King of Fighters 98
Real Bout Terry Bogard Players Guide
July 27, 1999
by: Patrick Hwang
email: [email protected]

Table of Contents
1. Disclaimer
2. About the guide
3. About Real BoutTerry
4. Moves/Special Moves/DM info
5. Combos
6. Strategies
7. Conclusion

1. Disclaimer

Blah blah blah, you know the drill on this. Use it for personal uses.  Wanna
copy it? Let me know and give me credit. Please don't money off of it, etc etc
etc.

2.  About this guide

So this guide is designed to let you know more about Terry Bogard.  I believe
most people already.  Know how to play this Bogard brother, well then, this
guide is probably useless.  I dont think there is much that I would know that
you don't already.  I guess, this is just for those people that stick to only a
few people.  Well whatever, just use this as a reference, and not a way to play.
The majority of this guide is in my opinions.  Good players will have already
developed their own style of play. Oh yeah, i bascially copied my 98 Terry guide
and made the proper changes. Well enjoy.

3. About Real Bout Terry Bogard

The Real Bout verions of Terry is much simpler, IMO, to play than compared to
his 97/98 counterpart.  One of the reasons for this simplicity is because he
loses some moves and a DM.  But that does not necessarily mean that the Real
Bout version is weaker, acutually, i believe that the Real Bout version is
equally as strong if not stronger.  Unfortuantely, im not a big fan of the Real
Bout version.  The reason is becuase the rising tackle is a charge move.  For me
this is bad news because i play Terry very offensively and i will not be able to
utilize the rising tackle...well i guess thats probably just me huh? He loses
the High Angle Geyser DM, but serisously, did you need it? That's a lousy DM
anywayz.  On the other hand, he gains the Fire Kick, a very powerful move.

Intro

1st Round: Puts on Hat, ready to fight

2nd/3rd: Fixes hat, ready to fight

Vs. Andy Bogard: Terry and Andy both bow to each other as a sign of respect

Vs. Blue Mary: Terry has his hat on backwards, the rearranges it as Mary calls
him

Taunt: Terry whistles, taunting you to fight

4  Moves/Special Moves/DMs

Ratings:
    *: bad, poor, useless. dont use the move too much
    **: okay move, not too great.  use it once in a while to surprise the
opponents
    ***: average move. not too good, not too useful
    ****: good move. actually a very good move. use it often, but dont get too
predictable
    *****: excellent, great move. abuse as much as you can

Basic Moves

Standing
    A: jab.  a simple jab, the usual weak but fast attack
       ***
    B: kick.  a long ranged kick, fast and good for poking
       ****
    C: punch.  a big punch, comes out fairly fast, not too much range
       ***
    D: side kick.  a big, looong ranged side kick to the mid level. long range
but slow
       **
       CD: spin kick.  slow spin kick, Terry takes a step forward when
executing
       ***
Close
    A: elbow.  fast, quick blow
       **
    B: knee.  knee to the midsection, fast and weak also
       **
    C: double punch.  ah..THE punch for combos, one of his best moves IMO
       *****
    D: big kick.  a close frontal kick to the face, quick and powerful, can be
comboed
       ****

Crouching
    A: a jab.  quick and good for combos
       ***
    B: low kick.  a low kick with little range
       **
    C: punch.  a very long ranged, powerful punch.  somewhat quick in coming
out
       ****
    D: sweep.  long ranged, but slow sweep.  useful but not too useful. just an
average sweep
       ***

Jumping
    A: jump jab. yay another one...
       **
    B: jump kick.  a good upwards kick.  long ranged, seems to have some
priority
       ****
    C: jump punch.  a punch directed downwards.  good for combo starting
       ****
    D: jumping kick.  a jump kick, also good for combos
       ****
   CD: downwards kick.  a long kick directed very low
       ***

Command Moves
    Forward+A: a two hit elbow plus move, Terry takes a step forward when
executing
               ***
    Downforward+C: uppercut.  quick move, good for tagging extra hit in combos
                   ****

Special Moves

    Power Wave
    QCF+A/C     ****
A good, quick projectile attack.  Goes along the ground.  Real Bout version of
this move goes the entire lenght of the screen.  I like the change. A and C are
about the same.

