Editing Terry (SSBU)

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|image = [[File:Terry SSBU.png|250px|Terry]]
|image = [[File:Terry SSBU.png|250px|Terry]]
|game = SSBU
|game = SSBU
|universe = {{uv|Fatal Fury}}
|availability = [[Downloadable content (SSBU)|Downloadable]]
|availability = [[Downloadable content (SSBU)|Downloadable]]
|tier = A-
|ranking = 29
}}
}}
:{{Cquote|''Terry Faces the Fury!''|cite=Introduction tagline}}
:{{Cquote|''Terry Faces the Fury!''|cite=Introduction tagline}}
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{{iw|wikipedia|Takashi Kondō}}, who has voiced Terry in ''The King of Fighters XIV'' onwards, reprises his role as the character in all regions.
{{iw|wikipedia|Takashi Kondō}}, who has voiced Terry in ''The King of Fighters XIV'' onwards, reprises his role as the character in all regions.
Terry is ranked 29th out of 82 on the current [[tier list]], placing him in the A- tier. Terry's strengths revolve around his [[combo]] ability and deadly KO setups. His normals are all effective for racking up damage, as his tilts and some of his aerials can be auto-cancelled into his specials, while his auto-turnaround ability also allows him to punish rolls and create deadly ledgetraps. In addition, Terry's combo and KO ability is further enhanced when Terry is past 100%, as it activates his "GO!" meter, granting him access to his "Super Specials" that can lead into relatively early KOs in the right situation; he is able to utilize to GO! meter effectively thanks to being a heavyweight, allowing him to survive up to higher percents. All of this makes Terry rather dangerous when fighting him up close and at higher percents.
However, Terry does have several weaknesses. Terry's strengths rely on other characters approaching him, and he has more trouble fighting characters from afar. His disadvantage state is below average since he has trouble landing, while his tall frame and stature makes him susceptible to juggling. His recovery is also exploitable if one knows how to play around it, making him rather vulnerable offstage. Finally, his normals can be escaped with good [[SDI]] allowing for most of Terry's combos to be unreliable, forcing Terry to switch up his gameplan once other players know how to deal with his combos.
Overall, Terry's strengths outweigh his weaknesses. Although he has a smaller playerbase compared to other high-tier characters, he has nonetheless garnered strong results from players such as {{Sm|AndresFn}} and {{Sm|Riddles}}.


==Attributes==
==Attributes==
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In spite of his strengths, Terry still has notable drawbacks. His overall disadvantage state is a glaring weakness: Terry's fall speed is among the lower half of the cast, and when combined with his tall hurtbox, he is noticeably susceptible to juggles. Rising Tackle, while having intangibility throughout the first half of the move, is unable to [[Edge#Edge sweet spot|sweetspot the edge]], meaning that Terry is forced to utilize it from very low under the stage, as he is otherwise left vulnerable for a hard punish at the move's apex. Additionally, the move's vertical and horizontal distance is sub-par, making it a generally inferior recovery move. Terry's aerial speed is also well below-average, making his off-stage endurance lacking. While he is able to mix up his recovery to a certain extent with his specials, he is unlikely to survive in most off-stage situations if he has exhausted his double jump and side special.
In spite of his strengths, Terry still has notable drawbacks. His overall disadvantage state is a glaring weakness: Terry's fall speed is among the lower half of the cast, and when combined with his tall hurtbox, he is noticeably susceptible to juggles. Rising Tackle, while having intangibility throughout the first half of the move, is unable to [[Edge#Edge sweet spot|sweetspot the edge]], meaning that Terry is forced to utilize it from very low under the stage, as he is otherwise left vulnerable for a hard punish at the move's apex. Additionally, the move's vertical and horizontal distance is sub-par, making it a generally inferior recovery move. Terry's aerial speed is also well below-average, making his off-stage endurance lacking. While he is able to mix up his recovery to a certain extent with his specials, he is unlikely to survive in most off-stage situations if he has exhausted his double jump and side special.


Despite having a strong grounded neutral game, it is largely centered around baiting the opponent to approach and reading their habits to lead into combo extensions. As such, Terry doesn't possess many good pokes outside of down tilt. Given his average ground speed and poor air speed, Terry's aerial approaches are fairly weak unless he starts close to his target. Though Terry's inputs are a bit more lenient in comparison to the other traditional fighting game characters, it can nonetheless take time to master his inputs to their full potential, giving him a relatively high learning curve overall. The [[Super Special Move]]s are of particular note: they are accessible only when his damage is at 100% or his hit points are 30% or lower in Stamina Mode, and they both have considerable ending lag to compensate for their astounding power. As a result, Terry's playstyle can change drastically when the Super Specials come into play. Improper inputs can also result in failing to perform what would otherwise be a KO confirm (such as with Power Dunk), or even an unintentional [[self-destruct]] (such as with Burning Knuckle/Crack Shoot). As such, it is crucial to get the hang of inputting moves correctly and at the right time in order to avoid inadvertently putting Terry in a very disadvantageous situation.
Despite having a strong grounded neutral game, it is largely centered around baiting the opponent to approach and reading their habits to lead into combo extensions. As such, Terry doesn't possess many good pokes outside of down tilt. Given his average ground speed and poor air speed, Terry's aerial approaches are fairly weak unless he starts close to his target. Though Terry's inputs are a bit more lenient in comparison to the other traditional fighting game characters, it can nonetheless take time to master his inputs to their full potential, giving him a relatively high learning curve overall. The [[Super Special Move]]s are of particular note: they are accessible only when his damage is at 100% or his hit points are 30% or lower in Stamina Mode, and they both have considerable ending lag to compensate for their astounding power. As a result, Terry's playstyle can change drastically when the Super Specials comes into play. Improper inputs can also result in failing to perform what would otherwise be a KO confirm (such as with Power Dunk), or even an unintentional [[self-destruct]] (such as with Burning Knuckle/Crack Shoot). As such, it is crucial to get the hang of inputting moves correctly and at the right time in order to avoid inadvertently putting Terry in a very disadvantageous situation.


Overall, Terry is a melee-focused and "footsies"-oriented heavyweight character with immense combo, damage, and KO options in all areas. His ability to apply dangerous shield pressure or cross-up shielding opponents is incredibly useful when executed at the right times. The Super Special Moves can also give Terry the mental edge over opponents, as any ill-managed approach on the opponent's end can be called out by extremely hard punishes. Due to being a heavyweight, he is very hard to KO without a proper edge-guard, making him more dangerous the longer he holds onto his stock and allowing him to keep his Super Special Moves active for extended periods of time. However, his poor disadvantage state and mediocre off-stage endurance means players need to be mindful of every off-stage option, as Terry can be KO'd easily to an off-stage gimp, and despite his powerful neutral, many of his most effective moves leave him vulnerable, meaning the player must make calculated decisions with which attacks to throw out in pressure situations.
Overall, Terry is a melee-focused and "footsies"-oriented heavyweight character with immense combo, damage, and KO options in all areas. His ability to apply dangerous shield pressure or cross-up shielding opponents is incredibly useful when executed at the right times. The Super Special Moves can also give Terry the mental edge over opponents, as any ill-managed approach on the opponent's end can be called out by extremely hard punishes. Due to being a heavyweight he is very hard to KO without a proper edge-guard, making him more dangerous the longer he holds onto his stock. However, his poor disadvantage state and mediocre off-stage endurance means players need to be mindful of every off-stage option, as Terry can be KO'd easily to an off-stage gimp, and despite his powerful neutral, many of his most effective moves leave him vulnerable, meaning the player must make calculated decisions with which attacks to throw out in pressure situations. While his strengths currently seem to outweigh his weaknesses, his competitive viability has yet to be determined, as he was only available for four months prior to the [[COVID-19 pandemic and its impact on competitive Smash|closure of most tournaments worldwide due to the COVID-19 pandemic]].


==Update history==
==Update history==
Terry received a very small buff in update 8.0.0, which altered [[Triple Wolf]]'s knockback to the point of strengthening it slightly. Prior to this, update 6.1.0 fixed a glitch that would cause him and the [[Ice Climbers (SSBU)|partner Ice Climber]] to both become frozen after Terry performs [[Buster Wolf]].
Terry was buffed slightly via update 8.0.0, which altered [[Triple Wolf]]'s knockback to the point of strengthening it slightly. Prior to this, update 6.1.0 fixed a glitch that would cause him and the [[Ice Climbers (SSBU)|partner Ice Climber]] to both become frozen after Terry performs [[Buster Wolf]].


