Editing Terry (SSBU)
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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 | 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 | 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. | ||
==Update history== | ==Update history== | ||
Terry | 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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|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= | |grabname= | ||
|grabdesc=Reaches out with both hands | |grabdesc=Reaches out with both hands. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.5% | |pummeldmg=1.5% | ||
|pummeldesc=A short-straight punch | |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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''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 | *{{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, placing highly at several majors such as 9th at the supermajor {{Trn|Tera}} and 17th at the supermajor {{Trn|Super Smash Con 2023}} while defeating {{Sm|Shuton}} at the latter event. | ||
*{{Sm|Ezs|Japan}} - The best Terry player in Japan | *{{Sm|Ezs|Japan}} - The best Terry player in Japan, and one of the few Terry players who have placed top 8 at multiple major events, having placed 4th at the supermajor {{Trn|DELTA 4}} and 7th at the major {{Trn|Seibugeki 14}} defeating {{Sm|Miya|p=Honshu}}. | ||
*{{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|Mustaine|Mexico}} - Regularly places top 8 at Mexican regionals and superregionals, including 2nd at the regional {{Trn|Tec In Place 3}} and 3rd at the superregional {{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}} - | *{{Sm|Riddles|Canada}} - A top 10 player since 2022 who is the best Terry player of all-time, co-maining the character alongside {{SSBU|Kazuya}}. He used Terry in a crucial set to win the supermajor {{Trn|Collision 2023}}; he had also placed 2nd at the major {{Trn|CEO 2022}} using primarily Terry. | ||
*{{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|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}}. | ||
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|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
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|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 | |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. | ||
|} | |} | ||