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*When KO'd by reaching 0 HP with no stock remaining in [[Stamina Mode]], Terry loses his cap in reference to his KO animation in the ''Fatal Fury'' series and each one of his appearances. | *When KO'd by reaching 0 HP with no stock remaining in [[Stamina Mode]], Terry loses his cap in reference to his KO animation in the ''Fatal Fury'' series and each one of his appearances. | ||
*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> | *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> | ||
*Terry is currently the heaviest DLC character. | |||
==References== | ==References== |
Revision as of 06:21, February 7, 2020
Terry in Super Smash Bros. Ultimate | |
---|---|
Universe | Fatal Fury |
Availability | Downloadable |
Final Smash | Triple Wolf |
“ | 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 Vol. 1. 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
Terry Bogard is a tall, heavyweight fighter weighing the same as Samus, Dark Samus, and Bowser Jr., that uses special inputs for his special moves, much like 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, but is characterized most by his great ground game. This includes a powerful initial dash which allows Terry to play footsies very effectively, a strong set of normals and special moves, as well as his unique ability to attack directly out of a spot dodge, and finally his comeback mechanic which allows incredibly powerful Super Special Moves that require a specific input combination to use.
Terry's playstyle capitalizes on his strong bait-and-punish options. Terry has good tools, sporting many finishing moves in his forward tilt, dash attack, smash attacks, back and down aerials, and a majority of his specials. Forward tilt sports good range and above-average damage, while granting Terry's leg intangibility; dash attack possesses good knockback, damage, and traveling distance while being able to cross up shields; forward smash deals very high damage and knockback with impressive horizontal range to boot; up smash has good vertical range and also deals high damage and knockback; down smash has good range and high speed, but is still decently strong; back aerial deals high damage and knockback and sports excellent range; and down aerial is Terry's most damaging aerial, and can meteor smash opponents.
Similar to his fighting game-originating counterparts, Terry's special moves have special inputs which allow for more power and capabilities. These are generally dictated by how long the player holds the special button and normally determine distance and strength. His neutral special, Power Wave, is a projectile that travels on ground and serves as a good long-range poke that has both a weak and strong version, with the latter having a faster travel distance. In mid-air, it instead turns into a mid-range poking tool that deals more knockback, while also temporarily suspending Terry in the air. All of Terry's other moves come in four different variations when accounting for their weak/strong regular input variations and their weak/strong command input variations. Burning Knuckle (↓ ↘ → + attack/special) is one of Terry's go-to KO options, as even the weak regular input can KO opponents at fairly early kill percents, and it's Terry's best tech chasing tool. Terry is also the first character to sport a "backward special" in the form of Crack Shoot (↓ ↙ ← + attack/special); while it's not a KO move, it high-profiles through certain low attacks and also has a wide enough hitbox that it serves as both a reliable anti-air and Terry's most reliable cross up option at point blank range. Rising Tackle (c.↓ ↑ + attack/special) sports intangibility on the legs, and it's command input version sports full body invincibility, making it an effective anti-air. Finally, Power Dunk (→ ↓ ↘ + attack/special) serves as a strong combo ender, with invincibility on startup, and is another one of Terry's most reliable KO moves. The command version has a meteor hitbox, though connecting this hitbox is difficult as it's only active during the descending portion.
One of Terry's biggest strengths is his punish game. Due to his special cancelling after moves such as his jab, neutral aerial, and down aerial, Terry can successfully deal a large amount of damage from any opening. The aforementioned Power Dunk is among the most notable, as Terry can cancel into it from even his jab, and KO opponents with relative ease. Additionally, Terry's comeback mechanic grants him access to two Super Special 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 acts as a hit command grab similarly to Isabelle's Fishing Rod, and causes Terry to dash forward a fair distance (roughly half the length of Final Destination) into a two hits attack which causes incredible damage and knockback. While Terry is able to use these attacks any amount of times when passed the percentage threshold, they are very punishable if blocked or whiffed.
