Super Smash Bros. Ultimate

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==Trivia==
==Trivia==
<!--Please leave this page's trivia be.-->
*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 (Bogā'''do''' Te'''rī''').
*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 (Bogā'''do''' Te'''rī''').
*Despite the copious amount of fiery particles present in Terry's moveset (Power Wave, Burning Knuckle, Power Geyser, Buster Wolf and Triple Wolf), none of these moves possess the [[flame]] [[effect]]; instead, they all use the [[normal]] effect.
*Despite the copious amount of fiery particles present in Terry's moveset (Power Wave, Burning Knuckle, Power Geyser, Buster Wolf and Triple Wolf), none of these moves possess the [[flame]] [[effect]]; instead, they all use the [[normal]] effect.

Revision as of 15:17, February 28, 2021

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 fighter from SNK. He was officially announced in the September 4th, 2019 Nintendo Direct as the fourth downloadable character from Fighters Pass Vol. 1. Terry was released on November 6th, 2019 and is classified as Fighter #74.

Takashi Kondō, who has voiced Terry in The King of Fighters XIV onwards, reprises his role as the character in all regions.

Attributes

Terry 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 back dash which allows Terry to play footsies very effectively, a strong set of normal moves and special moves, 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 specific input combinations to use.

Terry's playstyle capitalizes on his strong bait-and-punish options. Terry has good tools, sporting many finishing moves in his smash attacks, clean dash attack, back and down aerials, and the 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 Ryu and Ken, 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 is 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 is 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 its 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 is 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 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 is 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, though his inputs are a bit more lenient in comparison to the aforementioned two. Nonetheless, 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 and "footsie" 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. 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, his competitive viability has yet to be determined, as he was only available for four months prior to the closure of most tournaments worldwide due to the COVID-19 pandemic.

Update history

Through game updates, Terry has received no notable buffs or nerfs besides a knockback increase for his Final Smash in 8.0.0, as well as a bugfix in 6.1.0.

Super Smash Bros. Ultimate 6.1.0

Super Smash Bros. Ultimate 8.0.0

  • Buff Triple Wolf's last hit has altered knockback (40 base/155 scaling → 58/144), slightly improving its KO potential.

