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)