Super Smash Bros. Ultimate

Terry (SSBU): Difference between revisions

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(→‎Victory poses: added victory theme)
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|dsname=Power Dunk  
|dsname=Power Dunk  
|dsdmg=1%, 2% (Standard Rising Hit 1-2), 12% (Standard Descending), 14% (Standard Descending, Late), 1.2%, 2.4% (Input Rising Hit 1-2), 13.2% (Input Descending), 16.8% (Input Descending, Late)
|dsdmg=1%, 2% (Standard Rising Hit 1-2), 12% (Standard Descending), 14% (Standard Descending, Late), 1.2%, 2.4% (Input Rising Hit 1-2), 13.2% (Input Descending), 16.8% (Input Descending, Late)
|dsdesc=Terry jumps diagonally, hitting the opponent twice with a knee strike, before punching diagonally downwards with an energy punch. Can be easily combo'd into from jab 2. Special input is → ↓ ↘ + attack/special, which grants intangibility during the rising part of the move and increases knockback while slightly boosting damage. The strong input special will [[meteor smash]] at the end of the move if Terry's fist hits the opponent dead center.
|dsdesc=Terry jumps diagonally, hitting the opponent twice with a knee strike, before punching diagonally downwards with an energy punch. Can be easily combo'd into from jab 2. Special input is → ↓ ↘ + attack/special, which grants intangibility during the rising part of the move and increases knockback while slightly boosting damage. The strong input special will [[meteor smash]] at the end of the move if Terry's fist hits the opponent dead center.  
|fsname=Triple Wolf
|fsname=Triple Wolf
|fsdmg=52%
|fsdmg=52%
|fsdesc= Terry starts off with his Triple Geyser, where he punches the ground three times to erupt three big geysers. If the last geyser hits the opponent, Terry will do his Power Dunk on the stomach before ending with his Max Buster Wolf. This move can cancel any move except for the later hits of his special moves.
|fsdesc= Terry starts off with his Triple Geyser, where he punches the ground three times to erupt three big geysers. If the last geyser hits the opponent, Terry will do his Power Dunk on the stomach before ending with his Max Buster Wolf. This move can cancel any move except for the later hits of his special moves. If the special input is performed, a subtle fiery green visual effect will be added to the move.
}}
}}
===Dodge Attack===
===Dodge Attack===

Revision as of 13:05, November 7, 2019

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Terry Bogard's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Terry Bogard.
Terry
in Super Smash Bros. Ultimate
Terry
FatalFurySymbol.svg
Universe Fatal Fury
Availability Downloadable
Final Smash Triple Wolf
Terry (SSBU)
Terry Faces the Fury!
—Introduction Tagline

Terry (テリー, Terry) is a playable character in Super Smash Bros. Ultimate and the first third-party representative from SNK. He was officially announced in the September 4th, 2019 Nintendo Direct as the fourth downloadable character from the Fighters Pass. He was released on November 6th, 2019 and is classified as fighter #74.

Takashi Kondō reprises his role as Terry from The King of Fighters XIV and onwards.

Attributes

An icon for denoting incomplete things.

Terry Bogard is a tall, heavyweight fighter that uses special inputs for his special moves much like that of Ryu and Ken, and also shares their unique trait of always facing their opponent in 1v1 matches. He has slow air speed and decent running speed, along with a poor recovery, but is characterised most by his great ground game and special moves, as well as his special ability to spot dodge into a counter attack, and his comeback mechanic which allows incredibly powerful special moves that require a specific input combination to use.

Terry's playstyle is a bait-and-punish style of play. Terry has good tools and hitboxes that can threaten lighter characters because of how early they kill. His special moves and ability to cancel said moves give him a very threatening punish game that cannot be utilized unless he is in advantage. Terry's punish game is emphasized and enhanced by the usage of his special moves. His special move inputs have 3 versions based off of how fast you tap the button and if you do the specific inputs, and his unique comeback mechanic which allows him to use 2 extremely powerful special moves once he reaches 100% damage in stock or timed matches, or reaching 1/3 HP in stamina mode.

