
                           ____
     //   / /   //   ) ) //   / /       ___      ___      ___      ___
    //__ / /   //   / / //___         //   ) ) //   ) ) //   ) ) //   ) )
   //__  /    //   / / / ___           ___/ / //   / / //   / / //   / /
  //   \ \   //   / / //             / ____/ //   / / //   / / //   / /
 //     \ \ ((___/ / //             / /____ ((___/ / ((___/ / ((___/ /



                         TERRY BOGARD CHARACTER FAQ
                    Written By Orochi K(Ashvin Sawmynaden)
                         E-mail: kof_2k@hotmail.com
                           For Arcade and Neo-Geo
                          Created on: May 23, 2001
                 Version 2.5 - Last Revised: September 9, 2001


               This FAQ is dedicated to the memory of SNK Corp.
                     "The Future Is Now" - SNK, 1987-2000


                            -=-=-=-=-=-=-=-=-=-
                                 DISCLAIMER
                            -=-=-=-=-=-=-=-=-=-

 Copyright 2001 by Orochi K. This FAQ is for personal use only. Do not
 distribute it or use it for profitable purposes. If you want to post
 this FAQ on a website, contact me at kof_2k@hotmail.com before doing
 anything. Plagiarism is a crime, just ask. I have no objection on my
 FAQ being posted on someone else's website but you must give credit
 where it is due. Also, please keep in mind that under no circumstances,
 are you allowed to make any changes to this FAQ! It must remain as it is
 and moreover, you are not allowed to rip off part(s) of this FAQ to put
 in another FAQ. No banners or advertisements are to be attached to it
 and it must remain in its original form. Moreover, the site must be a
 non-commercial and non-profitable one. This document is protected by US
 Copyright Law, and the Berne Copyright Convention of 1976. I'm well aware
 of my rights and will not hesitate to take legal action against you if you
 don't follow these guidelines. If you wish to take some info from this FAQ
 to include in a more elaborate one, write to me first and tell me what it
 is all about and I'll think about it.
 The King of Fighters 2000 and Terry Bogard are copyright SNK, Japan.

 I only send my FAQS to gamefaqs but I always allow them to be posted
 on other websites provided you ask me first.
 CJAYC has kindly set up a Contributor Page for me and if you want to check
 my FAQs and other stuff, you can do so by going to the following URL:
          http://www.gamefaqs.com/features/recognition/8556.html

 And please do not forget to put the game name in the subject line when you
 write to me. 'Terry' is enough.

 This FAQ may be viewed at: www.gamefaqs.com
                            www.gamespot.com
                            www.cheatcodes.com



                            -=-=-=-=-=-=-=-=-=-
                               E-MAIL POLICY
                            -=-=-=-=-=-=-=-=-=-

 Lately, I've been recieving all types of letters. At first, it was only one
 guy so I decided to help him out since I had a lot of spare time at that time.
 But I'm now getting lots of letters and some of them are really annoying me.
 I've thus decided to put up this e-mail policy to make you understand as to
 which e-mails I will and will not reply. Please read the following carefully.
 Also note that your e-mail will not be mentioned on request.

 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.

 E-mails I will not accept:
 ---------------------------
 - People asking me for cheats for this game. There are sites and message
   boards for this.
 - People asking me to send them this FAQ.
 - 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.
 - Info already stated in this FAQ.
 - E-mails with no subject line.



                            -=-=-=-=-=-=-=-=-=-
                               INTRODUCTION
                            -=-=-=-=-=-=-=-=-=-

 This is my first character FAQ for The King of Fighters 2000, the last in the
 series by SNK's means. Since there are not so many FAQs for the game, I decided
 to write one and of course, the first character that came to my mind was
 Terry Bogard. Now, if you're wondering who is Terry Bogard, you're surely a
 KoF-newbie. Terry Bogard, a.k.a. The Legendary Wolf, is one of the most
 popular beat-em-up characters and certainly the most popular one in KoF.
 Initially the leading character in Fatal Fury, he also appeared in the KoF
 series and has been on a huge number of games, i.e. the entire Fatal Fury
 series including Garou: Mark of the Wolves and every single KoF game.
 Now, understand one thing, Terry is strong, real strong. He also has good
 defensive capabilities and his cool-looking moves like the infamous Rising
 Tackle make him a very good choice indeed. Moreover, he is not that diffcult
 to master and anybody can play with him, whether you like playing defensively
 or just constantly attack (like me) until you can put in a nice combo.
 There has been some changes to Terry of 99 in this last edition. He's lost
 3 moves. He no longer has the Power Charge which was a great move but the
 Power Dunk is now performed in the original way, i.e. f,d,df+K  :)
 Otherwise, he's still pretty much the same; same outfit, same poses, etc...



