Difference between revisions of "The King of Fighters '98 UMFE/Terry Bogard"
Latest revision as of 21:35, 5 August 2022
Terry is a mid- to close-range pressure character. At close range, he has access to really nice hitconfirms and blockstrings that allow him to play a fairly safe offensive game. An important part of this is that he has multiple specials that allow him to end strings pretty safely and still be in a good position to poke. In neutral, he has some decent pokes to keep the opponent in check, as well as some special moves he can use to move forward to get into his preferred range. On defense, he has access to a meterless invincible reversal. His weaknesses are a lack of strong mixups, as he does not have an overhead or a command grab, and just generally not having much going for him outside of his pressure capabilities.
Changes from Previous Versions
98 to 98UM
- The activation range of cl.D has been reduced
- st.D's priority has been reduced
- j.D from a full jump now has less downwards priority, meaning that you can no longer use it as an instant overhead on regular crouchers; j.D from a hop still works, though
- hcf+B's damage has been reduced from 9 to 4
- dp+K's second hit now has an increased hitbox size, so it air-to-airs better
- dp+B's second hit's damage has been reduced from 14 to 11
- dp+D's second hit's damage has been reduced from 15 to 13
- Third hit of qcfx2+AC's hitbox has been increased behind it; now all hits of qcfx2+AC connect even at the edge of the screen, though it will drop if used all the way in the corner
98 to 98UMFE
- st.B's damage has been increased from 5 to 6
- dp+C now has 3f extra invincibility
- qcb+D's recovery has been reduced by 3 frames
- qcb+D's hitbox has been extended downwards, it can now hit short crouchers
- hcf+B's damage has been increased from 4 to 8
- hcf+D's damage has been increased from 9 to 12
- dp+D's first hit now launches the opponent higher in the air, on a trade it knocks the opponent up into a juggle state
- qcfx2+BD now has added startup invincibility
- cl.A: A standard cl.A. Whiffs on short crouchers. Chainable and cancelable.
- cl.B: Will hit all crouchers. Cancelable.
- cl.C: Two-hitting cl.C. Good to use in combos as both hits are cancelable, making it easy to confirm from.
- cl.D: Larger activation range than cl.C, but only does 1 hit. Has a lot of active frames, so good as a meaty. Cancelable.
- st.A: Standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable and cancelable.
- st.B: Good far-reaching mid-range poke.
- st.C: Whiffs on low crouchers. Comes out at a nice height for stopping hops.
- st.D: Slow startup and recovery. Long range.
- cr.A: Standard crouching jab. Chainable and cancelable.
- cr.B: Terry's main low confirm option. Chainable.
- cr.C: Fairly fast, nice range. Cancelable on hit, block, and whiff.
- cr.D: A long-range sweep with fairly long startup. Decent for midrange poking when canceled. Cancelable on hit, block, and whiff.
- j.A: Nice priority for air-to-airs. Can also be used as a jump-in.
- j.B: Mostly good as an air-to-air. Whiffs on regular crouchers.
- j.C: Decent jump-in. Can crossup.
- j.D: His most-used jump-in, and a great multi-purpose tool, as it also works as an air-to-air, crossup, and instant overhead (only the hop version) on regular crouchers.
- st.CD: Slow-to-start-up st.CD that has decent range, moves Terry forward slightly, and can avoid low attacks starting from frame 6. Can be cancelled on whiff, block, and hit.
- j.CD: An attack with somewhat slow startup that is angled downward and out, and has a good horizontal hitbox. Great for jump-in pressure, and may also be used as a preemptive air-to-air.
- Regular throw, techable. Terry grabs the opponent then does a hook to the face.
- Regular throw, techable. Terry grabs the opponent, then flips them over his shoulder and onto the ground. Because it causes a reverse knockdown, it can be used to set up a meaty jump-in afterward, whether it's midscreen or in the corner. Switches sides.
- Terry swings his arm forward, hitting the opponent twice.
- A good command normal for Terry, but he only gets most of its use when you want to combo into one of his DM's, most of his special attacks aren't fast enough unless you bypass using the strong normal to combo into it.
- Second hit is free-cancelable.
- Terry does a quick hook, hitting the opponent in the face.
- Another useful command normal, comes out very quick so you have to be fast if you want to cancel. qcb+A in most cases is the best option, as it's fast and relatively safe.
- Cancelable if canceled into.
- Terry punches the ground, sending an energy wave across the screen.
- Great for ground and (in some instances) air control—the hitbox reaches pretty high off the ground, so it can be a reliable anti-air on opponents that like to jump in (but the timing is crucial).
- Knocks the opponent down at close range, but doesn't further out.
- Builds good meter, even more so when it hits.
- Terry does a quick pose, then charge punches towards the opponent. Terry's most basic combo finisher when he doesn't have any meter to spend.
- The A version goes about 40% of the screen while the C version goes fullscreen, neither are safe on block unless spaced to a T.
- Can be used as a makeshift anti-air, or to defeat moves with slow startup/no priority.
- Terry does a one-legged flip, swinging down to hit the opponent on the head. Despite the look of this attack, it is not an overhead and your opponent can guard it crouching.
- It can still be used as a combo finisher, just like qcf+P, but the difference here it doesn't knock down and only the B version is practical because of its fast startup.
- It has surprisingly good vertical range and priority, so it can act as an anti-air.
- Creates a half-juggle state on hit, meaning that you can juggle them when they're going upwards but not when they've started falling down in the air.
- qcb+D gives you frame advantage on block, making it an excellent blocksring and frametrapping move.
- Terry does a flurry of rising kicks launching his opponent into the air, Terry's one and only DP.
- This move is strong and has great priority, has a few good combo options but can also be used to anti-air opponents on a whim.
- C version is invincible into the first few active frames, and thus can be used as a reversal.
- Terry does a leaping punch that knocks the opponent up into the air, and then another punch that knocks them back down again.
- Full startup invincibility, but none on the active frames, meaning that it can trade if used as a reversal.
- D version can be used as an anti-air, as you get a hard knockdown if it lands, but dp+C is a much safer alternative for a bit less reward.
- In a trade situation, the D version will juggle them upwards, allowing for a followup attack.
- Good combo ender after hcf+K, as it gives you plenty of time to set up whatever offense you want.
- Terry slides forward with a shoulder tackle, knocking the opponent into the air.
- B version is safer overall to use, but D version does a bit more damage.
- Terry's main combo confirming tool, as it gives you a juggle chance on hit and is cancelable into other special moves.
- It's also fairly safe on block, making it an excellent blockstring ender for Terry.
- Terry slams the ground, creating a big burst of energy in front of him.
- Good combo ender for Terry, as it combos from most of his routes.
- Has some invincibility, but is pretty slow to be used as a reversal or anti-air except on a read.
- The MAX version creates three big pillars of energy, each one further away from Terry.
High Angle Geyser:
- Does a bit more damage than qcb,db,f+P, but is way harder to combo into, so it's not a DM worth using much.
- qcfx2+D has full startup invincibility, but can trade once the hitbox comes out.
- MAX version does more damage and travels further than the regular version, making it easier to combo into.
- You can shorten the input (21416A) to 2146A or 246A.
- In any meter-using combo, you can replace 236236B with 236236BD or 21416A with 21416AC for more damage if you have the resources.
2B, 2A, 3C, 214A
2Bx1-2, 2A, 3C, 41236B, j.D
- You need to do a regular jump or superjump for j.D to connect.
2Bx1-2, 2A, 3C, 41236D, 623C
- 41236D is canceled into 623C.
(j.X), cl.C, 3C, 214A
(j.X), cl.C, 3C, 41236B, j.D
- You need to do a regular jump or superjump for j.D to connect.
(j.X), cl.C, 3C, 41236D, 623C
- hcf+D is canceled into dp+C.
(j.X), cl.C, 3C, 41236D, 623B
- You can do this combo outside of the corner, but you need a very tight microrun after hcf+D.
2Bx1-2, st.A, 236236B
- You can do this as 2B, 236A, 236B for an easier cancel.
2Bx1-2, 2A, 3C, 21416+A
- It's much easier to do 3C into DM if you remove the down back part after 214, looking something like 3C2146A. This applies to all combos that have this as an ender.
(j.X), cl.C, 236236B
(j.X), cl.C, 3C, 21416+A
With Quick MAX
2B, ABC, cl.C, 3C, 21416A
(j.X), cl.C, 3C, 41236B, ABC, 21416A