Super Smash Bros. Ultimate

Terry (SSBU)

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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 as part of Challenger Pack 4 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 who weighs the same as Samus, Dark Samus, and Bowser Jr. Due to hailing from a traditional fighting game series, Terry always faces his opponent in 1-on-1 matches, a trait that he shares with Ryu, Ken, and Kazuya. While this makes it more difficult for him to utilize his powerful back aerial, it more importantly makes his command inputs easier to execute and less likely to misinput, and allows him to punish rolls and cross ups more easily than the vast majority of the cast. He has slow air speed, a very slow initial dash, and decent dashing speed, but is characterized most by his great ground game. This includes a potent backward 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 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, clean back aerial, sweetspotted down aerial, and the majority of his special moves. Forward tilt sports good range and above-average damage, while also granting Terry's leg intangibility. Dash attack has respectable power and traveling distance, the latter of which extends to its ability 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 when clean, and sports excellent range overall. Lastly, down aerial is Terry's most damaging aerial, and can meteor smash opponents when sweetspotted.

Like Ryu, Ken, and Kazuya, Terry's special moves have special inputs that grant them 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 reasonable percents. In addition to its KO potential, 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 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 Terry's 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 ability to cancel some moves into specials, such as his jab, neutral aerial, and down aerial, Terry can successfully deal a large amount of damage from any opening, and due to his unique ability of always facing his opponent in 1v1 battles, this grants him very strong ledgetrapping potential. 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 has a comeback mechanic in the form of two Super Special Moves: Power Geyser (↓ ↙ ← ↙ → + attack/special or ↓ ← ↓ → + attack/special) and Buster Wolf (↓ ↘ → ↓ ↘ → + attack/special or ↓ → ↓ → + attack/special). Power Geyser is an enormous geyser of energy that is released from the ground directly in front of Terry. It boasts incredible height and damage; this not only makes it an excellent KO option, but also an extremely effective anti-air move, as well as a very potent threat to shields. Buster Wolf causes Terry to dash forward a fair distance (roughly half the length of Final Destination) in order to throw a punch that functions as a hit command grab, similarly to Fishing Rod. If the punch hits, he immediately generates an explosive, highly damaging blast of energy from his fist that can KO extremely early. As these moves are only accessible when Terry is at or above 100% in Stock or Time Battles (or his hit points are 30% or lower in Stamina Mode) their effective power is further increased slightly by rage. However, while Terry is able to use these attacks any amount of times when passed the percentage threshold, their considerable ending lag makes them 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 also 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, can be special canceled, and is reliable for juggles. Down tilt deals extremely low damage and knockback while having very low all-around lag, making it a fairly spammable poke and useful combo starter, even being able to set up into KO confirms. Neutral and up aerials both provide plentiful combo opportunities, due to their mixture of low overall lag, good range, and decent damage outputs and knockback. Despite his poor air speed, Terry's neutral aerial can combo into itself with ease, to the point that it can perform a Wall of Pain which can then be easily followed up with his down aerial's meteor smash hitbox.

In spite of his strengths, Terry still has notable drawbacks. His overall disadvantage state is a glaring weakness: Terry's fall speed is among the lower half of the cast, and when combined with his tall hurtbox, he is noticeably susceptible to juggles. Rising Tackle, while having intangibility throughout the first half of the move, is unable to sweetspot the edge, meaning that Terry is forced to utilize it from very low under the stage, as he is otherwise left vulnerable for a hard punish at the move's apex. Additionally, the move's vertical and horizontal distance is sub-par, making it a generally inferior recovery move. Terry's aerial speed is also well below-average, making his off-stage endurance lacking. While he is able to mix up his recovery to a certain extent with his specials, he is unlikely to survive in most off-stage situations if he has exhausted his double jump and side special.

