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    Terry by PHwang

    Updated: 07/04/99 | Printable Version | Search Guide | Bookmark Guide

    King of Fighters 98
    Terry Bogard Players Guide
    July 4, 1999
    by: Patrick Hwang
    email: ph@ucla.edu
    Table of Contents
    1. Disclaimer
    2. About the guide
    3. About Terry
    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
    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. Well enjoy.
    3. About Terry Bogard
    Mr. Terry Bogard, since 94, has been in every King of Fighters tournament.  
    "The Lone Wolf" is a very simple, yet powerful character to play.  His moves 
    are all around good, and his combos are powerful.  Newbies will find no 
    trouble learning how to play him and experts will be able to take advantage of
    his many combo possibilites.  Since 97, Terry has been weakened.  Greatly 
    weakened.  No longer is he able to connect a power geyser after his rising
    tackle.  In addition, his infinite combo in 97 has also been taken out. 
    Despite being toned down, Terry still remains one of the more powerful
    characters in Kof98.
    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
    Taunt: Terry whistles, taunting you to fight
    Winning Poses
    Terry's poses are quite boring IMO
         A: Throws off hat, says, "Okay"
         B: Brushes off hat
         C: Throws hat...again
         D: Fixes hat...yay
    4  Moves/Special Moves/DMs
         *: bad, poor, useless. dont use the move too much
         **: okay move, not too great.  use it once in a while to surprise the
         ***: average move. not too good, not too useful
         ****: good move. actually a very good move. use it often, but dont get too
         *****: excellent, great move. abuse as much as you can
    Basic Moves
         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
         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
         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
         D: sweep.  long ranged, but slow sweep.  useful but not too useful. just 
            an average sweep
         A: jump jab. yay another one...
         B: jump kick.  a good upwards kick.  long ranged, seems to have some
         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
         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.  A is quicker but has
    less range.  C button is slower and more powerful, it also travels a little
    farther across the screen.  Not too reliable.
         Rising Tackle
         DP+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.  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.
         Power Charge
         HCF+B/D     ****
    "POWER CHARGE" yup the move for the infinte in 97.  Its been toned down a bit.
    Terry shoulder rams you a few feet away, if it connects you get a freebie 
    attack while they are in the air.  B button is quick and recommended.  D is a
    bit slower but has a *little* more range.
         Power Dunk
         DP+B/D     ***
    Terry goes up into the air, and dunks his fist down.  Personally i like to
    finish off with this move.  Not too good, can catch stupid opponents off guard.
    Otherwise only useful in combos after the power charge.  I find that D doesnt
    always knock down.
         Crach 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.
         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.
         High Angle Gayser
         QCF, QCF+B/D     ***
    This move is new since 97.  Sounds like he says "War machine" IMO. anywayz, 
    this is a pretty weak DM, if blocked, leaves you open big time!  Terry
    shoulder rams you, then hits you up, and finishes with a big power geyser.  
    The SDM adds in many blasts instead.  Though weak, it is time consuming and 
    great to watch.
    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..
    Low B, low A, Downforward+C, Burn knuckle
    Low B, low A, Downforward+C, Power geyser
    Jump B/C/D, Close C (2 hit), X
         X means you can do any of the following
             1. power wave
             2. rising tackle
             3. power charge
             4. power geyser DM/SDM
             5. high angle gayser DM/SDM
    Jump B/C/D, Close C(2 hit), forward+A, power charge, power dunk
    jump B/C/D, close C(2 hit), power charge, 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. rising tackle
             3. burn knuckle
             4. power charge, then power dunk
             5. power geyser DM/SDM
             6. high angle gayer DM/SDM
    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