Terry Bogard FAQ Ver 0.2
CAPCOM Vs SNK: Millenium Fight 2000 (Dreamcast)
Character FAQ by: GalFord (
[email protected])
This FAQ can only be found at:
www.Gamefaqs.com
www.gameadvice.com
www.vgstrategies.about.com
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<VERSION HISTORY>
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29/11/00
Version 0.2
Minor changes, I've been a VERY lazy person.
08/08/00
Version 0.1
Got the FAQ done... Erm... I think it needs more.. But I don't know what..
Yet.. :)
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<DISCLAIMER>
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This FAQ is free and may not be used for profit or promotional purposes;
this MEANS being used by ANY Publisher of ANY Magazine (OK?), or be used
in a Website without the Writers Consent. It may not be changed, altered
nor edited in anyway. This FAQ was created and slaved over by
Bob Ritchings a.k.a. GalFord (
[email protected]).
And after going to the effort of typing this out...
Ripping this off, will force me to do some Serious Spanking!
CAPCOM Vs SNK: Millenium Fight 2000 is (c) CAPCOM. 2000
Terry Bogard is (c) SNK. 1994/2000
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<INTRO>
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This character FAQ is for the Dreamcast Version of CAPCOM Vs SNK:
Millenium Fight 2000. Mainly because it's the only version that I've
played.. This FAQ will try to cover everything you need to know about
both Terry and his "EX" persona. So, without further ado..
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<WHY TERRY BOGARD?>
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Terry (If you didn't know) is the lead character in SNK's Garou Densetsu
(Fatal Fury) series. Kinda like CAPCOM's Ryu, he lives for the fight but
doesn't rely on a lot of actual martial arts (He's more of a street fighter).
His moves are maybe a little unorthodox if you're used to the CAPCOM style
of characters.. (Having a Charging Anti-Air move as well as Fireball-style
rotations as well). But Terry is a very offensive character, and can be
used to pressure the opponent into making really silly mistakes. And all
you need then is to slap them silly with a real nasty combo.
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<LEGEND>
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F = Forward
B = Back
U = Up
D = Down
P = Punch
K = Kick
PP = Both Punches pressed together
KK = Both Kicks pressed together
WP = Weak Punch
WK = Weak Kick
HP = Heavy Punch
HK = Heavy Kick
QCF = Quarter Circle Forwards
QCB = Quarter Circle Backwards
HCF = Half Circle Forwards
HCB = Half Circle Backwards
CDU = Charge Down then Up
DP = "Dragon Punch" Motion = F, D, DF
<C> = Combo can only be done in the Corner
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<THE TOME OF ALL THINGS TERRY BOGARD>
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((STANDARD VERSION MOVES LIST))
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(THROWS)
Buster Throw = F or B+HP whilst close to opponent
(COMMAND CHAINS)
Uppercut = DF+HP
(SPECIAL MOVES)
Power Wave = QCF+P
Burn Knuckle = QCB+P
Crack Shoot = QCB+K
Rising Tackle = CDU+P
(SUPER ARTS or DM/SDM's)
Power Geyser = QCB, HCF+P
Buster Wolf = QCF, QCF+K
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(("EX" VERSION MOVES LIST))
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(THROWS)
Buster Throw = F or B+HP whilst close to opponent
(COMMAND CHAINS)
Uppercut = DF+HP
(SPECIAL MOVES)
Power Wave = QCF+P
Burn Knuckle = QCB+P
Crack Shoot = QCB+K
Power Dunk = DP+K
(S.POWER MOVES)
Power Geyser = QCB, HCF+P
Buster Wolf = QCF, QCF+K
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<THE IN-DEPTH STUFF>
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(THROWS)
Buster Throw = F or B+HP whilst close to opponent
#Terry's standard throw. He merely picks them up and throws them over his
shoulder.. Hard.
(COMMAND CHAINS)
Uppercut = DF+HP
#Heh... Terry doesn't really change.. He's had this attack ever since
Fatal Fury 2!! It's still good tho'!
(SPECIAL MOVES)
Power Wave = QCF+P
#Terry's ground travelling fireball attack. The Weak variant is quite slow
and is useful to mix up between this and the Heavy one to confuse the enemy.
(EX VERSION)
#OK.. it's NOT a Power Wave. More like the Round Wave from Real Bout crossed
with a mini Power Geyser. I can't find a use for this, as the weak one has
to be used at point-blank range. But I guess you don't really need this if
you can run using the hidden option on the DC.. ^_^
Burn Knuckle = QCB+P
#"BURN.. KNUCKLE!!" Geez.. Terry's had a bit of a speed increase to this
move since the Fatal Fury/KOF days.. This move makes Terry speed across the
screen with his fist ablaze. Real nice damage and nice heavy sound effect
upon connection!
Crack Shoot = QCB+K
#Terry jumps up at an angle, spins and pulls off an overhead kick. This
has a lot of priority over a lot of attacks (Ok, so it can't take out
Shoryuuken's.. what did you think this move is? Omnipotent? :P). Anyway,
it's good for just annoying the life out of human opponents :)
Rising Tackle = CDU+P
#Yay! Terry's traditional anti-air. Terry launches himself upwards with a
twisting inverted spinning clothesline. (You might not think so.. but look
VERY close..) Does around 5 hits if close.. the damage isn't great but it's
still got nice priority.
Power Dunk = DP+K (EX VERSION ONLY)
#Heh, heh.. Now, "EX" Terry has this as move that's meant to make him
different to the Normal version. Terry leaps upwards with a Knee Strike as
he spins his cap to a backward position then slam-dunks the opponent with
an almighty punch downwards that'll plant the foe into the tarmac... hard.
Being stylish.. Terry re-spins his cap as he lands.
(SUPER ARTS or DM/SDM's)
Power Geyser = QCB, HCF+P
#"BOOM!!" Terry slams his fist into the floor and causes an almighty
eruption of pure energy from the floor. The Anti-Air capabilities of this
move are WAYYYYYY over the top!
#CAPCOM GROOVE#
Lvl1 = One Geyser
Lvl2 = Two Geysers
Lvl3 = Three Geysers (Triple Geyser!)
#SNK GROOVE#
DM = One Geyser
SDM = Three Geysers (Triple Geyser!)
Buster Wolf = QCF, QCF+K
#Way-hey! Terry's new DM from Garou:MOTW made it in! Err.. it looks.. odd.
And it's lost its Anti-Air priority... It goes full-screen now.. but it
doesn't really help when you can see it coming from a mile away. But, it
does have good combo potential as you'll find out later.
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<STRATEGIES>
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If you're using "Normal" Terry then the main thing you have to keep in mind
is:- Don't let the opponent breathe. If you're playing without the "Run"
enabled then use the Burn Knuckle to get you across the screen quickly.
However, using the "Run" makes Terry a nasty problem for most people.. Just
make sure you keep running at them and tapping them with Crouching Weak
Kicks to REALLY get on their nerves!! ^_^
If the opponent jumps and they're a fair distance away from you, then use
the Heavy Crack Shoot... You'll be surprised at the amount of times you catch
them unawares. Attack. Terry's a Ratio 2 character, so he can take damage
as good as he gets it. Don't be afraid to experiment with Terry.. his moves
are unusual enough to randomly throw out once in a while :) Go on.. confuse
the silly opponent a little! ^_^
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<COMBOS>
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These combos are a varied mess of bits and bobs that Terry has as part of
his little offensive capabilities.
J HP/HK, S HK, QCB+WP (Weak Burn Knuckle)
J HP/HK, S/C HP, QCB+WP (Weak Burn Knuckle)
J HP/HK, S/C HP, QCF+WP (Weak Power Wave) = "Normal" only
J HP/HK, S/C HP, DP+HK (Power Dunk) = "EX" only
#A couple of different takes on a quick and basic combo that should be used
as a staple 3/4-Hit to annoy your foe. The standing HP will get you 2 Hits.
If the opponent blocks the first 2 attacks then put in the Power Wave instead
so you can either be ready to block quickly or to attack some more:)
J HP/HK, C WK, CDU+HP (Heavy Rising Tackle)
#Terry has had this combo since Fatal Fury 2 ^_^ It's still as good as ever!
J HP/HK, S C (2 Hits), QCB, HCF+P (Power Geyser)
J HP/HK, C C, QCB, HCF+K (Power Geyser)
J HP/HK, S C (2 Hits), QCF, QCF+K (Buster Wolf)
J HP/HK, C C, QCF, QCF+K (Buster Wolf)
#Nice basic combo series involving a super. 'Nuff said really...
Ok... here's the major Terry combo series! ^_^
J HP/HK, S/C HP, QCF, QCF+HK (Lvl2 Buster Wolf), QCB+WP <C>
#Heh, heh... I love this little combo ^_^ Nail the foe with the Lvl2 Buster
Wolf then add a Weak Burn Knuckle on the end to make the point clear!
This can be done on both CAPCOM and SNK Groove.. but you have to be in SDM
mode for it to work on SNK Groove. ;_;
J HP/HK, S HP (2 Hits), QCF, QCF+(WK+HK), (Lvl2/3 Buster Wolf) CDU+HP <C>
#Same start as the above but tag a Heavy Rising Tackle on the end instead.
"EX" only
J HP/HK, S/C HP, QCF, QCF+HK (Lvl2 Buster Wolf), DP+HK <C>
#Again, same variant but exclusive to the "EX" version of Terry. Uh.. yeah.
J HP/HK, S/C HP, QCF, QCF+HK (Lvl2 B.Wolf), QCB, HCF+WP (Lvl1 P.Geyser) <C>
#I bet you can't guess that I really like this combo? Slap them silly with
the start of the combo, pound them with the Lvl2/SDM B.Wolf then as they
start to fall.. Smash them into next week with the Power Geyser!! ^_^
Yay! THIS is why Terry rocks!!
For 3 of the above combos you can substitute the Jumping Attack with a Weak
Power Wave (Obviously not the "EX" version, then :P) if you have the "Run"
secret enabled. Simply launch a Weak Power Wave from the other side of the
screen and then run after it. You should be able to get to the opponent as
it hits so you can carry on the combo. It's NOT going to work too many times
as most people seeing a fireball will either block it or jump it in an
attempt to pound your head in.
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<PROLOGUE>
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OK.. so it's a little sketchy at the mo'.. But if you think I've missed
anything out then E-Mail me at:- (
[email protected]), tell me where
you saw this FAQ and what I've missed nd aI'll credit ya with the info...
Thanks for taking the time to read this 'lil FAQ!
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<CREDITS AND THANKS>
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GameFAQs (GameFAQs.com) = For the Hosting of FAQ's that I've done.
VGStrategies (VGStrategies.about.com) = 'Cos Al always asks for permission.
Velcro = Ta for letting me mess around on your DC version! And please..
STOP PICKING SAKURA!!!!! Your Lil' Saki is EVIL and should be banned!
And I'm not even going to start about your Ryo..... :P
This FAQ is (c) Bob (GalFord) Ritchings 2000.