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)
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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.
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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
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3.- Move names and descriptions
=================================
NOTE: Moves marked with *, are moves that can be used as breakshots
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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
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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
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=============================
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 *
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============
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
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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)
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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.