Due to these changes being strictly quality-of-life adjustments, Terry's competitive reception has remained virtually unchanged since his release.
Due to these changes being strictly quality-of-life adjustments, Terry's competitive reception has remained virtually unchanged since his release.
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==Moveset==
==Moveset==
*Terry always faces his opponent when only one is left standing, counting teammates as opponents if [[Team Attack]] is on.
*Terry always faces his opponent during a one-on-one match or when only two players are remaining in a match.
*When Terry is at 100% in Time Battles or Stock Battles, or has 30% or less of his maximum HP in a Stamina Battle, he will be able to perform [[Super Special Move]]s ([[Power Geyser]] and [[Buster Wolf]]). This is indicated with a "GO" icon next to his fighter portrait.
*When Terry is at 100% in Stock or Time Battles, or has 30% or less of his maximum HP in a Stamina Battle, he can perform two [[Super Special Move]]s: [[Power Geyser]] and [[Buster Wolf]]. This is indicated with a "GO" icon next to his fighter portrait.
*Pressing the attack button immediately after performing a [[spot dodge]] will allow Terry to perform a counterattack that deals 11% and has an identical animation to his up tilt, albeit with different mechanics (see below).
*Pressing the attack button immediately after performing a [[spot dodge]] will allow Terry to perform a counterattack that deals 11% and has an identical animation to his up tilt, albeit with different mechanics (see below).
*Terry has weak and strong variants of his special moves, which depend on how long the button is held. Tapping the button produces a weak variation, and holding the button produces a strong variation. The strong variations inflict more damage and propel Terry further, with [[Power Dunk]] instead having two separate travel distances and timings before the main punch.
*Terry has weak and strong variants of his special moves, which depend on how long the button is held. Tapping the button produces a weak variation, and holding the button produces a strong variation. The strong variations inflict more damage and propel Terry further, with [[Power Dunk]] instead having two separate travel distances and timings before the main punch.
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|neutral2dmg=1% (hit 1), 2% (hit 2)
|neutral2dmg=1% (hit 1), 2% (hit 2)
|neutral3dmg=7%
|neutral3dmg=7%
|neutraldesc=A jab, followed by a {{iw|wikipedia|short straight-punch}}, followed by a side kick. Holding the attack button also causes Terry to repeat the first hit. It is the second-most damaging neutral attack in the game, being surpassed only by {{SSBU|Kazuya}}'s. However, the jab and short straight-punch can be canceled into special moves, which is significantly more rewarding than using the entirety of his neutral attack. [[Rising Tackle]] and [[Power Dunk]] are very effective follow-ups, due to their effective damage racking and KOing potentials, respectively. It is also remarkably safe on shield, only being -6. Based on his standing light punch, close-range standing heavy punch, and standing light kick in most ''Fatal Fury'' games, with the short straight-punch consisting of 2 hits like in the original ''Fatal Fury'' games.
|neutraldesc=A jab, followed by a {{iw|wikipedia|short straight-punch}}, followed by a side kick. Holding the attack button also causes Terry to repeat the first hit. It is the second-most damaging neutral attack in the game, being surpassed only by {{SSBU|Kazuya}}'s. However, the jab and short straight-punch can be canceled into special moves, which is significantly more rewarding than using all three hits. [[Rising Tackle]] and [[Power Dunk]] are very effective follow-ups, due to their effective damage racking and KOing potentials, respectively. It is also remarkably safe on shield, only being -6. Based on his standing light punch, close-range standing heavy punch, and standing light kick in most games, with the short straight-punch dealing two hits like in the original games.
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltdmg=12% (leg), 13% (foot)
|ftiltdmg=12% (leg), 13% (foot)
|ftiltdesc=A mid-level roundhouse kick. It has a respectable damage output, especially when sweetspotted, and is moderately fast. Can be special canceled, and is a very easy and reliable confirm into [[Burning Knuckle]] or Buster Wolf at low to medium percentages. The move also has a [[disjointed]] hitbox on Terry's foot, and grants [[intangibility]] to his kicking leg. Incredibly safe on shield, and if special canceled, ends up being +11. On an extended note, this enables Burning Knuckle to trade with every offensive [[out of shield]] option, including [[Fire]]. Based on his standing heavy kick in the early ''King of Fighters'' entries, albeit performed at a lower angle.  
|ftiltdesc=A mid-level roundhouse kick. It has a respectable damage output, especially when sweetspotted, and is moderately fast. Can be special canceled, and is a very easy and reliable confirm into [[Burning Knuckle]] or Buster Wolf at low to mid percentages. The move also has a [[disjointed]] hitbox on Terry's foot, and grants [[intangibility]] to his kicking leg. Incredibly safe on shield, and if special canceled, ends up being +11. On an extended note, this enables Burning Knuckle to trade with every offensive [[out of shield]] option, including [[Fire]]. Based on his standing heavy kick in his home series.  
|utiltname=Rising Upper ({{ja|ライジングアッパー|Raijingu Appā}})
|utiltname=Rising Upper ({{ja|ライジングアッパー|Raijingu Appā}})
|utiltdmg=11%
|utiltdmg=11%
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|dtiltname=Under Kick ({{ja|アンダーキック|Andā Kikku}})
|dtiltname=Under Kick ({{ja|アンダーキック|Andā Kikku}})
|dtiltdmg=3%
|dtiltdmg=3%
|dtiltdesc=A crouching, Hapkido-style shin kick. Deals extremely low damage, but can be spammed safely due to its very low overall lag. It can be special canceled. At higher percentages, this confirms reliably into his neutral attack, up smash, down smash, and Burning Knuckle. Based on his crouching light kick in his home series.
|dtiltdesc=A crouching, Hapkido-style shin kick. Deals extremely low damage, but can be spammed safely due to its very low overall lag. It can be special canceled. At higher percentages, this confirms into his neutral attack efficiently, as well as Burning Knuckle and down smash. Based on his crouching light kick in his home series.
|dashname=Power Charge ({{ja|パワーチャージ|Pawā Chāji}})
|dashname=Power Charge ({{ja|パワーチャージ|Pawā Chāji}})
|dashdmg=13% (clean), 10% (late)
|dashdmg=13% (clean), 10% (late)
|dashdesc=A [[wikipedia:Professional wrestling attacks#Shoulder block|shoulder block]]. The clean hit possesses decent KO potential while near the edge. In comparison, the weak hit can occasionally set up combos, though not to the same extent as some other dash attacks. Additionally, the move can also cross up shields and clash with projectiles, making it surprisingly safe. He might either say "Power Charge!" or "Goodbye!" when using this attack. It can cancel into his Final Smash, and is based on Terry's special move of the same name that debuted in ''Real Bout Fatal Fury Special''.
|dashdesc=A [[wikipedia:Professional wrestling attacks#Shoulder block|shoulder block]]. Based on Terry's special move introduced in ''Real Bout Fatal Fury Special''. The clean hit possesses decent KO potential while near the edge. In comparison, the weak hit can occasionally set up combos, though not to the same extent as some other dash attacks. Can cancel into his Final Smash. Additionally, the move can also cross up shields and clash with projectiles, making it surprisingly safe. He might either say "Power Charge!" or "Goodbye!" when using this attack.
|fsmashname=Backspin Kick ({{ja|バックスピンキック|Bakkusupin Kikku}})
|fsmashname=Backspin Kick ({{ja|バックスピンキック|Bakkusupin Kikku}})
|fsmashdmg={{ChargedSmashDmgSSBU|18}}
|fsmashdmg={{ChargedSmashDmgSSBU|18}}
|fsmashdesc=A spinning back kick. Noticeable startup and ending lag, but boasts excellent KO potential thanks to its very high damage output and lack of a sourspot. Can be canceled into his Final Smash. Based on one of his command normals, which eventually became his recurring Blow Back Attack in ''The King of Fighters'' games, his low-evade attack from ''Garou: Mark of the Wolves'' (a universal mechanic from that game) and his standing heavy kick in the ''Capcom vs. SNK'' games, albeit with a heavily altered animation and lacking any particular evasive utility.
|fsmashdesc=A spinning back kick. Noticeable startup and ending lag, but boasts excellent KO potential. Can be canceled into his Final Smash. Based on his low-evade attack from ''Garou: Mark of the Wolves'' (a universal mechanic from that game), albeit with a heavily altered animation and lacking any particular evasive utility.
|usmashname=Wild Upper ({{ja|ワイルドアッパー|Wairudo Appā}})
|usmashname=Wild Upper ({{ja|ワイルドアッパー|Wairudo Appā}})
|usmashdmg={{ChargedSmashDmgSSBU|16}} (early), {{ChargedSmashDmgSSBU|18}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|16}} (early), {{ChargedSmashDmgSSBU|18}} (late)
|usmashdesc=Squats and then rises up to throw an uppercut. It deals more damage with its late hit. Powerful for a smash attack of its kind, and can be used as an [[out of shield]] option as well. Interestingly, its charge hold is a single frame before the hitbox comes out, making it an incredible reactive option against aerial attacks. It can cancel into his Final Smash, and is based on a command normal crouching heavy punch.
|usmashdesc=Squats and then rises up to throw an uppercut. It deals more damage with its late hit, and can cancel into his Final Smash. Based on a command normal crouching heavy punch. Powerful for a smash attack of its kind, and can be used as an [[out of shield]] option as well. Interestingly, its charge hold is a single frame before the hitbox comes out, making it an incredible reactive option against aerial attacks.  
|dsmashname=Slide Kick ({{ja|スライドキック|Suraido Kikku}})
|dsmashname=Slide Kick ({{ja|スライドキック|Suraido Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBU|12}}
|dsmashdmg={{ChargedSmashDmgSSBU|12}}
|dsmashdesc=A modified version of the martelo de chão, a kick in capoeira. In a similar vein to {{SSBU|Ryu}}'s down smash, it only hits in front of Terry. It is very fast and has good range, although its power is only moderate compared to his forward and up smashes. Nevertheless, it is able to KO at reasonable percentages thanks to its [[semi-spike]] angle, making it difficult for some opponents to recover from. It is particularly useful as a follow-up from down tilt due to the speed of both attacks. It can cancel into his Final Smash, and is based on his crouching heavy kick.
|dsmashdesc=A modified version of the martelo de chão, a kick in capoeira. In a similar vein to {{SSBU|Ryu}}'s down smash, it only hits in front of Terry. It is very fast and has good range due to Terry stretching his leg forward. Although its power is only moderate compared to his forward and up smashes, it nevertheless KOs at reasonable percentages, particularly as a follow-up from down tilt. Can cancel into his Final Smash. Based on his crouching heavy kick.
|nairname=Chop ({{ja|ジャンプ手刀|Janpu Naifu}}, ''Jump Knife'')
|nairname=Chop ({{ja|ジャンプ手刀|Janpu Naifu}}, ''Jump Knife'')
|nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=A downward {{iw|wikipedia|knifehand strike}}. It has the fastest startup out of Terry's aerials (frame 4), as well as a lingering hitbox, moderately low ending lag, very low knockback, and the ability to be canceled into specials. Altogether, these traits allow it to potentially chain into itself and offer a lot of combo opportunities at various percentages. It has multiple KO setups, such as into back aerial and down aerial on landing, Power Dunk, and most reliably, Burning Knuckle. Based on his jumping light punch.
|nairdesc=A downward {{iw|wikipedia|knifehand strike}}. Can be canceled into specials. It has the fastest startup out of Terry's aerials (frame 4) and a lingering hitbox in addition to moderately low ending lag and very low knockback, even at high percentages, allowing it to potentially chain into itself and offer a lot of combo opportunities. It has multiple KO setups, such as into back aerial and down aerial on landing, Power Dunk, and most reliably, Burning Knuckle. Based on his jumping light punch.
|fairname=Jump Kick ({{ja|ジャンプテリーキック|Janpu Terī Kikku}}, ''Jump Terry Kick'')
|fairname=Jump Kick ({{ja|ジャンプテリーキック|Janpu Terī Kikku}}, ''Jump Terry Kick'')
|fairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|8}} (late)
|fairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|8}} (late)
|fairdesc=A flying kick. It has decent startup (frame 7), good horizontal range, a decent damage output, and a lingering hitbox. However, it lacks KO power and has slight ending lag. Unlike most of his other moves, it can only special cancel into his Final Smash. It is based on his jumping light kick or jumping heavy kick when jumping forward or backward in his home series.
|fairdesc=A flying kick. Has decent startup (frame 7), good horizontal range, decent damage output, and a lingering hitbox, although it lacks KO power and has some ending lag. Unlike most of his other moves, it can only special cancel into his Final Smash. Based on his jumping light kick or jumping heavy kick when jumping forward or backward in his home series.
|bairname=Jump Backward Kick ({{ja|ジャンプ後ろ回し蹴り|Janpu Ushiro Mawashigeri}}, ''Jump Back Roundhouse Kick'')
|bairname=Jump Backward Kick ({{ja|ジャンプ後ろ回し蹴り|Janpu Ushiro Mawashigeri}}, ''Jump Back Roundhouse Kick'')
|bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|bairdesc=A spinning hook kick. It has slower startup (frame 11) and shorter range than his forward aerial, but its clean hitbox possesses impressive KO potential, making it one of Terry's best non-special KOing moves. It is also the only one of his aerial attacks that cannot autocancel if performed immediately from a short hop fast fall. Like Ryu and Ken, Terry can have difficulty performing a back aerial during one-on-one matches, since he automatically turns towards his opponent. As a result, he must perform a [[reverse aerial rush]] in order to use it in on 1-on-1 matches. Compared to Ryu and Ken, however, it takes longer for Terry to perform, as he will only pivot around as part of his turnaround and not in a dash dance. Without performing a reverse aerial rush, it is impossible to jump off-stage while facing towards it if the opponent is off-stage. Much like his forward aerial, it can only special cancel into his Final Smash. It is based on his jumping heavy kick when jumping straight up in most ''Fatal Fury'' games.
|bairdesc=A spinning hook kick. Has slower startup (frame 11) and shorter range than his forward aerial, but possesses solid horizontal KO power during its initial frames, making it one of Terry's best non-special KOing moves. It is also the only one of his aerial attacks that cannot autocancel if performed immediately from a short hop fast fall. Like Ryu and Ken, Terry can have difficulty performing a back aerial during one-on-one matches, since he automatically turns towards his opponent. As a result, he must perform a [[reverse aerial rush]] in order to use it in on 1-on-1 matches. Compared to Ryu and Ken, however, it takes longer for Terry to perform, as he will only pivot around as part of his turnaround and not in a dash dance. Without performing a reverse aerial rush, it is impossible to jump off-stage while facing towards it if the opponent is off-stage. Much like his forward aerial, it can only special cancel into his Final Smash. Based on his jumping heavy kick when jumping straight up in most games.
|uairname=Somersault Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}})
|uairname=Somersault Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}})
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdesc=A bicycle kick. It has low ending lag and can combo into itself or other moves at low to medium percentages, and can be used at higher percentages for KO setups. It can also be canceled into specials. Overall, it functions similarly to other up aerials of its kind in regard to utility. According to [[Masahiro Sakurai]], Somersault Kick is original to ''Super Smash Bros. Ultimate'', and it was created in order to give Terry an upward attack to use while he is airborne.<ref name=SakuraiPresents>[https://www.youtube.com/watch?v=yK3VltKv3JI Super Smash Bros. Ultimate – Mr. Sakurai Presents "Terry Bogard"]</ref> However, it is nearly identical to the Hienzan utilized by Kim Kaphwan or Overhead Kick utilized by Terry’s protégé, Rock Howard.
|uairdesc=An exaggerated bicycle kick. Can be canceled into specials. Has low ending lag and can combo into itself or other moves at low to mid percentages, and can be used at higher percentages for KO setups. Overall, it functions like other up aerials of its kind when it comes to utility. According to [[Masahiro Sakurai]], Somersault Kick is original to ''Super Smash Bros. Ultimate'', and it was created in order to give Terry an upward attack to use in the air.<ref name=SakuraiPresents>[https://www.youtube.com/watch?v=yK3VltKv3JI Super Smash Bros. Ultimate – Mr. Sakurai Presents "Terry Bogard"]</ref> However, it nevertheless resembles a special move from another ''Fatal Fury'' character, Kim Kaphwan's Hienzan.
|dairname=Jump Karate Punch ({{ja|ジャンプ正拳突き|Janpu Seiken Tsuki}}, ''Jump Straight Fist Thrust'')
|dairname=Jump Karate Punch ({{ja|ジャンプ正拳突き|Janpu Seiken Tsuki}}, ''Jump Straight Fist Thrust'')
|dairdmg={{ShortHopDmgSSBU|17}} (sweetspot), {{ShortHopDmgSSBU|15}} (sourspot)
|dairdmg={{ShortHopDmgSSBU|17}} (sweetspot), {{ShortHopDmgSSBU|15}} (sourspot)
