Difference between revisions of "The King of Fighters '98 UMFE/Terry Bogard"

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(Added blowback (CD) move descriptions for Terry)
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[[File:Kof98umfeterrymovelist.png|right|thumb|Command List]]
== Introduction ==
== Introduction ==
Terry is a mid to close range pressure character. At close range he has access to really nice hitconfirms and blockstrings that allows him to play a fairly safe offensive game. A part of this is thanks to his specials that allows him to end strings pretty safely and still be in a good position to poke. In neutral he has some decent pokes to keep the opponent in check and then he has specials moves he can use to move forward to get into his preferred range. On defense he has access to a meterless invul reversal. His weaknesses are a lack of strong mixups as he does not have an overhead or a command grab.


== Changes from previous versions ==
Terry is a mid- to close-range pressure character. At close range, he has access to really nice hitconfirms and blockstrings that allow him to play a fairly safe offensive game. An important part of this is that he has multiple specials that allow him to end strings pretty safely and still be in a good position to poke. In neutral, he has some decent pokes to keep the opponent in check, as well as some special moves he can use to move forward to get into his preferred range. On defense, he has access to a meterless invincible reversal. His weaknesses are a lack of strong mixups, as he does not have an overhead or a command grab, and just generally not having much going for him outside of his pressure capabilities.
 
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* Shorter activation range of cl.D
 
* st.Ds priority reduced
* The activation range of cl.D has been reduced
* full jump j.D has less downwards priority, this means that you can no longer use it to instant overhead on regular height crouchers. Hop D still works for instant overheads though.
 
* st.D's priority has been reduced
 
* j.D from a full jump now has less downwards priority, meaning that you can no longer use it as an instant overhead on regular crouchers; j.D from a hop still works, though


Specials:
Specials:
* hcf+Bs damage got reduced from 9 to 4
 
* dp+Ks second hit got an increased hitbox size, so it air to airs better
* hcf+B's damage has been reduced from 9 to 4
* dp+Bs second hits damage got reduced from 14 to 11
 
* dp+Ks second hit damage got reduced from 15 to 13
* dp+K's second hit now has an increased hitbox size, so it air-to-airs better
 
* dp+B's second hit's damage has been reduced from 14 to 11
 
* dp+D's second hit's damage has been reduced from 15 to 13


Supers:
Supers:
* Third hit of qcfx2+AC got its hitbox increased behind it
 
* now all hits of qcfx2+AC now connects even at the edge of the screen, it will drop if used all the way in the corner though.
* Third hit of qcfx2+AC's hitbox has been increased behind it; now all hits of qcfx2+AC connect even at the edge of the screen, though it will drop if used all the way in the corner


'''98 to 98UMFE'''
'''98 to 98UMFE'''


Normals:
Normals:
* st.B increased damage from 5 to 6 points
 
* st.B's damage has been increased from 5 to 6


Specials:
Specials:
* dp+C has 3f extra invincibility
 
* qcb+Ds recovery reduced by 3 frames
* dp+C now has 3f extra invincibility
* qcb+Ds hitbox extended downwards, it can now hit short crouchers
 
* hcf+Bs damage increased from 4 to 8
* qcb+D's recovery has been reduced by 3 frames
* hcf+Ds damage got increased from 9 to 12
 
* dp+Ds first hit now launches the opponent higher in the air, On a trade it knocks the opponent up into a juggle state.
* qcb+D's hitbox has been extended downwards, it can now hit short crouchers
 
* hcf+B's damage has been increased from 4 to 8
 
* hcf+D's damage has been increased from 9 to 12
 
* dp+D's first hit now launches the opponent higher in the air, on a trade it knocks the opponent up into a juggle state


Supers:
Supers:
* MAX qcfx2+BD got added startup invincibility.
 
* qcfx2+BD now has added startup invincibility
   
   
== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: a standard cl.A. Whiffs on short crouchers. Chainable. Cancelable.
*cl. B: will hit all crouchers. Not chainable. Cancelable.
*cl. C: two hitting cl.C. Good to use in combos as both hits are cancelable making it easy to confirm from. Cancelable.
*cl. D: larger activation range than cl.C but only does 1 hit. Has a lot of active frames so good as a meaty. Cancelable.


