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King of Fighters XI Terry FAQ:

VERSION 1.00

-Created, Edited and Compiled by: Psychochronic
of Shoryuken.com (Brettdude in Gamefaqs) with
some help by G Product and Frionel

Another form of Psychochronic Literature!
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Last Update: October 15, 2006
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Notes before reading this document:
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1) This document is protected by US Copyright Law, and
the Berne Copyright Convention of 1976. This document
is for private and personal use only--it cannot be reprinted
in part or inwhole or reproduced in any way or in any form
(written or otherwise). It is a free document that cannot be
used in any sort of commercial transaction, including selling
it or giving it away as a gift. Although I am...the author in
the majority of the text, please respect the other authors
whose work I have included in this guide.

2) This document is better read on Notepad with the Font
set on "Times New Roman" on Regular setting, Size "10"
and the screen resolution set on 1024x768. Use the Find
feature (Ctrl + F) to find whatever term you're looking for
easy mobility.
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Table of Contents:
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1) Version Changes
2) Character Biography
3) Legend
4) Movelist
    -Normals
    ~Standing
    ~Crouching
    ~Jumping
    -Unique Moves (Command Normals)
    -Special Moves
    -Super Desperation Moves
    -Leader Desperation Moves
5) Differences from KOF2003
6) Combos
7) Contact
8) Credits
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Version Changes:
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1.00 - October 15, 2006:
Compilated on October 2, 2006 around 7:43am EST and 
finished on October 15, 2006 around 10:48pm EST.
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Character Biography:
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Full Name: Terry Bogard
Birthplace: U.S.A. 
Blood type: O 
Fighting style: Martial arts and Jeff Bogard-derived Kenka 
Sappou (Deadly Brawling Arts) 
Likes: Video games, wall painting, Fast Food (Clubhouse 
Sandwiches since KOF2003), Vintage Jeans (MOTW) 
Dislikes: Cigars and cigarettes, slugs 
First Appearance: Fatal Fury
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Legend:
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U = Up
UF = Up-Forward
F = Forward
DF = Down-Forward
D = Down
DB = Down-Back
B = Back
UB = Back
QCF = Quarter-Circle Forward
QCB = Quarter-Circle Back
HCF = Half-Circle Forward
HCB = Half-Circle Backward
P = Punch
LP = Light Punch
HP = Hard Punch 
K = Kick
LK = Light Kick 
HK = Hard Kick
E = Blow-Off Attack
SC = Super Cancellable
DC = Dream Cancel
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Movelist:
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NORMALS:

Standing:

LP: (FAR) A fast elbow attack, good for poking game. 
A mid-range punch that can be used for zoning and good 
as anti-small jumps. (CLOSE) Both of them are cancellable 
by a light normal (crouching and standing), Rising Upper 
and all specials and supers.

LK: (FAR) A fast low kick that can be blocked both high 
and low.A a mid-range kick attack that's excellent for mid-
range zoning and is only cancellable by his supers (but 
not his Power Stream). (CLOSE) Cancellable by his Rising 
Upper, his special and his supers. 

HP: (FAR/CLOSE) A jab that can be cancelled by his 
command attack, supers, specials and leader special, but 
also by another punch attack (by pressing E after it). It's 
a slow long-range punch, that cance only be canceled 
by a super (not his Power Stream). Can be used good 
for zoning.

HK: (FAR) Is a very slow long range kick that can't be 
cancelled. (CLOSE) A very fast 2 hits kick, that can be 
cancelled by his command attack, special, supers and 
Power Stream on both hits. Very good for combos. 

E: (FAR/CLOSE) A short jumping kick that evades lows 
attacks and can be cancelled and free cancelled by his 
specials, supers and Power Stream. Even he's in the air, 
he's still "throwable" (?) and can use his quick shift.



Crouching:

LP: A very fast crouching punch, that can be cancelled 
by another crouching LP, a far standing LP, a crouching 
LK (only on link), his command attack, his special, supers 
and Power Stream.

LK: A fast crouching kick that has to be blocked low (but 
slower than his crouching LP). It can be cancelled by a 
crouching LP, a far standing LP and a far standing LK.

HP: A very good crouching punch that hits far (excellent 
for zoning), and can be cancelled "on frame" (hit confirm) 
by his command attack, his specials, supers and Power
Stream. It can also be "free" cancelled (cancel it by a 
special without hitting with the punch).

HK: Another very good attack. A long range crouching 
kick that hits low. It can be cancelled by his command 
attack, his supers, specials and Power Stream. Excellent 
for zoning and pressuring game.



Jumping:

LP: An elbow in the air that can trade hits on the air-to-
air. A light attack, nothing else worth mentioning.

