-----------------------------------------------------------------------
The King of Fighters 2003
Character FAQ on Terry Bogard
For The JAMMA/MVS Arcade & The Neo*Geo Advance Entertainment System
By Raul Torrez ([email protected])
This FAQ is Copyrghted Work 2004 Raul Torrez
-----------------------------------------------------------------------


The King of Fighters 2003, SNK Playmore, Terry Bogard, other SNK Characters are
all Registered Trademarks and Copyrighted by SNK Playmore Corporation of Japan.


---------
Contents:
---------
I. Why Terry Bogard?
II. Terry's Bio and Info
III. KOF 2K3's Basic Commands
IV. Terry's Basic Moves
V. Terry's Special Moves
VI. Terry's Combos
VII. Strategies
VIII. Terry's Entrance and Winning Poses
IX. Extra Stuff
X. Updates
XI. Closing and Credits


=======================================================================
I. Why Terry Bogard?
=======================================================================
Most of you know Terry has gone through a change in design. He's more of his
MOTW design with the MOTW move set. Terry has been toned down from his pre-2k3
self. He goes from rusher to zoner. It may take time to adjust to MOTW Terry,
but you'll get the hang of it.


=======================================================================
II. Terry's Bio and Info
=======================================================================

Fighting Style: Martial Arts & Jeff's Deadly Brawling Arts
Birthdate: March 15th
Age: 24
Country: U.S.A
Blood Type: O
Height: 182cm
Weight: 83kg
Hobbies: Video Games
Favorite Food: Clubhouse Sandwiches
Mastered Sport: Basketball
Prized Things: His father's (Jeff) keepsake. Vintage jeans
Dislikes: Slugs
Seiyuu/Voice Actor: Satoshi Hashimoto

First Appearance: Fatal Fury

Other Game Appearances: The King of Fighters '94-2003, The King of Fighters
Kyo, The King of Fighters R1&R2, The King of Fighters "Battle de Paradise", The
King of Fighters Ex 1, The King of Fighters Ex 2, The King of Fighters:
Neowave, The King of Fighters: Maximum Impact, The King of Fighters: Pachinko,
The King of Fighters '94: Rebout, The King of Fighters Quiz, Fatal Fury 2&3,
Fatal Fury Special, Fatal Fury: First Contact, Fatal Fury: Wild Ambition, Real
Bout: Fatal Fury, Real Bout: Fatal Fury 2, Real Bout: Fatal Fury Special,
Garou: Mark of the Wolves, Capcom vs. SNK "Millennium Fight 2000", Capcom vs.
SNK "Millennium Fight 2000" Pro, Capcom vs. SNK 2 "Millionare Fighting 2001",
SNK vs. Capcom "CardFighter's Clash" SNK Card Set, SNK vs. Capcom "Card Clash
2", SNK vs. Capcom Chaos, Neo*Geo Battle Colosseum

Anime Appearance: Fatal Fury: Legend of the Hungry Wolf
                 Fatal Fury 2: The New Battle
                 Fatal Fury: The Motion Picture

Terry's King of Fighters Team Members:
KoF'94-98: Terry Bogard, Andy Bogard, Joe Higashi
KoF'99:    Terry Bogard, Andy Bogard, Joe Higashi, Mai Shiranui
KoF'00-01: Terry Bogard, Andy Bogard, Joe Higashi, Blue Mary
KoF'2002:  Terry Bogard, Andy Bogard, Joe Higashi
KoF'2003:  Terry Bogard, The Griffon, Joe Higashi

Terry's King of Fighters Background Music:
KoF'94: The Napolitan Blues
KoF'95: Club-M - The Clear Sky Flute
KoF'96: Big Shot!
KoF'97: Forever Enclosed...
KoF'98: Forever Enclosed... Guitar Mix
KoF'99: 176th Street
KoF'00: TERRY115
KoF'01: ALL OKAY!
KoF'02: Forever Enclosed... Guitar Mix
KoF'03: Prolongation


=======================================================================
III. KoF2k3's Basic Commands
=======================================================================

Terry's Key Configuration:
A- weak punch
B- weak kick
C- strong punch
D- strong kick
f- forward
b- back
u- up
d- down
Start- taunt
qcf- quarter circle forward
qcb- quarter circle back
hcf- half circle forward
hcb- half circle back
df- diagonally down forward
db- diagonally down back
uf- diagonally up forward
ub- diagonally up back
(air)- can be done in the air
charge- hold the direction for at least 2 seconds
DM- Desperation Move
LDM- Leader Desperation Move
PK- must be pressed at same time (AB, CD, BC, etc.)
MSA- Multi-Shift Attack
Xx- can cancel move
x1- repeat number of times given
>- follow up
UB- Unblockable
SC- Super Cancel

-------
Basics:
-------
Run- f, f (hold f while running)
Dash Back- b, b
Normal Jump- up
Short Jump- tap d, uf / d, u / d, ub
Quick Jump- d, uf / d, u / d, ub
Emergency Attack Avoidance Forward- AB or f + AB
Emergency Attack Avoidance Back- b + AB
Falling Recovery Roll- AB before hitting the ground
Throws- f or b + C/D
Throw Escape- when grabbed, f or b + C/D
Guard Escape Roll Forward- when blocking, AB or f + AB (requires 1 Power Stock)
Guard Escape Roll Back- when blocking, b + AB (requires 1 Power Stock)
Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock)
Multi-Shift- BC or CD
Multi-Shift Attack- qcf + BC/CD
Taunt- Start

-------------------------------
Descriptions of Basic Commands:
-------------------------------

-Falling Recovery Roll- AB before hitting the ground
Whenever hit by an attack that knocks you to the ground, you can recover before
hitting the pavement. This command will only work if hit by basic attacks,
special attacks, DM's, and SDM's that knock ya on to the ground.

-Throw Escape- when grabbed, f or b + C/D
If done correctly, you're character will push away the opponent about 3 steps
away from you. Throw Escapes do not work in the air, against Benimaru, Tizoc,
Gato, Mai, Athena, Yuri, Clark, and Leona, since they all have air throws.
GROUND ONLY! Throw Escapes don't work against command throws either.

