King of Fighters 2002 ********************* Terry Bogard ************ Table of Content **************** I. Version History II. Introduction III. Why Terry IV. Biography V. Move list i. Throws ii. Command moves iii. Special moves iv. Desperation moves v. Super desperation moves vi. Hidden super desperation moves vii. Additional notes VI. Cancels i. Cancelable moves ii. Cancelable special moves iii. MAX mode cancelable special moves iv. Super cancelable moves VII. Combos i. Basic ii. Intermediate iii. Advanced iv. MAX v. Counter vi. Shortcuts VIII. Moves Analysis i. Normal moves ii. Command moves iii. Special moves iv. Desperations IX. Strategy X. Credits I. Version History ****************** 14/07/05 v1.0 : first official version 24/05/05 v1.0b : first version ever, needs feedback II. Introduction **************** Terry beeing one of my favorite character in KOF 2002, I decided to make this FAQ, since none has been made before. I'm no Terry guru, but I think I know him, and played him well enough to start a FAQ. So there may be flaws and errors in my strategies and techniques. Also, this is my first FAQ, so feel free to e-mail me (hookman7@email.com), if you have interesting stuff you want to add or correct. Throughout this FAQ I'll suppose you're not completly new to KOF FAQs, so I'll won't detail about the key buttons, reading combos, etc. Go read general purpose KOF FAQs if you have any trouble understanding combos and everything. III. Why Terry ************** Well, he's the usual lone-wolf hero back from Fatal Fury. He didn't quite change his (fighting) style throughout the years. So he's for those oldschool players out there who wants to show the world that he's still number one, and that those new heroes wannabe like K' are mere punching bags for him. :p People might find him basic, not combo friendly and so forth. Well I disagree, just take a look at the combo section, and you'll see, he's not that easy to master. Plus, people tend to not realize where his strength lies in, just read this FAQ and I hope you'll see that these people are all wrong :D IV. Biography ************* + TERRY BOGARD + { Fatal Fury Team } **************** Fighting Style: Martial Arts taught by his father, Jeff Bogard Birthdate: March 15 Age: 24 Birthplace: USA Blood Type: O Height: 1.82m Weight: 82kg Hobbies: Playing video games Favorite Food: Junk food Best Sport: Basketball Prized Things: Gloves he got from his father, Jeff Bogard Dislikes: Slugs "Hey, lighten up, dude! This's (sic) KOF. Enjoy it!" V. Move list ************ i. Throws ********* Grasping Upper When close, b/f + C Buster Throw When close, b/f + D ii. Command moves ***************** Rising Upper df + C iii. Special moves ****************** Power Wave qcf + A Round Wave qcf + C Burn Knuckle qcb + A/C Rising Tackle Charge d,u + A/C Crack Shoot qcb + B/D Power Dunk f,d,df + B/D iv. Desperation moves ********************* High Angle Geyser qcf,qcf + B/D Power Geyser qcb,f + A/C or qcb, hcf + A/C v. Super desperation moves ************************** Power Geyser qcb,f + AC or qcb, hcf + A/C vi. Hidden super desperation moves ********************************** Rising Force qcf,qcf + AC vii. Additionnal notes *********************** Hammer Punch is gone. His Crack Shoot (B) hits crouching opponents. The motion to the SDM Power Geyser was changed; the first two geysers come out fast, while the third is a bit delayed (just like in Garou). He now has Rock Howard's Shining Knuckle, as his HSDM. For some reason, they decided to call this move Rising Force... VI. Cancels *********** i. Cancelable normals ********************* stand A, stand B, stand close C, stand D crouch A, crouch B, crouch C, crouch D stand CD note: cancelable into Rising upper ii. Cancelable special moves **************************** Round Wave (when hits, blocked or not) iii. MAX mode cancelable special moves ************************************** You can cancel out of [OUT] into [IN]. only condition : [OUT] must be different form [IN] OUT: Round Wave Rising Tackle (1st hit) Power Dunk (1st) IN: Burn Knuckle Rising Tackle Power Dunk Crack Shoot Round Wave Power Wave iv. Super cancelable moves ************************** Round Wave Rising Tackle (1st hit) VII. Combos *********** note: I'll put only combos that can be useful in battle. That's why you'll never see the useless high angel geyser. Since power geyser is as comboable, easier to perform, and does more damage. All moves should start up close, unless mentionned otherwise. i. Basic ********* sC/D, qcb + A/B (3/2 Hits) qcf + C, qcb + A/B (2 Hits) jD, sC, qcb + A/B (4 Hits) sC/D, qcb, f + A/C (3/2 Hits; 1 stock) sC (1st Hit), f,d,df + D (3 Hits) sD, f,d,df + D (3 Hits) cC, qcb + A/B (2 