'''Stand'''
* cl.A: A standard cl.A. Whiffs on short crouchers. Chainable and cancelable.
*st. A: standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable. Cancelable.
 
*st. B: good far reaching mid range poke. Not chainable. Not cancelable.
* cl.B: Will hit all crouchers. Cancelable.
*st. C: Whiffs on low crouchers. Comes out ata nice height for stopping hops. Not cancelable.
 
*st. D: slow startup and recovery. Long range. Not cancelable.
* cl.C: Two-hitting cl.C. Good to use in combos as both hits are cancelable, making it easy to confirm from.
 
* cl.D: Larger activation range than cl.C, but only does 1 hit. Has a lot of active frames, so good as a meaty. Cancelable.
 
'''Standing'''
 
* st.A: Standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable and cancelable.
 
* st.B: Good far-reaching mid-range poke.
 
* st.C: Whiffs on low crouchers. Comes out at a nice height for stopping hops.
 
* st.D: Slow startup and recovery. Long range.
 
'''Crouching'''
 
* cr.A: Standard crouching jab. Chainable and cancelable.
 
* cr.B: Terry's main low confirm option. Chainable.
 
* cr.C: Fairly fast, nice range. Cancelable on hit, block, and whiff.
 
* cr.D: A long-range sweep with fairly long startup. Decent for midrange poking when canceled. Cancelable on hit, block, and whiff.
 
'''Jumping'''
 
* j.A: Nice priority for air-to-airs. Can also be used as a jump-in.
 
* j.B: Mostly good as an air-to-air. Whiffs on regular crouchers.
 
* j.C: Decent jump-in. Can crossup.
 
* j.D: His most-used jump-in, and a great multi-purpose tool, as it also works as an air-to-air, crossup, and instant overhead (only the hop version) on regular crouchers.


'''Crouch'''
'''CD Normals'''
*cr. A: standard crouching jab. Chainable. Cancelable.
*cr. B: Terry's main low confirm option. Chainable. Not cancelable.
*cr. C: fairly fast, nice range and comboable. Cancelable on whiff and contact.
*cr. D: a long range sweep with fairly long startup. decent for midrange poking when cancelled. Cancelable on whiff and contact.


'''Jump'''
* st.CD: Slow-to-start-up st.CD that has decent range, moves Terry forward slightly, and can avoid low attacks starting from frame 6. Can be cancelled on whiff, block, and hit.
*j. A: nice priority for air to airs. Can also be used as a jumpin.
*j. B: mostly good as an air to air. whiffs on regular crouchers.
*j. C: decent jumpin. Can crossup.
*j. D: his most used jumpin and a great multi purpose tool. its good as an air to air and as a jumpin. It can also crossup and instant overhead(only with hop D) on regular height crouchers.


'''Blowback'''
* j.CD: An attack with somewhat slow startup that is angled downward and out, and has a good horizontal hitbox. Great for jump-in pressure, and may also be used as a preemptive air-to-air.
* st.CD: slow to start-up CD that has decent range, moves Terry forward slightly, and can avoid low attacks starting from frame 6. Can be cancelled on whiff, block, and hit
* j.CD: an attack with somewhat slow start-up that is angled downward and out, and has a good horizontal hitbox. Great for air-to-ground pressure and may also be used as a pre-emptive air-to-air.


== Throws ==
== Throws ==
[[File:Kof98umfeterrymovelist.png|right|thumb|Command List]]
'''Grasping Upper:''' b/f + C (close)
*Terry grabs the opponent then does a left hook punching them in the face.                   
*Can be broken, regular knockdown.


'''Grasping Upper:''' <code>b/f+C (close)</code>
* Regular throw, techable. Terry grabs the opponent then does a hook to the face.
      
      
'''Buster Throw:''' b/f + D (close)
'''Buster Throw:''' <code>b/f+D (close)</code>
*Terry grabs the opponent then flips them over his shoulder and onto the ground, because it causes a reverse knockdown it can be used to set-up a meaty jump-in afterward whether it's middle screen or to the corner.
 
*Can be broken, reverse knockdown.
* Regular throw, techable. Terry grabs the opponent, then flips them over his shoulder and onto the ground. Because it causes a reverse knockdown, it can be used to set up a meaty jump-in afterward, whether it's midscreen or in the corner. Switches sides.


