King of Fighters 98
 Real Bout Terry Bogard Players Guide
July 27, 1999
by: Patrick Hwang
email: ph@ucla.edu
 
Table of Contents
1. Disclaimer
2. About the guide
3. About Real BoutTerry
4. Moves/Special Moves/DM info
5. Combos
6. Strategies
7. Conclusion
 
1. Disclaimer

Blah blah blah, you know the drill on this. Use it for personal uses.  Wanna 
copy it? Let me know and give me credit. Please don't money off of it, etc etc 
etc.
 
2.  About this guide
 
So this guide is designed to let you know more about Terry Bogard.  I believe 
most people already.  Know how to play this Bogard brother, well then, this 
guide is probably useless.  I dont think there is much that I would know that 
you don't already.  I guess, this is just for those people that stick to only a 
few people.  Well whatever, just use this as a reference, and not a way to play.  
The majority of this guide is in my opinions.  Good players will have already 
developed their own style of play. Oh yeah, i bascially copied my 98 Terry guide 
and made the proper changes. Well enjoy.
 
3. About Real Bout Terry Bogard
 
The Real Bout verions of Terry is much simpler, IMO, to play than compared to 
his 97/98 counterpart.  One of the reasons for this simplicity is because he 
loses some moves and a DM.  But that does not necessarily mean that the Real 
Bout version is weaker, acutually, i believe that the Real Bout version is 
equally as strong if not stronger.  Unfortuantely, im not a big fan of the Real 
Bout version.  The reason is becuase the rising tackle is a charge move.  For me 
this is bad news because i play Terry very offensively and i will not be able to 
utilize the rising tackle...well i guess thats probably just me huh? He loses 
the High Angle Geyser DM, but serisously, did you need it? That's a lousy DM 
anywayz.  On the other hand, he gains the Fire Kick, a very powerful move.  
 
Intro
 
1st Round: Puts on Hat, ready to fight
 
2nd/3rd: Fixes hat, ready to fight
 
Vs. Andy Bogard: Terry and Andy both bow to each other as a sign of respect
     
Vs. Blue Mary: Terry has his hat on backwards, the rearranges it as Mary calls 
him
 
Taunt: Terry whistles, taunting you to fight
 
4  Moves/Special Moves/DMs
 
Ratings:
     *: bad, poor, useless. dont use the move too much
     **: okay move, not too great.  use it once in a while to surprise the 
opponents
     ***: average move. not too good, not too useful
     ****: good move. actually a very good move. use it often, but dont get too 
predictable
     *****: excellent, great move. abuse as much as you can
 
Basic Moves
 
Standing
     A: jab.  a simple jab, the usual weak but fast attack
        ***
     B: kick.  a long ranged kick, fast and good for poking
        ****
     C: punch.  a big punch, comes out fairly fast, not too much range
        ***
     D: side kick.  a big, looong ranged side kick to the mid level. long range 
but slow
        **
        CD: spin kick.  slow spin kick, Terry takes a step forward when 
executing
        ***
Close
     A: elbow.  fast, quick blow
        **
     B: knee.  knee to the midsection, fast and weak also
        **
     C: double punch.  ah..THE punch for combos, one of his best moves IMO
        *****
     D: big kick.  a close frontal kick to the face, quick and powerful, can be 
comboed
        ****
 
Crouching
     A: a jab.  quick and good for combos
        ***
     B: low kick.  a low kick with little range
        **
     C: punch.  a very long ranged, powerful punch.  somewhat quick in coming 
out
        ****
     D: sweep.  long ranged, but slow sweep.  useful but not too useful. just an 
average sweep
        ***
 
Jumping
     A: jump jab. yay another one...
        **
     B: jump kick.  a good upwards kick.  long ranged, seems to have some 
priority
        ****
     C: jump punch.  a punch directed downwards.  good for combo starting
        ****
     D: jumping kick.  a jump kick, also good for combos
        ****
    CD: downwards kick.  a long kick directed very low
        ***
 
Command Moves
     Forward+A: a two hit elbow plus move, Terry takes a step forward when 
executing
                ***
     Downforward+C: uppercut.  quick move, good for tagging extra hit in combos
                    ****
 
Special Moves
 
     Power Wave
     QCF+A/C     ****
A good, quick projectile attack.  Goes along the ground.  Real Bout version of 
this move goes the entire lenght of the screen.  I like the change. A and C are 
about the same.
 