Hits) ii. Intermediate **************** cC, qcb, f + A/C (2 Hits; 1 stock) cA/B, cA/B, df + C, qcb + A/B (4 Hits) sC/D, df + C, qcb + A/B (4/3 Hits) sC/D, df + C, qcb,f + A/C (4/3 Hits; 1 stock) jA/B/C/D, D, df + C, qcb + B (4 Hits) qcb + B, jB (2/3 Hits; opponent must be hit in air) cB, cB, f,d,df + B/D (4 Hits) cB, cB, u + C (9 Hits) cB, df + C, u + C (6/9 Hits) jC, jC (2 Hits) iii. Advanced ************* cB, cB, cA, df + C, qcb + B (5 Hits; corner) cross jD, cB, cB, cA, df + C, qcb + A (6 Hits) cross jD, cB, cB, df + C, u + C (10 Hits) cB, cB, cA, df + C, qcb, f + A/C (5 Hits; 1 stock) qcf + C, qcb + B, jC (4 Hits; corner) qcf + C, qcb + B, jB (4 Hits) sA/B, sA/B, qcb + B (3 Hits) jD, D, u + C (8 Hits; this one's a tricky ;) ) iv. MAX ******** sC, BC, dash, sC, qcb, f + AC (7 Hits; 3 stocks) sB, BC, C(2 hits), f, d, df+B, qcf+C, qcbf+A/C (6 hits; 3 stock; corner) qcf + C, qcb,f + A/C (2 Hits; super cancel) cross jD, sC, BC, dash, sC, df + C, qcb, f + AC (9 Hits; 3 stocks) cA/B, cA, df + BC, qcb, f + AC (6 Hits; 3 stocks) BC, qcf + C, f,d,df + D, qcb + B, jC (5 Hits; 1 stock) BC, cross D, D, qcfx2 + AC (11 Hits; 2 stocks) BC, qcfx2 + AC, d, u + C (16 Hits; May lee only) D (far), qcb, f + BC (2 hits, 2 stocks) Jump C/D, Stand C, Df + C , qcb, f + B~C~A (7 Hits; 3 stocks) BC, D, dp+B(1 hit), qcf+C,,, dp+ D (1 hit), qcb+C (6 hits; 1 stock; corner) v. Counter ********** sCD, df + C (2 Hits) sCD, qcb + A/C (2 Hits) sCD, qcb, f + A/C (2 Hits; 1 stock) sCD, qcb + B, jC (4 Hits; corner) jCD, qcb, f + A/C (2 Hits; 1 stock) qcb+A/C, d, u + C (8 hits; corner) qcb+A/C, f, d, df+D (3 hits; corner) qcb+A/C, C/jC (2 hits; corner) qcb+A/C, qcfx2 + B (4 hits; corner; useless, but fun :D) vi. Shortcuts ************* note: Some handy shortcuts making some hard/impossible combos easy to do. D, qcf, qcf + AC => qcf + D, qcf + AC (10 Hits; 2 stocks) D, qcf, qcf + B/D => qcf + D, qcf + B/D (6 Hits; 1 stock) charge u,d + C, qcb,f + A/C => charge u,d + C, b,f + A/C (2/3 Hits; 2 stocks) qcf + C, qcf, qcf + B/D => qcf + C, qcf + B/D (4 Hits; 2 stocks) VIII. Moves Analysis ********************* i. Normal Moves **************** a) A Button ************ Stand: A quick jab from his front hand. Short ranged, it's Terry's fastest move, although not very combo friendly. Use it essentialy when you're beeing harassed, or for poking up close. The jabs will counter his moves, since it comes out instantly. Excellent against short jumps. Close: A quick elbow strike from the front hand. Same as stand A with different frames, and of course, a bit less range. Crouch: Same as stand A. Comes out a bit slower, but is more combo friendly. Hits higher than crouch B, meaning that it can hit opponents trying to jump away. Air: Terry performs a knife hand. Comes out super quick, short ranged, and hits in front. That makes it a versatile move that can be useful for hitting air and ground opponents. Especially handy when short jumping, or fleeing. b) B Button ************ Stand: Terry does a kick from his back leg. Speed is good but not as fast as stand A, range however is awesome. It is THE move for mid range poking. Stop's easily Ryo from doing his fireball for instance. So, you could have a little tactic in your game that consists of doing dash stand B a couple of times in a row. Close: Terry knees his opponent with his back leg. Quite fast and easy to combo. Hits mid, a basic move. Hits also crouched opponents. Crouch: A short sweep from his front leg. Range is small but okay for this kind of move. Speed is excellent, it's his 2nd fastest move. Combo friendly. Good poking/harassing move in close range. To use when opponent is recovering. Air: Terry sticks out his front leg. A bit akward but is actually a very useful move. Comes out instantly and has good range, so it has good priority. You can even use this range to surprise your opponent. Very useful in air combats. c) C Button ************ Stand: Terry does a strong punch with his back hand. Comes out rather fast, but recovery is not that good. Range is normal. Generaly a move with good priority that can be used as anti-harrassement. The damage and the range would be the reason why you would use this instead of stand A. Also useful as anti-jump. Close: Another strong punch with his back hand. Does 2 Hits, one up close to the ribs, then Terry continues the motion and gives a 2nd hit much higher. Very combo friendly since the 2 Hits gives you time to prepare the following move. Can come in handy if you want to push your opponent away. You can cancel the first hit into a special or command move. The only use you can make with this, is to do a round wave, when you are beeing blocked. But if you may want your opponent to stay close to you, close D is a