Despite having a strong grounded neutral game, it is largely centered around baiting the opponent to approach and reading their habits to lead into combo extensions. As such, Terry doesn't possess many good pokes outside of down tilt. Given his average ground speed and poor air speed, Terry's aerial approaches are fairly weak unless he starts close to his target. Though Terry's inputs are a bit more lenient in comparison to the other traditional fighting game characters, it can nonetheless take time to master his inputs to their full potential, giving him a relatively high learning curve overall. The Super Special Moves are of particular note: they are accessible only when his damage is at 100% or his hit points are 30% or lower in Stamina Mode, and they both have considerable ending lag to compensate for their astounding power. As a result, Terry's playstyle can change drastically when the Super Specials comes into play. Improper inputs can also result in failing to perform what would otherwise be a KO confirm (such as with Power Dunk), or even an unintentional self-destruct (such as with Burning Knuckle/Crack Shoot). As such, it is crucial to get the hang of inputting moves correctly and at the right time in order to avoid inadvertently putting Terry in a very disadvantageous situation.

Overall, Terry is a melee-focused and "footsies"-oriented heavyweight character with immense combo, damage, and KO options in all areas. His ability to apply dangerous shield pressure or cross-up shielding opponents is incredibly useful when executed at the right times. The Super Special Moves can also give Terry the mental edge over opponents, as any ill-managed approach on the opponent's end can be called out by extremely hard punishes. Due to being a heavyweight he is very hard to KO without a proper edge-guard, making him more dangerous the longer he holds onto his stock. However, his poor disadvantage state and mediocre off-stage endurance means players need to be mindful of every off-stage option, as Terry can be KO'd easily to an off-stage gimp, and despite his powerful neutral, many of his most effective moves leave him vulnerable, meaning the player must make calculated decisions with which attacks to throw out in pressure situations. 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

Terry was buffed slightly via update 8.0.0, which altered Triple Wolf's knockback to the point of strengthening it slightly. Prior to this, update 6.1.0 fixed a glitch that would cause him and the partner Ice Climber to both become frozen after Terry performs Buster Wolf.

Due to these changes being strictly quality-of-life adjustments, Terry's competitive reception has remained virtually unchanged since his release.

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

  • Terry always faces his opponent during a one-on-one match or when only two players are remaining in a match.
  • When Terry is at 100% in 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, albeit with different mechanics (see below).
  • 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 inflict more damage and propel Terry further, with Power Dunk instead having two separate travel distances and timings before the main punch.
    • Terry's input specials also utilize negative edge, where specials can be performed on the release of a held attack button after performing certain stick motions.
  • Sound effects from the early Fatal Fury games and The King of Fighters games, albeit heavily modified, are used when Terry hits an opponent instead of the standard knockback sound effects.

