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Terry Bogard

Terry

Brief Overview

Type of Character

Terry Bogard, a guest character originally from the Fatal Fury games and a mainstay of King Of Fighters is a shoto on steroids. His high damage and complete kit [[summary of his playstyle, moves and so on]]

Strengths

  • Solid fireball game with a good selection of antiairs
  • Easily converts meter to damage with Power Geyser Loops from both grounded strings and anti-airs
  • Has an extremely well-rounded kit with a

Weaknesses

  • Has a fairly poor kara-cancel from his sweep
  • Somewhat stubby normals combined with a somewhat slow run speed.
  • Has no safe supers to cancel into, forcing Terry to hitconfirm correctly.

5 Minute Guide

(if you don't know what the abbreviations mean, check the notation guide below.)

Take Infinity as your deck, lets you gain 130% meter almost immediately, after doing 10 supers you get a rapidly regenerating super bar. Other decks you could use is Aggro as a general beginner friendly deck, or Stealth Raptor if you want to have Terry bring his shorthops along from KOF.

2LK, 2MK, 2MP, and 5MK are solid pokes.

[[Anti-airs and reversals]]

For combos, start off with light kicks or punches, move up to medium kicks or punches and then to heavy kicks or punches. Easiest and most reliable one is [[safe and easy route, like 2LK > 2MK > 2HK]]. Lights and Mediums go into specials and supers, Heavies go into supers only.

If your combo lands, as long as you haven't done [[safe ender]] you can [[linker into special > super]]

[[potential easy optimization]]

A good sample block string would be 2LK > 2MK > 236P. If this hits, cancel into 236236P OR 236236K into Power Geyser Loops.

Infinity

  • Solid and easy to activate Blue Gougi and extremely powerful Yellow Gougi makes this deck a no-brainer pick.
  • bbb
  • Guard Cancel is generally solid anyway, but Terry has blahblahblah
  • Rage is a very nice bonus, allowing Terry to consistently

Aggro

  • ccc
  • ddd
  • eee
  • fff

Nightmare

  • ccc
  • ddd
  • eee
  • fff

Move Analysis

Notation

This guide uses Numpad notation. That means that directions correspond to the numbers on your keyboard numpad (ie. 6 is right, 4 is left, 8 s up, 2 is down). 5 means no direction held. For example, the classic Hadoken quartercircle motion would look like 236, the classic Tatsumaki/Hurricane Kick motion is 214 and the classic Shoryuken motion is 623. Flash Kick (Charging down then up) is [2]8.

Notation Meaning
LP Light Punch
MP Medium Punch
HP Heavy Punch
LK Light Kick
MK Medium Kick
HK Heavy Kick
MP+MK Press both MP and MK at the same time.

For the special and super moves listed later on, the first input is the classic input, the second is the progressive input.

Cancel means you can do something else as soon as your first move hits IE. 2MK on hit can go straight into a special move if you input the special move as 2MK would hit. Special Cancel means you can cancel into Special Moves and Super Cancel means you can cancel into Super Moves.

Link means you have to let the move finish first before you can do another move. An example is 2MP into 2MK where 2MP has to completely start up, hit and recover before the 2MK can come out.

Lows are moves that have to be blocked crouching. Most crouching kicks hit low.

Mids are moves that can blocked either crouching or standing. Almost all standing moves, special moves, supers and crouching punches hit mid.

Highs/overheads are moves that must be blocked standing. Most jumping attacks and all Hard Attacks (MP + MK) hit high/overhead.

FEXL runs at 60 frames per second, so 1 frame is a 60th of a second. 2 frames would be 1/30th etc.

Startup means how long it takes for the move to actually hit.

Active means how long the move will actually hit for before recovering. The more active frames the better as a rule.

S.blo stands for standing block. In this case, it shows the difference in time between you recovering from your attack and the opponent recovering from blocking your attack. If it's 0, you both recover and can act at the same time. If it's -1 or lower, the opponent recovers faster and can act before you. If it's 1 or higher, you recover faster and can act before the opponent.

C.blo is similar but when the opponent crouch blocks instead.

Normal Moves

Normal Description Startup S.blo C.blo
5LP For each normal, talk about it's speed, its purpose and any other notes (is it good for frame traps? Does it anti-air? Is it particularly negative? Does it hit high low mid etc.) What's the startup? Standing block frame advantage? Crouching block frame advantage?
5MP Description ? ? ?
5HP Description ? ? ?
5LK Description ? ? ?
5MK Description ? ? ?
5HK Description ? ? ?
2LP Description ? ? ?
2MP Description ? ? ?
2HP Description ? ? ?
2LK Description ? ? ?
2MK Description ? ? ?
2HK Description ? ? ?
j.LP Description ? ? ?
j.MP Description ? ? ?
j.HP Description ? ? ?
j.LK Description ? ? ?
j.MK Description ? ? ?
j.HK Description ? ? ?