                            -=-=-=-=-=-=-=-=-=-
                                  CONTENTS
                            -=-=-=-=-=-=-=-=-=-

                            1. Revision History
                            2. Controls
                            3. Terry's Bio
                            4. Moveslist
                            5. Moves Description
                            6. Combos
                            7. Strategies
                            8. Facts about Terry


 ------------------
  REVISION HISTORY
 ------------------

  Version 0.1 on May 23, 2001.
  - Created FAQ. (Strikers section still under construction)

  Version 0.2 on May 24, 2001.
  - Added Strikers section.
  - FAQ complete.

  Version 0.3 on May 26, 2001.
  - Added 2 Striker combos.
  - Included shortcuts.

  Version 0.4 on May 30, 2001.
  - Added 1 Intermediate combo.
  - Added notes on Striker section.

  Version 0.5 on May 31, 2001.
  - Corrected a few mistakes.
  - Added notes on Striker section.

  Version 0.6 on June 1, 2001.
  - Added E-mail Policy (please read!).

  Version 0.7 on June 6, 2001.
  - Changed lay-out a bit.
  - Added 1 Expert combo.
  - Added Striker Action descriptions.
  - Added 1 Striker combo.
  - Added 'Facts' section.
  - Added Terry's profile.

  Version 0.8 on June 8, 2001.
  - Added 2 Striker combos.

  Version 0.9 on June 14, 2001.
  - Updated moves descriptions.
  - Added notes in 'Facts' section.

  Version 1.4 on June 20, 2001.
  - Included rating for the moves.
  - Added 1 Striker combo.
  - Included strategies section.

  Version 1.5 on June 22, 2001.
  - Added 1 Striker combo.
  - Updated 'Facts' section.
  - Updated moves descriptions.

  Version 1.6 on June 28, 2001.
  - Verified third colour.

  Version 1.8 on July 6, 2001.
  - Updated strategies section.
  - Included ASCII.

  Version 1.9 on July 16, 2001.
  - Updated strategies section.

  Version 2.0 on July 30, 2001.
  - Confirmed what Terry says during High Angle Geyser!
  - Updated moves desciptions.

  Version 2.2 on August 17, 2001.
  - Updated moves descriptions.

  Version 2.5 on September 9, 2001.
  - Added a few notes and one beginner combo.
  - Updated moves descriptions and strategies.
  - Some new characters in strategies section.


 ----------
  CONTROLS
 ----------

           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                              ABC   - Enable Counter Mode
   hcf  - b,db,d,df,f                         BCD   - Enable Armor Mode
   hcb  - f,df,d,db,b                         START - Taunt
   dp   - f,d,df
   rdp  - b,d,db


 --------------
  TERRY BOGARD
 --------------


 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


 Terry and Andy used to live with their father, Jeff. Jeff was a greater fighter
 and one of his partners was a man by the name of Geese Howard. Their master,
 Tung Fu Rue, then teached the secrets of his style to Jeff only and this caused
 the rage of Geese who vowed revenge. As the years passed, Geese became one of the
 most powerful criminals of Southtown and was a very feared man. However, despite
 all these years, he hadn't forgotten about this humiliation and one day, he
 killed Jeff in combat.

 Now orphans, Terry and Andy decided to go seperate ways and train in their own
 style. Andy went to Japan while Terry decided to stay in Southtown. Equipped
 with his gloves which had been given to him by his father, Terry wandered in the
 streets of Southtown and trained in several martials arts, while keeping in
 mind all that his father had told him. Years of training and his great variety
 of styles made him a very worthy opponent indeed and he managed to survive
 the hellbound streets of Southtown.

