the king of fighters R-2 terry FAQ by stardust here is a short terry FAQ that, i hope, will please you all. it does not contain every combo terry is able to come out with but just the basics and the ones i'm really fond of. practice hard and make my combos become your combos, then write me a FAQ back. keep enjoying your NGPC!!!!! LEGEND: F = forward B = backward D = down U = up P = punch K = kick LP/HP = light punch / heavy punch LK/HK = light kick / heavy kick (standing HP) = normal move [power wave] = extra, special or super move [maximum power geyser] = enhanced super move TERRY'S MOVE LIST: 'extra moves' [back knuckle]: F + P [rising upper]: DF + P 'special moves' [power wave]: D,DF,F + P [rising tackle]: F,D,DF + P [power dunk]: F,D,DF + K [burn knuckle]: D,DB,B + P [crack shoot]: D,DB,B + K [power charge]: B,DB,D,DF,F + K 'super moves' [power geyser]: D,DB,B,DB,D,DF,F + P [high-angle geyser]: D,DF,F,D,DF,F + K TERRY'S COMBO LIST: '3' hits: 1-(jump HK) + (standing HP) + [power wave] 2-(jump HK) + (standing HP) + [burn knuckle] 3-(jump HK) + (standing HP) + [power geyser] '4' hits: 1-(jump HK) + (standing HP) + [crack shoot] 2-(jump HK) + [back knuckle] + [power wave] 3-(jump HK) + [back knuckle] + [burn knuckle] 4-(jump HK) + [back knuckle] + [power dunk] -with only the 1st hit of the [back knuckle]- 5-(jump HK) + [back knuckle] + [power geyser] 6-(jump HK) + (standing HP) + [power charge] + [power geyser] -can't be performed in the corner: missing [power geyser] impact- '5' hits: 1-(jump HK) + [back knuckle] + [crack shoot] 2-(jump HK) + (standing HP) + [back knuckle] + [power wave] 3-(jump HK) + (standing HP) + [back knuckle] + [burn knuckle] 4-(jump HK) + (standing HP) + [maximum power geyser] -turns out to a 4 hits in the corner- '6' hits: 1-(jump HK) + (standing HP) + [back knuckle] + [crack shoot] 2-(jump HK) + (standing HP) + [power charge] + [crack shoot] -sometimes turns out to a 5 hits- 3-(jump HK) + (standing HP) + [back knuckle] + [power charge] + [power wave] -can't be perform in the corner: missing [power wave] impact- 4-(jump HK) + (standing HP) + [back knuckle] + [power charge] + [burn knuckle] 5-(jump HK) + (standing HP) + [back knuckle] + [power charge] + [power geyser] -can't be perform in the corner: missing [power geyser] impact- 6-(jump HK) + (standing HP) + [power charge] + [maximum power geyser] -turns out to a 4 hits in the corner- '7' hits: 1-(jump HK) + (standing HP) + [back knuckle] + [power charge] + [power dunk] 2-(jump HK) + (standing HP) + [back knuckle] + [power charge] + [crack shoot] 3-(jump HK) + (standing HP) + [high-angle geyser] 4-(jump HK) + (standing HP) + [back knuckle] + [maximum power geyser] -turns out to a 5 hits in the corner- '8' hits: 1-(jump HK) + (standing HP) + [back knuckle] + [high-angle geyser] 2-(jump HK) + (standing HP) + [back knuckle] + [power charge] + [maximum power geyser] -turns out to a 6 hits in the corner- 3-(jump HK) + (standing HP) + [back knuckle] + [power charge] + [maximum high-angle geyser] -turns out to a 9 hits in the corner- '9' hits: 1-(jump HK) + (standing HP) + [rising tackle] -sometimes turns out to a 7 or 8 hits when badly performed- 2-(jump HK) + (standing HP) + [back knuckle] + [power charge] + [high-angle geyser] -regularly turns out to a 7 or 8 hits when badly performed- '10' hits: 1-(jump HK) + [back knuckle] + [rising tackle] -must be performed in the corner- -sometimes turns out to a 9 hits- 2-(jump HK) + (standing HP) + [power charge] + [rising tackle] -regularly turns out to a 6 to 9 hits- '11' hits: 1-(jump HK) + [back knuckle] + [power charge] + [rising tackle] -regularly turns out to a 6 to 10 hits- '12' hits: 1-(jump HK) + (standing HP) + [back knuckle] + [power charge] + [rising tackle] -regularly turns out to a 5 to 11 hits- 2-(jump HK) + (standing HP) + [maximum high-angle geyser] -turns out to a 7 hits in the corner- '13' hits: 1-(jump HK) + [back knuckle] + [maximum high-angle geyser] -turns out to a 11 hits in the corner- '14' hits: 1-(jump HK) + (standing HP) + [back knuckle] + [maximum high-angle geyser] -usually turns out to a 9 hits in the corner, sometimes 12- all these combos can be performed without the first jump hit, assuming you're close enough to your opponent. combined with the roll forward movement (F + AB), they become real killer moves. also, always remember to completely perform the longest combos, even if your opponent's guarding back: the longer the combo, the more likely you'll get a 'guard crush'. in these cases, you'll be very inspired to modify the end of your combo depending on when the 'guard crush' happens. for instance: you're performing (on a guarding opponent): (standing HP) + [back knuckle] + [power charge] + [power geyser] 1 - if the 'guard crush' happens on the 2nd hit of the [back knuckle]: go on with the rest of the combo as you had planned it. you'll get [power charge] + [power geyser]: a violent 2 hits! 2 - if the 'guard crush' happens at the [power charge]'s impact, you'll notice that the opponent is not thrown into mid-air like it usually happens with a charge. forget then about the [power geyser] (too slow man! too slow!) and do a quick special move such as [power wave] or [rising tackle]. i know this is very hard to do because of the so-short 'guard crush''s length but that's one of the key to victory. concerning the 'guard crush', i'd like to know if you people think it happens randomly, or if each character is capable to handle a certain amount of guard damage before going into a 'guard crush' (just like in sfz3). as it allows terry to evade most standing attacks (including projectiles), the [power charge] is one of his most useful moves. it can easily be link to any of terry's special moves, so whenever your opponent's is in [power charge]'s range and about to deliver a standing attack, go for it to initiate a mini-combo, but beware of crouch attacks. thanx a lot for reading ^_^ stardust mail-me: stardust201@yahoo.com