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RB2 Terry by CFranke

Version: 0.9 | Updated: 10/22/98

Date: Thu, 29 Oct 1998 02:04:26 +0100
From: Clemens Franke <clefranke@metronet.de>


Author: Clemens Franke

------------                                  "Wubba, wubba. I'm in the pink
Introduction                                 today, boy!"-Fatal Fury Special

Welcome to my faq concerning the Real Bout 2 Version of Terry Bogard. I hope
I don't make too many mistakes, cause this is the first time that I write a 
guide. Anyway, with this guide I try to help you to get even more out of this 
classic character, who is very strong in KoF '98, but not scrubby like in KoF
'97. The interesting thing in KoF´98 is that you can choose between two 
versions of Terry: the normal one, where he has all the moves from KoF '97, 
and the so-called RB2 version where he has all the moves he has in, you guess 
it, Real Bout 2, what means that he has his new special attack, the Fire Kick,
but only one DM.

This guide is only about the RB2 Terry, but I've also released a guide which
is based on this one about the normal Terry. I don't want to put both into
one guide, cause I think it would end up in confusion of me and the reader
(that's you!).

In case you don't know...

...the only way to access RB2 Terry is to go in the character select screen
to Terry and HOLD start while confirming.

Mail me!!!

If you have any suggestions, corrections or something to contribute feel free
to e-mail me at clefranke@metronet.de. Of course you will be credited.

Revision History

Ver. 0.007 - 27.9.98 /1.00 a.m. - Totally incomplete, unreleased, send only
                                  to Shingo for correction purposes.
Ver. 0.75  - 27.9.98 /6.00 p.m. - Descriptions of command attacks/special
                                  moves added, miscellaneous section added,
                                  credits added. Many corrections.
Ver. 0.76  - 27.9.98 /7.45 p.m. - Figured out the right text format. My
                                  mistake. Aaargh.
Ver. 0.9   - 22.10.98/4.00 p.m. - Added strategy, about me, about Terry and
                                  recommended combos  sections and made some
                                  changes. I´m not too satisfied with the
                                  strategy section, more to come.

--------                                         "Ha, ha, ha...sorry but I'm
About me                                         no push over."-Fatal Fury 2

Well, to make a long story short, I am a Terry player as long I can think.
Na, not this long, but since I play fighting games. Everything started as I
bought a Super Nintendo with StreetFighter 2 Turbo. For a videogame it had a
depth that I've never encountered before. So I started to buy more fighting
games, beginning with Art of Fighting, then Fatal Fury 2 and World Heroes. I
realized that there is a better way to play these games then on the SNES: on
a Neo Geo. But it was way to expensive, but one day I've played Art of
Fighting 2 at an arcade, and my only thought was: I WANT A NEO GEO!!! In the
january of '95 I finally had enough money to buy one, of course with Art of
Fighting 2. After that Fatal Fury Special, and I started to buy the most new
Neo Geo fighting game carts that were released. Now I own, besides others,
all Fatal Fury, Art of Fighting and King of Fighters carts. My favorites are
the FF and AoF games, I see KoF only as addition to these two series, but
don´t get me wrong, the KoF series is also one of the best fighting game
series ever, but in my opinion not so unique like FF and AoF. The KoF games
match the lack of uniqueness with its depth, they have without a doubt the
highest replay-value in the genre of the one-on-one fighting games.

In all FF and KoF games Terry was my favorite character. Why? Hard to
explain. Maybe because he was in many games the best...no, I think I like him
cause he's not so complicated. I don´t like it when I have to practice too
much. He is in my opinion a very interesting character, he is more a normal
guy that you could meet one day, not like many fighting game characters who
are cops, gangster bosses, psychopaths, murderers and so on.

Some months ago I bought my computer and started to write some guides, a bit
more work but also more fun than I thought. I´m not finished yet, much more
to come.

More games with Terry, Andy and Joe will come...Real Bout Fatal Fury 64 is
already announced, I look forward to it, and King of Fighters '99 will come
for sure.

Have fun

    The author

-----------                                     "You'll never defeat me with
About Terry                                         guts only."-Fatal Fury 2

He is together with his younger brother Andy and his good old friend Joe the
icon of the Fatal Fury series, which means these three guys are for the FF
series what Ryu and Ken are for Street Fighter and Haohmaru and Genjuro for
Samurai Shodown.

He participated in all seven Fatal Fury and five King of Fighters games that
were released so far. In the first FF he revenged his father Jeff who was
killed by the underworld ruler Geese Howard. Terry kicked him down a
skyscraper, so in Fatal Fury 2 Geese was not in the game cause it was thought
he was dead. But in Fatal Fury Special he returned. To make it short, Geese
resurrected two times, cause in Real Bout Fatal Fury he was knocked down the
Geese Tower again.