better option. Crouch: Same as stand, comes out a bit slower, but recovery is NULL since easy cancealable. If you hit with it, just cancel with burn knuckle, otherwise cancel with rising upper or crack shoot. Chances will be that you'll hit the opponent trying to jump on you. Air: Yet again a strong punch, going a bit downwards this time. Very good priority since it comes out fast, hits over and under you, and Terry's hitbox is kind of small in that particular position. Has good cross up possibilities, but not as much as Air D. A good fleeing move too. d) D Button ************ Stand: Terry performs a sliding round kick. Has a very good range but the sliding makes it slow to come out. But Terry isn't reachable from front, so it gives the move a certain priority. But might as well use burn knuckle, which has the same use. The only difference is that this move has slightly less recovery. Close: A front kick that goes in the opponents face. Also hits air opponents. Comes out quick. Damage is same as close C's 2 Hits. Crouch: Terry puts one hand on the ground and kicks forward. Hits mid, comes out quite fast, and range is okay. A good crouched move for poking. Easily canceleable, so whenever you do hit, immediatly cancel it with crack shoot B, or rising upper, so you won't have any recovery time (well, almost any ;) ) Air: Terry does a downforward kick. Excellent cross up move. Does not however cross up on small jumps when opponent is crouched. Not very good in air vs. Air, but excellent in air vs. ground. Use it in your harrassament routine. e) CD moves ************ stand: Terry does a 180° hop and kicks with his front leg. Takes a little time to perform the kick, but the small jumps makes him evade low attacks (and some fireballs). To use against low attack poking freaks, like leona. Don't forget to follow up the counter with a big burn knuckle. Air: Terry does an upforward kick. Has good range but is too slow to come out to make it really useful. Plus despite the sprite, Terry can easily be hit while doing it. More useful as a defensive move. ii. Command Moves ****************** Rising Upper: A quick uppercut that reaches high up. Very good and useful move. It can hit some crouched opponents as well as high jumping ones. Very quick so very good priority. Does normal C damage. Can be comboed without doing a normal move beforehand. Watch out for recovery though, not that quick. iii. Special Moves ******************** Power Wave: A fast ground fireball. Recovery is slow, so do not use it to often. You can easily be punished afterwards. But still is useful in some situations, like when your opponent tries to keep you from a distance. Good for harassing as well. Round Wave: A small splash of energy comes from the ground in front of Terry. Slow to come out, deals some damage, but hitbox is quite strange though. Hits lower than it appears to be. Good for guard crushing. Use it when opponent is recovering or for harassing. Burn Knuckle: Terry leaps forward with his fist full of energy, going straight forwards. Excellent priority. Deals great damage. A version is comboable and comes out rather quick. It's Terry's most useful special move. Be careful not to do it too close, the recovery time can be deadly. It's weak point is low attacks, might be a good idea to switch with stand CD. Good for mid distance poking, but watch out for AB rolls. Crack Shoot: Terry jumps while rotating his back leg from back to front. Evades low attacks. B version is very quick. Can hit both crouch and air opponents. D version evades mid attacks since it goes much higher and further, but is slower to come out. Except at start, Terry can hardly be hit while performing crack shoot. D version is kind of useful in air battles, but recovery is bad, so not a very good idea, unless you're sure to hit. B version however has excellent recovery. Useful when opponent is at leg distance, or short jumps at you. Rising Tackle: Not very good this year, but still has some use. There's no autoguard at start so use it for anti-air ONLY. It will hit anything that's over you. Use C version only, because A version deals no damage, and does not go far, so might as well do crack shot B. And if you miss, you'll be punished anyhow. Recovery is horrible. Power Dunk: A somewhat versatile move. Can be used to go over fireballs, to hit air opponents at a distance, and hit up close. Use it randomly and not too often, to confuse your opponent. The last hit has ULTIMATE priority and has a strange hitbox, so your opponent can be fooled into beeing hit by it. The first hit though is not very useful, only good againts lights. iv. Desperations ***************** Power Geyser: An excellent desperation. Terry evades any