
=============================================================================
                          THE KING OF FIGHTERS 2001
=============================================================================

 [Guide]      :  Terry Bogard a.k.a. The Legendary Wolf
 [Game]       :  The King of Fighters 2001
 [System]     :  Arcade
 [Author]     :  Orochi K
 [E-mail]     :  kof_2k@hotmail.com
 [Version]    :  1.25
 [Date]       :  November 22, 2001


  2001, Ashvin "Orochi K" Sawmynaden. All rights reserved.

 This document is Copyright 2001, Ashvin "Orochi K" Sawmynaden and is 
 protected by US Copyright Law, and the Berne Copyright Convention of 1976. 
 You may not use this for profitable purposes. Any reproduction, partial
 or integral, of this document without the author's permission is illegal
 and will be treated as such.

 The King of Fighters 2001  Eolith.
 Terry Bogard  SNK.


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  TABLE OF CONTENTS
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 1. Introduction
 2. Control notation
 3. Bio sheet
 4. Movelist
 5. Move descriptions
 6. Combos
 7. Revision history
 8. Credits


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  INTRODUCTION
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 Damn! I should be intent on finishing my full FAQ and yet, here I am, 
 writing a guide for Terry. Well, can't really help it. Terry's always been
 my favorite character and I got the urge to write this while I was doing 
 his section in the 2001 movelist! ^_^


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  CONTROL NOTATION
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           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    - Escape          
   uf   - up-forward                          CD    - Attack
   qcf  - d,df,f                              BC    - Call Striker        
   qcb  - d,db,b                              START - Taunt
   hcf  - b,db,d,df,f 
   hcb  - f,df,d,db,b
   dp   - f,d,df
   rdp  - b,d,db


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  BIO SHEET
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 Fighting Style:    Martial Arts & Jeff's Deadly Brawling Arts
 Birthdate:         March 15 
 Age:               24
 Country:           USA
 Blood Type:        O
 Height:            182cm
 Weight:            82kg
 Hobbies:           Playing video games, trawling
 Favorite Food:     Fast food
 Mastered Sport:    Basketball
 Prized Things:     A glove inherited from Jeff (his father)
 Dislikes:          Slugs


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  MOVELIST
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 |--------------------------------- [Throws] -------------------------------|

  Grasping Upper                             close to opponent, b or f + C
  Buster Throw                               close to opponent, b or f + C

 |----------------------------- [Command Attacks] --------------------------|

  Hammer Punch                               f + A
  Rising Upper                               df + C

 |------------------------------ [Special Moves] ---------------------------|

  Power Wave                                 qcf + A
  Round Wave                                 qcf + C
  Burn Knuckle                               qcb + P
  Rising Tackle                              charge d,u + P
  Crack Shoot                                qcb + K
  Power Dunk                                 f,d,df + K 

 |---------------------------- [Desperation Moves] -------------------------|

  Power Geyser                               qcb,db,f + P
  High Angle Geyser                          qcf,qcf + K

 |------------------------- [Super Desperation Moves] ----------------------|

  Power Geyser                               qcb,db,f + P


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  MOVE DESCRIPTIONS
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 ----------------------------------------------------------------------------
  Grasping Upper                      close to opponent, b or f + C
 ----------------------------------------------------------------------------

  Terry will hold the opponent and kick them once in the face. Good throw.
  A nice way of using this effectively is to do the (A) Burn Knuckle and 
  you'll land close to the blocking opponent. If the latter is too slow and
  just remains blocking like a fool, just press f + C and Terry will perform
  his Grasping Upper. OK, I know this is pretty cheap but what other thing
  can you do if you have only Terry left and your opponent is taunting you
  with his 4 characters?! 
  
  It's a good throw but personally, I like to use the Buster Throw better.
  Anyway, just use it when you can. It will save your day on more than one
  occasion.

 ----------------------------------------------------------------------------
  Buster Throw                       close to opponent, b or f + C
 ----------------------------------------------------------------------------

  Terry will hold the opponent and slam him down on the other side. This
  throw will make you and your opponent switch sides. Again, you can apply
  the (A) Burn Knuckle technique to be able to pull the Buster Throw. Also,
  if the opponent is of the aggressive type, one thing you can do is to 
  retreat and wait for the freak to come at you. Keep holding back and
  immediately press the D button to throw them. It works very often and is
  deadly against challengers if you know how to use it.

 ----------------------------------------------------------------------------
  Hammer Punch                       f + A
 ----------------------------------------------------------------------------

  This is an overhead attack and it has considerable lagtime when used alone.
  You may cancel this into a special move or a desperation move but you need
  to have cancelled in it first. I really don't advise anybody to use the
  Hammer Punch as an overhead simply because of the recovery time. Besides,
  even though it can only be standing-blocked, the moves takes so much time 
  to come out that your opponent will easily know what to expect. Instead,
  use it in combos instead and always start with a stand C. The Hammer Punch
  will flow in nicely and you can finish with a good move for a strong combo.

 ----------------------------------------------------------------------------
  Rising Upper                       df + C
 ----------------------------------------------------------------------------

  Hits high and comboable in the Rising Tackle, which makes it pretty useful.
  It has considerable recovery time though mainly because Terry is still 
  crouching when he does it. But the fact that the move is comboable into
  one of Terry's best moves saves it. A good way to use it effectively is
  to run. As you run, move your finger such that your are holding the
  down-forward direction. Now, if you press C, Terry will perform the Rising
  Upper. You only need to press up & C and the Rising Tackle will combo in.


 ----------------------------------------------------------------------------
  Power Wave                         qcf + A
 ----------------------------------------------------------------------------

  Terry's projectile as seen in RB. It comes out very quickly and will
  travel the whole screen quite fast. The Power Wave also has a nice
  recovery time but that won't really change anything against very fast
  characters. Besides, it is possible to jump over it. Your opponent may
  very well jump over it and can land near you before you recover and you'll
  be in serious trouble. 

  You can win using only the Power Wave against some CPU characters. Just
  abuse it and you'll win through tick damage. Of course, that's cheap play
  but it is possible, I need to mention it. :)

  The Power Wave is comboable and can be used along with the Hammer Punch.
  Use it in combos to make sure that it connects all the time. Note that
  the Power Wave doesn't knock down the opponent. The opponent appears to be
  dizzied for a short time but whether you use it alone or in a combo, it
  won't knock down the opponent.

 ----------------------------------------------------------------------------
  Round Wave                          qcf + C
 ----------------------------------------------------------------------------

  This is considered as the stronger version of the Power Wave but in fact,
  it is very different from its weak counterpart. The Round Wave takes a
  hell of a time to come out and if blocked, watch out for the recovery time
  which implies you'll eat anything, even from Chang.

  The Round Wave looks like a big Power Wave except that it doesn't travel
  at all. Instead, it remains by Terry just like Robert's projectile in '98
  and Terry remains crouching as long as it is on-screen.

  The best thing about this move is that it hits low and as such, it can
  only be crouch-blocked. If your opponent just stand-blocks, have a good
  laugh because the Round Wave will connect. What's even better is that
  since it dizzies the opponent, you can combo it with the Power Dunk.
  This is fairly hard to do but it does work and is Terry's best chain 
  combo (he only has one anyway ^_^). This works best against a cornered
  opponent.

 ----------------------------------------------------------------------------
  Burn Knuckle                       qcb + P
 ----------------------------------------------------------------------------

  Terry will throw his hands forward with energy radiating from them in the
  form of a ball and he'll rush at the opponent. The weak version travels
  about 1/3 the screen distance while the strong version goes up to 3/4
  the screen distance. However, it has a really poor recovery time and takes
  to much time to come out. On the other hand, the weak one comes out soon
  and Terry does not take that long to recover from it.

  The weak Burn Knuckle should be used in combos or to tick the opponent.
  Anyway, the strong one cannot be comboed because it takes too much time 
  to come out and your opponent can block it. Use the strong one to land 
  close to the opponent if you are too far apart. There are risks to using
  it though because a fast opponent will attack you as you recover.

  Thus, you should rely on the weak one most of the time. It can take
  jumping opponents by surprise and hit them when they least expect it.
  A good way of fooling the CPU is to perform the Power Wave quickly followed
  by the Burn Knuckle. It works fine from time to time but do not abuse it!

 ----------------------------------------------------------------------------
  Rising Tackle                   charge d, u + P           
 ----------------------------------------------------------------------------

  A great move! It has been toned down but it still is useful. However, it no
  longer has auto-guard and guard crush and doesn't have that high priority
  which made it so cheap back in '98.

