____
     //   / /   //   ) ) //   / /       ___      ___      ___      ___
    //__ / /   //   / / //___         //   ) ) //   ) ) //   ) ) //   ) )
   //__  /    //   / / / ___           ___/ / //   / / //   / / //   / /
  //   \ \   //   / / //             / ____/ //   / / //   / / //   / /
 //     \ \ ((___/ / //             / /____ ((___/ / ((___/ / ((___/ /



[Guide]      :  Terry Bogard
[Game]       :  The King of Fighters 2000
[System]     :  Arcade
[Author]     :  Orochi K
[E-mail]     :  kartelkertra <at> hotmail <dot> com
[Version]    :  Final
[Date]       :  April 29, 2002


                           -=-=-=-=-=-=-=-=-=-
                                DISCLAIMER
                           -=-=-=-=-=-=-=-=-=-

Copyright 2001-2002, Orochi K. This FAQ is for personal use only. Do not
distribute it or use it for profitable purposes. As of now, permission
will no longer be granted to host it on any other website other than the
three listed below. Asking for permission would merely be a waste of
time.

The King of Fighters 2000 and Terry Bogard are copyright SNK of Japan.

This FAQ may be viewed at these three sites only: www.gamefaqs.com
                                                  www.gamespot.com
                                                  www.cheatcodes.com
                           www.neoseeker.com


                           -=-=-=-=-=-=-=-=-=-
                              E-MAIL POLICY
                           -=-=-=-=-=-=-=-=-=-

Lately, I've been recieving all types of letters. At first, it was only one
guy so I decided to help him out since I had a lot of spare time at that time.
But I'm now getting lots of letters and some of them are really annoying me.
I've thus decided to put up this e-mail policy to make you understand as to
which e-mails I will and will not reply.

E-mails I will accept:
------------------------
- Contributions.
- Corrections.
- Comments.
- Positive/Negative feedback.
- Webmasters who wish to post this FAQ on their site.
- Your mail must be in text only, no executables.

E-mails I will not accept:
---------------------------
- People asking me for cheats for this game. There are sites and message
  boards for this.
- People asking me to send them this FAQ.
- Nonsense e-mails like 'I think I love you' or 'Where can I find this game
  in my country?'.
- E-mails that are all in CAPS.
- Chainletters.
- Spams.
- Info already stated in this FAQ.
- E-mails with no subject line.



                           -=-=-=-=-=-=-=-=-=-
                              INTRODUCTION
                           -=-=-=-=-=-=-=-=-=-

This is my first character FAQ for The King of Fighters 2000, the last in the
series by SNK's means. Since there are not so many FAQs for the game, I decided
to write one and of course, the first character that came to my mind was
Terry Bogard. Now, if you're wondering who is Terry Bogard, you're surely a
KoF-newbie. Terry Bogard, a.k.a. The Legendary Wolf, is one of the most
popular beat-em-up characters and certainly the most popular one in KoF.
Initially the leading character in Fatal Fury, he also appeared in the KoF
series and has been on a huge number of games, i.e. the entire Fatal Fury
series including Garou: Mark of the Wolves and every single KoF game.
Now, understand one thing, Terry is strong, real strong. He also has good
defensive capabilities and his cool-looking moves like the infamous Rising
Tackle make him a very good choice indeed. Moreover, he is not that diffcult
to master and anybody can play with him, whether you like playing defensively
or just constantly attack (like me) until you can put in a nice combo.
There has been some changes to Terry of 99 in this last edition. He's lost
3 moves. He no longer has the Power Charge which was a great move but the
Power Dunk is now performed in the original way, i.e. f,d,df+K  :)
Otherwise, he's still pretty much the same; same outfit, same poses, etc...



                           -=-=-=-=-=-=-=-=-=-
                                 CONTENTS
                           -=-=-=-=-=-=-=-=-=-

                           1. Revision History
                           2. Controls
                           3. Terry's Bio
                           4. Moveslist
                           5. Moves Description
                           6. Combos
                           7. Strategies
                           8. Facts about Terry


------------------
 REVISION HISTORY
------------------

 Version 0.1 on May 23, 2001.
 - Created FAQ. (Strikers section still under construction)

 Version 0.2 on May 24, 2001.
 - Added Strikers section.
 - FAQ complete.

 Version 0.3 on May 26, 2001.
 - Added 2 Striker combos.
 - Included shortcuts.

 Version 0.4 on May 30, 2001.
 - Added 1 Intermediate combo.
 - Added notes on Striker section.

 Version 0.5 on May 31, 2001.
 - Corrected a few mistakes.
 - Added notes on Striker section.

 Version 0.6 on June 1, 2001.
 - Added E-mail Policy (please read!).

 Version 0.7 on June 6, 2001.
 - Changed lay-out a bit.
 - Added 1 Expert combo.
 - Added Striker Action descriptions.
 - Added 1 Striker combo.
 - Added 'Facts' section.
 - Added Terry's profile.

 Version 0.8 on June 8, 2001.
 - Added 2 Striker combos.

