____ // / / // ) ) // / / ___ ___ ___ ___ //__ / / // / / //___ // ) ) // ) ) // ) ) // ) ) //__ / // / / / ___ ___/ / // / / // / / // / / // \ \ // / / // / ____/ // / / // / / // / / // \ \ ((___/ / // / /____ ((___/ / ((___/ / ((___/ / [Guide] : Terry Bogard [Game] : The King of Fighters 2000 [System] : Arcade [Author] : Orochi K [E-mail] : kartelkertra hotmail com [Version] : Final [Date] : April 29, 2002 -=-=-=-=-=-=-=-=-=- DISCLAIMER -=-=-=-=-=-=-=-=-=- Copyright 2001-2002, Orochi K. This FAQ is for personal use only. Do not distribute it or use it for profitable purposes. As of now, permission will no longer be granted to host it on any other website other than the three listed below. Asking for permission would merely be a waste of time. The King of Fighters 2000 and Terry Bogard are copyright SNK of Japan. This FAQ may be viewed at these three sites only: www.gamefaqs.com www.gamespot.com www.cheatcodes.com www.neoseeker.com -=-=-=-=-=-=-=-=-=- E-MAIL POLICY -=-=-=-=-=-=-=-=-=- Lately, I've been recieving all types of letters. At first, it was only one guy so I decided to help him out since I had a lot of spare time at that time. But I'm now getting lots of letters and some of them are really annoying me. I've thus decided to put up this e-mail policy to make you understand as to which e-mails I will and will not reply. E-mails I will accept: ------------------------ - Contributions. - Corrections. - Comments. - Positive/Negative feedback. - Webmasters who wish to post this FAQ on their site. - Your mail must be in text only, no executables. E-mails I will not accept: --------------------------- - People asking me for cheats for this game. There are sites and message boards for this. - People asking me to send them this FAQ. - Nonsense e-mails like 'I think I love you' or 'Where can I find this game in my country?'. - E-mails that are all in CAPS. - Chainletters. - Spams. - Info already stated in this FAQ. - E-mails with no subject line. -=-=-=-=-=-=-=-=-=- INTRODUCTION -=-=-=-=-=-=-=-=-=- This is my first character FAQ for The King of Fighters 2000, the last in the series by SNK's means. Since there are not so many FAQs for the game, I decided to write one and of course, the first character that came to my mind was Terry Bogard. Now, if you're wondering who is Terry Bogard, you're surely a KoF-newbie. Terry Bogard, a.k.a. The Legendary Wolf, is one of the most popular beat-em-up characters and certainly the most popular one in KoF. Initially the leading character in Fatal Fury, he also appeared in the KoF series and has been on a huge number of games, i.e. the entire Fatal Fury series including Garou: Mark of the Wolves and every single KoF game. Now, understand one thing, Terry is strong, real strong. He also has good defensive capabilities and his cool-looking moves like the infamous Rising Tackle make him a very good choice indeed. Moreover, he is not that diffcult to master and anybody can play with him, whether you like playing defensively or just constantly attack (like me) until you can put in a nice combo. There has been some changes to Terry of 99 in this last edition. He's lost 3 moves. He no longer has the Power Charge which was a great move but the Power Dunk is now performed in the original way, i.e. f,d,df+K :) Otherwise, he's still pretty much the same; same outfit, same poses, etc... -=-=-=-=-=-=-=-=-=- CONTENTS -=-=-=-=-=-=-=-=-=- 1. Revision History 2. Controls 3. Terry's Bio 4. Moveslist 5. Moves Description 6. Combos 7. Strategies 8. Facts about Terry ------------------ REVISION HISTORY ------------------ Version 0.1 on May 23, 2001. - Created FAQ. (Strikers section still under construction) Version 0.2 on May 24, 2001. - Added Strikers section. - FAQ complete. Version 0.3 on May 26, 2001. - Added 2 Striker combos. - Included shortcuts. Version 0.4 on May 30, 2001. - Added 1 Intermediate combo. - Added notes on Striker section. Version 0.5 on May 31, 2001. - Corrected a few mistakes. - Added notes on Striker section. Version 0.6 on June 1, 2001. - Added E-mail Policy (please read!). Version 0.7 on June 6, 2001. - Changed lay-out a bit. - Added 1 Expert combo. - Added Striker Action descriptions. - Added 1 Striker combo. - Added 'Facts' section. - Added Terry's profile. Version 0.8 on June 8, 2001. - Added 2 Striker combos. Version 0.9 on June 14, 2001. - Updated moves descriptions. - Added notes in 'Facts' section. Version 1.4 on June 20, 2001. - Included rating for the moves. - Added 1 Striker combo. - Included strategies section. Version 1.5 on June 22, 2001. - Added 1 Striker combo. - Updated 'Facts' section. - Updated moves descriptions. Version 1.6 on June 28, 2001. - Verified third colour. Version 1.8 on July 6, 2001. - Updated strategies section. - Included ASCII. Version 1.9 on July 16, 2001. - Updated strategies section. Version 2.0 on July 30, 2001. - Confirmed what Terry says during High Angle Geyser! - Updated moves desciptions. Version 2.2 on August 17, 2001. - Updated moves descriptions. Version 2.5 on September 9, 2001. - Added a few notes and one beginner combo. - Updated moves