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    Terry by Matanza

    Version: 0.01 | Updated: | Search Guide | Bookmark Guide

    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)
    
    ------------------------------------------------------------------------------------------------
    
    
    
    					==================
    
    					 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.  
    
    
    
    
    
    ------------------------------------------------------------------------------------------------
    
    
    
    				       ===================
    
    					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
    
    
    
    
    
    ------------------------------------------------------------------------------------------------
    
    
    
    			       =================================
    
    				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
    
    
    
    
    
    ------------------------------------------------------------------------------------------------
    
    
    
    			       =============================
    
    				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 *
    
    
    
    
    
    ---------------------------------------------------------------------------------------------
    
    
    
     					============
    
      					 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)
    
    
    
    
    
    ---------------------------------------------------------------------------------------------
    
    
    
                                           ===================
    
    					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.

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