Editing Terry (SSBU)
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|availability = [[Downloadable content (SSBU)|Downloadable]] | |availability = [[Downloadable content (SSBU)|Downloadable]] | ||
|tier = A- | |tier = A- | ||
|ranking = | |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 | Terry is ranked 30th 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. | 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| | 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|Ezs}} 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 | 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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==Moveset== | ==Moveset== | ||
*Terry always faces his opponent when only | *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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|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname=Jab ({{ja|ジャブ|Jabu}}) | |neutralname=Jab ({{ja|ジャブ|Jabu}}) / Body Blow ({{ja|ボディブロー|Bodi Burō}}) / High Kick ({{ja|ハイキック|Hai Kikku}}) | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=1% (hit 1), 2% (hit 2) | |neutral2dmg=1% (hit 1), 2% (hit 2) | ||
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|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% | ||
|utiltdesc=An uppercut. Somewhat quick with extremely low knockback growth and can be canceled into specials, being a very effective and reliable move confirm into [[Power Geyser]]. It also renders his attacking arm intangible. However, it has the most ending lag of all his tilts. Based on | |utiltdesc=An uppercut. Somewhat quick with extremely low knockback growth and can be canceled into specials, being a very effective and reliable move confirm into [[Power Geyser]]. It also renders his attacking arm intangible. However, it has the most ending lag of all his tilts. Based on a recurring command move (↘ + heavy punch) in Terry's moveset in the early ''Fatal Fury'' games and later ''The King of Fighters'' games. | ||
|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% | ||
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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 | |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) | ||
|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. 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. | ||
|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 | |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. | ||
|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 | |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 Overhead Kick utilized by Terry’s protégé, Rock Howard. | ||
|dairname=Jump Karate Punch ({{ja|ジャンプ正拳突き|Janpu Seiken | |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= | |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% | ||
|fthrowdesc=The {{iw|wikipedia|seoi nage}}, a | |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. | ||
|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% | ||
|bthrowdesc=The seoi nage, a | |bthrowdesc=The seoi nage, a Judo throw. KOs middleweights at around 163% at the edge of Final Destination. It is his signature throw in the ''Fatal Fury'' series. | ||
|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) | ||
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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 | |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 | |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) | ||
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| shorthop=15.2 | rshorthop=58-59 | | shorthop=15.2 | rshorthop=58-59 | ||
| djump=29 | rdjump=73-78 | | djump=29 | rdjump=73-78 | ||
}} | }} | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Terry Cheer English SSBU.ogg|center]]||[[File:Terry Cheer Japanese SSBU.ogg|center]]||[[File:Terry Cheer Italian SSBU.ogg|center]]||[[File:Terry Cheer Dutch SSBU.ogg|center]]||[[File:Terry Cheer French SSBU.ogg|center]] | |[[File:Terry Cheer English SSBU.ogg|center]]||[[File:Terry Cheer Japanese SSBU.ogg|center]]||[[File:Terry Cheer Italian SSBU.ogg|center]]||[[File:Terry Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Terry Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Terry Cheer French PAL SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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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}}. | ||
===Tier placement and history=== | ===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}} | 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}} 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 | 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 30th on the first and current tier list. | ||
==[[Classic Mode (SSBU)|Classic Mode]]: The King of Smash== | ==[[Classic Mode (SSBU)|Classic Mode]]: The King of Smash== | ||
[[File:SSBU_Congratulations_Terry.png|thumb|Terry's | [[File:SSBU_Congratulations_Terry.png|thumb|Terry's congratulations screen.]] | ||
Each Round consists of a [[Stamina]] battle, where the player faces three opponents, one by one. This is based on ''The King of Fighters'' series, which features 3-on-3 battles. The characters on each team have a thematic consistency, either belonging to the same series or sharing certain attributes. Terry will start off with 150 [[hit points]] and his opponents start off with 100. | Each Round consists of a [[Stamina]] battle, where the player faces three opponents, one by one. This is based on ''The King of Fighters'' series, which features 3-on-3 battles. The characters on each team have a thematic consistency, either belonging to the same series or sharing certain attributes. Terry will start off with 150 [[hit points]] and his opponents start off with 100. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
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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 | |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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==[[Spirit]]== | ==[[Spirit]]== | ||
Terry's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | Terry's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Terry has been downloaded. Unlocking Terry in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''. | ||
<center> | <center> | ||
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*Terry is the only character who has had his reveal trailer updated at a later date. | *Terry is the only character who has had his reveal trailer updated at a later date. | ||
**In his second trailer, the beginning removes the timeline of Nintendo consoles, makes Terry's splash art background red instead of blue, and shows a gameplay montage of him after the splash screen. | **In his second trailer, the beginning removes the timeline of Nintendo consoles, makes Terry's splash art background red instead of blue, and shows a gameplay montage of him after the splash screen. | ||
*If {{SSBU|Hero}}'s | *If {{SSBU|Hero}}'s alternate costumes are not counted (in this case, Erdrick and Solo), Terry is the oldest Fighters Pass character, due to him debuting in 1991. However, if counting DLC in general, [[Piranha Plant]] would be the oldest DLC fighter, due to its debut in 1985. This additionally beats Erdrick, who debuted in 1988. | ||
*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 second DLC character in ''Ultimate'' to not have an alternate costume that changes his model, following {{SSBU|Banjo & Kazooie}} and | *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. | *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. | ||
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*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 | *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 | **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><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. |