A guide for Terry Bogard of Real Bout 2.
By El Señor Matanza.
mail to: [email protected]
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] ([email protected]), 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.