Terry (SSBU): Difference between revisions
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Terry is ranked 30th out of 82 on the current [[tier list]], placing him in the A- tier. Terry has many strengths to complement him. His normals are all effective for racking up damage and his auto-turnaround ability allows him to punish rolls and create deadly ledgetraps. Most of his ground moves, such as jab, forward tilt, down tilt, up tilt, can be canceled into his specials and super specials during GO! at most percents, giving him good [[combo]] ability and KO confirms. His dash attack is a good burst option that crosses up shields and has respectable KO power. His smash attacks all have respectable utility. His forward smash is good as a hard callout or [[read]]; His up smash is a good [out of shield] that KOs reliably and can also be confirmed from a [[neutral air]]. Finally, his down smash is a quick get off me tool that sends opponents offstage. Terry's aerials are also strong in their own right. His [[neutral air]] allows him to combo into itself, special moves, with most notably [[Burning Knuckle]] for KOs, [[down air]] for spikes at the ledge, and more, [[forward air]] is a good out of shield and landing option and has good range to contest with those trying to pressure him, back air has good KO power, and down air is not only a solid spike at the sweetspot but also is a combo starter with the sourspot. Finally, his up air is a good juggling and anti air tool that can confirm into [[Rising Tackle]]. Adding to this, all of his aerials can [[auto-cancel]] in a short hop. | Terry is ranked 30th out of 82 on the current [[tier list]], placing him in the A- tier. Terry has many strengths to complement him. His normals are all effective for racking up damage and his auto-turnaround ability allows him to punish rolls and create deadly ledgetraps. Most of his ground moves, such as jab, forward tilt, down tilt, up tilt, can be canceled into his specials and super specials during GO! at most percents, giving him good [[combo]] ability and KO confirms. His dash attack is a good burst option that crosses up shields and has respectable KO power. His smash attacks all have respectable utility. His forward smash is good as a hard callout or [[read]]; His up smash is a good [out of shield] that KOs reliably and can also be confirmed from a [[neutral air]]. Finally, his down smash is a quick get off me tool that sends opponents offstage. Terry's aerials are also strong in their own right. His [[neutral air]] allows him to combo into itself, special moves, with most notably [[Burning Knuckle]] for KOs, [[down air]] for spikes at the ledge, and more, [[forward air]] is a good out of shield and landing option and has good range to contest with those trying to pressure him, back air has good KO power, and down air is not only a solid spike at the sweetspot but also is a combo starter with the sourspot. Finally, his up air is a good juggling and anti air tool that can confirm into [[Rising Tackle]]. Adding to this, all of his aerials can [[auto-cancel]] in a short hop. | ||
Terry's specials are also important for him. His neutral special [[Power Wave]] is a solid projectile to force approaches. The aerial version air wave can gimp opponents offstage. His two side specials, Burn Knuckle and [[Crack Shoot]] are great burst options and horizontal recovery moves. Burn Knuckle can be held or inputted to make it stronger. Crackshoot is an unreactable burst option and an effective anti-air, dealing respectable damage, especially with the input version. Rising Tackle is a solid oos option and recovery tool, especially with the charged version. It can also be confirmed from a jab . Finally, [[Power Dunk]] is a good landing tool and KO move and it can autocancel from a full hop. All of Terry's specials can be used to aide his recovery with power wave to stall offstage; Burn Knuckle and Crack Shoot for horizontal distance; Power Dunk for high recoveries and to stop reckless edgeguarders; and finally, charged Rising Tackle to give him an invincible vertical recovery. | Terry's specials are also important for him. His neutral special [[Power Wave]] is a solid projectile to force approaches. The aerial version air wave can gimp opponents offstage. His two side specials, Burn Knuckle and [[Crack Shoot]] are great burst options and horizontal recovery moves. Burn Knuckle can be held or inputted to make it stronger. Crackshoot is an unreactable burst option and an effective anti-air, dealing respectable damage, especially with the input version. Rising Tackle is a solid oos option and recovery tool, especially with the charged version. It can also be confirmed from a jab. Finally, [[Power Dunk]] is a good landing tool and KO move and it can autocancel from a full hop. All of Terry's specials can be used to aide his recovery with power wave to stall offstage; Burn Knuckle and Crack Shoot for horizontal distance; Power Dunk for high recoveries and to stop reckless edgeguarders; and finally, charged Rising Tackle to give him an invincible vertical recovery. | ||
