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King of Fighters XI Terry FAQ:
VERSION 1.00
-Created, Edited and Compiled by: Psychochronic
of Shoryuken.com (Brettdude in Gamefaqs) with
some help by G Product and Frionel
Another form of Psychochronic Literature!
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Last Update: October 15, 2006
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Notes before reading this document:
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1) This document is protected by US Copyright Law, and
the Berne Copyright Convention of 1976. This document
is for private and personal use only--it cannot be reprinted
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(written or otherwise). It is a free document that cannot be
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it or giving it away as a gift. Although I am...the author in
the majority of the text, please respect the other authors
whose work I have included in this guide.
2) This document is better read on Notepad with the Font
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feature (Ctrl + F) to find whatever term you're looking for
easy mobility.
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Table of Contents:
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1) Version Changes
2) Character Biography
3) Legend
4) Movelist
-Normals
~Standing
~Crouching
~Jumping
-Unique Moves (Command Normals)
-Special Moves
-Super Desperation Moves
-Leader Desperation Moves
5) Differences from KOF2003
6) Combos
7) Contact
8) Credits
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Version Changes:
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1.00 - October 15, 2006:
Compilated on October 2, 2006 around 7:43am EST and
finished on October 15, 2006 around 10:48pm EST.
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Character Biography:
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Full Name: Terry Bogard
Birthplace: U.S.A.
Blood type: O
Fighting style: Martial arts and Jeff Bogard-derived Kenka
Sappou (Deadly Brawling Arts)
Likes: Video games, wall painting, Fast Food (Clubhouse
Sandwiches since KOF2003), Vintage Jeans (MOTW)
Dislikes: Cigars and cigarettes, slugs
First Appearance: Fatal Fury
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Legend:
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U = Up
UF = Up-Forward
F = Forward
DF = Down-Forward
D = Down
DB = Down-Back
B = Back
UB = Back
QCF = Quarter-Circle Forward
QCB = Quarter-Circle Back
HCF = Half-Circle Forward
HCB = Half-Circle Backward
P = Punch
LP = Light Punch
HP = Hard Punch
K = Kick
LK = Light Kick
HK = Hard Kick
E = Blow-Off Attack
SC = Super Cancellable
DC = Dream Cancel
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Movelist:
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NORMALS:
Standing:
LP: (FAR) A fast elbow attack, good for poking game.
A mid-range punch that can be used for zoning and good
as anti-small jumps. (CLOSE) Both of them are cancellable
by a light normal (crouching and standing), Rising Upper
and all specials and supers.
LK: (FAR) A fast low kick that can be blocked both high
and low.A a mid-range kick attack that's excellent for mid-
range zoning and is only cancellable by his supers (but
not his Power Stream). (CLOSE) Cancellable by his Rising
Upper, his special and his supers.
HP: (FAR/CLOSE) A jab that can be cancelled by his
command attack, supers, specials and leader special, but
also by another punch attack (by pressing E after it). It's
a slow long-range punch, that cance only be canceled
by a super (not his Power Stream). Can be used good
for zoning.
HK: (FAR) Is a very slow long range kick that can't be
cancelled. (CLOSE) A very fast 2 hits kick, that can be
cancelled by his command attack, special, supers and
Power Stream on both hits. Very good for combos.
E: (FAR/CLOSE) A short jumping kick that evades lows
attacks and can be cancelled and free cancelled by his
specials, supers and Power Stream. Even he's in the air,
he's still "throwable" (?) and can use his quick shift.
Crouching:
LP: A very fast crouching punch, that can be cancelled
by another crouching LP, a far standing LP, a crouching
LK (only on link), his command attack, his special, supers
and Power Stream.
LK: A fast crouching kick that has to be blocked low (but
slower than his crouching LP). It can be cancelled by a
crouching LP, a far standing LP and a far standing LK.
HP: A very good crouching punch that hits far (excellent
for zoning), and can be cancelled "on frame" (hit confirm)
by his command attack, his specials, supers and Power
Stream. It can also be "free" cancelled (cancel it by a
special without hitting with the punch).
HK: Another very good attack. A long range crouching
kick that hits low. It can be cancelled by his command
attack, his supers, specials and Power Stream. Excellent
for zoning and pressuring game.
Jumping:
LP: An elbow in the air that can trade hits on the air-to-
air. A light attack, nothing else worth mentioning.
LK: A knee attack that aims forward and has the near-
same properties as jumping LP. It can also crossup
which can mean a sneaky combo starter upon landing.
