hide results

    Terry Combos by Tetsuo

    Version: 1.2 | Updated: 02/20/99 | Search Guide | Bookmark Guide

    ______________________________________________________________________________
    
    
                         THE KING OF FIGHTERS '98, The slugfest
    
            		"Dream match never ends" (Jap)
                    	"The dream battle goes on" (US)
    ______________________________________________________________________________	
    
    
    Terry Bogard '97 and RB2 faq combo v.1.2
    By Tetsuo "Trumaster" < tetsuo@multimania.com >
    Since the 18/01/99
    Last revision : 20/02/99
    
    
    
    ______________________________________________________________________________
    
    0. SUMMARY
    ______________________________________________________________________________
    
    0. Summary (Oyo ?)
    1. Updates
    2. Intro "Me, myself and I" / Terry ?
    3. Shortcuts
    4. Before entertainement
    5. Terry '97 section
         5.1 Basic Combo
         5.2 DM/SDM Combo
         5.3 Counter Combo
              = Basic
              = DM
    6. Terry RB2 section
         6.1 Basic Combo
         6.2 DM/SDM Combo
         6.3 Counter Combo
              = Basic
              = DM
    7. Outro / Shout outs
         7.1 Final
         7.2 Legal stuff
    
    
    
    ______________________________________________________________________________
    
    1. Updates
    ______________________________________________________________________________
    
    v.0.0   : First release and not ready to be sent. A pre-beta version.
    v.0.1   : Some combos updated and added.
    v.1.0   : Added Terry RB2's combo, the counter combo section for both Terry,
              corrected little stuffs, added many stuffs. I'm waiting comments
              or addings. I feel the satisfaction of the faq writer. ^0^ A great
              step forward.
    v.1.0.1 : Corrected few mistakes (spelling, grammatical errors...), added
              thanks. I could include it later but... never released.
    v.1.1   : Rhooooo ! It seems so complete now ! I added all the "chariot
              return" in end of line (it's now clear for all) corrected the Power
              Geyser motion (can't be forgiven for that, thanks Yasakani), added
              the Jump combo notes cause it's, finally, not as hard as it could
              seem. This release is the result of a month of work... never
              released.
    v.1.2   : I found so many details, it simply meant a new version. Added a lot
              of notes on Jump combos, 2 new counters combos. I made too much
              today, think I'm gonna stop for a while.
    
    
    
    ______________________________________________________________________________
    
    2. INTRO " Me, myself and I... "
    ______________________________________________________________________________
    
    Yo !
    I'm a French player living near Paris (77). I'm now 19 and I play the King of
    Fighter series since the 1994. This' my first try as a faq. I've had my Neo
    Geo cartridge with that great game that King of Fighters '98 is, on the
    16/01/99. I have the US version and excepted the cover with the gray borders,
    ain't no differences with the Japanese one. I used to play Kof' in the
    arcades (it fastly  becames too expensive) then on PS (the conversions were
    not satisfying) so I decided to get the REAL one. I don't regret it at all :
    I connected 4 loudspeakers on it and... Weshaaah !!! ^O^ I strongly recommend
    you to do so.
    You can consider this faq as a complement to the good Clemens"RBc.f."Franke's
    Terry '97 and RB2 faqs. See them at : < www.gamefaqs.com > And even if I'm
    Fench, I WON'T do a French translation. "Non mais pas qu'ça à faire non
    plus !!! :p Mailez-moi si vous avez des questions; ça sera plus simple."
    
    You'll find the present faq and its last update at :
    My "Kusanagi no den da" : < hey.to/tetsuo >
                              Explanation on Shortcuts, how to beat Omega Rugal,
                              King of Fighters shiki scans (March), galleries of
                              Blades (Shirow), Restart (Cyber Weapon Z) soon...
    Yasakani's "Kof 4 ever" : < i.am/kof >
    Yosha's "Yosha's toolbox" : < www.multimania.com/kurae >
    Gamefaqs : < www.gamefaqs.com >
    
    
    ==============================================================================
    About Terry Bogard
    ==============================================================================
    
    Terry is not one of my favourite characters, I think he is too "cheap". I
    mean : he's somehow like Paul or Eddy from "Tekken 3", you can win just
    havin' a little knowledge of the game. That's the kind of stuff that really
    gets me mad. "Been training for hours, and beaten by a snort that only play
    Street Fighter..." ^o^ I play Terry since Fatal Fury 1, so I guess I'm
    getting a little bored... Now, I avoid to play him 'cause it fastly ends in
    "Say what? It's no fluke. This is why I'm here every year." ^O^ In fact, I'm
    just doing it for his cool looking combos even if I prefer Kyo, Orochi
    Yashiro, Kim or Mai 's styles.
    