descriptions and strategies. - Some new characters in strategies section. Final Version on September 17, 2001. - Last revision! Final Version on November 21, 2001. - Added a 100% combo with Joe. Final Version on December 4, 2001. - Changed the formatting and added new notes. Final Version on December 17, 2001. - Added a 100% striker combo. Final Version on January 3, 2002. - Fixed a few stuff in the strategies section. Final Version on April 28, 2002. - New e-mail! ---------- CONTROLS ---------- ub u uf A B \ | / b -- n -- f / | \ db d df D C General Notations: -------------------- n - neutral A - Weak Punch d - down B - Weak Kick u - up C - Strong Punch b - back D - Strong Kick f - forward Special Notations: -------------------- db - down-back P - Press A or C df - down-forward K - Press B or D ub - up-back AB - Escape uf - up-forward CD - Attack qcf - d,df,f BC - Call Striker qcb - d,db,b ABC - Enable Counter Mode hcf - b,db,d,df,f BCD - Enable Armor Mode hcb - f,df,d,db,b START - Taunt dp - f,d,df rdp - b,d,db -------------- TERRY BOGARD -------------- Fighting Style: Martial Arts & Jeff's Deadly Brawling Arts Birthdate: March 15 Age: 24 Country: USA Blood Type: O Height: 182cm Weight: 82kg Hobbies: Playing video games, trawling Favorite Food: Fast food Mastered Sport: Basketball Prized Things: A glove inherited from Jeff (his father) Dislikes: Slugs Terry and Andy used to live with their father, Jeff. Jeff was a greater fighter and one of his partners was a man by the name of Geese Howard. Their master, Tung Fu Rue, then teached the secrets of his style to Jeff only and this caused the rage of Geese who vowed revenge. As the years passed, Geese became one of the most powerful criminals of Southtown and was a very feared man. However, despite all these years, he hadn't forgotten about this humiliation and one day, he killed Jeff in combat. Now orphans, Terry and Andy decided to go seperate ways and train in their own style. Andy went to Japan while Terry decided to stay in Southtown. Equipped with his gloves which had been given to him by his father, Terry wandered in the streets of Southtown and trained in several martials arts, while keeping in mind all that his father had told him. Years of training and his great variety of styles made him a very worthy opponent indeed and he managed to survive the hellbound streets of Southtown. He then waited for Andy who brought along a friend with him, a Japanese boxer by the name of Joe Higashi. The trio decided to participate in the tournament held by Geese, the King of Fighters, which was a yearly competition. Terry soon showed his strength and abilities and defeated Billy Kane, Geese's right hand, in the final. After this, he got to the top floor of Geese's tower to fight him. There, Geese mocked him, saying that he was too weak. They engaged battle and Terry, due to his love for battles against worthy opponents and his new techniques, defeated Geese and knocked him out of the window. Terry then kept on training while his victory resounded in the whole world. News of his victory finally reached the ears of Wolfgang Krauser, a German nobles man. Not really knowing who Terry might be, he went on a long quest around the world, beating all the fighters who could be this man. Terry was informed about this and went out to look for him, meeting new fighters and new friends along the way: Kim Kaphwan, the Tae Kwon Do justice fighter; Mai Shiranui, the red-haired bouncy ninja; Jubei Yamada, the Judo master. Terry and Krauser finally met and fought. The battle would be a great one since both fought for the love of it. However, Terry came out better due to all the progress he had made after fighting others. Geese, on the other hand, would only fool around with inferior fighters and that made all the difference. This new victory made Terry a very popular man worldwide. Terry was indeed one of the first fighters to be invited to the new format of the King of Fighters tournament, which had a new host. As the competition required a team entry, he invited Andy and Joe to accompany him. Their team, the "Lonely Wolves", soon became one of the best in the world. Although they never won the tournament, they always reached the finals, and Terry was always an excellent fighter. He always helped Kyo in his fights against Rugal and the Orochi clan. - Source: KOF Story Guide by Kailu Lantis But I kinda rearranged it to fit in this FAQ ^-^ ----------- MOVESLIST ----------- -------------------------------- [Throws] ---------------------------------- Grasping Upper When close, b / f + C Buster Throw When close, b / f + D ---------------------------- [Command Attacks] ----------------------------- Rising Upper df + C Hammer Punch f + A ----------------------------- [Special Moves] ------------------------------ Power Wave qcf + A Round Wave qcf + C Rising Tackle Charge d,u + P Burn Knuckle qcb + P Power Dunk f,d,df + K Crack Shoot qcb + K --------------------------- [Desperation Moves] ---------------------------- High Angle Geyser qcf,qcf + K Power Geyser qcb,db,f + P ------------------------ [Super Desperation