== Command Moves ==
== Command Moves ==


'''Back Knuckle:''' f + A
'''Back Knuckle:''' <code>f+A</code>
* Terry swings his arm forward hitting the opponent twice.


* A good command normal for Terry but it only gets most of it's use when you want to combo into one of his DM's, most of his special attacks aren't fast enough unless you bypassing using the strong normal to combo into it.
* Terry swings his arm forward, hitting the opponent twice.


* Free Cancel-able (2nd hit only)
* A good command normal for Terry, but he only gets most of its use when you want to combo into one of his DM's, most of his special attacks aren't fast enough unless you bypass using the strong normal to combo into it.


* Combos into: Power Charge~Rising Tackle 
* Second hit is free-cancelable.


'''Rising Upper:''' <code>d+C</code>


'''Rising Upper:''' df + C
* Terry does a quick hook, hitting the opponent in the face.  
*Terry does a quick left hook hitting the opponent in the face.  


* Another useful command,comes out very quick so you have to be fast if you want to cancel, light Burn Knuckle in most cases is the best option as it's fast and relatively safe.  
* Another useful command normal, comes out very quick so you have to be fast if you want to cancel. qcb+A in most cases is the best option, as it's fast and relatively safe.  


* Special-cancelable if canceled into.
* Cancelable if canceled into.


* Combos into: light Burn Knuckle/Power Wave/Crack Shoot etc.
== Special Moves ==


== Special Moves ==
'''Power Wave:''' <code>qcf+A/C</code>


'''Power Wave:''' qcf+A/C
* Terry punches the ground, sending an energy wave across the screen.
* Terry punches the ground sending an energy wave across the screen.


* Power Wave is great for ground and (in some instances) air control, the wave goes a good distance in terms of vertical range so it can be a reliable anti-air on opponents that like to jump-in but the timing is crucial.  
* Great for ground and (in some instances) air control—the hitbox reaches pretty high off the ground, so it can be a reliable anti-air on opponents that like to jump in (but the timing is crucial).  


* If you use either version at a distance to hit your opponent they'll get stunned instead of knocked down.  
* Knocks the opponent down at close range, but doesn't further out.


* Builds good meter, even more so when it hits.
* Builds good meter, even more so when it hits.


* Projectile Counter/AA Attack
'''Burning Knuckle:''' <code>qcb+A/C</code>
 


'''Burning Knuckle:''' qcb+A/C
* Terry does a quick pose, then charge punches towards the opponent. Terry's most basic combo finisher when he doesn't have any meter to spend.
* Terry does a quick pose then charge punches towards the opponent, Terry's most basic combo finisher when he doesn't have any meter to spend.


* The most noticeable differences is that the weak version goes about 40% of the screen while the strong variant goes full, neither are safe on block unless spaced to a T, can be used as a make-shift anti-air or to defeat moves with a slow start-up/no priority.  
* The A version goes about 40% of the screen while the C version goes fullscreen, neither are safe on block unless spaced to a T.


* Strong Battery Attack
* Can be used as a makeshift anti-air, or to defeat moves with slow startup/no priority.


'''Crack Shoot:''' <code>qcb+B/D</code>


'''Crack Shoot:''' qcb+B/D
* Terry does a one-legged flip, swinging down to hit the opponent on the head. Despite the look of this attack, it is not an overhead and your opponent can guard it crouching.
* Terry does a one leg flip with his right leg swinging down to hit the opponent on the head. Despite the look of this attack it is not an overhead and your opponent can guard it if they crouch.  


* It can still be used as a combo finisher just like power wave but the difference here it doesn't knockdown and only the weak version is practical because of it's fast start-up.
* It can still be used as a combo finisher, just like qcf+P, but the difference here it doesn't knock down and only the B version is practical because of its fast startup.


* It has surprisingly good vertical range so it can beat out an aerial opponent if they attempt a jump.X.
* It has surprisingly good vertical range and priority, so it can act as an anti-air.


* creates a half juggle state on hit, meaning that you can juggle them when they're going upwards but not when they've started falling down in the air
* Creates a half-juggle state on hit, meaning that you can juggle them when they're going upwards but not when they've started falling down in the air.


* qcb+D gives you frame advantage on block making it an excellent blocksring and frametrapping move.
* qcb+D gives you frame advantage on block, making it an excellent blocksring and frametrapping move.


