The King of Fighters XIII/Terry Bogard

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File:Terry.png


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

Far Normals 8.png

st. A - A quick jab. Useful against hyper hops and can be comboed into Back Knuckle (f+A).

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


st. B - A side kick with good reach. Can be chained from his crouching B. And can be comboed into weak crackshoot, Buster Wolf or EX Power Geyser

- Cancel-able

- Hit Detection: High

- Damage: 30


st. C - A straight punch with good range and good speed. Great poke. Also note it's unique cancel properties.

- Cancel-able, DMs only

- Hit Detection: High

- Damage: 80


st. D - Terry leans back, twisting slightly, and kicks forward. (Animation resembles the last hit of his 'Fire Kick' move from Real Bout, although without the flame effects of course.) Better reach than his far C, but a bit slower.

- Hit Detection: High

- Damage: 70


Close normals 8.png

cl. C - A close-range punch that hits twice. Very fast and combos easily. Five stars!

- Cancel-able

- Hit Detection: High

- Damage: 70


cl. D - Terry delivers a kick aimed at his opponent's face. Not as strong as close C, and only hits once. However, it can be used for combos and is actually preferable for longer (particularly HD) combos due to less damage scaling.

- Cancel-able

- Hit Detection: High

- Damage: 70

Crouching

Crouch Normals 8.png

cr. A - A crouching jab. Can combo into his Rising Upper (df+C).

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


cr. B - A quick, crouching kick (surprise, surprise). Can be chained into standing B or crouching A.

- Chain/Cancel-able

- Hit Detection: Low

- Damage: 30


cr. C - A crouching version of his far C. Less damaging, but can be canceled into anything.

- Cancel-able

- Hit Detection: High

- Damage: 70


cr. D - A crouching kicks that knocks down standing opponents. Long reach.

- Whiff/Cancel-able

- Hit Detection: Low

- Damage: 80

Jumping

Jump Normals 8.png

j. A - A quick, downward punch. Meh.

- Hit Detection: Mid

- Damage: 45(40)


j. B - A forward kick, great for air-to-air.

- Hit Detection: Mid

- Damage: 45(40)


j. C - A strong punch aimed downward. Good for jump-ins.

- Hit Detection: Mid

- Damage: 72(70)


j. D - A strong kick aimed downward. Good for jump-ins and cross-ups.

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

CD 8.png

CD - A shoulder charge.

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


J.CD 8.png

j. CD - Looks like an aerial version of Terry's close D.

- Hit Detection: High

- Damage: 90(80)


GCCD 8.png

GCCD - For some reason, it's the same animation as his close D.

- Hit Detection: High

- Damage: 10

Throw

Buster Throw.png

Buster Throw = (b/f+C/D) - Terry grabs his opponent and throws them to the ground.

- Can be broken

- Hit Detection: Throw

- Damage: 100

Command Moves

Rising Upper.png

Rising Upper = (df+C) - An uppercut with good vertical reach. Nice anti-air, and great in combos. Can be combo'd into from close C/D and crouching A. Common follow-ups are: Power Wave, weak Burn Knuckle and either DM.

- Cancel-able

- Hit Detection: High

- Damage: 60


Back Knuckle.png

Back Knuckle = (f+A) - Terry spins around and hits the opponent with the back of his knuckle, hence the name. Great reach and good damage, but slow to come out. Useful on wake-up. Can be combo'd into from standing A.

- Hit Detection: High

- Damage: 80

Special Moves

Power Wave.png

qcf + A/C = Power Wave (EX)


Burn Knuckle.png

qcb + A/C = Burn Knuckle (EX)


Crack Shoot.png

qcb + B/D = Crack Shoot (EX)


Rising Tackle.png

(charge) d, u + B/D = Rising Tackle (EX)

Desperation Moves

Power Geyser.png

qcb, hcf + A/C = Power Geyser (EX)


Buster Wolf.png

qcf x2 + B/D = Buster Wolf (EX)

Neomax

Trinity Geyser.png

qcf x2 + AC = Trinity Geyser

Combos

Miscellaneous

Character Sprite

File:Terry sprite.gif

Colors

Colors 9.png

Other

Taunt 9.png

Taunt

Other Animations 9.png

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose