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Terry bogard king of fighters12/11/2022 ![]() Rising Upper = (df+C) 60 damage, cancel-able, hits mid. Terry grabs his opponent and throws them to the ground. For some reason, it's the same animation as his close D.īuster Throw = (b/f+C/D) close 100 damage, can be broken. Looks like an aerial version of Terry's close D. It crosses up opponents extremely well.ĬD: 75 damage, whiff and hit cancel-able, hits mid. This is less of an Air-to-Air move and much better for Air-to-Ground, but if you are in a higher jump arc than your opponent, j.D can be a good choice. If you are unsure which normal to throw out in a specific hop / jump, j.C is a good choice. j.C can be used for both Air-to-Air and Air-to-Ground. Not as much horizontal reach as j.B, and is 2 frames slower. Use it to cover space in the air, whether you're going neutral, forward, or back. A crouching kicks that knocks down standing opponents. D: 80 damage, whiff and hit cancel-able, hits low. While less damaging, it can be canceled into anything.Ĭr. It can be chained into standing B or crouching A.Ĭr. B: 30 damage, chain-able and cancel-able, hits low. It can combo into his Rising Upper (df+C).Ĭr. A: 25 damage, chain-able and cancel-able, hits mid. Not as strong as close C, and only hits once however, it can be used for combos and is actually preferable for longer (particularly HD) combos due to less damage scaling.Ĭr. Terry delivers a kick aimed at his opponent's face. (Animation resembles the last hit of his 'Fire Kick' move from Real Bout 2.) Better reach than his far C, but a bit slower.Ĭl. Terry leans back, twisting slightly, and kicks forward. ![]() A straight punch with good range and good speed. C: 80 damage, cancel-able, DMs only, hits mid. It can be chained from his crouching B and can be comboed into df+C, weak crackshoot, Buster Wolf, and EX Power Geyser. It can be comboed into Back Knuckle (f+A). ![]() Terry's best choice for dealing with hops.
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