-Emergency Attack Avoidance Forward/Back- AB, f + AB, b + AB
Just like in KoF'98, using this command will enable your character to AVOID an
attack from the opponent. Your character is INVINCIBLE for that breif moment of
rolling. This year, you can roll while crouching (db+AB/df+AB). Remember
though, you can be thrown or hit after the roll.

-Guard Escape Roll Forward/Back- when blocking, AB, f + AB, b + AB (requires 1
Power Stock)
When blocking an attack, your character will roll forward or back from the
opponent. This move can be used to distance yourself, if being pressure
attacked.

-Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock)
When blocking an attack, your character will perform the CD Attack, which will
knock the opponent away from you. Great to distance yourself from the opponent
and keep the pace going. Inflicts no damage to the opponent.

-Multi-Shift- BC or CD
A new addition to KOF2k3. KOF has finally added a TAG SYSTEM to their game.
Multi-Shift is when your character can tag in another character on your team.
You can't tag out whenever you want. You must wait for the words above your
Power Guage to flash, "CHANGE OK". When performed, your character that is
switching out will do a taunt/pose, as he/her disappear with the words "CHANGE"
in yellow. As the character that has been tagged in, will then jump where the
last character was positioned. Once you Multi-Shift, you must wait 5 seconds to
Multi-Shift again. But there's one flaw to Multi-Shift...... You can be hit out
of it, so it's not really safe unless you knockdown your opponent.

-Multi-Shift Attack- qcf + BC/CD (requires 1 Power Stock)
When performed, your character will throw out a normal attack and leap out.
Then the character tagged in will leap in with a attack. If connected, it will
stun you opponent for a brief moment. With the stun on the MSA, you can then
follow up with a combo. If you peform the MSA while the opponent is in mid-air,
the opponent will be knocked into the air, where you can now juggle them. The
tagged character will land in the same position that the switched character was
located. You can also combo MSA from the STUN off some attacks, off juggles
from special moves/DM's, and command throws (Iori and Duo Lon). You can also be
hit out of a MSA if you not careful. You'll lose the power stock, but the
"CHANGE OK" message will remain.

-Multi-Shift System-
I'll try to explain the MS System, so that you can understand how to get the
character you want in the during battle.

Note: Name of character with CAPS LOCKED is the person in battle.

-----------------------------------------------------------------------
Example:
        ________________________________
->      |____________LEADER______________|
       |________________________________|
       |________________________________|
       KIM
       Jhun
       Kyo

OK! I have Kim in, so I want to replace him with Kyo, so I would hit CD.


CHANGE

        ________________________________
       |____________LEADER______________|
       |________________________________|
->      |________________________________|
       Kim
       Jhun
       KYO

OK! So I have Kyo in so I want to replace him with Jhun, but this time I do a
Multi-Switch Attack (qcf + BC).

CHANGE

        ________________________________
       |____________LEADER______________|
->      |________________________________|
       |________________________________|
       Kim
       JHUN
       Kyo

So now I have Jhun tagged in, but I want Kim back again. I'd hit BC!

CHANGE

        ________________________________
->      |____________LEADER______________|
       |________________________________|
       |________________________________|
       KIM
       Jhun
       Kyo

Kim is back in battle.
-----------------------------------------------------------------------

So in closing for TAGS, Character 1     = BC for C2
                                   = CD for C3

                       Character 2 = BC for C1
                                   = CD for C3

                       Character 3 = BC for C1
                                   = CD for C2


-Leader System-
While choosing a character in the Character Select Screen, the 1st character
you choose, will be your LEADER Character. This only means that they will be
assigned the LDM. While playing, you can indicate who your LEADER is by the
BLUE COLOR GAUGE.

-Desperation Moves- (requires 1 Power Stock)
DM's are your Super Moves. In order to use DM's, you must fill up the Power
Gauge to stock a DM. You can store up to 5 stocks. Each character has there own
number of DM assigned to them.

-Leader Desperation Moves- (requires 2 Power Stocks)
New addition to KOF2k3. LDM's are replacing the previous SDM's. It baiscally
the same as a SDM, but only the LEADER can use the SDM. LDM's take 2 Power
Stocks to use. SDM's must be done by presing 2 buttons, instead of one button.
There will be a RED Aura around the character to indicate that you successfully
pulled off the LDM.

-Super Cancels- (requires 2 or 3 Power Stocks)
This feature is back from KoF2k2. Super Canceling allows you to cancel special
moves into DM/LDM's. In order to Super Cancel, you must have a least 3 Power
Stocks at the most. 1 Power Stock to Super Cancel and 1 or 2 Power Stocks to
perform the DM/LDM. When the words on the screen flash "SCANCEL", this
indicates that you have successfully Super Canceled.

-Counter Wire Attacks-
This feature from KoF2k1-2k2 also carried unto Kof2k3. These are attacks based
on counter hits. Counter Wire Attacks occur during a counter hit, in which the
opponent goes flying towards the wall and will be bounced back after hitting
the wall. You can follow-up alot of stuff with this move. This is something to
watch for in the future.


=======================================================================
IV. Terry's Basic Moves
=======================================================================
A (weak punch):
-standing-
Punching jab to the face. Comes out very fast, that you could hit about 2-3
jabs in one string. This move is cancelable into special / super moves. Good
poke attack as well.

-crouching-
Low punching jab, which hits mid range. Comes out fast and is cancelable into
special / super moves. Good poke string attack too.

-close-
Elbow to the face. Comes out fast and good pressure attack to start poke
strings with. This move is cancelable into special / super moves.

-jumping-
Horizontal elbow attack. Good air-to-air attack.

-diagonal / short jumping-
Horizontal knee attack. Great air-to-air attack.  Same animation as normal jA,
but the knee hits, instead of the elbow.
-----------------------------------------------------------------------

B (weak kick):
-standing-
Mid range side kick. Comes out slow, compared to the fast pre-2k3 sB. This is
MOTW Terry anyhow. If your quick, you can perform a quick DM after the kick.
This move is mostly used for baiting peoples attack, so you can counter. Great
zoning / poke attack.