One of Terry's biggest strengths is his punish game. Due to his special cancelling after moves such as Jab, Neutral Air, and Down Air, Terry can successfully deal a large amount of damage from any opening. Terry's comeback mechanic allows him access to two moves, Power Geyser (↓ ↙ ← ↙ → + attack/special or ↓ ← ↓ → + attack/special), and Buster Wolf (↓ ↘ → ↓ ↘ → + attack/special or ↓ → ↓ → + attack/special). Power Geyser releases from the ground directly in front of Terry in a massive explosion with incredible height and damage, acting as an extremely effective anti-air move as well as dealing a considerable amount of shield damage very quickly. Buster Wolf causes Terry to dash forward a fair distance into a command grab which causes incredible damage and knock back. Furthermore, Terry can cancel out of his side special, Burning Knuckle, directly into Buster Wolf, which can then in turn cancel into his Final Smash, Triple Wolf. This combo deals upwards of anywhere from 60-90% damage depending on how the player sets up the combo, often ending in a KO.

Because these special moves are only accessible by reaching 100% damage or 1/3HP, it is extremely risky to use, as each move has considerable startup and end lag, especially Buster Wolf. This makes Terry's comeback mechanic the epitome of risk vs reward, forcing his playstyle to drastically change when it comes into play. All of his strengths come with glaring weaknesses, namely his poor recovery and relatively large hurt box, making Terry reasonably easy to KO at high percents if the player using him fails to land his specials or combo starters. Terry's neutral is largely based on baiting the opponent to approach and reading their habits to get a single combo extension. His neutral is also relatively weak due to having no good poke tools outside of his Power Wave, but there are other ways for Terry to approach, such as his Side Special and his Down Special. His air and ground speed are average, along with having an exploitable and weak recovery.

Overall, Terry is a heavyweight character (12th heaviest weight) with lots of combo options, powerful yet predictable specials, poor recovery, but astounding damage and KO options. His comeback mechanic changes his playstyle from damage racking and combo-oriented to fishing for KO's with his specials and setups.