Command Normals

Command Normal Description Startup S.blo C.blo
6HP (Back Knuckle) Worth reminding people that you can go into command normals from any normal. Also, is it a overhead? Super cancellable? Special cancellable? etc. ? ? ?
MP+MK (Hard Attack) This character's universal overhead? Anything special about it? Is it particularly good for this character or a gougi deck they take? 32 -34 -4

Specials

Special Move Description Startup S.blo C.blo
Power Wave (236P/6P) Describe the special move simply, what function does it have, any special properties? What do the button strengths do? Applications in combos? etc. Light Strength framedata/Medium Strength framedata/Heavy Strength framedata ?/?/? ?/?/?
Burning Knuckle(214P/4P) Description ?/?/? ?/?/? ?/?/?
Crack Shoot(214K/4K) Description ?/?/? ?/?/? ?/?/?
Rising Tackle([2]8P/[2]8P) Description ?/?/? ?/?/? ?/?/?
Power Charge(41236K/6K) Description ?/?/? ?/?/? ?/?/?
Back Spin Attack(63214K/8K) Description ?/?/? ?/?/? ?/?/?
Back Spin Attack(63214K/8K) Description ?/?/? ?/?/? ?/?/?
Taunt(82PP/82PP) Description ?/?/? ?/?/? ?/?/?

Supers

Quick note, in startup framedata (eg. x + y), x means the startup until Super Freeze and Y is the startup for the super to come out afterwards.

Super Description Startup S.blo C.blo
Power Geyser (21416P/46P) Describe the super. Is it only good for combos? Any neutral applications? Is it a relaunch like Allen's Justice Fist? Does it combo particularly well into another super? ? + ? ? ?
Triple Geyser (236236PP/64PP) Describe the super. Is it only good for combos? Any neutral applications? Is it a relaunch like Allen's Justice Fist? Does it combo particularly well into another super? ? + ? ? ?
Buster Wolf(236236K/46K) Description ? + ? ? ?
Buster Wolf(6321463214K/64K) Description ? + ? ? ?

Gameplan

Neutral

What are the character's pokes?

Do they have a fireball game? Do their specials have application in the neutral? (IE. Allen's fireball game, D.Dark's EXplosives and Dark Wire)

How do they antiair?

How is their mobility? Are they fast? Is their jump arc notable?

Offense

Mix-Ups

High-low mixups? Do they focus more on frame traps or tickthrows? Any left-right mix up? Do they have a solid throw game? Do any gougis they take give them mix up options?

Set-Ups

Some move that knocks down into another move

Is this a chip setup? Is it for oki/vortex?

Frame-Traps

Any Delayed Chain

As there is always a big window for you to chain one move to a higher strength, essentially any button can become a frame trap by simply delaying the next button just enough to allow a gap for an opponent to press a button that'll then get hit by your delayed button before their move can start up.

The easiest way of practicing this by setting the training dummy to "After First Hit" and Guard All (Standing) or Guard All (Crouching), and setting either 5LP or 2LP in a slot for "Recording Settings (After Guard).

The dummy will try to jab their way out of any gaps and if you've delayed correctly, you'll hit the dummy out of the startup of their jab. 2MP or 2MK are great normals to try and frame trap from.

Some normal > Other normal or special

Specific examples.

Defense

Does your character have anything interesting outside of the normal defensive routes (it's good to note normal defense regardless). Do they just have to hold pressure or can they worm their way out? Do they take any decks that help them with defense (Guard cancel etc.)

Reversals

Do they have wising dwagon (also all supers have invuln as well I guess)

Escapes

Is your character particularly good for getting out? Teleports for example? Any Gougi that helps?


Character Specific Techniques

Combos

All characters can chain from a normal to a higher strength normal, either punch or kick. Chains work off cancels, meaning that the button doesn't have to finish its animation and can go immediately to the next normal. When links are mentioned, that means the normal HAS to finish and then you can get the next normal to come out. These tend to be harder. Unique/command normals chain from any normal.

Bread And Butter Combos

(Note: Almost all of these strings will work from jump in starters.)

Universal Strings

2/5LK > 2/5MK > 2HK

A nice, safe(?) and fairly rewarding chain as it scores you a knockdown and works off your standing or crouching kicks.

2/5LK > 2/5MK > Command Normal > (Special/Super)

A slightly more risky string as Command Normal is poor on block.

2/5LK > 2/5MK > Special > Super

A nice and beginner friendly combo. Drop the combo at the special.

Dash-In combos

2MP > 2MP > 2MK > Special/Command Normal > (Power Geyser Loop/ Other Super)

The momentum from your dash allows you to link (Not chain, so timing is a lot more strict) a second 2MP which can then link into 2MK.

This is definitely more difficular than your chains and on blocks there's fairly noticeable gaps that the opponent can jab through. Mix it up with cancelling your 2MPs into Something.

A very respectable punish combo against very unsafe moves like Rising Dragons or many blocked supers.

Hit-Confirms

2LK> 2MK > Command normal > Whatever

If command normal will be blocked, it's better to go into X or Y instead.

Whatever > Special

Special is safe on block or chips or whatever.

Anti-Air Conversions

AntiAir Normal > Super / Special

Does Range matter? Is it an immediate cancel?

Air to Air Conversions

j.MK/HK > Special / Super

Is this Height dependent? Do you need to land?

Power Geyser Loops

Whatever > Super > Combo Filler > Super > Combo Filler > Super > Combo Ender

Any particular input tricks? How does hitstun decay affect the later part of the combos?