Difference between revisions of "The King of Fighters XV/Terry Bogard"
Franck Frost (talk | contribs) (Created page with "{{CharNavbox_XV}} <section begin="image"/>thumb|After their adopted father and martial arts master Jeff Bogard was cruelly assassinated by crime lord Geese Howard, Terry and his brother Andy Bogard set off on a mission for revenge where they would travel the world learning various fighting styles. Terry’s bright personality and acts of kindness solidified him in the eyes of children on the streets as a sort of hero.<section end="image"/...") |
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Terry Profile.png|thumb|After their adopted father and martial arts master Jeff Bogard was cruelly assassinated by crime lord Geese Howard, Terry and his brother Andy Bogard set off on a mission for revenge where they would travel the world learning various fighting styles. Terry’s bright personality and acts of kindness solidified him in the eyes of children on the streets as a sort of hero.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Terry Profile.png|thumb|After their adopted father and martial arts master Jeff Bogard was cruelly assassinated by crime lord Geese Howard, Terry and his brother Andy Bogard set off on a mission for revenge where they would travel the world learning various fighting styles. Terry’s bright personality and acts of kindness solidified him in the eyes of children on the streets as a sort of hero. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 41f | |||
<br>'''Forward/Back Hop:''' 33f | |||
<br>'''Neutral Hop:''' 32f | |||
<br>'''Backdash:''' 21f | |||
<br>'''Run Speed Ranking:''' 5 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Gameplay Summary== | ==Gameplay Summary== | ||
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* '''Meterless Mixup''': Can struggle to effectively open up opponents without meter, lacking meterless overheads and only one low he can combo from, meaning smart use of shorthops is very important. | * '''Meterless Mixup''': Can struggle to effectively open up opponents without meter, lacking meterless overheads and only one low he can combo from, meaning smart use of shorthops is very important. | ||
* '''Awkward Light Confirms''': Canceling into Terry's specials from lights (besides Power Dunk and Rising Tackle) requires canceling into Rising Upper (3C), as his specials otherwise start up too slowly to cancel from lights. This means that Terry requires more spatial awareness than other characters. | * '''Awkward Light Confirms''': Canceling into Terry's specials from lights (besides Power Dunk and Rising Tackle) requires canceling into Rising Upper (3C), as his specials otherwise start up too slowly to cancel from lights. This means that Terry requires more spatial awareness than other characters. | ||
* '''No Cancelable Far Standing Normals:''' | * '''No Cancelable Far Standing Normals:''' None of Terry's far standing normals have any cancelability beyond super cancels, which limits their use to basic pokes. | ||
}} | }} | ||
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|moveId=terry_stb | |moveId=terry_stb | ||
|description= | |description= | ||
* | * Very good range and decently fast, making it one of Terry's best pokes. | ||
* Can be chained/combo'd into from crouching light attacks. With quick max available, chaining into Far B gives Terry a lot of range for his low confirms. | |||
* Cannot be cancelled into command normals or specials, but can be cancelled into Buster Wolf for a cheaper low confirm that works from further away. (5B > 236236B can be inputted as 236B > 236B) | |||
}} | }} | ||
====Far C==== | ====Far C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=terry_stc | |moveId=terry_stc | ||
|description= | |description= | ||
* | * Mainly used pre-emptively to anti-air hops | ||
Not as much range as 5D, but 5C is faster and doesn't whiff on crouchers. | |||
}} | }} | ||
====Far D==== | ====Far D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description= | |description= | ||
* Massive high poke. Limited use as a pre-emptive hop stopper when you're too close for a safe Burn Knuckle. | * Massive high poke. Limited use as a pre-emptive hop stopper when you're too close for a safe Burn Knuckle. | ||
* | * Whiffs on crouchers at range. | ||
* Shifts Terry forward slightly if pressed again before recovery ends. | |||
* With available meter, Far D becomes a dangerous quick max option due to its huge range and low damage scaling from being a heavy attack. Learning to hit confirm this attack into quick max is valuable for Terry. | |||
Has a noticeably large amount of range that also makes it very easy for Terry to stuff hops. Whiffs on crouchers around Terry's ankle. | |||
}} | }} | ||
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|moveId=terry_cla | |moveId=terry_cla | ||
|description= | |description= | ||
* Generic close jab. | * Generic close jab. | ||
* Terry's most advantageous normal that is fully cancelable. | |||
}} | }} | ||
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|moveId=terry_clb | |moveId=terry_clb | ||
|description= | |description= | ||