 He then waited for Andy who brought along a friend with him, a Japanese boxer
 by the name of Joe Higashi. The trio decided to participate in the tournament
 held by Geese, the King of Fighters, which was a yearly competition. Terry soon
 showed his strength and abilities and defeated Billy Kane, Geese's right hand,
 in the final. After this, he got to the top floor of Geese's tower to fight him.
 There, Geese mocked him, saying that he was too weak. They engaged battle and
 Terry, due to his love for battles against worthy opponents and his new techniques,
 defeated Geese and knocked him out of the window.

 Terry then kept on training while his victory resounded in the whole world. News
 of his victory finally reached the ears of Wolfgang Krauser, a German nobles man.
 Not really knowing who Terry might be, he went on a long quest around the world,
 beating all the fighters who could be this man. Terry was informed about this and
 went out to look for him, meeting new fighters and new friends along the way: Kim
 Kaphwan, the Tae Kwon Do justice fighter; Mai Shiranui, the red-haired bouncy
 ninja; Jubei Yamada, the Judo master. Terry and Krauser finally met and fought.
 The battle would be a great one since both fought for the love of it. However,
 Terry came out better due to all the progress he had made after fighting others.
 Geese, on the other hand, would only fool around with inferior fighters and that
 made all the difference. This new victory made Terry a very popular man worldwide.

 Terry was indeed one of the first fighters to be invited to the new format of
 the King of Fighters tournament, which had a new host. As the competition required
 a team entry, he invited Andy and Joe to accompany him. Their team, the "Lonely
 Wolves", soon became one of the best in the world. Although they never won the
 tournament, they always reached the finals, and Terry was always an excellent
 fighter. He always helped Kyo in his fights against Rugal and the Orochi clan.

                                 - Source: KOF Story Guide by Kailu Lantis
                                   But I kinda rearranged it to fit in this FAQ ^-^

 -----------
  MOVESLIST
 -----------

 Grasping Upper                 When close, b / f + C

 Buster Throw                   When close, b / f + D

 Rising Upper                   df + C

 Hammer Punch                   f + A

 Power Wave                     qcf + A

 Round Wave                     qcf + C

 Rising Tackle                  Charge d,u + P

 Burn Knuckle                   qcb + P

 Power Dunk                     f,d,df + K

 Crack Shoot                    qcb + K

 High Angle Geyser              qcf,qcf + K

 Power Geyser                   qcb,db,f + P

 SDM Power Geyser               qcb,db,f + AC

 Striker Action:   Dunk Geyser

 Another Striker:  Geese Howard


 NOTE: If you're having difficulties performing the S/DM, there are shortcuts
 which you can use. Just do qcb,f instead of qcb,db,f and it will work (you
 may also do qcb,qcf- many players use this including me).


 -------------------
  MOVES DESCRIPTION
 -------------------

 Since many people have requested this, I've included ratings for each move.
 Minimum is 1 star and maximum is 5.

 Rising Upper  :  df + C
 Rating: ***
 Hits high. Can be comboed. This is a great move but sadly, I've never seen
 anyone use it besides me where I play. Newbies may have difficulty trying to
 include this in a combo, stick to the next move if this is the case.


 Hammer Punch  :  f + A
 Rating: **
 An overhead attack. Can be cancelled into any other move but by doing so, it
 no longer acts as an overhead. Great in combos. Has considerable lag time when
 used only as an overhead though (like all overheads btw).


 Power Wave  :  qcf + A
 Rating : ****
 Terry's projectile. Much the same as in '99. Travels across the whole screen
 and can be cancelled into a DM in Counter Mode. This move has great recovery
 time and you can just go on with it if your opponent blocks and he'll take
 guard damage.


 Round Wave  :  qcf + C
 Rating: **
 Terry's stronger projectile. This one doesn't travel. It remains near Terry
 but it hits low, i.e your opponent needs to crouch while blocking. Just
 blocking while standing means your opponent will still get hit  :) It is also
 possible to combo in a Power Dunk afterwards if you are quick enough.


 Rising Tackle  :  Charge d,u + P
 Rating: ****
 Terry's most famous move. Can follow a Crouching C. The Rising Tackle also
 has Auto-Guard and Guard Crush abilies. Need I say more...?
 Can be cancelled into a DM in Counter mode after the first hit (timing
 extremely crucial). Note that it is possible to perform it without crouching
 while you are running. Simple run and keep holding df once Terry's running.
 Now, just press u+P to release the Rising Tackle. Since you are holding df,
 you may even pull the Rising Upper first for a combo.


 Burn Knuckle  :  qcb + P
 Rating: *****
 Yet another awesome move. The C version has horrible recovery time but hits
 for high damage. Goes nearly all the screen though. The A version has a quite
 appreciable range and better recovery time. C version cannot be comboed because
 it takes too much time to come out. This move also has a fair amount of priority.


 Power Dunk  :  f,d,df + K
 Rating: ***
 The Power Dunk is back in all its glory. Watch the animation well. Has decent
 recovery time. Great against opponents who constantly jump at you. Use this along
 with the Rising Tackle against these annoying aggressive players (but not me!).
 Can be used after a standing C but only if the latter is cancelled after the
 second hit.


 Crack Shoot  :  qcb + K
 Rating: **
 One of his most underrated moves. However, don't discard it yet. This move is
 pretty useful. Both versions have decent recovery time and do a nice chunk of
 damage too. However, they have too much recovery time and are thus rather
 dangerous to pull out in certain occasions.


 High Angle Geyser  :  qcf,qcf + K
 Rating: ****
 Desperation Move. KoF veterans are still wondering what he says when he performs
 this move. Is it "Oh my shit, Geyser!!" or is it in fact something else? Your
 views are  welcome, I need to be sure about this ^-^  Can be comboed. It also
 deals nice guard damage. Too bad it no longer has a SDM version. Well, I
 finally know what he says during the move. It's 'Overheat Geyser'. Thanks
 to Run Hin Run (and Kao Megura) for helping me here! And I confirmed it
 myself by checking on the game's soundtrack!


 Power Geyser  :  qcb,db,f + P
 Rating: *****
 His second Desperation Move. No doubt about what he says here. This DM is
 really useful and is most welcome in difficult situations. Can be comboed
 for more effective use. You can even pull 2 of those in some Striker combos :)
 A player keeps jumping at you, this is your answer to his dangerous attitude!


 SDM Power Geyser  :  qcb,db,f + AC
 Rating: *****
 Terry's Super Desperation Move. Stronger version on the Power Geyser; he'll
 actually pull out 3 Power Geysers successively. Can be comboed. Be careful
 though, not all 3 geysers will connect against a jumping opponent. Moreover,
 if opponent is cornered when you pull this, the third geyser will be off-screen
 and sometimes, the second one too.  :(


 Striker Action  :  Dunk Geyser
 Rating: *****
 If opponent is close, Terry comes in with his Power Charge(?) and does the
 starting animation of the Power Dunk. Upon landing, he'll do his Power Geyser.
 If opponent is far away, he'll do only the Power Geyser. No doubt here,
 Terry's one of the best strikers in the game.


 Other Striker  :  Geese Howard
 Rating: *
 Geese will jump to where the opponent is standing and will grab them before
 throwing them. If the opponent is out of throw range, he'll just taunt. The
 taunt doesn't change anything (he's no Xiang Fei or Kasumi). Don't even
 bother with him. Stick to Terry himself instead.


 --------
  COMBOS
 --------

 This is where Terry excels. Terry is really great in the sense that he doesn't
 require a lot of time to get used to. He is fairly quickly to master and his
 combos are not that tough to perform. And that's not all, this guy has a
 truly astounding number of combos. Just read on!

 This section is divided into 4 parts: Beginners, Intermediate, Expert and
 Striker.


 ***BEGINNER COMBOS***

 1. Standing C, Hammer Punch(f+A)


 2. Standing C, Rising Upper(df+C)
    To do this, simple hold df while Terry does the 2 hits and press C as soon
    as he finishes.


 3. Standing C, Burn Knuckle(qcb+A)
    Use A-version only.


 4. Standing C, Power Wave(qcf+A)


 5. Standing C, Round Wave(qcf+C)


 6. Standing C, Crack Shoot(qcb+B)
    Use B-version of Crack Shoot only.


 7. Standing C, Power Dunk(f,d,df+K)


 8. Crouching C, Rising Tackle(Charge d,u+P)


 9. Crouching C, Burn Knuckle(qcb+A)


 10. Crouching C, Power Wave(qcf+A)


 11. Crouching C, Round Wave(qcf+C)


 12. Crouching C, Crack Shoot(qcb+B)

 13. Run and press df while still running, hold df and press C (Rising Upper)
     and press u+P immediately for the Rising Tackle.



 ***INTERMEDIATE COMBOS***

 1. Crouching C, Rising Upper(df+C), Power Wave(qcf+A)


 2. Crouching C, Rising Upper(df+C), Round Wave(qcf+C)


 3. Crouching C, Rising Upper(df+C), Burn Knuckle(qcb+A)


 4. Crouching C, Rising Upper(df+C), Crack Shoot(qcb+B)


 5. Jumping C, Crouching C, Rising Tackle(Charge d,u+P)
    It doesn't work very often with crouching C. You can do Crouching A instead
    and the whole combo will have a greater chance of connecting.

 6. Standing C, Hammer Punch(f+A), Power Wave(qcf+A)
    This, along with all the others that follow, is his trademark combo.


 7. Standing C, Hammer Punch(f+A), Burn Knuckle(qcb+A)
    Never forget, combos normally require use to use the weak buttons.


 8. Standing C, Hammer Punch(f+A), Crack Shoot(qcb+B)


 9. Standing C, Power Geyser(qcb,db,f+P)


 10. Standing C, High Angle Geyser(qcf,qcf+K)


 11. Standing C, SDM Power Geyser(qcb,db,f+AC)
     It's not that hard. You're probably saying this belongs to the Expert
     Section but I do think this is actually easier to pull than the combos
     I've put there.


 12. Jumping C, Standing C, Hammer Punch(f+A), Power Wave(qcf+A)


 13. Jumping C, Standing C, Hammer Punch(f+A), Burn Knuckle(qcb+A)


 14. Jumping C, Standing C, Hammer Punch(f+A), Crack Shoot(qcb+B)


 15. Standing C, Hammer Punch(f+A), High Angle Geyser(qcf,qcf+K)


 16. Standing C, Hammer Punch(f+A), Power Geyser(qcb,db,f+P)



 ***EXPERT COMBOS***


 1. Standing C, Hammer Punch(f+A), SDM Power Geyser(qcb,db,f+AC)
    His trademark combo. Requires practice though! Don't pull this if you
    are not sure it will connect, you'll only have wasted your stocks.


 NOTE: The following have only a small chance of successfully connecting.
 The Hammer Punch sometimes causes the rest to miss and since you're so
 much concentrated, you don't notice this and continue on with the rest  :(
 Of course, it's another story when the opponent is cornered  :)


 2. Jumping C, Standing C, Hammer Punch(f+A), High Angle Geyser(qcf,qcf+K)


 3. Jumping C, Standing C, Hammer Punch(f+A), Power Geyser(qcb,db,f+P)


 4. Jumping C, Standing C, Hammer Punch(f+A), SDM Power Geyser(qcb,db,f+AC)
    When cornered, the third geyser will miss (it goes off the screen) but it's
    still great though. Very flashy too!


 5. Jumping C, Standing C, Hammer Punch(f+A), Power Dunk(f,d,df+K)


 6. -Corner Only- Jumping C(hit back), Crouching B, Crouching A, Rising Upper
    (df+C), Power Geyser(qcb,db,f+P)
    Note that you may use Crack Shoot or other moves instead of the Power Geyser
    if you don't have a Power Stock. Don't use Rising Tackle though. In most
    cases, it will do only 1-2 hits.


 ***STRIKER COMBOS***

 This section still needs updating because I haven't played with all the
 strikers yet. Sure, there are a lot of combos since there are so much strikers
 but for the time being, I will include the most important ones, i.e. those
 that take away lots of life. Moreover, these combos are hard to perform.


