Difference between revisions of "The King of Fighters '94/Terry Bogard/Data"

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(15 intermediate revisions by the same user not shown)
Line 8: Line 8:
| input = cl.A
| input = cl.A
| images = KOF94 Terry clA.png
| images = KOF94 Terry clA.png
| hitboxes =  
| hitboxes = KOF94 Terry clA-Hitbox.png
| damage = 10-12
| damage = 10-12
| counter =  
| counter =  
Line 14: Line 14:
| guard = Mid
| guard = Mid
| cancel = 5A, 2A, SP
| cancel = 5A, 2A, SP
| startup = 6
| startup = 3
| active = 3
| active = 3
| recovery = 5
| recovery = 5
| hitadv = +3
| hitadv = +3
| blockadv = +7
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====cl.B====
====cl.B====
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_clb
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_clb
Line 27: Line 28:
| input = cl.B
| input = cl.B
| images = KOF94 Terry clB.png
| images = KOF94 Terry clB.png
| hitboxes =  
| hitboxes = KOF94 Terry clB-Hitbox.png
| damage = 13-15
| damage = 13-15
| counter =  
| counter =  
Line 33: Line 34:
| guard = Mid
| guard = Mid
| cancel = 5B, 2B, SP
| cancel = 5B, 2B, SP
| startup = 8
| startup = 5
| active = 3
| active = 3
| recovery = 5
| recovery = 5
Line 46: Line 47:
| input = cl.C
| input = cl.C
| images = KOF94 Terry clC.png
| images = KOF94 Terry clC.png
| hitboxes =  
| hitboxes = KOF94 Terry clC-1-Hitbox.png, KOF94 Terry clC-2-Hitbox.png
| damage = 35-42
| damage = 35-42
| counter =  
| counter =  
Line 52: Line 53:
| guard = Mid
| guard = Mid
| cancel = SP
| cancel = SP
| startup = 6
| startup = 3
| active = 2,8
| active = 2,8
| recovery = 15
| recovery = 15
| hitadv = -3
| hitadv = -3
| blockadv = 0
| blockadv = -1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 66: Line 67:
| input = cl.D
| input = cl.D
| images = KOF94 Terry clD.png
| images = KOF94 Terry clD.png
| hitboxes =  
| hitboxes = KOF94 Terry clD-Hitbox.png
| damage = 27-34
| damage = 27-34
| counter =  
| counter =  
Line 72: Line 73:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 10
| startup = 7
| active = 8
| active = 8
| recovery = 15
| recovery = 15
| hitadv = -4
| hitadv = -4
| blockadv = -1
| blockadv = -2
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 87: Line 88:
| input = f.A
| input = f.A
| images = KOF94 Terry fA.png
| images = KOF94 Terry fA.png
| hitboxes =  
| hitboxes = KOF94 Terry fA-Hitbox.png
| damage = 10-12
| damage = 10-12
| counter =  
| counter =  
Line 93: Line 94:
| guard = Mid
| guard = Mid
| cancel = N/A
| cancel = N/A
| startup = 6
| startup = 3
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 107: Line 108:
| input = f.B
| input = f.B
| images = KOF94 Terry fB.png
| images = KOF94 Terry fB.png
| hitboxes =  
| hitboxes = KOF94 Terry fB-Hitbox.png
| damage = 12-15
| damage = 12-15
| counter =  
| counter =  
Line 113: Line 114:
| guard = Mid
| guard = Mid
| cancel = N/A
| cancel = N/A
| startup = 9
| startup = 6
| active = 4
| active = 4
| recovery = 7
| recovery = 7
Line 127: Line 128:
| input = f.C
| input = f.C
| images = KOF94 Terry fC.png
| images = KOF94 Terry fC.png
| hitboxes =  
| hitboxes = KOF94 Terry fC-Hitbox.png
| damage = 25-34
| damage = 25-34
| counter =  
| counter =  
Line 133: Line 134:
| guard = Mid
| guard = Mid