|dairdesc=A downward angled {{iw|wikipedia|cross|boxing}}. When sweetspotted, it is Terry's most damaging aerial and has a meteor effect that launches opponents at a very diagonal angle akin to a [[spike]]. It has the slowest startup (frame 12) and highest landing lag (15 frames) out of all of Terry's aerials, but it has fairly low startup and ending lag for a down aerial. In addition, its autocancel window is generous enough to allow it to autocancel if performed immediately from a short hop fast fall. The sourspot pops the opponent up slightly if they are hit on the ground, whereas the sweetspot launches opponents at a rather horizontal angle that limits its follow-up potential compared to other meteor smashes. It can be canceled into specials, and is based on his jumping heavy punch.
|dairdesc=A downward angled {{iw|wikipedia|cross|boxing}}. Can be canceled into specials. When sweetspotted, it is Terry's most damaging aerial and has a meteor effect that launches opponents at a very diagonal angle akin to a [[spike]]. It has the slowest startup (frame 12) and highest landing lag (15 frames) out of all of Terry's aerials, but it has fairly low startup and ending lag for a down aerial. In addition, its autocancel window is generous enough to allow it to autocancel if performed immediately from a short hop fast fall. The sourspot pops the opponent up slightly if they are hit on the ground, whereas the sweetspot launches opponents at a rather horizontal angle that limits its follow-up potential compared to other meteor smashes. Based on his jumping heavy punch.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out with both hands. Decent range.
|grabdesc=Reaches out with both hands.
|pummelname=Grab Punch ({{ja|つかみパンチ|Tsukami Panchi}})
|pummelname=&nbsp;
|pummeldmg=1.5%
|pummeldmg=1.5%
|pummeldesc=A short-straight punch. Unique compared to other pummels, being marginally slower but stronger than similar pummels like {{SSBU|Mario}}, but slightly faster and weaker than stronger pummels like {{SSBU|Bowser}}. He shares this distinction with {{SSBU|Joker}}, {{SSBU|Min Min}}, {{SSBU|Steve}} and {{SSBU|Pyra}} & {{SSBU|Mythra}}. It is based on the first hit of his Grasping Upper from ''The King of Fighters '96''.
|pummeldesc=A short-straight punch. Based on the first hit of his Grasping Upper from ''The King of Fighters '96''.
|fthrowname=Buster Throw ({{ja|バスタースルー|Basutā Surū}})
|fthrowname=Buster Throw ({{ja|バスタースルー|Basutā Surū}})
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=The {{iw|wikipedia|seoi nage}}, a Judo throw. KOs middleweights at around 166% at the edge of {{SSBU|Final Destination}}. It is based on a mirrored version of his Buster Throw that debuted in ''The King of Fighters'' series.
|fthrowdesc=The {{iw|wikipedia|seoi nage}}, a Judo throw. KOs middleweights at around 166% at the edge of {{SSBU|Final Destination}}. Based on a mirrored version of his Buster Throw given to him in ''The King of Fighters'' series.
|bthrowname=Buster Throw ({{ja|バスタースルー|Basutā Surū}})
|bthrowname=Buster Throw ({{ja|バスタースルー|Basutā Surū}})
|bthrowdmg=10%
|bthrowdmg=10%
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|uthrowname=Grasping Upper ({{ja|グラスピングアッパー|Gurasupingu Appā}})
|uthrowname=Grasping Upper ({{ja|グラスピングアッパー|Gurasupingu Appā}})
|uthrowdmg=5% (hit 1), 1% (throw)
|uthrowdmg=5% (hit 1), 1% (throw)
|uthrowdesc=An uppercut. It can combo into his neutral and up aerials reliably at low percentages, which in turn can be special canceled to extend the combo. However, its combo potential is fairly limited because of its throwbox's minimal damage output. It is based on a grab he uses from ''The King of Fighters '96'' through ''The King of Fighters 2002''.
|uthrowdesc=An uppercut. It can combo into neutral and up aerials reliably at low percents, which in turn can be special canceled to extend the combo. However, its combo potential is fairly limited because of its throwbox's minimal damage output. It is a grab he uses from ''The King of Fighters '96'' through ''The King of Fighters 2002''.
|dthrowname=Neck Breaker Drop ({{ja|ネックブリーカードロップ|Nekku Burīka Droppu}})
|dthrowname=Neck Breaker Drop ({{ja|ネックブリーカードロップ|Nekku Burīka Droppu}})
|dthrowdmg=8%
|dthrowdmg=8%
|dthrowdesc=A [[wikipedia:Neckbreaker#Neckbreaker slam|neckbreaker slam]]. It can combo into neutral and up aerials reliably at low percentages, which in turn can be special canceled to extend the combo. However, its combo potential is fairly limited because of its moderately high ending lag and backward launching angle. It can KO middleweights at around 232% on Final Destination. It is based on a command throw in ''Fatal Fury: Wild Ambition''.
|dthrowdesc=A [[wikipedia:Neckbreaker#Neckbreaker slam|neckbreaker slam]]. It can combo into neutral and up aerials reliably at low percents, which in turn can be special canceled to extend the combo. However, its combo potential is fairly limited because of its moderately high ending lag and backward launching angle. It can KO middleweights at around 232% on Final Destination. It is a command throw in ''Fatal Fury: Wild Ambition''.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|usname=Rising Tackle
|usname=Rising Tackle
|usdmg=Standard:<br/>4% (hit 1), 0.3% (hits 2-4), 7% (hit 5, tapped), 9% (hit 5 held);<br/>Input:<br/>4.5% (hit 1), 0.3% (hits 2-8), 8% (hit 9, tapped), 10% (hit 9, held)
|usdmg=Standard:<br/>4% (hit 1), 0.3% (hits 2-4), 7% (hit 5, tapped), 9% (hit 5 held);<br/>Input:<br/>4.5% (hit 1), 0.3% (hits 2-8), 8% (hit 9, tapped), 10% (hit 9, held)
|usdesc=Terry jumps in the air feetfirst to perform an upward corkscrew flying kick while extending his arms. Can be held instead of tapped for more distance and damage. The move grants intangibility to Terry's lower body as he rises upward. If ↓ is held for at least 24 frames before performing the up attack, side taunt, or special input, the move will render Terry's entire body intangible on startup while his lower body will be intangible for an even longer amount of time, the move itself will have slightly increased travel distance, it will deal more damage and knockback, have 2/3rds the landing lag, and the move will consist of 9 hits instead of 5. The charge is stored for 10 frames after releasing down. The inputted version is indicated by Terry's body faintly flashing blue along with a distinct sound effect when successfully activated. It is also much more powerful compared to the regular version, KOing middleweights at around 125% and being an excellent mix-up to Power Dunk as a combo finisher if the opponent tries to use SDI to avoid it. The first 2 hits can cancel into his Final Smash. Terry will announce either "Rising Tackle!", "Hee-yah!", or "Bingo!" when using the move.
|usdesc=Terry jumps in the air, performing an upward corkscrew flying kick while extending his arms. Can be held instead of tapped for more distance and damage. The move grants intangibility to Terry's lower body as he rises upward. If ↓ is held for at least 24 frames before performing the up attack, side taunt, or special input, the move will render Terry's entire body intangible on startup while his lower body will be intangible for an even longer amount of time, the move itself will have slightly increased travel distance, it will deal more damage and knockback, have 2/3rds the landing lag, and the move will consist of 9 hits instead of 5. The charge is stored for 10 frames after releasing down. The inputted version is indicated by Terry's body faintly flashing blue along with a distinct sound effect when successfully activated. It is also much more powerful compared to the regular version, KOing middleweights at around 125% and being an excellent mix-up to Power Dunk as a combo finisher if the opponent tries to use SDI to avoid it. The first 2 hits can cancel into his Final Smash. Terry will announce either "Rising Tackle!", "Hee-yah!", or "Bingo!" when using the move.
|dsname=Power Dunk
|dsname=Power Dunk
|dsdmg=1%, 2% (standard rising hits 1-2), 12% (standard descending), 14% (standard descending late);<br> 1.2%, 2.4% (input rising hits 1-2), 13.2% (input descending), 16.8% (input descending late)
|dsdmg=1%, 2% (standard rising hits 1-2), 12% (standard descending), 14% (standard descending late);<br> 1.2%, 2.4% (input rising hits 1-2), 13.2% (input descending), 16.8% (input descending late)
|dsdesc=A jumping knee strike followed by a descending downward angled, energy-infused cross. Notoriously effective as a special canceled follow-up from the second hit of neutral attack. Can be held instead of tapped to increase the travel distance of the rising portion, although doing so does not increase the move's power. Special input is → ↓ ↘ + attack/special/side taunt, which grants intangibility during its ascent, increases its damage output (1.2×) and knockback, and enables it to [[meteor smash]] when doing the strong version of Power Dunk at the end if Terry's fist hits the opponent dead center. The special inputted version is indicated by Terry's fist leaving a blue trail of energy, along with a distinct sound effect. Both hits of the rising knee strike can cancel into his Final Smash. Terry will announce either "Power Dunk!" or "Beat up!" when using the move.
|dsdesc=A jumping knee strike, followed by a descending downward angled, energy-infused cross. Notoriously effective as a special canceled follow-up from the second hit of neutral attack. Can be held instead of tapped to increase the travel distance of the rising portion, although doing so does not increase the move's power. Special input is → ↓ ↘ + attack/special/side taunt, which grants intangibility during its ascent, increases its damage output (1.2×) and knockback, and enables it to [[meteor smash]] when doing the strong version of Power Dunk at the end if Terry's fist hits the opponent dead center. The special inputted version is indicated by Terry's fist leaving a blue trail of energy, along with a distinct sound effect. Both hits of the rising knee strike can cancel into his Final Smash. Terry will announce either "Power Dunk!" or "Beat up!" when using the move.
|ci1name=[[Power Geyser]]
|ci1name=[[Power Geyser]]
|ci1dmg=26% (near), 19% (near late), 23% (middle), 17% (middle late), 20% (far), 15% (far late)
|ci1dmg=26% (near), 19% (near late), 23% (middle), 17% (middle late), 20% (far), 15% (far late)
|ci1desc=When "GO" is active, used with ↓ ↙ ← ↙ → or ↓ ← ↓ → , followed by either attack, special, or side taunt. Terry punches the ground, erupting a massive geyser of energy from below. Has very high vertical range, even capable of catching opponents standing on the top platform of {{SSBU|Battlefield}}. The attack has three different hitboxes placed at diagonally ascending distances from Terry along the geyser, each dealing decreasing amounts of damage. Power Geyser launches at an upward angle, and has high knockback capable of KOing any character before 100% vertically. It is capable of KOing as early as 50% when landing the weakest hitbox (due to its high placement), and the two stronger hitboxes actually deal increased knockback if they connect late. In addition, Terry has armor during the startup of the move (frames 1-14) that can withstand a maximum of 5% (6% in 1-on-1 matches), and the geyser itself deals very high shield damage, comparable to [[Pound]]. However, Power Geyser possesses more startup and ending lag of the two Super Special Moves, making it highly punishable especially if [[Powershield#In_Super_Smash_Bros._Ultimate|perfect shielded]], though these weaknesses can be mitigated if the move is linked in to. Terry will announce either "Power... Geyser!" or "Go bang!" when using the move.
|ci1desc=When "GO" is active, used with ↓ ↙ ← ↙ → or ↓ ← ↓ → , followed by either attack, special, or side taunt. Terry punches the ground, erupting a massive geyser of energy from below. Has very high vertical range, even capable of catching opponents standing on the top platform of {{SSBU|Battlefield}}. The attack has three different hitboxes placed at diagonally ascending distances from Terry along the geyser, each dealing decreasing amounts of damage. Power Geyser launches at an upward angle, and has high knockback capable of KOing any character before 100% vertically. It is capable of KOing as early as 50% when landing the weakest hitbox (due to its high placement), and the two stronger hitboxes actually deal increased knockback if they connect late. In addition, Terry has armor during the startup of the move (frames 1-14) that can withstand a maximum of 5% (6% in 1-on-1 matches), and the geyser itself deals very high shield damage, comparable to [[Pound]]. However, Power Geyser possesses more startup and ending lag of the two Super Special Moves, making it highly punishable especially if [[Powershield#In_Super_Smash_Bros._Ultimate|perfect shielded]], though these weaknesses can be mitigated if the move is linked in to. Terry will announce either "Power... Geyser!" or "Go burn!" when using the move.
|ci2name=[[Buster Wolf]]
|ci2name=[[Buster Wolf]]
|ci2dmg=5% (initial hit), 20% (explosion), 15% (collateral)
|ci2dmg=5% (initial hit), 20% (explosion), 15% (collateral)
|ci2desc=When "GO" is active, used with ↓ ↘ → ↓ ↘ → or ↓ → ↓ → , followed by either attack, special, or side taunt. Terry quickly slides forward along the ground to throw an energy-infused punch, asking, "Are you okay?" If he connects successfully with an opponent, he will follow up by generating an explosive energy blast from his fist while announcing "Buster Wolf!". The blast can also hit bystanders within range. Has powerful knockback, KOing any characters before 120% from center stage and as early as 35% at the edge. Terry has armor during the start-up of Buster Wolf (frames 1-15) that can withstand a maximum of 8% (9.6% in 1-on-1 matches). The first hit is a [[Grab#Hitboxes_that_can_grab|hit grab]], and as such, Buster Wolf will not follow through with the second hit if the opponent is [[shield]]ing, hit while [[Floor Recovery|prone]], or if they were recently released from a [[Grab#Properties|grab]], making the move punishable in the former case. A couple of notable advantages to Buster Wolf being a hit grab is that Terry can bypass [[Wonderwing]], [[Revenge]], and [[Rebel's Guard]] (but not Tetrakarn). For the latter two, this likely due to them not providing [[intangibility]] during the start-up and not spawning a separate activation hurtbox like other counters. Terry is intangible for 26 frames upon connecting the initial hit. The initial hit can be canceled into his Final Smash.
|ci2desc=When "GO" is active, used with ↓ ↘ → ↓ ↘ → or ↓ → ↓ → , followed by either attack, special, or side taunt. Terry quickly slides forward along the ground to throw an energy-infused punch, asking, "Are you okay?" If he connects successfully with an opponent, he will follow up by generating an explosive energy blast from his fist, and announce the move's name. The blast can also hit bystanders within range. Has powerful knockback, KOing any characters before 120% from center stage and as early as 35% at the edge. Terry has armor during the start-up of Buster Wolf (frames 1-15) that can withstand a maximum of 8% (9.6% in 1-on-1 matches). The first hit is a [[Grab#Hitboxes_that_can_grab|hit grab]], and as such, Buster Wolf will not follow through with the second hit if the opponent is [[shield]]ing, hit while [[Floor Recovery|prone]], or if they were recently released from a [[Grab#Properties|grab]], making the move punishable in the former case. A couple of notable advantages to Buster Wolf being a hit grab is that Terry can bypass [[Wonderwing]], [[Revenge]], and [[Rebel's Guard]] (but not Tetrakarn). For the latter two, this likely due to them not providing [[intangibility]] during the start-up and not spawning a separate activation hurtbox like other counters. Terry is intangible for 26 frames upon connecting the initial hit. The initial hit can be canceled into his Final Smash.
|fsname=Triple Wolf
|fsname=Triple Wolf
|fsdmg=6% (Power Geysers 1 & 2), 18% (Power Geyser 3), 6% (Power Dunk, Buster Wolf hits 1 & 2), 10% (final hit)
|fsdmg=6% (Power Geysers 1 & 2), 18% (Power Geyser 3), 6% (Power Dunk, Buster Wolf hits 1 & 2), 10% (final hit)
|fsdesc=Terry yells "Overheat!" and performs a Triple Geyser, where he punches the ground three times to generate three consecutive Power Geysers. If an opponent gets hit by any one of the three geysers, a cinematic will occur. Terry starts the cinematic with Power Dunk, knocking his target into the ground. Followed by Terry turning around and charging his Max Buster Wolf, exclaiming "Here's the big one!" before unleashing the move at point-blank range. This move can cancel from many of his other moves (all ground attacks, all aerials, all specials excluding Power Wave, and the first hit of Buster Wolf). The cinematic will only affect one opponent (typically the first to get hit). Other opponents will merely be launched away and, against those, Triple Geyser's final hit deals increased knockback.
|fsdesc=Terry yells "Overheat!" and performs a Triple Geyser, where he punches the ground three times to generate three consecutive Power Geysers. If an opponent gets hit by any one of the three geysers, a cinematic will occur. Terry starts the cinematic with Power Dunk, knocking his target into the ground. Followed by Terry turning around and charging his Max Buster Wolf, exclaiming "Here's the big one!" before unleashing the move at point-blank range. This move can cancel from many of his other moves (all ground attacks, all aerials, all specials excluding Power Wave, and the first hit of Buster Wolf). The cinematic will only affect one opponent (typically the first to get hit). Other opponents will merely be launched away and, against those, Triple Geyser's final hit deals increased knockback.
}}
===Stats===
{{Attributes
| cast=89
| weight=108 | rweight=10-13
| dash=1.65 | rdash=84-85
| run=1.72 | rrun=45-46
| walk=0.85 | rwalk=77-78
| trac=0.111 | rtrac=36-38
| airfric=0.012 | rairfric=34-39
| air=0.95 | rair=68-69
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.05 | raddaccel=53-64
| gravity=0.09 | rgravity=45-51
| fall=1.48 | rfall=62-64
| ff=2.368 | rff=60-62
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=27 | rjumpheight=78
| shorthop=15.2 | rshorthop=58-59
| djump=29 | rdjump=73-78
}}
}}