-crouching-
Low crouch kick to the foot. Best crouching weak attack to connect df + D into
power charge. It's fast and can lead to nice standing poke strings with
standing B. This move can be cancelable into special / super moves.

-close-
Low kick to the knee. Quick attack and great poke as well. This move can be
cancelable into special / super moves. Good pressure attack and a nice follow
into df + C is good for spacing.

-jumping-
Upward knee attack. Quick attack and a great close in short jump attack as
well. Use when doing crouch kicks or punches to mix it up.
-----------------------------------------------------------------------

C (strong punch):
-standing-
Extended punch to the face. Comes out slow and is punishable when blocked. Best
used from a safe distance to zone.

crouching-
Extended punch to the legs. Comes out slow, but can be cancelable into special
and super moves. Nice poke attack and combo friendly.

-close-
Mid range hook punch. This move comes out somewhat quick. If connected, the
opponent will be stunned for a second. This allows heavy version attacks to
connect. A very combo friendly move. You'll be using this move often,
especially as a jump in follow up. This move is cancelable into special and
super moves. So if blocked, you have a way to make a safe recovery. You may
follow up close C with f + C.

-jumping-
Downward punch to the head area. Great hop attack when close to the opponent or
if there in the corner.
-----------------------------------------------------------------------

D (strong kick):
-standing-
Terry moves forward a bit to perform a side roundhouse kick to the head. Comes
out quite fast and recovery is decent. The range is a bit out of sweeping
distance. This move should be used from afar, for poking / zoning purposes.
dashing D is a good poke.

-crouching-
Low spinning sweep to the feet of the opponent. Comes out fast and can cancel
out the recovery time by hold down. This move is cancelable into special and
super moves. So if blocked, you have a way to make a safe recovery. Nice attack
to poke and play footsie.

-close-
Spinning high roundhouse kick. Comes out fast and does 2-hits. This move is
cancelable into special / super moves on either hit. This isn't a move you'll
be using often.

-jumping-
45 degree angle snap kick. Terry's best short jump or regular jump attack. It's
has great reach and comes out fast too. Use this regularly.

-AB (Emergency Attack Avoidance Forward/Back)-
Terry crouches and rolls forward / backwards to avoid the attack. Very Fast and
Invincible at the start up of the move. The range covers about half screen.

-CD (Guard Knockdown Attack)- When blocking
Terry does his rising upper. This sends the opponent flying full screen. They
cannot recovery roll from the CD attack.
-----------------------------------------------------------------------


=======================================================================
V. Terry's Special Moves
=======================================================================
-Throws-
Buster Throw - when close, f or b + C/D

-Command Moves-
Rising Upper - df + C
Backspin Kick - df + D
Combination Punch - f + C (follow to close sC)

-Special Moves-
Burn Knuckle - qcb + A/C
Crack Shoot - qcb + B/D
Power Wave - qcf + A/C
Power Charge - hcf + B/D
>Additional Charges - f, f + B/D x2
Power Dunk - dp + B/D
>Breaking - AB (follow up after 1st hit)
>Break Crack Shoot - qcb + B (follow up after Breaking)
Multi-Shift Attack - qcf + BC/CD
Taunt - Start Button

-Desperation Moves-
Power Geyser - qcb, db, f + A/C
Buster Wolf - qcf, qcf + B/D
LDM Power Stream - qcb, hcf + AC

-Super Cancels-
Power Charge (2nd hit)

-Counter Wire Attacks-
Power Charge (3rd hit)


------------------
Move Descriptions:
------------------

-Buster Throw- when close, f or b + C/D
Terry will grab the opponent's neck and arm, then proceeds to slam them to the
ground. You can switch sides with the throw with the D button. Terry's throw
sends the opponent full screen distance, unless in the corner.

-Rising Upper- df + C
Terry crouches a bit to let out a rising vertical uppercut. This move lost
whatever priority and combobility it once had. Comes out slow and only hits
vertical, especially against jumpers. This move is cancelable into specials and
supers. The old Rising Upper hit up forward, which made it a great anti-air.
You still can use it as a AA, just make sure you time it right. If the move
connects on the airborne opponent, they cannot recovery roll out of it.

-Backspin Kick- df + D
Terry spins around to deliver a hopping roundhouse kick. Terry's old CD attack
animation. Pretty slow kick if done by itself. If used during combos, the kick
becomes faster and cancelable into special moves. This move replaces what
Rising Upper used to have pre-2k3. Use this move in combos regularly. Outside
of combos, this move can be use to poke / zone out the opponent.

-Combination Punch- f + C (follow to close sC)
Terry lets out a mid range uppercut. This move is a follow up to Terry's close
C. Pre-2k3, close C was a two hit attack by itself. But like MOTW, you have to
input the additional attack for the 2nd hit to come out. This move is quick and
safe on block. f + C is cancelable into specials and supers.

-Burn Knuckle- qcb + A/C
Terry crouches for a split second, then leaps forward with his arm extended
with blue energy radiating around his fist. The A version goes sweep distance,
while the C version goes almost full screen. The A version comes out quick, but
lags upon recovery. The C version comes out very slow, due to more animation on
start up. Same recovery as the A version. It's recommended to use only the A
version in combos and a early anti-air.

-Crack Shoot- qcb + B/D
Terry flips forward into the air, while doing an overhead kick with the heel of
his foot. The B version comes out really slow, while the D version comes out
fast. The recovery time a bit laggy for both versions. You can recover alittle
bit faster by back dashing right as the move finishes. Kinda saves you some
recovery time. The B version goes inside sweep distance, while the D version is
about half screen. The B version is a overhead hit, while the D version is a
anti-air move. Also, the D version will either miss the crouched opponent or
leap over them entirely. This is probably due to different hit boxes on both
versions of crack shoot. So make sure you space yourself right if using this
move..... which won't be much.

-Power Wave- qcf + A/C
Terry crouches to deliver a ground pound, which creates a energy wave. The
ground projectile travels the whole screen. The A version comes out quick, but
travels rather slow. The C version comes out slow, but travels very quick. The
recovery time is fair on the A version, while the C version suffers all
together. Opponents can jump over the projectiles, so keep in mind which
version you use for Power Wave.

