_/_/_/_/_/ _/_/_/_/ _/_/_/ _/_/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/_/ _/_/_/ _/_/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/_/_/ _/ _/ _/ _/ _/ Terry Bogard Character Guide Garou: Mark of the Wolves Systems: Arcade & Neo-Geo Written by: Kertra E-mail: kertra servihoo com Version: Final Date: July 20, 2002 Copyright 2001-2002, Kertra. All rights reserved. This is a free publication and cannot be used for profitable purposes. All of the info contained in this FAQ can be obtained just by playing the game and some searching but please don't take info from this guide and just claim it to be yours. Garou Dentetsu and Terry Bogard are Copyright SNK, Japan. This FAQ may be viewed only at the following sites w/out having to ask me: - www.gamefaqs.com (also check there for the latest version) - www.neoseeker.com - www.cheatcc.com - www.psxcodez.com - www.cheatcodes.com Other webmasters who wish to post this FAQ on their site should read the disclaimer before e-mailing me. For whatever reason you wish to mail me, please read the e-mail policy first and then look at GameFAQs for the latest update before doing so if you found this guide at any of the other sites listed above! .-------------------. .-----------------------------------. ¤ TABLE OF CONTENTS ¤---------------¤ PRESS CTRL+F FOR EASIER NAVIATION ¤ '-------------------' '-----------------------------------' I. Introduction II. Bio sheet III. Control notation IV. Game features V. Short moves list a) Throws b) Special moves c) Super moves d) Potential powers e) T.O.P. attack f) Feint moves VI. Moves descriptions a) Normal moves b) Throws c) Special moves d) Super moves e) Potential powers f) T.O.P. attack g) Feint moves + further notes VII. Combos a) Regular combos b) Special cases combos VIII. Strategies a) CPU - Rock - Dong Hwan - Hotaru - Butt - Hokutomaru - Kevin - Freeman - Tizoc - Jenet - Gato - Jae Hoon - Grant - Kain b) Challengers IX. Misc stuff a) Outfits b) Quotes/Dialogues c) Voice Samples d) Contributions from readers X. Outro XI. Legal disclaimer XII. Contact info <----------- (READ!) XIII. Revision history XIV. Credits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I N T R O D U C T I O N =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Hello ya all and welcome to my Terry FAQ for the new generation Garou Dentetsu. This is my third FAQ for the game, the two other ones being a Butt guide and a Kain Infinites FAQ. I guess there's no need to present the game anymore since it has been ported to the Dreamcast too. Why Terry? Simple, he is THE man! What would be Garou without him? Nothing! And that's why he's still in while all the others have been left out. Anyway, Terry is even better this time. Most of his moves now enable juggles and the break moves make him even more powerful. You'll realize for yourself as you read the FAQ. Have fun! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= B I O S H E E T =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Age: 35 years old Height: 182 cm Weight: 81 kg Birthday: March 15 Blood Type: O Nationality: America Fighting Style: Martial Arts Hobbies: Wall Paint Specialty: Making 50 3-point shots in a row Most Important: Ukkee, his monkey (ran away from home right now - nothing new, this has been happening since the beginning) Most Unpleasant: Cigar/cigarrettes Likes: Vintage Jeans Dislikes: Slugs Favorite Food: Rock's specialty Club House Sandwiches (he overate recently and is a littly chubby) Favorite Music: Country Best Sport: Basketball Win mark: Star (same as on his jacket) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= C O N T R O L N O T A T I O N =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 - Low dodge attack/ Break move uf - up-forward CD - T.O.P. Attack qcf - d,df,f START - Taunt qcb - d,db,b hcf - b,db,d,df,f hcb - f,df,d,db,b dp - f,d,df rdp - b,d,db c - charge for 2 seconds NOTE: A/B/C/D position may be different! The buttons always represent the same thing though. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= G A M E F E A T U R E S =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= There are some new features in the game and you need to know them well to understand the guide. Here's a brief explanation for each of those. FEINT MOVES - These are moves which you use to confuse the opponent and to give them the false impression that you are going to use a move. Basically, a feint move is the starting animation of a special move except that the character will not really perform the move. BREAKABLE MOVES - These are moves that you can stop at a particular instant. This is done by pressing AB at the appropriate time. I'll put a BR next to the move in the list (for the record, it's the Power Dunk). The advantage of this feature is that it greatly reduces the recovery time if the opponent has blocked and you can achieve better combos through it. More about this later! T.O.P. - A new feature to the game. Before each match, you'll be asked to set your T.O.P. gauge along with the opponent. Your life bar is divided into 3 parts for this purpose and it is up to you where you'll place it. When you reach that part, your character will flash as long as his life end in this particular region. Once he loses more life such that the gauge disappears, the character stops flashing. Here's what happens during this time: * Your offensive power increases. * Your recover some life while you are not being hit. * You can use your T.O.P. attack which is specific to each character by pressing CD. JUST DEFENDED - Another new feature, this one will occur when you defend a move at the very last second. Your character will flash briefly and the words "Just Defended" will quickly be displayed on your side. When this happens, you recover some life and you can use guard cancel to hit the opponent. GUARD CRUSH - This occurs when you block too many moves in quick succession. Once the guard crush is about to occur, your character will flash red and you must avoid blocking any more more for the next 3-5 seconds. If you do so, your guard will break and the opponent's following attack will connect. S. POWER - S. Power is needed to pull out your character's super move. When you pull out the move, the background vanishes to leave a black screen and the animation freezes for a second or so. P. POWER - P. Power refers to Potential Power. These are stronger versions of your super moves. The screen turns back once more but here, you'll also see some kick-ass light effects which are definitely worth a look. The animation also freezes when you pull these. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= S H O R T M O V E S L I S T =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |------------------------------- THROWS -----------------------------------| Buster Throw when close, f or b + C |---------------------------- COMMAND MOVES --------------------------------| Power Wave qcf + P Burn Knuckle qcb + P Power Dunk (BR) f, d, df + K Crack Shoot qcb + K Power Charge f, f + P (up to 3 times) |----------------------------- SUPER MOVES ---------------------------------| Power Geyser qcf, qcf + A Buster Wolf qcf, qcf + B |-------------------------- POTENTIAL POWERS -------------------------------| Power Geyser qcf, qcf + C Buster Wolf qcf, qcf + D |--------------------------- T.O.P. ATTACK ---------------------------------| Max Dunk Press CD when in T.O.P. |---------------------------- FEINT MOVES ----------------------------------| Burn Knuckle (weak) f + AC Burn Knuckle (strong) d + AC =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M O V E S D E S C R I P T I O N S =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |---------------------------- NORMAL MOVES ---------------------------------| Close A : A quick jab in the face. It comes out very quickly and has very good recovery time. You may even pull 2 or 3 of those in quick succession. Can be mixed with other moves for more damaging combos. Good for poking! Usefulness : [****-] Close B : A weak kick which hits low. It has good recovery time but it's not very useful though mainly because it is a bit slow to come out. Can be used in combos. But truthfully, Terry has much better moves and I don't expect you'll use this very often. Usefulness : [**---] Close C : A strong punch in the face. Note that you can follow this with a "f + C" although the latter doesn't really count as a move. Has decent recovery time although it is a bit slow to come out. Use as starter for combos! Usefulness : [****-] Close D : A high roundhouse kick with horrible recovery time. It appears to be quick but your opponent will be able to do anything if he manages to block. Has its uses, decent attack overall. Usefulness : [***--] Far A : A quick punch which will hit high. Very quick to come out and has a decent recovery time. Although it doesn't look like it, you may combo after this if you're quick enough. Usefulness : [***--] Far B : Terry will kick high briefly. Up to today, I have never seen any use for this attack. It cannot even be cancelled into any other move and has a lame lag time. Don't bother with this one! Usefulness : [*----] Far C : A strong punch which hits high. It's not really useful as an attack though. It isn't interruptable and has too much of a recovery time to make it safe. Usefulness : [**---] Far D : Terry will kick the opponent hard in the stomach. A bit slow to come out and has a bad recovery time. However, it may take the opponent by surprise and you can use it in mind games or for poking. Usefulness : [***--] Crouch A : A quick crouching jab. Very quick and good recovery time. Excellent for poking the opponent and you can combo from there. Usefulness : [****-] Crouch B : A fast kick. It comes out quickly and has good lag time but otherwise, it isn't really useful and you will be better using the crouch A instead most of the time. Can be used in combos. Usefulness : [**---] Crouch C : An excellent attack. Terry will punch the opponent very hard in the stomach for standing opponents. Comes out quickly and Terry recovers fairly fast from the attack. Can be used in combos and in chains. Usefulness: [*****] Crouch D : The crouch D is a quite good move but I'll have to give it only 3 stars due to its horrible recovery time. Of course, it will knock down the opponent if it connects. I would advise you to use it only when you are sure it will successfully connect. Why? The animation is way too long and thus makes Terry very vulnerable if it is blocked. You'll be in for some serious damage if the opponent blocks it. Usefulness : [***--] Jump A : Terry will punch at an angle of 45 degrees. However, he does so rather high and will miss most of the time, which makes it not so useful. Still, it has an excellent recovery time and you might considering using it against those damn opponents who keep jumping all the time. Usefulness : [***--] Jump B : If you find any use to Terry's jump B, let me know so I can have a good laugh. This is probably the most useless command in the whole game. Terry will do a weak kick WITH HIS KNEE. Yeah, it may be quick and have a good recovery time but the angle at which it comes out is awkward. And besides, it hits too high such that you'll have a lot of trouble using it efficiently. Usefulness : [*----] Jump C : A hard punch in the face. Has decent lag time and appreciable range. Use as starter for combos but you might consider using the one below instead. Usefulness : [****-] Jump D : A very hard kick which hits high. This is also an overlap move and it has many uses. Has an awesome range and it will take the opponent by surprise if you know exactly when to use it. Since it has greater range than the jump C, you'll be better using it to start your best combos. Usefulness : [*****] |------------------------------- THROWS -----------------------------------| Buster Throw : when close, f or b + C Terry will grab the opponent by the neck and will throw them down really hard. A nice throw, and it does some damage too. If you use forward, he'll throw them on the same side. If you use back, he'll throw them on the other side and this makes it a cross-over move. You would be better making it switch sides if you had previously been cornered to take advantage of the situation. Usefulness : [****-] |---------------------------- COMMAND MOVES --------------------------------| Power Wave : qcf + P Terry's projectile! A version comes out quicker and travels rather slowly. C version takes more time to come out but is very quick. Both will travel the whole screen. The recovery time is decent, whether you're using the weak version or the strong one. However, your opponent may jump over them and so, do not abuse them in the hope of winning through guard damage. These cheap techniques no longer work. They have never worked in Garou Dentetsu, in KOF yes, but never in Garou. You can now use the Power Wave as counter hit (more on that later.) Usefulness : [****-] Burn Knuckle : qcb + P Throughout the years, this has always been Terry's most used move aside from the infamous Rising Tackle. Since the Rising Tackle now belongs to Rock, then you'll surely go back to the Burn Knuckle. A version comes out quickly and travels half the screen. C version takes a hella time to come out but it travels 2/3 the screen distance. Note that only the weak version can be comboed, the C version takes way too much time. In either case, the recovery time is your main obstacle to using it often. Simply use the A version ONLY in combos. Use C to get close to a far-away opponent, it's actually better than just running. Usefulness : [****-] Power Dunk (BR) : f, d, df + K At last, the power dunk is back and the new animation is excellent. Your typical anti-air move and it can also be used as counter. B version comes out fairly quickly but doesn't travel very far, either forward or upward. D version takes more time to come out but make Terry jump higher as well as travel forward quite a lot. Basically, you can start the strong Power Dunk from a distance and the last hit may still connect. Both may be used in combos but that's not where they rule. The Power Dunk is Terry's breakable move. You need to do so upon the first hit in both cases. Master the subtleties of the breakable moves and consult the combo section! Usefulness : [*****] Crack Shoot : qcb + K I know some people consider this a pretty useless move but my guess is that they don't know how to use it yet (hence the purpose of this FAQ ^_^). B version is rather slow and doesn't go far. On the other hand, the D version is quick and makes Terry travel a good distance. However, the recovery time is really lame. Thus, you shouldn't use the move that often, specially against quick/skilled opponents. The Crack Shoot is also a counter and it enables special combos. Usefulness : [****-] Power Charge : f, f + P (up to 3 times) A nice new move! C hits harder. The button also determines the distance. The weird thing about the Power Charge is that the strong version has a better recovery time. A very aggressive attack and should enable you to catch/corner your opponent in little time. Use in combos! Usefulness : [****-] |----------------------------- SUPER MOVES ---------------------------------| Power