hit at first frames, the hitbox is very large, and is very damaging. Better use it in combos, but you can still pull it off if the opponent jumps at you, or you can evade a move which has bad recovery, like a crouch D for instance. The SDM version should only be comboed. Because the extra hits might not hit and therefore would be less damaging than the normal version. High Angel Geyser: One word for this one : useless. No priority and no damage, its only use is for tick damage and guard breaking, so could probably be used for harassing. Can also be used after certain counters, but why bother? Rising Force: Nice, damaging, but unfortunatly, hard to pull off since it's very hard to combo. Evades at start like power geyser. Might be the only possible solution. Like when your opponent does a CD break... IX. Strategy ************* Terry's strenght relies on mainly, 3 special moves : crack shoot, burn knuckle and power wave. The other special moves are just not good enough to be implemented in a strategy. For long distance you have power wave. Burn knuckle for mid distance and combos, and finally crack shoot for close range, counter, and whenever you don't know what to do move. Rising tackle might sometimes be useful as anti-air, but it depends of your opponents strenght, so generaly, not very used. Power wave as your only weapon for long distance, you can be assured that Terry's field is close range, and going all offensive is the main strategy. Poking and harrassing will be common, you better be ready and quick-witted if you want to pull it off effectivily. The crouch B will be your main opener. By just smashing B's you'll poke him like hell, and after a couple of hits when your opponent thinks you're already over with it, just stand up and to the stand B which will still be at range for a coupe of more hits. After that comes with a little bit of mind game, where you'll be at a distance where you can do stand B, crouch D, crack shoot, or burn knuckle. By wisely switching between moves you can completly confuse and own your opponent. The deal is, after a couple of far B's, your opponent will think of efficient counters like special moves, or crouch D's, to stop your attacks. So doing the crack shoot or burn knuckle will most of the time counter him. If he keeps blocking instead of countering, just go up close and continue the poking, or go for a throw. Against turtlers your main options are power waves and cross up D's. After several blocked power waves and successful cross ups followed by killer combos, he'll change his mind about turtling. You can also confuse your enemy by doing CD cancels into burn knuckle or power wave. Terry's weakness relies in long distances. So be careful when timing your power waves. Versus mad jumping opponents you can try using rising upper if you have the guts and the reflexes, but prefer using crack shoot or jump A, B, or C, even CD if you have the time. Terry is not that good in air combats. Rember, his power comes from the earth, so he's better off staying on the ground ;). For example it's best to crack shoot or even burn knukle your way to your opponents rather than doing long jumps. Against grapplers try to keep them at mid distance. Close C comes in handy if ever they get too close and stand B to keep them far from you. Go easy on the burn knuckles, because you can get grapped afterwards. Crack shoots are okay if done right, do a crouch A afterwards to surprise your opponent. Finally if you ever get tired of poking you can still dash in and go for a guard crush with Terry's power strings. You need to change strategies and techniques once in a while if you want to confuse your opponent and catch him off guard. Remember, the only unpredictable strategy is a random strategy. If ever your opponent gets cocky and starts spilling away his fancy long distance poking special move, like whip's flying spiderman attack, just do a burn knuckle C in his face, with the counter, it does a lot of damage, so he'll think twice before doing it again. Or if he's a fireball maniac, you can surprise him with power dunk D which is very useful for reaching your opponent from a distance. X. Credits *********** Other KOF 2002 FAQS for the biography and move list. Fyku2001 for submitting some nice combos, and feedback. Finally, I'd like to thank several people: First of all my brother, for making me discover SNK and the enjoyment of playing on a AES. SNK for making such great games :D GameFAQs which helped me getting started and for hosting this FAQ. Neogeoforum (neogeoforum.free.fr) because this site rocks! And finally all my kof friends for all the great times we spend together, and... no guys... I won't quit Terry..... NEVER ! :-P Rock you !!