The Fatal Fury Special Thread

Basic Terry Bogard Review

Terry Bogard

A solid character who relies on his Crack Shoot traps, and at intervals, keep-away tactics to win his matches. A strong close range fighter with powerful comeback potential through his lethal combo ability.

standing A
with its rapid-fire ability it’s used for close poking where you can attempt a throw once they’re relaxed enough; if you sense they’ll try to counter your throw, link in a crouching A x 1~2- crouching C-> B Crack Shoot combo. This only whiffs against a handful of characters when crouching: Mai and the old geezers. The crouching A has similar uses.

far standing B
Outside of a GA, this is Terry’s only anti-air normal. It’s decent, but you have to position yourself in such a way that a: it doesn’t whiff and b: you don’t get the close version.

crouching C
a great combo move because it links easily from any version of his A (jumping, crouching, standing) and combos easily into his A Burn Knuckle and B Crack Shoot. This also has its own specific uses - like being able to beat Billy’s Sansestu Kon (c,b,f+punch) both on reaction, depending on distance; and by throwing the punch before Billy’s attack appears.

crouching D
Terry’s main mid-distance poking weapon. Very good reach and because it can be cancelled, allows him to get right in the opponent’s face and start his rush patterns.
Your most frequent cancels should be into his B or D Crack Shoot. And for special purposes, an A Power Wave when your opponent expects the Crack Shoot or an A Burn Knuckle. The A Burn Knuckle whiffs against the smaller characters such as Mai and the old geezers, where you can throw them the instant you land. A mix-up tactic similar to SF Boxer’s crouching attack-> whiffed Dash Upper-> throw. Mix this up further by not going for the throw and use a crouching A, then a throw instead.

close standing C
Great for combos and plenty of stun (8 points?); also allows easy hit-confirms from the second hit.

standing C+D Line Attack
Like A3 A-Charlie’s standing Forward but without the mobility and with a fair bit of wind-up animation; it’s great for beating all sliding attacks (Duck, Laurence, Jubei and Joe) and once in full swing, will beat low-to-the-ground crouching kicks from Bear, Geese and Mai. Also has great priority and makes a decent meaty. The move will still execute if performed from a crouching position, and as such allows Terry to keep his charge for a Rising Tackle. The move is quicker on the rear plane but may not have the same hit box properties as the front plane version.

Guard Attack
The uppercut is great for opponents who try rush with body projectile moves: Burn Knuckle, Crack Shoot, Tung’s Senshippo(qcb+p), Laurence’s Bloody Spin. Also a good anti-air. Like all GAs it has upper body invincibility and can be cancelled.

jumping B
Great against anti-air sliding attacks; mix-up by landing into a throw or an A x n-> crouching C combo.

jumping D
Can cross-up, and is useful for the occasional A Power Wave-> opponent jumps-> anti-air jumping D trap.

Power Wave
Projectile that cannot be GA’ed through. When used at some distance it can be followed up with a Crack Shoot for a 2-hit combo or as a pressure tactic (the Crack Shoots hits while the opponent is in block-stun). The A version comes out quicker but travels slower; C version comes out slower but travels faster. The A version will combo in special circumstances: opponent dizzy, back facing Terry, in the corner.

Burn Knuckle
The A version is safe when spaced so it barely hits, but your options are limited from that position. Very quick and can be used to punish blocked moves such as Cheng’s Belly Blast (d,u+p), both versions of the Bloody Sabre and the A version of the Rising Tackle.
The C version is only safe when blocked at a full-screen’s distance. It’s okay to use once in a while during full-screen A Power Wave volleys. Can be used to retaliate after a blocked Kim Hisho Kyaku (jump d+kick), even beating the extra kick that Kim can perform as he’s landing.

Rising Tackle
A version is a quick DP-like move with great reach thanks to the fist that Terry stretches out. Will go through close energy projectiles and hit cleanly, knocking them down. Wake-up and anti-air functions available as well. Up to 3 hits when blocked. May be safe from punishment against some characters when all 3 hits are blocked; Bear?

Crack Shoot
Terry’s breadwinner. Great trap and mix-ups. Can travel over projectiles cleanly when performed before the projectile materializes: Hurricane Upper, Mai’s fan, Jubei’s Cookie Cutter, Geese’s A Reppu Ken; Power Wave, Krauser’s Low Blitz Ball and perhaps more. Safe when blocked except for a handful of instances.
The D version has more start-up than the B version but is safer when blocked and leaves Terry at a further distance. The B version is great to combo from his crouching C. When the B Crack Shoot is blocked, Terry is vulnerable to Cheng’s B tumble attack, Duck, Jubei’s and Bear’s command throw. Even if it hits, say from a crouching C-> B Crack Shoot combo, he is still vulnerable to the throws. Take caution.
Both versions hit twice hit depending on character and distance.