LK: A knee attack that aims forward and has the near-
same properties as jumping LP. It can also crossup
which can mean a sneaky combo starter upon landing.

HP: A straight punch that aims downwards. A very
good strong aerial normal and does decent damage
and a fairly good air-to-air if timed right.

HK: A kick attack that aims downwards like jumping HP.
Can also crossup like jumping LK and has good damage
for a strong aerial normal.

E: A horizontal kick that's an exceptional air-to-air and
knocks down upon impact. Not a bad alternative hit
other than an aerial normal.



UNIQUE MOVES:
Combination Blow: E (during standing close HP):
Terry's extended attack during a close normal. Nothing 
great and he can no longer cancel it. He can only link into 
a Buster Wolf from it. So no real use unless you have bar 
and connect a standing close HP.

Rising Upper: DF + HP:
A basic uppercut move that can combo from light/strong 
attacks and into specials/supers. Possible anti-air but not 
the best. Move is best used for verifying combos, mainly 
crouching LP/LK, Rising Upper, LP Burning Knuckle or 
any super.


SPECIAL MOVES:
Power Wave: QCF + P:
Terry slams his fist the to the ground as it unleashes a 
wave going forward that's best used as a poke from max 
range and a shield to run behind and mount a defense. 
Okay in poke strings and can be comboed but no point, 
it offers no tatical advantage in combos. LP version has 
better startup and recovery bu the wave travels slow. HP 
version has slower recovery but the wave travels faster. 
Even from max range, the LP version is best. You have 
enough time to recover and mount an offense or prepare 
for your opponent's roll/jump or whatever over the wave.

Burning Knuckle: QCB + P:
Terry dashes forward with a fist move that's best used in 
combos. Possible anti-air but not recomended but it does 
do a knockdown. Can't combo off of light attacks however. 
LP version is faster and can be comboed into unlike the 
HP version which suffers from more startup but has more 
range. In the end, the HP version is pratically useless. Has
more recovery and unsafe but only if use it, you anticipate 
a whiffed attack with heavy recovery. Burning Knuckle is 
safe if blocked from max range and on the last frame. 

Power Charge: HCF + K:
-Level 2: Fx2 + K (during Power Charge; SC): 
-Level 3: Fx2 + K (during Level 2 Power Charge):
Terry does a turning shoulder attack that's mainly a combo 
use only or use it when an opponent is close to guard break 
but LK version only, HK version too risky. If the first hit is 
blocked, then do not continue the last 2 hits. Still punishable 
on first hit but not as much. This is the only special Terry 
can combo off of a light attack and the second hit is super 
cancellable and is a good way to verify a Buster Wolf.

Crack Shoot: QCB + K:
Terry does a forward flipkick. Another possible anti-air but 
not recommended. Knocks down now which is a plus and is 
an overhead now. Best used in mix-ups off of his crouching 
LP/LK. LK version is faster but not as much range while the
SK version has a lot of hangtime and travels slighty further 
in the end, only use the LK version as the HK version way 
too risky.

Power Dunk: F, D, DF + P:
Terry rises up with a downward fist attack. In most games,
the Power Dunk sucks and is best used for juggles. In this 
game, it recieved the NGBC version and has more priority 
and can almost be used in the same situations as Ryu or
Ken's Shoryuken on defensive wakeup, anti-air and also 
combos. Main answer for anti-air when you have no bar. 
With the proper postioning, this attack can crossup. LK
version is faster and travels lower to the ground which is 
a plus though the HK version travels higher it is slower. 
Regardless, either is unsafe on a block.

Breaking: LP + LK (during first hit of Power Dunk):
Terry cancels his Power Dunk in his standing position. 
The timing for the breaking couldnt be any harder than 
it is now. It works to your advantage though. It setup's 
juggles to super without sacrifing a stock for an SC or 
DC or a setup to Quick Shift Combos or to avoid long 
recovery on a block. 


SUPER DESPERATION MOVES:
Buster Wolf: QCFx2 + K (DC):
Terry's extended version of his Burning Knuckle and if 
it hits, unleashes a long multi-hit ground wave. Buster 
Wolf can also be used as an anti-air but needs some 
proper timing and positioning but not as much as in KOF
2003 when the second hit will whiff. Best used in combos 
mainly and one slight mixup. After a crouching LP/LK, you
can either dash-up throw, Crack Shoot (if blocked low) or 
Power Wave. In this case, you can do crouching LP/LK 
(blocked), wait a second than counter with Buster Wolf. 
Also Buster Wolf can easily be verified off various low 
attacks. Also the first hit is DC which is good.

Power Geyser: QCB, DB, F + P:
Terry's extended version of his Power Wave but longer in 
height and stationary. His all purpose defensive super and 
can be comboed into but best used as an anti-air mainly. 
SP version comes out slightly faster and when you have 
bar, this is your all purpose anti-air.