-Power Charge- hcf + B/D
>Additional Charges - f, f + B/D x2
Terry spins forward with a horizontal elbow attack, then a horizontal hook
punch, and finishes off with a shoulder charge. Both versions have the slow
recovery. It's best to do only 2 power charges when blocked. This makes the
recovery a whole alot better and opens up a opportunity to counter the
opponents advances. The B version goes covers half screen, while the D version
goes full screen. You must be quick while inputting the Power Charge commands,
or else they won't come out in time. The second hit of Power Charge can be
super canceled into Power Geyser or Buster Wolf DM's. This move cannot be
recovery rolled upon knockdown.

-Power Dunk- dp + B/D
Terry will hit with his shoulder, while leaping upwards in the air with another
shoulder hit, then spinning around to finish with a downward punch. Both
versions come out quick. The B version travels half screen, while the D version
goes full screen. The recovery time is a bit laggy, so you can get punished if
Power Dunk is blocked or not. Be careful, Power Dunk has a tendency to cross up
at times. You can be punished big time if a cross up Power Dunk happens. This
move cannot be recovery rolled upon knockdown.

-Breaking- AB (follow up after 1st hit of Power Dunk)
During the first hit of Power Dunk, Terry cancels the leap and spins around to
recover, while the opponent is launched into the air. Just like MOTW, you can
cancel out the move on the first hit. The only problem the Break has, is the
fact you cannot break Power Dunk when blocked like MOTW. This move basically
leaves you with a free air juggle. You must be quick about it too, because the
opponent lands pretty fast if left untouched.

-Break Crack Shoot- qcb + B (follow up after Breaking)
Comes out faster on break. Good for a guaranteed hit once breaked after Power
Dunk. It's an optional follow up, but you can get more damage off other moves
off the break. See Combos for details.

-Multi-Shift Attack- qcf + BC/CD
Terry will do his Rising Upper (df + C). This action can be performed only when
the words "CHANGE OK" are above your power gauge. Does a bit of damage and has
invicibility start up. If Terry is tagged in by the MSA, he'll leap in with his
jD attack. Remember though, Terry can be countered / punished if he's tagged in.

-Taunt- Start Button
Terry stands in place while adjusting his gloves, then raises up both arms and
brings them down. He extends one arm forward, then begins moving his hand up
and down as he says, "Hey, c'mon c'mon!". You can cancel out the taunt during
the adjusting of the first glove.

-Power Geyser- qcb, db, f + A/C
Terry does a ground pound with his fist, which creates a huge energy wave right
in front of him, that shoots up from the ground. The A version is very fast,
while the C version is slow, but has start up invinciblity. Both versions
suffer horrid recovery time. The distance on Power Geyser is just inside sweep
range. This can negate mid / ground level projectiles if timed right. The A
version make Power Geyser one of Terry's best anti-airs in the game.

-Buster Wolf- qcf, qcf + B/D
Terry's MOTW Desperation Move. Terry leaps forward with his arm extended with
orange energy trailing from his fist. When his fist connects, Terry grabs hold
of his arm and raises straight in the air, in which he brings the arm down to
release a large radiant blast towards the opponent, that results in them flying
to the ground. The B version fast, while the D version delays a bit on start
up. The recovery time on both blocked versions Buster Wolf are very slow. When
blocked, Buster Wolf only lets off the initial hit, which is the burn knuckle
punch. They will remain in that state of animation for a second or two.
Suspended animation = PUNISHABLE! The B version travels inside sweep range,
while as the D version goes full screen.

-LDM Power Stream- qcb, hcf + AC
Terry leaps straight up in mid-air, then comes down with a double hammer fist
attack to the ground, which Terry forms a blue energy dome, which shoots a
radiant blast up into the sky. Terry is invincible during the leap on start up.
If hit by the DOME, the opponent gets juggled for the remaining hits of the
blast. The blast travels inside sweep range, so you have to be close to connect
with the LDM. The recovery time blows. If blocked, the opponent gets pushed
back into a safe zone. The chip damage is a plus in the corner. It's a good
anti-air against cross-ups. Not really much use for it though.


=======================================================================
VI. Terry's Combos
=======================================================================
Combo Key:
s - standing
c - crouching
j - jumping
cX - cross-up
(1) - cancel on first hit
(C) - must be done in corner
(SC) - Super Cancel
(MSA) - Multi-Shift Attack
(BR) - Breaking

