Terry Bogard FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact: [email protected]

===============
Version History
===============

Version 1.0
January 23, 2002
Everything.

Version 1.1
January 25, 2002
Completed Miscellany section.
Fixed Favorite Food error.

Version 1.2
January 27, 2002
Added Groove info etc.

=================
Table of Contents
=================
I.    Introduction
II.   Profile
III.  Annotations and Abbreviations
IV.   General Moves
V.    Special Moves
VI.   Desperation Moves
VII.  General Notes
VIII. Strategies
IX.   Combos
X.    Miscellany
XI.   Notes and Credits

===============
I. Introduction
===============

This is or Terry Bogard.  I've done one for Kyo and Iori, so I
figured I'd do one for Terry.  I have used Terry for quite a while in
KoF, and used him quite often against my friends.
The move lists and descriptions I got from sitting next to my machine
and watching the move several twenty times on training mode.

===========
II. Profile
===========

Full Name: Terry Bogard
Age:24 (as of King of Fighters 2000)
Birthday: March 15, 19??
Nationality: American
Height: 182 cm
Weight: 82 kg
Favorite Food: Fast Food.
Favorite Sport: Basketball
From: Garou Densetsu (Fatal Fury)

==================================
III. Annotations and Abbreviations
==================================

 UB  U  UF       UB= Up-Back       U= Up         UF= Up-Forward
  \  |  /        B= Back           N= Neutral    F= Forward
  B--N--F        DB= Down-Back     D= Down       DF= Down-Forward
  /  |  \
 DB  D  DF


LP= Light Punch   MP= Medium Punch   HP= Hard Punch
LK= Light Kick    MK= Medium Kick    HK= Hard Kick

P= Any Punch                      K= Any Kick
PP= Two Punches Simultaneously    KK= Two Kicks Simultaneously
PPP= All Three Punches            KKK= All Three Kicks

QCF= Quarter Circle Forward  (D, DF, F)
QCB= Quarter Circle Back     (D, DB, B)
DPM= Dragon Punch Motion     (F, D, DF)
RDP= Reverse Dragon Punch    (B, D, BD)
HCF= Half Circle Forward     (B, DB, D, DF, F)
HCB= Half Circle Back        (F, DF, D, DB, B)
360= Spin Joystick in Full Circle

Super Jump= Tap Down, then Up or any Up direction quickly to do a
further, large jump.  A trail will appear behind the opponent if done
correctly.

Dash= Tap Forward or Back twice quickly to move quickly in that
direction.

Throw= When near an opponent, press either Forward or Back and Hard
Punch or Hard Kick to execute a throw attack.

Throw Escape= When being grabbed for a throw, Press either Forward or
Back and Hard Punch or Hard Kick to escape.

Evasion= Press Light Punch and Light Kick simultaneously.  Depending
on the groove, the character will perform an action that will evade
most moves for the duration of the action.

Taunt= Press Select to do a special taunt.

Grooves
*******

C-Groove:
---------

This mode is similar to the Alpha Series as well as Capcom Groove in
the original game.  The character has a gauge at the bottom of the
screen, which is divided into three sections, shown by a larger area
as the level increases. Attacking and performing moves will increase
this gauge.

Depending on the Level, Different levels of Super Combos can be
performed:

Level 1- Super Combo Command + LP or LK
Level 2- Super Combo Command + MP or MK
Level 3- Super Combo Command + HP or HK

The higher the level, the more powerful it usually will be.  The
levels are cumulative, so doing a level 2 super on with a Level 3
gauge will leave the bar with 1 level left.

Dash- Tap either Forward or Back Twice quickly to do a small dash in
that directly.

Rolling- Press LP and LK simultaneously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Air Block- Press Back whilst in the air to block.  Super moves cannot
be air blocked.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

A-Groove:
---------

This mode is similar to the Custom Combo Groove, the V-ism from
Street Fighter Zero 3.  At the bottom of the Screen is a Custom Combo
Gauge, which can be filled up by attacking.  At 50% full, a Level 1
Super combo can be performed.  When full, a Custom Combo can be
performed.

Level 1- Super Combo Command + Button
Level 2- Custom Combo - HP and HK Simultaneously

Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.

Rolling- Press LP and LK simultaneously to perform a rolling dodge
which can pass through most Special and Super Attacks, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

P-Groove:
---------

This Groove is the most similar to the Street Fighter 3 system.  It
includes the Parry Command as well as a single level Super gauge
which fills up when attacking.

Super Combo- Super Command +Button
Note that there is only one level in P-Groove, and that it will be a
Level 3 combo.

Parry- The Instant the opponent makes contact with a hit, Tap forward
for High Attacks, and Down for low attacks.  The opponent will Parry
the away the opponent, leaving them open for a counterattack.  The
timing window has been decreased significantly though, making it
harder to perform.

Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.

Small Jump- Tap Up, or any Up Directional to do a small jump.

S-Groove:
---------

This groove is similar to the Extra mode from the King of Fighters
series, as well as the original SNK-Groove from the Original Capcom
vs. SNK.

The Super Gauge is filled by Charging, Pressing the HP and HK
simultaneously.  The Character will begin charging up their powers
and their gauge will start increasing.  Note that the character
cannot move or perform any attacks whilst doing this.  When the Bar
is full, the character is slightly stronger as well as being able to
do a Level 1 Super Combo.  Note that the bar will start decreasing
once it reaches the maximum and the opportunity to perform Super
combos will end when the bar is empty.

When the Character takes enough damage, the Vitality Gauge will begin
flashing.  At this point the Character can do unlimited Level 1 Super
moves, and if the Super Gauge is also full, a Level 3, MAX Super
Combo.

Run- Tap Forward or Back Twice to run towards the enemy.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Dodge- Press LP and LK simultaneously to do a quick dodge animation.
The character does not move, but has the same properties as the roll.

Small Jump- Tap Up, or any Up Directional to do a small jump.

N-Groove:
---------

This Groove is similar to the Advance Mode from the King of Fighters.
The character can perform Super combos when they have 'stock.'

The super Gauge is filled by attacking.  When full, the Super gauge
will reset but a Counter will appear in the box next to it,
indicating the character now as 'stock.'  The Character can perform
as many Level 1 super Combos as there are number of stock.

The character can 'Power MAX' by pressing HP and HK together.  It
will cost a single stock unit, but the character will become more
powerful.  In addition, MAX level moves can be performed.

Run- Tap Forward or Back Twice to run towards the enemy.

Safe Fall- Press All Three Punch Buttons whilst landing to recover on
the ground.

Rolling- Press LP and LK simultaneously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Small Jump- Tap Up, or any Up Directional to do a small jump.

K-Groove:
---------

This groove is he most similar to that of Samurai Spirits (Showdown.)
the gauge fills up as the character gets hit and receives damage or
performing Just Defense.  When the gauge fills up, the character will
be in Rage MAX mode, which allows the character to perform MAX Super
combos as well as dealing more damage.  Note that the bar will start
decreasing once it reaches the maximum and MAX mode will end when the
bar is empty.

Just Defense- Tap Back right before the enemy makes contact with
their hit.  If done successfully, the character will take no Guard
damage as well as gain some vitality.  The character will also
recovery sooner and be able to counterattack.

Run- Tap Forward or Back Twice to run towards the enemy.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

Small Jump- Tap Up, or any Up Directional to do a small jump.

=================
IV. General Moves
=================

Standing-
*********

Light Punch- A left hand, quick jab.  Comes out as quick as you can
mash the button.  Combos into Power-Dunk and other normal attacks.

Medium Punch- Right, Hooked punch.  Somewhat slower than light punch,
and does not combo.  Becomes punch to the gut upclose, which can
combo into other move.

Hard Punch- A backhanded smash.  Same range as other punches.
Becomes a two-hit gut punch that is linked in of many of his combos

Light Kick- Quick forward roundhouse to the midsection.  Not as fast
as light punch, but good as a poke.  Becomes a knee to the midsection
up close.  Does not combo unless it is upclose.

Medium Kick- A sidekick to the chest.  Has good range and same
recovery time as light kick.  A good poke but only combos if up
close.

Hard Kick- A leaping tornado kick to the midsection.  Takes a while
to come out, but recovers right after the kick.  Most of the delay
comes from the leaping twist.  Becomes high kick to the face up
close, but there is a slight recovery so it cannot combo.

Jumping-
********

Light Punch- A flying chop downwards.  Good for light punch jamming
combos.  Pretty short range though.

Medium Punch- A flying punch downwards.  Not very high priority.

Hard Punch- Same as Medium punch, but does more damage and slightly
higher priority.

Light Kick- A stretched kick upwards, similar to Kyo's Shiki 75 Kai,
but hits only once.  Since it aims upwards, it cannot hit grounded
opponents very well.  Somewhat good for meeting opponents that are
jumping in without attack.

Medium Kick- A weird looking kick.  Turns body slightly so back leg
hits.  Attack comes out for a short duration and has a weird hit
angle.  Useful for air opponents really.

Hard Kick- While Jumping Straight Up- A down angled side kick, useful
for air countering.  Has most range of all Air attacks.  Great angle
for hitting grounded opponents, but don't expect to win any air
battles with this.

Crouching-
**********

Light Punch- A very fast punch the crotch region.  Moves as fast as
you can jam the button.  Cancelable into many moves.  Standard crouch
punch similar to many characters.