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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Gestures and says, "Hey, come on, come on!" It is based on his signature taunt and intro pose in most games from ''Fatal Fury 2'' and ''The King of Fighters '94'' (respectively) onward.
*'''Up taunt''': Gestures and says, "Hey, come on, come on!" Based on his signature taunt and intro pose in most games from ''Fatal Fury 2'' and ''The King of Fighters '94'' (respectively) onward.
*'''Side taunt''': Turns to the side and points, saying, "Stand up." It is based on a victory pose he received in ''Garou: Mark of the Wolves'' and later used ''The King of Fighters 2001''.
*'''Side taunt''': Turns to the side and points, saying, "Stand up." Based on a victory pose he received in ''Garou: Mark of the Wolves'' and later used ''The King of Fighters 2001''.
*'''Down taunt''': Takes his hat off and spins it around on his finger, before putting it back on. It is based on his match start animation in ''Fatal Fury 3: Road to the Final Victory'', ''Real Bout Fatal Fury'', and ''Fatal Fury: Wild Ambition''.
*'''Down taunt''': Takes his hat off and spins it around on his finger, before putting it back on. Based on his match start animation in ''Fatal Fury 3: Road to the Final Victory'', ''Real Bout Fatal Fury'', and ''Fatal Fury: Wild Ambition''.
<gallery>
<gallery>
SSBUTerryTaunt1.gif|Terry's up taunt.
SSBUTerryTaunt1.gif|Terry's up taunt.
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===[[Idle pose]]s===
===[[Idle pose]]s===
*Adjusts his cap before quickly pumping his fists.
*Adjusts his cap before quickly pumping his fists.
*Performs a bounce step, a footwork technique in boxing. It is based on an intro animation from ''The King of Fighters '98'' onward.
*Performs a bounce step, a footwork technique in boxing. Taken from an intro animation from ''The King of Fighters '98'' onward.
<gallery>
<gallery>
SSBUTerryIdle1.gif|Terry's first idle pose.
SSBUTerryIdle1.gif|Terry's first idle pose
SSBUTerryIdle2.gif|Terry's second idle pose.
SSBUTerryIdle2.gif|Terry's second idle pose
</gallery>
</gallery>