Anyway, Terry, Andy and Joe received invitations to every King of Fighters
Tournament. They entered every time after fun-loving Joe persuaded Andy and
Terry. It is rumored that Terry is a couple with Blue Mary.

Terry was in many games he participated in one of the best, but in KoF '98 he
is in my opinion very balanced. If you compare him with KoF '97 he has been
tuned down A LOT.

While the RB2 version has some better combos the normal version is easier to
play, cause his anti-air move Rising Tackle doesn´t need to be charged and he
has an additional DM/SDM.

I prefer the RB2 version, cause his Fire Kick is in my opinion a very cool
looking move which can also be followed up with a Rising Tackle after some
practice, what makes him more damaging. I recommend to experiment with both
versions, then you can decide which one is better for you.

If Terry is my favorite character, who the
hell am I and what the heck am I doing?

- You are easy-combo addicted. Played too much Killer Instinct, eh?
- You are a Fatal Fury freak.
- You seem to have no problem with ghosts or undead people, cause you are
  fighting at least once a year against one.
- You don't walk to the other side of the street, you jump or roll.
- You can't await the next Fatal Fury game but you want to beat more
  opponents with Terry.
- Every second word you say is "okay!".
- Your favorite animals are little monkeys.

If Terry is not my favorite character, why should I use him either?

- As Robert said "Guys with the cooler hair always win".
- It's the 12th game he appears in. No one except Terry, Andy and Joe have
  trained so intensively, so he simply MUST be the best.
- He is extremely easy to play. What, you are a Iori player? You think Iori
  is easy to play? Then give it a shot with Terry. Even an idiot like Iori
  could play Terry.

Why should I prefer RB2 Terry, not the normal one?

- You think you are strong enough to beat your opponents with only one DM.
- He has lost his Power Charge. This fact prevents you from being scrubby.
- You think Real Bout 2 is a bit better than KoF '98.
- He has his Fire Kick from RB2, so you can use the same combos like in RB2.

Some Notes

- This guide is for people who have some experiences with KoF '98 or '97. If
  you are a beginner or want general information about KoF you should take a
  look into the various beginner faqs or into a movelist which can be found
  at www.gamefaqs.com.
- I only use the advanced mode. I see no advantage in the extra mode, cause
  Terry is a combo-character and with the forward hop in the extra mode it is
  hard to get close to the opponent. He also builds his power gauge fast
  enough up in the advanced mode cause he is a character who needs to attack
  all the time and uses special moves as often it is possible.

  Drop me an e-mail if you have tips for the extra mode.


A list of the shortcuts for directions and moves that are used in this guide:

up     - up (you expected that, right?)
dwn    - down
fwd    - forward
bkw    - backward
qcf    - quarter circle forward  (dwn, dwnfwd, fwd)
qcb    - quarter circle backward (dwn, dwnbkw, bkw)
hcf    - half circle forward     (bkw, bkwdwn, dwn, dwnfwd, fwd)
hcb    - half circle backward    (fwd, fwddwn, dwn, dwnbkw, bwd)
A      - A button, light punch
B      - B button, light kick
C      - C button, heavy punch
D      - D button, heavy kick
/      - if, for example, A/C is indicated, push the A or the C button

========                                "Didn't even get a chance to use the
Movelist                                   old "Power Geyser"".-Fatal Fury 3


Grasping Upper : near opponent, fwd + C  (throws the opponent forward)
Buster Throw   : near opponent, fwd + D  (throws the opponent into the

<<Command Attacks>>

Elbow Smash : fwd + A
Upper       : dwnfwd + C

<<Special Attacks>>

Power Wave      : qcf + A/C
Burning Knuckle : qcb + A/C
Rising Tackle   : dwn briefly, up + A/C
Crack Shoot     : qcb + B/D
Fire Kick       : hcf + B/D


Power Geyser (DM),
Triple Geyser (SDM) : qcb, bkwdn, fwd + A/C

Detailed explanation of the standard moves

Standing A, far:
A light, fast jab. Not very useful.
Rating: **

Standing B, far:
Has a range which is more than twice than the standing A. Good for poking.
Rating: ***

Standing C, far:
A straight strong punch. Rather useless.
Rating: **

Standing D, far:
Terry moves a bit forward while performing a straight kick. The range is a
bit longer than the standing B, but it's very slow. Don't use it.
Rating: *

Standing CD:
A roundhouse kick with a VERY long range, but very slow. Looks damn cool.
Rating: ***

Standing A, close:
A fast elbow punch. If you push the button fast you can create little chain
Rating: ****

Standing B, close:
A fast knee kick, you can also chaincombo with it, but better use the A cause
it's even a bit faster.
Rating: ***

Standing C, close:
Terry does a punch which hits two times. It's devastating. In my opinion it
is the best standard move in the whole game, cause it makes high damage and
is extremely easy comboable with his special moves and his DM/SDM. After it
you can even make the combo longer by adding the uppercut or the elbow smash.
But more on that later.
Rating: ****** (I know, the highest rating is 5, but this move is a real
                killer and stands above every other move in the game.)