Moveset

  • Like Ryu and Ken, Terry always faces his opponent when two players are left remaining in the match.
  • 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).
  • Like Ryu and Ken, Terry has weak and strong variants of 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 farther, 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 jab, followed by a short straight-punch, followed by a side kick. 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 and Rising Tackle being very effective followups due to their effective damage-racking and KOing abilities. 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, 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 mid-level roundhouse kick. It grants intangibility to his kicking leg. It has a respectable damage output, especially when sweetspotted, and is moderately fast. Can be special canceled, and is a very easy and reliable confirm into Buster Wolf at low to 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 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 in Terry's moveset in the early Fatal Fury and later The King of Fighters games.
Down tilt Under Kick 3% A crouching, Hapkido-style shin 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 shoulder block. 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 occasionally set up combos, although not to the same extent as some other dash attacks. 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 back kick. Noticeable startup 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) Squats and then rises up to throw an uppercut. It deals more damage with its late hit, and can cancel into his Final Smash. Based on a command normal crouching heavy punch. Powerful for a smash attack of its kind, and can be used as an out of shield option as well.
Down smash Slide Kick 12% A modified version of the martelo de chão, a kick in capoeira. In a similar vein to Ryu's down smash, 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 downward knifehand strike. Can be canceled into specials. It has the fastest startup out of Terry's aerials (frame 4) and a lingering hitbox in addition to moderately low ending lag and very low knockback, even at high percents, allowing it to potentially chain into itself and offer a lot of combo opportunities. It has multiple KO setups, such as into back aerial and down aerial on landing, Power Dunk, and most reliably, Burning Knuckle. Based on his jumping light punch.
Forward aerial Jump Kick 11% (clean), 8% (late) A flying kick. Has decent startup (frame 7), good horizontal range, decent damage output and a lingering hitbox, although it lacks KO power and has some ending lag. Unlike most of his other moves, it can only special 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) A spinning hook kick. Has slower startup (frame 11) and shorter range than his forward aerial, but possesses solid horizontal KO power during its initial frames, making it one of Terry's best non-special KOing moves. It is also the only one of his aerial attacks that cannot autocancel if performed immediately from a short hop fast fall. Like Ryu and Ken, Terry can have difficulty performing a back aerial during one-on-one matches, since he automatically turns towards his opponent. As a result, he must perform a reverse aerial rush in order to use it in on one-on-one matches. Compared to Ryu and Ken, however, this 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 off-stage while facing towards it if the opponent is off-stage). Much like his forward aerial, it can only special cancel into his Final Smash. Based on his jumping heavy kick when jumping straight up in most games.
Up aerial Somersault Kick 9% A bicycle kick. Can be canceled into specials. 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. Overall, it functions like other up aerials of its kind when it comes to utility. Although Masahiro Sakurai mentioned that this move was made to fill in a move slot for Terry in Ultimate, it nevertheless appears to be based on Kim Kaphwan's Hienzan.
Down aerial Jump Karate Punch 17% (sweetspot), 15% (sourspot) A downward-angled cross. Can be canceled into specials. 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. 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, while 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. Based on his jumping heavy punch.
Grab   Reaches out with both hands.
Pummel   1.5% A short-straight punch. Based on the first hit of his Grasping Upper from The King of Fighters '96.
Forward throw Buster Throw 10% The seoi nage, a Judo throw. Based on a mirrored version of his Buster Throw given to him in The King of Fighters series. KOs middleweights at around 166% at the edge of Final Destination.
Back throw Buster Throw 10% The seoi nage, a Judo throw. Based on his signature throw in the Fatal Fury series. KOs middleweights at around 163% at the edge of Final Destination.
Up throw Grasping Upper 5% (hit 1), 1% (throw) An uppercut. Based on a grab he was given in The King of Fighters '96.
Down throw Neck Breaker Drop 8% A neckbreaker slam. Based on a command throw in Fatal Fury: Wild Ambition. Can combo into aerials at low percents, although its 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 legsweep.
Neutral special Power Wave 8% (tapped), 9% (held), 10% (aerial tapped), 11% (aerial held) Punches the ground to generate a wave of energy that travels along the ground. Can be held instead of tapped to increase the energy wave's size, travel speed, travel distance, damage and knockback. If used in the air, Terry will generate a short-ranged burst of energy instead, also known as Round Wave. The Round Wave offers decent knockback and can KO opponents offstage, especially when held instead of tapped. Terry will announce either "Power Wave!" or "Rock you!" when using the move.
Side special Burning Knuckle / Crack Shoot Burning Knuckle:
13% (clean), 12% (late) (standard tapped);
14%, 12% (standard held);
16% (clean), 14% (late) (input tapped);
17% (clean), 14% (late) (input held)
Crack Shoot:
3%, 8% (standard tapped);
3%, 10% (standard held);
3.6%, 9.6% (input tapped);
3.6%, 12% (input held)
Terry uniquely has two side specials depending on the input: a forward special and a backward special.

Burning Knuckle (forward special): A lunging, energy-infused cross. Can be held instead of tapped for more travel distance, damage and knockback. Special input is ↓ ↘ → + attack/special (where → is the direction Terry is facing), which increases its damage output and knockback in addition to granting intangibility to his attacking arm. The special-inputted version is indicated by a subtle green trail of energy being visible alongside the blue energy engulfing Terry's fist. Can cancel into his Final Smash. Terry will announce either "Burn Knuckle!", "Burn!" or "Burning!" when using the move.