    At last, you could be surprised to see a faq dedicated to combos only as
    most of faqs are general guides on a character. The reason is that I only
    bought KoF '98 after my friend Markk destroyed me with. That's the ONLY
    interest I have in playing KoF' 98 otherwise I would play CAPCOM's Street
    Fighter Zero 3. (Sorry for "Suto" fans ) ^O^
    
    
    
    ______________________________________________________________________________
    
    3. SHORTCUTS
    ______________________________________________________________________________
    
    On your stick (or pad, sorry for you) :
    
    Fwd : Forward
    Bck : Back
    Dwn : Down
    Up  : Up (Oyo ?)
    Qcf : Quater circle forward <Dwn, Dwn/Fwd, Fwd>
    Qcb : Quater circle back <Dwn, Dwn/Bck, Bck>
    Hcf : Half circle forward <Bck, Dwn/Bck, Bck, Bck/Fwd, Fwd>
    Hcb : Half circle back <Fwd, Dwn/Fwd, Dwn, Dwn/Bck, Bck>
    Dp  : The famous "Dragon Punch motion" <Fwd, Dwn, Dwn/Fwd>
    A   : A button <Light Punch>
    B   : B button <Light Kick>
    C   : C button <Strong Punch>
    D   : D button <Strong Kick>
    
    Hum... This is the default configuration but are there any Kof players who
    change it ? ^_^ I guess not... ot it will be troublesome for you to use faqs.
    I didn't specify if i.e., a Power Charge is executed with B or D. I simply
    choose the one I thought was easier to reach. This way, this faq is clearer.
    
    
    Faq system :
    
    MAX    : Press A+B+C simultaneously (ADVANCED only)
    DM     : Desperation Move
    SDM    : Super Desperation Move (DM when MAXed)
    GROUND : Explanation when you perform a "ground" combo
    JUMP   : Explanation when you start a combo with a jumped attack. Jump+B or
             Jump+C. The Super Jump is a jump started by a Down first, the very
             same you're used to in CAPCOM's X-Men vs Street Fighter. The
             difference is you don't jump out of the screen, you're just faster.
    
    When I say : "in the corner" it means that YOUR opponent is.
    
    This faq needs you to know Terry's basic moves. Refer to Terry'97 and RB2
    faqs if you find yourself lost.
    
    
    
    ______________________________________________________________________________
    
    4. BEFORE ENTERTAINEMENT...
    ______________________________________________________________________________
    
    
    - D is often used to begin combos but some players prefer to use his close C
      as it hits twice. But as Markk says it's a pity to use C as most of the
      players don't wait the second hit to chain their combo. He has the feeling
      to "lose" a hit this way. Also when you're not close enough and your C
      touches you'll be too far of your opponent to try anything else.
    
    - Upper :
      Dwn/Fwd+C (Upper) is a really quick move so you'll be able to get it
      chained after basic moves even strong strikes such as a Strong Kick (D) or
      Strong Punch (C).
    
    - Jump Combo :
     "You can begin with a Jump+C or Jump+D for some of the following combos, but
      it's far harder to connect with. You can try but don't expect great results.
      However if you really want to, just know that you must press C (or D) at
      the moment you get to your opponent. I personaly prefer GROUND combos."
      That's what I thought until the v.1.0.1.
      Ok, ok, who use jump combos ? Ain't no much I guess if I except the Jump+D,
      Dwn+D. As I trained, I discovered that a Jump+B, D chains very well in
      compare with a Jump+C/D, D. That's the key of Terry's Jump combos !
      That's what pushed me to add Jump combos. Have fun !
    