LEADER DESPERATION MOVES:
Power Stream: QCB, HCF + E:
Terry unleashes a tall, large aura from his body. Possible 
anti-air but then again, refer to Power Dunk and Power 
Geyser. For if it hits early, some hits will whiff thus, much 
damage scaling. Best used in corner combos due to it's 
rather small hitbox and range or as a counter to a Saving 
Shift. Overall, not a recomended leader super though the 
damage is good.
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Differences from KOF2003:
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-Slight overall increase in priority all of his attacks. 

-New command for his Combination. In addition, he can 
no longer cancel the Combination Blow. However, you 
can link a Buster Wolf after it. 

-His Back-Spin Kick is now his standing E. 

-The timing on breaking his Power Dunk is much more 
strict. 

-The LK Power Dunk travels lower to the ground. 

-He can now juggle off of his Power Charge when used 
in combos involving his Power Dunk, Breaking.... 

-The 2nd hit on his Buster Wolf doesn't have such a 
high tendency to whiff if the 1st connects on an airborne 
opponent. 

-Buster Wolf and Power Geyser have "totally" switched 
roles. In KOF2003, Buster Wolf was better for combos 
cause it scaled better and Power Geyser as a "look in my 
direction and you die" defensive move. In XI, Buster Wolf 
does PATHETIC damage when comboed into. However, 
when you get a counter with it, it does pretty good damage. 
Throw in the fact that hops have a lower trajectory in general 
this year and increased invulnerability for the Wolf (I believe 
the only vulnerable part now is his head), and the Buster 
Wolf is now "the" move of choice (save Power Stream, of 
course) when stopping hops/jump attacks. Power Geyser, 
on the other hand, now sucks in every way, but it still 
scales pretty nicely in combos. Blah, blah> Power Charge 
(2 hit) > Power Geyser does way better damage then the 
Buster Wolf cancel. 
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Combos:
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-Crouching LK, link crouching LP, Rising Upper, Burning 
Knuckle (LP) 

-Jumping deep HK, standing close HK (2 hits), Burning 
Knuckle (LP) 

-Jumping deep HK, crouching LK, link crouching LP, 
Power Charge (LK), Level 2, Level 3 

-Jumping deep HK, standing close HK (2 hits), Power 
Charge (LK), Level 2, Level 3 

-Jumping deep HK, standing close HP, Power Dunk (LK), 
Break, juggle with Power Charge (LK), juggle with Power 
Dunk (LK) 

-Crouching LK, link crouching LP, Rising Upper, Buster 
Wolf 

-Crouching LK, link crouching LP, Rising Upper, Power 
Geyser 

-Jumping deep HK, crouching LKx2, link standing LK, 
Buster Wolf
 
-Jumping deep HK, standing close HK (2 hits), Buster 
Wolf 

-Jumping deep HK, standing close HK (2 hits), Power 
Geyser (LP) 

-Jumping deep HK, standing close HP, Combination 
Blow, link Buster Wolf 

-Jumping deep HK, standing close HK (2 hits), Power 
Charge (LK), Level 2 (SC), Buster Wolf 

-Jumping deep HK, crouching LK, link crouching LP, 
Power Charge (LK), Level 2 (SC), Buster Wolf 
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Contact:
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-Psychochronic:
Contact me! Here are the following e-mails and internet
forums you can find me at:

E-Mails:
MSN Messenger/Hotmail: b_unit905@hotmail.com
Yahoo!: psychochronic2004@yahoo.ca

Internet Forums:
Gamefaqs.com: brettdude
Shoryuken.com: psychochronic

MIRC (channels on EFnet):
#Capcom (The main channel for Shoryuken.com)
#Gamecombos (The main channel for Gamecombos.com)
#Srkgd (The General Discussion part of Shoryuken.com)
#Srklive (The XBOX Live part of Shoryuken.com)

My Fighting Game Site:
www.geocities.com/psychochronic2004



-G Product:
E-Mails:
MSN Messenger/Hotmail: aolkillah@hotmail.com
AOL/AIM: Two D Playa

XBOX Live Gamertag:
G Product



-Frionel:
E-Mails:
MSN Messenger/Hotmail: naili_khalid@msn.com
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Credits:
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Props to those who made this guide possible:
G Product for his share of researching and his hookups
from Guardcrush.net and Orochinagi.com and Frionel
who helped me out in finishing the FAQ on the right
time and also representing France in Tougeki 2006 in 
Japan in King of Fighters XI and Neo Geo Battle 
Coliseum. Non-mainstream those games my friend.


Peace.
-Psychochronic



Copyright (c) Brett Navarro 2005-2007