Terry Bogard(KOFXI)

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Terry Bogard
テリー・ボガード
KOFXI terry full.png
Tiers & Ranking
Tier: ~A
Ratio Cost: 4 Points
Properties
Damage Modifier: 0.97
Stun Modifier: 1.0
Crouch height (Tier): C

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 higher health, 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

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.E (from far away), smalljump j.C (from closer) or normal j.D. j.E has the longest range, j.C the best hitbox and j.D can cross up.

Offense

Once in close range, use blockstrings such as 2B>2D, 2B>2C, 2B>2A/5A, then cancel into 41236B>66B or 236A or simply nothing to keep them guessing.
5A(c) is great in pressure and combos. It is very fast, with only 4F startup, and cannot be crouched. It is the go-to normal after a smalljump C or D, since 5C is too slow at 7F startup.
Mix in smalljump C to reset your pressure.
Smalljump B and D can cross up against crouching opponents, which can be used after a dash or a small walk forward during blockstrings or after a knockdown.
214B can be used once in a while as an overhead option. If blocked it is mostly safe at -3, but depending on your spacing, you might lose your turn.
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

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 and an anti-air, but occasionally your opponent will fall out of the attack, only getting damaged slightly.

Colors

KOFXI terry S.png KOFXI terry X.png KOFXI terry T.png KOFXI terry C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI terry R1S.png KOFXI terry R1X.png KOFXI terry R1T.png KOFXI terry R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI terry L1S.png KOFXI terry L1X.png KOFXI terry L1T.png KOFXI terry L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd Note
5A(c) 4 3 +4 +3
5A(f) 5 4 +5 +4
5B(c) 6 5 +2 +1
5B(f) 7 2 -5 -6
5C(c) 7 2 +7 +6
5C(f) 10 4 -2 -3
5D(c) 7 9 +1 +0 2 hits. Both have special cancel
5D(f) 15 3 -2 -3
5E 14 4 KD -8 Invul on feet from F3-23
GC 7 5 KD -12
5C>5E 5 4 +7 +6 Chain combo
Saving Shift ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
2A 5 4 +2 +1
2B 5 3 +5 +4
2C 8 4 -2 -3
2D 9 2 KD -9 Special cancel
3C 7 3 +1 +0 Special cancel
small u.A 5 7 Same Hitbox as Jump Up A
small A 5 7
j.u.A 5 9 Same Hitbox as smalljump Up A
j.A 5 9
small u.B 6 8 Same Hitbox as Jump Up B
small B 8 8
j.u.B 5 8 Same Hitbox as smalljump Up B
j.B 7 8
small u.C 5 9 Same Hitbox as Jump Up C
small C 7 8
j.u.C 5 7 Same Hitbox as smalljump Up C
j.C 6 5
small u.D 7 3 Same Hitbox as Jump Up D
small D 7 6
j.u.D 8 7 Same Hitbox as smalljump Up D
j.D 10 7
j.E 13 7
236A 20 1+X +3* +2* F16-40 small Hurtbox. F1-28 Counterhit-State. *=Point Blank.
236C 12 1+X -3* -4* F11-38 small Hurtbox. F1-22 Counterhit-State. *=Point Blank.
214A 15 11 KD -12* F15-25 invul on legs. At the end while standing up 4F Counterhit-State. *=Point Blank.
214C 21 22 KD -22* F4-9 invul. F21-42 invul on the legs & airborne. At the end while standing up 4F Counterhit-State. *=Point Blank.
623B 4/23* 3+1+8 KD -4 *23F Startup if first hit whiffs.
623B>AB N/A 26 KD / No Counterhit-State.