Moves] ------------------------- Power Geyser qcb,db,f + AC ---------------------------- [Striker Action] ------------------------------ Dunk Geyser ---------------------------- [Another Striker] ----------------------------- Geese Howard NOTE: If you're having difficulties performing the S/DM, there are shortcuts which you can use. Just do qcb,f instead of qcb,db,f and it will work (you may also do qcb,qcf- many players use this including me). ------------------- MOVES DESCRIPTION ------------------- ---------------------------------------------------------------------------- Grasping Upper close to opponent, b or f + C ---------------------------------------------------------------------------- Terry will hold the opponent and kick them once in the face. Good throw. A nice way of using this effectively is to do the (A) Burn Knuckle and you'll land close to the blocking opponent. If the latter is too slow and just remains blocking like a fool, just press f + C and Terry will perform his Grasping Upper. OK, I know this is pretty cheap but what other thing can you do if you have only Terry left and your opponent is taunting you with his 4 characters?! It's a good throw but personally, I like to use the Buster Throw better. Anyway, just use it when you can. It will save your day on more than one occasion. ---------------------------------------------------------------------------- Buster Throw close to opponent, b or f + C ---------------------------------------------------------------------------- Terry will hold the opponent and slam him down on the other side. This throw will make you and your opponent switch sides. Again, you can apply the (A) Burn Knuckle technique to be able to pull the Buster Throw. Also, if the opponent is of the aggressive type, one thing you can do is to retreat and wait for the freak to come at you. Keep holding back and immediately press the D button to throw them. It works very often and is deadly against challengers if you know how to use it. ---------------------------------------------------------------------------- Hammer Punch f + A ---------------------------------------------------------------------------- This is an overhead attack and it has considerable lagtime when used alone. You may cancel this into a special move or a desperation move but you need to have cancelled in it first. I really don't advise anybody to use the Hammer Punch as an overhead simply because of the recovery time. Besides, even though it can only be standing-blocked, the moves takes so much time to come out that your opponent will easily know what to expect. Instead, use it in combos instead and always start with a stand C. The Hammer Punch will flow in nicely and you can finish with a good move for a strong combo. ---------------------------------------------------------------------------- Rising Upper df + C ---------------------------------------------------------------------------- Hits high and comboable in the Rising Tackle, which makes it pretty useful. It has considerable recovery time though mainly because Terry is still crouching when he does it. But the fact that the move is comboable into one of Terry's best moves saves it. A good way to use it effectively is to run. As you run, move your finger such that your are holding the down-forward direction. Now, if you press C, Terry will perform the Rising Upper. You only need to press up & C and the Rising Tackle will combo in. ---------------------------------------------------------------------------- Power Wave qcf + A ---------------------------------------------------------------------------- Terry's projectile as seen in RB. It comes out very quickly and will travel the whole screen quite fast. The Power Wave also has a nice recovery time but that won't really change anything against very fast characters. Besides, it is possible to jump over it. Your opponent may very well jump over it and can land near you before you recover and you'll be in serious trouble. You can win using only the Power Wave against some CPU characters. Just abuse it and you'll win through tick damage. Of course, that's cheap play but it is possible, I need to mention it. :) Can be cancelled into either of his DMs in Counter Mode. It is however always best to cancel the Power Wave only into the High Angle Geyser. The Power Wave is comboable and can be used along with the Hammer Punch. Use it in combos to make sure that it connects all the time. Note that the Power Wave doesn't knock down the opponent. The opponent appears to be dizzied for a short time but whether you use it alone or in a combo, it won't knock down the opponent. ---------------------------------------------------------------------------- Round Wave qcf + C ---------------------------------------------------------------------------- This is considered as the stronger version of the Power Wave but in fact, it is very different from its weak counterpart. The Round Wave takes a hell of a time to come out and if blocked, watch out for the recovery time which implies you'll eat anything, even from Chang. The Round Wave looks like a