Terry Bogard/Move List

This is a compilation of moves for Terry Bogard.

Fatal Fury series
The following are all of Terry's moves in the Fatal Fury series.

Throws

 * Buster Throw (バスタースルー) -- FF1, RB1~MoW: ← or → + C near opponent » FF2~3: → + C near opponent

Extra Moves

 * Rising Upper (ライジングアッパー) -- FF3: ↙ + C » RB1: ↙ + A » RBS: ↘ + A
 * Added in FF3. Replaced by Wild Upper in RB2.
 * Backspin Kick (バックスピンキック) -- FF3: → + D » RB1~2: → + B
 * Added in FF3. Changes the opponent's plane. Can follow-up with D or ↓ + D in RB2. Removed in MoW.
 * Charging Kick (チャージキック) -- RB1~2: → → + C
 * Added in RB1. Overhead attack. Removed in MoW.
 * Wild Upper (ワイルドアッパー) -- RB2: ↘ + A
 * Replaces Rising Upper in RB2. Removed in MoW.

The King of Fighters
The following are all of Terry's moves in the main The King of Fighters series.

Throws

 * Buster Throw -- '94~: ← or → + C or ('94~'95, '03~:) D near opponent
 * Grasping Upper (グラスピングアッパー) -- '96~'02: ← or → + D near opponent
 * Added in '96, replacing the D-button version of Buster Throw. Removed in '03.

Command Moves

 * Back Knuckle (バックナックル) -- '95: → + C » '97~'98, XII~: → + A
 * Added in '95. Removed in '96, but returns in '97. Replaced by Hammer Punch in '99. Returns in XII.
 * Rising Upper -- '97~: ↘ + C
 * Added in '97. Anti-air attack.
 * Hammer Punch (ハンマーパンチ) -- '99~'02: → + A
 * Added in '99, replacing Back Knuckle. Overhead attack. Removed in '02.
 * Combination Blow (コンビネーション・ブロー) -- '03~XI: C near opponent ~ → + C
 * Added in '03. Its second hit can be canceled. Removed in XII.
 * Backspin Kick (バックスピンキック) -- '03: ↘ + D
 * Added in '03. Will cause a knockdown, unless canceled into (which makes it cancelable and faster). Removed in XI.

Special Moves

 * Burning Knuckle -- '94~: ↓ ↙ ← + A or C
 * Terry moves towards his opponent with his arm extended and with energy surrounding his fist. May knockdown the opponent.


 * Rising Tackle -- '94~'96, '99~'02, XII~: ↓ (hold), ↑ + A or C » '97~98: → ↓ ↘ + A or C
 * Anti-air move, Terry spins upwards with his arms extended and upside down, spinning in the air to land safely on his feet. Gains parry properties in '96~'00, using auto-guard rather than true invincibility. Removed in '03, but returns in XII. In XIV, the EX version adds up to 7 hits.


 * Crack Shoot -- '94~'95: ↓ ↙ ← ↖ + B or D » '96~: ↓ ↙ ← + B or D
 * Terry jumps, and spins his body with his leg extended, in order to hit the opponent with a spin heel kick. In '03, the B-button version is an overhead attack; button D can hit from up close before overhead hit, but will completely whiff against some crouching foes. In XIV, the EX version sends the opponent bouncing off the ground with juggle potential.
 * Power Wave -- '94~: ↓ ↘ → + A or ('94~'98, XI~:) C
 * Terry punches the floor releasing a wave of energy towards the opponent. It has two versions: the classic version is a ground-level projectile, and its other is a short-ranged wave of energy that creates a wall between himself and his opponent. Loses its button C version in '99, but regains it in XI when Round Wave is removed.


 * Power Dunk -- '95~XI: → ↓ ↘ + B or D
 * Added in '95. An anti-air attack, Terry does a flying knee kick then follows suit, turning around in mid air, and knocking his opponent down with a flaming punch. The final hit is an overhead, slamming the opponent down. Becomes a follow-up attack to Power Charge in '99 only. Gains a follow-up Break in '03, which by pressing AB in '03 (and AB only with B version in XI) on the first hit will cancel the Power Dunk, and Terry won't jump so as to allow other secondary maneuvers. Removed in XII.