 1. With Joe: Jumping C, Standing C, Hammer Punch(f+A), do any move that will
    knock the opponent down. Immediately call Joe as the opponent is on the
    ground and input the same commands again. Repeat this depending on how
    many striker bombs you have. It doesn't matter which move you use, the
    result will be the same. It is also possible to use a DM instead or a SDM
    if you have a full stock. Just make sure you don't miss it. Yup, this is
    an infinite!


 2. With Vanessa: Jumping C, Standing C, call Vanessa and wait until she does
    her fourth hit and do any move.
    Note that you can also try to include the Hammer Punch just before you call
    Vanessa but it makes the combo miss sometimes and so, I advise you to
    stick to this simpler version.


 3. With Robert: Jumping C, Standing C, Power Wave(qcf+A), call Robert, run
    forward a little, Standing C, Hammer Punch(f+A), any move or DM.
    Again, remember that you need to use the weak versions of the moves at the
    end of the combo. You can do the Rising Upper(df+C) instead of the Hammer
    Punch but it is better to do the latter since you have a greater chance of
    connecting.


 4. With King: -COUNTER MODE- Jumping C, Standing C, Rising Upper(df+C),
    Crack Shoot(qcb+B), call King, do the Rising upper again as King is
    performing her Striker Action, Power Geyser, do the Round Wave(qcf+C) as
    the opponent is hitting the ground, cancel into High Angle Geyser.


 5. With King: -COUNTER MODE- Jump D, crouching B, crouching B, call King at
    the same time, Rising Upper(df+C), Crack Shoot(qcb+D), do the Round Wave
    (qcf+C) as the opponent hits the ground, cancel into High Angle Geyser.


 6. With Seth: -Corner Only- Jumping C(hit back), Crouching B, Crouching A,
    Rising Upper(df+C), Crack Shoot(qcb+B), immediately call Seth, do Power
    Geyser((qcb,db,f+P) as Seth kicks the opponent up(good timing required
    here), when the Power Geyser connects Seth will again hit the opponent
    up, do Power Geyser again((qcb,db,f+P).
    This combo will take away about 70% of your opponent's life. You can
    replace the second Power Geyser with the Rising Tackle. Isn't this a
    marvellous combo? *Thanks to Xie Chengzhong Erik for this contribution*

 7. With Ryo: Standing C, Hammer Punch(f+A), any move that will knock opponent
    down but no DM, call Ryo as soon as opponent hits floor. Then, as opponent
    is up again, repeat but you can use a DM this time.
    Works best in corner. Well, it's easy, Ryo's fireball will make the opponent
    stand up and will give you time to put in another combo. Note that you can
    start with a Jumping C/D, this adds one hit. I think that this is also
    an infinite but sometimes, Ryo shows up at the other side of the screen
    and messes everything up.

 8. With Another Iori: Standing C, Hammer Punch(f+A), call Another Iori and wait
    for his to do his move, then as opponent falls down, Power Geyser(qcb,db,f+P).

 9. With Baedal: Standing C, Hammer Punch(f+A), call Baedal and wait for his
    attack to do the second hit and do the Power Geyser(qcb,db,f+P).
    Baedal in Jhun's Another Striker. You need to wait a little for the Power
    Geyser or it may not connect. But if done in corner, you can just go on
    with the Power Geyser whenever you want, it will connect.

 10. With Benimaru: -Corner Only- Jumping C, stand C, Hammer Punch (f+A), weak
     Burning Knuckle, call Benimaru, Round Wave(qcf+C), Power Dunk(f,d,df+K).
     You need to do the Round Wave while Benimaru is attacking the opponent. Be
     quick with the Power Dunk.


 Here are some useful notes which you need to bear in mind:

 - With Joe and Leona, you can pull off any move that will knock the opponent
   down and immediately call Joe/Leona. They will both bring the opponent up
   for their Striker Action and will allow you to combo.

 - With Vanessa, you need to wait her to do her fourth hit first before trying
   to combo in. This applies to every move.

