Capcom VS SNK 2 (DC)
Terry Bogard FAQ
Author: cRRRum
Version: 0.2
E-Mail:
[email protected]
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Disclaimer
Shamelessy ripped the format of the FAQ from several sources on
GameFAQs.
Terry Bogard is copyright of SNK of Japan.
Go ahead and copy whatever you want on this FAQ. What I found other
people can find just as easily. The main reason I'm doing this is to
catch up on the 2D fighting world so hopefully I'll get some response
and suggestions to this FAQ.
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Contents
1. Abbreviations
2. Special Moves
3. Desperation/Super Moves
4. Combos
5. Boss Strategy
6. What's Next
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1. Abbreviations
Directions:
U - Up
UF - Up Forward
UB - Up Back
F - Forward
B - Back
D - Down
DF - Down Forward
DB - Down Back
Buttons:
P - Any Punch
LP - Light Punch
MP - Medium Punch
HP - Hard Punch
K - Any kick
LK - Light Kick
MK - Medium Kick
HK - Hard kick
Directional movements:
QCF - Quarter Circle forward
QCB - Quarter Circle Back
HCF - Half Circle Forward
HCB - Half Circle Back
DP - Forward, Down, Downforward
RDP - Back, Down, Downback
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2. Special Moves
Power Wave
----------
QCF+P
A projectile that moves along the ground. The stronger the punch used
the faster the projectile.
Burn Knuckle
------------
QCB+P
Terry lifts his arms in the air and charges in with a flaming fist.
Has a long recovery time if your opponent blocks. Has high priority,
sometimes connecting through a projectile if done fast enough.
Rising Tackle
-------------
DU+P
Terry's anti-air move. Can deal some massive damage if timed right,
but unfortunately doesn't have much horizontal movement. If you miss
your opponent, this move can leave you vulnerable.
Crack Shoot
-----------
QCB+K
A decent move that attacks from high to low so it can be used against
opponents in the air or on the ground. Has a long recovery time if
opponent blocks. Can be used to attack your opponent over low
projectiles.
Power Dunk
----------
DP+K
A jumping attack that also attacks on the way down. Doesn't seem to
have high priority as an anti-air and also leaves you vulnerable in the
air. I remember this attack being more useful in other Terry
incarnations but seems to be practically useless in this game.
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3. Desperation/Super Moves
Power Geyser
------------
QCB HCF+P
Terry punches the ground and a fiery explosion jets out at an angle
from the ground. At higher levels, Terry will release three of these
and can juggle your opponent if it is timed right. Can be used as an
anti-air. Also good to get a Finest KO since the explosions will power
through any projectiles and pops out fast enough to usually hit your
opponent before your opponent can hit you.
Buster Wolf
-----------
QCFx2+K
Some kind of hybrid of the Burn Knuckle and Power Geyser. Terry will
leap across the screen with a Burning Knuckle and then release an
explosion. The explosion doesn't seem to connect unless you hit your
opponent on the ground with the first part of the attack. If the
explosion does connect, you can juggle your opponent.
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4. Combos
So far these are the only combos I could come up with. Keep in mind
that in any Groove that allows you to cancel moves, you are able to add
in other attacks into these basic combos, but these combos will work
regardless of the Groove you choose. Anything in parenthesis is optional.
1. (Strong Jump Attack), HP, LK Crack Shoot
2. (Strong Jump Attack), HP, LP Burn Knuckle
3. (Strong Jump Attack), MK, LK Crack Shoot
4. (Strong Jump Attack), MK, LP Burn Knuckle
5. (Strong Jump Attack), Low MP, Rising Tackle
Note: 5 needs to be timed exactly to connect the Rising Tackle
6. (Strong Jump Attack), HP, Power Geyser
7. (Strong Jump Attack), HP, BusterWolf
This last one is a popular left over from the first CvS and can be
found on most CvS Terry FAQs.
