A guide for Terry Bogard of Real Bout 2. By El Señor Matanza. mail to: 971547@aloe.ulima.edu.pe ICQ #: 18488821 Proudly created using notepad... (Ver. 0.01) ------------------------------------------------------------------------------------------------ ================== 1.- Introduction ================== Okay, Why Terry?, you should ask. If Terry is one of the most powerful and versatile characters on the game, why a guide for him?. Well, I'm motivated because of the way players use Terry around here. I've worked my ass off to make him a complete combo machine, and I'll not let some moron (aka SCRUB) win over some players who really want to master him, using only 3 hit combos and turtling around the whole round. Terry is strong. Terry ain't a turtle. He can be played like it, but he ain't the true Terry Bogard. This guide is meant for the players who want to win, but win cleanly and with a decent gameplay. ------------------------------------------------------------------------------------------------ =================== 2.- Personal Data =================== Name: Terry Bogard Age: 28 Birthdate: 03/15/1971 Nationality: North American Fighting Style: Martial Arts Blood Type: O Hobbies: Video games, Traveling Dislikes: Slugs Most Valuable: Jeff Bogard's gloves Favorite Food: Fast foods Favorite Music: Rock Favorite Sport: Basketball ------------------------------------------------------------------------------------------------ ================================= 3.- Move names and descriptions ================================= NOTE: Moves marked with *, are moves that can be used as breakshots ======================= 3.1.- Command Attacks ======================= Name: Back Spin Kick Motion: Fwd. + B Hits: 1 Description: Terry does a jumping roundhouse kick Comments: This kick will send your opp. to the background. Name: Wild Upper Motion: DwnFwd. + A Hits: 1 Description: Similar to his DwnFwd. + C in KoF 97/98/99 Comments: Can be used as an anti-air, but time it so that your opp. is above you. Name: Charge Kick Motion: Dash (Fwd. x 2), then Fwd. + C Hits: 1 Description: Terry does a running kick, similar to a punt in Football Comments: Overhead, it can be cancelled without hitting the opp., just do it really fast Name: Power Dunk Motion: DwnFwd. + A, UpFwd. + B Hits: 3 Description: Terry does his DwnFwd. + A animation, then he jumps and comes down with a punch Comments: None Name: Power Charge Motion: AB, Fwd. + C Hits: 1 Description: Terry does his AB punch, then follows up with the Power Charge from RBS Comments: After the Power Charge, you can juggle your opp., but the Power Charge doesn't combo off his AB ============= 3.2.- Fakes ============= Name: Burn Knuckle Fake Motion: Fwd. + AC Hits: 0 Description: Terry does the initial frames of the Burn Knuckle Comments: None Name: Power Geyser Fake Motion: Dwn. + BC Hits: 0 Description: Terry does the initial frames of the Power Geyser Comments: None ===================== 3.3.- Special Moves ===================== Name: Power Wave (*) Motion: qcf. + A Hits: 1 Description: Terry punches the ground and throws a spark along the ground Comments: Your standard projectile. Its ok for pressure games, but due to its speed, don't use if your opp. is far from you Name: Round Wave (*) Motion: qcf. + C Hits: 1 Description: Terry punches the ground, creating a small explosion around his fist Comments: Not a very useful move, its best use should be when your opp. goes to the background since this move hits in both planes Name: Burn Knuckle (*) Motion: qcb. + A or C Hits: 