'''Rising Tackle:''' <code>dp+A/C</code>


'''Rising Tackle:''' dp+A/C
* Terry does a flurry of rising kicks launching his opponent into the air, Terry's one and only DP.
*Terry does a flurry of rising kicks launching his opponent into the air, Terry's one and only dp.


* This move is strong and has great priority, has a few good combo options but can also be used to anti-air opponents on a whim. If you catch them in the corner combo into Power Charge then add the Rising Tackle for extra damage.
* This move is strong and has great priority, has a few good combo options but can also be used to anti-air opponents on a whim.


* C version is invul at the start of the active frames and can b used as a reversal.
* C version is invincible into the first few active frames, and thus can be used as a reversal.


'''Power Dunk:''' dp + B/D
'''Power Dunk:''' <code>dp+B/D</code>


* Terry does a leaping punch that knocks the opponent up into the air and then back down again.
* Terry does a leaping punch that knocks the opponent up into the air, and then another punch that knocks them back down again.


* full startup invul but none on the active frames meaning that it can trade if used as a reversal.
* Full startup invincibility, but none on the active frames, meaning that it can trade if used as a reversal.


* D version can be used as an anti air as you get a hard knockdown if it lands but dp+C is a much safer alternative for a bit less reward.
* D version can be used as an anti-air, as you get a hard knockdown if it lands, but dp+C is a much safer alternative for a bit less reward.


* in a trade situation the D version will juggle them upwards allowing for a followup attack.
* In a trade situation, the D version will juggle them upwards, allowing for a followup attack.


* Good combo ender after a Power Charge as it gives you plenty of time to set up whatever offense you want.
* Good combo ender after hcf+K, as it gives you plenty of time to set up whatever offense you want.


'''Power Charge:''' hcf + B/D
'''Power Charge:''' <code>hcf+B/D</code>


* Terry slides forward with a shoulder tackle knocking the opponent into the air.
* Terry slides forward with a shoulder tackle, knocking the opponent into the air.


* B version is safer overall to use but D version does a bit more damage.  
* B version is safer overall to use, but D version does a bit more damage.  


* Terry's main combo confirming tool as it gives you a juggle chance on hit.
* Terry's main combo confirming tool, as it gives you a juggle chance on hit and is cancelable into other special moves.


* It's also fairly safe on block making it an excellent blockstring ender for Terry.
* It's also fairly safe on block, making it an excellent blockstring ender for Terry.


== Desperation Moves ==
== Desperation Moves ==


'''Power Geyser:''' qcb,db,f + A/C
'''Power Geyser:''' <code>qcb,db,f+A/C</code>


* Terry slams the ground creating a big burst of energy in front of him.
* Terry slams the ground, creating a big burst of energy in front of him.


* Good combo ender for terry as it combos from most of his routes.
* Good combo ender for Terry, as it combos from most of his routes.


* Has some invul but is pretty slow to be used as a reversal or anti air except on a read.
* Has some invincibility, but is pretty slow to be used as a reversal or anti-air except on a read.


* the MAX version creates three big pillars of energy each one further away from terry.
* The MAX version creates three big pillars of energy, each one further away from Terry.


'''High Angle Geyser:''' qcf X 2 + B/D
'''High Angle Geyser:''' <code>qcfx2+B/D</code>


* Does a bit more damage than the Power Geyser but is way harder to combo into so it's not a super worth using much.
* Does a bit more damage than qcb,db,f+P, but is way harder to combo into, so it's not a DM worth using much.


*qcfx2+D has full startup invul but can trade once the hitbox comes out.
* qcfx2+D has full startup invincibility, but can trade once the hitbox comes out.


* MAX version does more damage and travels further than the regular super making it easier to combo into.
* MAX version does more damage and travels further than the regular version, making it easier to combo into.


== Combos ==
== Combos ==
===0 Stock===
 
'''General Notes:'''
 
* You can shorten the input (qcb,db,f+A) to qcb,f+A or d,b,f+A.
 
* In any meter-using combo, you can replace qcfx2+A with qcfx2+AC or qcb,db,f+B with qcb,db,f+BD for more damage if you have the resources.
 