Medium Punch- A slow right punch.  Combos into punch-based special
moves.

Hard Punch-A stronger version of the crouching medium punch.  Comes
out at same speed too.  Only different is that it can be changed into
an uppercut.

Light Kick- Quick kick to the ankles.  Moves as fast as you can jam
the button, and can be cancelled.  Looks just like Kyo's.

Medium Kick- A low kick from the back leg.  Does not combo and has
some delay.  Quite good range though.

Hard Kick- An extended Sweep.  Fast enough to be a good poke, but has
recovery time.  It hits at knee level, so it can catch some people
off guard.  A good counter though, since it comes out very quickly.

================
V. Special Moves
================

Terry has quite well balanced moves.  They can double as offensive
and defensive moves, making him a versatile character.  His Rising
Tackle is the charge version though.

Command Moves:
--------------

Uppercut DF+HP
An uppercut from crouch stance.  Similar to many characters, and used
as a cheap and basic anti-air.

Throws:
-------

Punch..thing (B or F+HP)
Terry Grabs the opponent and does an uppercut knocking them away.

Shoulder Throw (B or F+HK)
Terry does a shoulder throw.

Special Moves:
--------------

Power Wave - (QCF+P)
Generic ground based projectile.  Looks similar to the Repukken.
Speed increases as punch button strength increases.  Good for zoning,
and of course, can be easily punished if done up close.  The wave is
somewhat large, reaching up to chest level of Terry.

Burn Knuckle - (QCB+P)
A fast, dashing punch.  Punch strength determines distance, where
stronger punches travel further but have a longer start up delay.
Travels extremely fast, but open to punishment if blocked.  The CPU
Abuses this move, following the LP Power wave.  It can catch up to a
LP power wave, and has a slight invincibility frame right at start
that can pass through ground projectiles.  The LP can be used to
punish or counter as well.

Rising Tackle - (Charge D, Then Up+P)
A REALLY weird looking move; Terry flips upside down(!) while
performing a spinning lariat.  It has a similarly weird hit range,
since he moves up legs first.  As such it is possible to beat him,
but you have to hit his body and avoid his flailing arms.  Can be
used as a good combo ender.  It's offensive ability has been weakened
since it became a charge move, but it is still a good surprise to
pull out.

Crack Shoot - (QCB+K)
A leaping crescent kick, similar to Kyo's R.E.D kick.  The kick
button used determines the vertical height and horizontal distance
the move travels.  The attack forms an "arc" that counts as a hit
zone.  It comes out quickly but take a while to land, having a
slightly long recovery time.  It comes out fast though, so it is a
good anti-air.  It can be comboed into, but it won't actually hit as
a combo ender.

Power Dunk - (DPM+K)
A rising shoulder charge ending with a punch downwards.  Basically
the combination of his power charge and power punk into a single
move.  He will do the downwards punch regardless of the first
shoulder charge hitting, so it can leap over projectiles and
knockdown the opponent.  However if it misses it can be quite
punishable.  As usual, the Kick button used determines the arc
distance of the move.  It an be comboed into, so it is my guess that
it was designed to be a combo ender.

===================================
VI. Super Moves/Desperation Attacks
===================================

Power Geyser -                                       (QCB, DB, F+P)
"Powahhhh Gayi-zahhhhhh"

Do it QCB, HCF+P. Terry slams his fist into the ground, and a geyser
of energy erupts forth.  The strength of button used determines the
number of geysers that appear, where HP does 3, MP does 2, and LP
does 1.  Unfortunately, even the HP version only goes slightly more
than half-screen, so it isn't as powerful as it's KoF incarnation.
Nonetheless the horizontal range has increased quite a lot.  It
reaches to the top of screen, so it's the ultimate zoning and
defensive move.  The geysers come up right next to each other, so it
is impossible to roll through or jump over.

Buster Wolf -                                            (QCF,QCF+K)
"Ah Yue Ah-Kay?  Bustah Worlff!"

Straight from Garou: Mark of the Wolves, Terry does a windup Burn
Knuckle which ends with an eruption of forward angled energy around
him as he connects.  Similar in a sense of Rock's Shine knuckle, it
comes out somewhat slower though.  It is a great counter for whiffed
moves though, but has extreme vulnerability if you whiff as well.
Unlike his CvS version, it follows with the second part regardless if
the fist hits.  As usual the button used determines how far he
travels.  Pretty safe if blocked though, since he gets pushed back a
lot.

==================
VII. General Notes
==================

Terry undergoes many changes in each game, so it is expected that
this Terry is also different.  He is quite powerful though, and KoF
or Garou players should be quite comfortable using him.