     Rising Tackle
     Charge D, U+A/C     ***
Wowee, does this move have auto-guard!  The entire front of this move has auto 
guard when goin up.  A goes a little off the ground.  This is now a charge move 
now. I lowered it one star becuase it's just not the same as being able to use 
it on call...at least for me. C button goes forward a little and gives you the 
most hits.  It also seems like it has a "suck in" ability, but it also leaves 
you very open if missed.  I love the sound it makes when you connect :)
 
     Burn Knuckle
     QCB+A/C     **** for A, ** for C
The burning knuckle. Terry rushes at you with a fist of flame.  A is quick and 
has little recovery  time.  It can catch opponents off guard.  C button has long 
start up and big recovery time.  It also goes farther.  Opponents can see this 
coming a mile away, never use the C unless they are sleeping.  
 
     Fire Kick
     HCF+B/D     ****
Terry gains this new move from the Real Bout series.  An awesome move overall.  
This move can be used in combos and juggles for a freebie hit afterwards.  Must 
be blocked low, this can mess up people sometimes becuase it comes out so fast 
and they dont expect it coming.  If blocked, Terry will still perform the second 
part of this move, which is a kick upwards.  If this is blocked, no matter, its 
hard to punish afterwards. This move can be abused...but not too much tho...
 
     Crack Shot
     QCB+B/D   ***
Well the crach shot is just an okay move.  Terry flip kicks you.  It can whiff 
against short standing opponents...in fact, it whiffs most of the time against 
standing opponents.  Good air counter though...not too useful IMO.  B is 
quicker, D goes farther
 
DM/SDM
 
     Power Geyser
     QCB, HCF+A/C    ****
The original DM that Terry has had since the beggining of time.  Fairly quick to 
come out, it does a single big blast.  Opponents cannot jump over the blast.  
This DM is good for finishing combos.  The SDM is a triple geyser instead of one 
and will juggle opponents.  The third will not connect if the opponent is in the 
corner.
 
5.  Combos
 
Basic combos that I know or have seen.  I will not list all chain moves, I dont 
know them all.  Most used combos are listed
 
Close C, Power geyser DM
 
Low B, low A, Downforward+C, Burn knuckle
 
Low B, low A, Downforward+C, Power geyser DM
 
Low B, Low A, Downforward+C, Fire Kick
 
Low B, Low A, Downforward+C, Power Wave
 
Jump B/C/D, Close C (2 hit), X
     X means you can do any of the following
         1. power wave
         2. fire kick
         3. power geyser DM/SDM
 
Jump B/C/D, Close C(2 hit), forward+A, fire kick, jump D
 
Jump B/C/D, Close C, Forward+A, fire kick, rising tackle
 
jump B/C/D, close C(2 hit), fire kick, rising tackle
   NOTE rising tackle must be done right away no delay or it will not connect
 
*NOTE all combos above involving the close C 2 hit may be substitued with a 
close D instead
 
Jump B/C/D, Close C(2 hit), Downforwards C, X
      X means you can do any of the following
         1. power wave
         2. fire kick
         3. burn knuckle
         4. power geyser DM
 
Mix and match combos, they all work, simple eh?
 
6. Strategy
 
Terry is simple to play, just combo the opponent.  Learn the basic combo: jump 
in attack, C, special move.  Add in additional moves such as the DwnFwd+C upper 
for extra hits.  Terry isnt too difficult to play, unfortunately, that also 
means that Terry doesnt have much variety to play.  Yet, Terry remains powerful 
despite his simplicity.  
 
One thing, i have found that computer will fall for a simple strategy.  This is 
somthing that the computer has fallen for since 97.  Land a power charge on the 
opponent.  After the opponent is in the air, immediately jump after him/her with 
a jump kick.  If done right, Terry should land first, right next to the 
opponent.  Do a close C (2 hits) and chain into a power charge again. Repeat.  
Opponent will not block and continue to fall for the same combo.  You can get 
perfects and straights by this.
 
7. Conclusion
 
I know I'm missing a lot of information and extra tidbits.  The truth is, all 
this is from the top of my head.  There really isnt much else, i believe I've 
touched most of the important parts. Email me with questions or arguments.  
Thanks for reading.
 
copyright 1999
Patrick Hwang