623D 7/31* 3+1+11 KD -9/-7* *31F if first Hit whiffs. Upper body invul F1-9. *= stand/crouch guard.
214B 21 2+4 KD -3 Overhead. F7-11 small Hurtbox. Airborne from F12.
214D 11*/19 5+3+7 -2/+0* -3 Overhead. *=11F Startup, but hitbox is behind Terry. F6-8 small Hurtbox. Airborne from F9.*=stand/crouch guard.
41236B 7 6 -10 -11 Rekka Starter. Same Hitbox as D-Version.
41236D 21 6 +2 +1 Rekka Starter. Same Hitbox as B-Version. Allows for juggles on Air-Hit.
41236K>66K 9/14 6 +1 +0 SC. 9 = B-Version, 14 = D-Version.
41236K>66K>66K 6 12 KD -8 Small Hurtbox. Wall bounce on counter hit.
21416A 16 3+12 KD -13 F1-3 invul. F11+12 upper feet invul. F13-52 small Hurtbox. F4-52 Counterhit-State.
21416C 21 1+2+12 KD -15 F1-3 invul. F16+17 upper feet invul. F4-59 Counterhit-State.
236236B 3 11 KD -11 F1+2 invul. Invul on feet & counterhit-state for whole active time.
236236D 6 15 KD -19 F1-5 invul. Invul on feet & counterhit-state for whole active time.
2141236E 7/46* 45 KD -24 *46F Startup just for the laser. F1-73 invul. F74-97 small Hurtbox. Negates projectiles F7-67.
Standing Attacks
Move Hitbox Startup Active Hit Guard Note
5A(c) Kofxi terry 5A(c).png 4 3 +4 +3
5A(f) Kofxi terry 5A(f).png 5 4 +5 +4
5B(c) Kofxi terry 5B(c).png 6 5 +2 +1
5B(f) Kofxi terry 5B(f).png 7 2 -5 -6
5C(c) Kofxi terry 5C(c).png 7 2 +7 +6 Has more hit stun than Terry's other heavy attacks.
5C(f) Kofxi terry 5C(f).png 10 4 -2 -3
5D(c) Kofxi terry 5D(c).png 7 9 +1 +0 2 Hits. Both hits have special cancel.
5D(f) Kofxi terry 5D(f).png 15 3 -2 -3
5E Kofxi terry 5E.png 14 4 KD -8 Invul on feet from F3-23. F24-27 invul on the toes (not touching the ground yet, small gap below hurtbox).
GC Kofxi terry GC.png 7 5 KD -12
5C>5E Kofxi terry 5C5E.png 5 4 +7 +6 Chain Combo. No cancel, but massive frame advantage & Quick Shift possible.
Saving Shift Kofxi terry saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Move Hitbox Startup Active Hit Guard Note
2A Kofxi terry 2A.png 5 4 +2 +1
2B Kofxi terry 2B.png 5 3 +5 +4
2C Kofxi terry 2C.png 8 4 -2 -3
2D Kofxi terry 2D.png 9 2 KD -9 Special cancel
3C Kofxi terry 3C.png 7 3 +1 +0 Special Cancel. Cancel version is the same.
Jump Attacks
Move Hitbox Startup Active Note
Smalljump up A Kofxi terry smalljump up A.png 5 7 Same Hitbox as Jump Up A
Smalljump A Kofxi terry smalljump A.png 5 7
Jump Up A Kofxi terry jump up A.png 5 9 Same Hitbox as smalljump Up A
Jump A Kofxi terry jump A.png 5 9
Smalljump up B Kofxi terry smalljump up B.png 6 8 Same Hitbox as Jump Up B
Smalljump B Kofxi terry smalljump B.png 8 8
Jump Up B Kofxi terry jump up B.png 5 8 Same Hitbox as smalljump Up B
Jump B Kofxi terry jump B.png 7 8
Smalljump Up C Kofxi terry smalljump up C.png 5 9 Same Hitbox as Jump Up C
Smalljump C Kofxi terry smalljump C.png 7 8
Jump up C Kofxi terry jump up C.png 5 7 Same Hitbox as smalljump Up C
Jump C Kofxi terry jump C.png 6 5
Smalljump up D Kofxi terry smalljump up D.png 7 3 Same Hitbox as Jump Up D
Smalljump D Kofxi terry smalljump D.png 7 6
Jump Up D Kofxi terry jump up D.png 8 7 Same Hitbox as smalljump Up D
Jump D Kofxi terry jump D.png 10 7
Smalljump E Kofxi terry smalljump E.png 13 7 Smalljump & Jump identical.