    - Taunt :
      Try to taunt if you can (he he). Note that most of Terry's basic combos
      don't move away enough your adversary to taunt safely. So be careful ! When
      taunting, don't forget to scream at the face of your friend : "It's
      showtime !" ^0^ About Terry's taunt, I prefered his taunt when he said :
      "Hey, c'mon, c'mon !" His new one is very irritating for both players.
    
    - Chain combo :
      I won't add chain combos (at least for now). If you want them, see Moonrun's
      Kof '98 combo faq at the Gamefaqs. I'm not really interested in them...
      Then, adding comments their timing will be far harder and longer to the ones
      I use (which are much efficient).
    
    
    
    ______________________________________________________________________________
    
    5. TERRY BOGARD '97
    ______________________________________________________________________________
    
    Just choose him by pressing A, B, C or D. My favorites are in order :
    A (Normal), D (Black), B (Blue), C (This last one is so ugly !).
    
    _____________________________
    
      5.1 Terry '97 Basic Combo :
    _____________________________
    
    * Strong Kick, Upper, Power Dunk *
    
    ----- D, Dwn/Fwd+C, Dp+D ----- 04 hits
                             ----- 05 hits (JUMP)
    
    GROUND : You must chain the upper right after the Strong Kick hit. The Power
    Dunk doesn't need any explanations but you need to be still closed to your
    opponent or in the corner.
    You can also chain with a Burning Knuckle, instead of the Power Dunk. However
    it's far less impressive... Ho ! I was forgettin', of course you can finish
    with a Rising Tackle for more 8 hits (but not much damage) ! Only in the
    corner, though... even against big characters like Chang or Goro.
    
    JUMP : I use to begin with a Jump+B.
    
    
    
    
    * Strong Kick, Upper, Power Charge, Rising Tackle *
    
    ----- D, Dwn/Fwd+C, Hcf+D, Dp+C ----- 07 hits
                                    ----- ?? hits (JUMP)
    
    GROUND : You must chain the uppercut, during your strong kick hits and as
    quickly, do the Power Charge. You MUST chain the Rising Tackle in the same
    motion of the Power Charge :
    The Power Charge finishes on a Fwd+D and you have to "slide" with the end of
    the Dp motion, Dwn, Dwn/Fwd+C.
    It's a nervous combo and it ain't really easy to execute but with some
    practice you'll perfectly master it.
    
    JUMP : I believe this one can be performed but it's too hard to perform. If
    anyone wants to add comments... I simply can't do it for now.
    
    
    
    
    * Strong Kick, Elbow Smash, Power Charge, Rising Tackle *
    
    ----- D, Fwd+A, Hcf+D, Dp+C ----- 08 hits
                                ----- 07 hits (JUMP, see notes)
    
    GROUND : The Power Charge must be done quickly right after the second hit
    of the Fwd+A then, the Rising Tackle must be done as below. The main
    difference lies in the timing : you have to mark a pause in your motion in
    the middle of the combo. And if you wanna add a hit to this one, begin with
    close C (2 hits) instead of the Strong Kick but you need to be in the corner.
    
    JUMP : I use to begin with a Jump+B. I managed this one once against Chang.
    The problem is that the Power Charge hardly connects. It's a distance problem.
    Any comments on it ?
    You can remove the Elbow Smash. You must be very nervous to do it : Tap in
    rythm, B, D (Strong Kick), D or B (Power Charge), C (Rising Tackle).
    
    
    
    
    * Strong Kick, Elbow Smash, Power Charge, Power Dunk *
    
    ----- D, Fwd+A, Hcf+B, Dp+D ----- 06 hits (by Yasakani)
                                ----- 5 hits (JUMP, see notes)
    
    GROUND : Chain the Power Charge quickly during the second hit of the Elbow
    Smash. To have connected the Power Dunk, it's quite easy : just wait a little
    after the Power Charge. It's up to your judgement.
    
    JUMP : Still this distance problem. It might works against Chang or Goro.
    Or... in the corner ? ^o^
    You can remove the Elbow Smash. In that case, you'd better use the B version
    of the Power Charge and the D one of the Power Dunk. Do what you want, this
    is just a free advice.
    
    
    
    
    Terry's most powerful ground combo (by Yasakani) :
    * Strong Punch, Upper, Power Charge, Power Dunk *
    
    ----- C, Dwn/Fwd+C, Hcf+B, Dp+D ----- 06 hits (in the corner)
                                    ----- 07 hits (JUMP)
    
    GROUND : Chain the Power Charge quickly during the second hit of the Elbow
    Smash. To have connected the Power Dunk, it's quite easy : just wait a little
    after the Power Charge. You'll need a fast judgement. C can be substitute by
    a Crouch Kick, Crouch Punch. Harder, but possible. It's useful during battle
    because most of Terry's combo begins with high attacks : your opponent might
    be a bit surprised.
    
    
    JUMP : I use to begin with a Short Super Jump+C, it's up to you. You must tap
    in rythm again, C (JUMP), C (Strong Punch), C (Upper), B (Power Charge), D
    (Power Dunk) otherwise the Upper will strike in the wind. Definitely powerful.
    If you have trouble to do this, you can remove the Upper but it would be a
    pity.
    
    
    
    _________________________________________
    
      5.2 Terry '97 Desperation Moves Combo :
    _________________________________________
    
    * Strong Punch, Power Geyser *
    
    ----- C, Qcb Fwd+C ----- 03 hits (DM)
                       ----- 04 hits (JUMP DM)
                       ----- 05 hits (SDM)
                       ----- 06 hits (JUMP SDM)
    
    GROUND : You must finish the motion of the Power Geiser before the second hit,
    otherwise, your opponent will block your DM. As the same way, you can change
    the C for a Fwd+A or a D (less hits). Ain't no difference in the timing.
    
    JUMP : I can't have connected this combo when I use D instead of C. Is it me
    or... ?
    
    
    
    
    * Strong Punch, High-Angle Geyser *
    
    ----- C, (Qcf)x2+D ----- 07 hits (DM)
    		   ----- 12 hits (SDM)
                       ----- 08 hits (JUMP DM)
                       ----- 13 hits (JUMP SDM)
    
    GROUND : The same as above, it's just a little variant. Most of the time I
    was trying it, I always chained a Power Dunk. I found that doing a (Hcf)x2 +D
    worked better, it might be my stick or something else...
    
    JUMP : Use Jump+B or Jump+C, I don't have any opinion on it.
    
    
    
    
    * Strong Kick, Elbow Smash, High-Angle Geyser *
    
    ----- D, Fwd+A, (Qcf)x2+D ----- 05 hits (DM)
                              ----- 07 or 08 hits (DM in the corner)
                              ----- 07 hits ?? (JUMP DM in the corner)
    
    GROUND : It's an easy combo to perform as you don't need to be fast to
    perform the DM move motion. You MUSTN'T be MAXed, I mean don't expect to
    finish with the SDM : It won't connect. Don't expect either to start with the
    2 hits of the close C because you'll be too far to chain and your opponent
    will block.
    
    JUMP : I use Jump+B to start. I think there's a distance problem here : I
    managed once with my opponent in the corner. 'Think that the motion must be
    inputed faster so that the adversary doesn't move away.
    
    
    
    
    * "The famous cut motion" : Crouch Kick, Crouch Punch, High-Angle Geyser *
    
    ----- Dwn+B, Dwn+A, (Qcf)x2+B ----- 07 hits (DM)
                                  ----- 12 hits (SDM)
    
    GROUND : This combo can be performed with many characters (Kyo, Chris...
    depending of their DM, sometimes with A button)
    The previous motion is what you can see (sometimes it will turn in a stand A,
    it depends of you, see later...) but not what you'll have to do.
    You must use the "slide" trick first. When you perform your Dwn+B, chain it
    with Dwn/Fwd, Fwd, Dwn+A, Dwn/Fwd, Fwd+A.
    Fortunately you don't have to press the first A button exactely at the Dwn
    direction. You can do this :
    Dwn+B, Dwn/Fwd, Fwd+A, Dwn, Dwn/Fwd, Fwd+A.
    This way, you won't do a Crouch Punch and your opponent won't be able either
    to block your stand Punch as it connects with the first Crouch Kick.
    Finaly, if you wanna chain the 12 hits, you mustn't be in the corner. You
    would only manage a 7 hits as your DM gets out of the screen.
    
    IMPORTANT :
    I don't know why, but the fact is this combo is harder to perform than Kyo's
    or Chris'. If you have any comments... Maybe Terry's Crouch Kick and Crouch
    Punch chain combo is slower than the others'. That's the reason why you'll
    need a tighter timing : it's less "smoothe".
    
    JUMP : Hahah... I didn't try : I've enough work for now. The truth is that I
    don't think I can do it, even if it chains. ^O^
    
    
    
    
    * Terry's most powerful DM combo : Strong Punch, Upper, Power Geiser *
    
    ----- C, Dwn/Fwd+C, Qcb Fwd+C ----- 04 hits (DM)
    			      ----- 06 hits (SDM)
                                  ----- 05 hits (JUMP DM only)
    
    GROUND : I believe that the SDM one is Terry's strongest DM combo : it
    reduces more than 75% of your opponent's Life Bar. Of course, your opponent
    mustn't reach the corner otherwise the third geyser won't touch him. Really
    easy to perform and being quick is the key.
    Yasakani's note : C can be substitute by a Crouch Kick, crouch Punch.
    
    JUMP : Start with a Short Super Jump+C. It's EXTREMELY powerful, use it when
    you're pushed in the corner so you can make it in its whole. I believe that
    the SDM works (at least) in the corner : still a quickness / distance problem.
    Can anyone confirm this ?
    
    
    
    _______________________________
    
      5.3 Terry '97 Counter Combo :
    _______________________________
    
    I recently found this when I was trying to understand the interest of the
    counters. I don't mean the CD counter but THE counter, when for instance,
    you're hitting your opponent as he were going to too. These combos are easy
    to perform in training mode but however, they will need you to be skillful
    to master them in real conditions.
    
    IMPORTANT : All these combo will need you to counter your opponent first and
    for sure. Turn the counter ON in the practice menu for training.
    
    
    ==============================================================================
        Basic Combo
    ==============================================================================
    
    * You can perform all combos detailed above. You'll just inflict greater
    damage to your opponent.*
    Interesting... but counters will allow you to chain the CD with most Terry's
    special moves (I guess it works with all characters but you're on a Terry faq
    ^O^).
    
    ----- CD, Qcb + A/C ----- 2 hits (mustn't be in the corner or it will pass
                                      through the opponent)
              Qcf + A/C ----- 2 hits
              Qcb + B   ----- 3 hits / 4 hits in the corner (D version doesn't
                                                             combo)
              Dp + A/C  ----- 5 hits / 8 hits
              Dp + B/D  ----- 3 hits
    
    The Power Charge doesn't connect.
    Notes : For all motions, you must press the button right after the CD hit,
    neither before nor once your opponent is out of effect.
    
    
    ==============================================================================
        DM Combo
    ==============================================================================
    
    * CD, Power Geiser *
    
    ----- CD, Qcb Fwd+C ----- 2 hits (DM)
                        ----- 3 hits (SDM)
    
    GROUND : The SDM version only hits 3 times 'cause your opponent gets too high
    on the second geyser. ^o^ Easy if you master the basic combos. As usual, your
    opponent mustn't be in the corner otherwise, the SDM doesn't blah blah...
    
    
    
    
    * Power Charge, Power Geyser *
    
    ----- Hcf+B, Qcb Fwd+C ----- 2 hits (DM)
                           ----- 3 hits (SDM)
    
    GROUND : As the previous combo, the third geyser of the SDM doesn't hit even
    against big characters (Chang, Goro...). It's too sad ! I believe that this
    combo could be performed in KoF '97 even if you were not countering. I don't
    remember well... I didn't play much on it.
    
    
    
    
    * CD, High-Angle Geyser *
    
    ----- CD, (Qcf)x2 +D ----- 2 hits (DM) but forget it, it isn't worthe it.
                         ----- 5-6 hits (SDM)
    
    GROUND : It's not an interesting combo as it will need you a lot of fast
    judgement : the number of hits depends of the place of your opponent. It can
    do 3-8 hits if you push your opponent to the corner. The Power Geyser is
    easier to perform and more powerful. The DM version only connects the first
    elbow strike. Showtime only.
    
    
    
    
    * Power Charge, high-Angle Geyser *
    
    ----- Hcf+B, (Qcf)x2 +D ----- 2 hits (DM) Showtime only, forget it...
                            ----- 2 hits (SDM) Idem
                            ----- 5-6 hits (DM, SDM) in the corner or against
                                                     big characters
    
    GROUND : You just have to know that if you wanna perform it you must use the
    B version of the Power Charge otherwise you won't "have the hand" at time.
    If you wanna show off and prove your skill, it's a good combo to make fun of
    your friend. ^0^ Personaly, I'm not good enough to do so... I prefer chain
    with a Power Geyser.
    
    
    
    ______________________________________________________________________________
    
    6. TERRY BOGARD RB2 (from Realbout 2)
    ______________________________________________________________________________
    
    Hold Start on Terry while you're on the select screen. You knew that of
    course. ^O^
    Why ? Why did I finaly decided to add this RB2 section ? "Cause I LOVE his 10
    hits combo !!!" Moreover I guess that many players prefer this Terry, easier
    to play and as efficient. Contrary to Clemens"RBc.f."Franke, I don't think
    that the 2 Terry(s) are so different. The main difference lies in the fact
    that some basic combos can be done when MAXed and easier to do if you started
    with a Jump attack, thanks to the Fire Kick.
    IMPORTANT : Terry RB2 offers less possibilities because :
    - He loses his Power Dunk.
    - The Rising Tackle must be charged (Hold Dwn one second), it's less natural
      to use : this kinda motion reminds me the oldest Fatal Fury (2, special).
    - He also loses a DM/SDM : the High-Angle Geyser.
    
    _____________________________
    
      6.1 Terry RB2 basic combo :
    _____________________________
    
    * Strong Punch, Elbow Smash, Fire Kick, Rising Tackle *
    
    ----- C, Fwd+A, Hcf+D, Dwn (hold), Up+C ----- 10 hits
                                            ----- 11 hits (JUMP)
    ----- D, Fwd+A, Hcf+D, Dwn (hold), Up+C ----- 09 hits
                                            ----- 07 hits (MAXed)
                                            ----- 10 hits (JUMP)
    
    GROUND : The Fire Kick must be done quickly right *after* the second hit of
    the Fwd+A. Once this done, quickly hold down, and press Up+C just a little,
    little time after the second hit of the Fire Kick. Excepted the Rising Tackle
    motion, the main difference with the '97 version is that you can connect the
    2 hits of the close C thanks to the Fire Kick.
    If you substitute the first C for a D, you'll be able to perform it when
    MAXed (7 hits).
    
    JUMP : Use a Short Super Jump+C for the first combo and a Jump+B for the
    second one. Notice that the Fire Kick doesn't connect when you're MAXed.
    
    
    
    
    * Strong Punch, Elbow Smash, Fire Kick, Rising Tackle *
    
    ----- C, Dwn/Fwd+C, Hcf+D, Dwn (hold), Up+C ----- 09 hits
                                                ----- 07 hits (when MAXed)
                                                ----- 10 hits (JUMP)
    
    GROUND : A more nervous one : just do the Fire Kick quickly, the Fire
    Kick/Rising Tackle trick has to be chained the same way that previously.
    This combo is Terry's strongest combo and not really difficult.
    
    JUMP : I use to start it with a Short Super Jump+C.
    
    
    
    
    * Crouch Kick, Crouch Punch, Rising Tackle *
    
    ----- Dwn+B, Dwn+A, Up+C ----- 09 hits (even MAXed)
                             ----- 09 hits (JUMP equal hits)
    
    GROUND : I like this one much (available for Kim, just replace the Up+C by
    Up+D and add a Dwn+D at top. It needs a Stand guard or else... Hah, I'm
    wanderin') and I always use it after a crossup.
    
    A little trick : When I have pushed the opponent in the corner, I try to make
    him fall with a Crouch Kick (Dwn+D), then Run forward (he will be tempted to
    grab you) and I chain at this moment. Useful against unexperimented players
    but quite dangerous against "Dp" characters (Iori, Kyo...) and you mustn't
    use it too much otherwise you won't surprise anymore.
    
    JUMP : The jumped attack must be a strong strike C or D, or it won't connect.
    You MUST maintain Dwn while you're jumping for charging the Rising Tackle.
    You can replace the "Low A, Low B" for an Upper Dwn/Fwd+C (09 hits). In that
    case you must be quick and precise : you must press C right after each time
    you hit and the Jump C, very closed to the opponent.
    
    
    
    _________________________________________
    
      6.2 Terry RB2 Desperation Moves Combo :
    _________________________________________
    
    These are the same, excepted the fact that Terry RB2 doesn't have the
    High-Angle Geyser. The Power Geyser shortcut remains.
    
    
    * Strong Punch, Power Geiser *
    
    ----- C, Qcb Fwd+C ----- 03 hits (DM)
                       ----- 04 hits (JUMP DM)
                       ----- 05 hits (SDM)
                       ----- 06 hits (JUMP SDM)
    
    GROUND : You must finish the motion of the Power Geiser before the second
    hit, otherwise, your opponent will block your DM. As the same way, you can
    change the C for a Fwd+A or D (less hit). Ain't no great difference in the
    timing.
    
    JUMP : I can't have connected this combo when I use D instead of C. Is it me
    or... ?
    
    
    
    
    * Terry's most Powerful DM combo : Strong Punch, Upper, Power Geiser *
    
    ----- C, Dwn/Fwd+C, Qcb Fwd+C ----- 04 hits (DM)
                                  ----- 05 hits (JUMP DM)
    			      ----- 06 hits (SDM)
    
    GROUND : I believe that the SDM one is Terry's strongest DM combo : it
    reduces more than 75% of your opponent's Life Bar. Of course, your opponent
    mustn't reach the corner or the third geyser won't touch him. Really easy to
    perform and being quick is the key.
    Yasakani's note : C can be substitute by a Crouch Kick, crouch Punch.
    
    JUMP : EXTREMELY powerful use it when you're pushed in the corner. I believe
    that the SDM works at least in the corner : still a quickness / distance
    problem. Can anyone confirm this ?
    
    
    
    
    I tried the following cut motion for a Crouch Kick, Stand Punch, Power Geyser
    combo :
    ----- Dwn+B, Dwn/Bck, Bck+A, Fwd+A
    
    It works but the Power Geyser is always blocked. Have any comments on this ?
    It may simply doesn't connect...
    
    
    
    ________________________________
    
      6.3 Terry RB2 Counter Combo :
    ________________________________
    
    I recently found this when I was trying to understand the interest of the
    counters. I don't mean the CD counter but THE counter, when for instance,
    you're hitting your opponent as he were going to too. These combos are easy
    to perform in training mode but however, they will need you to be skillful
    to master hit in real conditions.
    
    IMPORTANT : All these combo will need you to counter your opponent first and
    for sure. Turn the counter ON in the practice menu for training.
    
    
    ==============================================================================
        Basic Combo
    ==============================================================================
    
    * You can perform all combos detailed above. You'll just inflict greater
    damage to your opponent.*
    Interesting... but counters will allow you to chain the CD with most Terry's
    special moves (I guess it works with all characters but you're on a Terry faq
    ^O^).
    
    ----- CD, Qcb + A/C ----- 02 hits (mustn't be in the corner or it will pass
                                       through the opponent)
              Qcf + A/C ----- 02 hits (not in the corner)
              Qcb + B   ----- 03 hits (4 hits in the corner and D version doesn't
                                       combo)
    
    The Fire Kick and the Rising Tackle don't connect. The first one can't hit as
    you only can touch your opponent when he's in the air, the second one is
    impossible cause you can't charge it enough.
    Notes : For all motions, you must press the button right after the CD hit,
    neither before nor once your opponent is out of effect.
    
    
    ==============================================================================
        DM Combo
    ==============================================================================
    
    Only two ! In fact the very sames as Terry '97.
    
    * CD, Power Geyser *
    
    ----- CD, Qcb Fwd+C ----- 02 hits (DM)
                        ----- 03 hits (SDM)
    
    GROUND : The SDM version only hits 3 times 'cause your opponent gets too high
    on the second geyser "Hey ! Don't get so high ! 'Can't hit ya !!!". ^o^
    Pleased if you master the basic combos.
    
    
    
    
    * Power Charge, Power Geyser *
    
    ----- Hcf+B, Qcb Fwd+C ----- 2 hits (DM)
                           ----- 3 hits (SDM)
    
    GROUND : As the previous combo, the third geyser of the SDM doesn't hit even
    against big characters (Chang, Goro...). It's too sad ! I believe that this
    combo could be performed in KoF '97 even if you were not countering. I don't
    remember well... I didn't play much on it. I think it's right.
    
    
    
    ______________________________________________________________________________
    
    7. OUTRO / SHOUT OUTS
    ______________________________________________________________________________
    
    I'd like to thank :
    
    - Markk Y., for lending me your Neo twice before I get mine as you didn't know
      me well. Thanks for your confidence and for makin' me discover what Kof '98
      is. Be sure that I'll be better than you in few months. ^O^ So sorry, you
      sold yours... I'm now sure to become better than you.
    
    - Psyke, for your kindness and the faqs you wrote that helped me (X-Men vs
      Street). Kof '97 still rules on your PS ? Realbout Special, dominated mind  
      is far better... I do think so, though. Let's wait Kof '98 on PS...
      < psyke@pacific.net.sg >
    
    - Yosha, for making me laugh with your "Goro fan club" and for writing the
      bug faq. "How the Hell, bugs are working ?" I can't perform any of them...
      < kurae@multimania.com >
    
    - Yasakani, for adding some combo, noticing my one or two errors and for his
      must-seen site "Kof 4 ever".
      < iori@chez.com >
    
    - Gunsmith "The King of "Useless" information", for surprising me and makin'
      me laugh with his faqs. I like your work and you know it ! Continue, you
      funny guy. ^O^
      < gunsmith@i.am >
    
    - Kyo Takagen, for warning me on Kof news (icons, themes, midis...) of his
      excellent site. See : < www.domus.tm.fr/drc/neoseries/ >
      < takagen@geocities.com >
    
    - Brian Lui, for trying to help me on Iori's combo. See his Iori's faq on the
      Gamefaqs.
      < luibr@pop.hkstar.com >
    
    - Clemens"RBc.f."Franke, for showing interest on this faq. Thanks a lot, it's
      really encouraging. See his Terry's faqs on the Gamefaqs.
      < clefranke@metronet.de >
    
    - My sticks for bearing with me. Stay strong and I'll owe you much. ^O^;
    
    - My friends : Matt, Boul, Mig, Kurt, J.O., Emi et Gér, "Fice", Alex(s),
      Nicco, Gillou, Lolo... Sorry, it's too long to list you all...
      Toum', Ted', for being here when I needed to try my combos in "live" :p
    
    - My fav' French Hip-Hop artists : Roce, ATK, M. Group, Fabe, Mafia K-1fry...
      without whom I wouldn't be inspired to write this down while listening
      them.
    
    - Oh ! I was forgettin' : SNK of course. < www.neogeo.co.jp >
    
    _____________
    
      7.1 Final :
    _____________
    
    Yo ! That's all for now ! It was just a little faq to make you understand how
    to chain combo in that great game. The "slide" and "cut" techniques are OK
    for many characters, so you may manage all the combos now. Excepted
    Goro and Takuma's which are in my opinion, the hardest.
    
    Some of you already knew it but I never read in any faq precise notes
    concerning how to perform some combos. I've been helped once on Yasa's Kof
    bulletin < i.am/kof > (I don't remember your name !!) then by Markk. Once, I
    got the feeling, I could find out myself.
    
    I'm now on holidays, I hesitate to write a Yashiro / Orochi Yashiro
    faq combo in complement of Stevie Irawan's Yashiro faq. Orochi Yashiro
    doesn't seem very popular on the net, even though he's a real killer !!! He's
    quite appreciate here, in Paris.
    Stay tuned !
    
    
    ==============================================================================
    7.2 Legal stuff :
    _________________
    
    This faq is for entertainement, you can use it on your page only if you keep
    intact its content and warn me (I would be so proouuuud !).
    Blah blah... commercial use... blah blah forbidden but... blah blah...
    
    Any comments, etc... mail to < tetsuo@multimania.com >
    
    The King of Fighters '98 is copyright of SNK.
    The entire FAQ is Copyright (c) Tetsuo '99
    ==============================================================================

    FAQ Display Options: Printable Version