================
VIII. Strategies
================

Terry is a well balanced character.  His moves are interesting in a
sense, since they can be used in any mode, both offense and defense,
giving him quite a bit of flexibility.

Versus;

Shotokans (Gouki,Ken,Ryu)
-------------------------

Most of them still rely on the fireball/dragon punch trap.  With the
onset of rolling however, their game now includes some offense to
counter rolling.  Try to counter their fireball from full screen with
your Power Wave, and Power Dunk if close.  Time it carefully though,
since they can Dragon punch you right out of it.  Their hurricane
kick can be punished with a power geyser.  The Burn Knuckle is
somewhat vulnerable since their projectile is not ground based.

Geese Howard
------------

Terry's nemesis, and Rock's father.  A master Geese player is damn
hard to beat, but then again Geese is actually harder than most
people think to master.  He is a defensive character, keeping you
away with his Repukkens and Shinpukens, as well all his other moves
(basically.)  His normal attacks are powerful and high priority, so
it is all the offense he needs.  His Raging storm is actually 50%
damage worth of reason not to jump in, aside from his Atemi Nage
counters.  Never do a projectile when he is fully charged (super bar)
since his Deadly Rave goes though projectiles.  Try to confuse his
counters and use hit and run tactics.  Up close and personal with
Geese is suicide... unless you are using an overpowered (i.e
Capcom)character.

Rock Howard
-----------

A powerful character, pupil of Terry.  He has Terry's Rising Tackle
and modified versions of the Burn Knuckle.  Couple that with Geese's
Repukken's, counters and command grabs and you get a hard fight.  His
shine knuckle, which is his version of the Buster Wolf, is EXTREMELY
fast, so try not to whiff moves.  Jumping in against Rock is not
advisable, since he has 26649908 ways of countering.  Try to confuse
his counters and hit as hard as you can.

Vice
----

Vice is a grappling character, so you need to be careful when using
Kyo.  Her de-cide can hit you from far away, and her moves can take
you to priority school up close.  Burn Knuckle is a good counter
against her MISSED de-cide.. otherwise she can grab you out of it!

Yagami Iori
-----------

Many KoF veterans will wind up using Iori as well.  Although he is
toned down as well, he is still a formidable force to contend with.
His Yami Barai is easier to counter, since it is ground based.
However, try to be sparse with your air attacks since his Ya Otome
still has anti-air capabilities.  Iori also has lethal combos so try
not to leave an opening.  His defense and offense are equally
powerful, from his Aoi Hanna to Oni Yaki.  Most likely he will be on
full berserk move, pressuring like an US-Sino Foreign Policy.  Try to
leave some room, since he can clean your clock up close.  Try to keep
him away, but NEVER use your Burn Knuckle.  He recovers much faster
than you think, and can open the entire Campbell's canned selection
of whoop ass before you know it.

Yamazaki Ryuji
--------------

The King of keep away is more or less the same from his KoF
incarnations.  His snake arms can keep you at bay, as they are
difficult to even roll past.  His S&M move counters almost any move
you smack him with, so sweep him or throw him (with HK.)  Similar to
Rock, you have to try to make him miss one of his snake arms or whiff
an S&M move, countering with a hard hitting move or combo.  You could
nail him with a power geyser though.


==========
IX. Combos
==========

Coming soon . . .

=============
X. Miscellany
=============

Win Quote:
----------

"The Qualifications for this tournament should have been a lot more
difficult!"

"This was the best match I've had in a while.  You should be proud!
OK!"

"Don't get mad...get even!"

"A good fight for you, but an easy fight for me..."

"If you want to play with the big boys, you'd better learn how to
block better!"

Special Intros:
---------------

Versus Yamazaki: Yamazaki chucks him a knife.  Terry smashes it.

Versus Geese: Terry calls him a "Geeeek." Well actually it's "Geese"

Versus Rock: Taunts each other.

Comments:
---------
-Weird Accent...Rising Taco!
-What happened to his "Oh my Sheet! (replace with another word for
dung) Guy-zahhhh!"

=====================
XI. Notes and Credits
=====================

-Capcom Vs SNK 2 is Trademark and Copyright of Capcom.  All
Characters mentioned relating to the game are as such property of
Capcom.

-Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting
this FAQ.

-W.W because my Terry is still better.

-N.H for keeping me warm even during the cold winter.

-If, for any part, I may have borrowed or referenced information that
originally stemmed from your work, PLEASE do notify me and I will
immediately remove or a credit the work from this FAQ.

This document Copyright 2002 by Kenny "kenshi" Tam, and may not be
duplicated or reproduced (in part or in full) for profit without the
explicit permission of the author.  Chances are it will be rare if
anyone would want to use this crappy FAQ.

This document is supposed to appear on
http://www.gamefaqs.com.
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