Geyser : qcf, qcf + A A great anti-air super. Does a lot of damage and can be used in easy and complex combos. Works great against jumping opponents like the Kim brothers. Does less guard damage than the Buster Wolf though. Usefulness : [*****] Buster Wolf : qcf, qcf + B Terry has a new super and its name is thr Buster Wolf! Personally, I love using this super. The opening animation is a bit like the Burn Knuckle but this time, Terry "radiates" more energy. It will do a LOT of guard damage. Can be used in combos and as counters. Usefulness : [*****] |-------------------------- POTENTIAL POWERS -------------------------------| Power Geyser : qcf, qcf + C He'll pull 3 of the super move although it seems he's only pulling 2 of those. Of course, it is a great anti-air but be warned that if you pull this against a jumping opponent, the probability that it'll do only 2 hits is very high. Doesn't do that much guard damage though. Usefulness : [*****] Buster Wolf : qcf, qcf + D A state-of-the-art P. Power which you should use as soon as you can. Does massive damage and comes out fairly quickly. It has good recovery time too but some of the faster characters can still punish you if you miss. May be used on counter-hit and some exceptional combos. Usefulness : [*****] |--------------------------- T.O.P. ATTACK ---------------------------------| Max Dunk : Press CD when in T.O.P. Terry will do the first hit of the Power Charge and will follow with the 2 last hits of the Power Dunk. Very damaging and comes out fast. Very damaging and the guard damage is excellent. Use in combos for full effect! Usefulness : [****-] |---------------------------- FEINT MOVES ----------------------------------| Burn Knuckle (weak) : f + AC Very simple, Terry will do the motion of the weak Burn Knuckle and will cry out "Burning". The animation is very fast and will confuse the opponent enabling certain combos. Use this in mind game and against human opponents, it works wonders. Usefulness : [*****] Burn Knuckle (strong) : d + AC Terry will raise his hands as if he will perform the strong Burn Knuckle. You may cancel it even before he finishes it though. An excellent feint move and you should practice the combos where it is involved a lot. Usefulness : [*****] NOTES ON THE FEINT MOVES AND HOW TO USE THEM : --------------------------------------------- In the game (and as I have very briefly described in the Game Features section), there are the so-called feint moves. The feint moves are actually the opening animation of an existing move. As you've already seen, for Terry, the feint move is the Burn Knuckle. The advantage of using it is that it'll make you recover faster than the opponent. For example, let's say you just pulled a close C. Terry should take some time to recover, right? Well, by pulling the feint move, you'll make him recover faster. At the same time, this gives you enough time to place in more hits since the opponent hasn't yet recovered from being punched or kicked. Thus, you'll have more openings. This feature enables a lot of tough and very damaging combos. Check the Combos section for them! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= C O M B O S =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section will be divided into 2 sections: (i) Combos which you can pull anywhere, (ii) Combos which you can pull in only in specific situations. Note that there will be a lot of notes in this section. |---------------------------- REGULAR COMBOS -------------------------------| Blah, this is the combo section. Switch on your console, go into practice mode and uh...Practice? ____________________________________________________________________ / / / B E G I N N E R / /___________________________________________________________________/ NOTE: Stand C at the start of the combos and after jump D can be replaced by a crouch C except when stated. * f, f + A -> f, f + A -> f, f + A * f, f + C -> f, f + C -> f, f + C * Stand A -> stand A Basic combo. * Stand A -> stand B * Stand A -> stand A -> stand B * Crouch A -> crouch A -> crouch B * Jump D -> stand C * Jump D -> crouch C * Jump D -> stand A -> stand A * Jump D -> stand A -> stand B This combo is very cool-looking because the stand B is considered as a far attack. Try it!! * Jump D -> crouch A -> crouch B * Stand C -> f + C This combos still confuses me. AFAIK, the f + C isn't a move but it's like a combo. Those who've played KOF will recognize the Rising Upper but apparently, that's not quite it. * Jump D -> stand C -> f + C * Stand C -> qcf + P A nice combo and quite damaging at that too! * Stand C -> qcb + A Owing to the time it takes for the strong Burn Knuckle to come out, only the weak one will combo after the stand C. Don't say I didn't warn you!! * Stand C -> dp + K * Stand C -> T.O.P. attack * Stand C -> f, f + A (x3) C versions don't connect. * Stand C -> qcf, qcf + P Some might find this a little hard to pull. In this case, go for the crouch C as starter instead. * Stand C -> qcf, qcf + K Same here! * Jump D -> stand C -> qcf + P * Jump D -> stand C -> qcb + A * Jump D -> stand C -> f, f + A (x3) * Jump D -> stand C -> dp + K * Jump D -> stand C -> T.O.P. attack * Jump D -> stand C -> qcf, qcf + P * Jump D -> stand C -> qcf, qcf + K * Stand C -> feint -> qcf + P In this combo and the ones below, the hits won't add up but it does count as a combo since your opponent is still "stunned" when you feint the Burn Knuckle. * Stand C -> feint -> crouch A -> qcb + A * Stand C -> feint -> crouch A -> dp + K * Stand C -> feint -> crouch A -> qcf, qcf + P * Stand C -> feint -> crouch A -> qcf, qcf + K ____________________________________________________________________ / / / I N T E R M E D I A T E / /___________________________________________________________________/ As a vet, I don't really consider these combos as intermediates but more as beginners. However, I've noticed that newbies do take some time to get used to the feint moves' harder combos and that why I'm putting this intermediate section. Combos with the feint moves must be done close to the opponent and may require some running. Don't forget that the stand C can be replaced by the crouch C if you're having trouble. * Stand C -> f + C -> qcf, qcf + C It doesn't look like a combo and the hits don't add up...However, if you'd care to take a closer look, you'd see that the opponent is kinda dizzied after the second hit. Since, the P. Power Geyser is very quick to come out, the opponent won't ever be able to block however fast he may be. * Stand C -> feint -> stand C Must be very close to work! * Stand C -> feint -> f, f + P (x3) * Jump D -> stand C ->feint -> stand C Must be close again! * Stand C -> feint -> stand C -> qcf + P If you're having trouble with these combos, pull crouch C the second time. * Stand C -> feint -> stand C -> qcb + A * Stand C -> feint -> stand C -> dp + K This one is much harder to pull than the others! * Stand C -> feint -> stand C -> qcf, qcf + P * Stand C -> feint -> stand C -> qcf, qcf + K * Jump D -> stand C -> feint -> stand C -> qcf + P * Jump D -> stand C -> feint -> stand C -> f, f + A (x3) * Jump D -> stand C -> feint -> stand C -> qcb + A * Jump D -> stand C -> feint -> stand C -> dp + K Second stand C must be close for strong Power Dunk to connect. ____________________________________________________________________ / / / E X P E R T / /___________________________________________________________________/ I've decided to list all his breakable moves' combos in the expert section since breaking the moves is kinda hard without forgetting how it is even harder to follow with more moves for the most damaging combos. -_- NOTE : While timing is required to break a move successfully, the timing to put in the follow-ups is even more CRUCIAL. Heck, if you input the commands too early, The Legendary Wolf will just spin around but he won't do anything... * Jump D -> stand C -> feint -> stand C -> qcf, qcf + P * Jump D -> stand C -> feint -> stand C -> qcf, qcf + K * dp + K -> break -> dp + K * dp + K -> break -> qcb + B Getting the Crack Shoot to connect is not as easy as it sounds. You must be very quick. * dp + K -> break -> qcf, qcf + P * dp + K -> break -> qcf, qcf + K * Stand C -> dp + K -> break -> dp + K * Stand C -> dp + K -> break -> qcb + B * Stand C -> dp + K -> break -> qcf, qcf + P * Stand C -> dp + K -> break -> qcf, qcf + K * Jump D -> stand C -> dp + K -> break -> dp + K * Jump D -> stand C -> dp + K -> break -> qcb + B * Jump D -> stand C -> dp + K -> break -> qcf, qcf + P * Jump D -> stand C -> dp + K -> break -> qcf, qcf + K ____________________________________________________________________ / / / F R E A K S / /___________________________________________________________________/ Someone once said that he was decieved with Terry. IMO, he didn't know of the following combos. WARNING: High level of skill required! Breakable and feint moves must have been mastered!! * Corner opponent -> f, f + C -> stand C -> feint -> run if necessary -> stand C -> feint -> stand C -> qcf + P * Corner opponent -> f, f + C -> stand C -> feint -> run if necessary -> stand C -> feint -> stand C -> f, f + A (x3) * Corner opponent -> f, f + C -> stand C -> feint -> run if necessary -> stand C -> feint -> stand C -> qcf, qcf + P/K Both supers will do here! Now, introducing Terry's best combos : * Corner opponent -> f, f + C -> stand C -> feint -> stand C -> feint -> stand C -> feint -> crouch C -> qcf, qcf + P/K Use crouch C as the last normal attack. You may need to run from time to time. This is very hard to achieve but with practice and some luck, you'll be able to pull it. You may finish with any Super or P. Potential, they'll all connect. * Corner opponent -> stand C -> feint -> stand C -> dp + B -> break -> qcf, qcf + P/K Use the weak Power Dunk only. And, of course, you may add a jump D at the beginning. |------------------------- SPECIAL CASE COMBOS -----------------------------| The following combos are some special ones that you can pull only under certain conditions. These conditions are achieved either through a game feature or the particularities of a move. Note that you cannot practice these combos on the Neo-Geo simply because you cannot set up the required conditions. I dunno about the DC version. Also, please read the notes because otherwise, you'll most likely miss all the important stuff. * During gameplay, the Burn Knuckle can sometimes act as a counter. Whenever this happens, you should take advantage of it and throw in more hits. You must be fairly quick though. The counter hit is achieved mostly again jumping opponents. The opponent must be jumping towards you and I do think that the height also matters but truthfully, I'm still unsure of the real distance. Anyway, the Burn Knuckle should hit the opponent and he'll be sent flying upward. You have enough time to throw in another hit before the opponent falls to the ground if this happens. Here's how it should go: stand C/D / / / qcb + C ------------------- hits jumping opponent --------- dp + K strong \ timing crucial only \ \ qcf + P will hit opponent just as he touches the ground if well-timed Supers and P. Powers may also connect but the probabilities that they will effectively do so are very small. * The stronger Crack Shoot also acts as a counter. In fact, both of them work as counters but I'd advise to stick to the D version because it gives more time to throw in the next hits. Again, it works mainly again jumping opponents. If the opponent goes up upon being hit, then you can try to throw in more hits. stand C/D / / / qcb + D ------------------ hits jumping opponent ----------- dp + K strong \ works fine \ \ qcf + P qcf, qcf + P qcf, qcf + K The Supers and P. Powers are not that hard to connect. You may have to run forward if you intend on pulling the Power Geyser in certain cases. * It is possible to combo 2 Power Waves similar to Butt's projectile (check my FAQ - shameless plug :P). For this to happen, the first one must be a counter hit. As soon as this occurs, do the strong Power Waves. That'll make 2 hits for the opponent to hit! ^_^ qcf + A ------------------------------------- qcf + C counter 2 hits 1st hit combo * Use the Power Dunk as counter on the first hit and break it. Do another Power Dunk, break and follow with the weak Burn Knuckle. This is very hard to perform! dp + K ---------------------- dp + K --------------------- qcb + A counter break 3 hits break Works best against cornered opponents. I guess I don't need to tell you that you can use other moves too. Just try them out! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= S T R A T E GI E S =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |--------------------------------- CPU -------------------------------------| These are the strategies that you may use to beat the CPU opponents when you play as Terry. The strategies have been written according to the AI and to the attacking patterns of the characters. Of course, since this is a fighter, the strategies won't work all the time but they'll be enough to tell you what you need to do and what you must not do against a certain character. If you are unfamiliar with the move names of the other characters that I may have included in here, consult Jame's Kuroki's excellent FAQ at GameFAQs. Characters are listed as seen on selection screen. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ROCK : Considering who Rock really is, you can just bet how hard the lad is. To get on with it, jumping at Rock is really not a good idea since he has good anti-airs which have very high priority. You can be caught in his Rising Tackle or even worse, his Raging Storm if you're that unlucky. And too bad for you, he really seems to enjoy using those moves and you'll sure be seeing a lot of those since Terry always ends up fighting against Rock. Even though it is unwise to jump at him, you still need to be aggressive and to do a lot of attacking. Playing defensively only ensures that you'll lose since Rock is very quick and he has a lot combos. So, you need to attack a lot. However, never jump at him if he remains crouching at a distance. He will almost always use the Rising Tackle eventually. When this happens, throw in a weak Power Wave quickly followed by the strong one and hope that he's caught in it. Otherwise, don't hesitate to break your Power Dunks if blocked. I've also noticed that he's easily confused by the feint move and so, don't hold back on those whether you're attacking or not. The Crack Shoot is also effective. Rock is so aggressive that he'll be taken by surprise a lot of times. Once this happens, it will very likely be a counter hit. Just throw in a nice combo and you'll eventually win. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * DONG HWAN : He's not so hard compared to the rest of the cast. Simply jump at him with your strongest attack when there's an opening and use all your combos effectively. The Crack Shoot and the Power Dunk will win over most of his moves and you should use those often. Luckily, Dong Hwan doesn't make full use of his counters and you really shouldn't have a hard time against him. Just be ready to crouch block from time to time or you'll eat his juggling move. Thankfully, Dong Hwan doesn't really make full use of this move other than one or two hits and you're still safe. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * HOTARU : When I first played the game and fought against Hotaru, I chuckled and though this would merely be filler. Nowadays, whenever I'm playing and she shows up, I shake with fear...This is just to tell you how annoying Hotaru can be. With her high-recovery time moves and fast pace, Hotaru is a real bastard. Just keep an eye open for anything since she'll throw anything that she's got when you least expect it. Her teleport moves also make her appear out of nowhere and you'll really have trouble knowing where she'll show up next. Note that both of the supers come out very quickly and Hotaru knows when to use them. She'll use her Ten-Shou Ran-Ki if you are stupid enough to jump at her when she has a power. Also, if you use a move but it miserably fails to connect, she'll punish you with her Sou-Shou Ten-Ren-Ge if she has the ability to do her. Jumping at her with an attack works fine from time to time but with her quick moves, she'll have the upper hand most of the time. It's OK to rely back to the ol' strategy to mix up your attacks but just don't keep on pulling the same stuff over and over again or you stand no chances of winning. Luckily, the Burn Knuckle belongs to Terry and it'll be very useful in this match. Remember to use only the weak one most of the time though. The strong one is good to make you get close to Hotaru but she may still punish you after having blocked it. Use the Power Dunk if you're close to her when she reappears. Power Geyser or Buster Wolf if you have the ability when she comes from above since she can't block. If it's possible, get close to her and abuse your feint combos. They work well against her. Otherwise, good luck! You'll need it... ^_^ * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BUTT : Another character against whom jumping is not advisable. I mean, this is Ryo's student, you can't go about with this sick pattern right. ^_^ The best thing to do is to wait for him to use his projectile and to jump at him while he is still recovering. Be quick though or you may still be caught in the Ko Hou. Otherwise, use the Crack Shoot when he's not using his projectile and when he's just hanging around. The Burn Knuckle is not recommended against him since he'll very likely use his projectile and you'll just eat it without being able to do anything about it. His Kyokugen Ko Hou is also very quick to come out if he can use it. Try the Power Dunk from time to time. With a bit of luck, you should land near him just after he's thrown another Ko-ou Ken and you'll have enough time to use a nice and damaging combo. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * HOKUTOMARU : She may look easy but she can be very annoying with her fast projectiles and all her other moves. Wait for her to use a projectile and use your cross-over D. D is better because it has more range and you're sure to be far from her when she throws her projectile. Luckily for us, she doesn't use her supers very often and she's not that quick. She is still fast though but Terry is much faster. And since you'll almost always meet her in one of the first 3 matches, she won't pose much of a resistance. NOTE: Crack Shoot can pass over her projectile and hit her if timed well. What's better is that it has lotsa chances of being a counter hit. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * KEVIN : An average CPU character but his chain combos are more than a challenge. Thankfully, you've got one of the best qualities on your side: speed. Simply keep moving at all times and don't stop with the jump D whether you are close or not. If Kevin charges one of his moves, you can try and attack him as he does so. Don't keep hopping back though. Since you never know which range he'll use, try to block it or attack him instead. Use your best combos when you have openings. The Power Wave is also great against him and you can rely on it a couple of times but don't abuse it. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * FREEMAN : His moves and supers are a real nuisance. If he pulls his Creeping Death, do your best to avoid it. That move sure deals a lot of damage. As for the Full Blast, he'll always use it either in combos or when you're recovering such that you'll find it very hard to avoid it. Otherwise, keep attacking him but make sure you don't get caught in any of his moves, particularly the V.O.D. They're rather unpredictable. The Burn Knuckle also seems to work well but because of the Full Blast, I usually avoid using it alone. And the Power Wave is a mistake against Freeman, he'll avoid it and attack you. Oh yeah, read my Freeman guide * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * TIZOC : Don't let his size fool you. Tizoc is rather easy and isn't that hard to beat. Just make sure you're not too close to him or he will grab you with one of his damaging throws. Keep jumping and follow with your strongest moves. When Tizoc jumps up and turns around, he's quite vulnerable and you should hit him as he does so. But make sure you aren't in his range when he falls back though. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * JENET : She can be pretty cheap at times but most of the time, she's just freaking predictable. All you need to so is avoid being caught in her Crazy Ivan and you'll do fine. Her other moves are not that strong and you can see her supers coming miles away. You have more priority in the air and thus, your jump D will work anytime. Just attack her with your best combos. The Power Dunk is also darn effective against Jenet, abuse it if you wish! ^_^ * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * GATO : Possibly one of the hardest character and that's not even because he is cheap...Gato is the perfect all-round character - power moves, quick, unpredictable, good supers and high defensive capabilities. He'll win anytime in air, his moves are all excellent and they'll take away a lot of Terry's life at the same time. Watch out for his Rai-Ga, it's a real sucka and will deplete your whole lifebar by itself. Try to get in close as he recovers from a blocked or missed move. You'll have to be very quick though. A nice thing you can do is to punish his mistakes with a Burn Knuckle but that doesn't work everytime though. Crack Shoot is good for counters and hope you'll be able to add in more hits. You'll really need them here! Make full use of your breaks because Gato will make you feel stupid if you fail to make them connect. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * JAE HOON : Jae Hoon is rather easy, even at level 8 and there's no real need to worry. I always get Miracles against him (which are achieved by winning with a Perfect ^_^). Cross-over, stand C, etc...You don't need anything more! * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * GRANT : He has very good anti-airs and is very dangerous for our usual approach. Still, that's your best bet and you just need to time your jumps well. Crack Shoot is also quite effective and may take him by surprise once he is pulling some of his own moves. If you get knocked down and Grant is quite close to you as you get up, do a crouch C immediately. He is prone to eat it. If he is far away, throw in a strong Power Wave or a weak Burn Knuckle. Don't do either if he is close though, he'll jump over and hit you as you recover. Grant has pretty good recovery times and you have to be fairly quick in this match. Don't hesitate to poke him if you can get him in the corner. It sure works and you can then mix those with combos. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * KAIN : For cheap play, use the weak Power Wave followed by the strong one whenever Kain's at a distance. Do so even more when he is crouching. He will be hit by the second one because as you throw the first Power Wave, he'll almost always jump in towards you. Anyway, except for this sick pattern, there's no true way to defeat Kain. The real problem is that even his normal moves are good anti-airs and they all have priority over Terry's jump attacks. You'll be caught in those most of the time. Use your best combos whenever you can. Don't bother with the feint moves outside of combos though, Kain isn't really fooled by those. You can try using the Power Dunk when he uses his Schwarze Flamme but he doesn't take that long to recover and so, it's only a matter of luck. You'd also better watch out for his supers. He uses them whenever he can. The final boss sure seems to have a high AI this time and not just cheap moves. If he's close to you and you appear to be recovering from a missed attack, he'll use the dreaded Himmlischer Atem/Steele and you won't be able to block. Try defeating him the in the first 2 rounds. In the third round, his whole life will be in T.O.P. and he'll be even cheaper than before! (NOTE: Some more info on this in the "Contributions from readers section". Check it out!) * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * |----------------------------- CHALLENGERS ---------------------------------| I know everybody has his own playstyle when it comes to dealing with challenger but truthfully, Terry was and will always be your typical aggressive character. Blocking or turtling with him won't take you far and will just make you look very silly. So, you'll have to deal with your human opponents with an aggressive attitude. You can use the Power Wave from time to time but since there is now the Just Defended option, don't abuse it or you'll just help your opponent win. But if you're really going to use it, do so when the opponent is at a distance. And the best thing to do is to throw the weak one immediately followed by the strong one since it may hit him as the opponent comes down after jumping. The Crack Shoot is very effective against affective opponents and you can use it from time to time. Don't use it too often because of the recovery time. If you feel that it will connect as a counterhit, be prepared to add in another move quickly afterwards. Don't waste such opportunities! And, of course, you can use the Burn Knuckle to get close to the opponent. You may use the weak one to do some tick damage or to make him keep blocking and rely on the strong one to get close to a far away opponent. Using the strong Burn Knuckle is actually safer than running since you risk being caught in a super as Terry mindlessly runs on towards the opponent... ^_^ Make full use of your breakable moves and your feint moves. Feint moves are really great to use against human opponents because they'll confuse them into thinking that you'll really pull the move and they also allow in to place in more hits as they recover. You should be constantly moving and use your jabs to poke the opponent around. Since Terry's jabs are cancellable, you may then quickly follow with a special move and dish out some serious damage. Terry is very quick and his combos can be really deadly if you know how to use him. Remember, the key to winning with Terry is to be aggressive. If your opponent is of the blocking type, you're in for an easy win. Attack constantly. By the time the opponent's guard breaks, you should have a power and you just have to use one of the breakable/ feint moves' combos. Very easy since your opponent won't be able to block then. Against turtlers, use the Power Wave technique and feint moves to confuse them. Once they react, attack them as they recover and make full use of your best combos. You're playing with Terry, you can't lose!! ^_^ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M I S C S T U F F =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |------------------------------- OUTFITS -----------------------------------| In MotW, each buttons gives differently colored outfits. Here are the outfits for Terry. Button A : brown jacket, blue jeans, dark blue trims and gloves. Button B : green jacket, blue jeans, light blue trims and gloves. Button C : grey jacket, tan jeans, brown trims and gloves. Button D : reddish-brown jackets (a bit more towards red though), greyish-blue jeans, trims and gloves (the trims and gloves are a bit lighter in color). |--------------------------- QUOTES/DIALOGUES ------------------------------| In this section, you'll find all of Terry's quotes. You probably already know that each character has a different quotes against a particular character when he wins. Here are all of them! Enjoy! Note that I've done Rock, Grant and Kain seperately since Terry has more than just quotes with them. They are done in the following order: i) Rock, ii) Grant and iii) Kain as you'll always fight them in this order. ATTN: THIS SECTION CONTAINS SOME MAJOR KICK-ASS SPOILERS!! READ AT YOUR OWN RISKS!!! I may have made certain mistakes with the ending dialogues, specially the ones with Kain. Please let me know if you happen to spot mistakes, you'll be fully credited. Against B. Jenet : Wake up and smell the java! You're nothing but a clown. Against Butt : HEY! Today's humiliation! Tomorrow's fuel for victory! Against Dong Hwan : You're a real goof-off!! Get serious or get lost! Against Freeman : Consumed by ambition, you just had to lose! Against Gato : To win, you must first beat your inferiority complex. Against Hokutomaru : Shiranui ninja arts? Your master must be... Against Hotaru : Looking for your brother? I'll tell you if I see him. Against Jae Hoon : You've got the talent. You're just like your father! Against Kevin Rian : Good job! The country's in good hands with you! Against Tizoc : Sorry. Pro wrestlers just don't scare me. - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - Against Rock, there is a sequence and a conversation before the match starts. >Rock : I've been really waiting for this: the semifinals! >Terry : Hey! You made it all the way here? Good job, Rock! >Terry : If you win, maybe you'll know your mother's secrets. >Rock : She's got nothing to do with this! This's about me! >Rock : I fight to test my own power. Enough talk! Let's begin! There will be another conversation once you have beatem him. >Rock : Still tough, huh. Still the champ. >Rock : The semifinals and you're not tired at all... >Terry : Sorry, Rock. But don't worry. >Terry : I'll find your mother. >Rock : D..Don't bother! I'm no Oedipus! >Terry : Hmph! Okay! - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - Before you fight against Grant. >Terry : This's a weird lay-out. >? : You fight rather well. But your peak has passed. >? : You're no match for the power of Dark Karate. >Terry : Ha! Quite a claim... >Terry : But you don't convince me, hidden like some weenie! >Grant : I am Grant...The Martyr of Might... >Grant : Now, show me the full extent of the power... >Grant : ...show me all you have. There is another conversation once Grant is defeated. >Grant : What kind of freak are you? Don't your ever give up? >Terry : I'd love to but my enemies just won't leave me alone. >Grant : I hear ya! >Grant : Goodbye, legendary one...Farewell, Kain! - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - You should now what happens against Kain by now... ^_^ Before match : >Kain : So, the legend