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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Turns around with his hand on his hip, his back facing the screen before throwing his hat to the side while saying "Okay!" It is based on his signature victory pose in virtually every appearance from  ''Fatal Fury 2'' onward.
*'''Left:''' Turns around with his hand on his hip, his back facing the screen before throwing his hat to the side while saying "Okay!" Based on his signature victory pose in virtually every appearance from  ''Fatal Fury 2'' onward.
*'''Up:''' Holds the brim of his hat while slowly turning it to the side, then dramatically tosses it behind him while shouting "Okay!" in a much more intense fashion than his left pose. The camera then zooms in on his smiling face. It is based on his victory pose from ''The King of Fighters '94'' and ''<nowiki>'</nowiki>95''.
*'''Up:''' Holds the brim of his hat while slowly turning it to the side, then dramatically tosses it behind him while shouting "Okay!" in a much more intense fashion than his left pose. The camera then zooms in on his smiling face. Based on his victory pose from ''The King of Fighters '94'' and ''<nowiki>'</nowiki>95''.
*'''Right:''' Brushes his hat against his right leg several times before putting it back on his head while looking to the side and hiding his eyes with his hat. It is based on his Round 1 victory pose from ''Fatal Fury 3: Road to the Final Victory'', ''Real Bout Fatal Fury'', and several other games thereafter.
*'''Right:''' Brushes his hat against his right leg several times before putting it back on his head while looking to the side and hiding his eyes with his hat. Based on his Round 1 victory pose from ''Fatal Fury 3: Road to the Final Victory'', ''Real Bout Fatal Fury'', and several other games thereafter.
[[File:FatalFurySeriesVictoryThemeUltimate.ogg|thumb|A hard rock rendition of "Results Are Everything", the end of fight theme from ''Fatal Fury: King of Fighters''.]]
[[File:FatalFurySeriesVictoryThemeUltimate.ogg|thumb|A hard rock rendition of "Results Are Everything", the end of fight theme from ''Fatal Fury: King of Fighters''.]]
<gallery>
<gallery>
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==In [[competitive play]]==
==In [[competitive play]]==
When Terry was first released, many thought the character had potential due to his combo-oriented gameplan paired with his extremely powerful finishers at higher percents. His comeback mechanic, in the form of the "GO" meter, is also highly praised as it allows him to deliver extremely strong special moves, most notably Buster Wolf, and confirms into it. Top players such as {{Sm|Dabuz}} and {{Sm|Leffen}} all noted his powerful neutral and punishing game, as well as lauding his highly damaging combos and KO setups and believe that, when mastered, can potentially render him as a top tier.  However, many of Terry's flaws were noted by other players, such as his poor disadvantage state and exploitable recovery. Despite Terry's setbacks, dedicated mains such as {{Sm|Riddles}} shown the potential of the character; Riddles in particular demonstrated Terry's viability as a solo main in the early metagame, winning several Canadian regionals and placing respectably at a national level. This continued during the online era, where Riddles would see several top 16 placements at large online tournaments.
Following the return of offline competitive play, Terry's performance largely remained the same, if not better than before, despite Riddles's hesitancy on solo-maining the character and the character's below-average representation. Due to this and Terry's strong advantage state and punish game, he is considered to be one of the best, if not the best, FGC character alongside {{SSBU|Kazuya}}. He is mostly seen as a strong high tier or a top tier by many top players, such as Dabuz, {{Sm|ESAM}}, {{Sm|Marss}}, {{Sm|Tweek}}, and {{Sm|Fatality}}.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Terry players (SSBU)]]''
''See also: [[:Category:Terry professionals (SSBU)]]''
 