Although he is known for being a punishing character with a plethora of KO moves, set-ups, and confirms, Terry still has a good combo game. Neutral attack can easily chain into itself or special cancel to deal high amounts of damage; up tilt boasts both high speed and damage, has good range, special cancels, and juggles aerial opponents; and down tilt deals extremely low damage and knockback while having very low, all-around lag, allowing it to be spammed. Neutral and up aerials both provide plentiful combo opportunities due to their mixture of low all-around lag, good range, and decent damage and knockback. Despite his poor air speed, his neutral air can combo into itself with ease, giving Terry a form of Wall of Pain, which can then be easily followed up with his down air meteor smash.
In spite of his strengths, Terry still has notable drawbacks. His two extra special moves via his comeback mechanic serves as a double-edged sword; because these special moves are only accessible by reaching 100% damage (0.3× max HP in Stamina mode when HP is set to 200 or less, 1/3 max HP in Stamina mode when HP is set to 300 or more), coupled with the fact that both moves have considerable ending lag makes them extremely risky to use. This makes Terry's comeback mechanic the epitome of risk vs reward, forcing his playstyle to drastically change when it comes into play.
Terry's overall disadvantage is another glaring weakness of his. His fall speed is among the lower half of the cast, which combined with his large hurtbox makes him susceptible to juggles. Rising Tackle, while having intangibility throughout the first half of the move, is unable to sweetspot the ledge, 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. His aerial speed is also well below average, making his off-stage survivability lacking; while he's able to mix up his recovery to a certain extent with his specials, he's unlikely to survive in most offstage situations if he's exhausted his double jump and his side special. Additionally, 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, his air approaches are fairly weak unless he starts close to his target.
Similarly to fellow fighting game veterans Ryu and Ken, Terry also has a rather high learning curve compared to most of the cast due to his command inputs being a crucial part of his success. His Super Special Moves in particular can be difficult to execute in some situations, and further compounding his recovery, it is not uncommon for a misinput to result in an unintentional self-destruction offstage. As such, it is crucial to get the hang of inputting moves correctly and at the right time in order to avoid putting Terry in a very unfavorable situation.
Overall, Terry is a melee-focused heavyweight character with immense combo, damage, and KO options in all areas. His access to Super Special Moves at high percents gives Terry the mental edge over opponents, as any ill-managed approach on the opponent's end can be called out by extremely hard punishes, and due to being a heavyweight he is very hard to KO without a proper edgeguard, making him more dangerous the longer he holds onto his stock. However, his poor disadvantage state and mediocre off-stage survivability means players need to be mindful of every off-stage option, as Terry can easily die to an off-stage gimp, and despite his powerful neutral, many of his most effective moves leave him vulnerable, meaning the player must make calculated decisions with which attacks to throw out in pressure situations. While his strengths currently seem to outweigh his weaknesses within the first month of his release, his viability in the competitive scene is yet to be determined.
Update history
- Fixed the Buster Wolf freeze glitch that cause Terry and the partner Ice Climber to become unable to move while intangible.
Moveset
- In one-on-one matches, Terry always faces his opponent, much like Ryu and Ken.
- When Terry is at 100% in Stock or Time Battles, or has 30% or less of his maximum HP in a Stamina Battle, he can perform two Super Special Moves: 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 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; tapping the button produces a weak variation, and holding the button produces a strong variation. The strong variations do more damage and propel Terry further, with Power Dunk instead having two separate travel distances and timings before the main punch.
- Also like Ryu and Ken, Terry's input specials utilize "negative edge", where specials can be performed on the release of a held attack button after performing certain stick motions.