| cancel = N/A
| cancel = N/A
| startup = 9
| startup = 6
| active = 10
| active = 10
| recovery = 17
| recovery = 17
Line 146: Line 147:
| input = f.D
| input = f.D
| images = KOF94 Terry fD.png
| images = KOF94 Terry fD.png
| hitboxes =  
| hitboxes = KOF94 Terry fD-Hitbox.png
| damage = 33-42
| damage = 33-42
| counter =  
| counter =  
Line 152: Line 153:
| guard = Mid
| guard = Mid
| cancel = N/A
| cancel = N/A
| startup = 12
| startup = 9
| active = 8
| active = 8
| recovery = 15
| recovery = 15
| hitadv = -4
| hitadv = -4
| blockadv = -1
| blockadv = -2
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 165: Line 166:
| input = 5CD
| input = 5CD
| images = KOF94 Terry njD.png
| images = KOF94 Terry njD.png
| hitboxes =  
| hitboxes = KOF94 Terry njD-Hitbox.png
| damage = 30-47
| damage = 30-47
| counter =  
| counter =  
Line 171: Line 172:
| guard = Mid
| guard = Mid
| cancel = N/A
| cancel = N/A
| startup = 15
| startup = 12
| active = 8
| active = 8
| recovery = 14
| recovery = 14
Line 186: Line 187:
| input = 2A
| input = 2A
| images = KOF94 Terry 2A.png
| images = KOF94 Terry 2A.png
| hitboxes =  
| hitboxes = KOF94 Terry 2A-Hitbox.png
| damage = 9-12
| damage = 9-12
| counter =  
| counter =  
Line 192: Line 193:
| guard = Mid
| guard = Mid
| cancel = 5A, 2A, SP
| cancel = 5A, 2A, SP
| startup = 6
| startup = 3
| active = 3
| active = 3
| recovery = 4
| recovery = 4
Line 205: Line 206:
| input = 2B
| input = 2B
| images = KOF94 Terry 2B.png
| images = KOF94 Terry 2B.png
| hitboxes =  
| hitboxes = KOF94 Terry 2B-Hitbox.png
| damage = 10-13
| damage = 10-13
| counter =  
| counter =  
Line 211: Line 212:
| guard = Low
| guard = Low
| cancel = 5B, 2B, SP
| cancel = 5B, 2B, SP
| startup = 6
| startup = 3
| active = 3
| active = 3
| recovery = 5
| recovery = 5
| hitadv = +6
| hitadv = +6
| blockadv = +10
| blockadv = +9
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 224: Line 225:
| input = 2C
| input = 2C
| images = KOF94 Terry 2C.png
| images = KOF94 Terry 2C.png
| hitboxes =  
| hitboxes = KOF94 Terry 2C-Hitbox.png
| damage = 32-41
| damage = 32-41
| counter =  
| counter =  
Line 230: Line 231:
| guard = Mid
| guard = Mid
| cancel = N/A
| cancel = N/A
| startup = 8
| startup = 5
| active = 8
| active = 8
| recovery = 15
| recovery = 15
| hitadv = -2
| hitadv = -2
| blockadv = +1
| blockadv = 0
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 244: Line 245:
| input = 2D
| input = 2D
| images = KOF94 Terry 2D.png
| images = KOF94 Terry 2D.png
| hitboxes =  
| hitboxes = KOF94 Terry 2D-Hitbox.png
| damage = 26-41
| damage = 26-41
| counter =  
| counter =  
Line 250: Line 251:
| guard = Low
| guard = Low
| cancel = SP
| cancel = SP
| startup = 10
| startup = 7
| active = 9
| active = 9
| recovery = 15
| recovery = 15
Line 265: Line 266:
| input = j.A
| input = j.A
| images = KOF94 Terry jA.png
| images = KOF94 Terry jA.png
| hitboxes =  
| hitboxes = KOF94 Terry jA-Hitbox.png
| damage = 10-12
| damage = 10-12
| counter =  
| counter =  
Line 271: Line 272:
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 7
| startup = 4
| active = Until landing
| active = Until landing
| recovery = 3 landing
| recovery = 3 landing
Line 284: Line 285:
| input = nj.B
| input = nj.B
| images = KOF94 Terry njB.png