Power Geyser
Anti-air. Mix in between your Power Waves when at some distance. And mix-up with a crouching D-> A Power Wave and crouching D-> Power Geyser. Great for a corner, meaty block-damage pressure sequence, where you recover while the opponent is in block-stun from the Geyser so you can lock them down with crouching A-> crouching C-> Crack Shoot etc.

Combos
jumping D-> standing C (2 hits) A Burn Knuckle or B Crack Shoot.
(optional) cross-up D or B Line Attack-> crouching A x 1~4-> crouching C-> A Burn Knuckle or B Crack Shoot
close standing A x n-> far standing A x n-> crouching C-> B Crack Shoot
close standing A x n-> far standing A x n -> crouching D
near full-screen Power Wave-> C Burn Knuckle/D Crack Shoot
cross-up jumping D-> crouching A-> standing C (1 hit)-> D Crack Shoot or C Rising Tackle; crouching opponents only
cross-up D-> close standing B-> B Crack Shoot (2 hits)

This is an amazing thread… bookmarked. i’m downloading those matchvids as I’m typing

can you guys share some insight/breakdown on kim? I remember he was the worst character in FF2 but became top tier in FFS with the implementation of actual combos. if i’m not mistaken he could combo his down A and down C into pretty much anything…

hey when are yall going to run a tourny

i dont see anything particularly stupid about that match video, it just looks like joe got outplayed. sure, he was in big trouble whenever he got cornered, but that’s par for the course

the pole move is fine imo, it’s basically another kim dive kick. the only dumb thing about it is that it’s only available on one stage

… and why isnt this in the ‘other games’ strategy forum?

Thanks for reposting all this Crayfish and Middlekick. I watched the recorded games from the last meetup. Only wish i had been avaliable earlier to get some games in. I am really beginning to see how good this game is.

Been playing Middlekick online quite abit recently on kaillera. You got one nasty Geese and Terry mate.

Anyway just thought i’d let you know i will be running a tournament on kaillera for it in the near future, already had quite a few sign-ups. You can check it out here, maybe even sign up yourselves.

Just gota few questions about tournament play though.

Are any characters or stages banned from tourney play?

  1. Like Mai and her wall dive move, seems pretty dangerous. Also if the gamest tier guide is anything go by, looks like Kim is in a league of his own. As you can see below

Although now this tier list is probably really debateable, since it was made so long ago. I can only imagine how the ST tier list was 1 year after its release, bet there were many things different.

  1. Are the any restrictions on the line switching ang gaurd break attack?
    From the various vids you’ve given me, seems like the japanese rarely line switch, i know it can get you killed, but can be a really safe option most of the time, avoiding fireballs and desperations and such. Do they impose some kind of restriction on the move, like you can only line switch if your hit by a CD attack (which makes you line switch anyway)?

Also what about the gaurd break, i recently just started using this alot in my gameplay, and i’ve manage to hit people out of just about any normal, special and even some desperation attacks. Seems like everyone has thier own little invincible dragon punch with this universal move.

3)This isn’t related to tournament play, but why are some of the desperation attacks so damn hard to do? I rarely get Billy’s desperation, most of the time i just end up jumping back, when i do the motion ( qcf,hcb,ub+AC). Is there any trick or “cheat” motion to getting this to work more consistenly?

Anyway, cheers for any help you can give, and really looking forward to playing this again at your next meetup.
r3ko

This is very interesting stuff indeed…I surely look forward to playing you guys whenever I can in FFsp…

Mai is damn good in this game…ala FF2…they didn’t tone her down too much…proving that new characters (Mai/Kim) in games some will always be better than the rest (of the cast that is!!!)

There are a lot of underappreciated SNK games…Real Bout aint the only one. Last Blade, Kizuna Encounter, World Heroes Perfect, Ninja Masters, Waku Waku 7, Breakers/Breaker/s Revenge…just to name a few.

Fantastic work R3ko :tup: This is the biggest thing to happen for western FFS for a loong time. This and x360 Hyperfighting going off at once is dizzying.
Is there any chance you’ll be able to record the matches? JediasMinistry sent me a load of XmenCOTA matches that I think were recorded online, I replay them by pressing ‘replay Kaillera input’. I’d love to see the matches…
Things like this happening really make all the effort of trying to write helpfull posts, finding resources and uploading files worthwhile, great to see people contributing and enjoying the game. Its easy to loose motivation when there are so many trolling pricks around who don’t contribte anything and even trying to tell you where you can and cant fucking post!! But I guess on internet forums, thats just par for the course.

As far as rules go, I’d say don’t bother, as most people come from a background of playing unrestricted. So it would be unfair to impose an alien restriction on them in a first tourney. Especialy with something as intrinsic and simple as the Guard Attack command, it’d be like banning parries just before a SF3 tourney.