Moveset

  • Fighter ability: In one-on-one matches, Terry always faces his opponents, much like Ryu and Ken.
  • Fighter ability: When Terry is at 100% damage in Stock or Time battles, or at 1/3 HP in Stamina battle, he can perform two Super Special Moves in the form of Power Geyser and Buster Wolf.
    • It will be indicated with a "GO!" next to his fighter portrait.
  • Fighter ability: Dodge Attack -- Pressing the attack button immediately after performing a spot dodge will make Terry perform a counterattack that deals 13% and has an identical animation to his up tilt, but with different mechanics (see below).
  • As with Ryu and Ken, Terry has weak and strong variants of all his special moves, which depend on how long the button is held; tap the button for the weak variation and hold the button longer for the strong. The strong variations do more damage and propel Terry further.
    • Also as with Ryu and Ken, Terry's input specials also utilize "negative edge", where specials can be performed on release of a held attack button after performing certain stick motions.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Jab, Body Blow, High Kick 3% A high jab, followed by a hit to the body, and ending with a high kick launcher. The first two attacks can each be canceled into special attacks, most reliably Power Dunk. The second hit actually strikes twice, and the move deals an impressively high amount of damage for a neutral attack. Holding the attack button also causes Terry to repeat the first hit. Based on his standing light punch, close-range standing heavy punch, and standing light kick in most games.
1% (hit 1), 2% (hit 2)
7%
Forward tilt Middle Kick 13% (foot), 12% (leg) A middle-height kick that grants intangibility to his attacking leg. It has an impressive damage output, especially when sweetspotted. Can be canceled into specials and is a very easy and reliable confirm into Buster Wolf. Based on his standing heavy kick in his home series
Up tilt Rising Upper 11% An uppercut. Somewhat quick, and can be canceled into specials. It renders his attacking arm intangible. Based on Terry's anti-air command normal in his home series.
Down tilt Under Kick 3% A low kick. Deals extremely low damage, but can be spammed safely due to its very low lag overall. It can be special-canceled. Based on his crouching light kick in his home series.
Dash attack Power Charge 13% (clean), 10% (late) A charging shoulder tackle, akin to Samus, Captain Falcon or Ganondorf. Based on Terry's special move introduced in Real Bout Fatal Fury Special. The clean hit possesses decent horizontal KO potential, and the move can also cross up shields.
Forward smash Backspin Kick 18% A spinning kick in which Terry slightly reels back before leaping forward while performing it. Considerable starting and ending lag, but boasts extremely good KO power. Based on his C+D attack, albeit with a heavily altered animation.
Up smash Wild Upper 16% (early), 18% (late) Terry crouches down and performs an uppercut, similar to Ryu's up smash. It deals more damage with its late hit.
Down smash Slide Kick 12% A low kick. Unlike most down smashes, it only hits in front of Terry. Based on his crouching heavy kick.
Neutral aerial Chop 7% (clean), 5% (late) A quick aerial chop. Can be canceled into specials. It has moderately low lag and very low knockback, even at high percents, allowing it to potentially chain into itself and offer a lot of combo opportunities. Based on his jumping light punch.
Forward aerial Jump Kick 11% (clean), 8% (late) A diagonally angled kick. Based on his jumping light kick or jumping heavy kick when jumping forward or backward in his home series.
Back aerial Jump Backward Kick 15% Spins around and kicks behind himself. Somewhat similar to Ryu's back aerial. Based on his jumping heavy kick, albeit mirrored.
Up aerial Somersault Kick 9% A flipping kick above Terry. Has low end lag and can combo into itself or other moves at low to mid percents and can be used at higher percents for kill setups. Similar to Mario's up aerial in terms of utility.
Down aerial Jump Karate Punch A downward punch. Has a meteor effect if sweetspotted, launching opponents at a very diagonal angle akin to a spike. 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. Based on his jumping heavy punch.
Grab   Reaches out with both hands.
Pummel   1.5% Performs a gut punch. Based on the first hit of his front throw in Fatal Fury.
Forward throw Buster Throw 10% Slams the opponent on the ground in front of him. Based on his back throw in Fatal Fury. KOing middleweights at around 166% at the ledge of Final Destination.
Back throw Buster Throw 10% Slams the opponent on the ground behind him. Based on his back throw in Fatal Fury. KOing middleweights at around 163% at the ledge of Final Destination.
Up throw Grasping Upper 5% (hit 1), 1% (throw), 5% (collateral) Uppercuts the opponent. Based on the second hit of his front throw in Fatal Fury.
Down throw Neck Breaker Drop 8% Leaps and performs a neckbreaker throw. Based on his backturned throw in Fatal Fury: Wild Ambition. Can combo into aerials at low percents, although its overall combo potential is fairly limited because of its moderately high ending lag. KOing middleweights at around 232% on Final Destination.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7%
Floor attack (back)
Floor getups (back)
  7%
Floor attack (trip)
Floor getups (trip)
  5%
Edge attack
Edge getups
  10%
Neutral special Power Wave 9% (Held), 8% (Tapped), 11% (airborne) Terry punches the ground, generating a wave of energy. If used in the air, he will release a short-ranged burst of energy, also known as Round Wave. The Round Wave offers decent knockback and can KO opponents offstage.
Side special Burning Knuckle/Crack Shoot Burning Knuckle:
13%, 12% (Standard, Tapped);
14%, 12% (Standard, Held);
16%, 14% (Input, Tapped);
17%, 14% (Input, Held)
Crack Shoot: 3%, 6% (Standard); 3.6%, 7.2% (Input)
Unlike any fighter, Terry has two side specials depending on the input; a forward and a backward special.

Burning Knuckle (Forward Special): Terry charges forwards with an energy punch. Can be held instead of tapped for more traveling distance, damage and knockback. Special input is ↓ ↘ → + attack/special (where → is the direction Terry is facing), which increases knockback with a slight boost to damage. If the special input is performed, a subtle fiery green visual effect will be added to the move.

Crack Shoot (Backward Special): Performs a move similar to a flying axe kick. Special input is ↓ ↙ ← + attack/special (where ← is the direction behind Terry), which increases knockback with a slight boost to damage.

