top of page

Terry Bogard

ss_5280e4071aa8d27c1682b9ddf4259be20697a
PlayStyle: Versatile

Similar to: Terry Bogard (KOF) 

Strengths: Extremely high damage output, has a great reversal that hits behind him as well, and has access to a command grab. Terry can combo from basically any conversion and has some of the deadliest anti air damage possible. He has great normals and strong versions of his classic King of Fighters moveset.

Weaknesses: Terry has every tool in the game however he is overall a slow character like Jack such as his normals be not as fast as most characters. His jump is also incredibly high so he has a slightly more difficult time throw baiting the opponent with jumps. His execution can be difficult because of his unique commands as well. His Rising Tackle is extremely punishable on block and whiffs for a long time.

Play if: + You like having every possible tool in the game
               + You like dishing out a lot of damage with style
               + You want a character that works with any deck

Avoid if: - You don't like high execution characters
                 - You want to have a faster character
                 - You don't like holding a charge for your reversal

Recommended Gougi Decks: Aggro, Stealth Raptor, Berserker, Thunderbolt, Infinity, Double Face




                               Max Punish Combos

Meterless: dash cr.MP x2 > cr.HP > MP Burn Knuckle (53 Damage)

1 Meter:  dash cr.MP x2 > cr.HP > MP Burn Knuckle > Power Geyser > dash cr.MP > cr.HP > LK Crack Shoot (87 Damage)

2 Meter:  dash cr.MP x2 > cr.HP > MP Burn Knuckle > Power Geyser > dash cr.MP > LP Burn Knuckle > Buster Wolf (92 Damage)

3 Meter:  dash cr.MP x2 > cr.HP > MP Burn Knuckle > Power Geyser > dash cr.MP > LP Burn Knuckle > dash st.HK > Buster Wolf (106 Damage)



                                    Key Normals


Crouch Heavy Punch: Go to solid anti air and can easily combo into Burn Knuckle, Power Geyser or straight into his level 3 supers. It is a bit on the slower side compared to other crouch heavy punches.

Stand Medium Kick: This is an excellent button to check dash in low with and to buffer into Burn Knuckle or Crack Shoot to whiff punish or counter poke an opponent. Burn Knuckle will always connect from any range

Stand Heavy Punch: This is also a great normal for checking dashes and ending chains as it has a lot of pushback and has a lot of range. This is probably the best normal to use in tandem with his Back Knuckle (Back + HP).

Crouch Heavy Kick: An excellent ranged sweep that can also be cancelled into Power Wave on block or hit as well. A great way to end chains to stay safe and force the opponent to block the incoming projectile. Careful against guard cancel decks as this can be interrupted. If the crouch heavy kick knocks down, cancelling into Power Wave can set up a good meaty situation for him.  


Stand Heavy Kick: This is your best heavy normal to use on block if you want to maintain safety. You can hit confirm Stand Heavy Kick into super for more damage and this normal is safe on block. This can also be made more plus after a knockdown as a meaty giving you a free Crouch Light Kick into Crouch Medium Kick into Burn Knuckle.


                                     Key Moves

Power Wave: This is your main way to control the screen with Terry. Since this projectile is travelling on the ground opponents won't be able to low profile it unlike other projectiles. Terry is on the slower side so using Power Wave to setup good Okizeme is key. He has trouble using it in fireball wars but he can definitely take advantage on characters that don't have great anti projectile moves.


Burn Knuckle: Your common combo starter as this goes perfectly into Power Geyser and Terry can start his juggle game. The HP version goes basically full screen and actually recovers quicker then the lighter versions making this a great way to get in despite it being risky if it's baited or misspaced.  


Crack Shoot: A great way to end your combo especially midscreen because it grants good okizeme. This move also goes over low attacks and is a low risk option to call out opponents who dash in low attack a bit too much. 


Power Charge: This move is a very versatile one in Terry's toolkit. It has a multitude of uses such as going under projectiles, causing a hard knockdown, and can be spaced to be safe on block.  


 
 
                                 Combo Examples


                                                                  Chain Combo
      Cr.LK, Cr.MK, Cr.HP, Burn Knuckle, Power Geyser, Dash Cr.MP, Cr.HP, Crack Shoot






 
 
 
 





                                                                 Link Combo
                    Cr.LK, Cr.MP x 2, Cr.MK, Back Knuckle(Back + HP), Buster Wolf















                                            Tech

                      Cr.HK into Power Wave can hit meaty enough to dash up Cr.MP

















 Power Charge followed by a Power Wave is a great way to abuse the Teleport Gougi





 
 
 
 
 
 



         
                               General Strategy


With Terry you'll generally want to always confirm into Burn Knuckle to start your offense as all of his medium normals convert into it from any range. Using Power Wave as a pressure tool is more effective then trying to control space with it as opponents will likely jump to avoid it and to also bait you running up to pressure. Be aware of this so you can dash up Cr.HP to anti air that attempt and convert into Burn Knuckle or Power Geyser for big damage. Your confirms and punishes need to be on point since Terry is slower than other characters you need to make every hit count. He has trouble keeping up with faster characters so making your opponent afraid of your damage potential is the key to victory.



                                     

                                     Frame Data


 

































                   Back to Area or onto Gougi Decks
Terry chain combo example .gif
Terry link combo example .gif
Terry Tech example 1.gif
Terry Tech example 2.gif
bottom of page