 - About the Striker Bonus Attack (call Striker just after a throw), Joe/Leona
   will not bring the opponent up again in this case. They will merely hit the
   opponent once.

 - Taunting the opponent when you have a Power Stock will give you a Strike
   Bomb but you'll lose that Power Stock. Some people have complained about
   this but I find this a great option with Terry if you're using Joe or Leona
   as striker. Remember, even if you lose a stock, you'll get it later on if
   you don't lose. So, just use this great option to increase your strike bombs
   and then, just go on and use your infinite.

 - It is possible to do the Rising Tackle without having to crouch, this is
   done while running. Here's how it should be done: run (f,f, hold f), then
   move your finger onto df while still running. Now, just press u+P and
   wonder at the strength of the Rising Tackle.

 - Use Terry's Attack (CD) a lot and when opponent blocks, do the Power Wave.
   It sometimes catches the opponent off-guard.

 - His CD can stop some moves and you can even take advantage of its recovery
   time to make life hard for your opponent.

 - When Terry's knocked down, hold up and as soon as he's on his feet again,
   you can release the Rising Tackle. This sometimes catches the opponent
   off-guard since they weren't expecting this.


 ----------
 STRATEGIES
 ----------

 This covers strategies which you can use against certain CPU opponents for
 an easy win. However, not all characters can be included in this section as
 there's no real way to defeat them and you just need to vary your style.
 In fact, I'll only include those characters against which you can use my
 recommended strategy anytime. Well, most of the time...

 Athena: You may just keep blocking and take her by surprise when she uses
 her teleport move. A nice strategy is to throw her as she passes behind you
 since she won't be able to escape.

 Choi: Very simple. Just crouch (while blocking at the same time just in case!).
 Choi jumps a lot...Now, you know what that means, right? Wait for him to jump
 at you and release the awesome Rising Tackle. Jump CD also works well but
 if you miss, you run the risk of Choi greeting you with a DM.

 Mary: Crouch and block until she slides towards you and release any combo as
 she recovers from her move. Aren't recovery times useful!? :D Just do this
 everytime and she's dead.

 Mai: First, when the round starts, wait for her to use her projectile, avoid
 it and try to hit her. Once she's knocked down, make sure you are quite close
 to her (but not too much!!) when she'll get up. She should immediately use her
 projectile again. Avoid and hit...One of the easiest characters if you ask me.

 Lin: Aaargh!!! Without doubt one of the most fearsome characters in the game.
 Best strategy: Burning Knuckle all the way! But don't forget to use the weak
 version only unless you wanna make Terry a kamikaze.

 Benimaru: Same as Choi, use Rising Tackle when he jumps at you. And don't ever
 try to switch sides with him using Escape, he'll make you pay for that.

 Clark: Again, Burning Knuckle all the way, he'll eat them all. Don't rely
 too much on the Power Wave because he may jump and use his DM against you.

 Ramon: Be aggressive. And this doesn't only apply to Terry but to any character
 when fighting against this new character. I've heard a lot of people
 complaining that he's too hard at my local arcade. But by attacking him
 constantly, he becomes real easy. Just go on with the jump C, stand C,
 Burning Knuckle.

 Kasumi: Use A version of Burning Knuckle. Standing and jump CD also work
 well. It is better to include the Burning Knuckle in a combo. Don't use it
 alone. Jump D, stand C, A Burning Knuckle is the best. If you use the move
 aloe, Kasumi may use one of her counter moves.

 Hinako: Jumping CD seems to work very well and it will hit for a nice chunk
 of damage too. Keep comboing until her guard breaks if you don't want to use
 jumping CD and she's easy. Watch out for her DMs tough!

 Zero: He is quite tough (well, he _is_ the boss!) but with good timing (and
 a bit of luck), Terry makes him look like a wimp. Here's what you should do.
 You should use the Burning  Knuckle as your main move. When the distance
 between Terry and Zero is less than half a screen, use A version. If the
 distance is greater than half a  screen, you should use the C version. Now,
 here comes the crucial part. In any case, as soon as you've performed Burning
 Knuckle and landed near Zero, roll forward (f+A+B). Most of the time, he'll
 try to attack you as soon as you've landed. If you successfully rolled forward,
 you should be behind him when he attacks and you'll have enough time to combo
 in from there. Easy! Be quick though! Another strategy you may use is to
 keep holding back until he moves towards you. Then, quickly move forward
 as he comes near and throw him. This works but the first strategy is much
 better.