For a gallery of Terry's hitboxes, see here
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 second hit strikes twice, and the move deals an impressively high amount of damage for a neutral attack. The first two hits can be canceled into special moves, which is significantly more rewarding than dealing all three hits, with Power Dunk being a notorious followup due to its effective damage-racking and KO ability. Holding the attack button also causes Terry to repeat the first hit. The first two attacks can each be canceled into special attacks, most reliably Power Dunk. Based on his standing light punch, close-range standing heavy punch, and standing light kick in most games, with the second attack dealing two hits much like in the original games. | |
1% (hit 1), 2% (hit 2) | ||||
7% | ||||
Forward tilt | Middle Kick | 12% (leg), 13% (foot) | A middle-height kick that grants intangibility to his attacking leg. It has an impressive damage output, especially when sweetspotted, and is moderately fast. Can be canceled into specials and is a very easy and reliable confirm into Buster Wolf at lower-mid percentages. Based on his standing heavy kick in his home series. The move also has a disjointed hitbox on Terry's foot. | |
Up tilt | Rising Upper | 11% | An uppercut. Somewhat quick with very 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 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 while the weak hit can set up combos. Can cancel into his Final Smash. Additionally the move can also cross up shields. He might either say "Power Charge!" or "Goodbye!" when using this attack. | |
Forward smash | Backspin Kick | 18% | A spinning kick in which Terry slightly reels back before leaping forward while performing it. Noticeable starting and ending lag, but boasts high KO power. Can be canceled into his Final Smash. 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. Can cancel into his Final Smash. Based on his crouching heavy punch. | |
Down smash | Slide Kick | 12% | A low kick. In a similar vein to Ryu, it only hits in front of Terry. It is very fast and has good range due to Terry stretching his leg forward, though its KO power is only moderate. Can cancel into his Final Smash. 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. Unlike most of his other moves, it cannot be special-canceled (though it can still cancel into his Final Smash). 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% (clean), 12% (late) | Spins around and kicks behind himself. Somewhat similar to Ryu's back aerial. Like Ryu and Ken, Terry can have difficulty performing a back air during 1v1s since he automatically turns towards his opponent: one must perform a reverse aerial rush, which takes longer to perform as Terry, as he will only pivot around as part of his turnaround, and not in a dash dance (without performing a reverse aerial rush, it is impossible to jump offstage while facing towards it if the opponent is offstage). Much like his forward aerial, it cannot be special-canceled (but can still cancel into his Final Smash). Based on his Jumping Backspin Kick. | |
Up aerial | Somersault Kick | 9% | A flipping kick above Terry. Has low ending lag and can combo into itself or other moves at low to mid percents, and can be used at higher percents for KO setups. It functions like other up aerials of its kind when it comes to utility. Masahiro Sakurai mentions that this move is an original move that was made to fill in a move slot for Terry in Smash; however, this is inaccurate, as his up aerial is actually based on Kim Kaphwan's Hienzan. | |
Down aerial | Jump Karate Punch | 17% (sweetspot), 15% (sourspot) | A downward punch. It is rather slow, but it is Terry’s most damaging aerial, and 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, bouncing them against the ground. Based on his back throw in Fatal Fury. KOs middleweights at around 166% at the ledge of Final Destination. | |
Back throw | Buster Throw | 10% | Slams the opponent on the ground behind him, bouncing them against the ground. Based on his back throw in Fatal Fury. KOs middleweights at around 163% at the ledge of Final Destination. | |
Up throw | Grasping Upper | 5% (hit 1), 1% (throw) | 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, sending the opponent behind him. 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 and backwards launch angle. It can KO middleweights at around 232% on Final Destination. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Performs a spin kick around himself, starting from behind. | ||
Floor attack (back) Floor getups (back) |
7% | Same as front floor attack. | ||
Floor attack (trip) Floor getups (trip) |
5% | Same as front floor attack. | ||
Edge attack Edge getups |
10% | Climbs up and performs a sweep kick with one leg. | ||
Neutral special | Power Wave | 8% (tapped), 9% (held), 10% (aerial, tapped), 11% (aerial, held) | 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. Terry will announce either "Power Wave!" or "Rock You!" when using the move. | |