* | * Can be linked into from cr.B up close | ||
Terry's fastest low that is fully cancelable, but has miniscule activation range, which makes it somewhat harder to pull off in combos. | |||
}} | }} | ||
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|description= | |description= | ||
* 2 hits for very easy confirms. | * 2 hits for very easy confirms. | ||
}} | }} | ||
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|moveId=terry_crc | |moveId=terry_crc | ||
|description= | |description= | ||
Cancelable poke and main whiff punish tool. Will whiff into 6A around Terry's fist, so try to use it at closer ranges. | |||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2=* | |description2= | ||
* Tied with j.B for being Terry's fastest jump attack | |||
* Can be used as an air-to-air, but j.B is preferred as that has better range and more active frames. | |||
}} | }} | ||
====Neutral Jump A==== | ====Neutral Jump A==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* | |description2= | ||
* Great air-to-air: fast, good horizontal range, and has a good amount of active frames. | |||
* You can stick this out early during a forward hop to pre-emptively check jumps | |||
* This move whiffs completely on crouching opponents, so be mindful about the spacing when using this move so you don't whiff in front of your opponent and eat a 2B punish. | |||
}} | }} | ||
====Neutral Jump B==== | ====Neutral Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Neutral Jump B | |name=Neutral Jump B | ||
|input=j.8B | |input=j.8B | ||
|description2=* | |description2=* Air-to-air. Can be used in a similar way as regular j.B. | ||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=j.D | |input=j.D | ||
|description2=* Long and deep hitting. | |description2=* Long and deep hitting. | ||
* | * Great at crossing up opponents from a full jump or superjump. One of Terry's main mix-up options at midscreen | ||
* Note: j.D from a hop or hyperhop will not cross up most crouching opponents (except really large crouchers such as Antonov or Rugal), so be careful not to accidentally hop over your opponent during your pressure, | |||
}} | }} | ||
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|moveId=terry_cd | |moveId=terry_cd | ||
|description= | |description= | ||
* Low invulnerable (5-30f) | |||
* Low invulnerable. | |||
A jumping kick with massive forward movement and low invulnerability, comparable to Guile's 6MK. CD can be spaced out to be up to +2 on block—in fact, all of his grounded CD attacks (Shatter Strike, Advance Strike) can be spaced out to be unpunishable or highly advantageous. | |||
}} | }} | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2=* | |description2= | ||
* Somewhat slow, but has a big hitbox with a lot of horizontal range and can be timed to not whiff against crouching opponents (use when Terry reaches the top of his hop height) | |||
* Can function as both an air-to-ground and an air-to-air | |||
* Good for rushing your opponent down, or putting out a big hitbox to wall them out in neutral | |||
}} | }} | ||
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* Terry's Shatter Strike is long enough be comboed into from this move. | * Terry's Shatter Strike is long enough be comboed into from this move. | ||
Terry's dedicated light converter that also functions as a decent anti-air. Has noticeably low range for a combo extender, so try to use it as close as you can. | |||
}} | }} | ||
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|name=Power Wave | |name=Power Wave | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|description3= | |description3= Terry punches the ground, generating a shockwave that travels across the screen. | ||
* EX version | * '''EX''' version connects into Buster Wolf whenever it hits. | ||
Terry's signature ground- | Power Wave is Terry's signature and only projectile. Like most of Terry's other options, Power Wave carries a risk due to having somewhat slow startup and lengthy recovery. As a slow, ground-based projectile, it is easier to dodge, so its use lies in baiting the opponent into approaching Terry. | ||
}} | }} | ||
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|name=Burning Knuckle | |name=Burning Knuckle | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|description3=* | |description3= | ||
Terry briefly pauses before launching forwards with a straight punch. | |||
* Unsafe on block at point blank, but is plus at max range. | |||
Burning Knuckle is Terry's most straightforward combo ender. It has decent damage and oki on hit and is great for basic combos, including super cancels. While relatively unsafe at point blank, Burning Knuckle's frame advantage increases at further ranges and is plus on block at max range. At its furthest range, 214C is one of the most plus-on-block non-projectile moves in the game and cannot be punished except by command grabs. | |||
---- | |||
'''214A:''' Soft knockdown. Combos from heavies and 3C. | |||
---- | |||
'''214C:''' Exactly one frame too slow to combo from heavies. Only combos from crumples, such as 41236BD. Sliding hard knockdown. | |||
---- | |||
'''214AC:''' Sliding hard knockdown. Combos from heavies and 3C. | |||