big Power Wave except that it doesn't travel at all. Instead, it remains by Terry just like Robert's projectile in '98 and Terry remains crouching as long as it is on-screen. Can be cancelled into a DM too and again, go for the High Angle Geyser all the time. This will always makes a combo since the Round Wave remains on-screen for some time. The best thing about this move is that it hits low and as such, it can only be crouch-blocked. If your opponent just stand-blocks, have a good laugh because the Round Wave will connect. What's even better is that since it dizzies the opponent, you can combo it with the Power Dunk. This is fairly hard to do but it does work and is Terry's best chain combo (he only has one anyway ^_^). This works best against a cornered opponent. ---------------------------------------------------------------------------- Burn Knuckle qcb + P ---------------------------------------------------------------------------- Terry will throw his hands forward with energy radiating from them in the form of a ball and he'll rush at the opponent. The weak version travels about 1/3 the screen distance while the strong version goes up to 3/4 the screen distance. However, it has a really poor recovery time and takes to much time to come out. On the other hand, the weak one comes out soon and Terry does not take that long to recover from it. The weak Burn Knuckle should be used in combos or to tick the opponent. Anyway, the strong one cannot be comboed because it takes too much time to come out and your opponent can block it. Use the strong one to land close to the opponent if you are too far apart. There are risks to using it though because a fast opponent will attack you as you recover. Thus, you should rely on the weak one most of the time. It can take jumping opponents by surprise and hit them when they least expect it. A good way of fooling the CPU is to perform the Power Wave quickly followed by the Burn Knuckle. It works fine from time to time but do not abuse it! ---------------------------------------------------------------------------- Rising Tackle charge d, u + P ---------------------------------------------------------------------------- A great move! It has been toned down but it still is useful. However, it no longer has auto-guard and guard crush and doesn't have that high priority which made it so cheap back in '98. The strong version will do up to 7 hits if you manage to suck the opponent in as from the first hit while the weak one can do 5 hits at most. Both are highly damaging and once the opponent is caught in either, there's no coming out. I guess that's pretty obvious from the command itself, the Rising Tackle is an anti-air and a very good one at that too! Use it against overly aggressive opponents who like to jump at you like Choi. To make sure it'll efectively connect, wait for the character to land, do a crouch C and release the Rising Tackle. This strategy has a lot of risks though. If your opponent manages to cross-over, you're in for a bad time. The recovery time is another drawback. Terry takes a lot of time to get back on his feet after a missed Rising Tackle. If it misses completely, your opponent even has time to taunt you before attacking you. Can be cancelled into a DM in Counter Mode but only on the first hit. This is damn hard to perform and besides, the DM doesn't always connect. Forget about it! ---------------------------------------------------------------------------- Crack Shoot qcb + K ---------------------------------------------------------------------------- Terry whirls around and tries to hit the opponent with his foot. The weak version come out very quickly but doesn't have a very good range and is good only against close opponents. The D version takes a lifetime to come out and Terry takes even more time to recover from it. The weak Crack Shoot is rather unpredictable and you can use it to take your opponent by surprise. It is comboable after a stand C but even that sometimes misses. I don't understand why this happens though, my guess is that's because of the lag. It doesn't go far but is quite damaging and has certain uses. On the other hand, the strong one will see Terry fidget about for about 2 seconds and if the move misses, I hope you still have a lot of life left. It's still useful though because it lets you get close to the opponent and do some tick damage at the same time. It can also act as anti-air but I wouldn't count on that very often if I were you. ^_^ ---------------------------------------------------------------------------- Power Dunk f, d, df + K ---------------------------------------------------------------------------- The Power Dunk is primarily an anti-air but is not limited to those situations. The animation is such that it'll even take a crouching opponent up and all the hits will connect. The weak version is comboable after a crouch C (I guess it is comboable after the first hit of the stand C too but it's harder to pull and you can't risk such stuff in KOF). The stronger Power Dunk makes Terry go higher up and it does seems that Terry get forward