Crack Shoot (backward special): A spinning heel kick. Terry jumps forward, and spins his body with his leg extended, in order to hit the opponent. The aerial version can be done in the opposite direction by holding back for a short time before inputting backward special. Special input is ↓ ↙ ← + attack/special (where ← is the direction behind Terry), which increases its damage output and knockback, and adds shield damage to the second hit. 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% (hits 1–5, standard tapped), 13.9% (hits 1–5, standard held), 14.6% (hits 1–9, input tapped), 16.6% (hits 1–9, input held) Terry jumps in the air, performing an upward corkscrew flying kick while extending his arms. Can be held instead of tapped for more distance and damage. The move grants intangibility to Terry's lower body as he rises upward. If ↓ is held for at least 24 frames before performing the up special input, the move will render Terry's entire body intangible on startup while his lower body will be intangible for an even longer amount of time, the move itself will have slightly increased travel distance, it will deal more damage and knockback, and the move will consist of 9 hits instead of 5. The charge is stored for 10 frames after releasing down. The inputted version is indicated by Terry's body faintly flashing blue along with a distinct sound effect when successfully activated. It is also much more powerful compared to the regular version, KOing middleweights at around 125% and being an excellent mixup to Power Dunk as a combo finisher if the opponent tries to SDI to avoid it. 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 hits 1-2), 12% (standard descending), 14% (standard descending late), 1.2%, 2.4% (input rising hits 1-2), 13.2% (input descending), 16.8% (input descending late) A jumping knee strike, followed by a descending downward angled, energy-infused cross. Notoriously effective as a special-cancel follow-up from the second hit of neutral attack. Can be held instead of tapped to increase the travel distance of the rising portion, although doing so does not increase the move's power. Special input is → ↓ ↘ + attack/special, which grants intangibility during its ascent, increases its damage output and knockback, and enables it to meteor smash when doing the strong version of Power Dunk at the end if Terry's fist hits the opponent dead center. The special inputted version is indicated by Terry's fist leaving a blue trail of energy, along with a distinct sound effect. Both hits of the rising knee strike 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 [note that hitting with all three does not change the damage]), 46% (if only Triple Geyser's final hit connects), 24% (to bystanders hit by more than one hit of Triple Geyser), 18% (to bystanders only hit by Triple Geyser's final hit) Terry yells "Overheat!" and performs a Triple Geyser, where he punches the ground three times to erupt three consecutive Power Geysers. If an opponent gets hit by either one of the three geysers, a cinematic will occur in which Terry follows 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, all aerials, all specials excluding Power Wave, and the first hit of Buster Wolf). The cinematic can only affect one opponent (typically the first opponent to get hit by the Triple Geyser) at a time. Other opponents will merely be launched away, and against those, Triple Geyser's final hit deals increased knockback.

Dodge attack

Terry has the unique ability to perform a counterattack immediately after spot dodging. This is inspired by the Fatal Fury series' two-plane mechanic, which allows fighters to shift between the foreground and background, with an attack that sends them back into the main plane. It is also similar to two other mechanics. The first is a mechanic from the Fatal Fury and The King of Fighters series where players can perform an attack out of a block (or an opponent changing lanes into the player's) with a certain input mechanic. The other is a mechanic from The King of Fighters series which allows fighters to perform a quick dodge, which can quickly be acted out of. In both of the latter instances, the same animation is used for the attack as the Dodge Attack in this game.

By pressing the attack button immediately after performing a spot dodge, Terry will interrupt the dodge with a modified version of his up tilt. Unlike his up tilt, it has been sped up to strike 2 frames faster, renders his entire upper body intangible instead of just his attacking arm, and it deals more knockback and launches at a higher angle. The first 3 frames are entirely intangible, and frames 4-9 are upper body intangible. However, it deals less shieldstun, and the only special move it can be canceled into is his Final Smash.

Super Special Moves

Terry can perform two Super Special Moves using command inputs when he is either 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 (Taken from Real Bout Fatal Fury) appears. However, 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 ending lag 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 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 1v1). The first hit is a hit grab, and as such, Buster Wolf will not follow through with the second hit if the opponent is shielding, hit while downed, or they were recently released from a 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 Banjo & Kazooie's Wonderwing, Incineroar's Revenge, and Joker's Rebel's Guard (but not Tetrakarn). For the latter 2, this likely due to them not providing intangibility during the start-up and not spawning a seperate 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.

On-screen appearance

  • Jumps onto the stage from the background and adjusts his hat, similarly to the two-plane mechanic of the Fatal Fury games. Appears to be an amalgamation of using a punch attack to switch to the front lane in the Fatal Fury series and the first part of his signature intro pose in The King of Fighters (as the second part is used for his up taunt).

Taunts

  • Up taunt: Gestures and says, "Hey, come on, come on!" Based on his signature taunt and intro pose in most games from Fatal Fury 2 and The King of Fighters '94 (respectively) onward.
  • 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 match start animation in Fatal Fury 3: Road to the Final Victory, Real Bout Fatal Fury, and Fatal Fury: Wild Ambition.