really was true. >Terry : You must be Kain? >Terry : Why this competition? >Kain : To meet the killer of Geese, my dear brother-in-law. >Terry : ...Geese? Who are you? >Kain : To think Grant lost... >Kain : His power's the real thing. >Kain : Or maybe?... >Kain : Don't get me wrong. Hey! I'm asking you to join me... >Terry : Don't know about that. >Kain: This overwhelming dread...Is this the power of Geese? After match : >Kain : Terry, the legendary wolf...You're as good as I thought. >Terry : Now, you know. Once can't live by strength alone. >Kain : Yeah, one needs compassion. But it brings conniving, bias. >Kain : A lone wolf like you should know of what I speak. >Kain : These days, no one has it... >Kain : The vision to really live! - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - After Kain's mansion has collasped; Southtown at night. "Hey, heard the rumor?" "Is this city really going to declare independance?" The picture changes to that of Terry walking in a street the next day. You'll be seeing him from behind though and of course, he's got his jacket on. [Terry] "It doesn't matter anyway. Our lives won't change any." You'll be shown Rock who appears to be in a cathedral (OK, there's nothing that really proves that it's a cathedral but the structure could only belong to one.) [Rock] "Terry, I don't know anymore." [Rock] "Was what Kain tried to do such a wrong thing to try?" Terry will now be shown from the side but his face doesn't really appear on the screen, you see only part of his head. There will be two ladies to the right. Notice how the name Andy's written on the wall just above the lady in white. ^_^ [Terry] "Excuse me, lady...Isn't that an emerald?" [Lady] "Oh, can you tell?" [Terry] "I'll take jewels to independence any day!" The picture changes to Kain just as he dies (if he died since you don't know what SNK can come up with ^_^). [Kain] "A wolf like you should know, people today aren't alive..." Now, Terry will be sitting by a fence with a factory in the background. [Terry] "I love this town..." [Terry] "But..." [Kid] "Hey, Terry!" The screen changes to 3 kids carrying a basketball. [Kid] "Put 'er there, Terry!" [Kid] "Terry wins again!" [Terry] "Thanks, everybody!" Terry will be alone and will look up, smiling. [Terry] "Yup, it's no bull...It's all about heart!" [Kid] "Terry, how 'bout a game of hoops?" [Terry] "Ooooh...kay!" - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - |----------------------------- VOICE SAMPLES ------------------------------| Entrance : Hops up and down, getting warmed up, pushes his hair back, then gestures to the opponent "C'mon, get serious!" Entrance 2 : (vs Rock) Puts his hands on his hand and seems to relax, "Hey, rookie!" Win : Points his finger to the downed opponent, "Stand up!" Final Win 1 : "OK!" Terry tosses his jacket up, turns and catches it, before putting it over his shoulders. Final Win 2 : (vs Rock) "Tsk, tsk, tsk" as he waves his finger "All right!" takes a guts pose (raises an arm) Taunt : "Hey, c'mon, c'mon!" motioning to get over here Post-Win Taunt 1 : Bows courteously, "Sorry!" Post-Win Taunt 2 : Wipes his forehead with his arm, "Good going!" Small KO : "Shit!" Flying KO : "Uwaaaaaaaa!" Draw : "....." Time Loss : "You're dead!" MAX Dunk : "Crash!" Power Wave : "Rock you!" Crack Shoot : "Kick that!" Burn Knuckle : "Burning!" Power Charge : "Shoo! Ha! Charging!" Power Geyser (S) : "Go bang!" Power Geyser (P) : "Livewire! Go bang! Buster Wolf : "Are you OK?" *When hits "Buster Wolf!" |----------------------- CONTRIBUTIONS FROM READERS ------------------------| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Chase Coulson has mailed me with some very nice stuff to play with Terry more effectively. (I'm doing this by parts.) 1. TEXT (edited): Just Defended: This technique is the most vital part of the game. It can break or make you (win) in MOTW. Me and my friend are pretty equally matched in terms of combos, strategies etc., but he still has better Just Defense skills, so he wins more matches (hey a match won with one hit of power left is still a win). I felt you needed to stress what an important role Just Defended plays in the game. If you learn to do it well enough, you can use it to regain enough life to make a comback. Even if you try to fake the other guy out into thinking you're going to attack so that he'll Just Defend and you can punish him afterwards doesn't always work if the other guy is good enough. VIEWS: Well yeah, Just Defense does play an important in the game. Otherwise, it wouldn't be in it? However, this is only a character FAQ and there is no point in rambling on about Just Defense. Otherwise, Chase himself has just put all that you need to know on Just Defense and I do not need to add anything more. If you still need more info though, check out James Kuroki's excellent FAQ at GameFAQs. 2. TEXT (edited): AB attacks: You skipped over the important, standing and crouching AB attacks. Standing AB can be used as a trick move and are very hard to Just Defense, and jump over a sweep. Terry's crouching AB can be used as combo/super combo starters, and when the opponent is coming out of the air. VIEWS: I overlooked that (but then that's because I don't rely on them a lot :) Again, he's put it all himself. His crouching AB is highly effective against a landing opponent and will give you high priority. I now use that to trap them and to get them in a position where I'll be able to pull a damaging combo. The standing AB is really hard to Just Defense but some of the CPU opponents do it rather easily (specially Marco). Use it a lot against challengers. 3. TEXT (edited): Strategy against Kain: I highly disagree with you about there not being a set strategy that works. There is one and it has to do with Just Defense. Kain is extremely predictable, that's the key. Use Just Defense whenever he attacks you and since his attacks are so slow, they're really easy to Just Defend. They also give you a lot of back life. He throws out projectiles a lot and you can Just Defend them, regain a lot of life and Guard Cancel to punish him. Also, he will predictably do a strong kick move that charges at you and if you Just Defend it, he's wide open for any combo. If you Just Defend when he's coming down at you, you can also punish him with a combo. VIEWS: The stategy works but not always. Still, it's worth trying out but there is an essential condition you must meet if you really want to use this strategy: you must be good at Just Defending. Believe me, my friend (who has never cared to become familiar with the feature) wanted to try it out and it was horrible! >:( Anyway, that's a sound strategy to beat Kain. His moves really are slow to come out and you can take advantage of that. 4. TEXT (edited): Jae Hoon: I understand he's one of the weaker characters the game the AI plays him but as as overall character, he's one of the strongest in the game. Plus he plays a lot like Kim in KOF and that's all the better. I guess what I'm objecting to is that an average person who is just getting into the game and looking for some good strategy on the characters may misinterpret your section on him and think he's a weak character, which is not the case, and they may overlook a terrific character. VIEWS: Calm down! :) I never said Jae Hoon is weak. I just pointed out that as a CPU opponent, he's pretty lame and with Terry, there should be no problem in defeating him. But like you say, he's deadly in the hands of an expert player. Which I am not with Jae Hoon (on the other hand, it's another story with Dong Hwan). 5. TEXT (edited): Guard Cancel: You hardly mentioned Guard Cancelling at all as part of the strategy of the game. It plays right alongside Just Defense. I know it's difficult to perform but if it can be mastered, it is deadly. Even if you do it a couple ot times in the game, if you use it in key moments, it can be a deciding factor. VIEWS: I overlooked that one but I truthfully think everybody's aware that Guard Cancel does play a role in the same (just like Just Defense). But I won't brush up the strategy sections again to add this because it's pretty obvious and it's here now. The advantages of Guard Cancel and how to use it are already listed in Kuroki's FAQ or my full FAQ, check either out. I won't put those here because this is only supposed to be a character guide and such info don't belong here. ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Very good question from Ryudain Yamazaki . TEXT (edited): Concerning the feint moves and after reading your combos and trying them out, I wanted to ask something. Since, basically, it is possible to do a crouch C -> feint -> crouch C, shouldn't this lead to a nice infinite? VIEWS: I also thought of that myself when I first got the game. However, after 3 crouch C's or so, Terry is pushed back even more such that it is next to impossible to have another one combo in because of the distance. As a side-note, Terry doesn't really need infinites. :) ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O U T R O =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= That's it then, folks! I hope to have done Terry justice with this guide. I realize there are already 2 FAQs for the character up at GameFAQs and possibly a lot more on other sites but up to now, the ones I've read all lacked information. They didn't dwelve into the special combos enough and didn't concentrate on all his counters either. Hope you won't have to ask questions on message boards now! ^_^ By the way, as you can see there is now a Contributors section in the FAQ. Feel free to send me your own strategies and if they do work, I'll put them there. "Don't you dare underestimate me, you arrogant bastard!" - Terry Bogard in Fatal Fury : The Motion Picture (one of my favorite quotes) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= L E G A L D I S C L A I M E R =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Copyright 2001-2002, Kerta. All rights reserved. This document is a free publication and as such, cannot be used for profitable purposes. Copying or reproducing this document or any part of it without the author's permission is illegal and will be treated accordingly. This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. In other words, you cannot use this FAQ to make money and you cannot host it on your site without my permission. You are not allowed to rip part of it and to include it in your own work, thus claiming that the information belongs to you. Even if you want to use some info contained in this guide while giving me credit, you must e-mail me and ask me first. "If somebody steals your FAQ and sells it, you can sue them. Even if they didn't sell it, you can still sue for statutory damages." - CJayC Keep these words in mind! Webmasters, if you wish to post this FAQ on your site, e-mail me first but note that I will give you permission only if you abide by these conditions: - Your site must be a non-profitable and non-commercial one. - It (the guide, not your site ^_^)must remain unaltered, not a single character is to be removed or added. - No banners or advertisements of any form are to be attached to it. - Full credit is given to me. Garou Dentetsu and Terry Bogard are Copyright SNK, Japan. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= C O N T A C T I N F O =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you want to mail me for contributions, comments, feedback or you want to send me some hot pics, feel free to do so. The address is found at the top of this FAQ. Note however that I will only accept certain types of e-mails and I will ignore the rest. Here's the list of those: 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. - Put "Garou-Terry" as the title. "Terry" and "Garou" alone will not be accepted because I have 4 Terry guides (different games, obviously) and 3 Garou guides. E-mails I will not accept: --------------------------- - People asking me for cheats for this game. There are sites and message boards for this. This is just a character guide. - People asking me to send them this FAQ. I will immediately block your address in such cases. - 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. - E-mails asking for info already stated in this FAQ. - E-mails with no subject line. - E-mails of the type "hey jOOd, ur fak wus nut kewl n u s8d zat..." If you wish to take some info from this guide to put in yours, you MUST e-mail me and ask me for permission first. Please don't go on and take bits from my FAQ and just add to your without permission. Let me know first, K? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= R E V I S I O N H I S T O R Y =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Version 1.00 on 11/18/01 ------------------------ * First release. I've put everything that can be said about Terry and thus, updates will only concern corrections, contributions and new stuff. Version 1.10 on 11/20/01 ------------------------ * Corrected a few mistakes and typos. Final Version on 12/18/01 ------------------------- * Last version but I will still be adding contributions. Final Version on 12/29/01 ------------------------- * Added a lot of contributions by Chase Coulson - new "Contributions from readers" section, his ideas were so interesing I set up a new section entire for those. :) Also added ASCII! Final Version on 12/30/01 ------------------------- * A question by a reader convinced me to include it in the new section. I'm putting it up in case other people ask me this! Final Version on 1/31/02 ------------------------ * Silly mistake corrected thanks to Jazzie D. Final Version on 4/29/02 ------------------------ * E-mail change! Final Version on 7/20/02 ------------------------ * Edited various glaring errors and corrected quote against Butt and Dong Hwan (thanks to TwistingGears for pointing this out). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= C R E D I T S =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= My thanks and love in the making of this guide to everyone listed here: - SNK For knowing how to change Garou Dentetsu and making it even better. Sure, I know I said MotW isn't the best in my reviews but it comes quite close. - Jeff "CJayC" Veasey For giving me a life- er, I mean, for posting my FAQs on his website. Thx for such a great site, CJ! - Jame Kuroki Bio sheet and movelist has been taken from his FAQ at GameFAQs. I also used his guide to check the voice samples but I must say there are points where I do not agree with him. - Chase Coulson For a load of contributions and pointing out what was missing from the FAQ - I have put up a new section by the way. - Jazzie D For pointing out that one of the subsections was a mistake (Seiyuu changed into Voice Samples). - TwistingGears For correcting me on Terry's victory quote against Butt and for pointing out a typo I made for the one against Dong Hwan. - You Once, I went to the Garou board and saw a topic "Terry is tops, no doubt". Unfortunately, I didn't have time to read it. To that guy and to Terry players, I will now say only one thing: Terry is not tops, Terry is a monster!! MY CRP: http://www.gamefaqs.com/features/recognition/8556.html - EOF - (c) 2001-2002, Kertra. All rights reserved.