Welcome to my faq concerning Terry Bogard. With this guide I try to
help you
to get even more out of this classic character, who is very strong
in KoF´98,
but not scrubby like in KoF´97. The interesting thing in KoF´98
is that you
can choose between two versions of Terry: the normal one, where he
has all
the moves from KoF´97, and the so-called RB2 version where he
has all the
moves he has in, you guess it, Real Bout 2, what means that he has
his new
special attack, the Fire Kick, but only one DM.
This guide is only about the normal version of Terry, also known as
´97
Terry.
--------------
I admit it....
--------------
...I´m cheating. No, not really. But this guide is based on my
RB2Terry guide
that I´ve released a month before this one.
At the first look both guides are identical, but they aren´t.
The problem is
that the RB2Terry and the normal Terry have differences in every point,
and
these little differences result in different movelists, combos, strategy
and
a more extensive miscellaneous section. Impossible to put this all
into one
guide without ending in confusion of the me and the reader.
I hope you understand that it is necessary to make two guides about
Terry. I
haven´t seen any guide about an other alternate character so
far, we´ll see
how other people will manage this problem. I think they´ll go
the same way
like I do.
----------
Mail me!!!
----------
If you have any suggestions, corrections or something
to contribute feel free
to e-mail me at [email protected]. Of course you will be credited.
Well, to make a long story
short, I am a Terry player as long I can think.
Na, not this long, but since I play fighting games. Everything started
as I
bought a Super Nintendo with StreetFighter 2 Turbo. For a videogame
it had a
depth that I´ve never encountered before. So I started to buy
more fighting
games, beginning with Art of Fighting, then Fatal Fury 2 and World
Heroes. I
realized that there is a better way to play these games then on the
SNES: on
a Neo Geo. But it was way to expensive, but one day I´ve played
Art of
Fighting 2 at an arcade, and my only though was: I WANT A NEO GEO!!!
In the
january of ´95 I finally had enough money to buy one, of course
with Art of
Fighting 2. After that Fatal Fury Special, and I started to buy the
most new
Neo Geo fighting game carts that were released. Now I own, besides
others,
all Fatal Fury, Art of Fighting and King of Fighters carts. My favorites
are
the FF and AoF games, I see KoF only as addition to these two series,
but
don´t get me wrong, the KoF series is also one of the best fighting
game
series ever, but in my opinion not so unique like FF and AoF. The KoF
games
match the lack of uniqueness with its depth, they have without a doubt
the
highest replay-value in the genre of the one-on-one fighting games.
In all FF and KoF games Terry was my favorite character. Why? Hard to
explain. Maybe because he was in many games the best...no, I think
I like him
cause he´s not so complicated. I don´t like it when I have
to practice too
much. He is in my opinion a very interesting character, he is more
a normal
guy that you could meet one day, not like many fighting game characters
who
are cops,gangsterbosses, psychopaths, murderers and so on.
Some months ago I bought my computer and started to write some guides,
a bit
more work but also more fun than I thought. I´m not finished
yet, much more
to come.
More games with Terry, Andy and Joe will come...Real Bout Fatal Fury
64 is
already announced, I look forward to it, and King of Fighters´99
will come
for sure.
Have fun
The author
He is together with his younger brother Andy and his good old friend
Joe the
icon of the Fatal Fury series, which means these three guys are for
the FF
series what Ryu and Ken are for Street Fighter and Haohmaru and Genjuro
for
Samurai Shodown.
He participated in all seven Fatal Fury and five King of Fighters games
that
were released so far. In the first FF he revenged his father Jeff who
was
killed by the underworld ruler Geese Howard. Terry kicked him down
a
skyscraper, so in Fatal Fury 2 Geese was not in the game cause it was
thought
he was dead. But in Fatal Fury Special he returned. To make it short,
Geese
resurrected two times, cause in Real Bout Fatal Fury he was knocked
down the
Geese Tower again.
Anyway, Terry, Andy and Joe received invitations to every King of Fighters
Tournament. They entered every time after fun-loving Joe persuaded
Andy and
Terry. It is rumored that Terry is a couple with Blue Mary.
Terry was in many games he participated in one of the best, but in KoF´98
he
is in my opinion very balanced. If you compare him with KoF´97
he has been
tuned down ALOT. While the RB2 version has some better combos the normal
version is easier to play, cause his anti-air move Rising Tackle doesn´t
need to be charged and he has an additional DM/SDM.
I prefer the RB2 version, cause his Fire Kick is in my opinion a very
cool
looking move which can also be followed up with a Rising Tackle after
some
practice, what makes him more damaging. I recommend to experiment with
both
versions, then you can decide which one is better for you.
-------------------------------------------
If Terry is my favorite character, who the
hell am I and what the heck am I doing?
-------------------------------------------
- You are easy-combo addicted. Played too much Killer Instinct, eh?
- You are a Fatal Fury freak.
- You seem to have no problem with ghosts or undead people, cause you
are
fighting at least once a year against one.
- You don´t walk to the other side of the street, you jump or
roll.
- You can´t await the next Fatal Fury game but you want to beat
more
opponents with Terry.
- Every second word you say is "okay!".
- Your favorite animals are little monkeys.
-------------------------------------------------------------------
If Terry is not my favorite character, why should I use him either?
-------------------------------------------------------------------
- As Robert said "Guys with the cooler hair always win".
- It´s the 12th game he appears in. No one except Terry, Andy
and Joe have
trained so intensively, so he simply MUST be the best.
- He is extremely easy to play. What, you are a Iori player? You think
Iori
is easy to play? Then give it a shot with Terry. Even an idiot like
Iori
could play Terry.
----------------------------------------------------------
Why should I prefer the normal Terry, not the RB2 Version?
----------------------------------------------------------
- You´ve played so much Real Bout 2 that you think it is time
to use the
High-Angle Geyser.
- You´ve played Real Bout Special alot and want to use your favorite
combos
in KoF´98. Can you say Power Charge followed by a Power Dunk?
- Sometimes you love it to be a bit scrubby. Power Charge, Power Charge,
Power Charge!!!
- Your start button doesn´t work properly. :)
----------
Some Notes
----------
- This guide is for people who have some experiences with KoF´98
or ´97. If
you are a beginner or want general information about KoF you should
take
a look into the various beginner faqs or into a movelist which can
be found
at www.gamefaqs.com.
- I only use the advanced mode. I see no advantage in the extra mode,
cause
Terry is a combo-character and with the forward hop in the extra mode
it
is hard to get close to the opponent. He also builds his power gauge
fast
enough up in the advanced mode cause he is a character who needs to
attack
all the time and uses special moves as often it is possible.
Drop me an e-mail if you have tips for the extra mode.
---------
Shortcuts
---------
A list of the shortcuts for directions and moves that are used in this guide:
up - up (you expected that, right?)
dwn - down
fwd - forward
bkw - backward
qcf - quarter circle forward (dwn, dwnfwd, fwd)
qcb - quarter circle backward (dwn, dwnbkw, bkw)
hcf - half circle forward (bkw, bkwdwn, dwn, dwnfwd, fwd)
hcb - half circle backward (fwd, fwddwn, dwn, dwnbkw, bwd)
dp - dragon punch motion (fwd, dwn, dwnfwd)
A - A button, light punch
B - B button, light kick
C - C button, heavy punch
D - D button, heavy kick
/ - if, for example, A/C is indicated, push the A or the C button
x2 - do this motion two times
======== "Didn´t even get a chance to use the
Movelist old "Power Geyser"".-Fatal Fury 3
========
<<Throws>>
Grasping Upper : near opponent, fwd + C (throws the opponent forward)
Buster Throw : near opponent, fwd + D (throws the opponent into the
redirection)
<<Command Attacks>>
Elbow Smash : fwd + A
Upper : dwnfwd + C
<<Special Attacks>>
Power Wave : qcf + A/C
Burning Knuckle : qcb + A/C
Rising Tackle : dp + A/C
Crack Shoot : qcb + B/D
Power Dunk : dp + B/D
Power Charge : hcf + B/D
<<DM/SDM>>
Power Geyser (DM),
Triple Geyser (SDM) : qcb, bkwdn, fwd + A/C
High-Angle Geyser : qcf x2 + B/D
==========================================
Detailed explanation of the standard moves
==========================================
Standing A, far:
A light, fast jab. Not very useful.