more too. If the opponent keeps jumping at you, wait for him to be close to landing and perform the Power Dunk. Chances the Power Dunk will take him away with 2 hits are very high. Otherwise, use it more as an anti-air even though it is comboable. It also enables you to get close to your opponent and may surprise turtlers. Knowing where Terry will land is very hard and this makes the Power Dunk a great attack against blocking challengers. They'll be so confused that you'll have time to recover and to hit them too. A very nice move and we're lucky enough to have it back to its original command. ---------------------------------------------------------------------------- Power Geyser qcb, db, f + P ---------------------------------------------------------------------------- Terry will punch on the ground and will perform a very big Round Wave. The projectile is stationary too and is a very good desperation move. Both the weak and the strong versions can be used in combos along with the Hammer Punch and this makes the move very dangerous. Once you can get a close C to connect, whether standing or crouching, simply follow with the Hammer Punch and end with the Power Geyser. There's no getting out of this. This DM is also a great anti-air and jumping opponents cannot block it. Pull this and win laughing! It is very quick to come out although the recovery time for the strong version really sucks. Terry remains crouching for too long and any player can punish you for that. As as a desperation move, you couldn't ask for more. Quick, comboable and works anytime. It is more damaging that the High Angle Geyser when it connects too! ---------------------------------------------------------------------------- High Angle Geyser qcf, qcf + K ---------------------------------------------------------------------------- Terry's second desperation move where he'll start with the Power Dunk and finish with a Power Geyser. The move does 5 hits in all and Terry even swears during it. My ears tell me that he shouts "Oh my shit, geyser!" but Run Hin Run has confirmed that it's supposed to be "Overheat geyser!". Oh well, I'll go along with my personal oppinion. This DM does 5 hits and when blocked, does massive tick damage. It takes off less life than the Power Geyser when it fully connects though. The High Angle Geyser is comboable just like the Power Geyser. The SDM does 10 hits and darn damaging, even when blocked. The best thing about it concerns its recovery time. It is very quick and you are safe performing it. Not to be abuse against real fast opponents though. It is also very useful as even if the opening part misses because you are too far from the opponent or he has managed to roll back, the rest may still hit him. CPU characters tend to eat it a lot and let themselves fooled by the tick damage. ---------------------------------------------------------------------------- Dunk Geyser Press BC with Terry as your striker (costs 1 strike bomb) ---------------------------------------------------------------------------- If your character is far from the opponent, Terry will jump in and will perform his Power Geyser. The attack does good damage and allows free juggles but you need to be fairly quick. If your character is fairly close to the opponent, Terry does in with the Power Charge, continues with the Power Dunk and ends with the Power Geyser. With this attack, Terry is one of the best strikers in the game since you have enough time to throw in a lot of hits and with certain characters, you even have time to take about 3/4 your opponent's lifebar. -------- COMBOS -------- This is where Terry excels. Terry is really great in the sense that he doesn't require a lot of time to get used to. He is fairly quickly to master and his combos are not that tough to perform. And that's not all, this guy has a truly astounding number of combos. Just read on! This section is divided into 4 parts: Beginners, Intermediate, Expert and Striker. ---------------------------------------------------------------------------- BEGINNER COMBOS ---------------------------------------------------------------------------- 1. Standing C, Hammer Punch(f+A) 2. Standing C, Rising Upper(df+C) To do this, simple hold df while Terry does the 2 hits and press C as soon as he finishes. 3. Standing C, Burn Knuckle(qcb+A) Use A-version only. 4. Standing C, Power Wave(qcf+A) 5. Standing C, Round Wave(qcf+C) 6. Standing C, Crack Shoot(qcb+B) Use B-version of Crack Shoot only. 7. Standing C, Power Dunk(f,d,df+K) 8. Crouching C, Rising Tackle(Charge d,u+P) 9. Crouching C, Burn Knuckle(qcb+A) 10. Crouching C, Power Wave(qcf+A) 11. Crouching C, Round Wave(qcf+C) 12. Crouching C, Crack Shoot(qcb+B) 13. Run and press df while still running, hold df and press C (Rising Upper) and press u+P immediately for the Rising Tackle. ---------------------------------------------------------------------------- INTERMEDIATE COMBOS ---------------------------------------------------------------------------- 1. Crouching C, Rising Upper(df+C), Power Wave(qcf+A) 2. Crouching C, Rising Upper(df+C), Round Wave(qcf+C) 3. Crouching C, Rising Upper(df+C), Burn Knuckle(qcb+A) 4. Crouching C, Rising Upper(df+C), Crack Shoot(qcb+B) 5. Jumping C, Crouching C, Rising Tackle(Charge d,u+P) It doesn't work very often with crouching C. You can do Crouching A instead and the whole combo will have a greater chance of connecting. 