-----------------------------------------------------------------------
Beginner/Intermediate Combos
-----------------------------------------------------------------------
cB, cA - 2-hits
cB, cA, qcf, qcf + B - 4-hits
cB, cA, qcb, db, f + A - 3-hits
cB, cA, df + D - 3-hits
cB, cA, df + D, hcf + D, f, f + D x2 - 6-hits
cB, cA, df + D, hcf + D, f, f + D(SC), qcb, db, f + A - 6-hits
cB, cA, df + D, hcf + D, f, f + D(SC), qcf, qcf + B - 7-hits
cB, df + C - 2-hits
cA, df + C, qcb + A - 3-hits
cA, df + C, qcf + P - 3-hits
cA, df + C, hcf + D, f, f + D x2 - 5-hits
cA, df + C, hcf + D, f, f + D(SC), qcb, db, f + A - 5-hits
cA, df + C, hcf + D, f, f + D(SC), qcf, qcf + B - 6-hits
cA, df + C, qcb, db, f + A - 3-hits
cA, df + C, qcf, qcf + B - 4-hits
cB, df + D - 2-hits
cB, df + D, qcb + A - 3-hits
cB, df + D, qcf + P - 3-hits
cB, df + D, hcf + D, f, f + D x2 - 5-hits
cB, df + D, hcf + D, f, f + D(SC), qcb, db, f + A - 5-hits
cB, df + D, hcf + D, f, f + D(SC), qcf, qcf + B - 6-hits
cB, dp + K - 4-hits
cB, dp + K, (BR), df + C - 3-hits
cB, dp + K, (BR), dp + K - 4-hits
cB, dp + K, (BR), qcb + B - 3/4-hits
cB, dp + K, (BR), qcb + D - 4-hits
cB, dp + K, (BR), qcb + A - 3-hits
cB, dp + K, (BR), MSA - 3-hits
cB, dp + K, (BR), qcb, db, f + A - 3-hits
cB, dp + K, (BR), qcf, qcf + B - 4-hits
cB, dp + K, (BR), qcb, hcf + AC - 9-hits
cB, qcb, db, f + A - 2-hits
cB, qcf, qcf + B - 3-hits
cA, cA - 2-hits
cA, cA, qcf, qcf + B - 4-hits
cA, cA, qcb, db, f + A - 3-hits
cA, df + C - 2-hits
cA, df + C, qcb + A - 3-hits
cA, df + C, qcf + P - 3-hits
cA, df + C, hcf + D, f, f + D x2 - 5-hits
cA, df + C, hcf + D, f, f + D(SC), qcb, db, f + A - 5-hits
cA, df + C, hcf + D, f, f + D(SC), qcf, qcf + B - 6-hits
cA, df + C, qcb, db, f + A - 3-hits
cA, df + C, qcf, qcf + B - 4-hits
cA, df + D - 2-hits
cA, cA, df + D - 3-hits
cA, cA, df + D, hcf + D, f, f + D x2 - 6-hits
cA, cA, df + D, hcf + D, f, f + D(SC), qcb, db, f + A - 6-hits
cA, cA, df + D, hcf + D, f, f + D(SC), qcf, qcf + B - 7-hits
cA, df + D, qcb + A - 3-hits
cA, df + D, qcf + P - 3-hits
cA, df + D, hcf + D, f, f + D x2 - 5-hits
cA, df + D, hcf + D, f, f + D(SC), qcb, db, f + A - 5-hits
cA, df + D, hcf + D, f, f + D(SC), qcf, qcf + B - 6-hits
cA, dp + K - 4-hits
cA, dp + K, (BR), df + C - 3-hits
cA, dp + K, (BR), dp + K - 4-hits
cA, dp + K, (BR), qcb + B - 3/4-hits
cA, dp + K, (BR), qcb + D - 4-hits
cA, dp + K, (BR), qcb + A - 3-hits
cA, dp + K, (BR), MSA - 3-hits
cA, dp + K, (BR), qcb, db, f + A - 3-hits
cA, dp + K, (BR), qcf, qcf + B - 4-hits
cA, dp + K, (BR), qcb, hcf + AC - 9-hits
cA, qcb, db, f + A - 2-hits
cA, qcf, qcf + B - 3-hits
sA, sA, df + D, hcf + D, f, f + D x2 - 6-hits
sA, sA, df + D, hcf + D, f, f + D, qcb, db, f + A - 5-hits
sA, sA, df + D, hcf + D, f, f + D, qcf, qcf + B - 6-hits
sC, qcb + P - 2-hits
sC, qcb + K - 3-hits
sC, qcf + P - 2-hits
sC, df + C - 2-hits
sC, df + C, qcb + A - 3-hits
sC, df + C, qcf + P - 3-hits
sC, df + C, hcf + D, f, f + D x2 - 5-hits
sC, df + C, hcf + D, f, f + D(SC), qcb, db, f + A - 5-hits
sC, df + C, hcf + D, f, f + D(SC), qcf, qcf + B - 6-hits
sC, df + C, qcb, db, f + A - 3-hits
sC, df + C, qcf, qcf + B - 4-hits
sC, df + D - 2-hits
sC, cA, df + D - 3-hits
sC, cA, df + D, hcf + D, f, f + D x2 - 6-hits
sC, cA, df + D, hcf + D, f, f + D(SC), qcb, db, f + A - 6-hits
sC, cA, df + D, hcf + D, f, f + D(SC), qcf, qcf + B - 7-hits
sC, df + D, qcb + A - 3-hits
sC, df + D, qcf + P - 3-hits
sC, df + D, hcf + D, f, f + D x2 - 5-hits
sC, df + D, hcf + D, f, f + D(SC), qcb, db, f + A - 5-hits
sC, df + D, hcf + D, f, f + D(SC), qcf, qcf + B - 6-hits
sC, dp + K - 4-hits
sC, dp + K, (BR), df + C - 3-hits
sC, dp + K, (BR), dp + K - 4-hits
sC, dp + K, (BR), qcb + B - 3/4-hits
sC, dp + K, (BR), qcb + D - 4-hits
sC, dp + K, (BR), qcb + A - 3-hits
sC, dp + K, (BR), MSA - 3-hits
sC, dp + K, (BR), qcb, db, f + A - 3-hits
sC, dp + K, (BR), qcf, qcf + B - 4-hits
sC, dp + K, (BR), qcb, hcf + AC - 9-hits
sC, qcb, db, f + A - 2-hits
sC, qcf, qcf + B - 3-hits
sC, qcb, hcf + AC - 8-hits (C)
sC, f + C, qcb + A - 3-hits
sC, f + C, qcf + P - 3-hits
sC, f + C, hcf + D, f, f + D x2 - 5-hits
sC, f + C, hcf + D, f, f + D(SC), qcb, db, f + A - 5-hits
sC, f + C, hcf + D, f, f + D(SC), qcf, qcf + B - 6-hits
sD, qcb + A - 3-hits
sD, qcf + P - 3-hits
sD, df + D - 3-hits
sD, qcb, db, f + A - 3-hits
sD, qcf, qcf + B - 4-hits
sD, hcf + D, f, f + D x2 - 5-hits
sD, hcf + D, f, f + D(SC), qcb, db, f + A - 5-hits
sD, hcf + D, f, f + D(SC), qcf, qcf + B - 6-hits
sD(1), df + D, hcf + D, f, f + D x2 - 5-hits
sD(1), df + D, hcf + D, f, f + D(SC), qcb, db, f + A - 5-hits
sD(1), df + D, hcf + D, f, f + D(SC), qcf, qcf + B - 6-hits
sD(1), qcb, db, f + A - 2-hits
sD(1), qcf, qcf + B - 3-hits
qcf + A, qcf, qcf + B/D - 3-hits

-----------------------------------------------------------------------
Expert Combos
-----------------------------------------------------------------------
sC, dp + K, sC, dp + K - 4-hits
sC, dp + K, (BR), qcb + B, qcf, qcf + B - 5/6-hits
sC, dp + K, (BR), qcb + B, A/C - 5-hits (C)
sC, dp + K, (BR), qcb + B, MSA - 5-hits (C)
sC, dp + K, (BR), qcb + B, qcb + B - 5-hits (C)
sC, dp + K, (BR), qcb, hcf + AC - 9-hits

These combos requires strict timing.