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%, 8% (Standard, Tapped); 3%, 10% (Standard, Held); 3.6%, 9.6% (Input, Tapped); 3.6%, 12% (Input, Held) |
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. Can cancel into his Final Smash. Terry will announce either "Burn Knuckle!" or "Burning!" when using 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. The first hit can cancel into his Final Smash. Terry will announce either "Crack Shoot!" or "Kick Back!" when using the move. | |
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 with his arms spread and legs corkscrewing upwards, dealing five hits. Can be held instead of tapped for more distance and damage. If ↓ is briefly held (for at least 24 frames) before performing the up special input, Terry will be intangible at the legs for much of the move's duration and deal 9 hits, with much more damage and knockback. The first 2 hits can cancel into his Final Smash. Terry will announce either "Rising Tackle!", "Hee-yah!" or "Bingo!" when using the move. | |
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. Like with Burning Knuckle, the special input will have a special trail effect if done correctly. Both hits of the rising part can cancel into his Final Smash. Terry will announce either "Power Dunk!" or "Beat Up!" when using the move. | |
Final Smash | Triple Wolf | 52% (If either of the first two hits of Triple Geyser connects [Hitting with all three does not change the damage]), 46% (If only the last hit of Triple Geyser connects), 24% (To secondary targets hit by more than one hit of Triple Geyser), 18% (To secondary targets only hit by the final hit of Triple Geyser) | Terry yells "Overheat!" and starts with his Triple Geyser, where he punches the ground three times to erupt three consecutive Power Geysers. If the last geyser hits an opponent, Terry will follow up with Power Dunk, knocking his target into the ground hard enough for them to bounce. Landing, Terry finishes the attack by turning around and charging his Max Buster Wolf as his target hangs in the air, exclaiming "Here's the big one!" before unleashing the move at point-blank range. This move can cancel from many of his other moves (all ground attacks, aerials, all specials (excluding Power Wave), and the first hit of Buster Wolf). The follow-up from Triple Geyser will only hit one opponent. To those who will not get hit, the final geyser deals increased knockback. |
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 a modified version of his up tilt. It has been sped up to strike 2 frames faster, his entire upper body is also intangible, instead of just his arm, and it deals more knockback and launches at a higher angle. However, it deals less shieldstun, and cannot be cancelled into any special moves (apart from his Final Smash).
Super Special Moves
Terry can perform two Super Special Moves using command inputs when either: he is at 100% damage in Stock or Time battles, including Super Sudden Death, or he has less than either 30% of his starting HP or less than 100 HP, whichever is lower, in Stamina battles. Much like Real Bout Fatal Fury, they can be used indefinitely when the GO Icon appears, though neither move can be performed in the air.
Move | Input | Damage | Description |
---|---|---|---|
Power Geyser | ↓ ↙ ← ↙ → + attack/special or ↓ ← ↓ → + attack/special |
26% (closest), 23% (middle), 20% (farthest) | 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 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 1v1), and the geyser itself deals very high shield damage, comparable to Pound. However, Power Geyser possesses more startup and endlag of the two Super Special Moves, making it highly punishable especially if perfect shielded, though these weaknesses can be mitigated if the move is comboed into. Terry will announce either "Power... Geyser!" or "Go burn!" when using the move. |
Buster Wolf | ↓ ↘ → ↓ ↘ → + attack/special or ↓ → ↓ → + attack/special |
5% (initial hit), 20% (explosion), 15% (collateral) | Terry throws out an energy punch while quickly sliding forward along the ground and asking, "Are you okay?". If he connects successfully with an opponent, he will follow up by releasing a tremendous, focused explosion from his fist. The explosion can also hit any other opponents within range. Has powerful knockback, KOing any characters before 120% from center stage and as early as 35% at ledge. Terry has armor during the startup of Buster Wolf (frames 1-15) that can withstand a maximum of 8% (9.6% in 1v1). Buster Wolf will not follow through with the second hit if the opponent is shielding or hit while downed, making the move punishable in the former case. Of note is that since Buster Wolf is an attack that activates upon successful contact with a target, Terry can bypass the full invincibility granted to Banjo & Kazooie by their Wonderwing special and hit them. The initial hit can be canceled into his Final Smash. |
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 his taunt in Real Bout Fatal Fury.