 Version 0.9 on June 14, 2001.
 - Updated moves descriptions.
 - Added notes in 'Facts' section.

 Version 1.4 on June 20, 2001.
 - Included rating for the moves.
 - Added 1 Striker combo.
 - Included strategies section.

 Version 1.5 on June 22, 2001.
 - Added 1 Striker combo.
 - Updated 'Facts' section.
 - Updated moves descriptions.

 Version 1.6 on June 28, 2001.
 - Verified third colour.

 Version 1.8 on July 6, 2001.
 - Updated strategies section.
 - Included ASCII.

 Version 1.9 on July 16, 2001.
 - Updated strategies section.

 Version 2.0 on July 30, 2001.
 - Confirmed what Terry says during High Angle Geyser!
 - Updated moves desciptions.

 Version 2.2 on August 17, 2001.
 - Updated moves descriptions.

 Version 2.5 on September 9, 2001.
 - Added a few notes and one beginner combo.
 - Updated moves descriptions and strategies.
 - Some new characters in strategies section.

 Final Version on September 17, 2001.
 - Last revision!

 Final Version on November 21, 2001.
 - Added a 100% combo with Joe.

 Final Version on December 4, 2001.
 - Changed the formatting and added new notes.

 Final Version on December 17, 2001.
 - Added a 100% striker combo.

 Final Version on January 3, 2002.
 - Fixed a few stuff in the strategies section.

 Final Version on April 28, 2002.
 - New e-mail!


----------
 CONTROLS
----------

          ub   u   uf                        A        B
            \  |  /
          b -- n -- f
            /  |  \
          db   d   df                        D        C

 General Notations:
--------------------
  n    - neutral                             A     - Weak Punch
  d    - down                                B     - Weak Kick
  u    - up                                  C     - Strong Punch
  b    - back                                D     - Strong Kick
  f    - forward


 Special Notations:
--------------------
  db   - down-back                           P     - Press A or C
  df   - down-forward                        K     - Press B or D
  ub   - up-back                             AB    - Escape
  uf   - up-forward                          CD    - Attack
  qcf  - d,df,f                              BC    - Call Striker
  qcb  - d,db,b                              ABC   - Enable Counter Mode
  hcf  - b,db,d,df,f                         BCD   - Enable Armor Mode
  hcb  - f,df,d,db,b                         START - Taunt
  dp   - f,d,df
  rdp  - b,d,db


--------------
 TERRY BOGARD
--------------


Fighting Style:    Martial Arts & Jeff's Deadly Brawling Arts
Birthdate:         March 15
Age:               24
Country:           USA
Blood Type:        O
Height:            182cm
Weight:            82kg
Hobbies:           Playing video games, trawling
Favorite Food:     Fast food
Mastered Sport:    Basketball
Prized Things:     A glove inherited from Jeff (his father)
Dislikes:          Slugs


Terry and Andy used to live with their father, Jeff. Jeff was a greater fighter
and one of his partners was a man by the name of Geese Howard. Their master,
Tung Fu Rue, then teached the secrets of his style to Jeff only and this caused
the rage of Geese who vowed revenge. As the years passed, Geese became one of the
most powerful criminals of Southtown and was a very feared man. However, despite
all these years, he hadn't forgotten about this humiliation and one day, he
killed Jeff in combat.

Now orphans, Terry and Andy decided to go seperate ways and train in their own
style. Andy went to Japan while Terry decided to stay in Southtown. Equipped
with his gloves which had been given to him by his father, Terry wandered in the
streets of Southtown and trained in several martials arts, while keeping in
mind all that his father had told him. Years of training and his great variety
of styles made him a very worthy opponent indeed and he managed to survive
the hellbound streets of Southtown.

He then waited for Andy who brought along a friend with him, a Japanese boxer
by the name of Joe Higashi. The trio decided to participate in the tournament
held by Geese, the King of Fighters, which was a yearly competition. Terry soon
showed his strength and abilities and defeated Billy Kane, Geese's right hand,
in the final. After this, he got to the top floor of Geese's tower to fight him.
There, Geese mocked him, saying that he was too weak. They engaged battle and
Terry, due to his love for battles against worthy opponents and his new techniques,
defeated Geese and knocked him out of the window.

Terry then kept on training while his victory resounded in the whole world. News
of his victory finally reached the ears of Wolfgang Krauser, a German nobles man.
Not really knowing who Terry might be, he went on a long quest around the world,
beating all the fighters who could be this man. Terry was informed about this and
went out to look for him, meeting new fighters and new friends along the way: Kim
Kaphwan, the Tae Kwon Do justice fighter; Mai Shiranui, the red-haired bouncy
ninja; Jubei Yamada, the Judo master. Terry and Krauser finally met and fought.
The battle would be a great one since both fought for the love of it. However,
Terry came out better due to all the progress he had made after fighting others.
Geese, on the other hand, would only fool around with inferior fighters and that
made all the difference. This new victory made Terry a very popular man worldwide.

