------------------------------------------------------------------------------ King of Fighters XI Terry FAQ: VERSION 1.00 -Created, Edited and Compiled by: Psychochronic of Shoryuken.com (Brettdude in Gamefaqs) with some help by G Product and Frionel Another form of Psychochronic Literature! ------------------------------------------------------------------------------ Last Update: October 15, 2006 ------------------------------------------------------------------------------ Notes before reading this document: ------------------------------------------------------------------------------ 1) This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. This document is for private and personal use only--it cannot be reprinted in part or inwhole or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. Although I am...the author in the majority of the text, please respect the other authors whose work I have included in this guide. 2) This document is better read on Notepad with the Font set on "Times New Roman" on Regular setting, Size "10" and the screen resolution set on 1024x768. Use the Find feature (Ctrl + F) to find whatever term you're looking for easy mobility. ------------------------------------------------------------------------------ Table of Contents: ------------------------------------------------------------------------------ 1) Version Changes 2) Character Biography 3) Legend 4) Movelist -Normals ~Standing ~Crouching ~Jumping -Unique Moves (Command Normals) -Special Moves -Super Desperation Moves -Leader Desperation Moves 5) Differences from KOF2003 6) Combos 7) Contact 8) Credits ------------------------------------------------------------------------------ Version Changes: ------------------------------------------------------------------------------ 1.00 - October 15, 2006: Compilated on October 2, 2006 around 7:43am EST and finished on October 15, 2006 around 10:48pm EST. ------------------------------------------------------------------------------ Character Biography: ------------------------------------------------------------------------------ Full Name: Terry Bogard Birthplace: U.S.A. Blood type: O Fighting style: Martial arts and Jeff Bogard-derived Kenka Sappou (Deadly Brawling Arts) Likes: Video games, wall painting, Fast Food (Clubhouse Sandwiches since KOF2003), Vintage Jeans (MOTW) Dislikes: Cigars and cigarettes, slugs First Appearance: Fatal Fury ------------------------------------------------------------------------------ Legend: ------------------------------------------------------------------------------ U = Up UF = Up-Forward F = Forward DF = Down-Forward D = Down DB = Down-Back B = Back UB = Back QCF = Quarter-Circle Forward QCB = Quarter-Circle Back HCF = Half-Circle Forward HCB = Half-Circle Backward P = Punch LP = Light Punch HP = Hard Punch K = Kick LK = Light Kick HK = Hard Kick E = Blow-Off Attack SC = Super Cancellable DC = Dream Cancel ------------------------------------------------------------------------------ Movelist: ------------------------------------------------------------------------------ NORMALS: Standing: LP: (FAR) A fast elbow attack, good for poking game. A mid-range punch that can be used for zoning and good as anti-small jumps. (CLOSE) Both of them are cancellable by a light normal (crouching and standing), Rising Upper and all specials and supers. LK: (FAR) A fast low kick that can be blocked both high and low.A a mid-range kick attack that's excellent for mid- range zoning and is only cancellable by his supers (but not his Power Stream). (CLOSE) Cancellable by his Rising Upper, his special and his supers. HP: (FAR/CLOSE) A jab that can be cancelled by his command attack, supers, specials and leader special, but also by another punch attack (by pressing E after it). It's a slow long-range punch, that cance only be canceled by a super (not his Power Stream). Can be used good for zoning. HK: (FAR) Is a very slow long range kick that can't be cancelled. (CLOSE) A very fast 2 hits kick, that can be cancelled by his command attack, special, supers and Power Stream on both hits. Very good for combos. E: (FAR/CLOSE) A short jumping kick that evades lows attacks and can be cancelled and free cancelled by his specials, supers and Power Stream. Even he's in the air, he's still "throwable" (?) and can use his quick shift. Crouching: LP: A very fast crouching punch, that can be cancelled by another crouching LP, a far standing LP, a crouching LK (only on link), his command attack, his special, supers and Power Stream. LK: A fast crouching kick that has to be blocked low (but slower than his crouching LP). It can be cancelled by a crouching LP, a far standing LP and a far standing LK. HP: A very good crouching punch that hits far (excellent for zoning), and can be cancelled "on frame" (hit confirm) by his command attack, his specials, supers and Power Stream. It can also be "free" cancelled (cancel it by a special without hitting with the