Idle poses
- Adjusts his cap before quickly pumping his fists.
- Hops on his feet.
Victory poses
- Left: Turns around with his hand on his hip, his back facing the screen before throwing his hat to the side while saying "Okay!". Based on his signature victory pose in virtually every appearance from Fatal Fury 2 onwards.
- Up: Holds the brim of his hat while slowly turning it to the side, then dramatically tosses it behind him while shouting “Okay!” in a much more intense fashion than his left pose. The camera then zooms in on his smiling face. Based on his victory pose from The King of Fighters '94 and '95.
- Right: 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. Based on his Round 1 victory pose from Fatal Fury 3: Road to the Final Victory, Real Bout Fatal Fury, and several other games thereafter.
In competitive play
Due to Terry's relatively recent release, it is 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 shows a glimmer of what he could be competitively. For now, it is a little too early in his lifetime to tell how viable he is. The initial response from top players has been mostly positive, with players like Dabuz, Locus, and Leffen noting his powerful neutral and punishing game, as well as lauding his high damaging combos and kill setups and believe that when mastered can potentially render him as a top tier. However, other players have expressed skepticism, pointing out his poor disadvantage and recovery as large drawbacks that may potentially hinder his viability. Despite Terry's setbacks, players such as Riddles and Locus have shown the potential of the character, Riddles in particular has performed well as a solo Terry main, including a top 32 placement at Let's Make Big Moves.
Notable players
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
- Beek - Placed 25th at VCA 2019 with both Terry and Ryu.
- Locus - One of the two best Terry players in the world along with Riddles. Placed 25th at 2GG: Kongo Saga with mainly Terry. He has defeated Larry Lurr, Nietono, and Shuton.
- Nurse - Placed 17th at Play With Heart with Terry.
- Patrino - Placed 9th at Lightning: Volume 3 with solo Terry.
- Riddles (#47) - The best Terry player in the world. Placed 1st at The Amuka Smash Cup, 17th at Let's Make Big Moves, and 33rd at 2GG: Kongo Saga with solo Terry. Has a win on Tweek.
- Sandstorm - Placed 25th at DreamHack Atlanta 2019 with solo Terry.
- Tsu - Uses Terry as a secondary. Placed 13th at Umebura SP 7 and 33rd at 2GG: Kongo Saga with both Terry and Lucario.
Classic Mode: The King of Smash
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 , Peach , and Rosalina & Luma | King of Fighters Stadium | Ne! - KOF '94 | Barring Mario, the opponents and music are a reference to the Women Fighters team from The King of Fighters '94. |
2 | Sheik , Link , and Zelda | Prism Tower | Let's Go to Seoul! - FATAL FURY 2 | The music and stage reference Kim Kaphwan's stage from Fatal Fury 2. The stage does not proceed past its initial form. |
3 | Bowser , King Dedede , and King K. Rool | Suzaku Castle (Ω form) | Tarkun and Kitapy - FATAL FURY 2 | The music and stage reference Big Bear's stage from Fatal Fury 2. The opponents are among the heaviest in the game, referring to Big Bear being a heavyweight wrestler. |
4 | Pit , Dark Pit , and Palutena | 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 , Mega Man , and Pac-Man | Boxing Ring | ESAKA!! - KOF 2002 UM | References The King of Fighters series, as the battle features characters crossing over from different series. This team is also noteworthy, as it is comprised of characters whose franchises had games appear on the Neo Geo Pocket Color. |
6 | Ridley , Ganondorf , and Bayonetta | Fourside (Ω form) | Soy Sauce for Geese - KOF XIV | The music and stage reference Geese Howard's stage from Fatal Fury Special: Geese Tower, a high-rise skyscraper that often appears as the final level throughout the series. Like Geese, the opponents are affiliated with darkness. |
Bonus Stage | ||||
Final | Ryu , Ken , and Terry | King of Fighters Stadium | 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 Street Fighter and Fatal Fury within the Capcom vs. SNK games. If the player uses Terry's default costume, the opponent will use Terry's blue costume () instead. |
Credits roll after completing Classic Mode. Completing it as Terry has Kurikinton - FATAL FURY 2 accompany the credits.