Standing D, close:
A kick which hits the opponent once. Also easy to cancel like the standing C,
but it's a bit weaker and not so easy to combo if you do a jump-in.
Rating: ****

Crouching A:
A very fast jab. Very good against opponents who roll all the time. While
doing it you also charge the Rising Tackle.
Rating: *****

Crouching B:
A fast low kick. Slower than the crouching A, but the range is a bit longer.
Rating: ***

Crouching C:
A straight heavy punch. Only useful if you want to combo it with a Rising
Rating: ***

Crouching D:
Terry does a footsweep. Not the best in the game, but who can play without a
Rating: ****

Jumping A:
Useful if the opponent also jumps and uses a C or D. Against the most
opponents your A will connect.
Rating: ***

Jumping B: Basically the same like with the jumping A, but has a longer
Rating: ****

Jumping C:
Terry's best move if you want to make a jump-in combo. Use it when you think
that you nearly land on your enemy or make a crossover. Don't use it against
jumping opponents, A or B are in this situation more likely to hit.
Rating: ****

Jumping D:
It's the same like with the jumping C, but use it when you think that you
land before the opponent.
Rating: ***

Jumping CD:
Timing is needed and knocks the enemy down. Hard to connect, better use C or
D to start a combo.
Rating: **

Datailed explanation of the command attacks

Elbow Smash:
A spinning punch where his elbow hits two times.

Comboable after: - Standing close C, after the 1st hit
                 - Standing close C, after the 2nd hit
Rating: ***      - Standing close D
                 - Crouching C

An uppercut from a crouching position.

Comboable after: - Standing far A
                 - Standing close A
Rating: ****     - Standing close B
                 - Standing close C, after the 1st hit
                 - Standing close C, after the 2nd hit
                 - Standing close D
                 - Crouching A
                 - Crouching C

Detailed explanation of the special moves

(Moves where no other attacks are indicated are not comboable)

Power Wave:
Terry pounces the ground and a energy wave comes out which runs forward on
the ground. Has unlimited range. Useful against turtles and in various
combos. Also useful after you´ve knocked the opponent down, make it hit the
enemy after he/she stands up. If he/she blocks it it will also make some

Differences between light and heavy:

light - runs slower.

Comboable after: - Standing close C, after the 1st hit
                 - Standing close C, after the 2nd hit
Rating: **       - Standing close D
                 - Crouching C
                 - Upper

heavy - runs faster.

Comboable after: - Standing close C, after the 1st hit
                 - Standing close C, after the 2nd hit
Rating: ****     - Standing close D
                 - Crouching C
                 - Upper
                 - Elbow Smash


Burning Knuckle:
One of Terry's hands glows and he flies forward though the screen. The heavy
version is useful to surprise an opponent who is on other edge of the screen.
Enter it alternately with the Power Wave, cause if the enemy has blocked the
Power Wave and want to attack after it he will be hit by the Burning Knuckle.

Differences between light and heavy:

light - starts faster, the range covers about the half screen.

Comboable after: - Standing close C, after the 1st hit
                 - Standing close C, after the 2nd hit
Rating: ****     - Standing close D
                 - Crouching C
                 - Elbow Smash
                 - Upper

heavy - starts slower but is stronger. Covers the whole screen.

Rating: ***


Rising Tackle:
Terry jumps vertically into the air, with his feet first. Good anti-air move
if the opponent is right above you.

Differences between light and heavy:

light - Terry jumps not so high, so if the Rising Tackle is guarded he is not
so open for attacks like in the heavy version. 5 hits.

Comboable after: - Crouching A
                 - Crouching C
Rating: ***      - Upper

heavy - Stronger, hits 7 times. The opponent has enough time to prepare for a
good combo if it is guarded.

Comboable after: - Crouching A
                 - Crouching C
Rating: ****     - Upper


Crack Shoot:
Terry hops forward while swinging a leg. Excellent if the opponent jumps
toward you.

Differences between light and heavy:

light: - Faster than the heavy version but not so strong. Terry jumps
shorter. Up to 3 hits both in the air/on the ground.