===Meterless===
 
''Low''
''Low''
* cr.B, cr.A, df+C, qcb+A


* cr.Bx1~2, cr.A, df+C, hcf+B, j.D
: <code>cr.B, cr.A, df+C, qcb+A</code>
: -Note: you need to do a regular jump or superjump for hcf+B, j.D to connect


* cr.Bx1~2, cr.A, df+C, hcf+D > dp+C
: <code>cr.Bx1-2, cr.A, df+C, hcf+B, j.D</code>
: -Note: you can cancel hcf+D directly into dp+C on hit
: You need to do a regular jump or superjump for j.D to connect.


''Anywhere''
: <code>cr.Bx1-2, cr.A, df+C, hcf+D, dp+C
* (jump-in), cl.C, df+C, qcb+A
: hcf+D is canceled into dp+C.


* (jump-in), cl.C, df+C, hcf+B, j.D
''Mid/Jump-In''


* (jump-in), cl.C, df+C, hcf+D > dp+C
: <code>(j.X), cl.C, df+C, qcb+A</code>
 
: <code>(j.X), cl.C, df+C, hcf+B, j.D</code>
: You need to do a regular jump or superjump for j.D to connect.
 
: <code>(j.X), cl.C, df+C, hcf+D, dp+C</code>
: hcf+D is canceled into dp+C.


''Corner''
''Corner''
* (jump-in), cl.C, df+C, hcf+D, dp+B
: -Note: You can do this combo outside of the corner, but you need a very tight microdash after hcf+D


===1 Stock===
: <code>(j.X), cl.C, df+C, hcf+D, dp+B</code>
-Note: you can shorten the power geyser input (qcb,db,f+A) to qcb,f+A or d,b,f+A
: You can do this combo outside of the corner, but you need a very tight microrun after hcf+D.
 
===With Meter===


''Low''
''Low''
* cr.Bx1~2, st.A, qcfx2+B
: -Note: you can do this as cr.B, qcf+A, qcf+B for an easier cancel


* cr.Bx1~2, cr.A, df+C, qcb,db,f+A
: <code>cr.Bx1-2, st.A, qcfx2+B</code>
: You can do this as cr.B, qcf+A, qcf+B for an easier cancel.
 
: <code>cr.Bx1-2, cr.A, df+C, qcb,db,f+A</code>


''Anywhere''
''Mid/Jump-In''
* (jump-in), cl.C, qcfx2+B


* (jump-in), cl.C, df+C, qcb,db,f+A
: <code>(j.X), cl.C, qcfx2+B</code>


'''Quick Max'''
: <code>(j.X), cl.C, df+C, qcb,db,f+A</code>
 
===With Quick MAX===


''Low''
''Low''
* cr.B, ABC, cl.C, df+C, qcb,db,f+A


''Anywhere''
: <code>cr.B, ABC, cl.C, df+C, qcb,db,f+A</code>
* (jump-in), cl.C, df+C, hcf+B, ABC, qcb,db,f+A
 
''Mid/Jump-In''


===3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode===
: <code>(j.X), cl.C, df+C, hcf+B, ABC, qcb,db,f+A</code>
* In any 1 stock combo, replace qcfx2+A with qcfx2+AC or qcb,db,f+B with qcb,db,f+BD


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 22:29, 5 January 2022

Command List

Introduction

Terry is a mid- to close-range pressure character. At close range, he has access to really nice hitconfirms and blockstrings that allow him to play a fairly safe offensive game. An important part of this is that he has multiple specials that allow him to end strings pretty safely and still be in a good position to poke. In neutral, he has some decent pokes to keep the opponent in check, as well as some special moves he can use to move forward to get into his preferred range. On defense, he has access to a meterless invincible reversal. His weaknesses are a lack of strong mixups, as he does not have an overhead or a command grab, and just generally not having much going for him outside of his pressure capabilities.