*{{Sm|AndresFn|Spain}} - Plays all the FGC characters but has focused primarily on Terry since 2023. He is considered the best Terry player in Europe and is ranked 81st on the [[LumiRank 2023]] with primarily Terry. His best-known performance was Terry was placing 17th at {{Trn|Super Smash Con 2023}}, where he defeated {{Sm|Shuton}} along the way. In addition, he had placed 9th at {{Trn|Tera}} and 13th at {{Trn|Delfino Maza 2023}}.
*{{Sm|Ezs|Japan}} - The best Terry player in Japan. Although inconsistent, his peaks mark some of Terry's best solo-performance, having placed 4th at {{Trn|DELTA 4}} defeating {{Sm|takera}} and {{Sm|Jagaimo}} and 7th at {{Trn|Seibugeki 14}} defeating {{Sm|Miya|p=Honshu}}. He was ranked between 91st and 100th on the [[LumiRank Mid-Year 2023]] and was ranked just outside the [[LumiRank 2023]] at 109th.
*{{Sm|Mustaine|Mexico}} - Regularly places top 8 at Mexican regionals and superregionals, including 2nd at {{Trn|Tec In Place 3}} and 3rd at {{Trn|We Tec Those: Comeback}}. He has also performed well at majors, including placing 17th at the supermajor {{Trn|Smash Factor 9}}.
*{{Sm|Riddles|Canada}} - The best Terry player of all-time who primarily played Terry between late-2019 and 2021, and used Terry as a co-main and secondary for {{SSBU|Kazuya}} since then. He was a top 10 player in 2022 and 2023 and notably used Terry to reverse 3-0 {{Sm|Sonix}} and eventually win {{Trn|Collision 2023}}. In addition, he also primarily used Terry to place 2nd at {{Trn|CEO 2022}} and 4th at both {{Trn|Collision 2022}} and {{Trn|Pound 2022}}, the only Terry player who had consistently placed top 8 at majors.
*{{Sm|Tsu|Japan}} - Has a prominent Terry that he uses alongside a variety of characters. He has placed highly at several majors using primarily Terry, including 5th at the major {{Trn|Kagaribi 3}} and 13th at the supermajor {{Trn|Kagaribi 4}}.


===Tier placement and history===
When Terry was first released, many thought the character had potential due to his combo-oriented gameplan paired with his extremely powerful finishers at higher percents. His comeback mechanic, in the form of the "GO" meter, is also highly praised as it allows him to deliver extremely strong special moves, most notably Buster Wolf, and confirms into it. Top players such as {{Sm|Dabuz}} all noted his powerful neutral and punishing game, as well as lauding his highly damaging combos and KO setups and believe that, when mastered, can potentially render him as a top tier. However, many of Terry's flaws were noted by other players, such as his poor disadvantage state and exploitable recovery. Despite Terry's setbacks, dedicated mains such as {{Sm|Riddles}} have shown the potential of the character; Riddles in particular demonstrated Terry's viability as a solo main in the early metagame, winning several Canadian regionals and placing respectably at majors. This continued during the online era, where Riddles would see several top 16 placements at large online tournaments.


Following the return of offline competitive play, Terry's performance remained just as strong, if not better than before. Although Riddles started to co-main Terry with {{SSBU|Kazuya}}, he nevertheless established himself as a top 10 player using both characters, while other Terry players began making a notable impact on their scenes, including {{Sm|Mustaine}} in Mexico, {{Sm|DarkStalker}} in the United Kingdom, {{Sm|Ezs}} in Japan, and {{Sm|AndresFn}} in Spain. Thanks to his dedicated playerbase and strong performances, the general consensus is that Terry is a solid high-tier character, and as such he is ranked 29th on the current tier list.
*{{Sm|OG-Mustaine|Mexico}} - Placed 9th at [https://start.gg/tournament/ull-final-temporada-1/details ULL Final Temporada 1] and 13th at {{Trn|BIT MASTER MTY 9}} with wins over {{Sm|Nanon}} and {{Sm|Nery}}. Online, placed 13th at {{Trn|Steal the Show 4 @ Smashcade}} and 17th at [https://start.gg/tournament/the-smash-n-cash-tournament/details The Smash N' Cash Tournament]. He has online wins over {{Sm|Sparg0}}, {{Sm|Scend}}, and {{Sm|Riddles}}.
*{{Sm|Patrino|Netherlands}} - One of the best Terry players in Europe. Placed 9th at {{Trn|Lightning: Volume 3}}, 13th at {{Trn|Ultimate WANTED 2}}, and 17th at {{Trn|The Ultimate Performance 3}}. Currently ranked 44th on the [[European Smash Rankings]].
*{{Sm|Riddles|Canada}} - Co-mains Terry alongside {{SSBU|Kazuya}} and is the best Terry player in the world. Placed 1st at {{Trn|The Amuka Smash Cup}} and 2nd at {{Trn|CEO 2022}} with solo Terry, as well as 3rd at {{Trn|The Gimvitational}} and 4th at both {{Trn|Collision 2022}} and {{Trn|Pound 2022}} with Terry as his primary character, with wins over players such as {{Sm|Tweek}}, {{Sm|Dabuz}}, and {{Sm|Glutonny}}. Ranked 6th on the [[PGRU v3 NA]].
*{{Sm|Tsu|Japan}} - Co-mains Terry with {{SSBU|Lucario}}, and is the best Terry player in Japan. Placed 5th at {{Trn|Kagaribi 3}}, 13th at both {{Trn|Umebura SP 7}} and {{Trn|Kagaribi 4}}, and 33rd at {{Trn|2GG: Kongo Saga}} with Terry as his primary character, as well as 49th at {{Trn|EVO Japan 2020}} with only Terry, with wins over players such as {{Sm|Shuton}}, {{Sm|KEN}}, and {{Sm|Abadango}}.
*{{Sm|WiiASE|Norway}} - One of the best Terry players in Europe. Placed 2nd at {{Trn|Vivaldi Winter 2019}} and 25th at {{Trn|Valhalla III}}. He has defeated players such as {{Sm|Whoophee}} and {{Sm|Deon}}. Ranked 1st on the [[Norwegian Power Rankings]].


==[[Classic Mode (SSBU)|Classic Mode]]: The King of Smash==
==[[Classic Mode (SSBU)|Classic Mode]]: The King of Smash==
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|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||{{CharHead|Ryu|SSBU|hsize=20px}}, {{CharHead|Ken|SSBU|hsize=20px}}, and {{CharHead|Terry|SSBU|hsize=20px}}||King of Fighters Stadium||''{{SSBUMusicLink|Fatal Fury|Art of Fighting Ver.230000000.0 - FATAL FURY SPECIAL}}''||The music refers to the "Dream Match" from ''Fatal Fury Special'' against [[Ryo Sakazaki]], the very first crossover character appearance in fighting games. The battle references the three characters in ''Ultimate'' that come from traditional fighting games, as well as the previous crossovers between {{uv|Street Fighter}} and ''Fatal Fury'' within the ''Capcom vs. SNK'' games. If the player uses Terry's default costume, the opponent will use the {{Head|Terry|g=SSBU|s=20px|cl=Blue}} blue costume instead.
|Final||{{CharHead|Ryu|SSBU|hsize=20px}}, {{CharHead|Ken|SSBU|hsize=20px}}, and {{Head|Terry|g=SSBU|s=20px}} Terry||King of Fighters Stadium||''{{SSBUMusicLink|Fatal Fury|Art of Fighting Ver.230000000.0 - FATAL FURY SPECIAL}}''||The music refers to the "Dream Match" from ''Fatal Fury Special'' against [[Ryo Sakazaki]], one of the first crossover character appearances in fighting games. The battle references the three characters in ''Ultimate'' that come from traditional fighting games, as well as the previous crossovers between {{uv|Street Fighter}} and ''Fatal Fury'' within the ''Capcom vs. SNK'' games. If the player uses Terry's default costume, the opponent will use the {{Head|Terry|g=SSBU|s=20px|cl=Blue}} blue costume instead.
|}
|}


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</gallery>
</gallery>
</center>
</center>
==In Spirit Battles==
Terry is not featured in any Spirit Battles.