6. Standing C, Hammer Punch(f+A), Power Wave(qcf+A) This, along with all the others that follow, is his trademark combo. 7. Standing C, Hammer Punch(f+A), Burn Knuckle(qcb+A) Never forget, combos normally require use to use the weak buttons. 8. Standing C, Hammer Punch(f+A), Crack Shoot(qcb+B) 9. Standing C, Power Geyser(qcb,db,f+P) 10. Standing C, High Angle Geyser(qcf,qcf+K) 11. Standing C, SDM Power Geyser(qcb,db,f+AC) It's not that hard. You're probably saying this belongs to the Expert Section but I do think this is actually easier to pull than the combos I've put there. 12. Jumping C, Standing C, Hammer Punch(f+A), Power Wave(qcf+A) 13. Jumping C, Standing C, Hammer Punch(f+A), Burn Knuckle(qcb+A) 14. Jumping C, Standing C, Hammer Punch(f+A), Crack Shoot(qcb+B) 15. Standing C, Hammer Punch(f+A), High Angle Geyser(qcf,qcf+K) 16. Standing C, Hammer Punch(f+A), Power Geyser(qcb,db,f+P) ---------------------------------------------------------------------------- EXPERT COMBOS ---------------------------------------------------------------------------- 1. Standing C, Hammer Punch(f+A), SDM Power Geyser(qcb,db,f+AC) His trademark combo. Requires practice though! Don't pull this if you are not sure it will connect, you'll only have wasted your stocks. NOTE: The following have only a small chance of successfully connecting. The Hammer Punch sometimes causes the rest to miss and since you're so much concentrated, you don't notice this and continue on with the rest :( Of course, it's another story when the opponent is cornered :) 2. Jumping C, Standing C, Hammer Punch(f+A), High Angle Geyser(qcf,qcf+K) 3. Jumping C, Standing C, Hammer Punch(f+A), Power Geyser(qcb,db,f+P) 4. Jumping C, Standing C, Hammer Punch(f+A), SDM Power Geyser(qcb,db,f+AC) When cornered, the third geyser will miss (it goes off the screen) but it's still great though. Very flashy too! 5. Jumping C, Standing C, Hammer Punch(f+A), Power Dunk(f,d,df+K) 6. -Corner Only- Jumping C(hit back), Crouching B, Crouching A, Rising Upper (df+C), Power Geyser(qcb,db,f+P) Note that you may use Crack Shoot or other moves instead of the Power Geyser if you don't have a Power Stock. Don't use Rising Tackle though. In most cases, it will do only 1-2 hits. ---------------------------------------------------------------------------- STRIKER COMBOS ---------------------------------------------------------------------------- Since there are truthfully a lot of striker combos in the game, I'll just list the most useful and damaging ones. 1. With Joe: Jumping C, Standing C, Hammer Punch(f+A), do any move that will knock the opponent down. Immediately call Joe as the opponent is on the ground and input the same commands again. Repeat this depending on how many striker bombs you have. It doesn't matter which move you use, the result will be the same. It is also possible to use a DM instead or a SDM if you have a full stock. Just make sure you don't miss it. Yup, this is an infinite! 2. With Vanessa: Jumping C, Standing C, call Vanessa and wait until she does her fourth hit and do any move. Note that you can also try to include the Hammer Punch just before you call Vanessa but it makes the combo miss sometimes and so, I advise you to stick to this simpler version. 3. With Robert: Jumping C, Standing C, Power Wave(qcf+A), call Robert, run forward a little, Standing C, Hammer Punch(f+A), any move or DM. Again, remember that you need to use the weak versions of the moves at the end of the combo. You can do the Rising Upper(df+C) instead of the Hammer Punch but it is better to do the latter since you have a greater chance of connecting. 4. With King: -COUNTER MODE- Jumping C, Standing C, Rising Upper(df+C), Crack Shoot(qcb+B), call King, do the Rising upper again as King is performing her Striker Action, Power Geyser, do the Round Wave(qcf+C) as the opponent is hitting the ground, cancel into High Angle Geyser. 5. With King: -COUNTER MODE- Jump D, crouching B, crouching B, call King at the same time, Rising Upper(df+C), Crack Shoot(qcb+D), do the Round Wave (qcf+C) as the opponent hits the ground, cancel into High Angle Geyser. 6. With Seth: -Corner Only- Jumping C(hit back), Crouching B, Crouching A, Rising Upper(df+C), Crack Shoot(qcb+B), immediately call Seth, do Power Geyser((qcb,db,f+P) as Seth kicks the opponent up(good timing required here), when the Power Geyser connects Seth will again hit the opponent up, do Power Geyser again((qcb,db,f+P). This combo will take away about 70% of your opponent's life. You can replace the second Power Geyser with the Rising Tackle. Isn't this a marvellous combo? *Thanks to Xie Chengzhong Erik for this contribution* 7. With Ryo: Standing C, Hammer Punch(f+A), any move that will knock opponent down but no DM, call Ryo as soon as opponent hits floor. Then, as opponent is up again, repeat but you can use a DM this time. Works best in corner. Well, it's easy, Ryo's fireball will make the opponent stand up and will give you time to put in another combo. Note that you can start with a Jumping C/D, this adds one hit. I think that this is also an infinite but sometimes, Ryo shows up at the other side of the screen and messes everything up. 8. With Another Iori: Standing C, Hammer Punch(f+A), call Another Iori and wait for his to do his move, then as opponent falls down, Power Geyser(qcb,db,f+P). 