Terry was indeed one of the first fighters to be invited to the new format of
the King of Fighters tournament, which had a new host. As the competition required
a team entry, he invited Andy and Joe to accompany him. Their team, the "Lonely
Wolves", soon became one of the best in the world. Although they never won the
tournament, they always reached the finals, and Terry was always an excellent
fighter. He always helped Kyo in his fights against Rugal and the Orochi clan.

                                - Source: KOF Story Guide by Kailu Lantis
                                  But I kinda rearranged it to fit in this FAQ ^-^

-----------
 MOVESLIST
-----------

-------------------------------- [Throws] ----------------------------------

     Grasping Upper                         When close, b / f + C
     Buster Throw                           When close, b / f + D

---------------------------- [Command Attacks] -----------------------------

     Rising Upper                           df + C
     Hammer Punch                           f + A

----------------------------- [Special Moves] ------------------------------

     Power Wave                             qcf + A
     Round Wave                             qcf + C
     Rising Tackle                          Charge d,u + P
     Burn Knuckle                           qcb + P
     Power Dunk                             f,d,df + K
     Crack Shoot                            qcb + K

--------------------------- [Desperation Moves] ----------------------------

     High Angle Geyser                      qcf,qcf + K
     Power Geyser                           qcb,db,f + P

------------------------ [Super Desperation Moves] -------------------------

     Power Geyser                           qcb,db,f + AC

---------------------------- [Striker Action] ------------------------------

                               Dunk Geyser

---------------------------- [Another Striker] -----------------------------

                               Geese Howard


NOTE: If you're having difficulties performing the S/DM, there are shortcuts
which you can use. Just do qcb,f instead of qcb,db,f and it will work (you
may also do qcb,qcf- many players use this including me).


-------------------
 MOVES DESCRIPTION
-------------------

----------------------------------------------------------------------------
 Grasping Upper                      close to opponent, b or f + C
----------------------------------------------------------------------------

 Terry will hold the opponent and kick them once in the face. Good throw.
 A nice way of using this effectively is to do the (A) Burn Knuckle and
 you'll land close to the blocking opponent. If the latter is too slow and
 just remains blocking like a fool, just press f + C and Terry will perform
 his Grasping Upper. OK, I know this is pretty cheap but what other thing
 can you do if you have only Terry left and your opponent is taunting you
 with his 4 characters?!

 It's a good throw but personally, I like to use the Buster Throw better.
 Anyway, just use it when you can. It will save your day on more than one
 occasion.

----------------------------------------------------------------------------
 Buster Throw                       close to opponent, b or f + C
----------------------------------------------------------------------------

 Terry will hold the opponent and slam him down on the other side. This
 throw will make you and your opponent switch sides. Again, you can apply
 the (A) Burn Knuckle technique to be able to pull the Buster Throw. Also,
 if the opponent is of the aggressive type, one thing you can do is to
 retreat and wait for the freak to come at you. Keep holding back and
 immediately press the D button to throw them. It works very often and is
 deadly against challengers if you know how to use it.

----------------------------------------------------------------------------
 Hammer Punch                       f + A
----------------------------------------------------------------------------

 This is an overhead attack and it has considerable lagtime when used alone.
 You may cancel this into a special move or a desperation move but you need
 to have cancelled in it first. I really don't advise anybody to use the
 Hammer Punch as an overhead simply because of the recovery time. Besides,
 even though it can only be standing-blocked, the moves takes so much time
 to come out that your opponent will easily know what to expect. Instead,
 use it in combos instead and always start with a stand C. The Hammer Punch
 will flow in nicely and you can finish with a good move for a strong combo.

----------------------------------------------------------------------------
 Rising Upper                       df + C
----------------------------------------------------------------------------

 Hits high and comboable in the Rising Tackle, which makes it pretty useful.
 It has considerable recovery time though mainly because Terry is still
 crouching when he does it. But the fact that the move is comboable into
 one of Terry's best moves saves it. A good way to use it effectively is
 to run. As you run, move your finger such that your are holding the
 down-forward direction. Now, if you press C, Terry will perform the Rising
 Upper. You only need to press up & C and the Rising Tackle will combo in.


----------------------------------------------------------------------------
 Power Wave                         qcf + A
----------------------------------------------------------------------------

 Terry's projectile as seen in RB. It comes out very quickly and will
 travel the whole screen quite fast. The Power Wave also has a nice
 recovery time but that won't really change anything against very fast
 characters. Besides, it is possible to jump over it. Your opponent may
 very well jump over it and can land near you before you recover and you'll
 be in serious trouble.

 You can win using only the Power Wave against some CPU characters. Just
 abuse it and you'll win through tick damage. Of course, that's cheap play
 but it is possible, I need to mention it. :)

 Can be cancelled into either of his DMs in Counter Mode. It is however
 always best to cancel the Power Wave only into the High Angle Geyser.

 The Power Wave is comboable and can be used along with the Hammer Punch.
 Use it in combos to make sure that it connects all the time. Note that
 the Power Wave doesn't knock down the opponent. The opponent appears to be
 dizzied for a short time but whether you use it alone or in a combo, it
 won't knock down the opponent.