}} | }} | ||
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|input=214B/D/BD | |input=214B/D/BD | ||
|description3= | |description3= | ||
* | Terry flips forward with an outstretched leg, striking opponents repeatedly as he flies forwards. | ||
* EX version is Terry' | * Slightly minus on block. | ||
* Only the '''EX''' version is a true overhead. | |||
Crack Shoot isn't plus, but is one of the safest moves Terry can throw out without having to spend meter. On hit its attributes are mediocre; it doesn't knock down or super cancel, leaves the opponent standing with little to no advantage, and scales with its own hits, making it a very poor combo tool in general. Its best use is as a general approach and pressure tool. | |||
The '''EX''' version is Terry's only overhead, and it's quite safe for an overhead at -2 on block. It's also one of the faster overheads in the game at 20 frames of startup, which also means Terry can combo into it. Despite this, its hit reward is middling. It causes a soft knockdown on hit and cannot be followed up with anything, making it impossible for Terry to get any good reward off of it. | |||
}} | }} | ||
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* C & EX versions have full invulnerability. | * C & EX versions have full invulnerability. | ||
The reversal DP, a staple part of any poster boy's toolkit. | The reversal DP, a staple part of any poster boy's toolkit. Rising Tackle is great combo ender, especially when paired with 426B for extra damage. | ||
Note: Rising Tackle can be canceled into Power Geyser by performing the DP input as 632146P. Performing 236P right after will cause Power Geyser to come out. | |||
}} | }} | ||
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|input=41236B/D/BD | |input=41236B/D/BD | ||
|description3= | |description3= | ||
* | *426BD crumples, although 236CD is typically a better option if Terry has at least one bar. | ||
*The second hit of 623K followups will whiff if Terry previously used 623BD in the combo. | *The second hit of 623K followups will whiff if Terry previously used 623BD in the combo. | ||
Terry performs a low-angled shoulder charge. | Terry performs a low-angled shoulder charge. Power Charge has a decent amount of utility; the light version can cancel into 623P or 623K, while the heavy version can be used to create frame traps or spacing traps, depending on Terry's distance from the opponent. | ||
Below are the followups for 426B. The followups allow Terry to build just under 0.5 bars, which is great for combos involving meter. | |||
---- | ---- | ||
'''623A:''' Possibly worst option. Lowest damage. | '''623A:''' Possibly worst option. Lowest damage. | ||
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|description3=* Fully invincible projectile super that doesn't go very far. | |description3=* Fully invincible projectile super that doesn't go very far. | ||
* Too slow to reliably work as a reversal, but can be tricky to punish. | * Too slow to reliably work as a reversal, but can be tricky to punish. | ||
* Preferable over Buster Wolf as a combo ender in almost all scenarios due to its massive hitbox. Also does better damage. | |||
Terry punches the ground, creating a stationary, but highly powerful version of Power Wave. | Terry punches the ground, creating a stationary, but highly powerful version of Power Wave. Similar to Kyo Kusanagi, Terry can perform Power Geyser loops in the corner with 41236B, but this requires a delay in the followup 632146P, so it is a bit finicky. | ||
}} | }} | ||
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|description3=* Super that goes near full screen in the blink of an eye. | |description3=* Super that goes near full screen in the blink of an eye. | ||
* MAX version has projectile invulnerability and goes full screen, beats pretty much any projectile, including a Maxima laser. | * MAX version has projectile invulnerability and goes full screen, beats pretty much any projectile, including a Maxima laser. | ||
Buster Wolf has much better horizontal range than Power Geyser, but its vertical hitbox is smaller and will whiff after Rising Tackle. It also has slightly lower damage, making it less optimal for most scenarios. | |||
}} | }} | ||
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==Misc== | ==Misc== | ||
{{Colors-KOFXV}} | |||
==Videos== | ==Videos== | ||
{{#ev:youtube|3B1GXLeMQdo|||'''Terry Bogard Reveal Trailer'''|frame}} | {{#ev:youtube|3B1GXLeMQdo|||'''Terry Bogard Reveal Trailer'''|frame}} |
Latest revision as of 16:13, 8 April 2024
Gameplay Summary
Fatal Fury's legendary Hungry Wolf, Terry Bogard, is not one to miss out on a King of Fighters tournament, and he always comes back a bit different from the last. In The King of Fighters XV, Terry bears a close resemblance to his '98 iteration, featuring an all-motion input moveset (dropping the charge motion for his DP), and the return of his Power Dunk (623K[K]) leaping punch, the heavy variant being armored so he can muscle through zoning attempts. Terry's light Power Charge (426B) is also cancellable into Rising Tackle (623P[P]) or Power Dunk, leading to high damage combos or okizeme.