Rating: **
Standing B, far:
Has a range which is more than twice than the standing A. Good for
poking.
Rating: ***
Standing C, far:
A straight strong punch. Rather useless.
Rating: **
Standing D, far:
Terry moves a bit forward while performing a straight kick. The range
is a
bit longer than the standing B, but it´s very slow. Don´t
use it.
Rating: *
Standing CD:
A roundhouse kick with a VERY long range, but very slow. Looks damn
cool.
Rating: ***
Standing A, close:
A fast elbow punch. If you push the button fast you can create little
chain
combos.
Rating: ****
Standing B, close:
A fast knee kick, you can also chaincombo with it, but better use the
A cause
it´s even a bit
faster.
Rating: ***
Standing C, close:
Terry does a punch which hits two times. It´s devastating. In
my opinion it
is the best standard move in the whole game, cause it makes high damage
and
is extremely easy comboable with his special moves and his DMs/SDMs.
After it
you can even make the combo longer by adding the uppercut or the elbow
smash.
But more on that later.
Rating: ****** (I know, the highest rating is 5, but this move is a
real
killer and stands above every other move in the game.)
Standing D, close:
A kick which hits the opponent once. Also easy to cancel like the standing
C,
but it´s a bit weaker and not so easy to combo if you do a jump-in.
Rating: ****
Crouching A:
A very fast jab. Very good against opponents who roll all the time.
While
doing it you also charge the Rising Tackle.
Rating: *****
Crouching B:
A fast low kick. Slower than the crouching A, but the range is a bit
longer.
Rating: ***
Crouching C:
A straight heavy punch. Only useful if you want to combo it with a
Rising
Tackle.
Rating: ***
Crouching D:
Terry does a footsweep. Not the best in the game, but who can play
without a
sweep?
Rating: ****
Jumping A:
Useful if the opponent also jumps and uses a C or D. Against the most
opponents your A will connect.
Rating: ***
Jumping B: Basically the same like with the jumping A, but has a longer
range.
Rating: ****
Jumping C:
Terry´s best move if you want to make a jump-in combo. Use it
when you think
that you nearly land on your enemy or make a crossover. Don´t
use it against
jumping opponents, A or B are in this situation more likely to hit.
Rating: ****
Jumping D:
It´s the same like with the jumping C, but use it when you think
that you
land before the opponent.
Rating: ***
Jumping CD:
Timing is needed and knocks the enemy down. Hard to connect, better
use C or
D to start a combo.
Rating: **
===========================================
Datailed explanation of the command attacks
===========================================
Elbow Smash:
A spinning punch where his elbow hits two times.
Comboable after: - Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
Rating: *** - Standing close D
- Crouching C
Upper:
An uppercut from a crouching position.
Comboable after: - Standing far A
- Standing close A
Rating: **** - Standing close B
- Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
- Standing close D
- Crouching A
- Crouching C
=========================================
Detailed explanation of the special moves
=========================================
(Moves where no other attacks are indicated are not comboable)
Power Wave:
Terry pounces the ground and a energy wave comes out which runs forward
on
the ground. If it goes through the opponent it knocks him down, if
the Power
Wave reaches him he/she will be hit but not knocked down. Useful against
turtles and in various combos. Also useful after you´ve knocked
the opponent
down, make it hit the enemy after he/she stands up. If he/she blocks
it it
will also make some damage.
Differences between light and heavy:
light - Comes out faster, covers the half screen.