----------------------------------------------------------------------------
 Round Wave                          qcf + C
----------------------------------------------------------------------------

 This is considered as the stronger version of the Power Wave but in fact,
 it is very different from its weak counterpart. The Round Wave takes a
 hell of a time to come out and if blocked, watch out for the recovery time
 which implies you'll eat anything, even from Chang.

 The Round Wave looks like a big Power Wave except that it doesn't travel
 at all. Instead, it remains by Terry just like Robert's projectile in '98
 and Terry remains crouching as long as it is on-screen.

 Can be cancelled into a DM too and again, go for the High Angle Geyser
 all the time. This will always makes a combo since the Round Wave remains
 on-screen for some time.

 The best thing about this move is that it hits low and as such, it can
 only be crouch-blocked. If your opponent just stand-blocks, have a good
 laugh because the Round Wave will connect. What's even better is that
 since it dizzies the opponent, you can combo it with the Power Dunk.
 This is fairly hard to do but it does work and is Terry's best chain
 combo (he only has one anyway ^_^). This works best against a cornered
 opponent.

----------------------------------------------------------------------------
 Burn Knuckle                       qcb + P
----------------------------------------------------------------------------

 Terry will throw his hands forward with energy radiating from them in the
 form of a ball and he'll rush at the opponent. The weak version travels
 about 1/3 the screen distance while the strong version goes up to 3/4
 the screen distance. However, it has a really poor recovery time and takes
 to much time to come out. On the other hand, the weak one comes out soon
 and Terry does not take that long to recover from it.

 The weak Burn Knuckle should be used in combos or to tick the opponent.
 Anyway, the strong one cannot be comboed because it takes too much time
 to come out and your opponent can block it. Use the strong one to land
 close to the opponent if you are too far apart. There are risks to using
 it though because a fast opponent will attack you as you recover.

 Thus, you should rely on the weak one most of the time. It can take
 jumping opponents by surprise and hit them when they least expect it.
 A good way of fooling the CPU is to perform the Power Wave quickly followed
 by the Burn Knuckle. It works fine from time to time but do not abuse it!

----------------------------------------------------------------------------
 Rising Tackle                   charge d, u + P
----------------------------------------------------------------------------

 A great move! It has been toned down but it still is useful. However, it no
 longer has auto-guard and guard crush and doesn't have that high priority
 which made it so cheap back in '98.

 The strong version will do up to 7 hits if you manage to suck the opponent
 in as from the first hit while the weak one can do 5 hits at most. Both
 are highly damaging and once the opponent is caught in either, there's no
 coming out.

 I guess that's pretty obvious from the command itself, the Rising Tackle
 is an anti-air and a very good one at that too! Use it against overly
 aggressive opponents who like to jump at you like Choi. To make sure it'll
 efectively connect, wait for the character to land, do a crouch C and
 release the Rising Tackle.

 This strategy has a lot of risks though. If your opponent manages to
 cross-over, you're in for a bad time. The recovery time is another
 drawback. Terry takes a lot of time to get back on his feet after a missed
 Rising Tackle. If it misses completely, your opponent even has time to
 taunt you before attacking you.

 Can be cancelled into a DM in Counter Mode but only on the first hit.
 This is damn hard to perform and besides, the DM doesn't always connect.
 Forget about it!

----------------------------------------------------------------------------
 Crack Shoot                     qcb + K
----------------------------------------------------------------------------

 Terry whirls around and tries to hit the opponent with his foot. The weak
 version come out very quickly but doesn't have a very good range and is
 good only against close opponents. The D version takes a lifetime to come
 out and Terry takes even more time to recover from it.

 The weak Crack Shoot is rather unpredictable and you can use it to take
 your opponent by surprise. It is comboable after a stand C but even that
 sometimes misses. I don't understand why this happens though, my guess is
 that's because of the lag. It doesn't go far but is quite damaging and
 has certain uses.

 On the other hand, the strong one will see Terry fidget about for about 2
 seconds and if the move misses, I hope you still have a lot of life left.
 It's still useful though because it lets you get close to the opponent and
 do some tick damage at the same time. It can also act as anti-air but I
 wouldn't count on that very often if I were you. ^_^

----------------------------------------------------------------------------
 Power Dunk                      f, d, df + K
----------------------------------------------------------------------------

 The Power Dunk is primarily an anti-air but is not limited to those
 situations. The animation is such that it'll even take a crouching
 opponent up and all the hits will connect.

 The weak version is comboable after a crouch C (I guess it is comboable
 after the first hit of the stand C too but it's harder to pull and you
 can't risk such stuff in KOF). The stronger Power Dunk makes Terry go
 higher up and it does seems that Terry get forward more too.

 If the opponent keeps jumping at you, wait for him to be close to landing
 and perform the Power Dunk. Chances the Power Dunk will take him away
 with 2 hits are very high. Otherwise, use it more as an anti-air even
 though it is comboable. It also enables you to get close to your opponent
 and may surprise turtlers.

 Knowing where Terry will land is very hard and this makes the Power Dunk
 a great attack against blocking challengers. They'll be so confused that
 you'll have time to recover and to hit them too. A very nice move and
 we're lucky enough to have it back to its original command.

----------------------------------------------------------------------------
 Power Geyser                    qcb, db, f + P
----------------------------------------------------------------------------

 Terry will punch on the ground and will perform a very big Round Wave.
 The projectile is stationary too and is a very good desperation move.
 Both the weak and the strong versions can be used in combos along with
 the Hammer Punch and this makes the move very dangerous.

 Once you can get a close C to connect, whether standing or crouching,
 simply follow with the Hammer Punch and end with the Power Geyser. There's
 no getting out of this.

 This DM is also a great anti-air and jumping opponents cannot block it.
 Pull this and win laughing! It is very quick to come out although the
 recovery time for the strong version really sucks. Terry remains crouching
 for too long and any player can punish you for that.

 As as a desperation move, you couldn't ask for more. Quick, comboable and
 works anytime. It is more damaging that the High Angle Geyser when it
 connects too!

----------------------------------------------------------------------------
 High Angle Geyser               qcf, qcf + K
----------------------------------------------------------------------------

 Terry's second desperation move where he'll start with the Power Dunk and
 finish with a Power Geyser. The move does 5 hits in all and Terry even
 swears during it. My ears tell me that he shouts "Oh my shit, geyser!"
 but Run Hin Run has confirmed that it's supposed to be "Overheat geyser!".
 Oh well, I'll go along with my personal oppinion.

 This DM does 5 hits and when blocked, does massive tick damage. It takes
 off less life than the Power Geyser when it fully connects though. The
 High Angle Geyser is comboable just like the Power Geyser. The SDM does
 10 hits and darn damaging, even when blocked.

 The best thing about it concerns its recovery time. It is very quick and
 you are safe performing it. Not to be abuse against real fast opponents
 though.

 It is also very useful as even if the opening part misses because you
 are too far from the opponent or he has managed to roll back, the rest
 may still hit him. CPU characters tend to eat it a lot and let themselves
 fooled by the tick damage.

----------------------------------------------------------------------------
Dunk Geyser                    Press BC with Terry as your striker (costs
                               1 strike bomb)
----------------------------------------------------------------------------

If your character is far from the opponent, Terry will jump in and will
perform his Power Geyser. The attack does good damage and allows free
juggles but you need to be fairly quick.

If your character is fairly close to the opponent, Terry does in with the
Power Charge, continues with the Power Dunk and ends with the Power Geyser.
With this attack, Terry is one of the best strikers in the game since you
have enough time to throw in a lot of hits and with certain characters,
you even have time to take about 3/4 your opponent's lifebar.

--------
 COMBOS
--------

This is where Terry excels. Terry is really great in the sense that he doesn't
require a lot of time to get used to. He is fairly quickly to master and his
combos are not that tough to perform. And that's not all, this guy has a
truly astounding number of combos. Just read on!

This section is divided into 4 parts: Beginners, Intermediate, Expert and
Striker.


----------------------------------------------------------------------------
 BEGINNER COMBOS
----------------------------------------------------------------------------

1. Standing C, Hammer Punch(f+A)


2. Standing C, Rising Upper(df+C)
   To do this, simple hold df while Terry does the 2 hits and press C as soon
   as he finishes.


3. Standing C, Burn Knuckle(qcb+A)
   Use A-version only.


4. Standing C, Power Wave(qcf+A)


5. Standing C, Round Wave(qcf+C)


6. Standing C, Crack Shoot(qcb+B)
   Use B-version of Crack Shoot only.


7. Standing C, Power Dunk(f,d,df+K)


8. Crouching C, Rising Tackle(Charge d,u+P)


9. Crouching C, Burn Knuckle(qcb+A)


10. Crouching C, Power Wave(qcf+A)


11. Crouching C, Round Wave(qcf+C)


12. Crouching C, Crack Shoot(qcb+B)

13. Run and press df while still running, hold df and press C (Rising Upper)
    and press u+P immediately for the Rising Tackle.


----------------------------------------------------------------------------
 INTERMEDIATE COMBOS
----------------------------------------------------------------------------

1. Crouching C, Rising Upper(df+C), Power Wave(qcf+A)


2. Crouching C, Rising Upper(df+C), Round Wave(qcf+C)


3. Crouching C, Rising Upper(df+C), Burn Knuckle(qcb+A)


4. Crouching C, Rising Upper(df+C), Crack Shoot(qcb+B)


5. Jumping C, Crouching C, Rising Tackle(Charge d,u+P)
   It doesn't work very often with crouching C. You can do Crouching A instead
   and the whole combo will have a greater chance of connecting.

6. Standing C, Hammer Punch(f+A), Power Wave(qcf+A)
   This, along with all the others that follow, is his trademark combo.


7. Standing C, Hammer Punch(f+A), Burn Knuckle(qcb+A)
   Never forget, combos normally require use to use the weak buttons.


8. Standing C, Hammer Punch(f+A), Crack Shoot(qcb+B)


9. Standing C, Power Geyser(qcb,db,f+P)


10. Standing C, High Angle Geyser(qcf,qcf+K)


11. Standing C, SDM Power Geyser(qcb,db,f+AC)
    It's not that hard. You're probably saying this belongs to the Expert
    Section but I do think this is actually easier to pull than the combos
    I've put there.


12. Jumping C, Standing C, Hammer Punch(f+A), Power Wave(qcf+A)


13. Jumping C, Standing C, Hammer Punch(f+A), Burn Knuckle(qcb+A)


14. Jumping C, Standing C, Hammer Punch(f+A), Crack Shoot(qcb+B)


15. Standing C, Hammer Punch(f+A), High Angle Geyser(qcf,qcf+K)


16. Standing C, Hammer Punch(f+A), Power Geyser(qcb,db,f+P)


----------------------------------------------------------------------------
 EXPERT COMBOS
----------------------------------------------------------------------------


1. Standing C, Hammer Punch(f+A), SDM Power Geyser(qcb,db,f+AC)
   His trademark combo. Requires practice though! Don't pull this if you
   are not sure it will connect, you'll only have wasted your stocks.


NOTE: The following have only a small chance of successfully connecting.
The Hammer Punch sometimes causes the rest to miss and since you're so
much concentrated, you don't notice this and continue on with the rest  :(
Of course, it's another story when the opponent is cornered  :)


2. Jumping C, Standing C, Hammer Punch(f+A), High Angle Geyser(qcf,qcf+K)


3. Jumping C, Standing C, Hammer Punch(f+A), Power Geyser(qcb,db,f+P)


4. Jumping C, Standing C, Hammer Punch(f+A), SDM Power Geyser(qcb,db,f+AC)
   When cornered, the third geyser will miss (it goes off the screen) but it's
   still great though. Very flashy too!


5. Jumping C, Standing C, Hammer Punch(f+A), Power Dunk(f,d,df+K)


6. -Corner Only- Jumping C(hit back), Crouching B, Crouching A, Rising Upper
   (df+C), Power Geyser(qcb,db,f+P)
   Note that you may use Crack Shoot or other moves instead of the Power Geyser
   if you don't have a Power Stock. Don't use Rising Tackle though. In most
   cases, it will do only 1-2 hits.


----------------------------------------------------------------------------
 STRIKER COMBOS
----------------------------------------------------------------------------

Since there are truthfully a lot of striker combos in the game, I'll just
list the most useful and damaging ones.


1. With Joe: Jumping C, Standing C, Hammer Punch(f+A), do any move that will
   knock the opponent down. Immediately call Joe as the opponent is on the
   ground and input the same commands again. Repeat this depending on how
   many striker bombs you have. It doesn't matter which move you use, the
   result will be the same. It is also possible to use a DM instead or a SDM
   if you have a full stock. Just make sure you don't miss it. Yup, this is
   an infinite!


2. With Vanessa: Jumping C, Standing C, call Vanessa and wait until she does
   her fourth hit and do any move.
   Note that you can also try to include the Hammer Punch just before you call
   Vanessa but it makes the combo miss sometimes and so, I advise you to
   stick to this simpler version.


3. With Robert: Jumping C, Standing C, Power Wave(qcf+A), call Robert, run
   forward a little, Standing C, Hammer Punch(f+A), any move or DM.
   Again, remember that you need to use the weak versions of the moves at the
   end of the combo. You can do the Rising Upper(df+C) instead of the Hammer
   Punch but it is better to do the latter since you have a greater chance of
   connecting.


4. With King: -COUNTER MODE- Jumping C, Standing C, Rising Upper(df+C),
   Crack Shoot(qcb+B), call King, do the Rising upper again as King is
   performing her Striker Action, Power Geyser, do the Round Wave(qcf+C) as
   the opponent is hitting the ground, cancel into High Angle Geyser.


5. With King: -COUNTER MODE- Jump D, crouching B, crouching B, call King at
   the same time, Rising Upper(df+C), Crack Shoot(qcb+D), do the Round Wave
   (qcf+C) as the opponent hits the ground, cancel into High Angle Geyser.


6. With Seth: -Corner Only- Jumping C(hit back), Crouching B, Crouching A,
   Rising Upper(df+C), Crack Shoot(qcb+B), immediately call Seth, do Power
   Geyser((qcb,db,f+P) as Seth kicks the opponent up(good timing required
   here), when the Power Geyser connects Seth will again hit the opponent
   up, do Power Geyser again((qcb,db,f+P).
   This combo will take away about 70% of your opponent's life. You can
   replace the second Power Geyser with the Rising Tackle. Isn't this a
   marvellous combo? *Thanks to Xie Chengzhong Erik for this contribution*

7. With Ryo: Standing C, Hammer Punch(f+A), any move that will knock opponent
   down but no DM, call Ryo as soon as opponent hits floor. Then, as opponent
   is up again, repeat but you can use a DM this time.
   Works best in corner. Well, it's easy, Ryo's fireball will make the opponent
   stand up and will give you time to put in another combo. Note that you can
   start with a Jumping C/D, this adds one hit. I think that this is also
   an infinite but sometimes, Ryo shows up at the other side of the screen
   and messes everything up.

8. With Another Iori: Standing C, Hammer Punch(f+A), call Another Iori and wait
   for his to do his move, then as opponent falls down, Power Geyser(qcb,db,f+P).

9. With Baedal: Standing C, Hammer Punch(f+A), call Baedal and wait for his
   attack to do the second hit and do the Power Geyser(qcb,db,f+P).
   Baedal in Jhun's Another Striker. You need to wait a little for the Power
   Geyser or it may not connect. But if done in corner, you can just go on
   with the Power Geyser whenever you want, it will connect.

10. With Benimaru: -Corner Only- Jumping C, stand C, Hammer Punch (f+A), weak
    Burning Knuckle, call Benimaru, Round Wave(qcf+C), Power Dunk(f,d,df+K).
    You need to do the Round Wave while Benimaru is attacking the opponent. Be
    quick with the Power Dunk.

11. With Joe: -Must start near corner-  Standing C, High Angle Geyser
    (qcf,qcf+K), call Joe, standing C; High Angle Geyser (qcf,qcf+K),
    standing C -> {A} Burn Knuckle (qcb+A) or Power Dunk (dp+K.)
    This is a 100% combo, provided you manage to get in all the hits. Note
    that the standing C is necessary, otherwise the High Angle Geyser may
    not connect. And, of course, wait for the opponent to land before calling
    Joe. If you do so too early, Joe will just appear and won't do anything.

12. With Joe: -Corner only- Jumping C, standing C, Hammer Punch (f+A),
    Crack Shoot (qcb+B), call Joe, (the following needs to be done while
    Joe is hitting the opponent), standing C, Hammer Punch (f+A), High Angle
    Geyser (qcf,qcf+K), call Joe when opponent lands down, standing C,
    Hammer Punch (f+A), High Angle Geyser (qcf,qcf+K).
    Use only the weak Crack Shoot. This combo is a 100%.


Here are some useful notes which you need to bear in mind:

- With Joe and Leona, you can pull off any move that will knock the opponent
  down and immediately call Joe/Leona. They will both bring the opponent up
  for their Striker Action and will allow you to combo.

- With Vanessa, you need to wait her to do her fourth hit first before trying
  to combo in. This applies to every move.

- About the Striker Bonus Attack (call Striker just after a throw), Joe/Leona
  will not bring the opponent up again in this case. They will merely hit the
  opponent once.

- Taunting the opponent when you have a Power Stock will give you a Strike
  Bomb but you'll lose that Power Stock. Some people have complained about
  this but I find this a great option with Terry if you're using Joe or Leona
  as striker. Remember, even if you lose a stock, you'll get it later on if
  you don't lose. So, just use this great option to increase your strike bombs
  and then, just go on and use your infinite.

- It is possible to do the Rising Tackle without having to crouch, this is
  done while running. Here's how it should be done: run (f,f, hold f), then
  move your finger onto df while still running. Now, just press u+P and
  wonder at the strength of the Rising Tackle.

- Use Terry's Attack (CD) a lot and when opponent blocks, do the Power Wave.
  It sometimes catches the opponent off-guard.

- His CD can stop some moves and you can even take advantage of its recovery
  time to make life hard for your opponent.

- When Terry's knocked down, hold up and as soon as he's on his feet again,
  you can release the Rising Tackle. This sometimes catches the opponent
  off-guard since they weren't expecting this.


----------
STRATEGIES
----------

This covers strategies which you can use against certain CPU opponents for
an easy win. However, not all characters can be included in this section as
there's no real way to defeat them and you just need to vary your style.
In fact, I'll only include those characters against which you can use my
recommended strategy anytime. Well, most of the time...

Athena: You may just keep blocking and take her by surprise when she uses
her teleport move. A nice strategy is to throw her as she passes behind you
since she won't be able to escape.

Choi: Very simple. Just crouch (while blocking at the same time just in case!).
Choi jumps a lot...Now, you know what that means, right? Wait for him to jump
at you and release the awesome Rising Tackle. Jump CD also works well but
if you miss, you run the risk of Choi greeting you with a DM.

Mary: Crouch and block until she slides towards you and release any combo as
she recovers from her move. Aren't recovery times useful!? :D Just do this
everytime and she's dead.

Mai: First, when the round starts, wait for her to use her projectile, avoid
it and try to hit her. Once she's knocked down, make sure you are quite close
to her (but not too much!!) when she'll get up. She should immediately use her
projectile again. Avoid and hit...One of the easiest characters if you ask me.

Lin: Aaargh!!! Without doubt one of the most fearsome characters in the game.
Best strategy: Burning Knuckle all the way! But don't forget to use the weak
version only unless you wanna make Terry a kamikaze.

