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**TERRY BOGARD
**
Terry is basically the Ryu of Fatal Fury. He has been the lead character for the Fatal Fury story since the beginning, and has an annoying tendency of defeating everyone he fights. Do not be fooled though, for their fighting styles are far from the same in this game.
Terry is a very efficient offensive character, but he has a wide arsenal of deadly toys that allows him to hold his ground in any situation. Terry only has one weakness really, and I will come back to that in a moment.
With Terry, you generally want to stay on the offensive and use his strong pressure to your advantage, but you should never forget that he has some very effective pokes and mid-range moves as well, and suddently switching styles in the midst of combat is often a good idea.
Terry can play some limited projectile and zoning games if needed, but this is usually not Terry’s most effective tactic.
His combo strings are flexible, and he can do good damage from light starters, and very high damage from some of his heavier starters. His Rising Tackle is a decent anti-all that covers a very large area, his Burn Knuckle can be used in combo strings as well as a long range punishing move. His Fire Kick is an excellent combo finisher that sets up juggles, and also as some use in a kara setup, and is a great breakshot move.
There’s a slight taste for you, but how about Terry’s weaknesses?
Overheads. Terry has plenty of moves that hit low, but he has no overheads that can be performed inside a combo, nor can be used as a combo starter. Terry actually has 2 overheads, but only one of them will be worth using. What this means is that your opponent can crouch block almost everything Terry has, and Terry has no command grab to break your defence with either. This forces Terry to rely a lot on low jumps and perhaps even crossover jumps in order to hit the opponent.
Also, his only grab switches sides with the opponent, which is bad for Terry who usually is on the offence, trying to pressure people into the corners.
All in all, Terry is a strong character that is fun to use because of his large arsenal of weaponry and fast and furious play-style, but requires some work when up against someone who are used to Terry’s lack of attack variety.
Specials and command moves:
Flanking Uppercut (:snka:+:snkb:): Evasive move, Cancellable
Terry’s AB has rather short range, but decent coverage. Unfortunately, Terry’s AB leaves him at a rather big frame disadvantage if blocked, and at close ranges, the move can be punished with fast moves on block. Remember this when fighting characters that can deal lots of damage from their light combo starters.
Power Charge (:snka:+:snkb: :r::snkc:): **
A rather unique move in the game, since it can only be performed after or in the middle of Terry’s AB move. The Power Charge has horrendously slow startup, and is easily spotted. If it hits, something that is highly unlikely, it will knock the opponent over. The move gives Terry frame advantage on both block and hit though, so you can juggle them if it hits, or you can keep up the pressure if they block it. A good player will spot this and punish you for it, and so you don’t see this move used a lot. The move might have some use as a medium range punishing tool, if you cannot get close enough to do anything else, since it deals a good chunk of damage if you juggle after it. I will have to test this in battle.
Uppercut (:df:+:snka:): Cancellable, Kara-cancellable
A short-ranged uppercut. This move has some use against low jumpers, but most of the time you will use as a punishing move, as this move leads to some of Terry’s most damaging combos.
Power Dunk (:df:+:snka: :uf:+:snkb:): Overhead, Aerial knockdown
A two-hit continuation of the Uppercut. The first of these has to be very close to hit, and the last hit is an overhead. Unfortunately, the last hit does very low damage and has a very specific hitbo, meaning it will often miss crouching opponents. It also leaves Terry at a slight frame disadvantage both on hit and block. Use this for winning with style every now and then, otherwise stay away from it. If this move hits an airborne opponent, it will knock him to the ground.
Rolling Kick (:r:+:snkb:): Cancellable, Kara-cancellable
This move is almost identical to Geese’s Rolling Kick, but since Terry has no command grabs, this one is far less dangerous, since Terry can only kara-cancel in into low moves or he can go into the back plane. Still, the move is useful for punishing purposes since it leads into some very damaging combos.
Dashing Front Kick (During dash: :snkc:): Overhead, Kara-cancellable
Terry’s only viable overhead move. This one is pretty good, but suffers from being a stand alone move. Another good thing about the move is that it is kara-cancellable, allowing you some flexibility. The most useful method is probably to cancel it into a Fire Kick, making it harder to block.
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