Up special Rising Tackle 11.9% (Standard, Tapped), 13.9% (Standard, Held), 14.6% (Input, Tapped), 16.6% (Input, Held) Terry jumps in the air, performing an upward spin that deals multiple hits. Can be held instead of tapped for more distance and damage. If ↓ is briefly held before performing the up special input, Terry will be intangible for much of the move's duration and deal more damage.
Down special Power Dunk 1%, 2% (Standard Rising Hit 1-2), 12% (Standard Descending), 14% (Standard Descending, Late), 1.2%, 2.4% (Input Rising Hit 1-2), 13.2% (Input Descending), 16.8% (Input Descending, Late) Terry jumps diagonally, hitting the opponent twice with a knee strike, before punching diagonally downwards with an energy punch. Can be easily combo'd into from jab 2. Special input is → ↓ ↘ + attack/special, which grants intangibility during the rising part of the move and increases knockback while slightly boosting damage. The strong input special will meteor smash at the end of the move if Terry's fist hits the opponent dead center.
Final Smash Triple Wolf 52% Terry starts off with his Triple Geyser, where he punches the ground three times to erupt three big geysers. If the last geyser hits the opponent, Terry will do his Power Dunk on the stomach before ending with his Max Buster Wolf. This move can cancel any move except for the later hits of his special moves. If the special input is performed, a subtle fiery green visual effect will be added to the move.

Dodge Attack

Terry has the unique ability to perform a counterattack right after spot dodging. This is inspired by a mechanic in Fatal Fury where characters can shift to the background and foreground, with an attack that sends them back into the main plane. It is also similar to a mechanic from The King of Fighters series which allows fighters to perform a quick dodge, which can quickly be acted out of. By pressing the attack button immediately after performing a spot dodge, Terry will interrupt the dodge with his up tilt, sped up to strike 2 frames faster. His entire upper body is also intangible, instead of just his arm. However, this attack cannot be cancelled into any special moves.

Super special moves

When Terry is at 100% damage in Stock or Time battles, or 1/3 HP in Stamina battles, he can perform two Super Special Moves using command inputs:

  • Power Geyser (↓ ↙ ← ↙ → + attack/special or ↓ ← ↓ → + attack/special) - Terry will punch the ground, erupting a big geyser of energy. Does 26%.
  • Buster Wolf (↓ ↘ → ↓ ↘ → + attack/special or ↓ → ↓ → + attack/special) - Terry charges towards his opponent with an energy punch. If hit, he will release a tremendous explosion.

Buster Wolf will not follow through with the second hit if the opponent is shielding or hit while downed. Neither move can be performed in the air.

On-screen appearance

  • Jumps onto the stage from the background and adjusts his hat, similarly to the lane switching mechanic of the Fatal Fury games.

Taunts

  • Up taunt: Gestures and says, "Hey, come on, come on!" Based on his signature intro pose.
  • Side taunt: Turns to the side and points, saying, "Stand up." Based on a victory pose he received in Garou: Mark of the Wolves.
  • Down taunt: Takes his hat off and spins it around, before putting it back on. Based off of the animation in Fatal Fury: Real Bout.

Idle poses

  • Adjusts his cap before quickly pumping his fists.
  • Hops on his feet.

Victory poses

  • Turns around and throws his hat to the side with his back facing the screen, while shouting "Okay!". Based on his signature victory pose in virtually every appearance he makes.
  • Holds the brim of his hat, dramatically turns it to the side, then and tosses it behind him while saying “Okay!”. The camera then zooms in on his smiling face.
  • Brushes his hat against his legs several times before putting it back on his head, while looking to the side and hiding his eyes with his hat.
A hard rock rendition of the end of fight theme from the original Fatal Fury game.

In competitive play

Due to Terry's extremely recent release, it's hard to tell how viable he is at all levels of play. His combo-oriented gameplan paired with his extremely powerful finishers at higher percents show a glimmer of what he could be competitively. For now, it's too early in his lifetime to tell how viable he is.

