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Lista de combos kof 2002
Lista de combos kof 2002






lista de combos kof 2002

As with most moves of this kind, it's not well fit to control air (as it can be hopped over easily), but works for zoning a grounded opponent and as a blockstring ender. Special cancel-able if cancelled from other normalsĪ simple low projectile that travels fast.When done raw, may be used as a starter for Max Mode combos. Be careful using f+A at the end of a blockstring, the opponent can roll before the f+A hits if your opponent is expecting it. Comboes only from heavy attacks, but gives more than enough time to confirm and input a followup. Combo Advice: Very nice "combo filler" move for Terry.Terry gets pushed back a great distance if its blocked, which is good if you need some space away from the opponent for you can properly react and read their next actions of movement. As with most command normals of this kind, it's not cancelable when done by itself (or "raw"), but becomes cancelable when you combo into it (albeit losing its overhead properties). Terry takes a large step forward to deliver a low aiming hook punch that hits overhead. Does 2–3% more damage than f+A, so you can use it instead of the latter in combos for more damage. Combo Advice: Very useful for Terry, since you can combo it from light attacks and cr.B, and then connect any special/DM after it.Can also be used as an extra "button" for Terry that acts as a fast attack sort of like cl.C, but works from any range. It can be used as an anti-air, but it may trade or get beaten out by the opponent's jump normals if timed improperly, and it takes time to fully extend upwards. Good & easy to use in combos before a special move or DM, or at the end blockstrings. This throw is great for okizeme setups like cross-ups with j.D or empty jump low mixups, etc.The opponent lands 1 character space away from the corner of the screen. Grabs and slams opponent in opposite direction.The opponent lands near the corner of the screen. Terry grabs the opponent then uppercuts them (df+C animation).j.CD: good air-to-air attack, and can be used to pressure the opponent in the corner, but can be low profiled.CD: pretty fast startup, good ranged hit box, pushes terry back far on block, whiff cancel-able.neutral j.D can be used for air-to-air but it has a more vertical hit box.j.D is good for air to ground and can cross up standing and crouching opponents easily.j.C is good for air to ground, faster than j.D.Great upwards angle that reaches slightly above Terry. j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump.j.A is ok for air to ground and air-to-air attacks.Very nice to cancel into qcb+B, qcb+A or qcf+A on block or on whiff. cr.D is a little slow, but long and cancelable.Slower than cl.C/cl.D but has more range. cr.C is a forward punch, decent as a poke and can start combos too.Usually for combos you want to cancel it into df+C, and then any special/DM. D moves Terry forward a bit, and pushes him back on block. May do as anti-air vs hop in a pinch, but doesn't reach high enough for this purpose. Very nice to stop and interrupt a grounded opponent. B is a great long poke that comes out fast and hits very far. A is fast and works ok vs short hop, but the range could be longer. Can be interchanged with cl.C in most combos. Marginally slower, but works a little better as a meaty, and may help get more damage in some combos due to pushback. cl.D is very similar to cl.C, except it hits once.Fast, hits twice and cancelable on both hits. cl.A hits crouching opponents and is chain-able into itself, cl.B, cr.Regardless, Terry is a good pick for those looking to learn KoF, and a decent "battery" character. Last but not least, his combos with meter aren't very good either. In this game, he also lacks a good DP and has to rely on a very unsafe charge reversal, which puts him a bit behind most other "simple" characters. His "shoto" tools aren't very strong, and although he has a lot of different specials, half of them are somewhat gimmicky.

lista de combos kof 2002

That said, Terry doesn't really have much beside that. Terry doesn't really have any crazy mixups or tricks to him, but he makes up for it with good meterless damage, nice blockstrings, and abusable moves like Burn Knuckle. He is a simple character akin to Street Fighter's shotos, with easy combos and a lot of safe-ish moves, and this made him a go-to pick for beginners in the game. Terry Bogard is a classic SNK hero whose popularity has spread way beyond his original series, Fatal Fury.








Lista de combos kof 2002