Terry also has an assortment of specials that are safe on block, such as his EX Power Wave (236AC), a Burning Knuckle (214P) or heavy Power Charge (426D) from a distance, and his Crack Shoot (214B/D), which ranges from -2 to -1 on block, allowing him to launch a frightening offense that can obliterate guard meter.
Terry isn't without his flaws, of course. As his nickname may imply, Terry isn't at his strongest unless he has plenty of meter to burn. His only overhead is locked behind EX, so he has no way to initiate a highly-damaging combo with an overhead, not to mention without meter. And while many of Terry's standing normals have a lot of range, they're all only super cancellable, so he'll need 2 bars to do any real damage with them. For these reasons, Terry is typically placed in the mid or anchor position, where he has the meter to initiate combos that do plenty of damage to both the opponent's life bar and their guard meter.
If you're new to KOF, know Terry from his variety of other appearances, or want to deal big damage and make a comeback, Terry is a great choice for you.
Terry Bogard is a versatile and simple character who spends meter for big damage. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Light |
2B > 2A > 3C > 214A = 183 dmg |
0.5 Meter |
Light |
2B > 2A > 3C > 426BD, 41236B > 623C = 311 dmg |
1 Meter |
Light confirm |
2B > 2B > 5B > 236236B = 246 dmg (easier input: 2B > 2B > 236B > 236B) |
2 Meters |
Light confirm quick max (1st/2nd character) |
2B > 2B > 5B > BC, c.D > 6A > 426BD, 426B > 623C > 2141236C = 426 dmg |
3 Meters |
Light confirm quick max (1st character) |
2B > 2B > 5B > BC, c.D > 6A > 426BD, 214A > 2141236CD = 547 dmg |
4 Meters |
Light confirm quick max |
2B > 2B > 5B > BC, c.D > 6A > 214A, 236236BD > 2141236CD = 710 dmg |
Normals
Far Standing Normals
Far A
stand A
A
A |
---|
Far B
stand B
B
B |
---|
Far C
stand C
C
C |
---|
Far D
stand D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
---|
Crouch B
crouch B
cr.B
cr.B |
---|
Crouch C
crouch C
cr.C
cr.C |
---|
Crouch D
crouch D
cr.D
cr.D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Neutral Jump A
jump A
j.8A
j.8A |
---|
Jump B
jump B
j.B
j.B |
---|
Neutral Jump B
Neutral Jump B
j.8B
j.8B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Buster Throw (Forward)
Buster Throw (Forward)
(close) 4/6C
(close) 4/6C |
---|
Buster Throw (Backward)
Buster Throw (Backward)
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Back Knuckle
Back Knuckle
6A
6A |
---|
Rising Upper
Rising Upper
3C
3C |
---|
Special Moves
Power Wave
Power Wave
236A/C/AC
236A/C/AC |
---|
Burning Knuckle
Burning Knuckle
214A/C/AC
214A/C/AC |
---|
Crack Shoot
Crack Shoot
214B/D/BD
214B/D/BD |
---|
Rising Tackle
Rising Tackle
623A/C/AC
623A/C/AC |
---|
Power Charge
Power Charge
41236B/D/BD
41236B/D/BD |
---|
Power Dunk
Power Dunk
623B/D/BD
623B/D/BD |
---|
Super Special Moves
Power Geyser
Power Geyser
2141236A/C/AC
2141236A/C/AC |
---|
Buster Wolf
Buster Wolf
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Stardust Ignition
Stardust Ignition
2141236CD
2141236CD |
---|
Misc
Alternate Colors