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    RB2 Terry by PHwang

    Updated: 07/27/99 | Search Guide | Bookmark Guide

    King of Fighters 98
     Real Bout Terry Bogard Players Guide
    July 27, 1999
    by: Patrick Hwang
    email: ph@ucla.edu
    Table of Contents
    1. Disclaimer
    2. About the guide
    3. About Real BoutTerry
    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. Oh yeah, i bascially copied my 98 Terry guide 
    and made the proper changes. Well enjoy.
    3. About Real Bout Terry Bogard
    The Real Bout verions of Terry is much simpler, IMO, to play than compared to 
    his 97/98 counterpart.  One of the reasons for this simplicity is because he 
    loses some moves and a DM.  But that does not necessarily mean that the Real 
    Bout version is weaker, acutually, i believe that the Real Bout version is 
    equally as strong if not stronger.  Unfortuantely, im not a big fan of the Real 
    Bout version.  The reason is becuase the rising tackle is a charge move.  For me 
    this is bad news because i play Terry very offensively and i will not be able to 
    utilize the rising tackle...well i guess thats probably just me huh? He loses 
    the High Angle Geyser DM, but serisously, did you need it? That's a lousy DM 
    anywayz.  On the other hand, he gains the Fire Kick, a very powerful move.  
    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
    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.  Real Bout version of 
    this move goes the entire lenght of the screen.  I like the change. A and C are 
    about the same.
         Rising Tackle
         Charge D, U+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.  This is now a charge move 
    now. I lowered it one star becuase it's just not the same as being able to use 
    it on call...at least for me. 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.  
         Fire Kick
         HCF+B/D     ****
    Terry gains this new move from the Real Bout series.  An awesome move overall.  
    This move can be used in combos and juggles for a freebie hit afterwards.  Must 
    be blocked low, this can mess up people sometimes becuase it comes out so fast 
    and they dont expect it coming.  If blocked, Terry will still perform the second 
    part of this move, which is a kick upwards.  If this is blocked, no matter, its 
    hard to punish afterwards. This move can be abused...but not too much tho...
         Crack 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 
    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
    Close C, Power geyser DM
    Low B, low A, Downforward+C, Burn knuckle
    Low B, low A, Downforward+C, Power geyser DM
    Low B, Low A, Downforward+C, Fire Kick
    Low B, Low A, Downforward+C, Power Wave
    Jump B/C/D, Close C (2 hit), X
         X means you can do any of the following
             1. power wave
             2. fire kick
             3. power geyser DM/SDM
    Jump B/C/D, Close C(2 hit), forward+A, fire kick, jump D
    Jump B/C/D, Close C, Forward+A, fire kick, rising tackle
    jump B/C/D, close C(2 hit), fire kick, 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. fire kick
             3. burn knuckle
             4. power geyser DM
    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

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