliterate guard meter.
Terry isn't without his flaws, of course. As his nickname may imply, Terry isn't at his strongest unless he has plenty of meter to burn. His only overhead is locked behind EX, so he has no way to initiate a highly-damaging combo with an overhead, not to mention without meter. And while many of Terry's standing normals have a lot of range, they're all only super cancellable, so he'll need 2 bars to do any real damage with them. For these reasons, Terry is typically placed in the mid or anchor position, where he has the meter to initiate combos that do plenty of damage to both the opponent's life bar and their guard meter.
If you're new to KOF, know Terry from his variety of other appearances, or want to deal big damage and make a comeback, Terry is a great choice for you.
Terry Bogard is a versatile and simple character who spends meter for big damage. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Light |
2B > 2A > 3C > 214A = 183 dmg |
0.5 Meter |
Light |
2B > 2A > 3C > 426BD, 41236B > 623C = 311 dmg |
1 Meter |
Light confirm |
2B > 2B > 5B > 236236B = 246 dmg (easier input: 2B > 2B > 236B > 236B) |
2 Meters |
Light confirm quick max (1st/2nd character) |
2B > 2B > 5B > BC, c.D > 6A > 426BD, 426B > 623C > 2141236C = 426 dmg |
3 Meters |
Light confirm quick max (1st character) |
2B > 2B > 5B > BC, c.D > 6A > 426BD, 214A > 2141236CD = 547 dmg |
4 Meters |
Light confirm quick max |
2B > 2B > 5B > BC, c.D > 6A > 214A, 236236BD > 2141236CD = 710 dmg |
Normals
Far Standing Normals
Far A
stand A
A
A |
---|
Far B
stand B
B
B |
---|
Far C
stand C
C
C |
---|
Far D
stand D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
---|
Crouch B
crouch B
cr.B
cr.B |
---|
Crouch C
crouch C
cr.C
cr.C |
---|
Crouch D
crouch D
cr.D
cr.D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Neutral Jump A
jump A
j.8A
j.8A |
---|
Jump B
jump B
j.B
j.B |
---|
Neutral Jump B
Neutral Jump B
j.8B
j.8B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Buster Throw (Forward)
Buster Throw (Forward)
(close) 4/6C
(close) 4/6C |
---|
Buster Throw (Backward)
Buster Throw (Backward)
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Back Knuckle
Back Knuckle
6A
6A |
---|
Rising Upper
Rising Upper
3C
3C |
---|
Special Moves
Power Wave
Power Wave
236A/C/AC
236A/C/AC |
---|
Burning Knuckle
Burning Knuckle
214A/C/AC
214A/C/AC |
---|
Crack Shoot
Crack Shoot
214B/D/BD
214B/D/BD |
---|
Rising Tackle
Rising Tackle
623A/C/AC
623A/C/AC |
---|
Power Charge
Power Charge
41236B/D/BD
41236B/D/BD |
---|
Power Dunk
Power Dunk
623B/D/BD
623B/D/BD |
---|
Super Special Moves
Power Geyser
Power Geyser
2141236A/C/AC
2141236A/C/AC |
---|
Buster Wolf
Buster Wolf
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Stardust Ignition
Stardust Ignition
2141236CD
2141236CD |
---|