Role 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 before downloading Terry, he is immediately unlocked.
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 himself 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
Trailers
Character introduction video
Full version
Gallery
- TerryJoinsTheBattleSSBU.jpg
Terry's unlocking notice after downloading him from the Nintendo eShop.
Illustration done by Kyōtarō Azuma posted on Twitter to commemorate Terry's inclusion in Smash.[1]
Terry using Burning Knuckle on King of Fighters Stadium.
Terry, Peach, Captain Falcon, and Ridley on New Donk City Hall, all in their yellow alternate costumes.
Terry and Mario taunting on Princess Peach's Castle.
Terry using his Final Smash on Captain Falcon.
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 Terī), 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 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.
- If Hero's alternate costumes are not counted (in this case, Erdrick and Solo), Terry is the oldest fighter to be a part of the Fighters Pass Vol. 1, debuting in 1991.
- 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 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 2nd DLC character in Ultimate to not have an alternate costume that changes his model, following Banjo & Kazooie.
- Terry is the only character in Ultimate who may vocalize when rolling.
- When KO'd by reaching 0 HP in Stamina Mode, Terry uses his heavy knockback scream rather than his standard KO scream. This trait is shared with Mario, Dr. Mario, Hero and Byleth.
- Terry is both the first third-party character and the first DLC character to be capable of autocanceling all aerials in a short hop.
- Fittingly, the King of Fighters series was the first to introduce a short-hopping mechanic to a traditional fighting game, and may have inspired the use of short hops with aerial attacks in the Super Smash Bros. series, along with other mechanics like the run, spot dodge, and roll.
- Terry is the first character in the series to have a "front" and "back" special, as phrased by Masahiro Sakurai in Terry's presentation before his release.
- Terry, along with Jigglypuff and Bayonetta, are the only characters who do not have a designated boss in their Classic Mode; all characters he battles in his route are playable characters.
- Terry is the second DLC fighter not to appear in any Spirit battles, the first being Piranha Plant, and is the first fighter in the Fighters Pass Vol. 1 with this distinction.
- Terry's attacks emit unique sound effects, which are taken from the original Fatal Fury games on the Neo Geo. He is the fifth character with this distinction, after Snake, Ryu, Cloud, and Ken.
- Coincidentally, all five of these characters are from third-party series.
- Terry also has unique sound effects when landing from a fall, which are also taken from the original Fatal Fury.
- Coincidentally, all five of these characters are from third-party series.
- Terry is the only DLC character in Ultimate to date that doesn't have other characters assisting him for his Final Smash.
- Uniquely, advertisements for the Fighters Pass Vol. 1 refer to him by his full name, despite only being referred to by his first name in-game.
- 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 Ryu and Ken.
- This also happens if Terry faces a single opponent in a team consisting of two or more characters in Team Battles, and in All-Star Mode when he appears.
- When KO'd by reaching 0 HP with no stock remaining in Stamina Mode, Terry loses his cap in reference to his KO animation in the Fatal Fury series and each one of his appearances.
- Unlike most humanoid fighter models in Ultimate, Terry's bind pose is uniquely an "A-pose" instead of a T-pose. [2]
- Terry is currently the heaviest DLC character.
References
Fatal Fury universe | |
---|---|
Fighter | Terry (SSBU) |
Stage | King of Fighters Stadium |
Related | Iori Yagami · Nakoruru · Ryo Sakazaki |
Spirits | Spirits |
Music | Ultimate |