HP: A straight punch that aims downwards. A very
good strong aerial normal and does decent damage
and a fairly good air-to-air if timed right.
HK: A kick attack that aims downwards like jumping HP.
Can also crossup like jumping LK and has good damage
for a strong aerial normal.
E: A horizontal kick that's an exceptional air-to-air and
knocks down upon impact. Not a bad alternative hit
other than an aerial normal.
UNIQUE MOVES:
Combination Blow: E (during standing close HP):
Terry's extended attack during a close normal. Nothing
great and he can no longer cancel it. He can only link into
a Buster Wolf from it. So no real use unless you have bar
and connect a standing close HP.
Rising Upper: DF + HP:
A basic uppercut move that can combo from light/strong
attacks and into specials/supers. Possible anti-air but not
the best. Move is best used for verifying combos, mainly
crouching LP/LK, Rising Upper, LP Burning Knuckle or
any super.
SPECIAL MOVES:
Power Wave: QCF + P:
Terry slams his fist the to the ground as it unleashes a
wave going forward that's best used as a poke from max
range and a shield to run behind and mount a defense.
Okay in poke strings and can be comboed but no point,
it offers no tatical advantage in combos. LP version has
better startup and recovery bu the wave travels slow. HP
version has slower recovery but the wave travels faster.
Even from max range, the LP version is best. You have
enough time to recover and mount an offense or prepare
for your opponent's roll/jump or whatever over the wave.
Burning Knuckle: QCB + P:
Terry dashes forward with a fist move that's best used in
combos. Possible anti-air but not recomended but it does
do a knockdown. Can't combo off of light attacks however.
LP version is faster and can be comboed into unlike the
HP version which suffers from more startup but has more
range. In the end, the HP version is pratically useless. Has
more recovery and unsafe but only if use it, you anticipate
a whiffed attack with heavy recovery. Burning Knuckle is
safe if blocked from max range and on the last frame.
Power Charge: HCF + K:
-Level 2: Fx2 + K (during Power Charge; SC):
-Level 3: Fx2 + K (during Level 2 Power Charge):
Terry does a turning shoulder attack that's mainly a combo
use only or use it when an opponent is close to guard break
but LK version only, HK version too risky. If the first hit is
blocked, then do not continue the last 2 hits. Still punishable
on first hit but not as much. This is the only special Terry
can combo off of a light attack and the second hit is super
cancellable and is a good way to verify a Buster Wolf.
Crack Shoot: QCB + K:
Terry does a forward flipkick. Another possible anti-air but
not recommended. Knocks down now which is a plus and is
an overhead now. Best used in mix-ups off of his crouching
LP/LK. LK version is faster but not as much range while the
SK version has a lot of hangtime and travels slighty further
in the end, only use the LK version as the HK version way
too risky.
Power Dunk: F, D, DF + P:
Terry rises up with a downward fist attack. In most games,
the Power Dunk sucks and is best used for juggles. In this
game, it recieved the NGBC version and has more priority
and can almost be used in the same situations as Ryu or
Ken's Shoryuken on defensive wakeup, anti-air and also
combos. Main answer for anti-air when you have no bar.
With the proper postioning, this attack can crossup. LK
version is faster and travels lower to the ground which is
a plus though the HK version travels higher it is slower.
Regardless, either is unsafe on a block.
Breaking: LP + LK (during first hit of Power Dunk):
Terry cancels his Power Dunk in his standing position.
The timing for the breaking couldnt be any harder than
it is now. It works to your advantage though. It setup's
juggles to super without sacrifing a stock for an SC or
DC or a setup to Quick Shift Combos or to avoid long
recovery on a block.
SUPER DESPERATION MOVES:
Buster Wolf: QCFx2 + K (DC):
Terry's extended version of his Burning Knuckle and if
it hits, unleashes a long multi-hit ground wave. Buster
Wolf can also be used as an anti-air but needs some
proper timing and positioning but not as much as in KOF
2003 when the second hit will whiff. Best used in combos
mainly and one slight mixup. After a crouching LP/LK, you
can either dash-up throw, Crack Shoot (if blocked low) or
Power Wave. In this case, you can do crouching LP/LK
(blocked), wait a second than counter with Buster Wolf.
Also Buster Wolf can easily be verified off various low
attacks. Also the first hit is DC which is good.
Power Geyser: QCB, DB, F + P:
Terry's extended version of his Power Wave but longer in
height and stationary. His all purpose defensive super and
can be comboed into but best used as an anti-air mainly.
