SNK Heroines: Tag Team Frenzy/Terry Bogard

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SNKH Terry Profile.png

Gameplay Overview

Notable Normals: Far H, Dash Attack - Terry’s far H, as is the standard for her in other appearances, is a solid normal for anti air and poking purposes. Good to check people at a distance.

Normal Moves

c.L
c.L
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
5L 30 - - - - - - - 0

??

5LL - - - - - - - - -

??

5LLL - - - - - - - - -

??

c.H
c.H
5H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
70 - - - - - - - -

??

f.L
f.L
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 - - - - - - - -

??

f.H
f.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
70 - - - - - - - 0

??

j.L
j.L
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 - - - - - - - -

??

j.H
j.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
50 - - - - - - - -

??

66H
66H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
80 - - - - - - - -
  • Her Dash Attack, while not as fast as others, isn’t terribly slow, either (faster than Luong’s, but still slower than some others), and reaches out pretty far. This is good for potentially catching a few errant moves, or following up for juggle stuffs.

Universal Mechanics

Forward Throw
Forward Throw
5G
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
100 - - - - Unblockable - - -

??

Back Throw
Back Throw
4G
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
100 - - - - Unblockable - - -

??

Air Throw
Air Throw
j.5G
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
100 - - - - Unblockable SKD - -

??

Assist
Assist
5I
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - - - - -

Requires SP Item.

Special Moves

5S
Power Wave
5S
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 40 - - - - - - -
  • One of the original ground projectiles, this functions exactly as anyone familiar with Terry would expect it to, traveling along the ground for a single hit.
  • As stated in earlier characters’ rundowns, because of the way the projectile works, you can hop over it while doing moves that make you count as being airborne, like Athena’s Far H.\
  • Still, good for a little space control on occasion, so long as you aren’t reckless.
EX 102 - - - - - - - 0
  • The EX Power Wave has slower startup, and is three hits as a tradeoff.
  • Pretty good for locking people down when you can get some offense going.
2S
Rising Tackle
2S
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 120 - - - SKD - - - 1
  • Terry rises while doing an inverted spinning lariat, giving physics the middle finger in the process.
  • This can hit for a max of 5 hits, but is very punishable if it’s blocked or if it whiffs.
  • Notable that it does exactly what an anti-air should, though, giving you invul on startup.
EX 170 - - - SKD - - - -
  • The EX Rising Tackle is a faster, harder hitting, and a slightly higher rising version of the normal Rising Tackle, with the same startup invulnerability to it.
4S
Burning Knuckle
6S
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 100 - - - SKD - SKD - 1
  • Terry rushes forward, fist first, to punch her opponent in the face.
  • This is the equivalent of Terry’s Light Punch Burning Knuckle in standard KOF games.
  • Not much range forward, but recovery’s okay if it’s ranged properly.
EX 120 - - - HKD - HKD - -
  • The EX Burning Knuckle sends the opponent into the wall where they crumple if this hits.
  • The startup is faster, but the recovery on this version is terrible if it’s blocked, so be cautious.
j.S
Crack Shoot
4S
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 3 hits = 110 - - - - - SKD - 1
  • The usual vaulting axe kick that Terry’s always had.
  • As usual, it can take you over low angled moves.
  • By standard, the Crack Shoot CAN hit for three hits, if you can catch it high enough during a juggle or if someone’s airborne, but normally, it will likely hit twice.
  • Regardless, though, if the last hit connects, the opponent gets groundbounced, so you can follow up with more.
EX 800 - - - SKD - SKD - 0
  • The EX Crack Shoot has faster startup and a smaller jump arc while keeping the ability to groundbounce people.
  • It does less damage as an additional tradeoff.

Dream Finish

5D
Power Geyser
5D
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
350 - - - HKD - - - 4
  • Terry charges up before punching the ground, making a Geyser of energy (and random Neo Geo arcade machines!) that knocks the enemy up into the air.
  • Unlike the SP item Geyser, this does NOT OTG.
  • Still good for anti-air stuff, though.
2D
Buster Wolf
2D
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
350 - - - HKD - - - 4
  • Terry’s Buster Wolf is the usual classic, with Terry doing a Burning Knuckle with the OTHER arm before blowing you away with a burst of energy forward.
  • This has a solid measure of invul to it, but is very punishable if blocked or if it whiffs, so don’t be reckless.

Combos

IAD = Instant Air Dash

cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)

far. = Far (i.e, doing a Light or Heavy farther away from the opponent)

xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)

~ = Means you press the next command immediately after (i.e, cl.H~2D)

jc. = Jump Cancel

dj. = Double Jump

walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.

dash = This means to dash to close distance.


Mid-screen, 1000 health

1: j.H, L,L,L~4S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 6S xx 2D (455 damage)

2: j.H, L,L,H, far.H~5S, 66H, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2D (488 damage)

3: j.H, L,L,H, far.H~4S. cl.H, jc, IAD.L, 66H, IAD.H, 66H, 6S xx 2D (510 damage)


Mid-screen, 500 health

1: j.H, L,L,L~4S, 5S, far.H~6S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2S xx 5D (484 damage)

2: j.H, L,L,H, 66H, 4S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 5S, 6S xx 2D (488 damage)

3: j.H, L,L,H, far.H~4S. cl.H, jc, IAD.L. 66H, IAD.H, 66H, 5S, 6S, xx 2D (518 damage)


Opponent in corner, 1000 health

1: j.H, L,L,L~4S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 6S xx 2D (455 damage)

2: j.H, L,L,H, cl.H, jc, IAD.L, 66H, dash, IAD.H, 66H, 6S xx 2D (468 damage)


Opponent in corner, 500 health

1: j.H, L,L,L~4S, 5S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 6S xx 2D (462 damage)

2: j.H, L,L,H, cl.H, jc, IAD.L, 66H, IAD.H, far.H~4S, 5S, 6S xx 2D (496 damage)


Corner-to-Corner, 1000 health

1: L,L,H, 66H, IAD.L, 66H, IAD.H, 66H, cl.H~4S, 2D (457 damage)

2: L,L,H, dash, far.H~4S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 6S xx 2D (488 damage)


Corner-to-Corner, 500 health

1: L,L,H, 66H, dash, far.H~5S, 4S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 6S xx 2D (497 damage)

2: L,L,H, 66H, dash, far.H~4S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 5S, 6S xx 2D (510 damage)

Videos

SNK Heroines - Terry combos by Mikadok

Costumes

SNKH Terry 1.png
SNKH Terry 2.png
SNKH Terry 3.png


External Links

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina