The King of Fighters XIV/Terry Bogard

From Dream Cancel Wiki

Charaimg terry.png

Contents

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Buster Throw (Forward) - close   /   +   

Buster Throw (Backward) - close   /   +  

Command Normals

Back Knuckle -   +  

Rising Upper -   +  

Special Moves

Power Wave -   +   /   (*)

Burning Knuckle -   +   /   (*)

Crack Shoot -   +   /   (*)

Rising Tackle - charge briefly   then   +   /   (*)

Power Charge -   +   /   (*)

Super Special Moves

Power Geyser -     +   /   (!)

Buster Wolf -     +   /   (!)

Climax Super Special Moves

Star Dunk Volcano -     +    

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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

Far A

Jabs forward with outer arm. High hit-detection. Only cancels into DM. Does not chain.

Far 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.

Far C

Terry does a painful-looking straight punch. Does not cancel into anything other than DM.

Far D

Terry performs a high angle side kick. High-hit detection. Does not cancel. Only cancels to DM

Close

Close A

Close B

Close C

Close D

Crouching

Crouching A

Crouching B

Crouching C

Crouching D

Jumping

Jump A

Jump B

Jump C

Jump D

Blowback

Stand CD

Jumping 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

  • (place combo here) = (place damage amount here)

(place combo description here)

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)

Misc

Videos

External Links