Editing Terry (SSBU)

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|availability = [[Downloadable content (SSBU)|Downloadable]]
|availability = [[Downloadable content (SSBU)|Downloadable]]
|tier = A-
|tier = A-
|ranking = 29
|ranking = 30
}}
}}
:{{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.
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.  


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.
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.


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}}.
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!
consistently for long periods of time.
 
Despite the abundance of strengths, Terry does have several weaknesses. His disadvantage state is below average since he has trouble landing though he can mixup with specials. His recovery is also exploitable if one knows how to play around it. His tall frame and stature also makes him prone to combos. Finally, his normals can be escaped with good [[SDI]] allowing for most of Terry's combos to be untrue. This makes Terry have to figure out and switch up his gameplan once other players know how to deal with his combos.
 
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==
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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 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.
*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).
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|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 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 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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|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 thanks to its very high damage output and lack of a sourspot. 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)
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|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, although its power is only moderate compared to his forward and up smashes. Nevertheless, it KOs at reasonable percentages, particularly as a follow-up from down tilt. It can cancel into his Final Smash, and is 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)
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|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=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 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}}. 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.
|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. It is 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%
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|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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==In [[competitive play]]==
==In [[competitive play]]==
===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}} 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}}. Regardless, he is ranked 30th on the first and current tier list.
===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 -->
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''See also: [[:Category:Terry players (SSBU)]]''
''See also: [[:Category:Terry players (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|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|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|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|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}} - Co-mains Terry alongside {{SSBU|Kazuya}} and is the best Terry player in the world. Placed 1st at {{Trn|The Amuka Smash Cup}} and with solo Terry, as well as 2nd at {{Trn|CEO 2022}}, 3rd at {{Trn|The Gimvitational}} and 4th at both {{Trn|Collision 2022}} and {{Trn|Pound 2022}} with Terry as his primary character. Ranked 6th on the [[PGRU v3 NA]].
*{{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}} - 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|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}}.
*{{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]].
 
===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.


==[[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 {{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]], 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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*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.
*Terry is one of the two fighters from either Fighter Passes to never appear in a trailer in CGI form, the other being {{SSBU|Joker}}.


==References==
==References==

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