-----------------------------------------------------------------------
Tag Combos
-----------------------------------------------------------------------
sC, dp + B(BR), MSA Iori, qcf, hcb + A - 12-hits (Iori's Ya Otome follow up is
optional)
sC, dp + B(BR), MSA Kim, qcb, db, f + A - 13-hits
sC, dp + B(BR), MSA Gato, qcf, qcf + B - 7/8-hits (C)
sC, dp + B(BR), MSA Gato, jC/D, qcf, qcf + B - 10-hits
jD, MSA Kyo, sC, qcf + D, D, qcf, qcf + A - 6-hits
jD, MSA Kyo, sC, qcf + C, hcb + C, f + C, dp + C - 7-hits
jD, MSA Duo Lon, "repeat x3 cB, qcf + A, f + B, qcb + C", cB, hcb, f + A, MSA
Terry, sC, df + D, hcf + D, f, f + D x2 - 21-hits
jD, MSA Iori, qcb, hcf + A, cX b + B, sB, MSA Terry, qcb, hcf + AC - 13-hits
jD, MSA Iori, qcb, hcf + A, cX b + B, sB, MSA Terry, cB, cA, df + D, hcf + D,
f, f + D(SC), qcf, qcf + B - 14-hits
-----------------------------------------------------------------------


=======================================================================
VII. Strategies
=======================================================================

-------------------
Poke Attack Strings
-------------------
Terry has a few strings which can keep the opponent at bay. His strings are
based on how he gets to the opponent, either running or short jumping towards
them with a jA/C/D. I'll list a few pokes such as.....

cB, cA, df + D, hcf + B, f, f + B (best poke string IMO)
cB, cA, df + D, hcf + B, f, f + B, short jump D, cB, df + D, etc....
cB, cA, df + D, hcf + B, f, f + B, short jump D, cB, cA, df + D, etc....
(corner trap)
cB, cA, cD, qcb + B
cB, cA, cA, qcb + A/B
cB, cA, cA, qcf + A
cB, sA, dash close C, df + D, hcf + D, f, f + D (corner)
cB, cB, sB
cB, cB, sB, LDM/DM (If they advance, COUNTER with super)
cB, df + D, hcf + D, f, f + D
cB, df + D, qcb + A/B
cB, df + D, qcf + A
cB, sC, df + D, hcf + D, f, f + D
cB, sC, f + C, hcf + B, f, f + B
cB, sD, df + D, hcf + D, f, f + D
cB, sD(1), df + D, hcf + D, f, f + D (safest poke string)
cB, sB, cB, cD, qcb + A/B
cB, sB, cB, cD, qcf + A
cB, sB, df + D, hcf + D, f, f + D
cB, sB, df + D, qcb + A/B
cB, sB, df + D, qcf + A
cA, dash cA, dash cA, df + D, hcf + D, f, f + D

The strings involving Power Charge x2 can be followed up with short jumping C/D
into crouch strings or counter DM's if opponent advances.

-----------------------
Bread and Butter Combos
-----------------------
These are just some of Terry's combos that you MUST LEARN. It's optional to
super cancel into DM's after Power Charge x2.

cB, cA, df + D, hcf + D, f, f + D, (SC), qcb, db, f + A
cB, cA, df + D, hcf + D, f, f + D, (SC), qcf, qcf + B
cB, cA, df + D, hcf + D, f, f + D x2
cB, df + D, hcf + D, f, f + D x2
cB, cA, qcf, qcf + B
cC, qcb, db, f + A
cC, qcf, qcf + B
sC, dp + K, (BR), qcf, qcf + B
sC, dp + K, (BR), qcb, db, f + A
sC, dp + K, (BR), dp + K
sC, f + C, hcf + D, f, f + D x2
sC, qcb, db, f + A
sC, qcf, qcf + B
jC/D, sC, qcb + A
jC/D, sC, df + D, hcf + D, f, f + D x2

--------
Pressure
--------
Terry's pressure game in pre-2k3 is gone. But, has a few things to work with.

-Multi-Shift Attack (qcf + BC/CD)-
If you can incorporate this into the attacks strings and have your secondary
character continue where Terry left off on the pressure. You can also link
Terry's jC/D or cA into MSA. This way you know it's safe and can continue a
combo on the opponent with you other character who's going into battle. Ticking
a MSA works with cA, but half the time you'll be trading hits with a opponent
who has great reflexes.

-Power Wave (qcf + A)-
Upon knockdown, you can throw power wave while the opponent is waking up. This
results with the opponent blocking the projectile, giving you enough time to
short jump attack or dash in with poke attacks to keep them pinned down. This
is probably the safest and only way to use power wave without getting punished.

----------------
Cross Up Attacks
----------------
-jumping D-
Probably his best and only cross-up you should be using. The hit detection is a
bit wierd while crossing up. It's most like do do his slow jump.

---------
Anti-Airs
---------
-Rising Upper (df + C)-
Pre-2k3 rising upper was a great anti-air, due to it being able to hit
diagonally up. Now in 2k3, it's hit vertical up. It's still good against some
jump-ins. When it's a counter hit, you may follow up with any attack.

-Power Dunk (dp + K)-
Another great anti-air attack. There's 2 initial hits that make it really
great. The first hit from the ground attack can be used against early jump
attacks. You can also use break after the 1st hit as well. The second hit from
the air attack is the main attack you'll be connecting.

-Power Geyser (qcb, db, f + A)-
His best anti-air by far. A side from using your DM's in super cancels / MSA,
you should save those stocks for anti-airs. Power Geyser comes out fast and
shields Terry from jump-in and cross ups. Just remember, if blocked / mistimed,
the recovery is pretty slow.