punch). HK: Another very good attack. A long range crouching kick that hits low. It can be cancelled by his command attack, his supers, specials and Power Stream. Excellent for zoning and pressuring game. Jumping: LP: An elbow in the air that can trade hits on the air-to- air. A light attack, nothing else worth mentioning. LK: A knee attack that aims forward and has the near- same properties as jumping LP. It can also crossup which can mean a sneaky combo starter upon landing. HP: A straight punch that aims downwards. A very good strong aerial normal and does decent damage and a fairly good air-to-air if timed right. HK: A kick attack that aims downwards like jumping HP. Can also crossup like jumping LK and has good damage for a strong aerial normal. E: A horizontal kick that's an exceptional air-to-air and knocks down upon impact. Not a bad alternative hit other than an aerial normal. UNIQUE MOVES: Combination Blow: E (during standing close HP): Terry's extended attack during a close normal. Nothing great and he can no longer cancel it. He can only link into a Buster Wolf from it. So no real use unless you have bar and connect a standing close HP. Rising Upper: DF + HP: A basic uppercut move that can combo from light/strong attacks and into specials/supers. Possible anti-air but not the best. Move is best used for verifying combos, mainly crouching LP/LK, Rising Upper, LP Burning Knuckle or any super. SPECIAL MOVES: Power Wave: QCF + P: Terry slams his fist the to the ground as it unleashes a wave going forward that's best used as a poke from max range and a shield to run behind and mount a defense. Okay in poke strings and can be comboed but no point, it offers no tatical advantage in combos. LP version has better startup and recovery bu the wave travels slow. HP version has slower recovery but the wave travels faster. Even from max range, the LP version is best. You have enough time to recover and mount an offense or prepare for your opponent's roll/jump or whatever over the wave. Burning Knuckle: QCB + P: Terry dashes forward with a fist move that's best used in combos. Possible anti-air but not recomended but it does do a knockdown. Can't combo off of light attacks however. LP version is faster and can be comboed into unlike the HP version which suffers from more startup but has more range. In the end, the HP version is pratically useless. Has more recovery and unsafe but only if use it, you anticipate a whiffed attack with heavy recovery. Burning Knuckle is safe if blocked from max range and on the last frame. Power Charge: HCF + K: -Level 2: Fx2 + K (during Power Charge; SC): -Level 3: Fx2 + K (during Level 2 Power Charge): Terry does a turning shoulder attack that's mainly a combo use only or use it when an opponent is close to guard break but LK version only, HK version too risky. If the first hit is blocked, then do not continue the last 2 hits. Still punishable on first hit but not as much. This is the only special Terry can combo off of a light attack and the second hit is super cancellable and is a good way to verify a Buster Wolf. Crack Shoot: QCB + K: Terry does a forward flipkick. Another possible anti-air but not recommended. Knocks down now which is a plus and is an overhead now. Best used in mix-ups off of his crouching LP/LK. LK version is faster but not as much range while the SK version has a lot of hangtime and travels slighty further in the end, only use the LK version as the HK version way too risky. Power Dunk: F, D, DF + P: Terry rises up with a downward fist attack. In most games, the Power Dunk sucks and is best used for juggles. In this game, it recieved the NGBC version and has more priority and can almost be used in the same situations as Ryu or Ken's Shoryuken on defensive wakeup, anti-air and also combos. Main answer for anti-air when you have no bar. With the proper postioning, this attack can crossup. LK version is faster and travels lower to the ground which is a plus though the HK version travels higher it is slower. Regardless, either is unsafe on a block. Breaking: LP + LK (during first hit of Power Dunk): Terry cancels his Power Dunk in his standing position. The timing for the breaking couldnt be any harder than it is now. It works to your advantage though. It setup's juggles to super without sacrifing a stock for an SC or DC or a setup to Quick Shift Combos or to avoid long recovery on a block. SUPER DESPERATION MOVES: Buster Wolf: QCFx2 + K (DC): Terry's extended version of his Burning Knuckle and if it hits, unleashes a long multi-hit ground wave. Buster Wolf can also be used as an anti-air but needs some proper timing and positioning but not as much as in KOF 2003 when the second hit will whiff. Best used in combos mainly and one slight mixup. After a crouching LP/LK, you can either dash-up throw, Crack Shoot (if blocked low) or Power Wave. In this case, you can do crouching LP/LK (blocked), wait a second than counter with Buster Wolf. Also Buster Wolf can