| images = KOF94 Terry njB.png
| hitboxes =  
| hitboxes = KOF94 Terry njB-Hitbox.png
| damage = 12-15
| damage = 12-15
| counter =  
| counter =  
Line 290: Line 291:
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 7
| startup = 4
| active = Until landing
| active = Until landing
| recovery = 3 landing
| recovery = 3 landing
Line 303: Line 304:
| input = j.B
| input = j.B
| images = KOF94 Terry jB.png
| images = KOF94 Terry jB.png
| hitboxes =  
| hitboxes = KOF94 Terry jB-Hitbox.png
| damage = 12-15
| damage = 12-15
| counter =  
| counter =  
Line 309: Line 310:
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 7
| startup = 4
| active = Until landing
| active = Until landing
| recovery = 3 landing
| recovery = 3 landing
Line 322: Line 323:
| input = j.C
| input = j.C
| images = KOF94 Terry jC.png
| images = KOF94 Terry jC.png
| hitboxes =  
| hitboxes = KOF94 Terry jC-Hitbox.png
| damage = 31-40
| damage = 31-40
| counter =  
| counter =  
Line 328: Line 329:
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 9
| startup = 6
| active = 8
| active = 8
| recovery = Until landing + 3
| recovery = Until landing + 3
Line 341: Line 342:
| input = nj.D
| input = nj.D
| images = KOF94 Terry njD.png
| images = KOF94 Terry njD.png
| hitboxes =  
| hitboxes = KOF94 Terry njD-Hitbox.png
| damage = 32-40
| damage = 32-40
| counter =  
| counter =  
Line 347: Line 348:
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 15
| startup = 12
| active = 8  
| active = 8  
| recovery = Until landing + 3
| recovery = Until landing + 3
Line 360: Line 361:
| input = j.D
| input = j.D
| images = KOF94 Terry jB.png
| images = KOF94 Terry jB.png
| hitboxes =  
| hitboxes = KOF94 Terry jD-Hitbox.png
| damage = 31-39
| damage = 31-39
| counter =  
| counter =  
Line 366: Line 367:
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 9
| startup = 6
| active = 8
| active = 8
| recovery = Until landing + 3
| recovery = Until landing + 3
Line 380: Line 381:
| input = j.CD
| input = j.CD
| images = KOF94 Terry njD.png
| images = KOF94 Terry njD.png
| hitboxes =  
| hitboxes = KOF94 Terry njD-Hitbox.png
| damage = 28-40
| damage = 28-40
| counter =  
| counter =  
Line 386: Line 387:
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 9
| startup = 12
| active = 8
| active = 8
| recovery = Until landing + 3
| recovery = Until landing + 3
Line 400: Line 401:
| input = j.CD
| input = j.CD
| images = KOF94 Terry jB.png
| images = KOF94 Terry jB.png
| hitboxes =  
| hitboxes = KOF94 Terry jD-Hitbox.png
| damage = 28-40
| damage = 28-40
| counter =  
| counter =  
Line 406: Line 407:
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 15
| startup = 6
| active = 8  
| active = 8  
| recovery = Until landing + 3
| recovery = Until landing + 3
Line 413: Line 414:
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
===Defensive Attack===
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_defensiveattack
| name    = Defensive Attack
| input    = 6A/B while blocking
| images  = KOF94 Terry DefensiveAttack.png
| hitboxes = KOF94 Terry DefensiveAttack-Hitbox.png
| counter  =
| stun    =
| guard    = Mid
| cancel  = N/A
| startup  = 6
| active  = 15
| recovery = 12
| hitadv  = -3
| blockadv = -1
| invul    =
| display  = 200px
}}
}}