I have my own particular take on the system features, I prefer not to use GA & lineswitch at all, but I think the the CD attacks are very well balanced, as in sf2 type risk/reward (its a pitty they don’t just knock down rather than knock to the other line), so sometimes lineswitches happen, and we just carry on as normal, I just dont like deliberate use of the A+B command lineswitch and close-range/corner backdash (or kof94 dodge as I call it) to re-set/completely negate unfavourable situations (same goes for the Guard attack ubermove too).
I hope to eventually get my point accross abt the game by comparing the tactical quality of playing by both restricted and unrestricted play.

Idealy I hope to get a set of Gamesshark codes that would do the following:
Nullify A+B lineswitch command.
Nullify b,f+A Guard Attack Command.
Make C+D attacks knockdown insted of accross line.
Nullify b,b Backdash command. *I would leave in the backdas for both Lawrence and Billy who dont have vital mobility moves like thier templates in SF2 i.e Vega’s KKK/PPP retreat and Dhalsim’s teleport. Tho I would remove its invulnerability, dodge type characteristics.

Predictions for the tourney.
I can’t imagine anyone beating Middlekick’s Terry. He has Terry’s pressure string game down so cold (with the sweep/throw/sobat style C+D attack high-low, tripple-threat), and he can dizzy you fast. The only way I can see him getting beat is if there is a good O.Sagat style player who can zone him with Joe Higashi’s fireball/s.HK game, and if your playing lineswitch and GA allowed, thats still gonna be tough.
Iheard that Fuzzy is a real natural in SF2, looking fwd to seeing him in FFS.
I’ll be entering my Cheng/Tung duo (or is it single character tourney?) so watch out for me too!!

Crayfish :tup:

btw, keep those slots open, I’ll let the nice chaps over at Neo-Geo know abt it: http://www.neo-geo.com/forums/showthread.php?t=146503

I’ve really taken a shine to Billy in this game. As far as i can tell hes gameplan stems from hi ability to lock an opponent down with extend block strings. I’ll do my best to give a run-down on him like cray, josh and middle have done, but i am very new to this game. So hopefully one of them can expand and probably correct alot of what i say.

OK lets start off with some of his more useful moves

Crouching A/C
Decent long range pokes, C is slighty further and heavier hitting. Its a good move to cancel into his pole nudge (charge back, forward + A or C), but only at its maximum range. If cancel to close then its qutie easy for opponent to jump at you after they have blocked it. When used at close ranges, it preferable to move into standing As to put you further away so its safer to do a pole nudge or move in closer again with a far standing B

Far Standing B
I like this move, got some good uses, which are probably overlooked, since it has horrible start up time and can leave you really vunerable used at the wrong moment.

First it makes a fairly good anti-air if your opponent jumps from far away. You’ll hit them out of the air and land pretty close to them, to follow up. Can also stuff jump ins if you see them early

Second You actually slight control over the range and timing of this move. If your holding back on the stick when pressing B, billy takes a tiny step back before doing the move, if your holding the stick forward, he takes a tiny step forward before doing the move. And if the sticks in neutral he does the move straight away. This sutble control you have is actually quite useful.

Third, using this sutble control you can really follow up your poke strings. Say for example you poke with a crouching A, followed by a couple of standing A, and you find yourself in far standing B range, you can throw one out so that after you hit your opponent, you can throw out a club spin (tap A/C). This causes alot of block stun at this range, and you will recover from your spin, before your opponent has time to retaliate.

Standing C
Far Standing C propels you forward, so you can keep your charge while doing this move, which makes it handy for a combo (see below). If you opponent is moving forward and do this, you will hit them twice.

First it makes another pretty good anti-air, used at the right range ( where the opponent will land nearly on top of you. The move will be hit if you try to anti-air a move that hits you from further away).

Second it links into standing C, so you can carry on a combo, attack string, or woteva option you chose.

Pole Nudge
The C version is great for cancelling out fireballs as they come out and can even hit your opponent if you hit them while there in the middle of their motion. I prefer using the A version when it poke strings cause it has less recovery, and your close enough not to need the extra range anyway. I’d only use the C version if wanted the extra block damage.

Club Spin
Good move if not overused. Very good after a properly place standing B. Knocks down if it hits and does amazing damage in the corner. I’ve had varying degrees of success with it as an anti-air. Seems to work well if you anticipate a crossup very early in the corner.

Power Club
45 degree Pole Nudge which makes a great anti-air, if you see the jump coming, i generally don’t use this move as i am rarely charging downback, except if maybe trapped in the corner. But if you get trapped in the corner with Billy your doing something wrong.