easily be verified off various low attacks. Also the first hit is DC which is good. Power Geyser: QCB, DB, F + P: Terry's extended version of his Power Wave but longer in height and stationary. His all purpose defensive super and can be comboed into but best used as an anti-air mainly. SP version comes out slightly faster and when you have bar, this is your all purpose anti-air. LEADER DESPERATION MOVES: Power Stream: QCB, HCF + E: Terry unleashes a tall, large aura from his body. Possible anti-air but then again, refer to Power Dunk and Power Geyser. For if it hits early, some hits will whiff thus, much damage scaling. Best used in corner combos due to it's rather small hitbox and range or as a counter to a Saving Shift. Overall, not a recomended leader super though the damage is good. ------------------------------------------------------------------------------ Differences from KOF2003: ------------------------------------------------------------------------------ -Slight overall increase in priority all of his attacks. -New command for his Combination. In addition, he can no longer cancel the Combination Blow. However, you can link a Buster Wolf after it. -His Back-Spin Kick is now his standing E. -The timing on breaking his Power Dunk is much more strict. -The LK Power Dunk travels lower to the ground. -He can now juggle off of his Power Charge when used in combos involving his Power Dunk, Breaking.... -The 2nd hit on his Buster Wolf doesn't have such a high tendency to whiff if the 1st connects on an airborne opponent. -Buster Wolf and Power Geyser have "totally" switched roles. In KOF2003, Buster Wolf was better for combos cause it scaled better and Power Geyser as a "look in my direction and you die" defensive move. In XI, Buster Wolf does PATHETIC damage when comboed into. However, when you get a counter with it, it does pretty good damage. Throw in the fact that hops have a lower trajectory in general this year and increased invulnerability for the Wolf (I believe the only vulnerable part now is his head), and the Buster Wolf is now "the" move of choice (save Power Stream, of course) when stopping hops/jump attacks. Power Geyser, on the other hand, now sucks in every way, but it still scales pretty nicely in combos. Blah, blah> Power Charge (2 hit) > Power Geyser does way better damage then the Buster Wolf cancel. ------------------------------------------------------------------------------ Combos: ------------------------------------------------------------------------------ -Crouching LK, link crouching LP, Rising Upper, Burning Knuckle (LP) -Jumping deep HK, standing close HK (2 hits), Burning Knuckle (LP) -Jumping deep HK, crouching LK, link crouching LP, Power Charge (LK), Level 2, Level 3 -Jumping deep HK, standing close HK (2 hits), Power Charge (LK), Level 2, Level 3 -Jumping deep HK, standing close HP, Power Dunk (LK), Break, juggle with Power Charge (LK), juggle with Power Dunk (LK) -Crouching LK, link crouching LP, Rising Upper, Buster Wolf -Crouching LK, link crouching LP, Rising Upper, Power Geyser -Jumping deep HK, crouching LKx2, link standing LK, Buster Wolf -Jumping deep HK, standing close HK (2 hits), Buster Wolf -Jumping deep HK, standing close HK (2 hits), Power Geyser (LP) -Jumping deep HK, standing close HP, Combination Blow, link Buster Wolf -Jumping deep HK, standing close HK (2 hits), Power Charge (LK), Level 2 (SC), Buster Wolf -Jumping deep HK, crouching LK, link crouching LP, Power Charge (LK), Level 2 (SC), Buster Wolf ------------------------------------------------------------------------------ Contact: ------------------------------------------------------------------------------ -Psychochronic: Contact me! Here are the following e-mails and internet forums you can find me at: E-Mails: MSN Messenger/Hotmail: b_unit905@hotmail.com Yahoo!: psychochronic2004@yahoo.ca Internet Forums: Gamefaqs.com: brettdude Shoryuken.com: psychochronic MIRC (channels on EFnet): #Capcom (The main channel for Shoryuken.com) #Gamecombos (The main channel for Gamecombos.com) #Srkgd (The General Discussion part of Shoryuken.com) #Srklive (The XBOX Live part of Shoryuken.com) My Fighting Game Site: www.geocities.com/psychochronic2004 -G Product: E-Mails: MSN Messenger/Hotmail: aolkillah@hotmail.com AOL/AIM: Two D Playa XBOX Live Gamertag: G Product -Frionel: E-Mails: MSN Messenger/Hotmail: naili_khalid@msn.com ------------------------------------------------------------------------------ Credits: ------------------------------------------------------------------------------ Props to those who made this guide possible: G Product for his share of researching and his hookups from Guardcrush.net and Orochinagi.com and Frionel who helped me out in finishing the FAQ on the right time and also representing France in Tougeki 2006 in Japan in King of Fighters XI and Neo Geo Battle Coliseum. Non-mainstream those games my friend. Peace. -Psychochronic Copyright (c) Brett Navarro 2005-2007