Terry Bogard FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact: kennytam@foxhound.zzn.com

===============
Version History
===============

Version 1.0
January 23, 2002
Everything.

Version 1.1
January 25, 2002
Completed Miscellany section.
Fixed Favorite Food error.  

Version 1.2
January 27, 2002
Added Groove info etc. 

=================
Table of Contents
=================
I.    Introduction
II.   Profile
III.  Annotations and Abbreviations
IV.   General Moves
V.    Special Moves
VI.   Desperation Moves
VII.  General Notes
VIII. Strategies
IX.   Combos    
X.    Miscellany
XI.   Notes and Credits

===============
I. Introduction
===============

This is or Terry Bogard.  I've done one for Kyo and Iori, so I 
figured I'd do one for Terry.  I have used Terry for quite a while in 
KoF, and used him quite often against my friends.  
The move lists and descriptions I got from sitting next to my machine 
and watching the move several twenty times on training mode.  

===========
II. Profile
===========

Full Name: Terry Bogard
Age:24 (as of King of Fighters 2000)
Birthday: March 15, 19??
Nationality: American
Height: 182 cm
Weight: 82 kg
Favorite Food: Fast Food.
Favorite Sport: Basketball
From: Garou Densetsu (Fatal Fury)

==================================
III. Annotations and Abbreviations
==================================

  UB  U  UF       UB= Up-Back       U= Up         UF= Up-Forward
   \  |  /        B= Back           N= Neutral    F= Forward
   B--N--F        DB= Down-Back     D= Down       DF= Down-Forward
   /  |  \             
  DB  D  DF


LP= Light Punch   MP= Medium Punch   HP= Hard Punch
LK= Light Kick    MK= Medium Kick    HK= Hard Kick

P= Any Punch                      K= Any Kick
PP= Two Punches Simultaneously    KK= Two Kicks Simultaneously
PPP= All Three Punches            KKK= All Three Kicks

QCF= Quarter Circle Forward  (D, DF, F)
QCB= Quarter Circle Back     (D, DB, B)
DPM= Dragon Punch Motion     (F, D, DF)
RDP= Reverse Dragon Punch    (B, D, BD)
HCF= Half Circle Forward     (B, DB, D, DF, F)
HCB= Half Circle Back        (F, DF, D, DB, B)
360= Spin Joystick in Full Circle

Super Jump= Tap Down, then Up or any Up direction quickly to do a 
further, large jump.  A trail will appear behind the opponent if done 
correctly.

Dash= Tap Forward or Back twice quickly to move quickly in that 
direction.

Throw= When near an opponent, press either Forward or Back and Hard 
Punch or Hard Kick to execute a throw attack.

Throw Escape= When being grabbed for a throw, Press either Forward or 
Back and Hard Punch or Hard Kick to escape.

Evasion= Press Light Punch and Light Kick simultaneously.  Depending 
on the groove, the character will perform an action that will evade 
most moves for the duration of the action.

Taunt= Press Select to do a special taunt.

Grooves
*******

C-Groove:
---------

This mode is similar to the Alpha Series as well as Capcom Groove in 
the original game.  The character has a gauge at the bottom of the 
screen, which is divided into three sections, shown by a larger area 
as the level increases. Attacking and performing moves will increase 
this gauge.   

Depending on the Level, Different levels of Super Combos can be 
performed:

Level 1- Super Combo Command + LP or LK
Level 2- Super Combo Command + MP or MK
Level 3- Super Combo Command + HP or HK

The higher the level, the more powerful it usually will be.  The 
levels are cumulative, so doing a level 2 super on with a Level 3 
gauge will leave the bar with 1 level left.

Dash- Tap either Forward or Back Twice quickly to do a small dash in 
that directly.  

Rolling- Press LP and LK simultaneously to perform a moving dodge, 
which can pass through most Special and Super moves, as well as the 
opponent.  

Counter Attack- While blocking, immediately tap Forward + MP+MK to 
perform a counterattack.  Note that it requires 1 level of the Super 
Gauge to perform this move.

Air Block- Press Back whilst in the air to block.  Super moves cannot 
be air blocked.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to 
delay your character getting up.

A-Groove:
---------

This mode is similar to the Custom Combo Groove, the V-ism from 
Street Fighter Zero 3.  At the bottom of the Screen is a Custom Combo 
Gauge, which can be filled up by attacking.  At 50% full, a Level 1 
Super combo can be performed.  When full, a Custom Combo can be 
performed.

Level 1- Super Combo Command + Button
Level 2- Custom Combo - HP and HK Simultaneously

Dash- Tap Forward or Back Twice to do a quick small dash towards the 
enemy.  

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on 
the ground.

Rolling- Press LP and LK simultaneously to perform a rolling dodge 
which can pass through most Special and Super Attacks, as well as the 
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to 
perform a counterattack.  Note that it requires 1 level of the Super 
Gauge to perform this move.

P-Groove:
---------

This Groove is the most similar to the Street Fighter 3 system.  It 
includes the Parry Command as well as a single level Super gauge 
which fills up when attacking.

Super Combo- Super Command +Button
Note that there is only one level in P-Groove, and that it will be a 
Level 3 combo.

Parry- The Instant the opponent makes contact with a hit, Tap forward 
for High Attacks, and Down for low attacks.  The opponent will Parry 
the away the opponent, leaving them open for a counterattack.  The 
timing window has been decreased significantly though, making it 
harder to perform.

Dash- Tap Forward or Back Twice to do a quick small dash towards the 
enemy.  

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on 
the ground.

Small Jump- Tap Up, or any Up Directional to do a small jump.

S-Groove:
---------

This groove is similar to the Extra mode from the King of Fighters 
series, as well as the original SNK-Groove from the Original Capcom 
vs. SNK. 

The Super Gauge is filled by Charging, Pressing the HP and HK 
simultaneously.  The Character will begin charging up their powers 
and their gauge will start increasing.  Note that the character 
cannot move or perform any attacks whilst doing this.  When the Bar 
is full, the character is slightly stronger as well as being able to 
do a Level 1 Super Combo.  Note that the bar will start decreasing 
once it reaches the maximum and the opportunity to perform Super 
combos will end when the bar is empty.

When the Character takes enough damage, the Vitality Gauge will begin 
flashing.  At this point the Character can do unlimited Level 1 Super 
moves, and if the Super Gauge is also full, a Level 3, MAX Super 
Combo.

Run- Tap Forward or Back Twice to run towards the enemy.  

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to 
delay your character getting up.

Counter Attack- While blocking, immediately tap Forward + MP+MK to 
perform a counterattack.  Note that it requires 1 level of the Super 
Gauge to perform this move.

Dodge- Press LP and LK simultaneously to do a quick dodge animation. 
The character does not move, but has the same properties as the roll.

Small Jump- Tap Up, or any Up Directional to do a small jump.

N-Groove:
---------

This Groove is similar to the Advance Mode from the King of Fighters.  
The character can perform Super combos when they have 'stock.'

The super Gauge is filled by attacking.  When full, the Super gauge 
will reset but a Counter will appear in the box next to it, 
indicating the character now as 'stock.'  The Character can perform 
as many Level 1 super Combos as there are number of stock.  

The character can 'Power MAX' by pressing HP and HK together.  It 
will cost a single stock unit, but the character will become more 
powerful.  In addition, MAX level moves can be performed.

Run- Tap Forward or Back Twice to run towards the enemy.  

Safe Fall- Press All Three Punch Buttons whilst landing to recover on 
the ground.

Rolling- Press LP and LK simultaneously to perform a moving dodge, 
which can pass through most Special and Super moves, as well as the 
opponent.  

Counter Attack- While blocking, immediately tap Forward + MP+MK to 
perform a counterattack.  Note that it requires 1 level of the Super 
Gauge to perform this move.

Small Jump- Tap Up, or any Up Directional to do a small jump.

K-Groove:
---------

This groove is he most similar to that of Samurai Spirits (Showdown.)  
the gauge fills up as the character gets hit and receives damage or 
performing Just Defense.  When the gauge fills up, the character will 
be in Rage MAX mode, which allows the character to perform MAX Super 
combos as well as dealing more damage.  Note that the bar will start 
decreasing once it reaches the maximum and MAX mode will end when the 
bar is empty.

Just Defense- Tap Back right before the enemy makes contact with 
their hit.  If done successfully, the character will take no Guard 
damage as well as gain some vitality.  The character will also 
recovery sooner and be able to counterattack.

Run- Tap Forward or Back Twice to run towards the enemy.  

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to 
delay your character getting up.

Small Jump- Tap Up, or any Up Directional to do a small jump.

=================
IV. General Moves
=================

Standing-
*********

Light Punch- A left hand, quick jab.  Comes out as quick as you can 
mash the button.  Combos into Power-Dunk and other normal attacks.

Medium Punch- Right, Hooked punch.  Somewhat slower than light punch, 
and does not combo.  Becomes punch to the gut upclose, which can 
combo into other move.

Hard Punch- A backhanded smash.  Same range as other punches.  
Becomes a two-hit gut punch that is linked in of many of his combos

Light Kick- Quick forward roundhouse to the midsection.  Not as fast 
as light punch, but good as a poke.  Becomes a knee to the midsection 
up close.  Does not combo unless it is upclose.

Medium Kick- A sidekick to the chest.  Has good range and same 
recovery time as light kick.  A good poke but only combos if up 
close.  

Hard Kick- A leaping tornado kick to the midsection.  Takes a while 
to come out, but recovers right after the kick.  Most of the delay 
comes from the leaping twist.  Becomes high kick to the face up 
close, but there is a slight recovery so it cannot combo.

Jumping-
********

Light Punch- A flying chop downwards.  Good for light punch jamming 
combos.  Pretty short range though.

Medium Punch- A flying punch downwards.  Not very high priority.

Hard Punch- Same as Medium punch, but does more damage and slightly 
higher priority.

Light Kick- A stretched kick upwards, similar to Kyo's Shiki 75 Kai, 
but hits only once.  Since it aims upwards, it cannot hit grounded 
opponents very well.  Somewhat good for meeting opponents that are 
jumping in without attack.

Medium Kick- A weird looking kick.  Turns body slightly so back leg 
hits.  Attack comes out for a short duration and has a weird hit 
angle.  Useful for air opponents really.

Hard Kick- While Jumping Straight Up- A down angled side kick, useful 
for air countering.  Has most range of all Air attacks.  Great angle 
for hitting grounded opponents, but don't expect to win any air 
battles with this.  

Crouching-
**********

Light Punch- A very fast punch the crotch region.  Moves as fast as 
you can jam the button.  Cancelable into many moves.  Standard crouch 
punch similar to many characters.

Medium Punch- A slow right punch.  Combos into punch-based special 
moves.  

Hard Punch-A stronger version of the crouching medium punch.  Comes 
out at same speed too.  Only different is that it can be changed into 
an uppercut.

Light Kick- Quick kick to the ankles.  Moves as fast as you can jam 
the button, and can be cancelled.  Looks just like Kyo's.

Medium Kick- A low kick from the back leg.  Does not combo and has 
some delay.  Quite good range though.

Hard Kick- An extended Sweep.  Fast enough to be a good poke, but has 
recovery time.  It hits at knee level, so it can catch some people 
off guard.  A good counter though, since it comes out very quickly.

================
V. Special Moves
================

Terry has quite well balanced moves.  They can double as offensive 
and defensive moves, making him a versatile character.  His Rising 
Tackle is the charge version though.

Command Moves:
--------------

Uppercut DF+HP
An uppercut from crouch stance.  Similar to many characters, and used 
as a cheap and basic anti-air.  

Throws:
-------

Punch..thing (B or F+HP)
Terry Grabs the opponent and does an uppercut knocking them away.

Shoulder Throw (B or F+HK)
Terry does a shoulder throw.

Special Moves:
--------------

Power Wave - (QCF+P)
Generic ground based projectile.  Looks similar to the Repukken.  
Speed increases as punch button strength increases.  Good for zoning, 
and of course, can be easily punished if done up close.  The wave is 
somewhat large, reaching up to chest level of Terry.

Burn Knuckle - (QCB+P)
A fast, dashing punch.  Punch strength determines distance, where 
stronger punches travel further but have a longer start up delay.  
Travels extremely fast, but open to punishment if blocked.  The CPU 
Abuses this move, following the LP Power wave.  It can catch up to a 
LP power wave, and has a slight invincibility frame right at start 
that can pass through ground projectiles.  The LP can be used to 
punish or counter as well.

Rising Tackle - (Charge D, Then Up+P)
A REALLY weird looking move; Terry flips upside down(!) while 
performing a spinning lariat.  It has a similarly weird hit range, 
since he moves up legs first.  As such it is possible to beat him, 
but you have to hit his body and avoid his flailing arms.  Can be 
used as a good combo ender.  It's offensive ability has been weakened 
since it became a charge move, but it is still a good surprise to 
pull out.

Crack Shoot - (QCB+K)
A leaping crescent kick, similar to Kyo's R.E.D kick.  The kick 
button used determines the vertical height and horizontal distance 
the move travels.  The attack forms an "arc" that counts as a hit 
zone.  It comes out quickly but take a while to land, having a 
slightly long recovery time.  It comes out fast though, so it is a 
good anti-air.  It can be comboed into, but it won't actually hit as 
a combo ender.  

Power Dunk - (DPM+K)
A rising shoulder charge ending with a punch downwards.  Basically 
the combination of his power charge and power punk into a single 
move.  He will do the downwards punch regardless of the first 
shoulder charge hitting, so it can leap over projectiles and 
knockdown the opponent.  However if it misses it can be quite 
punishable.  As usual, the Kick button used determines the arc 
distance of the move.  It an be comboed into, so it is my guess that 
it was designed to be a combo ender.

===================================
VI. Super Moves/Desperation Attacks
===================================

Power Geyser -                                       (QCB, DB, F+P)
"Powahhhh Gayi-zahhhhhh"                             

Do it QCB, HCF+P. Terry slams his fist into the ground, and a geyser 
of energy erupts forth.  The strength of button used determines the 
number of geysers that appear, where HP does 3, MP does 2, and LP 
does 1.  Unfortunately, even the HP version only goes slightly more 
than half-screen, so it isn't as powerful as it's KoF incarnation.  
Nonetheless the horizontal range has increased quite a lot.  It 
reaches to the top of screen, so it's the ultimate zoning and 
defensive move.  The geysers come up right next to each other, so it 
is impossible to roll through or jump over. 

Buster Wolf -                                            (QCF,QCF+K)
"Ah Yue Ah-Kay?  Bustah Worlff!"

Straight from Garou: Mark of the Wolves, Terry does a windup Burn 
Knuckle which ends with an eruption of forward angled energy around 
him as he connects.  Similar in a sense of Rock's Shine knuckle, it 
comes out somewhat slower though.  It is a great counter for whiffed 
moves though, but has extreme vulnerability if you whiff as well.  
Unlike his CvS version, it follows with the second part regardless if 
the fist hits.  As usual the button used determines how far he 
travels.  Pretty safe if blocked though, since he gets pushed back a 
lot. 

==================
VII. General Notes
==================

Terry undergoes many changes in each game, so it is expected that 
this Terry is also different.  He is quite powerful though, and KoF 
or Garou players should be quite comfortable using him.  

================
VIII. Strategies
================

Terry is a well balanced character.  His moves are interesting in a 
sense, since they can be used in any mode, both offense and defense, 
giving him quite a bit of flexibility.

Versus;

Shotokans (Gouki,Ken,Ryu)
-------------------------

Most of them still rely on the fireball/dragon punch trap.  With the 
onset of rolling however, their game now includes some offense to 
counter rolling.  Try to counter their fireball from full screen with 
your Power Wave, and Power Dunk if close.  Time it carefully though, 
since they can Dragon punch you right out of it.  Their hurricane 
kick can be punished with a power geyser.  The Burn Knuckle is 
somewhat vulnerable since their projectile is not ground based.

Geese Howard
------------

Terry's nemesis, and Rock's father.  A master Geese player is damn 
hard to beat, but then again Geese is actually harder than most 
people think to master.  He is a defensive character, keeping you 
away with his Repukkens and Shinpukens, as well all his other moves 
(basically.)  His normal attacks are powerful and high priority, so 
it is all the offense he needs.  His Raging storm is actually 50% 
damage worth of reason not to jump in, aside from his Atemi Nage 
counters.  Never do a projectile when he is fully charged (super bar) 
since his Deadly Rave goes though projectiles.  Try to confuse his 
counters and use hit and run tactics.  Up close and personal with 
Geese is suicide... unless you are using an overpowered (i.e 
Capcom)character.

Rock Howard
-----------

A powerful character, pupil of Terry.  He has Terry's Rising Tackle 
and modified versions of the Burn Knuckle.  Couple that with Geese's 
Repukken's, counters and command grabs and you get a hard fight.  His 
shine knuckle, which is his version of the Buster Wolf, is EXTREMELY 
fast, so try not to whiff moves.  Jumping in against Rock is not 
advisable, since he has 26649908 ways of countering.  Try to confuse 
his counters and hit as hard as you can.  

Vice
----

Vice is a grappling character, so you need to be careful when using 
Kyo.  Her de-cide can hit you from far away, and her moves can take 
you to priority school up close.  Burn Knuckle is a good counter 
against her MISSED de-cide.. otherwise she can grab you out of it!

Yagami Iori
-----------

Many KoF veterans will wind up using Iori as well.  Although he is 
toned down as well, he is still a formidable force to contend with.  
His Yami Barai is easier to counter, since it is ground based.  
However, try to be sparse with your air attacks since his Ya Otome 
still has anti-air capabilities.  Iori also has lethal combos so try 
not to leave an opening.  His defense and offense are equally 
powerful, from his Aoi Hanna to Oni Yaki.  Most likely he will be on 
full berserk move, pressuring like an US-Sino Foreign Policy.  Try to 
leave some room, since he can clean your clock up close.  Try to keep 
him away, but NEVER use your Burn Knuckle.  He recovers much faster 
than you think, and can open the entire Campbell's canned selection 
of whoop ass before you know it.

Yamazaki Ryuji
--------------

The King of keep away is more or less the same from his KoF 
incarnations.  His snake arms can keep you at bay, as they are 
difficult to even roll past.  His S&M move counters almost any move 
you smack him with, so sweep him or throw him (with HK.)  Similar to 
Rock, you have to try to make him miss one of his snake arms or whiff 
an S&M move, countering with a hard hitting move or combo.  You could 
nail him with a power geyser though.


==========
IX. Combos
==========

Coming soon . . . 

=============
X. Miscellany
=============

Win Quote:
----------

"The Qualifications for this tournament should have been a lot more 
difficult!"

"This was the best match I've had in a while.  You should be proud! 
OK!"

"Don't get mad...get even!"

"A good fight for you, but an easy fight for me..."

"If you want to play with the big boys, you'd better learn how to 
block better!"

Special Intros:
---------------

Versus Yamazaki: Yamazaki chucks him a knife.  Terry smashes it.

Versus Geese: Terry calls him a "Geeeek." Well actually it's "Geese"

Versus Rock: Taunts each other.

Comments:
---------
-Weird Accent...Rising Taco! 
-What happened to his "Oh my Sheet! (replace with another word for 
dung) Guy-zahhhh!"

=====================
XI. Notes and Credits
=====================

-Capcom Vs SNK 2 is Trademark and Copyright of Capcom.  All 
Characters mentioned relating to the game are as such property of 
Capcom.

-Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting 
this FAQ.

-W.W because my Terry is still better.

-N.H for keeping me warm even during the cold winter.  

-If, for any part, I may have borrowed or referenced information that 
originally stemmed from your work, PLEASE do notify me and I will 
immediately remove or a credit the work from this FAQ.

This document Copyright 2002 by Kenny "kenshi" Tam, and may not be 
duplicated or reproduced (in part or in full) for profit without the 
explicit permission of the author.  Chances are it will be rare if 
anyone would want to use this crappy FAQ.

This document is supposed to appear on 
http://www.gamefaqs.com.
http://www.psxcodez.com
http://www.DLH.net
http://www.gamespot.com