Line 421: Line 441:
| input = 4/6 C/D when close
| input = 4/6 C/D when close
| images = KOF94 Terry Throw.png
| images = KOF94 Terry Throw.png
| hitboxes =  
| hitboxes = KOF94 Terry Throw-Hitbox.png
| damage = 41-49
| damage = 41-49
| counter =  
| counter =  
Line 441: Line 461:
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_236a
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_236a
| name = Power Wave
| name = Power Wave
| input = 236A
| version = 236A
| images = KOF94 Terry 236A.png
| images = KOF94 Terry 236A.png
| hitboxes =  
| hitboxes = KOF94 Terry 236A-Hitbox.png
| damage = 24-32
| damage = 24-32
| counter =  
| counter =  
Line 457: Line 477:
| display  = 200px
| display  = 200px
}}
}}
====236C====
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_236c
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_236c
| name = Power Wave
| name = Power Wave
| input = 236C
| version = 236C
| images = KOF94 Terry 236A.png
| images = KOF94 Terry 236A.png
| hitboxes =  
| hitboxes = KOF94 Terry 236A-Hitbox.png
| damage = 24-32
| damage = 24-32
| counter =  
| counter =  
Line 480: Line 501:
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_214a
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_214a
| name = Burn Knuckle
| name = Burn Knuckle
| input = 214A
| version = 214A
| images = KOF94 Terry 214A.png
| images = KOF94 Terry 214A.png
| hitboxes =  
| hitboxes = KOF94 Terry 214A-Hitbox.png
| damage = 29-47
| damage = 29-47
| counter =  
| counter =  
Line 496: Line 517:
| display  = 200px
| display  = 200px
}}
}}
====214C====
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_214c
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_214c
| name = Burn Knuckle
| name = Burn Knuckle
| input = 214C
| version = 214C
| images = KOF94 Terry 214A.png
| images = KOF94 Terry 214A.png
| hitboxes =  
| hitboxes = KOF94 Terry 214A-Hitbox.png
| damage = 29-47
| damage = 29-47
| counter =  
| counter =  
Line 519: Line 541:
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_[2]8a
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_[2]8a
| name = Rising Tackle
| name = Rising Tackle
| input = [2]8A
| version = [2]8A
| images = KOF94 Terry 28A.png
| images = KOF94 Terry 28A.png
| hitboxes =  
| hitboxes = KOF94 Terry 28A-1-Hitbox.png, KOF94 Terry 28A-2-Hitbox.png, KOF94 Terry 28A-3-Hitbox.png
| damage = 22-37
| damage = 22-37
| counter =  
| counter =  
Line 530: Line 552:
| active = 3(1)2(2)2(2)2
| active = 3(1)2(2)2(2)2
| recovery = 30
| recovery = 30
| hitadv = +53
| hitadv = KD (+53)
| blockadv = -16
| blockadv = -16
| invul = 2-9 full, 10-20 chest and arms
| invul = 2-9 full, 10-20 chest and arms
Line 538: Line 560:
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_[2]8c
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_[2]8c
| name = Rising Tackle
| name = Rising Tackle
| input = [2]8C
| version = [2]8C
| images = KOF94 Terry 28A.png
| images = KOF94 Terry 28A.png
| hitboxes =  
| hitboxes = KOF94 Terry 28A-1-Hitbox.png, KOF94 Terry 28A-2-Hitbox.png, KOF94 Terry 28A-3-Hitbox.png
| damage = 43-60
| damage = 43-60
| counter =  
| counter =  
Line 549: Line 571:
| active = 3(1)2(2)2(2)2(2)2
| active = 3(1)2(2)2(2)2(2)2
| recovery = 33
| recovery = 33
| hitadv = +47
| hitadv = KD (+47)
| blockadv = -22
| blockadv = -22
| invul = 2-10 full, 11-33 chest and arms
| invul = 2-10 full, 11-33 chest and arms
Line 559: Line 581:
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_2147b
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_2147b
| name = Crack Shoot
| name = Crack Shoot
| input = 2147B
| version = 2147B
| images = KOF94 Terry 2147B.png
| images = KOF94 Terry 2147B.png
| hitboxes =  
| hitboxes = KOF94 Terry 2147B-1-Hitbox.png, KOF94 Terry 2147B-2-Hitbox.png, KOF94 Terry 2147B-3-Hitbox.png
| damage = 24-36
| damage = 24-36
| counter =  
| counter =  
Line 578: Line 600:
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_2147d
{{MoveData-KOF94 | character = Terry Bogard | moveId = terry_2147d
| name = Crack Shoot
| name = Crack Shoot
| input = 2147D
| version = 2147D
| images = KOF94 Terry 2147B.png
| images = KOF94 Terry 2147B.png
| hitboxes =  
| hitboxes = KOF94 Terry 2147B-1-Hitbox.png, KOF94 Terry 2147B-2-Hitbox.png, KOF94 Terry 2147B-3-Hitbox.png
| damage = 43-52
| damage = 43-52
| counter =  
| counter =  
Line 601: Line 623:
| input = 21416BC
| input = 21416BC
| images = KOF94 Terry 21416BC.png
| images = KOF94 Terry 21416BC.png
| hitboxes =  
| hitboxes = KOF94 Terry 21416BC-Hitbox.png
| damage = 77-87
| damage = 77-87
| counter =  
| counter =  
Line 610: Line 632:
| active = 32
| active = 32
| recovery = 27
| recovery = 27
| hitadv = +54
| hitadv = KD (+54)
| blockadv = +10
| blockadv = +10
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
 