-Crack Shoot (qcb + D)-
This comes out fast and should be used against far away jump-ins. The hit
connects up forward. If you corner them with this, you may follow up with any
attack. Power Geyesr comes too mind. It doesn't even need to be a counter hit
of Crack Shoot.

-------
Baiting
-------
Another way to have the opponents come to you is to bait them out with attacks.
Just do a series of random attacks to have them confused enough to be like
"WTF?" and come right to you.

Example 1: cB, cB, cB, cA, cB or cB, cB, cA, Power Geyser or Buster Wolf if
opponent jumps.
Example 2: b, b, f, f, qcb + A

You can also bait out wake up attacks. Just run/advance towards the opponent
while they wake up, then as they perform their move start to backdash. This
will leave the opponent opened for a mistake punisher attack. Whatever you
throw out is entirely up to you.

-------------
Wake Up Games
-------------
When the opponent is knockdown next to you, try throwing out a close standing A
jab. Most players will block this upon wake up. You may also whiff the stand A
jab. After you throw sA out, you can then do df + C, hcf + K, f, f + K, then
continue the pressure from where you left off. This works wonders in the corner
as well. Only use against characters that don't have a retaliation
attack(uppercuts/grapplers). This sets up easy throws as well.

-------
Running
-------
Running with attacks to zone or advance is a big of Terry's game. Poking while
you run with standing B / D or crouching C is good for spacing. If you attack
with crouch C, you may cancel into power charge x2 or the weak burn knuckle.
Sometimes if you knockdown the opponent with a sweep from a distance, you can
either cancel into power wave or run in close with stand C, df + D, etc. You
can MIX IT up and Run in with a stand / crouch C, dash back, and poke / MSA.
You may manage to get a free throw off or something else. Running and rolling
is useless in this game. Don't do it. If anything you can run and back dash /
roll back.

---------------------
Building Power Stocks
---------------------
-Poke Strings-
Just keep on them with it. Don't ease off and be sure to mix it up a little
bit. You need stocks for anti-airs, super cancel, or MSA.

---------------
Playing It Safe
---------------
-Power Charge (hcf + K, f, f + K x 2)-
This move is a big part of Terry's gameplay in combo and so on. But when
blocked, you should only finish with 2 charges. This spaces you out so you may
continue a poke string or counter attack.

-far standing B-
Good range and safe poke. It's also good after crouching strings. It perfectly
spaces you out of danger and sets up counter attacks.

----------------------------------------------------
Mind Games after Breaked Power Dunk (dp + K, AB)
----------------------------------------------------
A nice thing to do when you hit with dp + K, AB is doing mix-ups! What you do
is hit with dp + K, AB and run / jump towards the airborne opponent and hit
them with a stand A / C. You may also use df + C, which results in knockdown.
The opponent can not recovery roll. Timing for this is CRITICAL for stand A /
C. You must hit the opponent while they reach HEAD LENGTH to Terry. This makes
stand C CANCELABLE into ANY of his Special Moves. This tricks the opponent when
they land and recover from the stand C juggle. He's some nasty set-ups after
sA/C and so on.....

sA/C, into qcb + B
sA/C, into hcf + K, f, f + K x2 (1st hit will whiff)
sA/C, into cB, df + D, hcf + K, f, f + K
df + C, qcf + A, short jump D, combo string
sD(1), qcb + D, combo string (Crack Shoot lands you next to the opponent to
keep the pressure going!)

------
Throws
------
Terry can get throws off easy by simply "Tick Throwing" or waiting for them to
recover. Tick Throwing is done by hitting a opponent with a cA/B, then walk up
and throw. While waking up from an attack, you can get a throw in. You can also
"WHIFF" a jC attack towards your opponent, if inside sweep range. When the jC
Whiffs, you'll land right next to the opponent and be able to get a FREE Throw
in.

------
Leader
------
Terry is a really good character to have as a leader. His LDM alone doesn't
help him in defensive situations. Decent anti-air, but not something to rely
on. Stick to leaders like Kyo, Kim, K', Iori, Clark, and Goro. You need a
leader that can work with there LDM's during mistake punishers or easy
combobility.

-------------
MISCELLANEOUS
-------------
-Throws (f or b + C/D)-
Since 2k3 has one throw per character and the recovery is insane on the throws
or just wake ups alone. You can JUST FRAME a throw on recovery. Easy way to do
this is to knockdown, then throw out a close sA. Once the sA WHIFFS, this
should put you can the right frame to throw the opponent again.

-Burn Knuckle (qcb + P)-
Terry is able to gain a more distance off his Burn Knuckle. By inputting qcb, f
+ P, he's able to travel further than before. You may also tap or hold forward
after the command. Kinda like a shortcut.


=======================================================================
VIII. Terry's Entrance and Winning Poses
=======================================================================

-Entrance 1-
Terry stands in place while adjusting his gloves. Then, he raises up both arms
and brings them down, while saying "Get Ready!". Terry goes right into his
fighting position.

-Entrance 2- (vs. Blue Mary)
Terry starts adjusting his gloves, while Mary points at him saying, "New duds
and a new partner? Aren't you the lucky one?". Then crosses both arms and says,
"I'll show you!". Terry just replies with, "Get ready!". Both of them go into
their fighting positions.

-Entrance 3- (vs. Shen Woo)
Terry starts adjusting his gloves, while Shen has his back turned with his fist
clenched, saying "Omai narananzoku de soba." Terry replies with "Get ready!",
then each of them go into their fighting positions.

-Win Pose-
Terry takes off his jacket and flips it over his shoulder. Then, he gives off a
smile, while he says, "OKAY!".

-Tag Out Pose-
Terry put his fingers in his mouth to let out a loud whistle.

-Time Over Pose-
Terry turn around and places both hands on the back of his head, saying "You're
dead!"


=======================================================================
IX. Extras Stuff
=======================================================================

-------------------------------------------------------------
1. Quotes
-------------------------------------------------------------
Quote 1-
"A little short on stamina? Spent it all at once, eh?"

Quote 2-
"A true fighter! I even had to pay attention!"