==[[Alternate costume (SSBU)#Terry|Alternate costumes]]==
==[[Alternate costume (SSBU)#Terry|Alternate costumes]]==
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Terry_Trailer.png|The ''Super Smash Bros.'' invitation's appearance in Terry's reveal trailer.
Terry_Trailer.png|The ''Super Smash Bros.'' invitation's appearance in Terry's reveal trailer.
Terry amiibo.png|Terry's Amiibo
Terry amiibo.png|Terry's Amiibo
Terry unlock notice SSBU.jpg| Terry's unlocking notice after downloading him from the [[Nintendo eShop]].
Terry unlock notice SSBU.jpg| Terry's unlocking notice after downloading him from the Nintendo eShop.
Terry artwork.jpg|Illustration done by Kyōtarō Azuma posted on Twitter to commemorate Terry's inclusion in ''Super Smash Bros. Ultimate''.<ref>https://twitter.com/az_ky_/status/1169436328221523970</ref>
Terry artwork.jpg|Illustration done by Kyōtarō Azuma posted on Twitter to commemorate Terry's inclusion in ''Super Smash Bros. Ultimate''.<ref>https://twitter.com/az_ky_/status/1169436328221523970</ref>
SSBUWebsiteTerry1.jpg|Using [[Burning Knuckle]] on [[King of Fighters Stadium]].
SSBUWebsiteTerry1.jpg|Using [[Burning Knuckle]] on [[King of Fighters Stadium]].
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*Terry's inclusion marks the second time [[Capcom]], [[SNK]], and [[Square Enix]] (and, more specifically, {{uv|Street Fighter}}, {{uv|Fatal Fury}}, and {{uv|Final Fantasy}}) have crossed over in a fighting game developed by [[Bandai Namco]], as {{iw|wikipedia|Akuma|Street Fighter}}, {{s|wikipedia|Geese Howard}}, and {{s|wikipedia|Noctis Lucis Caelum}} previously crossed over in ''{{s|wikipedia|Tekken 7}}''. The {{uv|Tekken}} series itself would later see proper representation with the inclusion of {{SSBU|Kazuya}} as a playable character.
*Terry's inclusion marks the second time [[Capcom]], [[SNK]], and [[Square Enix]] (and, more specifically, {{uv|Street Fighter}}, {{uv|Fatal Fury}}, and {{uv|Final Fantasy}}) have crossed over in a fighting game developed by [[Bandai Namco]], as {{iw|wikipedia|Akuma|Street Fighter}}, {{s|wikipedia|Geese Howard}}, and {{s|wikipedia|Noctis Lucis Caelum}} previously crossed over in ''{{s|wikipedia|Tekken 7}}''. The {{uv|Tekken}} series itself would later see proper representation with the inclusion of {{SSBU|Kazuya}} as a playable character.
**Additionally, disregarding the aforementioned guest characters, this is the first time Capcom and SNK characters have appeared in a crossover fighting game since ''{{s|wikipedia| SNK vs. Capcom: SVC Chaos}}''.
**Additionally, disregarding the aforementioned guest characters, this is the first time Capcom and SNK characters have appeared in a crossover fighting game since ''{{s|wikipedia| SNK vs. Capcom: SVC Chaos}}''.
*Terry is the only newcomer in ''Super Smash Bros. Ultimate'' whose reveal trailer splash screen uses his in-game model.
*Terry is the second DLC character in ''Ultimate'' to not have an alternate costume that changes his model, following {{SSBU|Banjo & Kazooie}} and preceeding {{SSBU|Min Min}} and {{SSBU|Pyra}}/{{SSBU|Mythra}}.
*Terry is the second DLC character in ''Ultimate'' to not have an alternate costume that changes his model, following {{SSBU|Banjo & Kazooie}} and preceeding {{SSBU|Min Min}} and {{SSBU|Pyra}}/{{SSBU|Mythra}}.
*When Terry loses his final stock in Stamina Mode, his cap flies off of his head in reference to his KO animation in the ''Fatal Fury'' series and each one of his appearances.
*Terry is one of the only two characters in ''Ultimate'' who may vocalize when [[roll]]ing (as he does in his original games), with the other being Min Min.
**Terry is the second character in the ''Smash'' series who vocalizes when rolling. The first was {{SSB|Fox}} in ''SSB''.
**This makes Terry the second character in ''Ultimate'' to vocalize during any type of ground dodge, with the first character being {{SSBU|Bayonetta}} and the third being Min Min.
*When KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Terry uses one of his heavy knockback voice clips instead of his standard KO voice clip. This trait is shared with {{SSBU|Dr. Mario}} and all vocal DLC fighters except for {{SSBU|Joker}}, {{SSBU|Banjo & Kazooie}}, and {{SSBU|Byleth}}'s Japanese voice.
**Additionally, when Terry loses his final stock in Stamina Mode, his cap flies off of his head in reference to his KO animation in the ''Fatal Fury'' series and each one of his appearances.
*Terry is one of the few fighters in ''Ultimate'' who has canonical names for all of his attacks, unlike most fighters who only have a select few named attacks. The only other character who shares this distinction is Kazuya.
*Terry is one of the few fighters in ''Ultimate'' who has canonical names for all of his attacks, unlike most fighters who only have a select few named attacks. The only other character who shares this distinction is Kazuya.
*Terry is one of the few characters to speak after being blast KO'd: his alternate KO line has him saying "Ouch!" in a similar manner to {{SSBU|Ness}}.
*Terry is one of the few characters to speak after being [[stun]]ned: he mutters "Oh, no..." in a similar manner to {{SSBU|Captain Falcon}}.
*Terry is one of the few characters to speak after being [[stun]]ned: he mutters "Oh, no..." in a similar manner to {{SSBU|Captain Falcon}}.
*Terry is both the first third-party character and the first DLC character to be capable of [[autocancel]]ing all aerials in a [[short hop]].
*Terry is the first character in the series to have a [[fighter ability|"front" and "back" special]], as phrased by Masahiro Sakurai in Terry's presentation before his release.
*Terry, along with {{SSBU|Jigglypuff}}, {{SSBU|Bayonetta}}, {{SSBU|Steve}} and Kazuya are the only characters who do not have a designated boss in their Classic Mode; all characters he battles in his route are playable characters.
**Terry is the only one of those who does not fight a custom character (i.e. metal, giant, etc.).
*Terry is the second of three DLC fighters to not appear in any Spirit Battles. The first was {{SSBU|Piranha Plant}} and the third was {{SSBU|Sephiroth}}.
*Terry is the second of three DLC fighters to not appear in any Spirit Battles. The first was {{SSBU|Piranha Plant}} and the third was {{SSBU|Sephiroth}}.
**Terry is the only fighter from Fighters Pass Vol. 1 with this distinction.
*Terry has unique sound effects when landing from a fall, which is taken from the original ''Fatal Fury'', making him the first character where this is the case, preceding {{SSBU|Steve}}.
*Terry has unique sound effects when landing from a fall, which is taken from the original ''Fatal Fury'', making him the first character where this is the case, preceding {{SSBU|Steve}}.
*Terry, Sephiroth, Kazuya, and {{SSBU|Sora}} are the only DLC characters in ''Ultimate'' that don't have other characters assisting them for their Final Smashes.
*Uniquely, [https://s.yimg.com/os/creatr-uploaded-images/2019-09/7248f050-cf8a-11e9-babf-796211d5e97b advertisements for Fighters Pass Vol. 1 refer to Terry by his full name].
*Uniquely, [https://s.yimg.com/os/creatr-uploaded-images/2019-09/7248f050-cf8a-11e9-babf-796211d5e97b advertisements for Fighters Pass Vol. 1 refer to Terry by his full name].
**This was changed upon the reveal of Byleth, where the advertisements were changed to simply read "Terry".
**This was changed upon the reveal of Byleth, where the advertisements were changed to simply read "Terry".
*If Terry is set as a CPU opponent in [[Training Mode]], all three CPUs will always face the player, much like on 1-on-1 matches. He shares this distinction with {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Kazuya}}.
*If Terry is set as a CPU opponent in [[Training Mode]], all three CPUs will always face the player, much like on 1-on-1 matches. He shares this distinction with {{SSBU|Ryu}}, {{SSBU|Ken}}, and Kazuya.
**This also happens if Terry faces a single opponent in a team consisting of two or more characters in [[Team Battle]]s with [[Team Attack]] off, and in [[All-Star Mode]] when he appears.
**This also happens if Terry faces a single opponent in a team consisting of two or more characters in [[Team Battle]]s, and in [[All-Star Mode]] when he appears.
*Unlike most humanoid fighter models in ''Ultimate'', Terry's bind pose is uniquely an "A-pose" instead of a [[T-pose]].<ref>https://twitter.com/firubiii/status/1192301470982582272</ref><ref>https://twitter.com/firubiii/status/1222377730550980610</ref><ref>https://twitter.com/Zeckemyro/status/1368104443510677505?s=20</ref>
*Unlike most humanoid fighter models in ''Ultimate'', Terry's bind pose is uniquely an "A-pose" instead of a [[T-pose]].<ref>https://twitter.com/firubiii/status/1192301470982582272</ref> This is shared with Byleth and {{SSBU|Mythra}}.<ref>https://twitter.com/firubiii/status/1222377730550980610</ref><ref>https://twitter.com/Zeckemyro/status/1368104443510677505?s=20</ref>
*All of Terry's ladder animations are shared with {{SSBU|Ryu}}. This suggests that Ryu's animations were used as a base before they were altered.
*All of Terry's ladder animations are shared with {{SSBU|Ryu}}. This suggests that Ryu's animations were used as a base before they were altered.
**Additionally, he briefly assumes Ryu's falling animation when grabbing a ladder in mid-air.
**Additionally, he briefly assumes Ryu's falling animation when grabbing a ladder in mid-air.

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