1 Description: Terry poses for a moment, then he flies along the screen with his fist extended and covered with energy Comments: A version comes out faster and goes out half the screen. C version comes out slower, but it covers the whole screen distance Name: Crack Shoot (*) Motion: qcb. + B Hits: 3 Description: Terry travels through the air with one leg extended, flying in a semi circular path Comments: Use this move in combos, but be careful, because it doesn't knock down Name: Fire Kick (*) Motion: qcf. + B Hits: 2 Description: Terry slides along the ground with one foot extended, if it connects, he does a second kick, which will send the opp. to the air Comments: This is the move to set your opp. for juggle opportunities. Its fast enough to combo but if your opp. is to far, the slide will not hit Name: Bashing Sway Motion: qcf. + D Hits: 2 Description: Terry hits the opp. with an elbow and then finishes with a turn around kick Comments: This move will send Terry to the background, with very little recovery lag Name: Rising Tackle (*) Motion: chrg. Dwn., Up. + A Hits: 5 Description: Terry risies from the ground spinning, feet first, arms extended Comments: This is one of Terry's best moves. It can be used as an anti air with very good priority, besides it has little recovery lag. It combos nicely too. ======================== 3.4.- S. Powers (DM's) ======================== Name: Power Geyser (*) Motion: qcb., DwnBack, Fwd. + BC Hits: 1 Description: Terry punches the ground and a huge explosion rises Comments: The good ol' Power Geyser. Great priority, great anti air, comes out fast. Only problem; doesn't combo off anything. ========================= 3.5.- P. Powers (SDM's) ========================= Name: Triple Geyser Motion: qcb., DwnBack, Fwd. + C Hits: 3 Description: Terry punches the ground, creating three huge explosions with every punch Comments: Same as Power Geyser, but, this baby combos off everything, taking a huge amount of energy bar along with it ------------------------------------------------------------------------------------------------ ============================= 4.- Terry's Chain Attacks ============================= * Can be cancelled () Cannot be cancelled - St. A * ····> St. C * | St. B * ·· - Dwn. A * ····> Dwn. C * - Fwd. + B () ····> St. D * | ···> Dwn. D * - St. A * ······> St. B * ······> St. C () | | | | St. B * ·· ··> Dwn. B * ·· ··> Fwd. + C () | | Dwn. A * ·· ··> DwnFwd. + C * | | Dwn. B * ·· ··> Dwn. C () - DwnFwd. + A * ····> Dwn. C * | ··> UpFwd. + B () | ··> St. C * ····> St. C * --------------------------------------------------------------------------------------------- ============ 5.- Combos ============ (LINE) One Line battle (FAKE) Fakes involved (BIG) Big. opponent (COR) Opp. must be in corner (MAX) Power Gauge must be full, and energy bar must flashing red ============= BEGINNERS.- ============= - Jump C ····> St. A ····> qcf. + B (4 hits) | ··> qcf. + D (4 hits) - Jump C ····> St. B ····> qcf. + B (4 hits) | ··> qcf. + D (4 hits) - Jump C ····> St. C (2 hits) ····> qcf. + B (5 hits) | ··> qcf. + D (4 hits) | ··> qcb. + A (4 hits) | ··> qcb. + B (5 hits) - Jump C ····> DwnFwd. + A ····> qcf. + A (3 hits) | ··> qcf. + C (3 hits) ================ INTERMEDIATE.- ================ - Jump C ····> St. A ····> St. C ····> qcb. + A (4 hits) | ··> qcb. + B (5 hits) | ··> qcf. + B (5 hits) - Jump C ····> St. B ····> St. C ····> qcb. + A (4 hits) | ··> qcb. + B (5 hits) - Jump C ····> St. A ····> St. A ····> St. C ····> qcb. + A (5 hits) | ··> qcb. + B (5 hits) - Jump C ····> Dwn. B ····> Dwn. B ····> Chrg. Dwn, Up. + A (6 hits) - Jump C ····> Dwn. A ····> Dwn. B ····> qcf. + B (5 hits) | | ··> Dwn. B ·· - Dwn. B ····> Dwn. B ····> DwnFwd. + C ····> chrg. Dwn., Up + A (7 hits) ============ ADVANCED.