Quote 3-
"I'll take you on again, anytime, anywhere!"

Quote 4-
"You've got the muscles, but don't have the heart?"

Quote-5-(vs. Billy Kane)
"Tell your boss: after KOF, I'm coming after him!"

Quote 6-(vs. Blue Mary)
"What gives? What're you all huffy about, Mary?"

Quote-7-(vs. Ryo Sakazaki)
"Tightly strung as ever! That last punch...rattled my bones!"

Quote 8-(vs. Terry Bogard/Mirror Image)
"Just changed my image and already I got impersonators."


-----------------------------------------------------------------------
2. Terry's Outfit Colors
-----------------------------------------------------------------------
A Button- Brown Jacket & Shoes, Blue Jean Pants, White T-Shirt
B Button- Dark Blue Jacket & Shoes, Grey Pants, White T-Shirt, Tanned
C Button- Black Jacket & Shoes, Khaki Jeans, White T-Shirt
D Button- Off Brown Jacket & Shoes, Green Pants, White T-Shirt


-----------------------------------------------------------------------
3. Damage Data
-----------------------------------------------------------------------
Dm - Damage
C.Dm - Counter Damage
G.C - Guard Crush
?/? - A/C or B/D
(#) - Damage Reduction upon cancel


-------------------
Normal Attack Data:
-------------------
Close A - Dm: 6  C.Dm: 8  G.C: 8
Close B - Dm: 6  C.Dm: 8  G.C: 5
Close C - Dm: 11  C.Dm: 13  G.C: 13
Close D - Dm: 10  C.Dm: 12x2  G.C: 10

Far A - Dm: 8  C.Dm: 10  G.C: 8
Far B - Dm: 7  C.Dm: 9  G.C: 5
Far C - Dm: 14  C.Dm: 16  G.C: 16
Far D - Dm: 16  C.Dm: 18  G.C: 18

Crouch A - Dm: 7  C.Dm: 9  G.C: 7
Crouch B - Dm: 7  C.Dm: 9  G.C: 3
Crouch C - Dm: 14  C.Dm: 16  G.C: 18
Crouch D - Dm: 16  C.Dm:  18  G.C: 18

Jump A - Dm: 8  C.Dm: 10  G.C: 9
Jump B - Dm: 7  C.Dm: 9  G.C: 6
Jump C - Dm: 13  C.Dm: 15  G.C: 18
Jump D - Dm: 13  C.Dm: 15  G.C: 15

Diagonal Jump A - Dm: 8  C.Dm: 10  G.C: 9
Diagonal Jump B - Dm: 7  C.Dm: 9  G.C: 4
Diagonal Jump C - Dm: 13  C.Dm: 15  G.C: 15
Diagonal Jump D - Dm: 13  C.Dm: 15  G.C: 15

--------------------
Special Attack Data:
--------------------
-Buster Throw- Dm: 18  C.Dm: 18  G.C: 0

-Backspin Kick- Dm: 14(11)  C.Dm: 16(14)  G.C: 20(14)

-Combination Punch- Dm: 10  C.Dm: 12  G.C: 10

-Rising Upper- Dm: 16  C.Dm: 18  G.C: 18

-Multi-Shift Attack (Retreat)- Dm: 8  C.Dm: 9  G.C: 0

-Multi-Shift Attack (Tagged)- Dm: 8  C.Dm: 9  G.C: 0

-Guard Knockdown Attack- Dm: 0  C.Dm: 0  G.C: 0

-Power Wave- Dm: 12  C.Dm: 14  G.C: 12

-Burn Knuckle- Dm: 16/8  C.Dm: 18/22  G.C: 16/18

-Power Dunk- Dm: 10x2 + 12 / 11x2 + 14  C.Dm: 12+14 / 13+16  G.C: 4+12
>Breaking - Dm: 0  C.Dm: 0  G.C: 0
>Break Crack Shoot - Dm: 12x2  C.Dm: 0  G.C: 0

-Crack Shoot- Dm: 12x2  C.Dm: 14  G.C: 0

-Power Charge- Dm: 8+8+15 / 9+9+16  C.Dm: 10+10+18 / 11+11+19  G.C: 8

-Power Geyser- Dm: 30/32  C.Dm: 36/38  G.C: 38

-Buster Wolf- Dm: 14+20 / 16+20  C.Dm: 18+20 / 20+20  G.C: 20

-Power Stream- Dm: 18+14x6  C.Dm: 22+18  G.C: 0
-----------------------------------------------------------------------


=======================================================================
X. Updates
=======================================================================
Version 0.5: November 9th, 2004
-First Release

Version 0.6: November 12th, 2004
-Added some Tag Combos
-Added a couple more strats


=======================================================================
XI. Closing and Credits
=======================================================================
This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify
from the FAQ in anyway. I made this Terry Bogard FAQ for people who are
interested in learning him. If you have any contributions, comments, or
corrections, feel free to e-mail me and I'll credit you. I'll update this FAQ
soon with more stuff like MSA combos and other stuff. Everything I did on this
FAQ is from the best of my knowledge.


I'd like to thank.......
The LORD for blessing me everyday.

Final Showdown for IMPROVING my Gameplay. Thanks again!

SNK for creating The King of Fighters Series. The Future is Indeed Now!

SNK Playmore for developing The King of Fighters 2003 and keeping SNK "ALIVE"!

http://www.snkplaymore.jp/official/kof2003/english/index.html, where I got
Terry's info from.

My Neo*Geo AES System and King of Fighters 2003. Without them both, this FAQ
could not possible.

The King of Fighters 2003 Flame of Nova MOOK. Got a bunch of info from that
MOOK and DVD.

Garou: Mark of the Wolves OST for Terry's vocal tracks.

Kao Megura, because I got Kim's move names from his KoF2001 FAQ. He also writes
great KoF FAQ's too. The man's The King of FAQ's! Rest in Peace, and may The
Lord watch over you.

http://www.gamefaqs.com for hosting my FAQ along with many other great FAQ's
they have up.

Myself for staying up in the wee hours of the night to get this FAQ done.

And you for taking the time to read this FAQ.


Raul Torrez
Copyrighted (c) 2004