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