  The strong version will do up to 7 hits if you manage to suck the opponent
  in as from the first hit while the weak one can do 5 hits at most. Both
  are highly damaging and once the opponent is caught in either, there's no
  coming out.

  I guess that's pretty obvious from the command itself, the Rising Tackle
  is an anti-air and a very good one at that too! Use it against overly
  aggressive opponents who like to jump at you like Choi. To make sure it'll
  efectively connect, wait for the character to land, do a crouch C and 
  release the Rising Tackle.

  This strategy has a lot of risks though. If your opponent manages to
  cross-over, you're in for a bad time. The recovery time is another 
  drawback. Terry takes a lot of time to get back on his feet after a missed
  Rising Tackle. If it misses completely, your opponent even has time to 
  taunt you before attacking you.

 ----------------------------------------------------------------------------
  Crack Shoot                     qcb + K
 ----------------------------------------------------------------------------

  Terry whirls around and tries to hit the opponent with his foot. The weak
  version come out very quickly but doesn't have a very good range and is
  good only against close opponents. The D version takes a lifetime to come
  out and Terry takes even more time to recover from it.

  The weak Crack Shoot is rather unpredictable and you can use it to take
  your opponent by surprise. It is comboable after a stand C but even that
  sometime misses. I don't understand why this happens though, my guess is
  that's because of the lag. It doesn't go far but is quite damaging and
  has certain uses.

  On the other hand, the strong one will see Terry fidget about for about 2
  seconds and if the move misses, I hope you still have a lot of life left.
  It's still useful though because it lets you get close to the opponent and
  do some tick damage at the same time. It can also act as anti-air but I
  wouldn't count on that very often if I were you. ^_^

 ----------------------------------------------------------------------------
  Power Dunk                      f, d, df + K 
 ----------------------------------------------------------------------------
 
  The Power Dunk is primarily an anti-air but is not limited to those 
  situations. The animation is such that it'll even take a crouching 
  opponent up and all the hits will connect.

  The weak version is comboable after a crouch C (I guess it is comboable
  after the first hit of the stand C too but it's harder to pull and you
  can't risk such stuff in KOF). The stronger Power Dunk makes Terry go
  higher up and it does seems that Terry get forward more too.

  If the opponent keeps jumping at you, wait for him to be close to landing
  and perform the Power Dunk. Chances the Power Dunk will take him away
  with 2 hits are very high. Otherwise, use it more as an anti-air even 
  though it is comboable. It also enables you to get close to your opponent
  and may surprise turtlers.

  Knowing where Terry will land is very hard and this makes the Power Dunk
  a great attack against blocking challengers. They'll be so confused that 
  you'll have time to recover and to hit them too. A very nice move and
  we're lucky enough to have it back to its original command.

 ----------------------------------------------------------------------------
  Power Geyser                    qcb, db, f + P
 ----------------------------------------------------------------------------
 
  Terry will punch on the ground and will perform a very big Round Wave.
  The projectile is stationary too and is a very good desperation move.
  Both the weak and the strong versions can be used in combos along with
  the Hammer Punch and this makes the move very dangerous.

  Once you can get a close C to connect, whether standing or crouching,
  simply follow with the Hammer Punch and end with the Power Geyser. There's
  no getting out of this.

  This DM is also a great anti-air and jumping opponents cannot block it.
  Pull this and win laughing! It is very quick to come out although the 
  recovery time for the strong version really sucks. Terry remains crouching
  for too long and any player can punish you for that.

  As as a desperation move, you couldn't ask for more. Quick, comboable and
  works anytime. It is more damaging that the High Angle Geyser when it
  connects too! 

 ----------------------------------------------------------------------------
  High Angle Geyser               qcf, qcf + K
 ----------------------------------------------------------------------------
 
  Terry's second desperation move where he'll start with the Power Dunk and
  finish with a Power Geyser. The move does 5 hits in all and Terry even
  swears during it. Yeah, right, I know I said something else in my 2000
  FAQ and Run Hin Hun and Kao's FAQ confirmed that but I still get the 
  impression that Terry's swearing. Can't really help it! ^_^

  This DM does 5 hits and when blocked, does massive tick damage. It takes
  off less life than the Power Geyser when it fully connects though. The
  High Angle Geyser is comboable just like the Power Geyser.

  The best thing about it concerns its recovery time. It is very quick and
  you are safe performing it. Not to be abuse against real fast opponents
  though.

  It is also very useful as even if the opening part misses because you
  are too far from the opponent or he has managed to roll back, the rest
  may still hit him. CPU characters tend to eat it a lot and let themselves
  fooled by the tick damage.

 ----------------------------------------------------------------------------
  Power Geyser                    qcb, db, f + P
 ----------------------------------------------------------------------------

  His SDM is a stronger version of the DM Power Geyser and you'll understand
  that alone just by looking at its animation. Here, Terry will pull three
  of these geysers. It has the same properties as the DM and is darn 
  powerful. You need 2 power stocks to pull this SDM.

  Can be used in combos too just like the DMs. However, if you pull this 
  against a cornered opponent, the third geyser will miss as it isn't
  on-screen. This also applies to jumping opponents. There are cases 
  where either the second or the third geyser will miss if you pull this
  move against a jumping opponent. It's all a random process though and I
  can't really comment on that.

  Otherwise, Terry is lucky enough to have a very effective SDM and this'll
  make you win if you know how to use it. Never use it alone except against
  jumping opponents (I simply love to see Choi eat it ^_^). That'll just
  be a waste of stocks. It isn't that hard to combo it after a stand C
  and the Hammer Punch simply adds another hit.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  COMBOS
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 I'll be doing it by charts for now. The DM/SDM chart is for intermediate
 and expert - appreciable skill required, specially with the SDM combos.

 ---------------------------------------------------------------------------
 REGULAR CHART
 ---------------------------------------------------------------------------

                                  df + C
                                 / 
                                /
                               /
     Jump D ---------> stand C -------> df + C
                               \
                                \
                                 \
                                  qcf + A
                                  qcb + A
                                  dp + B


     Jump D ---------> d + B--------> df + C --------> Rising Tackle


     Jump D ---------> d + B -------> d + B ---------> Rising Tackle


     qcf + C --------> dp + B
     (hits may not add up)

 ---------------------------------------------------------------------------
 CANCELLABLE CHART
 ---------------------------------------------------------------------------

                                                  qcb + A
                                                 / 
                                                /
                                               /
     Jump D ---------> stand C ---------> f + A -------> qcf + A
                                               \
                                                \
                                                 \
                                                  dp + B

   - Stand D doesn't seem to be comboable.

 ---------------------------------------------------------------------------
 DM/SDM CHART
 ---------------------------------------------------------------------------

                                 qcb, db, f + A
                                / 
                               /
                              /
     Jump D ---------> stand C -------> qcf, qcf + K
                               \
                                \
                                 \
                                  qcb, df, f + AC


     
                                                  qcb, db, f + A
                                                 / 
                                                /
                                               /
     Jump D ---------> stand C ---------> f + A -------> qcf, qcf + K
                                               \
                                                \
                                                 \
                                                  qcb, df, f + AC


     Jump D ---------> crouch C ---------> qcb, db, f + A
     (combo also possible with SDM but it's really hard from what I've 
      observed)


     Corner opponent --> jump C --> crouch B --> df + C --> qcb, db, f + A
                            (back)

 
 That's all for now! Please do not send me your own combos just yet. I have
 just started playing the game but heck, Terry hasn't changed in the least
 from 2001. I'll update the guide with all his possible combos very soon.
 After all, I wrote the 2000 guide, didn't I? ^_^ (shameless plug) 


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  REVISION HISTORY
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  Version 1.00 on 11/20/01
  ------------------------
  * First release!

  Version 1.25 on 11/22/01
  ------------------------
  * Completed the moves descriptions.


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  CREDITS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  I would like to thank the following persons for their help in the making 
  of this guide.

  - SNK & Eolith
    For making sure that KOF didn't die.

  - Jeff "CJayC" Veasey <http://www.gamefaqs.com>
    For hosting this guide on his website.

  - Special thanks to Kao Megura. His format in his Rolento (SFA3) FAQ 
    inspired me as I typed this up.

 Thx for reading!

  2001, Ashvin "Orochi K" Sawmynaden.
 Orochi K, has nothing more to say!