Role In World of Light

The message that shows Terry's availability in World of Light

Due to his status as downloadable content, Terry does not have a legitimate role in World of Light. Instead, he is unlocked for use in the mode after freeing 10 fighters from Galeem's control. If loading an existing save file that meets this condition prior to downloading Terry, he is immediately unlocked.

Fighter Battle

No. Image Name Type Power Stage Music
74
Terry SSBU.png
Terry There is no fighter battle for Terry, as he is a downloadable fighter.

Spirits

Terry's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 coins, only after Terry itself is 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. Each Fighter Spirit has an alternate version that replaces it with its artwork in Ultimate.


In Spirit Battles

Terry is not currently featured in any spirit battles.

Alternate costumes

Alternate costume (SSBU)
Terry (SSBU) Terry (SSBU) Terry (SSBU) Terry (SSBU) Terry (SSBU) Terry (SSBU) Terry (SSBU) Terry (SSBU)

Classic Mode: The King of Smash

Terry's congratulations screen.

Every match is 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 stamina while his opponents start with 100.

Round Opponent Stage Music Notes
1 Mario Mario (SSBU), Peach Peach (SSBU), and Rosalina & Luma Rosalina (SSBU) King of Fighters Stadium Ne! - KOF '94
2 Sheik Sheik (SSBU), Link Link (SSBU), and Zelda Zelda (SSBU) Prism Tower Let's Go to Seoul! - FATAL FURY 2 The stage does not change form, staying in its default flat state.
3 Bowser Bowser (SSBU), King Dedede King Dedede (SSBU), and King K. Rool King K. Rool (SSBU) Suzaku Castle (Ω form) Tarkun and Kitapy - FATAL FURY 2 Opponents are Giant.
4 Pit Pit (SSBU), Dark Pit Dark Pit (SSBU), and Palutena Palutena (SSBU) Palutena's Temple (Battlefield form) Forest World - Athena Refers to the Athena series and its aesthetic similarities to Kid Icarus. Items are on, with the choices specifically being based on items Athena can equip (for example, Metal Boxes to represent her armor).
5 Sonic Sonic (SSBU), Mega Man Mega Man (SSBU), and Pac-Man Pac-Man (SSBU) Boxing Ring ESAKA!! - KOF 2002 UM
6 Ridley Ridley (SSBU), Ganondorf Ganondorf (SSBU), and Bayonetta Bayonetta (SSBU) Fourside (Ω form) Soy Sauce for Geese - KOF XIV The battle taking place on Fourside references Geese Tower, a high-rise skyscraper that usually appears as the final level in the Fatal Fury games.
Bonus Stage
Final Ryu Ryu (SSBU), Ken Ken (SSBU), and Terry Terry (SSBU) King of Fighters Stadium Art of Fighting Ver.230000000.0 - FATAL FURY SPECIAL References the three characters in Ultimate that come from traditional fighting games, as well as the previous crossovers between Street Fighter and Fatal Fury within the SNK vs. Capcom games. If the player uses Terry's default costume, the opponent will use Terry's blue costume (Terry (SSBU)) instead.

Credits roll after completing Classic Mode. Completing it as Terry has Kurikinton - FATAL FURY 2 accompany the credits.