 * Power Charge -- '97~XI, XIV~: ← ↙ ↓ ↘ → + B or D
 * Added in '97. Charges towards his opponent and hits him with an elbow lunge. Button B is faster (as well as safer and has more combo options) than button D. In '03 and XI, the Mark of The Wolves version is used: simply consisting of a quick punch, but gains a follow-up attack in '03. Removed in XII. Returns in XIV, but without the follow-up, going back to the classic version; button B simply knocks the opponent off balance, while D is a knockdown, and the EX version causes a wall bounce for further damage.
 * Follow-up -- '03~XI: → → + B or D [x2] during Power Charge
 * Added in '03. After the initial punch in Power Charge, the follow-up makes Terry punch for a quick second hit, and then a powerful finishing body tackle. Removed in XII.


 * Round Wave -- '99~XI: ↓ ↘ → + C
 * Added in '99, replacing the C-button version of Power Wave. Similar to Power Wave, Terry punches the floor but the wave is no longer a projectile, only a burst of energy. Removed in XI.
 * Power Drive (パワードライブ) -- '99~'00: → ↓ ↘ + A or C
 * Added in '99. Moves forward, spins before landing a slower and shorter version of Burn Knuckle. Removed in '00.
 * Power Shoot (パワーシュート) -- '99~'00: → ↓ ↘ + B or D
 * Added in '99, replacing the standalone Power Dunk. Terry moves forward, spins and performs a front kick. Removed in '00.
 * Quick Burn -- '02UM: ← ↘ + B or D
 * Available in '02UM only. Terry does a straight uppercut followed by a quick downward punch; both hits are energy charged.

Desperation / Super Special Moves

 * Power Geyser -- '94~'95: ↓ ↙ ← ↙ → + BC » '96~XIII: ↓ ↙ ← ↙ → + A or C » XIV~: ↓ ↙ ← ↙ ↓ ↘ → + A or C
 * Terry punches the ground, creating a big geyser of energy. Becomes his MAX Super D. Move in '00~'02. Button C has start-up invicibility, but is slower than the A button. If hit out of this move, Terry can juggle his foe if the geyser hit his opponent. It can also negate projectiles, including Desperation Moves. The Super D. Move in '03 and MAX version in XIV release three geysers.
 * High Angle Geyser (ハイアングルゲイザー) -- '97~'02: ↓ ↘ → ↓ ↘ → + B or D
 * Added in '97. Removed in '02.
 * Rising Force (ライジングフォース) -- '02: ↓ ↘ → ↓ ↘ → + A or C
 * Added in '02 as a hidden move. Terry charges towards his opponent, hits him with a shoulder block, followed by a punch and multi-hit Rising Tackle, and is a move shared with Rock Howard. Removed in '03.
 * Buster Wolf -- '03~XI, XIII~: ↓ ↘ → ↓ ↘ → + B or D
 * Added in '03. Charges towards the opponent with a energy charged punch; if it connects, Terry lands another one that will release a tremendous explosion. Removed in XII, but returns in XIII. In XIII, the P. Power version lands 4 hits on the final energy burst. In XIV, the MAX version does 12 hits (10 upon the initial impact, followed by one larger blast).


 * Power Stream (パワーストリーム) -- '03: ↓ ↙ ← ↙ ↓ ↘ → + AC » XI: ↓ ↙ ← ↙ ↓ ↘ → + E
 * Added in '03 as his Leader Super D. Move. Leaps into the air and, while surrounded by a dome of energy, smashes the ground with both of his fists. A beam of energy materializes around him afterwards. The "dome" created can juggle an opponent for the remaining hits. This move can negate practically any projectile and can outhit most attacks. Removed in XII.