 -------------------
  FACTS ABOUT TERRY
 -------------------

 This is a section about all the cool things about Terry which you need to
 know.

 - Terry always has the same original outfit except in Garou: blue pants, white
   shirt, red jacket, white and red cap, and of course, his gloves.

 - During the Power Dunk (f,d,df+K), when he is up, watch him well. You'll
   notice that he has his cap backwards and you see his face much better.

 - He always has the same taunt.

 - Terry has some feelings for Blue Mary and vice-versa but so far, it's just
   been like this although they are in the same team in KoF 2000.

 - In Fatal Fury, the Rising Tackle was performed by Charge d,u+P. SNK changed
   this to f,d,df+P. However, as from 99, SNK decided to return it to the
   original form.     :)

 - He has new colours in KoF 2000. I'm talking about his jacket and his cap.
   Be sure to try these out, I think these new colours are great. You get
   these colours by pressing C+D at the character select screen.


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

  Special thanks go to (in no particular order):

  - SNK <www.neogeo.co.jp>
    For making this hugely entertaining game. The only company that really
    convinced me that you could make awesome soundtracks for great beat-em-ups.
    Now, wasn't my first FAQ for a certain SNK game, a true gem although not
    a beat-em-up...!?  :P

  - CJayC <www.gamefaqs.com>
    For posting this guide and, of course, for such a great site.

  - Kao Megura <kmegura@yahoo.com>
    I used his character bio and movelist names; for inspiring me to write
    this FAQ. He has a great King of Fighters 2000 FAQ which can be viewed
    at www.gamefaqs.com.

  - Vincent Chua <www.kofonline.com>
    For running the greatest KoF site there is. I got a lot of information
    from his great site. And for his very good mailing-list for all those KOF
    fanatics.

  - Kailu Lantis <lantiskailu@hotmail.com>
    For letting me take and rearrange Terry's profile from his Story Guide.
    Just check out his guide (which, of course, can be found at GameFAQs),
    it's an excellent one.

  - hebretto <hebretto@hotmail.com>
    For his various contributions. Contributed Striker combos #4, #5, #6 and
    Intermediate combo #10 and for reminding me about the shortcuts. He also
    has some character FAQs for KoF 2000 which you can check out at GameFAQs,
    the number keeps increasing each day.

  - Big Russian <russian@mastnet.net>
    For guiding me onto Kailu's FAQ. He was of a great help.

  - Xie Chengzhong Erik <erik_xie@hotmail.com>
    For Expert Combo #6 and Striker Combo #6(great combo).

  - Evil Sephiroth <e_sephiroth@hotmail.com>
    For helping me out with the Zero Strategy. And beware dude, Shah's Star
    will be beaten by Seraphos in the Maiden. You just wait!!

  - Run Hin Run <runhinrun@yahoo.com>
    For mailing me about what Terry says during the High Angle Geyser.

  - Orochinagi <terry_bogard77@hotmail.com>
    For the striker combo using Ryo.

  - Cool <tommyst_cool@yahoo.com>
    For telling me how to do the Rising Tackle while running. He actually told
    me this for my '99 Robert FAQ but it applies here too!

  - Tai-Chi Master <dark_tcm@yahoo.com>
    For his help on Vincent's mailing list. And for enabling me to complete
    my KOF collection!! :)

  - You <insert contact info here>
    What would be the point of this FAQ if you weren't here, reading it!?
    Thanx for your time!



                            -=-=-=-=-=-=-=-=-=-
                                  THE END
                            -=-=-=-=-=-=-=-=-=-

  Quoted in Metal Gear Solid:
                             "Only a fool trusts his life to a weapon!!"
                                   - Gray Fox a.k.a. Cyborg Ninja

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         THE KING OF FIGHTERS 2000
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
           Copyright 2001, Ashvin "Orochi K" Sawmynaden. All rights reserved.