Comboable after: - Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
Rating: *** - Standing close D
- Crouching C
- Elbow Smash
- Upper
heavy - Covers about 90% of the screen, so if the opponent stands at
the
edge of the screen the Power Wave will not reach him.
Rating: ***
-----------------------------------------------------------------------------
Burning Knuckle:
One of Terry´s hands glows and he flies forward though the screen.
The heavy
version is useful to surprise an opponent who is on other edge of the
screen.
Enter it alternately with the Power Wave, cause if the enemy has blocked
the
Power Wave and want to attack after it he will be hit by the Burning
Knuckle.
Differences between light and heavy:
light - starts faster, the range covers about the half screen.
Comboable after: - Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
Rating: **** - Standing close D
- Crouching C
- Elbow Smash
- Upper
heavy - starts slower but is stronger. Covers the whole screen.
Rating: ***
-----------------------------------------------------------------------------
Rising Tackle:
Terry jumps vertically into the air, with his feet first. Good anti-air
move
if the opponent is right above you. Excellent autoguard, counters nearly
all
special moves.
Differences between light and heavy:
light - Terry jumps not so high, so if the Rising Tackle is guarded
he is not
so open for attacks like in the heavy version. 5 hits.
Comboable after: - Standing far A
- Standing close A
Rating: *** - Standing close B
- Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
- Standing close D
- Crouching A
- Crouching C
- Elbow Smash
- Upper
heavy - Stronger, hits 7 times. The opponent has enough time to prepare
for
a good combo if it is guarded.
Comboable after: - Standing far A
- Standing close A
Rating: ***** - Standing close B
- Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
- Standing close D
- Crouching A
- Crouching C
- Elbow Smash
- Upper
-----------------------------------------------------------------------------
Crack Shoot:
Terry hops forward while swinging a leg. Excellent if the opponent
jumps
toward you.
Differences between light and heavy:
light: - Faster than the heavy version but not so strong. Terry jumps
shorter. Up to 3 hits both in the air/on the ground.
Comboable after: - Standing close A
- Standing close B
Rating: ** - Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
- Standing close D
- Crouching A
- Crouching C
- Elbow Smash
- Upper
heavy - Has a better range in the air, but useless on the ground. Up
to 3
hits in the air, only 2 hits on the ground.
Rating: **
-----------------------------------------------------------------------------
Power Dunk:
Terry hits with his knee, launches the enemy into the air and punches
him
back to the ground. If the knee hits the 2nd hit is guaranteed. Only
useful
in combos, cause the range is very small, and it is not an anti-air
move,
despite of the fact it may looks like one.
Differences between light and heavy:
light: A bit faster, but weaker. 2 hits.
Comboable after: - Standing far A
- Standing close A
Rating: * - Standing close B
- Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
- Standing close D
- Crouching A
- Crouching C
- Elbow Smash
- Upper
heavy: A bit stronger and Terry jumps higher. Also 2 hits
Comboable after: - Standing close A
- Standing close B
Rating: ** - Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
- Standing close D
- Crouching A
- Crouching C
- Elbow Smash, only in the corner
- Upper
-----------------------------------------------------------------------------
Power Charge:
Terry slides forward and rams the opponent with his shoulder. It lauches
the
enemy into the air if it hits.
Differences between light and heavy:
light: Starts a bit faster.
Comboable after: - Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
Rating: ** - Standing close D
- Crouching C
- Elbow Smash
- Upper
Follow the light Power Charge up with a heavy Power Dunk, a light will
not
hit.
heavy: Starts a bit slower.
Comboable after: - Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
Rating: ** - Standing close D
- Crouching C
- Elbow Smash
- Upper
The heavy Power Charge can be followed up with a light Power Dunk.
-----------------------------------------------------------------------------
Power Geyser (DM)/Triple Geyser(SDM):
Terry does the same animation like with the Power Wave, but one big
energy
column comes out when doing the Power Geyser, three when doing a Triple
Geyser. When you´ve entered the move Terry is invincible for
a moment. Use
this advantage if the opponent is jumping at you or shoots a projectile
near
you. There are no differences between the light and heavy versions.