Benimaru: Same as Choi, use Rising Tackle when he jumps at you. And don't ever
try to switch sides with him using Escape, he'll make you pay for that.

Clark: Again, Burning Knuckle all the way, he'll eat them all. Don't rely
too much on the Power Wave because he may jump and use his DM against you.

Ramon: Be aggressive. And this doesn't only apply to Terry but to any character
when fighting against this new character. I've heard a lot of people
complaining that he's too hard at my local arcade. But by attacking him
constantly, he becomes real easy. Just go on with the jump C, stand C,
Burning Knuckle.

Kasumi: Use A version of Burning Knuckle. Standing and jump CD also work
well. It is better to include the Burning Knuckle in a combo. Don't use it
alone. Jump D, stand C, A Burning Knuckle is the best. If you use the move
aloe, Kasumi may use one of her counter moves.

Hinako: Jumping CD seems to work very well and it will hit for a nice chunk
of damage too. Keep comboing until her guard breaks if you don't want to use
jumping CD and she's easy. Watch out for her DMs tough!

Zero: He is quite tough (well, he _is_ the boss!) but with good timing (and
a bit of luck), Terry makes him look like a wimp. Here's what you should do.
You should use the Burning  Knuckle as your main move. When the distance
between Terry and Zero is less than half a screen, use A version. If the
distance is greater than half a  screen, you should use the C version. Now,
here comes the crucial part. In any case, as soon as you've performed Burning
Knuckle and landed near Zero, roll forward (f+A+B). Most of the time, he'll
try to attack you as soon as you've landed. If you successfully rolled forward,
you should be behind him when he attacks and you'll have enough time to combo
in from there. Easy! Be quick though! Another strategy you may use is to
keep holding back until he moves towards you. Then, quickly move forward
as he comes near and throw him. This works but the first strategy is much
better.


-------------------
 FACTS ABOUT TERRY
-------------------

This is a section about all the cool things about Terry which you need to
know.

- Terry always has the same original outfit except in Garou: blue pants, white
  shirt, red jacket, white and red cap, and of course, his gloves.

- During the Power Dunk (f,d,df+K), when he is up, watch him well. You'll
  notice that he has his cap backwards and you see his face much better.

- He always has the same taunt.

- Terry has some feelings for Blue Mary and vice-versa but so far, it's just
  been like this although they are in the same team in KoF 2000.

- In Fatal Fury, the Rising Tackle was performed by Charge d,u+P. SNK changed
  this to f,d,df+P. However, as from 99, SNK decided to return it to the
  original form.     :)

- He has new colours in KoF 2000. I'm talking about his jacket and his cap.
  Be sure to try these out, I think these new colours are great. You get
  these colours by pressing C+D at the character select screen.


                           -=-=-=-=-=-=-=-=-=-
                                 CREDITS
                           -=-=-=-=-=-=-=-=-=-

 Special thanks go to (in no particular order):

 - SNK <www.neogeo.co.jp>
   For making this hugely entertaining game. The only company that really
   convinced me that you could make awesome soundtracks for great beat-em-ups.
   Now, wasn't my first FAQ for a certain SNK game, a true gem although not
   a beat-em-up...!?  :P

 - CJayC <www.gamefaqs.com>
   For posting this guide and, of course, for such a great site.

 - Kao Megura
   I used his character bio and movelist names; for inspiring me to write
   this FAQ. He has a great King of Fighters 2000 FAQ which can be viewed
   at www.gamefaqs.com.

 - Vincent Chua <www.kofonline.com>
   For running the greatest KoF site there is. I got a lot of information
   from his great site. And for his very good mailing-list for all those KOF
   fanatics.

 - Kailu Lantis
   For letting me take and rearrange Terry's profile from his Story Guide.
   Just check out his guide (which, of course, can be found at GameFAQs),
   it's an excellent one.

 - hebretto
   For his various contributions. Contributed Striker combos #4, #5, #6 and
   Intermediate combo #10 and for reminding me about the shortcuts. He also
   has some character FAQs for KoF 2000 which you can check out at GameFAQs,
   the number keeps increasing each day.

 - Big Russian
   For guiding me onto Kailu's FAQ. He was of a great help.

 - Xie Chengzhong Erik
   For Expert Combo #6 and Striker Combo #6(great combo).

 - Evil Sephiroth
   For helping me out with the Zero Strategy.

 - Run Hin Run
   For mailing me about what Terry says during the High Angle Geyser.

 - Orochinagi
   For the striker combo using Ryo.

 - Anime Japan
   For contributing striker combo #11.

 - Cool
   For telling me how to do the Rising Tackle while running. He actually told
   me this for my '99 Robert FAQ but it applies here too.

 - Tai-Chi Master
   For his help on Vincent's mailing list. And for enabling me to complete
   my KOF collection!! :)

 - Adem
   For striker combo #12 (100% combo).

 - You
   What would be the point of this FAQ if you weren't here, reading it!?
   Thanks for reading.



                           -=-=-=-=-=-=-=-=-=-
                                 THE END
                           -=-=-=-=-=-=-=-=-=-