Trailers

Character introduction video

Full version

Gallery

Trivia

  • Terry's codename within the game files is "dolly". It is a pun based on the Japanese pronunciation of the last syllables of his surname and first name, respectively (Bogādo Te), and it could also refer to how his home stage in the Fatal Fury series often takes place on the dolly of a train.
  • Terry's reveal trailer makes a slew of references to other SNK titles.
    • The beginning of the trailer shows an invitation falling into Kyo Kusanagi's hand, taken directly from the opening of The King of Fighters '94 (which even used the same monospaced font for in-game text); the message ending with [S] is a reference to Rugal Bernstein ending the message with his initial [R], with the Smash director Masahiro Sakurai instead ending it with his own initial.
      • However, according to Sakurai, the [S] was snuck in by the team without him knowing; he later states that the [S] could also mean Super Smash Bros., and not just "Sakurai".
    • Ryo Sakazaki's cut-in is a sequence taken from the intro of The King of Fighters '96. The music being played (which continues into the Andy and Joe segment) is from the first stage of Art of Fighting, where the player fights Ryuhaku Todoh.
    • Joe Higashi and Andy Bogard's appearance features a sequence from Fatal Fury Special.
    • Geese Howard falling from his tower references Geese's demise at the end of Fatal Fury: King of Fighters. His sprite has been edited to match his design from Fatal Fury 3: Road to the Final Victory. The music being played in this segment is Geese's traditional theme song, "Soy Sauce for Geese", as heard in Fatal Fury Special.
    • Nakoruru's sequence is from the Vs. screen of Samurai Shodown II. The music is her stage theme from the first Samurai Shodown game, known as "Banquet of Nature".
    • Iori Yagami's sequence is taken directly from the intro sequence of The King of Fighters '95, with his laughter being his signature win pose. The music for this part is his team's theme, "Stormy Saxophone 2", from The King of Fighters '96.
    • Additionally, the frame in which the letter rests on the floor in a spotlight before Terry grabs it is nearly identical to the one in the intro sequence of The King of Fighters '95, albeit in a slightly different camera angle.
    • Terry's silhouette is from the intro of Real Bout Fatal Fury.
  • Terry's reveal trailer is also the first trailer to use 16-bit sprites.
  • Terry is the 2nd DLC fighter to have multiple trailers, after Joker, as well as the second trailer for a DLC fighter to feature a victory animation, also after Joker.
    • Terry is also 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 gameplay of him.
  • Terry is the fourth fighter to receive an invitation letter in his reveal trailer, after Villager, Isabelle, and Joker.
  • Terry's inclusion marks the second time Capcom, SNK, and Square Enix (and, more specifically, Street Fighter, Fatal Fury, and Final Fantasy) have crossed over in a fighting game developed by Bandai Namco, as Akuma, Geese Howard, and Noctis Lucis Caelum previously crossed over in Tekken 7.
    • Additionally, disregarding the aforementioned guest characters, this is the first time Capcom and SNK characters have appeared in a crossover fighting game since SNK vs. Capcom: SVC Chaos.
  • Terry is the first DLC character not to be accompanied by another character in the panoramic artwork. Piranha Plant is accompanied by a Pikmin, Joker is accompanied by Morgana, Hero is accompanied by a Slime, while Banjo & Kazooie accompany each other.
  • Terry is the fourth newcomer in Ultimate to not be announced in the same presentation as another, after Inkling, Isabelle, and Joker.
  • Terry is the first fighter to be banned from a Nintendo-based tournament before even being released, as announced by Nintendo France.[2] However, this ban would later be lifted, which is also before his release.[3]
  • Terry is the only newcomer in Super Smash Bros. Ultimate so far whose splash screen uses an in-game model; Chrom's, Dark Samus's, and Piranha Plant's use their artwork; Joker's is hand-drawn as seen in his release trailer; and the remainder of the newcomers appear in pre-rendered CGI. This does not include Inkling and Daisy, who do not have splash screens at all.
  • Terry is the only character in the game who may vocalize when rolling.
  • Terry is both the first third-party character and the first DLC character to be capable of autocanceling all aerials in a short hop.
  • Terry is the first character in the series to have a forward and backward special, his forward special being Burning Knuckle and Back Special being Crack Shoot.
  • Terry, Ryu and Hero are the only characters who have stamina battles for their Classic Mode routes.
  • Terry, along with Jigglypuff and Bayonetta, doesn't have a designated boss in his Classic Mode; all characters he battles in his Classic Mode are playable characters.
  • Terry is the second character in the game after Yoshi to face a Giant Bowser in Classic Mode considering the latter is a minor boss from Melee's Adventure Mode.
  • Terry has the second highest amount of playable opponents to fight against in Classic Mode, with a total of 21, with Mario via his own Classic Mode route facing just two more in total.
  • Terry is the second DLC fighter not to appear in any Spirit battles, the first being Piranha Plant, and the first fighter in the Fighter’s Pass with this distinction.

References