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[1] 3% A jab, followed by a short straight-punch, followed by a side kick. Holding the attack button also causes Terry to repeat the first hit. It is the second-most damaging neutral attack in the game, being surpassed only by Kazuya's. However, the jab and short straight-punch can be canceled into special moves, which is significantly more rewarding than using all three hits. Rising Tackle and Power Dunk are very effective follow-ups, due to their effective damage racking and KOing potentials, respectively. It is also remarkably safe on shield, only being -6. Based on his standing light punch, close-range standing heavy punch, and standing light kick in most games, with the short straight-punch dealing two hits like in the original games.
1% (hit 1), 2% (hit 2)
7%
Forward tilt Middle Kick[1] 12% (leg), 13% (foot) A mid-level roundhouse kick. 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 Burning Knuckle or Buster Wolf at low to mid percentages. The move also has a disjointed hitbox on Terry's foot, and grants intangibility to his kicking leg. Incredibly safe on shield, and if special canceled, ends up being +11. On an extended note, this enables Burning Knuckle to trade with every offensive out of shield option, including Fire. Based on his standing heavy kick in his home series.
Up tilt Rising Upper[1] 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 (↘ + heavy punch) in Terry's moveset in the early Fatal Fury games and later The King of Fighters games.
Down tilt Under Kick[1] 3% A crouching, Hapkido-style shin kick. Deals extremely low damage, but can be spammed safely due to its very low overall lag. It can be special canceled. At higher percentages, this confirms into his neutral attack efficiently, as well as Burning Knuckle and down smash. Based on his crouching light kick in his home series.
Dash attack Power Charge[1] 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 KO potential while near the edge. In comparison, the weak hit can occasionally set up combos, though not to the same extent as some other dash attacks. Can cancel into his Final Smash. Additionally, the move can also cross up shields and clash with projectiles, making it surprisingly safe. He might either say "Power Charge!" or "Goodbye!" when using this attack.
Forward smash Backspin Kick[1] 18% A spinning back kick. Noticeable startup and ending lag, but boasts excellent KO potential. Can be canceled into his Final Smash. Based on his low-evade attack from Garou: Mark of the Wolves (a universal mechanic from that game), albeit with a heavily altered animation and lacking any particular evasive utility.
Up smash Wild Upper[1] 16% (early), 18% (late) Squats and then rises up to throw an uppercut. Like Dr. Mario's neutral aerial, 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. Interestingly, its charge hold is a single frame before the hitbox comes out, making it an incredible reactive option against aerial attacks.
Down smash Slide Kick[1] 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. Although its power is only moderate compared to his forward and up smashes, it nevertheless KOs at reasonable percentages, particularly as a follow-up from down tilt. Can cancel into his Final Smash. Based on his crouching heavy kick.
Neutral aerial Chop[1] 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 percentages, 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[1] 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[1] 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 1-on-1 matches. Compared to Ryu and Ken, however, it takes longer for Terry to perform, 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[1] 9% An exaggerated bicycle kick. Can be canceled into specials. Has low ending lag and can combo into itself or other moves at low to mid percentages, and can be used at higher percentages for KO setups. Overall, it functions like other up aerials of its kind when it comes to utility. According to Masahiro Sakurai, Somersault Kick is original to Super Smash Bros. Ultimate, and it was created in order to give Terry an upward attack to use in the air.[1] However, it nevertheless resembles a special move from another Fatal Fury character, Kim Kaphwan's Hienzan.
Down aerial Jump Karate Punch[1] 17% (sweetspot), 15% (sourspot) A downward angled cross. Can be canceled into specials. When sweetspotted, it is Terry's most damaging aerial and has a meteor effect that launches opponents at a very diagonal angle akin to a spike. It has the slowest startup (frame 12) and highest landing lag (15 frames) out of all of Terry's aerials, but it has fairly low startup and ending lag for a down aerial. In addition, its autocancel window is generous enough to allow it to autocancel if performed immediately from a short hop fast fall. The sourspot pops the opponent up slightly if they are hit on the ground, whereas the sweetspot launches opponents at a rather horizontal angle that limits its follow-up potential compared to other meteor smashes. 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[1] 10% The seoi nage, a Judo throw. KOs middleweights at around 166% at the edge of Final Destination. Based on a mirrored version of his Buster Throw given to him in The King of Fighters series.
Back throw Buster Throw[1] 10% The seoi nage, a Judo throw. KOs middleweights at around 163% at the edge of Final Destination. It is his signature throw in the Fatal Fury series.
Up throw Grasping Upper[1] 5% (hit 1), 1% (throw) An uppercut. It can combo into neutral and up aerials reliably at low percents, which in turn can be special canceled to extend the combo. However, its combo potential is fairly limited because of its throwbox's minimal damage output. It is a grab he uses from The King of Fighters '96 through The King of Fighters 2002.
Down throw Neck Breaker Drop[1] 8% A neckbreaker slam. It can combo into neutral and up aerials reliably at low percents, which in turn can be special canceled to extend the combo. However, its combo potential is fairly limited because of its moderately high ending lag and backward launching angle. It can KO middleweights at around 232% on Final Destination. It is a command throw in Fatal Fury: Wild Ambition.
Forward roll
Back roll
Spot dodge
Air dodge
Dodge attack   11% By pressing the attack button immediately after performing a spot dodge, Terry will interrupt the dodge with a modified version of his up tilt. Compared to his up tilt, this uppercut has more knockback, launches at a higher angle, and is 2 frames faster. In addition, its first 3 frames are entirely intangible, and frames 4-9 render his upper body intangible. Unlike up tilt, however, it deals less shieldstun and the only special move it can be canceled into is his Final Smash. It possesses some combo potential, particularly with his up aerial, which makes Rising Tackle a viable follow-up.