Idle poses

  • Adjusts his cap before quickly pumping his fists.
  • Performs a bounce step, a footwork technique in boxing. Taken from an intro animation from The King of Fighters '98 onward.

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 onward.
  • 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 right leg 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.
A hard rock rendition of "Results Are Everything", the end of fight theme from Fatal Fury: King of Fighters.

In competitive play

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. Top players Dabuz, Locus, and Leffen all noted 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, many of his flaws were noted by other players, with his bad disadvantage and exploitable recovery. Despite Terry's setbacks, players such as Riddles and Locus have shown the potential of the character. Riddles especially has demonstrated Terry's viability as a solo main, including a top 24 placement at Let's Make Big Moves, along with being ranked on the Fall 2019 PGRU.

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.

Active

Inactive

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 (SSBU) Mario, Peach (SSBU) Peach, and Rosalina & Luma (SSBU) 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 (SSBU) Sheik, Link (SSBU) Link, and Zelda (SSBU) 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 (SSBU) Bowser, King Dedede (SSBU) King Dedede, and King K. Rool (SSBU) 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 (SSBU) Pit, Dark Pit (SSBU) Dark Pit, and Palutena (SSBU) 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 (SSBU) Sonic, Mega Man (SSBU) Mega Man, and Pac-Man (SSBU) 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 (SSBU) Ridley, Ganondorf (SSBU) Ganondorf, and Bayonetta (SSBU) 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 (SSBU) Ryu, Ken (SSBU) Ken, and Terry (SSBU) 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 the Terry (SSBU) 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

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 before downloading Terry, he is immediately unlocked.

Spirit

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

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

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).
  • Despite the copious amount of fiery particles present in Terry's moveset (Power Wave, Burning Knuckle, Power Geyser, Buster Wolf and Triple Wolf), none of these moves possess the flame effect; instead, they all use the normal effect.
  • 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.
  • 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 reveal trailer splash screen uses his in-game model.
  • Terry is the 2nd DLC character in Ultimate to not have an alternate costume that changes his model, following Banjo & Kazooie and preceeding Min Min.
  • Terry is one of the only two characters in Ultimate who may vocalize when rolling (as he does in his original games), with the other being Min Min.
    • Terry is the second character in the Smash series who vocalizes when rolling. The first was Fox in Smash 64.
    • This makes Terry the second character in Ultimate to vocalize during any type of ground dodge, with the first character being Bayonetta and the third being Min Min.
  • When KO'd by reaching 0 HP during his final stock 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.
    • Additionally, 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, excluding throws, has canonical names for all of his attacks, unlike most fighters who only have a select few named attacks. The other characters who share this distinction are Wii Fit Trainer and Mega Man.
  • Terry is one of the few characters to speak after being Blast KO'd: his alternate KO line has him saying "Ouch!" in a similar manner to Ness.
  • Terry is one of the few characters to speak after being stunned: he mutters "Oh, no..." in a similar manner to Captain Falcon.
  • 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 "front" and "back" special, as phrased by Masahiro Sakurai in Terry's presentation before his release.
  • Terry is the heaviest unarmored human in Ultimate. He weighs the same as Samus, who wears a Power Suit that increases her weight.
  • Terry, along with Jigglypuff, Bayonetta and Steve 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 only one of those who doesn't fight a giant character.
  • Terry is the second DLC fighter not to appear in any Spirit Battles, the first being Piranha Plant, and is the only fighter in the Fighters Pass Vol. 1 with this distinction.
  • Terry has unique sound effects when landing from a fall, which are taken from the original Fatal Fury, making him the first character where this is the case, preceeding Steve.
  • Terry and Sephiroth are the only DLC characters in Ultimate to date that don't have other characters assisting them for their Final Smashes.
  • 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.
  • Unlike most humanoid fighter models in Ultimate, Terry's bind pose is uniquely an "A-pose" instead of a T-pose.[2] This is shared with Byleth.[3]
  • All of Terry's ladder animations are shared with Ryu. This suggests that Ryu's animations were used as a base before they were altered.
    • Additionally, he briefly assumes Ryu's falling animation when grabbing a ladder in midair.

References