- ============ - Jump C ····> DwnFwd. + A ····> St. C ····> St. C ····> qcb. + A (5 hits) | ··> qcb. + B (6 hits) | ··> qcf. + B ····> qcb. + B (7 hits) | ··> qcf. + D (5 hits) - Jump C ····> St. A ····> St. B ····> DwnFwd. + C ····> qcb. + A or C (5 hits) | ··> qcb. + B (5 hits) (COR) - Jump C ····> St. A ····> St. B ····> DwnFwd. + C ····> chrg. Dwn., Up + A (8 hits) (COR) - Jump C ····> St. A ····> St. C ····> qcf. + B ····> chrg. Dwn., Up + A (9 hits) | ··> qcb. + A (6 hits) | ··> qcb. + B (6 hits) (COR) - Jump C ····> DwnFwd. + A ····> St. C ····> St. C ····> qcf. + B ····> chrg. Dwn., Up + A (10 hits) | ··> qcb. + A (7 hits) | ··> qcb. + B (7 hits) (MAX) - Jump C ····> St. A ····> St. B ····> DwnFwd. + C ····> qcb., DwnBack., Fwd. + C (6 hits) (MAX) - Jump C ····> DwnFwd. + A ····> St. C ····> St. C ····> qcb., DwnBack., Fwd. + C (7 hits) (MAX) - Jump C ····> St. A ····> St. A ····> St. C ····> qcb., DwnBack., Fwd. + C (7 hits) ========== EXPERT.- ========== (FAKE) - DwnFwd. + A ····> St. C ····> Dwn. + BC ····> St. A ····> St. C ····> qcb. + A (5 hits) | ··> qcb. + B (5 hits) (COR) (FAKE) - Jump C ····> DwnFwd. + A ····> St.C ····> Dwn. + BC ····> St. A ····> St. C ····> qcb. + A (6 hits) | ··> qcb. + B (7 hits) (MAX) (FAKE) - DwnFwd. + A ····> St. C ····> Dwn. + BC ····> St. A ····> St. C ····> qcb., DwnBack., Fwd. + C (7 hits) (COR) (LINE) - Jump C ····> St. A ····> St. B ····> Fwd. + C ····> chrg. Dwn., Up + A (8 hits) (COR) (BIG) - DwnFwd. + A ····> St. C ····> Dwn. + BC ····> DwnFwd. + A ····> St. C ····> St. C ····> qcb. + A (6 hits) | ··> qcb. + B (7 hits) | ··> qcb., DwnBack., Fwd. + C (7 hits) | ··> qcf. + B ····> chrg. Dwn., Up + A (11 hits) | ··> qcb. + A (8 hits) | ··> qcb. + B (8 hits) (LINE) - Jump C ····> St. A ····> St. B ····> Fwd. + C ····> qcb. + A (5 hits) | ··> qcb. + B (5 hits) (LINE) (MAX) - Fwd. + B ····> qcb., DwnBack., Fwd. + C (4 hits) (BIG) - Jump B, C ····> DwnFwd. + A ····> St. C ····> St. C ····> qcb. + A (6 hits) | ··> qcb. + B (7 hits) | ··> qcf. + B ····> qcb. + B (8 hits) | ··> chrg. Dwn., Up + A (9 hits) (COR) (FAKE) - DwnFwd. + A ····> St. C ····> Dwn. + BC ····> St. A ····> St. C ····> qcf. + B ····> chrg. Dwn., Up + A (10 hits) | ··> qcb. + A (7 hits) | ··> qcb. + B (7 hits) (MAX) (BIG) - Jump B, C ····> DwnFwd. + A ····> St. C ····> St. C ····> qcb., DwnBack., Fwd. + C (8 hits) (LINE) (BIG) (FAKE) - Jump B, C ····> DwnFwd. + A ····> St. C ····> Dwn. + BC ····> St. A ····> St. B ····> Fwd. + C ····> chrg. Dwn., Up + A (11 hits) | ··> qcb. + A (8 hits) | ··> qcb. + B (8 hits) --------------------------------------------------------------------------------------------- =================== 6.- Special Thanx =================== - To my Girlfriend, for letting me play when I was supposed to be with her. - To [Nando] (a_alva@hotmail.com), for letting me play in his house when I didn't had the game myself, and for giving me ideas to some of the combos. - To RBcf (...), for helping me with the corrections and the suggestions. - To the ppl. at Galerias Brazil, for letting me play without paying a buck. - SNK, for making this great game (We are still waiting for RB3). - OmegaMAD, for making the complete FAQ, which was for quite some time, the only FAQ about RB2. - The DashTaisen homepage (www.dashtaisen.com), for all the info on the characters.