Comboable after: - Standing close A
                 - Standing close B
Rating: **       - Standing close C, after the 1st hit
                 - Standing close C, after the 2nd hit
                 - Standing close D
                 - Crouching A
                 - Crouching C
                 - Elbow Smash
                 - Upper

heavy - Has a better range in the air, but useless on the ground. Up to 3
hits in the air, only 2 hits on the ground.

Rating: **


Fire Kick:
Terry does a sliding kick which can only be guarded low. If the sliding kick
is connected Terry will add another kick which launches the opponent into the
air. It's Terry's best surprise attack cause it´s one of the few moves that
can be guarded only low.

Differences between light and heavy:

light: The slide is a little bit shorter and weaker, but starts faster.
Faster recovery time. 2 hits.

Comboable after: - Standing close A
                 - Standing close B
Rating:*****     - Standing close C, after the 1st hit
                 - Standing close C, after the 2nd hit
                 - Standing close D
                 - Crouching A
                 - Crouching C
                 - Elbow Smash
                 - Upper

Follow up with a Rising Tackle. Timing is needed, do the motion for the
Rising Tackle very fast after the second hit of the Fire Kick. If you
practice it enough it will work every time. The light Rising Tackle will add
2 hits, the heavy 4 hits.

heavy: The sliding kick has a longer range but starts a bit slower and is
stronger. 2 hits.

Comboable after: - Standing close C, after the 1st hit
                 - Standing close C, after the 2nd hit
Rating: *****    - Standing close D
                 - Crouching C
                 - Elbow Smash
                 - Upper

Can also be followed up, same characteristics as with the light Fire Kick.


Power Geyser (DM)/Triple Geyser(SDM):
Terry does the same animation like with the Power Wave, but one big energy
column comes out when doing the Power Geyser, three when doing a Triple
Geyser. When you´ve entered the move Terry is invincible for a moment. Use
this advantage if the opponent is jumping at you or shoots a projectile near
you. It's his only DM/SDM. For that reason there's no rating.

Comboable after: - Standing close C, after the 1st hit
                 - Standing close C, after the 2nd hit
                 - Standing close D, very hard to combo
                 - Crouching C
                 - Elbow Smash
                 - Upper


==================                 "You had guts, kid, now clean them up off
Recommended combos                    the pavement." The King of Fighters'95

As the subject says here are some recommended combos. Terry has much more,
but here are his best. In the move sections are enough infos that you can
make your own combinations, the ones that I wrote down here are in my opinion
his best cause they make the most damage. If you are a Terry beginner it is
recommended that you learn these first.

These combos are easy to use during battles, I left out combos that can only
be pulled off if you play KoF'98 12 hours a day.

Notes: All of the mentioned combos can also be started with a jumping C or D,
which adds 1 hit and about 5-10% damage to the combo.

* is the easiest while ***** is the hardest. Terry's combos are easy in
general, so don't over estimate you if you pull off the ***** combos without
problems! :)

Standard combos:

- Standing close C (2 hits), Elbow Smash (2 hits), heavy Fire Kick, heavy
  Rising Tackle
  total hits: 10  total damage: about 45%

  Skill rating: **

- Crouching C, heavy Rising Tackle
  total hits: 8  total damage: about 25%

  Skill rating: *

  note: use it when you´ve blocked an uppercut-style special move. The Rising
  Tackle alone would make only 66% damage of this combo, so add the crouching
  C baby for more damage.

- Standing C (2 hits), Power Wave
  total hits: 3  total damage: about 15%

  Skill rating: *

  note: ideal for zoning techniques, after the combo the opponent stands
  about a half screen away. Also useful if the opponent blocks the standing
  C, the Power Wave pushes the enemy away and makes little damage, no risk
  for Terry.

DM/SDM combos:

- Standing close C (2 hits), Power Geyser (DM)
  total hits: 3  total damage: about 40%

  Skill rating: *

- Standing close C (2 hits), Triple Geyser (SDM)
  total hits: 5  total damage: about 55%

  Skill rating: *

- Standing close C (2 hits), Upper, Power Geyser (DM)
  total hits: 4  total damage: about 45%

  Skill rating: ***

- Standing close C (2 hits), Upper, Triple Geyser (SDM)
  total hits: 6  total damage: about 65%

  Skill rating: ***

========                             "You´ve improved all right, but I still
Strategy                                  won easy!"-The King of Fighters'95

Well, Terry is a character who is very easy to play. I´m sure you know that,
so I just write down how I play. If you play different, no problem, have it
your way.

Again, throw me an e-mail if you have additions or better solutions.

In general

First, one important thing: if possible, combo, combo, combo!!! Terry is the
character with the easiest combos in the whole game. His standing close C,
which hits 2 times but can also be cancelled after the 1st hit, is a very
good combo starter. It can be followed up by his DM/SDM, the most of his
special moves and the two command attacks.

If you´re close to the opponent

Combo. If you´re playing against a good opponent or turtle who guards all the
time just add a Fire Kick after the guarded combo. The Fire Kick is very
surprising cause it starts very fast and it must be blocked low. The most
players forget that because only a few moves have to be guarded low. Don't
forget to charge the Rising Tackle every time you execute the Fire Kick. Even
if the Fire Kick is blocked you can cancel it with the Rising Tackle. The
Fire Kick itself has a very long recovery time, but if you do a Rising Tackle
right after it the enemy may just want to start a combo and gets hit.

If you're in a half-screen distance to the opponent

Now it's Terry's turn to play defensive. From the half-screen distance he has
no good move to attack with. It maybe seems that the light Burning Knuckle or
the Fire Kick are good mid-distance moves, but I don't think they are. If
they are started from the half-screen distance the enemy has enough time to
guard or to counter with an uppercut-style move. If you want to poke use the
B, D, or CD, but don't risk too much. Better wait until the opponent jumps
and counter with a Crack Shoot. If the opponent runs towards you try to start
a combo with the standing C or enter a light Burning Knuckle. Both are very
likely to hit, cause if the enemy runs towards you he/she usually wants to
start a combo. You can also interrupt his/her try with a sweep or a fast
tapping of the A or B button (standing or crouching).

If you're in full-screen distance to the opponent

In the full-screen distance only two move are needed: the Power Wave and the
heavy Burning Knuckle. As you know, the heavy Burning Knuckle covers the
whole screen, so it can easily surprise the enemy. Just jump back to the edge
of the screen and do the Burning Knuckle. There is a big chance that it hits
the opponent while he/she teases, prepares a move or charges(extra-mode
only). If you hit the enemy jump back again and shoot a Power Wave. Try to
make a timing that it connects with the opponent after he/she stands up. Of
course he/she will block it, but make sure to enter a Burning Knuckle fast
after the Power Wave and both moves will connect fast after another. So if
the Power Wave was guarded the most opponents will try to make a move, but
will be hit by the heavy Burning Knuckle.
If the Burning Knuckle is blocked it should be no problem to make a Rising
Tackle after it, cause Terry is far away from the enemy compared to other
moves if it is guarded, so it is very hard for the opponent to start a combo.
The most will fail and get hit by the Rising Tackle. If the enemy does a
hyper jump from the other edge of the screen just make a heavy Crack Shoot.



Winning quote: "Say what? It's no fluke. This is why I'm here every year".

Winning pose: He turns, throws his cap away and yells "okay!".

Pre-fight poses:

1st round: Terry has his cap in a pocket and puts the cap onto his head.
2nd/3rd round: Terry fixes his hat, then gestures "Hey, come on, come on.".

Special pre-fight poses:

vs. Mary: Terry has his hat on backwards and gives thumbs up sign.
vs. Andy: Terry folds his arms and bows(the same like Andy).

Color palette:

A button: red vest and blue pants. Yup, it's the classic one.
B button: blue vest and light blue pants.
C button: dark red vest and green pants.
D Button: dark green vest and black pants.

What I left out intentionally

- Chain combos, cause they are in my opinion useless and too hard to do. If
  you want some, take a look into a combo faq.

What is missing/will be added

- Strategy for particular cpu opponents
- More detailed descriptions of the standard moves
- Maybe a revision of the strategy section


-------                                               "Okay! Piece of cake!"
Credits                                                       -Fatal Fury 3

You              - For reading this.

Shingo           - For his encouragement and support. Please visit his site
                   at: scicblc.nus.edu.sg/~shingo/shingo_main.html

HaMmA            - For his technical advisory and supervision. Visit his site
                   at: pages.vossnet.de/oellerer/

Yasakani         - For the little "Rising Tackle after Fire Kick" trick. Site
                   at: magmadiver.hypermart.net/menu.htm

John"Puar"Nguyen - For letting me use some of his descriptions in the
                   "Miscellaneous" section. Please visit his site at:

SNK              - For developing these great games.  Site at :

The legal stuff

The RB2 Terry character guide was written by me, Clemens Franke. It is only
for non-commercial/promotional use.  All copyrights including King of Fighters
'98, Terry Bogard and Real Bout 2 belong to SNK. Please send me an e-mail 
(clefranke@metronet.de) if you want to use this guide on your homepage.

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