Comboable after: - Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
Rating: **** - Standing close D, very hard to combo
- Crouching C
- Elbow Smash
- Upper
-----------------------------------------------------------------------------
High-Angle Geyser:
Terry does some kind of a Power Charge followed by a jumping uppercut
which
launches the opponent into the air and finishes with a Power Geyser.
The High-Angle Geyser has a very high priority, so use it against opponents
who attack all the time. It counters all standard moves easily .
Has also no differences between the light and heavy versions.
Comboable after: - Standing close C, after the 1st hit
- Standing close C, after the 2nd hit
Rating: **** - Standing close D
- Crouching C
- Elbow Smash
- Upper
_____________________________________________________________________________
================== "You had guts, kid, now clean them up off
Recommended combos the pavement." The King of Fighters´95
==================
As the subject says here are some recommended combos. Terry has much
more,
but here are his best. In the move sections are enough infos that you
can
make your own combinations, the ones that I wrote down here are in
my
opinion his best cause they make the most damage. If you are a Terry
beginner
it is recommended that you learn these first.
These combos are easy to use during battles, I left out combos that
can only
be pulled off if you play KoF´98 12 hours a day.
Notes: All of the mentioned combos can also be started with a jumping
C or D,
which adds 1 hit and about 5-10% damage to the combo.
* is the easiest while ***** is the hardest. Terry´s combos are
easy in
general, so don´t overestimate you if you pull off the *****
combos without
problems! :)
Standard combos:
- Standing close C (2 hits), light Power Charge, heavy Power Dunk
total hits: 5 total damage: about 35%
Skill rating: **
- Standing close C, heavy Rising Tackle
total hits: 9 total damage: about 25%
Skill rating: *
- Standing C (2 hits), heavy Power Dunk
total hits: 4 total damage: about 30%
Skill rating: *
DM/SDM combos:
- Standing close C (2 hits), Power Geyser (DM) or Triple Geyser (SDM)
total hits: DM 3/SDM 5 total damage: DM about 40%, SDM about 55%
Skill rating: *
- Standing close C (2 hits), Upper, Power Geyser (DM) or Triple Geyser
(SDM)
total hits: DM 4/SDM 6 total damage: DM about 45%, SDM about 65%
Skill rating: ***
- Standing close C (2 hits), High-Angle Geyser (DM or SDM)
total hits: DM 7/SDM 12 total damage: DM about 40%, SDM about 65%
Skill rating: *
- Standing close C (2 hits), Upper, High-Angle Geyser (DM or SDM)
total hits DM 6/SDM 13 total damage: DM about 50%, SDM about 75%
Skill rating: *****
======== "You´ve improved all right, but I still
Strategy won easy!"-The King of Fighters´95
========
Well, Terry is a character who is very easy to play. I´m sure
you know that,
so I just write down how I play. If you play different, no problem,
have it
your way.
Again, throw me an e-mail if you have additions or better solutions.
----------
In general
----------
First, one important thing: if possible, combo, combo, combo!!! Terry
is the
character with the easiest combos in the whole game. His standing close
C,
which hits 2 times but can also be cancelled after the 1st hit, is
a very
good combo starter. It can be followed up by his DMs/SDMs, the most
of his
special moves and the two command attacks.
-------------------------------
If you´re close to the opponent
-------------------------------
Combo. If you´re playing against a good opponent or turtle who
guards all the
time attack, attack, attack! He/she will surely make a mistake after
some
time. If the opponent tries to hit you enter the Rising Tackle, it
will
counter all standard moves and the most special attacks. The both DM/SDMs
are
very useful if the opponent is close to you. Use the Power/Triple Geyser
if
the enemy jumps and the High-Angle Geyser in the same situations like
the
Rising Tackle. It has a very high priority and will destroy all attempts
of
he enemy to attack you.