 * Trinity Geyser (トリニティーゲイザー) -- XIII: ↓ ↘ → ↓ ↘ → + AC
 * Added in XIII as his Neo MAX Super D. Move. Punches the ground with both hands, creating three big energy geysers in a row. Removed in XIV.
 * Star Dunk Volcano (スターダンクボルケーノ) -- XIV: → ↘ ↓ ↙ ← → ↘ ↓ ↙ ← + BD
 * Added in XIV as his Climax Super S. Move. Terry turns his hats back, launches into his opponent with a flying knee strike to the gut, launching them in the air; Terry then catches them with a Power Dunk (while a star appears out of his back upon descending), creating a huge geyser, knocking them backwards upon impact.

Special Moves

 * Rising Tackle -- ↓ (hold), ↑ + Punch
 * Power Wave -- ↓ ↘ → + Punch
 * Round Wave -- ↓ ↘ → + Strong Punch
 * Crack Shoot -- ↓ ↙ ← + Kick
 * Burn Knuckle -- ↓ ↙ ← + Punch
 * Power Dunk -- → ↓ ↘ + Kick

Desperation Moves

 * Overheat Geyser -- ↓ ↘ → ↓ ↘ → + Kick
 * An auto-combo composed of a Power Charge, a jumping uppercut and a Power Geyser.
 * Buster Wolf -- ↓ ↘ → ↓ ↘ → + Punch
 * Power Geyser -- ↓ ↙ ← ↙ → + Punch
 * Terry punches the ground, creating a big geyser of energy. Can follow-up with other two geysers.
 * Twin Geyser (ツインゲイザー) -- ↓ ↘ → + Punch during Power Geyser
 * Triple Geyser -- ↓ ↘ → + Punch during Power Geyser

Exceed Super

 * Rising Beat (ライジングビート) -- ↓ ↙ ← → + BC ~ Finisher: A, A, B, B, C, C, D, D, ↓ ↙ ← + CD
 * A move similar to Geese Howard's Deadly Rave, Terry charges towards his opponent. If the charge connects and the player correctly inputs the Finisher command, Terry will pummel them with a long chain of attacks and finishes the sequence with a Buster Wolf.

Super Smash Bros. Ultimate
See moves in Terry (Super Smash Bros. Ultimate).

Special Moves

 * Power Wave -- B (tap/hold)
 * Burn Knuckle -- → + B (tap/hold) -- ↓ ↘ → + A or B (tap/hold)
 * Crack Shoot -- ← + B (tap/hold) -- ↓ ↙ ← + A or B (tap/hold)
 * Rising Tackle -- ↑ + B (tap/hold) -- ↓ (hold), ↑ + A or B (tap/hold)
 * Power Dunk -- ↓ + B (tap/hold) -- → ↓ ↘ + A or B (tap/hold)

Super Special Moves

 * Power Geyser -- ↓ ↙ ← → + A or B
 * Buster Wolf -- ↓ ↘ → ↓ ↘ → + A or B

Final Smash

 * Triple Wolf (トリプルウルフ) -- B when Final Smash Meter is full or Terry has broken a Smash Ball

Trivia

 * Terry's Power Wave has inspired many other ground-based projectiles found in other SNK titles, such as Kyo's Yamibarai, and Haohmaru's Senpuretsuzan, as well as other company's fighting games, such as Sol Badguy's Gun Flame. From a game mechanic perspective, Power Wave can be seen as similar, but opposite of the Hadouken, which originated in the Street Fighter series. Both are projectiles with a quarter-circle-forward motion, with the difference being that the Hadouken travels in the air, while the Power Wave travels along the ground.
 * The attack's original animation (a series of small energy pillars that advance towards the enemy) only appears in Fatal Fury: King of Fighters. All of the attack's subsequent appearances, however, use its Fatal Fury 2 animation, which changed it into a single shockwave.
 * The original Japanese name of Burning Knuckle is "Burn Knuckle". It is currently unknown why the name was changed during localization.