These specials culminate in Terry's main comeback mechanic "GO!" when he reaches 100% or more. This gives him access to two extra special moves called "Super Specials" named [[Power Geyser]] and [[Buster Wolf]]. Power Geyser is a great anti air to stop aerial approaches and also can be confirmed from an up tilt. Buster Wolf is an amazing burst option that KOs opponents extremely early and can be confirmed from an forward tilt or down tilt. "GO!" also helps Terry since he is a heavyweight that allows him to have high endurance letting him keep GO! | These specials culminate in Terry's main comeback mechanic "GO!" when he reaches 100% or more. This gives him access to two extra special moves called "Super Specials" named [[Power Geyser]] and [[Buster Wolf]]. Power Geyser is a great anti air to stop aerial approaches and also can be confirmed from an up tilt. Buster Wolf is an amazing burst option that KOs opponents extremely early and can be confirmed from an forward tilt or down tilt. "GO!" also helps Terry since he is a heavyweight that allows him to have high endurance letting him keep GO! | ||
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Terry's representation is relatively scarce for his high placement, but he has seen strong results at a major level from most notably {{Sm|Riddles}}, who has solo-mained the character until {{SSBU|Kazuya}} released and then co-mains both of them. Terry has also seen representation from {{Sm|Darkstalker}}, {{Sm|OG Mustaine}}, and {{Sm|Cless}}. | Terry's representation is relatively scarce for his high placement, but he has seen strong results at a major level from most notably {{Sm|Riddles}}, who has solo-mained the character until {{SSBU|Kazuya}} released and then co-mains both of them. Terry has also seen representation from {{Sm|Darkstalker}}, {{Sm|OG Mustaine}}, and {{Sm|Cless}}. | ||
==Attributes== | ==Attributes== | ||
Terry is a tall, [[heavyweight]] fighter who weighs the same as {{SSBU|Samus}}, {{SSBU|Dark Samus}}, and {{SSBU|Bowser Jr.}} Due to hailing from a traditional fighting game series, Terry always faces his opponent in 1-on-1 matches, a trait that he shares with {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Kazuya}}. While this makes it more difficult for him to utilize his powerful back aerial, it more importantly makes his command inputs easier to execute and less likely to misinput, and allows him to punish [[roll]]s and [[cross up]]s more easily than the vast majority of the cast. He has slow [[air speed]], a very slow initial dash, and decent [[dash]]ing speed, but is characterized most by his great ground game. This includes a potent backward dash (which allows Terry to play footsies very effectively), a strong set of normal moves and special moves, his unique ability to attack directly out of a spot dodge, and his comeback mechanic which allows incredibly powerful [[Super Special Move]]s that require specific input combinations to use. | Terry is a tall, [[heavyweight]] fighter who weighs the same as {{SSBU|Samus}}, {{SSBU|Dark Samus}}, and {{SSBU|Bowser Jr.}} Due to hailing from a traditional fighting game series, Terry always faces his opponent in 1-on-1 matches, a trait that he shares with {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Kazuya}}. While this makes it more difficult for him to utilize his powerful back aerial, it more importantly makes his command inputs easier to execute and less likely to misinput, and allows him to punish [[roll]]s and [[cross up]]s more easily than the vast majority of the cast. He has slow [[air speed]], a very slow initial dash, and decent [[dash]]ing speed, but is characterized most by his great ground game. This includes a potent backward dash (which allows Terry to play footsies very effectively), a strong set of normal moves and special moves, his unique ability to attack directly out of a spot dodge, and his comeback mechanic which allows incredibly powerful [[Super Special Move]]s that require specific input combinations to use. |