This technique is broadly inspired by the mainline Fatal Fury series' two-lane mechanic, which allows fighters to shift between the foreground and background, with some attacks that send them back to the main lane. More specifically, it is similar to a defensive mechanic where players can perform an attack out of a block (or an opponent changing lanes into theirs) with a certain input. The final Fatal Fury game, Garou: Mark of the Wolves, while on a single 2D plane, provides each character with a "low-evade" and "high-evade" attack that grants lower or upper body invincibility, respectively (Terry's high-evade being an uppercut). Additionally, the ongoing The King of Fighters series allows fighters to perform a quick dodge, which can, as the name suggests, be quickly acted out of. In all three of these latter instances, the same animation is used for the Dodge Attack in Ultimate.

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 an energy wave 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. When used in the air, Terry will generate a short-ranged burst of energy instead, which is referred to as an Airborne Wave in his tips. The Airborne Wave deals more damage and knockback compared to the Power Wave, and it even stalls Terry's descent briefly. These traits make it a safe and useful edge-guarding option, especially when held instead of tapped. Terry will announce either "Power Wave!" or "Rock you!" when using the move. According to Masahiro Sakurai, the Airborne Wave's aesthetic is based on the Power Wave's shorter ranged depiction in The King of Fighters series as of The King of Fighters '96.[1] However, it also heavily resembles the Round Wave, a short-ranged version of the Power Wave that debuted in Real Bout Fatal Fury.
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. Activates by tilting the control stick towards the opponent. 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 punching 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. Activates by tilting the control stick away from the opponent. The aerial version can be used 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 4% (hit 1, standard), 0.3% (hits 2-4, standard), 7% (hit 5, standard tapped), 9% (hit 5, standard held);
4.5% (hit 1, input), 0.3% (hits 2-8, input), 8% (hit 9, input tapped), 10% (hit 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, have 2/3rds the landing lag, 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 mix-up to Power Dunk as a combo finisher if the opponent tries to use 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 canceled 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 (1.2×) 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.
Command input 1 Power Geyser 26% (near), 19% (near late), 23% (middle), 17% (middle late), 20% (far), 15% (far late) When "GO" is active, used with ↓ ↙ ← ↙ → or ↓ ← ↓ → , followed by either attack or special. 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 1-on-1 matches), and the geyser itself deals very high shield damage, comparable to Pound. However, Power Geyser possesses more startup and ending lag of the two Super Special Moves, making it highly punishable especially if perfect shielded, though these weaknesses can be mitigated if the move is linked in to. Terry will announce either "Power... Geyser!" or "Go burn!" when using the move.
Command input 2 Buster Wolf 5% (initial hit), 20% (explosion), 15% (collateral) When "GO" is active, used with ↓ ↘ → ↓ ↘ → or ↓ → ↓ → , followed by either attack or special. Terry quickly slides forward along the ground to throw an energy-infused punch, asking, "Are you okay?" If he connects successfully with an opponent, he will follow up by generating an explosive energy blast from his fist, and announce the move's name. The blast can also hit bystanders within range. Has powerful knockback, KOing any characters before 120% from center stage and as early as 35% at the edge. Terry has armor during the start-up of Buster Wolf (frames 1-15) that can withstand a maximum of 8% (9.6% in 1-on-1 matches). The first hit is a hit grab, and as such, Buster Wolf will not follow through with the second hit if the opponent is shielding, hit while prone, or if 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 Wonderwing, Revenge, and Rebel's Guard (but not Tetrakarn). For the latter two, this likely due to them not providing intangibility during the start-up and not spawning a separate activation hurtbox like other counters. Terry is intangible for 26 frames upon connecting the initial hit. The initial hit can be canceled into his Final Smash.
Final Smash Triple Wolf 6% (Power Geysers 1 & 2), 18% (Power Geyser 3), 6% (Power Dunk, Buster Wolf hits 1 & 2), 10% (final hit) Terry yells "Overheat!" and performs a Triple Geyser, where he punches the ground three times to generate three consecutive Power Geysers. If an opponent gets hit by any one of the three geysers, a cinematic will occur. Terry starts the cinematic with Power Dunk, knocking his target into the ground. Followed by Terry turning around and charging his Max Buster Wolf, 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 will only affect one opponent (typically the first to get hit). Other opponents will merely be launched away and, against those, Triple Geyser's final hit deals increased knockback.

