Terry Bogard(KOFXI): Unterschied zwischen den Versionen

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|crouch_tier = C
|crouch_tier = C
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== Quick Guide ==
:Terry is a strong, well-rounded character that can be played both offensively and defensively.
:His damage output and juggle potential is average, but he has good normals and various ways to cause hard knockdown, including from light hits, enabling strong okizeme loops.
:His defense is very good, with only his reversals having pronounced weaknesses.
:He is best played in second position since he needs super stock for 236236B or as a point. He can occasionally be seen as a Leader since his LDM deals good damage, though it is not trivial to land.
'''Neutral'''<br>
:On range, use Terry's very fast and annoying projectiles to make your opponent jump or roll, then punish on reaction with the lightning-fast, 3F startup 236236B.
:Terry best approaches with (smalljump) j.C or j.D. The former is faster and has a strong hitbox, the latter has more range and can easily cross up.
'''Offense'''<br>
:Once in close range, use blockstrings suck as 2B>2D, 2B>2C, 2B>2A/5A, then cancel into 41236B>66B or 236A or simply nothing to keep them guessing.
:Mix in smalljump C to reset your pressure.
:Smalljump B can cross up against crouching opponents, which can be used after a dash or a small walk forward during blockstrings or after a knockdown.
:If you end your combo with 41236K>66K>66K midscreen, you get a hard knockdown into a j.D crossup / fake crossup 50/50 that can potentially be repeated.
:Terry's throw makes opponents wake up facing the other way. This can be used to cross them up in the corner with j.D and should be exploited as much as possible. To turn this into a 50/50, simply delay the attack and it will not crossup. Continue with 5D(c) to make hit confirming a little easier (5D has 2 hits). You can loop this if you combo into the 41236K-series to cause another hard knockdown.
'''Defense'''<br>
:In neutral, 236236B is the mainstay of Terry's defense. While dealing low damage, it is so fast and reliable that it can even beat half-screen smalljumps easily on reaction.
:Also use 236236B to punish otherwise hard-to-punish moves such as Kula 214B.
:If you have the super stock, be ready to combo into another 236236B should the first one trade, which happens a lot.
:To break out of pressure, use 5A (against smalljumps) or 5B(f).
:623D can be used against obvious jump-ins due to its upper feet invulnerability, but don't expect it to be great as a reversal.
:Terry's 2141236E LDM generally works as a reversal, but occasionally your opponent will fall out of the attack, only getting damaged slightly.


== Colors ==
== Colors ==
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| 214C|| 21 || 22|| KD|| <span style="color: red;">-22</span>*|| F4-9 invul. F21-42 invul on the legs & airborne. At the end while standing up 4F Counterhit-State. *=Point Blank.
| 214C|| 21 || 22|| KD|| <span style="color: red;">-22</span>*|| F4-9 invul. F21-42 invul on the legs & airborne. At the end while standing up 4F Counterhit-State. *=Point Blank.
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| 623B|| 4/23* ||3+1+8 || KD|| <span style="color: red;">-4</span>|| *23F Startup, if first hit whiffs.
| 623B|| 4/23* ||3+1+8 || KD|| <span style="color: red;">-4</span>|| *23F Startup if first hit whiffs.
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| 623B>AB|| N/A ||26 || KD|| /||No Counterhit-State.
| 623B>AB|| N/A ||26 || KD|| /||No Counterhit-State.
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| 623D||7/31*|| 3+1+11|| KD|| <span style="color: red;">-9</span>/<span style="color: red;">-7</span>*|| *31F, if first Hit whiffs. Upper body invul F1-9. *= stand/crouch guard.
| 623D||7/31*|| 3+1+11|| KD|| <span style="color: red;">-9</span>/<span style="color: red;">-7</span>*|| *31F if first Hit whiffs. Upper body invul F1-9. *= stand/crouch guard.
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| 214B || 21 ||2+4 || KD|| <span style="color: red;">-3</span>||Overhead. F7-11 small Hurtbox. Airborne from F12.
| 214B || 21 ||2+4 || KD|| <span style="color: red;">-3</span>||Overhead. F7-11 small Hurtbox. Airborne from F12.
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