Jump E Kofxi terry jump E.png 13 7 Smalljump & Jump identical.
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
236A Kofxi terry 236A 2.pngKofxi terry 236A gif50.gif 20 1+X* +3* +2* F16-40 small Hurtbox. *First Active Frame has its own hitbox near Terry (144*80px). F1-28 Counterhit-State. *=Point Blank.
236C Kofxi terry 236C 2.pngKofxi terry 236C gif50.gif 12 1+X* -3* -4* F11-38 small Hurtbox. *First Active Frame has its own hitbox near Terry (144*72px). F1-22 Counterhit-State. *=Point Blank.
214A Kofxi terry 214A.png|Kofxi terry 214A gif50.gif 15 11 KD -12* F15-25 invul on legs (the whole active time). At the end while standing up 4F Counterhit-State. *=Point Blank.
214C Kofxi terry 214C 1.pngKofxi terry 214C 2.pngKofxi terry 214C gif50.gif 21 22 KD -22* F4-9 invul. F21-42 invul on the legs & airborne (the whole active time). At the end while standing up 4F Counterhit-State. *=Point Blank.
623B Kofxi terry 623B 1.pngKofxi terry 623B 2.pngKofxi terry 623B 3.pngKofxi terry 623B gif50.gif 4/23* 3+1+8 KD -4 *23F Startup, if first hit whiffs.
623B>AB Kofxi terry 623B,AB gif50.gif N/A 26 KD / No Counterhit-State.
623D Kofxi terry 623D 1.pngKofxi terry 623D 2.pngKofxi terry 623D 3.pngKofxi terry 623D gif50.gif 7/31* 3+1+11 KD -9/-7* *31F, if first Hit whiffs. Upper body invul F1-9. *= stand/crouch guard.
214B Kofxi terry 214B 1.pngKofxi terry 214B 2.pngKofxi terry 214B gif50.gif 21 2+4 KD -3 Overhead. F7-11 small Hurtbox. Airborne from F12.
214D Kofxi terry 214D 1.pngKofxi terry 214D 2.pngKofxi terry 214D 3.pngKofxi terry 214D gif50.gif 11*/19 5+3+7 -2/+0* -3 Overhead. *=11F Startup, but the Hitbox is behind Terry (see image). F6-8 small Hurtbox. Airborne from F9.*=stand/crouch guard.
41236B Kofxi terry 41236B.png 7 6 -10 -11 Rekka Starter. Same hitbox as D-version, but faster.
41236D Kofxi terry 41236B.png 21 6 +2 +1 Rekka Starter. Same hitbox as B-version, but slower & allows for juggles on Air-Hit.
41236K>66K Kofxi terry 41236B66B.png 9/14 6 +1 +0 SC. 9 = B-Version, 14 = D-Version.
41236K>66K>66K Kofxi terry 41236B66B66B.pngKofxi terry 41236B66B66B gif50.gif 6 12 KD -8 Small Hurtbox. Wall bounce on counter hit.
21416A Kofxi terry 21416A 1.pngKofxi terry 21416A 2.pngKofxi terry 21416A gif.gif 16 3+12 KD -13 F1-3 invul. F11+12 only vulnerable on the legs. F13-52 small Hurtbox. F4-52 Counterhit-State.
21416C Kofxi terry 21416C 1.pngKofxi terry 21416C 2.pngKofxi terry 21416C 3.pngKofxi terry 21416C gif.gif 21 1+2+12 KD -15 F1-3 invul. F16+17 only vulnerable on the legs. F4-59 Counterhit-State.
236236B Kofxi terry 236236B 1.pngKofxi terry 236236B 2.pngKofxi terry 236236B gif.gif 3 11 KD -11 F1+2 invul. Invul on feet & counterhit-state for whole active time.
236236D Kofxi terry 236236D 1.pngKofxi terry 236236D 2.pngKofxi terry 236236D gif.gif 6 15 KD -19 F1-5 invul. Invul on feet & counterhit-state for whole active time.
2141236E Kofxi terry 2141236E 1.pngKofxi terry 2141236E 2-7.pngKofxi terry 2141236E 8.pngKofxi terry 2141236E 9.pngKofxi terry 2141236E gif.gif 7/46* 3+3+3+3+3+2+2+26 KD -24 *46F Startup just for the laser. F1-73 invul. F74-97 small Hurtbox. Negates projectiles F7-67.