SP version comes out slightly faster and when you have
bar, this is your all purpose anti-air.
LEADER DESPERATION MOVES:
Power Stream: QCB, HCF + E:
Terry unleashes a tall, large aura from his body. Possible
anti-air but then again, refer to Power Dunk and Power
Geyser. For if it hits early, some hits will whiff thus, much
damage scaling. Best used in corner combos due to it's
rather small hitbox and range or as a counter to a Saving
Shift. Overall, not a recomended leader super though the
damage is good.
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Differences from KOF2003:
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-Slight overall increase in priority all of his attacks.
-New command for his Combination. In addition, he can
no longer cancel the Combination Blow. However, you
can link a Buster Wolf after it.
-His Back-Spin Kick is now his standing E.
-The timing on breaking his Power Dunk is much more
strict.
-The LK Power Dunk travels lower to the ground.
-He can now juggle off of his Power Charge when used
in combos involving his Power Dunk, Breaking....
-The 2nd hit on his Buster Wolf doesn't have such a
high tendency to whiff if the 1st connects on an airborne
opponent.
-Buster Wolf and Power Geyser have "totally" switched
roles. In KOF2003, Buster Wolf was better for combos
cause it scaled better and Power Geyser as a "look in my
direction and you die" defensive move. In XI, Buster Wolf
does PATHETIC damage when comboed into. However,
when you get a counter with it, it does pretty good damage.
Throw in the fact that hops have a lower trajectory in general
this year and increased invulnerability for the Wolf (I believe
the only vulnerable part now is his head), and the Buster
Wolf is now "the" move of choice (save Power Stream, of
course) when stopping hops/jump attacks. Power Geyser,
on the other hand, now sucks in every way, but it still
scales pretty nicely in combos. Blah, blah> Power Charge
(2 hit) > Power Geyser does way better damage then the
Buster Wolf cancel.
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Combos:
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-Crouching LK, link crouching LP, Rising Upper, Burning
Knuckle (LP)
-Jumping deep HK, standing close HK (2 hits), Burning
Knuckle (LP)
-Jumping deep HK, crouching LK, link crouching LP,
Power Charge (LK), Level 2, Level 3
-Jumping deep HK, standing close HK (2 hits), Power
Charge (LK), Level 2, Level 3
-Jumping deep HK, standing close HP, Power Dunk (LK),
Break, juggle with Power Charge (LK), juggle with Power
Dunk (LK)
-Crouching LK, link crouching LP, Rising Upper, Buster
Wolf
-Crouching LK, link crouching LP, Rising Upper, Power
Geyser
-Jumping deep HK, crouching LKx2, link standing LK,
Buster Wolf
-Jumping deep HK, standing close HK (2 hits), Buster
Wolf
-Jumping deep HK, standing close HK (2 hits), Power
Geyser (LP)
-Jumping deep HK, standing close HP, Combination
Blow, link Buster Wolf
-Jumping deep HK, standing close HK (2 hits), Power
Charge (LK), Level 2 (SC), Buster Wolf
-Jumping deep HK, crouching LK, link crouching LP,
Power Charge (LK), Level 2 (SC), Buster Wolf
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Contact:
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-Psychochronic:
Contact me! Here are the following e-mails and internet
forums you can find me at:
E-Mails:
MSN Messenger/Hotmail:
[email protected]
Yahoo!:
[email protected]
Internet Forums:
Gamefaqs.com: brettdude
Shoryuken.com: psychochronic
MIRC (channels on EFnet):
#Capcom (The main channel for Shoryuken.com)
#Gamecombos (The main channel for Gamecombos.com)
#Srkgd (The General Discussion part of Shoryuken.com)
#Srklive (The XBOX Live part of Shoryuken.com)
My Fighting Game Site:
www.geocities.com/psychochronic2004
-G Product:
E-Mails:
MSN Messenger/Hotmail:
[email protected]
AOL/AIM: Two D Playa
XBOX Live Gamertag:
G Product
-Frionel:
E-Mails:
MSN Messenger/Hotmail:
[email protected]
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Credits:
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Props to those who made this guide possible:
G Product for his share of researching and his hookups
from Guardcrush.net and Orochinagi.com and Frionel
who helped me out in finishing the FAQ on the right
time and also representing France in Tougeki 2006 in
Japan in King of Fighters XI and Neo Geo Battle
Coliseum. Non-mainstream those games my friend.
Peace.
-Psychochronic
Copyright (c) Brett Navarro 2005-2007