Changes from Previous Versions

98 to 98UM

Normals:

  • The activation range of cl.D has been reduced
  • st.D's priority has been reduced
  • j.D from a full jump now has less downwards priority, meaning that you can no longer use it as an instant overhead on regular crouchers; j.D from a hop still works, though

Specials:

  • hcf+B's damage has been reduced from 9 to 4
  • dp+K's second hit now has an increased hitbox size, so it air-to-airs better
  • dp+B's second hit's damage has been reduced from 14 to 11
  • dp+D's second hit's damage has been reduced from 15 to 13

Supers:

  • Third hit of qcfx2+AC's hitbox has been increased behind it; now all hits of qcfx2+AC connect even at the edge of the screen, though it will drop if used all the way in the corner

98 to 98UMFE

Normals:

  • st.B's damage has been increased from 5 to 6

Specials:

  • dp+C now has 3f extra invincibility
  • qcb+D's recovery has been reduced by 3 frames
  • qcb+D's hitbox has been extended downwards, it can now hit short crouchers
  • hcf+B's damage has been increased from 4 to 8
  • hcf+D's damage has been increased from 9 to 12
  • dp+D's first hit now launches the opponent higher in the air, on a trade it knocks the opponent up into a juggle state

Supers:

  • qcfx2+BD now has added startup invincibility

Normal Moves

Close

  • cl.A: A standard cl.A. Whiffs on short crouchers. Chainable and cancelable.
  • cl.B: Will hit all crouchers. Cancelable.
  • cl.C: Two-hitting cl.C. Good to use in combos as both hits are cancelable, making it easy to confirm from.
  • cl.D: Larger activation range than cl.C, but only does 1 hit. Has a lot of active frames, so good as a meaty. Cancelable.

Standing

  • st.A: Standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable and cancelable.
  • st.B: Good far-reaching mid-range poke.
  • st.C: Whiffs on low crouchers. Comes out at a nice height for stopping hops.
  • st.D: Slow startup and recovery. Long range.

Crouching

  • cr.A: Standard crouching jab. Chainable and cancelable.
  • cr.B: Terry's main low confirm option. Chainable.
  • cr.C: Fairly fast, nice range. Cancelable on hit, block, and whiff.
  • cr.D: A long-range sweep with fairly long startup. Decent for midrange poking when canceled. Cancelable on hit, block, and whiff.

Jumping

  • j.A: Nice priority for air-to-airs. Can also be used as a jump-in.
  • j.B: Mostly good as an air-to-air. Whiffs on regular crouchers.
  • j.C: Decent jump-in. Can crossup.
  • j.D: His most-used jump-in, and a great multi-purpose tool, as it also works as an air-to-air, crossup, and instant overhead (only the hop version) on regular crouchers.

CD Normals

  • st.CD: Slow-to-start-up st.CD that has decent range, moves Terry forward slightly, and can avoid low attacks starting from frame 6. Can be cancelled on whiff, block, and hit.
  • j.CD: An attack with somewhat slow startup that is angled downward and out, and has a good horizontal hitbox. Great for jump-in pressure, and may also be used as a preemptive air-to-air.

Throws

Grasping Upper: b/f+C (close)

  • Regular throw, techable. Terry grabs the opponent then does a hook to the face.

Buster Throw: b/f+D (close)

  • Regular throw, techable. Terry grabs the opponent, then flips them over his shoulder and onto the ground. Because it causes a reverse knockdown, it can be used to set up a meaty jump-in afterward, whether it's midscreen or in the corner. Switches sides.

Command Moves

Back Knuckle: f+A

  • Terry swings his arm forward, hitting the opponent twice.
  • A good command normal for Terry, but he only gets most of its use when you want to combo into one of his DM's, most of his special attacks aren't fast enough unless you bypass using the strong normal to combo into it.
  • Second hit is free-cancelable.

Rising Upper: d+C

  • Terry does a quick hook, hitting the opponent in the face.
  • Another useful command normal, comes out very quick so you have to be fast if you want to cancel. qcb+A in most cases is the best option, as it's fast and relatively safe.
  • Cancelable if canceled into.

Special Moves

Power Wave: qcf+A/C

  • Terry punches the ground, sending an energy wave across the screen.
  • Great for ground and (in some instances) air control—the hitbox reaches pretty high off the ground, so it can be a reliable anti-air on opponents that like to jump in (but the timing is crucial).
  • Knocks the opponent down at close range, but doesn't further out.
  • Builds good meter, even more so when it hits.

Burning Knuckle: qcb+A/C

  • Terry does a quick pose, then charge punches towards the opponent. Terry's most basic combo finisher when he doesn't have any meter to spend.
  • The A version goes about 40% of the screen while the C version goes fullscreen, neither are safe on block unless spaced to a T.
  • Can be used as a makeshift anti-air, or to defeat moves with slow startup/no priority.