{{Navbox '94}}
[[Category:The King of Fighters '94]]
[[Category:The King of Fighters '94]]
[[Category:Terry Bogard]]
[[Category:Terry Bogard]]

Latest revision as of 15:48, 5 August 2023

The King of Fighters '94

OverviewStrategyDataCombos

Close Standing Normals

cl.A

Terry Bogard
terry_cla
cl.A
cl.A
Close A
KOF94 Terry clA.pngKOF94 Terry clA-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
10-12Mid5A, 2A, SP335+3+6-


cl.B

Terry Bogard
terry_clb
cl.B
cl.B
Close B
KOF94 Terry clB.pngKOF94 Terry clB-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
13-15Mid5B, 2B, SP535+3+6-


cl.C

Terry Bogard
terry_clc
cl.C
cl.C
Close C
KOF94 Terry clC.pngKOF94 Terry clC-1-Hitbox.png
KOF94 Terry clC-2-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
35-42MidSP32,815-3-1-


cl.D

Terry Bogard
terry_cld
cl.D
cl.D
Close D
KOF94 Terry clD.pngKOF94 Terry clD-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
27-34MidC7815-4-2-


Far Standing Normals

Far A

Terry Bogard
terry_fa
f.A
f.A
Far A
KOF94 Terry fA.pngKOF94 Terry fA-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
10-12MidN/A345+4+7-


Far B

Terry Bogard
terry_fb
f.B
f.B
Far B
KOF94 Terry fB.pngKOF94 Terry fB-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
12-15MidN/A647+1+4-


Far C

Terry Bogard
terry_fc
f.C
f.C
Far C
KOF94 Terry fC.pngKOF94 Terry fC-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
25-34MidN/A61017-7-5-


Far D

Terry Bogard
terry_fd
f.D
f.D
Far D
KOF94 Terry fD.pngKOF94 Terry fD-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33-42MidN/A9815-4-2-


Standing CD

Terry Bogard
terry_cd
5CD
5CD
Standing CD
KOF94 Terry njD.pngKOF94 Terry njD-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30-47MidN/A12814KD (+67)-1-


Crouching Normals

2A

Terry Bogard
terry_2a
2A
2A
Crouching A
KOF94 Terry 2A.pngKOF94 Terry 2A-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
9-12Mid5A, 2A, SP334+4+7-


2B

Terry Bogard
terry_2b
2B
2B
Crouching B
KOF94 Terry 2B.pngKOF94 Terry 2B-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
10-13Low5B, 2B, SP335+6+9-


2C

Terry Bogard
terry_2c
2C
2C
Crouching C
KOF94 Terry 2C.pngKOF94 Terry 2C-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
32-41MidN/A5815-20-


2D

Terry Bogard
terry_2d
2D
2D
Crouching D
KOF94 Terry 2D.pngKOF94 Terry 2D-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
26-41LowSP7915KD (+42)-2-