---------------------------------------------------
If you´re in a half-screen distance to the opponent
---------------------------------------------------
For Terry the half-screen distance is more defensive than the close
and
full-screen distances. If the opponent jumps at you enter the Rising
Tackle
or the Crack Shoot. On the ground the best move is in my opinion the
Power
Charge. You can easily use one light Power Charge after another, but
stay
calm or the enemy will counter with an uppercut-style move or, even
more
fatal, with a DM/SDM. Don´t overuse the Power Charge against
human opponents,
if you do you will be considered as "scrubby". And who wants to be
a scrub?
If you want to poke use the B, D, or CD, but don´t risk too much.
If the
opponent runs towards you try to start a combo with the standing C
or enter
a light Burning Knuckle. Both are very likely to hit, cause if the
enemy runs
towards you he/she usually wants to start a combo. You can also interrupt
his/her try with a sweep or a fast tapping of the A or B button (standing
or
crouching).
-------------------------------------------------
If you´re in full-screen distance to the opponent
-------------------------------------------------
In the full-screen distance only two move are needed: the Power Wave
and the
heavy Burning Knuckle. As you know, the heavy Burning Knuckle covers
the
whole screen, so it can easily surprise the enemy. Just jump back to
the edge
of the screen and do the Burning Knuckle. There is a big chance that
it hits
the opponent while he/she teases, prepares a move or charges(extra-mode
only). If you hit the enemy jump back again and shoot a Power Wave.
Try to
make a timing that it connects with the opponent after he/she stands
up. Of
course he/she will block it, but make sure to enter a Burning Knuckle
fast
after the Power Wave and both moves will connect fast after another.
So if
the Power Wave was guarded the most opponents will try to make a move,
but
will be hit by the heavy Burning Knuckle.
If the Burning Knuckle is blocked you should add a light Power Charge,
cause
Terry is far away from the enemy compared to other moves if it is guarded,
and the light Power Charge starts very fast and will interrupt the
opponent´s
attempt to come closer and start a combo. If the enemy does a hyper
jump from
the other edge of the screen just make a heavy Crack Shoot.
_____________________________________________________________________________
-------------
Miscellaneous
-------------
Winning quote: "Say what? It´s no fluke. This is why I´m
here every year".
Winning pose with the A-button: He turns, throws his cap away and yells
"okay!".
B-button: Terry dusts off his pants with his hat, says
quite "hmph!".
C-button: Terry tosses his cap upwards and yells
"alright!".
D-button: He adjusts his hat, then looks up and grins.
Pre-fight poses:
1st round: Terry has his cap in a pocket and puts the cap onto his head.
2nd/3rd round: Terry fixes his hat, then gestures "Hey, come on, come
on.".
Special pre-fight poses:
vs. Mary: Terry has his hat on backwards and gives thumbs up sign.
vs. Andy: Terry folds his arms and bows(the same like Andy)
Color palette:
A button: red vest and blue pants. Yup, it´s the classic one.
B button: blue vest and light blue pants.
C button: dark red vest and green pants.
D Button: dark green vest and black pants.
-----------------------------------------------------------------------------
What I left out intentionally
-----------------------------------------------------------------------------
- Chain combos, cause they are in my opinion useless and too hard to
do. If
you want some, take a look into a combo faq.
-----------------------------------------------------------------------------
What is missing/will be added
-----------------------------------------------------------------------------
- Strategy for particular cpu opponents
- More detailed descriptions of the standard moves
- Maybe a revision of the strategy section
- More and better recommended combos
-----------------------------------------------------------------------------
ACKNOWLEDGEMENTS:
I wish to express all my thanks to:
You, the reader
Simple, just to thank all of you for reading my FAQ and having confidence
in me.
I hope this guide is useful to you guys and gals who play kof, any mistakes I have made? Or anything I should add? Please feel free to mail me Anyway, thanks for your time, hope this FAQ helps, Maybe you guys think this FAQ is too simple right? Hahaa, I am...erm...a bit lazy, pls pardon me, and want me to add anything else? Please tell me. Ok, Till then, when I update my FAQ. Anyway, this is my first faq. How is it for a first-timer? Pls send me your comments.
Yours sincerely,
Ally