9. With Baedal: Standing C, Hammer Punch(f+A), call Baedal and wait for his attack to do the second hit and do the Power Geyser(qcb,db,f+P). Baedal in Jhun's Another Striker. You need to wait a little for the Power Geyser or it may not connect. But if done in corner, you can just go on with the Power Geyser whenever you want, it will connect. 10. With Benimaru: -Corner Only- Jumping C, stand C, Hammer Punch (f+A), weak Burning Knuckle, call Benimaru, Round Wave(qcf+C), Power Dunk(f,d,df+K). You need to do the Round Wave while Benimaru is attacking the opponent. Be quick with the Power Dunk. 11. With Joe: -Must start near corner- Standing C, High Angle Geyser (qcf,qcf+K), call Joe, standing C; High Angle Geyser (qcf,qcf+K), standing C -> {A} Burn Knuckle (qcb+A) or Power Dunk (dp+K.) This is a 100% combo, provided you manage to get in all the hits. Note that the standing C is necessary, otherwise the High Angle Geyser may not connect. And, of course, wait for the opponent to land before calling Joe. If you do so too early, Joe will just appear and won't do anything. 12. With Joe: -Corner only- Jumping C, standing C, Hammer Punch (f+A), Crack Shoot (qcb+B), call Joe, (the following needs to be done while Joe is hitting the opponent), standing C, Hammer Punch (f+A), High Angle Geyser (qcf,qcf+K), call Joe when opponent lands down, standing C, Hammer Punch (f+A), High Angle Geyser (qcf,qcf+K). Use only the weak Crack Shoot. This combo is a 100%. Here are some useful notes which you need to bear in mind: - With Joe and Leona, you can pull off any move that will knock the opponent down and immediately call Joe/Leona. They will both bring the opponent up for their Striker Action and will allow you to combo. - With Vanessa, you need to wait her to do her fourth hit first before trying to combo in. This applies to every move. - About the Striker Bonus Attack (call Striker just after a throw), Joe/Leona will not bring the opponent up again in this case. They will merely hit the opponent once. - Taunting the opponent when you have a Power Stock will give you a Strike Bomb but you'll lose that Power Stock. Some people have complained about this but I find this a great option with Terry if you're using Joe or Leona as striker. Remember, even if you lose a stock, you'll get it later on if you don't lose. So, just use this great option to increase your strike bombs and then, just go on and use your infinite. - It is possible to do the Rising Tackle without having to crouch, this is done while running. Here's how it should be done: run (f,f, hold f), then move your finger onto df while still running. Now, just press u+P and wonder at the strength of the Rising Tackle. - Use Terry's Attack (CD) a lot and when opponent blocks, do the Power Wave. It sometimes catches the opponent off-guard. - His CD can stop some moves and you can even take advantage of its recovery time to make life hard for your opponent. - When Terry's knocked down, hold up and as soon as he's on his feet again, you can release the Rising Tackle. This sometimes catches the opponent off-guard since they weren't expecting this. ---------- STRATEGIES ---------- This covers strategies which you can use against certain CPU opponents for an easy win. However, not all characters can be included in this section as there's no real way to defeat them and you just need to vary your style. In fact, I'll only include those characters against which you can use my recommended strategy anytime. Well, most of the time... Athena: You may just keep blocking and take her by surprise when she uses her teleport move. A nice strategy is to throw her as she passes behind you since she won't be able to escape. Choi: Very simple. Just crouch (while blocking at the same time just in case!). Choi jumps a lot...Now, you know what that means, right? Wait for him to jump at you and release the awesome Rising Tackle. Jump CD also works well but if you miss, you run the risk of Choi greeting you with a DM. Mary: Crouch and block until she slides towards you and release any combo as she recovers from her move. Aren't recovery times useful!? :D Just do this everytime and she's dead. Mai: First, when the round starts, wait for her to use her projectile, avoid it and try to hit her. Once she's knocked down, make sure you are quite close to her (but not too much!!) when she'll get up. She should immediately use her projectile again. Avoid and hit...One of the easiest characters if you ask me. Lin: Aaargh!!! Without doubt one of the most fearsome characters in the game. Best