    Rising Tackle
    Charge D, U+A/C     ***
Wowee, does this move have auto-guard!  The entire front of this move has auto
guard when goin up.  A goes a little off the ground.  This is now a charge move
now. I lowered it one star becuase it's just not the same as being able to use
it on call...at least for me. C button goes forward a little and gives you the
most hits.  It also seems like it has a "suck in" ability, but it also leaves
you very open if missed.  I love the sound it makes when you connect :)

    Burn Knuckle
    QCB+A/C     **** for A, ** for C
The burning knuckle. Terry rushes at you with a fist of flame.  A is quick and
has little recovery  time.  It can catch opponents off guard.  C button has long
start up and big recovery time.  It also goes farther.  Opponents can see this
coming a mile away, never use the C unless they are sleeping.

    Fire Kick
    HCF+B/D     ****
Terry gains this new move from the Real Bout series.  An awesome move overall.
This move can be used in combos and juggles for a freebie hit afterwards.  Must
be blocked low, this can mess up people sometimes becuase it comes out so fast
and they dont expect it coming.  If blocked, Terry will still perform the second
part of this move, which is a kick upwards.  If this is blocked, no matter, its
hard to punish afterwards. This move can be abused...but not too much tho...

    Crack Shot
    QCB+B/D   ***
Well the crach shot is just an okay move.  Terry flip kicks you.  It can whiff
against short standing opponents...in fact, it whiffs most of the time against
standing opponents.  Good air counter though...not too useful IMO.  B is
quicker, D goes farther

DM/SDM

    Power Geyser
    QCB, HCF+A/C    ****
The original DM that Terry has had since the beggining of time.  Fairly quick to
come out, it does a single big blast.  Opponents cannot jump over the blast.
This DM is good for finishing combos.  The SDM is a triple geyser instead of one
and will juggle opponents.  The third will not connect if the opponent is in the
corner.

5.  Combos

Basic combos that I know or have seen.  I will not list all chain moves, I dont
know them all.  Most used combos are listed

Close C, Power geyser DM

Low B, low A, Downforward+C, Burn knuckle

Low B, low A, Downforward+C, Power geyser DM

Low B, Low A, Downforward+C, Fire Kick

Low B, Low A, Downforward+C, Power Wave

Jump B/C/D, Close C (2 hit), X
    X means you can do any of the following
        1. power wave
        2. fire kick
        3. power geyser DM/SDM

Jump B/C/D, Close C(2 hit), forward+A, fire kick, jump D

Jump B/C/D, Close C, Forward+A, fire kick, rising tackle

jump B/C/D, close C(2 hit), fire kick, rising tackle
  NOTE rising tackle must be done right away no delay or it will not connect

*NOTE all combos above involving the close C 2 hit may be substitued with a
close D instead

Jump B/C/D, Close C(2 hit), Downforwards C, X
     X means you can do any of the following
        1. power wave
        2. fire kick
        3. burn knuckle
        4. power geyser DM

Mix and match combos, they all work, simple eh?

6. Strategy

Terry is simple to play, just combo the opponent.  Learn the basic combo: jump
in attack, C, special move.  Add in additional moves such as the DwnFwd+C upper
for extra hits.  Terry isnt too difficult to play, unfortunately, that also
means that Terry doesnt have much variety to play.  Yet, Terry remains powerful
despite his simplicity.

One thing, i have found that computer will fall for a simple strategy.  This is
somthing that the computer has fallen for since 97.  Land a power charge on the
opponent.  After the opponent is in the air, immediately jump after him/her with
a jump kick.  If done right, Terry should land first, right next to the
opponent.  Do a close C (2 hits) and chain into a power charge again. Repeat.
Opponent will not block and continue to fall for the same combo.  You can get
perfects and straights by this.

7. Conclusion

I know I'm missing a lot of information and extra tidbits.  The truth is, all
this is from the top of my head.  There really isnt much else, i believe I've
touched most of the important parts. Email me with questions or arguments.
Thanks for reading.

copyright 1999
Patrick Hwang