Combos

Basic Combos

These combos are used frequently and are very useful.

  • (j.C/D,)2B>2A/5A(c)>41236B>66B, then...
    • >66B: useful combo from lights into hard knockdown. 5A(c) is easier to cancel into 41236B, but 2A has more range.
    • QS: [1 Skill Stock] a useful quick shift setup from light hits.
    • SC 21416A or 2141236E: [1-2 Super, 1 Skill Stock] super cancel for good damage, can be saving-shifted however.
    • nothing: end the combo right there if your opponent blocked, you will be at +0.
  • j.C/D,5C>3C, then...
    • 41236B>66B> ender from above: starter with better damage & stun.
    • 21416A: [1 Super Stock] high-damage combo into super.
  • 5C>5E link 236236B: [1 Super Stock] easy combo into super. If the opponent guards, stopping after 5E will leave Terry at an advantage.


623B>AB Combos

These combos need to be started from fairly close, so they are harder to land than the above combos.

  • J.C/D,5A(c)/5C>623B>AB(break), then...
    • 41236D>44D(whiff)>44D: hard knockdown. 44 instead of 66 is needed since you cross your opponent.
    • 21416A: [1 Super Stock] simple ender for good damage.
    • 41236D, 23636A: [1 Super Stock] harder, but slightly more damage and builds some extra meter. The weird motion is needed since you cross your opponent.
    • 2141236E: [2 Super Stocks] easy LDM setup that cannot be saving-shifted.
    • 41236D, 23[6](walk forward),236E: [2 Super Stocks] harder, but slightly more damage and builds some extra meter. The weird motion is needed since you cross your opponent.
  • Corner j.C/D,5A(c)/5C>623B>AB(break), mini-delay 41236D link 41236D, then...
    • 623D: combo into hard knockdown
    • 236236K: [1 Super Stock] hardly worth the damage.
    • 2141236E: [2 Super Stocks] good damage.
    • QS: 41236D has a lot of juggle time, so QS combos after are possible.

Situational Combos

  • 2B>5A(c)>2141236E: [2 Super Stocks] only works up close, needs a fast hit confirm and can be saving shifted. Input the 5A(c) as 214A to make the combo easier.
  • j.D crossup,5A/C>3C>2141236E: [2 Super Stocks] variation to the above combo with an easier hit confirm, only after a crossup.
  • Saving Shift to Terry (counter hit) > 236236B: [1 Super Stock] costly but adds some extra damage.

Team Combos

Universal

  • QS to Terry > j.B/j.D,\/,5C>3C>41236B>66B>66B: simple combo into hard knockdown. j.B is used if there is not enough space for j.D.

Terry & K

  • Terry 623K anti-air QS K', land, 236236P DC LDM: Source

5E CH > Rekka Combos

  • Collection of 5E CH > rekka > shift combos from NKT, see here
  • 5E(counter hit)>rekka, link 623K, see here

Matchups

Vs Ralf

Unblock (623P) punishes: (Source: Dagun)

  • Instant j.A/B/C
  • Far B > 236236K
  • 2C > 214A/236C/623B(1st hit whiffs)/236236K/21416P

Vs Maxima

Punish Vapor Cannon with 236236B

Videos

Kyuntakuya vs a very strong Terry player, several matches


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