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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 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. | ||
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. | 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. | ||
==Update history== | ==Update history== | ||
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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}})<br>Body Blow ({{ja|ボディブロー|Bodi Burō}})<br>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 his universal high-evasion move in the earlier ''Fatal Fury'' games, which then became a recurring command normal/unique art (↘ + heavy punch) later in ''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 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 one of his command normals/unique arts across the ''Fatal Fury'' games, 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. | ||
|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. Based on one of his command moves/unique arts starting from the ''Real Bout Fatal Fury'' games. | ||
|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. Based on his recurring crouching strong attack/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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|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 is nearly identical to the Hienzan utilized by Kim Kaphwan or 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 Zuki}}, ''Jump Just 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=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out with both hands. Decent range. | |grabdesc=Reaches out with both hands. Decent range. | ||
|pummelname= | |pummelname=Grab Punch ({{ja|つかみパンチ|Tsukami Panchi}}) | ||
|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. 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''. | ||
|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 jūdō 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 jūdō 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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| shorthop=15.2 | rshorthop=58-59 | | shorthop=15.2 | rshorthop=58-59 | ||
| djump=29 | rdjump=73-78 | | djump=29 | rdjump=73-78 | ||
| ellag=4 | rellag=2-75 | |||
}} | }} | ||
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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 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]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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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]], | |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. | ||
|} | |} | ||
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==[[Spirit]]== | ==[[Spirit]]== | ||
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''. | Terry's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Terry. 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 alternate costumes are not counted | *If {{SSBU|Hero}}'s Erdrick and Solo alternate costumes are not counted, 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 preceding {{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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