Well, this is my analysis of Terry Bogard, after playing NGBC this afternoon.
>C, f+C is good combo starter. 2 hits & very fast, doesn't make distance between Terry & opponent on close.
>C, d/f+C does more damage than C, f+C. But it make a slight distance between Terry & opponent.
>No change on close D. Good Old 2 hits starter.
>Crouching B still can't be repeated many times like on pre-KOF02. Use crouching A instead.
>His Power Dunk animation & recovery is much faster on both version. Knockdown moves. B version comes out very FAST. I mean REALLY REALLY FAST. Very good anti air on D version. However, Breaking Power Dunk (AB) is very hard to do now. Very strict timing.
>A version of Burn Knuckle revovery time also faster than before, and safe if blocked as well.
>No changes on Power Waves & Crack Shoot. But Power Waves can hit grounded opponent. I've tried it myself, and I manage to perform 2 Power Waves on grounded opponent.
>Power Charge back to MTOW motions (ff+K 3x). 2nd Charge is Super Cancelable, just like KOF03. However, D version has a slight delay on start up. Close D to ff+D doesn't connect. Instead use B version, faster but shorter range.
The down side of Power Charge is that it can be mistakenly performed after dashing. Dash then close D result Power Charge, which is very dangerous if blocked. I recommend use C, d/f+C as combo starter than close D after dashing.
>Charge Run (HCF+K) is basically like Rock's Rage Run. Can be followed with Charge Kick (B or D). Interestingly, looks like the Charge Kick is unblockable or maybe hits low. Dunno why because everytime I did it, CPU nor player can't blocked it in standing position.
>Power Geyser is the same as KOF03. Can be followed with Double Geyser & Triple Geyser. The Triple Geyser has its own flash during execution, and quite long delay.
Interestingly, Triple Geyser can't be performed if the Double Geyser is blocked. So it's safe on block.
>KOF03 Buster Wolf, means that no follow up blast on block. B version travels very short distance, like A Burn Knuckle. D version travels full screen. Bith version comes out REALLY FAST. But looks like during advancing animation, Terry can pass through some ground projectiles. I managed to pass through Iori's Yami Barai. Very interesting.
>And finally, NO POWER STREAM! I've tried the Power Stream motion (QCB,
+AC) so many times, even I changed AC with BD, or with max gauge. The result is nothing. NO MORE POWER STREAM.
>Also I haven't tried Terry's old CD move, which were performed d/f+D on KOF03. Dunno if it still exist or not.
Actually, Terry's combo is almost the same with KOF03. So for people whom familiar with Terry on KOF03, shouldn't have serious problem performing the combos like:
Close C, d/f+C, ff+B, ff+B, Super Cancel into Triple Geyser (must have 3 stocks) or Buster Wolf.
Close D, ff+B, ff+B, Super Cancel into Triple Geyser (3 stocks & corner opponent) or Buster Wolf.
To conclude, Terry Bogard got improved from KOF03 & much better than before. Although there's different moves motion, Terry's player can easily adjust their gameplay.