Terry Bogard (KoF '98 UM)
Terry is all about combos that you can just not care about if they’re blocked. Pick an opening, and attack it.
In this game, his Power Charge has been weakened, but Crack Shoot and others have been strengthened.
At a glance
|Grasping Upper||(throw) f/b + C|
|Buster Throw||(throw) f/b + D|
|Back Knuckle||f + A|
|Rising Upper||df + C|
|Burn Knuckle||qcb + P|
|Power Wave||qcf + P|
|Rising Tackle||dpf + P|
|Crack Shoot||qcb + K|
|Power Dunk||dpf + K|
|Power Charge||hcf + K|
|Super special moves|
|Power Geyser||qcb db f + P|
|High-Angle Geyser||qcf qcf + K|
- st.C – has a high hitbox, so use it to check jumps. It doesn’t leave you too open, so to a slight extent it’s okay to throw this one out there.
- st.B – long reach for zoning. Has reasonable recovery time, so don’t go whiffing it willy-nilly.
- st.D – so-so reach, and quick startup for a strong attack. The recovery means you’re kind of open if you whiff, but it’s a force to be reckoned with if it touches the opponent in any way.
- CD – has invincibility at foot level. Powerful to include in blockstrings.
- j.A and j.B – excel in air-to-air.
- j.C and j.D – use when jumping in.
- Back Knuckle
- f + A
- A two hit move; only the second is cancelable. The amount of pushback has its advantages as well as its disadvantages.
- Rising Upper
- df + C
- Can be cancelled without being cancelled into. Can be cancelled into from weak moves. The reach is a bit iffy, so it isn’t necessarily safe from strong attacks.
- Burn Knuckle
- qcb + P
- Rushing move; weak version travels about a third of the screen, strong version goes the whole way. If the very tip touches, you aren’t left open. The hitbox is high-priority, so you can use it for zoning, too.
- Power Wave
- qcf + P
- An SNK-style non-traveling projectile. Roughly follows the ground, and has a tall hitbox at its outer limits; it is very difficult to get it stuffed if you use it properly.
- Crack Shoot
- qcb + K
- A heel drop from low altitude. Less vulnerable than in OG, has a higher-priority hitbox now, too. The weak version has quick startup, so it can smash the startup of zoners and jumps. The strong version won’t even touch crouchers, but it has a hitbox in the back (during startup), so it’s a good anti-air against crossups.
- Rising Tackle
- dp + P
- A multi-hit rising move that does multiple hits. It has autoblock during startup. It is mainly used for anti-air and combos. The weak version travels straight up; the strong version advances slightly forward.
- Power Dunk
- dp + K
- A two step move; the first is an upward strike, the second is downwards. The second step does an unrollable knockdown if it is a midair hit (easily accomplished if the first hits). The first step puts out a very good attacking hitbox. The second part has a wider hitbox than in OG, making it safer.
- Power Charge
- hcf + K
- When it hits, it launches the opponent. It can be cancelled into Rising Tackle for a juggle. The recovery takes longer than it did in OG, but you can use it to zone without worrying about that.
Super special moves
- Power Geyser
- qcb f + P
- Sets up a pillar of energy like a buff Power Wave. He has full-body invincibility during startup. The hitbox is set down right in front.
- The MAX version sets up three pillars. If the MAX version does a midair hit, the opponent may land and counterattack, so keep anti-airs with this to the normal version. The inner hitboxes are now wider, and the MAX version will now do all the hits, even in the corner.
- High-Angle Geyser
- qcf qcf + K
- Rushing move with no invincibility frames. It has quick startup and combos from weak moves, but other than that, there isn’t much advantage to using it.
- j.D > cl.C (1 hit) >> Back Knuckle (2 hit) >> Power Geyser (or strong Power Charge >> strong Rising Tackle)
- There are various other moves that will also combo, but this is probably the best.
- cr.B >> cr.A >> strong Rising Tackle or High-Angle Geyser
- One combo from weak moves.
- cr.B >> cr.A >> Rising Upper >> various special moves
- Another combo from weak moves.
Terry has poor defense; he’s built around steady attacks. You can zone with lots of moves, including cr.A, st.B, weak Burn Knuckle, and weak Power Charge. Check jumps with st.C and seal the opponent’s movements. If they try to get the jump on you, sucker them with a strong Rising Tackle, or an early Power Geyser.
After something like cr.B is blocked, touching them with standing CD in a blockstring is powerful. Before doing this, try setting up a blockstring such that after the cr.B touches them, you try for a throw; after that, opponents who attempt to react with a low-hitting move can be very much baited into the CD. Regardless of whether it hits or is blocked, cancel with weak Burn Knuckle or weak Power Wave.
Blockstrings utilizing weak Crack Shoot are also powerful. In the middle of the screen, by canceling from Rising Upper, the very tip will hit, so from there you can clam them up with cr.A. You could also try for a throw.
The D throw does an unrollable knockdown, but that doesn’t mean Terry has lots of good wakeup meaties, so whichever throw you use isn’t going to make that much of a difference.
After moves like Burn Knuckle, Power Wave, or Power Charge are blocked, your attacks have to stop for a little, and this will be the timing in which your opponent is able and will want to attack. Of course, it’s just better if you don’t get blocked and the countered in the first place, so be resolute in this. First, a decisive cr.A: this generally puts Terry at an advantage. After this, walk and aim for a normal throw, or cancel into a weak Crack Shoot, or jump and try to keep them on the defensive. There is the possibility they’ll be prepared with a throwing move or something in regard to the cr.A, so taking care not to overdo it, the occasional Power Geyser will work better (the startup is invincible, so however the opponent reacts, it will be pretty safe; however, the startup isn’t quick, so an opponent who would use a weak move to counter could just block it).
Make them turtle with powerful attacks, play so they won’t dare attack you after your attack is over, and you’ll more or less own the pace.