Crack Shoot: qcb+B/D

  • Terry does a one-legged flip, swinging down to hit the opponent on the head. Despite the look of this attack, it is not an overhead and your opponent can guard it crouching.
  • It can still be used as a combo finisher, just like qcf+P, but the difference here it doesn't knock down and only the B version is practical because of its fast startup.
  • It has surprisingly good vertical range and priority, so it can act as an anti-air.
  • Creates a half-juggle state on hit, meaning that you can juggle them when they're going upwards but not when they've started falling down in the air.
  • qcb+D gives you frame advantage on block, making it an excellent blocksring and frametrapping move.

Rising Tackle: dp+A/C

  • Terry does a flurry of rising kicks launching his opponent into the air, Terry's one and only DP.
  • This move is strong and has great priority, has a few good combo options but can also be used to anti-air opponents on a whim.
  • C version is invincible into the first few active frames, and thus can be used as a reversal.

Power Dunk: dp+B/D

  • Terry does a leaping punch that knocks the opponent up into the air, and then another punch that knocks them back down again.
  • Full startup invincibility, but none on the active frames, meaning that it can trade if used as a reversal.
  • D version can be used as an anti-air, as you get a hard knockdown if it lands, but dp+C is a much safer alternative for a bit less reward.
  • In a trade situation, the D version will juggle them upwards, allowing for a followup attack.
  • Good combo ender after hcf+K, as it gives you plenty of time to set up whatever offense you want.

Power Charge: hcf+B/D

  • Terry slides forward with a shoulder tackle, knocking the opponent into the air.
  • B version is safer overall to use, but D version does a bit more damage.
  • Terry's main combo confirming tool, as it gives you a juggle chance on hit and is cancelable into other special moves.
  • It's also fairly safe on block, making it an excellent blockstring ender for Terry.

Desperation Moves

Power Geyser: qcb,db,f+A/C

  • Terry slams the ground, creating a big burst of energy in front of him.
  • Good combo ender for Terry, as it combos from most of his routes.
  • Has some invincibility, but is pretty slow to be used as a reversal or anti-air except on a read.
  • The MAX version creates three big pillars of energy, each one further away from Terry.

High Angle Geyser: qcfx2+B/D

  • Does a bit more damage than qcb,db,f+P, but is way harder to combo into, so it's not a DM worth using much.
  • qcfx2+D has full startup invincibility, but can trade once the hitbox comes out.
  • MAX version does more damage and travels further than the regular version, making it easier to combo into.

Combos

General Notes:

  • You can shorten the input (qcb,db,f+A) to qcb,f+A or d,b,f+A.
  • In any meter-using combo, you can replace qcfx2+A with qcfx2+AC or qcb,db,f+B with qcb,db,f+BD for more damage if you have the resources.

Meterless

Low

cr.B, cr.A, df+C, qcb+A
cr.Bx1-2, cr.A, df+C, hcf+B, j.D
You need to do a regular jump or superjump for j.D to connect.
cr.Bx1-2, cr.A, df+C, hcf+D, dp+C
hcf+D is canceled into dp+C.

Mid/Jump-In

(j.X), cl.C, df+C, qcb+A
(j.X), cl.C, df+C, hcf+B, j.D
You need to do a regular jump or superjump for j.D to connect.
(j.X), cl.C, df+C, hcf+D, dp+C
hcf+D is canceled into dp+C.

Corner

(j.X), cl.C, df+C, hcf+D, dp+B
You can do this combo outside of the corner, but you need a very tight microrun after hcf+D.

With Meter

Low

cr.Bx1-2, st.A, qcfx2+B
You can do this as cr.B, qcf+A, qcf+B for an easier cancel.
cr.Bx1-2, cr.A, df+C, qcb,db,f+A

Mid/Jump-In

(j.X), cl.C, qcfx2+B
(j.X), cl.C, df+C, qcb,db,f+A

With Quick MAX

Low

cr.B, ABC, cl.C, df+C, qcb,db,f+A

Mid/Jump-In

(j.X), cl.C, df+C, hcf+B, ABC, qcb,db,f+A

Strategy & Tips

Videos

King of Fighters 98 UM FE: Terry Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro