A guide for Terry Bogard of Real Bout 2.

By El Seņor Matanza.

mail to: 971547@aloe.ulima.edu.pe

ICQ #: 18488821

Proudly created using notepad...

(Ver. 0.01)

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					==================

					 1.- Introduction

					==================



	Okay, Why Terry?, you should ask. If Terry is one of the most powerful and versatile 

characters on the game, why a guide for him?. Well, I'm motivated because of the way players

use Terry around here. I've worked my ass off to make him a complete combo machine, and I'll

not let some moron (aka SCRUB) win over some players who really want to master him, using only

3 hit combos and turtling around the whole round. Terry is strong. Terry ain't a turtle. He can

be played like it, but he ain't the true Terry Bogard. This guide is meant for the players who

want to win, but win cleanly and with a decent gameplay.  





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				       ===================

					2.- Personal Data

				       ===================



Name: Terry Bogard 

Age: 28

Birthdate: 03/15/1971

Nationality: North American

Fighting Style: Martial Arts

Blood Type: O

Hobbies: Video games, Traveling

Dislikes: Slugs

Most Valuable: Jeff Bogard's gloves

Favorite Food: Fast foods

Favorite Music: Rock

Favorite Sport: Basketball





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			       =================================

				3.- Move names and descriptions

			       =================================





NOTE: Moves marked with *, are moves that can be used as breakshots





 =======================

  3.1.- Command Attacks

 =======================



Name: Back Spin Kick

Motion: Fwd. + B

Hits: 1

Description: Terry does a jumping roundhouse kick

Comments: This kick will send your opp. to the background.



Name: Wild Upper

Motion: DwnFwd. + A

Hits: 1

Description: Similar to his DwnFwd. + C in KoF 97/98/99

Comments: Can be used as an anti-air, but time it so that your opp. is above you.  



Name: Charge Kick

Motion: Dash (Fwd. x 2), then Fwd. + C

Hits: 1

Description: Terry does a running kick, similar to a punt in Football

Comments: Overhead, it can be cancelled without hitting the opp., just do it really fast



Name: Power Dunk

Motion: DwnFwd. + A, UpFwd. + B

Hits: 3

Description: Terry does his DwnFwd. + A animation, then he jumps and comes down with a punch

Comments: None



Name: Power Charge

Motion: AB, Fwd. + C

Hits: 1

Description: Terry does his AB punch, then follows up with the Power Charge from RBS

Comments: After the Power Charge, you can juggle your opp., but the Power Charge doesn't combo

          off his AB





 =============

  3.2.- Fakes

 =============



Name: Burn Knuckle Fake

Motion: Fwd. + AC

Hits: 0

Description: Terry does the initial frames of the Burn Knuckle

Comments: None



Name: Power Geyser Fake

Motion: Dwn. + BC

Hits: 0

Description: Terry does the initial frames of the Power Geyser 

Comments: None





 =====================

  3.3.- Special Moves

 =====================



Name: Power Wave (*)

Motion: qcf. + A 

Hits: 1

Description: Terry punches the ground and throws a spark along the ground

Comments: Your standard projectile. Its ok for pressure games, but due to its speed, don't use 

          if your opp. is far from you 



Name: Round Wave (*)

Motion: qcf. + C

Hits: 1

Description: Terry punches the ground, creating a small explosion around his fist

Comments: Not a very useful move, its best use should be when your opp. goes to the background

	  since this move hits in both planes 



Name: Burn Knuckle (*)

Motion: qcb. + A or C

Hits: 1

Description: Terry poses for a moment, then he flies along the screen with his fist extended and

             covered with energy

Comments: A version comes out faster and goes out half the screen. C version comes out slower, 

          but it covers the whole screen distance



Name: Crack Shoot (*)

Motion: qcb. + B 

Hits: 3

Description: Terry travels through the air with one leg extended, flying in a semi circular path

Comments: Use this move in combos, but be careful, because it doesn't knock down



Name: Fire Kick (*)

Motion: qcf. + B

Hits: 2

Description: Terry slides along the ground with one foot extended, if it connects, he does a 

             second kick, which will send the opp. to the air

Comments: This is the move to set your opp. for juggle opportunities. Its fast enough to combo

          but if your opp. is to far, the slide will not hit



Name: Bashing Sway

Motion: qcf. + D

Hits: 2

Description: Terry hits the opp. with an elbow and then finishes with a turn around kick 

Comments: This move will send Terry to the background, with very little recovery lag



Name: Rising Tackle (*)

Motion: chrg. Dwn., Up. + A

Hits: 5

Description: Terry risies from the ground spinning, feet first, arms extended 

Comments: This is one of Terry's best moves. It can be used as an anti air with very good 

          priority, besides it has little recovery lag. It combos nicely too.





 ========================

  3.4.- S. Powers (DM's)

 ========================



Name: Power Geyser (*)

Motion: qcb., DwnBack, Fwd.  + BC

Hits: 1

Description: Terry punches the ground and a huge explosion rises

Comments: The good ol' Power Geyser. Great priority, great anti air, comes out fast. Only 

          problem; doesn't combo off anything.   

          



 =========================

  3.5.- P. Powers (SDM's)

 =========================



Name: Triple Geyser

Motion: qcb., DwnBack, Fwd.  + C

Hits: 3

Description: Terry punches the ground, creating three huge explosions with every punch

Comments: Same as Power Geyser, but, this baby combos off everything, taking a huge amount of 

          energy bar along with it





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			       =============================

				4.- Terry's Chain Attacks

			       =============================





* Can be cancelled

() Cannot be cancelled





- St. A * ····> St. C *

           |

  St. B * ··





- Dwn. A * ····> Dwn. C *





- Fwd. + B () ····> St. D *

               |

               ···> Dwn. D *

          



- St. A *  ······> St. B *  ······> St. C ()

            |  |             |  |

  St. B *  ··  ··> Dwn. B * ··  ··> Fwd. + C ()

            |                   |

  Dwn. A * ··                   ··> DwnFwd. + C *

            |                   |

  Dwn. B * ··                   ··> Dwn. C ()





- DwnFwd. + A * ····> Dwn. C * 

                  |    

                  ··> UpFwd. + B ()

                  |

		  ··> St. C * ····> St. C *





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 					============

  					 5.- Combos

 					============





(LINE) One Line battle

(FAKE) Fakes involved

(BIG) Big. opponent

(COR) Opp. must be in corner

(MAX) Power Gauge must be full, and energy bar must flashing red	





     =============

      BEGINNERS.-

     =============





- Jump C ····> St. A ····> qcf. + B  (4 hits)

                       |    

                       ··> qcf. + D  (4 hits)





- Jump C ····> St. B ····> qcf. + B  (4 hits)

                       |    

                       ··> qcf. + D  (4 hits)





- Jump C ····> St. C (2 hits) ····> qcf. + B  (5 hits)

                                |

                                ··> qcf. + D  (4 hits)

                                |

                                ··> qcb. + A  (4 hits)

                                |

                                ··> qcb. + B  (5 hits)





- Jump C ····> DwnFwd. + A ····> qcf. + A  (3 hits)

			     |

                             ··> qcf. + C  (3 hits)





     ================ 

      INTERMEDIATE.-

     ================





- Jump C ····> St. A ····> St. C ····> qcb. + A  (4 hits)

                                   |

                                   ··> qcb. + B  (5 hits)

                                   |

                                   ··> qcf. + B  (5 hits)



                                      

- Jump C ····> St. B ····> St. C ····> qcb. + A  (4 hits)

                                   |

                                   ··> qcb. + B  (5 hits)



                                   

- Jump C ····> St. A ····> St. A ····> St. C ····> qcb. + A  (5 hits)

                                               |

                                               ··> qcb. + B  (5 hits)                                                





- Jump C ····> Dwn. B ····> Dwn. B ····> Chrg. Dwn, Up. + A  (6 hits)





- Jump C ····> Dwn. A ····> Dwn. B ····> qcf. + B  (5 hits)

           |           |

           ··> Dwn. B ··





- Dwn. B ····> Dwn. B ····> DwnFwd. + C ····> chrg. Dwn., Up + A  (7 hits)





     ============

      ADVANCED.- 

     ============





- Jump C ····> DwnFwd. + A ····> St. C ····> St. C ····> qcb. + A  (5 hits) 

                                                     |

                       		                     ··> qcb. + B  (6 hits)

                                                     |

						     ··> qcf. + B ····> qcb. + B  (7 hits)

						     |

						     ··> qcf. + D  (5 hits)





- Jump C ····> St. A ····> St. B ····> DwnFwd. + C ····> qcb. + A or C  (5 hits)

						     |

						     ··> qcb. + B  (5 hits)





 (COR)

- Jump C ····> St. A ····> St. B ····> DwnFwd. + C ····> chrg. Dwn., Up + A  (8 hits)





 (COR)

- Jump C ····> St. A ····> St. C ····> qcf. + B ····> chrg. Dwn., Up + A  (9 hits)

                                                  |

           				          ··> qcb. + A  (6 hits)

                                                  |

                                                  ··> qcb. + B  (6 hits)





 (COR)

- Jump C ····> DwnFwd. + A ····> St. C ····> St. C ····> qcf. + B ····> chrg. Dwn., Up + A  (10 hits)

								    |

								    ··> qcb. + A  (7 hits)

								    |

								    ··> qcb. + B  (7 hits)





 (MAX)

- Jump C ····> St. A ····> St. B ····> DwnFwd. + C ····> qcb., DwnBack., Fwd. + C  (6 hits)





 (MAX)

- Jump C ····> DwnFwd. + A ····> St. C ····> St. C ····> qcb., DwnBack., Fwd. + C  (7 hits)





 (MAX)

- Jump C ····> St. A ····> St. A ····> St. C ····> qcb., DwnBack., Fwd. + C  (7 hits)





     ==========

      EXPERT.-

     ==========





 (FAKE)

- DwnFwd. + A ····> St. C ····> Dwn. + BC ····> St. A ····> St. C ····> qcb. + A  (5 hits)

								    |

								    ··> qcb. + B  (5 hits)





 (COR) (FAKE)

- Jump C ····> DwnFwd. + A ····> St.C ····> Dwn. + BC ····> St. A ····> St. C ····> qcb. + A  (6 hits)

								                |

								                ··> qcb. + B  (7 hits)





 (MAX) (FAKE)

- DwnFwd. + A ····> St. C ····> Dwn. + BC ····> St. A ····> St. C ····> qcb., DwnBack., Fwd. + C  (7 hits)





 (COR) (LINE)

- Jump C ····> St. A ····> St. B ····> Fwd. + C ····> chrg. Dwn., Up + A  (8 hits) 





 (COR) (BIG)

- DwnFwd. + A ····> St. C ····> Dwn. + BC ····> DwnFwd. + A ····> St. C ····> St. C ····> qcb. + A  (6 hits) 

										      |

					                                              ··> qcb. + B  (7 hits)

                                                                                      |

                                                                                      ··> qcb., DwnBack., Fwd. + C  (7 hits)

          								              |

										      ··> qcf. + B ····> chrg. Dwn., Up + A  (11 hits)

									                             |

										                     ··> qcb. + A  (8 hits)

                                                                                                     |

												     ··> qcb. + B  (8 hits)



 (LINE)

- Jump C ····> St. A ····> St. B ····> Fwd. + C ····> qcb. + A  (5 hits)

                                                  |

                                                  ··> qcb. + B  (5 hits)





 (LINE) (MAX)

- Fwd. + B ····> qcb., DwnBack., Fwd. + C  (4 hits)





 (BIG)

- Jump B, C ····> DwnFwd. + A ····> St. C ····> St. C ····> qcb. + A  (6 hits)

 						        |

							··> qcb. + B  (7 hits)

							|

							··> qcf. + B ····> qcb. + B  (8 hits) 

           						               |

								       ··> chrg. Dwn., Up + A  (9 hits)





 (COR) (FAKE)

- DwnFwd. + A ····> St. C ····> Dwn. + BC ····> St. A ····> St. C ····> qcf. + B ····> chrg. Dwn., Up + A  (10 hits)

										   |

										   ··> qcb. + A  (7 hits)

										   |

										   ··> qcb. + B  (7 hits)			





 (MAX) (BIG)

- Jump B, C ····> DwnFwd. + A ····> St. C ····> St. C ····> qcb., DwnBack., Fwd. + C  (8 hits)





 (LINE) (BIG) (FAKE)

- Jump B, C ····> DwnFwd. + A ····> St. C ····> Dwn. + BC ····> St. A ····> St. B ····> Fwd. + C ····> chrg. Dwn., Up + A  (11 hits)

												   |

 												   ··> qcb. + A  (8 hits)

												   | 

      												   ··> qcb. + B  (8 hits)





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                                       ===================

					6.- Special Thanx

                                       ===================



- To my Girlfriend, for letting me play when I was supposed to be with her.



- To [Nando] (a_alva@hotmail.com), for letting me play in his house when I didn't had the game

                                   myself, and for giving me ideas to some of the combos.



- To RBcf (...), for helping me with the corrections and the suggestions.



- To the ppl. at Galerias Brazil, for letting me play without paying a buck.



- SNK, for making this great game (We are still waiting for RB3).



- OmegaMAD, for making the complete FAQ, which was for quite some time, the only FAQ about RB2.



- The DashTaisen homepage (www.dashtaisen.com), for all the info on the characters.