strategy: Burning Knuckle all the way! But don't forget to use the weak version only unless you wanna make Terry a kamikaze. Benimaru: Same as Choi, use Rising Tackle when he jumps at you. And don't ever try to switch sides with him using Escape, he'll make you pay for that. Clark: Again, Burning Knuckle all the way, he'll eat them all. Don't rely too much on the Power Wave because he may jump and use his DM against you. Ramon: Be aggressive. And this doesn't only apply to Terry but to any character when fighting against this new character. I've heard a lot of people complaining that he's too hard at my local arcade. But by attacking him constantly, he becomes real easy. Just go on with the jump C, stand C, Burning Knuckle. Kasumi: Use A version of Burning Knuckle. Standing and jump CD also work well. It is better to include the Burning Knuckle in a combo. Don't use it alone. Jump D, stand C, A Burning Knuckle is the best. If you use the move aloe, Kasumi may use one of her counter moves. Hinako: Jumping CD seems to work very well and it will hit for a nice chunk of damage too. Keep comboing until her guard breaks if you don't want to use jumping CD and she's easy. Watch out for her DMs tough! Zero: He is quite tough (well, he _is_ the boss!) but with good timing (and a bit of luck), Terry makes him look like a wimp. Here's what you should do. You should use the Burning Knuckle as your main move. When the distance between Terry and Zero is less than half a screen, use A version. If the distance is greater than half a screen, you should use the C version. Now, here comes the crucial part. In any case, as soon as you've performed Burning Knuckle and landed near Zero, roll forward (f+A+B). Most of the time, he'll try to attack you as soon as you've landed. If you successfully rolled forward, you should be behind him when he attacks and you'll have enough time to combo in from there. Easy! Be quick though! Another strategy you may use is to keep holding back until he moves towards you. Then, quickly move forward as he comes near and throw him. This works but the first strategy is much better. ------------------- FACTS ABOUT TERRY ------------------- This is a section about all the cool things about Terry which you need to know. - Terry always has the same original outfit except in Garou: blue pants, white shirt, red jacket, white and red cap, and of course, his gloves. - During the Power Dunk (f,d,df+K), when he is up, watch him well. You'll notice that he has his cap backwards and you see his face much better. - He always has the same taunt. - Terry has some feelings for Blue Mary and vice-versa but so far, it's just been like this although they are in the same team in KoF 2000. - In Fatal Fury, the Rising Tackle was performed by Charge d,u+P. SNK changed this to f,d,df+P. However, as from 99, SNK decided to return it to the original form. :) - He has new colours in KoF 2000. I'm talking about his jacket and his cap. Be sure to try these out, I think these new colours are great. You get these colours by pressing C+D at the character select screen. -=-=-=-=-=-=-=-=-=- CREDITS -=-=-=-=-=-=-=-=-=- Special thanks go to (in no particular order): - SNK For making this hugely entertaining game. The only company that really convinced me that you could make awesome soundtracks for great beat-em-ups. Now, wasn't my first FAQ for a certain SNK game, a true gem although not a beat-em-up...!? :P - CJayC For posting this guide and, of course, for such a great site. - Kao Megura I used his character bio and movelist names; for inspiring me to write this FAQ. He has a great King of Fighters 2000 FAQ which can be viewed at www.gamefaqs.com. - Vincent Chua For running the greatest KoF site there is. I got a lot of information from his great site. And for his very good mailing-list for all those KOF fanatics. - Kailu Lantis For letting me take and rearrange Terry's profile from his Story Guide. Just check out his guide (which, of course, can be found at GameFAQs), it's an excellent one. - hebretto For his various contributions. Contributed Striker combos #4, #5, #6 and Intermediate combo #10 and for reminding me about the shortcuts. He also has some character FAQs for KoF 2000 which you can check out at GameFAQs, the number keeps increasing each day. - Big Russian For guiding me onto Kailu's FAQ. He was of a great help. - Xie Chengzhong Erik For Expert Combo #6 and Striker Combo #6(great combo). - Evil Sephiroth For helping me out with the Zero Strategy. - Run Hin Run For mailing me about what Terry says during the High Angle Geyser. - Orochinagi For the striker combo using Ryo. - Anime Japan For contributing striker combo #11. - Cool For telling me how to do the Rising Tackle while running. He actually told me this for my '99 Robert FAQ but it applies here too. - Tai-Chi Master For his help on Vincent's mailing list. And for enabling me to complete my KOF collection!! :) - Adem For striker combo #12 (100% combo). - You What would be the point of this FAQ if you weren't here, reading it!? Thanks for reading. -=-=-=-=-=-=-=-=-=- THE END -=-=-=-=-=-=-=-=-=-