Jumping Normals

j.A

Terry Bogard
terry_ja
j.A
j.A
Jumping A
KOF94 Terry jA.pngKOF94 Terry jA-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
10-12HighN/A4Until landing3 landing---


nj.B

Terry Bogard
terry_njb
nj.B
nj.B
Neutral Jump B
KOF94 Terry njB.pngKOF94 Terry njB-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
12-15HighN/A4Until landing3 landing---


j.B

Terry Bogard
terry_jb
j.B
j.B
Jumping B
KOF94 Terry jB.pngKOF94 Terry jB-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
12-15HighN/A4Until landing3 landing---


j.C

Terry Bogard
terry_jc
j.C
j.C
Jumping C
KOF94 Terry jC.pngKOF94 Terry jC-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
31-40HighN/A68Until landing + 3---


nj.D

Terry Bogard
terry_njd
nj.D
nj.D
Neutral Jump D
KOF94 Terry njD.pngKOF94 Terry njD-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
32-40HighN/A128Until landing + 3---


j.D

Terry Bogard
terry_jd
j.D
j.D
Jumping D
KOF94 Terry jB.pngKOF94 Terry jD-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
31-39HighN/A68Until landing + 3---


nj.CD

Terry Bogard
terry_njcd
j.CD
j.CD
Neutral Jump CD
KOF94 Terry njD.pngKOF94 Terry njD-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
28-40HighN/A128Until landing + 3KD--


j.CD

Terry Bogard
terry_jcd
j.CD
j.CD
Jumping CD
KOF94 Terry jB.pngKOF94 Terry jD-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
28-40HighN/A68Until landing + 3KD--


Defensive Attack

Terry Bogard
terry_defensiveattack
6A/B while blocking
6A/B while blocking
Defensive Attack
KOF94 Terry DefensiveAttack.pngKOF94 Terry DefensiveAttack-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidN/A61512-3-1-


Throws

Buster Throw

Terry Bogard
terry_throw
4/6 C/D when close
4/6 C/D when close
Buster Throw
KOF94 Terry Throw.pngKOF94 Terry Throw-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
41-49Throw-110KD (+60)N/A-


Specials

Power Wave

236A

Terry Bogard
terry_236a
Power Wave
KOF94 Terry 236A.pngKOF94 Terry 236A-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
24-32MidN/A16Projectile42-5-3-


236C

Terry Bogard
terry_236c
Power Wave
KOF94 Terry 236A.pngKOF94 Terry 236A-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
24-32MidN/A16Projectile50-13-11-


Burn Knuckle

214A

Terry Bogard
terry_214a
Burn Knuckle
KOF94 Terry 214A.pngKOF94 Terry 214A-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
29-47MidN/A141013KD (+75~+84)+2~+1114-23 low crush


214C

Terry Bogard
terry_214c
Burn Knuckle
KOF94 Terry 214A.pngKOF94 Terry 214A-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
29-47MidN/A221913KD (+67~+84)-7~+1122-40 low crush


Rising Tackle

[2]8A

Terry Bogard
terry_[2]8a
Rising Tackle
KOF94 Terry 28A.pngKOF94 Terry 28A-1-Hitbox.png
KOF94 Terry 28A-2-Hitbox.png
KOF94 Terry 28A-3-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
22-37MidN/A83(1)2(2)2(2)230KD (+53)-162-9 full, 10-20 chest and arms


[2]8C

Terry Bogard
terry_[2]8c
Rising Tackle
KOF94 Terry 28A.pngKOF94 Terry 28A-1-Hitbox.png
KOF94 Terry 28A-2-Hitbox.png
KOF94 Terry 28A-3-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
43-60MidN/A83(1)2(2)2(2)2(2)233KD (+47)-222-10 full, 11-33 chest and arms


Crack Shoot

2147B

Terry Bogard
terry_2147b
Crack Shoot
KOF94 Terry 2147B.pngKOF94 Terry 2147B-1-Hitbox.png
KOF94 Terry 2147B-2-Hitbox.png
KOF94 Terry 2147B-3-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
24-36MidN/A125, 2, 517KD (+76~+82)+3~+712-23 low crush


2147D

Terry Bogard
terry_2147d
Crack Shoot
KOF94 Terry 2147B.pngKOF94 Terry 2147B-1-Hitbox.png
KOF94 Terry 2147B-2-Hitbox.png
KOF94 Terry 2147B-3-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
43-52MidN/A125,4,717-2~+8+1~+712-27 low crush


Supers

Power Geyser

Terry Bogard
terry_21416bc
21416BC
21416BC
Power Geyser
KOF94 Terry 21416BC.pngKOF94 Terry 21416BC-Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
77-87MidN/A203227KD (+54)+10-


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