8. (Strong Jump Attack), HP, Lvl. 2 Buster Wolf, Power Geyser
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5. Boss Strategy
vs Evil Ryu
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I find that being patient with any air projectile characters
pays off. When you get the chance, roll through or jump/hop over
fireballs. Otherwise stay low and block. The computer likes to have
Evil Ryu do his Tatsumaki Senpuu Kyaku (the helicopter kick) a lot.
When he does come flying in, just pull off a LP/MP Rising Tackle. If
you did not have enough time to charge your Rising Tackle, than just do
a FD HP. The HP Rising Tackle leaves you hanging in the air too long,
so do not use it unless Ryu is really close.
vs Vega
-------
Vega is easy to beat with Terry. Whenever he is in the air, Crack
Shoot him. Do a lot of Burn Knuckles. If he jumps over you, probably
attempting to do a Head Press, just do a Rising Tackle. The computer
will also have Vega do a lot of Skull Divers, (where Vega will jump in
the air and flip away from you, arm extended with blue flames)
expecting you to walk into his arm on his way down. You can simply
kick him with a F HK. Don't try a F HP, Terry will whiff and then get
punished by a flying Vega.
vs Akuma
--------
Pretty much the same strategy for Evil Ryu. Just beware of the air
fireball, but if you're hanging back waiting for the computer to bring
the fighting to you this shouldn't be too much of an issue. You
might also be able to Crack Shoot over an air fireball in time to catch
Akuma on his way down. Akuma is much more fireball happy than Evil
Ryu, leaving him open to any jumping-in combos. You'll probably not
be close enough to do any of Terry's really good combos so stick to a
simple jump-in HK, Low HK. Also Akuma will throw fireballs even if he
is really close so you can do a HP Rising Tackle through the fireball
just catching the edge of Akuma's hand, hurting him, not you.
If you're in a corner and Akuma decides to teleport, he's going to
teleport into the corner, so just do a nice little Rising Tackle and
smack him up.
vs God Akuma
------------
Same strategy as vs Akuma. Just a lot harder. The computer really
likes to throw so get ready to press a HP or HK to counter the throw
and hit back afterwards. Also the computer seems to prefer attacking
rather than defending so do a lot of HP Rising Tackles whenever Akuma
gets close since you will hit Akuma before he can hit you.
vs Iori
-------
Iori is fast, which is unnerving at first, but very predictable.
Iori will do a lot of Low HK, if you block correctly, you can just hit
him back with one. He likes to jump a lot, so be ready with a quick
Rising Tackle or just a FD HP. If you're half a screen away, be ready
to Crack Shoot over any ground projectiles.
vs Geese
--------
Careful attacking Geese since he has reversals and has that deadly
Raising Storm. But like all the SNK bosses he has ground projectiles
so will use them whenever you're half a screen away. Crack Shoot over
for just to get closer. Geese will often jump in if you whiff a Low MK
or Low MP so hit him with a Rising Tackle or the FD HP. Actually, you
can win the whole match with just whiffing an attack, than hitting
a jumping Geese with Terry's uppercut or Rising Tackle.
vs Rugal
--------
Crack Shoot over any ground projectiles, but be careful that he doesn't
shoot his giant fireball, which he will do from time to time. If you
see it early enough, jump over for an easy combo. Sometimes if you
just use the LK Crack Shoot just to hop over the projectile, Rugal will
whiff on his Genocide Cutter, leaving him open to any punishment you
can imagine. If you jump in, he will sometimes attempt a God Press
(Rugal will run forward, grab you, and smash you against the wall). If
he whiffs then he is open for attack. In general, check what Rugal is
up to next before you jump in or Crack Shoot in. He always takes a
few frames before he is into the actual attack portion of his move.
vs God Rugal
------------
Same strategy as vs Rugal. When he whiffs on the Genocide Cutter, he
leaves himself wide open since he literally kicks his way closer to
you just begging to be hit. Again, like God Akuma, the computer will
attempt to throw you if it is close enough, so be ready to tap HP or HK
to counter the throw and immediately attack afterwards.
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6. What's Next
I'd like to add more combos and more strategy on the next update.
Possibly a general strategy section, but I don't really play against
other people. If someone can tell me where I could locate a CvS2
machine in NYC, it would be much appreciated.
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END