Sparrow Drop
I probably overuse this attack way to much, but it knocks down if it hits and is fairly safe on block. I don’t reccomend using it on Geese, he will just grab you straight out of it. But you can also make it land short causing some character whiff a special of move which you can punish. I also like to mix this into a close range poke string to throw my opponent off.

CHO-KAEN SENPU-KON:
I can’t get this move to come out that often so i don’t really know its uses yet, but it looks like i could be a good anti-air and be quite good in block string.

Gaurd Attack
As far as i know gaurd attacks work when your in guard and press forward+A to do it. Now at first this looks to be somewhat of a problem for Billy since he would be charging for pole nudges alot, but theres away round it. Fiddling around with guard break attack, i found that you don’t need to press forward+A to get your guard break, pressing down_forward+A will still make the move comeout. So now Billy can charge for pole nudges and still be able to gaurd break depending on the situation. His guard = uber anti-air/reversal, as with alot of characters.

Throws
His C throw is good if have your back close to a corner, as you will chuck them behind you into the corner, ready to be followed up. D throw is hold type throw, which leave you at a good range to continue to poke.

Combos

  1. Far standing C, close standing C xx C Pole nudge
  2. Jumping D, close standing C/crouching C xx CPole nudge/Club Spin (hard to time that one, easier with a jump A/B)
  3. Much easier version of the above which is alot easier to do is jump attack, crouching B/ crouching A/ close standing A xx club spin. Not great for damage but knocks down.
  4. Corner only - When you dizzy your opponent, i like to line switch, and line swtich back with CD while holding towards the corner, then close standing C/crouching C xx Club Spin

Anyway thats what i’ve manage to come up with so far. Don’t flame i’m only new to this, been playing Billy for about a week now.

Thanks
r3ko

EDIT: Thanks Crayfish for the speedy reply. I won’t impose any restrictions, cause its not very practical for online play, plus people don’t read rules etc, it would just end up causing problems. Looking forward to you both entering, It will definitely raise the quality of the tournament.

Recording matches will not be a problem as long as you play in Mame32k0.64. To record online all you have do is hold down CTRL+SHIFT, before you press “start game”. And keep those held down untill the rom has fully loaded. I don’t plan on recording every match, but something like the top 5 (double elimination, winners semis/finals, losers semis/finals and grandfinals) which by then should be all decent play, with only the best players left in.

I think if Middlekick enters he will def take top spot. But as you said Fuzzy is a danger. He entered the Karnov revenge tournament awhile back on kaillera, ahving previously never really played it and won it easy from what i heard.

Thanks for letting the guys over at neo-geo know, this tournament could be really something spectactular.

Found a couple of Interesting Posts by Takamuji over at neo-geo forums, which i’ve reposted here.

Dude, if you ever want to do some Fatal Fury Special in person you MUST let me know. That’s my #1 game man…

hell yeah middlekick and crayfish has to get in there and get to work

Crayfish i am saving you and middlekick spots in the tournament, but it would be great if you two could register and put your name down. If people see a few well own names in there, others will be more inclined to sign-up.

Heres the link to the thread

Thanks
r3ko

I’ve signed up for the tournament. I’ve never done an online tournament outside of xbox live, so how is the lag between people playing other players from different countries? Would anybody like to go a few rounds online to get some practice in?

Well its a euro tourney, so if you live outside of euro your probably gonna have some lag. But fortunately FFS doesn’t demand alot from your computer. I know i can play pretty good FFS games when i play in US servers, so you it will probably be ok for you, but best to have some practice games first.

can some rec this matches and posted them up? yo check this out [media=youtube]j8KAyRgtiG4[/media]

Thought i’d give this topic a much needed bump. Heres my combo video i made awhile back. Nothing too flashy in there, just basic run of the mill combos.

Hope you enjoy
[media=youtube]H_EdUjjp_ZU[/media]

good shit i left a comment on youtube as well. i just wish more people in the u.s. played this great game.

Damn I haven’t had internet in a while.

I just played Fatal Fury Special with some friends the other night and have some coments and also questions:

What can you do when Kim is in the red and keeps spamming his super? You can’t jump or risk getting caught, it does block damage unlike in other games, and you can’t jab him out of it (as far as I know?)

Surprisingly I did the best with Laurence Blood who I had never used before, I am a Krauser and old Chinese man user. He has really good pokes with the HCF+P, standing fierce, and has decent air to air too. And a decent super, I’m gonna work on getting better with him.

If hes spamming super, you should be able to punish him in a few ways:

  1. Reversal type move (andys dp, joe’s tiger knee etc)
  2. Back Hop
  3. Guard Attack

Any help with the timing on the guard attack on phoenix flattener? I totally suck at it… tried it a bunch of times and couldn’t get it to work. Can I block it first, or it has to be f+A completely?