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 and later used The King of Fighters 2001.
  • Down taunt: Takes his hat off and spins it around on his finger, before putting it back on. Based on 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.

Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC
PAL
Description Come on, come on, Te-rry! Te - rryyyyyyyy! Ter - ry! Ter - ry! Ter - ry! Ter - ry! *claps 3 times* Ter - ry! *claps 3 times*
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
Description Ter - ry! *claps 3 times* ¡Terry! ¡Terry! ¡Y nadie más! Ter - ry! *claps 3 times* Ter - ry!

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. His comeback mechanic, in the form of the "GO" meter, is also highly praised as it allows him to deliver extremely strong special moves, most notably Buster Wolf, and confirms into it. Top players such as Dabuz and Leffen all noted his powerful neutral and punishing game, as well as lauding his highly damaging combos and KO setups and believe that, when mastered, can potentially render him as a top tier. However, many of Terry's flaws were noted by other players, such as his poor disadvantage state and exploitable recovery. Despite Terry's setbacks, dedicated mains such as Riddles shown the potential of the character; Riddles in particular demonstrated Terry's viability as a solo main in the early metagame, winning several Canadian regionals and placing respectively at a national level. This continued during the online era, where Riddles would see several top 16 placements at large online tournaments.

Following the return of offline competitive play, Terry's representation largely remained the same, if not better than before, despite Riddles's hesitancy on solo-maining the character and the character's below-average representation. Due to this and Terry's strong advantage state and punish game, he is considered to be one of the best, if not the best, FGC character alongside Kazuya. He is mostly seen as a strong high tier by many top players, such as Dabuz, ESAM, Tweek, and Fatality.

Most historically significant players

See also: Category:Terry professionals (SSBU)

Classic Mode: The King of Smash

Terry's congratulations screen.

Each Round consists of a Stamina battle, where the player faces three opponents, one by one. This is based on The King of Fighters series, which features 3-on-3 battles. The characters on each team have a thematic consistency, either belonging to the same series or sharing certain attributes. Terry will start off with 150 hit points and his opponents start off with 100.

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 Gold, but only after Terry has been downloaded. Unlocking Terry in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.

In Spirit Battles

Terry is not 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 Fighters Pass character, due to him debuting in 1991. However, if counting DLC in general, Piranha Plant would be the oldest DLC fighter, due to it debuting in 1985. This additionally beats Erdrick, who debuted in 1988.
  • Terry's inclusion marks the second time Capcom, SNK, and Square Enix (and, more specifically, 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. The Tekken series itself would later see proper representation with the inclusion of Kazuya as a playable character.
    • Additionally, disregarding the aforementioned guest characters, this is the first time Capcom and SNK characters have appeared in a crossover fighting game since SNK vs. Capcom: SVC Chaos.
  • Terry is the only newcomer in Super Smash Bros. Ultimate whose reveal trailer splash screen uses his in-game model.
  • Terry is the second DLC character in Ultimate to not have an alternate costume that changes his model, following Banjo & Kazooie and preceeding Min Min and Pyra/Mythra.
  • 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 SSB.
    • 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 one of his heavy knockback voice clips instead of his standard KO voice clip. This trait is shared with Dr. Mario and all vocal DLC fighters except for Joker, Banjo & Kazooie, and Byleth's Japanese voice.
    • 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 has canonical names for all of his attacks, unlike most fighters who only have a select few named attacks. The only other character who shares this distinction is Kazuya.
  • Terry is one of the few 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, along with Jigglypuff, Bayonetta, Steve and Kazuya 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 does not fight a custom character (i.e. metal, giant, etc.).
  • Terry is the second of three DLC fighters to not appear in any Spirit Battles. The first was Piranha Plant and the third was Sephiroth.
    • Terry is the only fighter from 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, preceding Steve.
  • Terry, Sephiroth, Kazuya and Sora are the only DLC characters in Ultimate that don't have other characters assisting them for their Final Smashes.
  • Uniquely, advertisements for Fighters Pass Vol. 1 refer to Terry by his full name.
    • This was changed upon the reveal of Byleth, where the advertisements were changed to simply read "Terry".
  • 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, Ken, and Kazuya.
    • 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.[3] This is shared with Byleth and Mythra.[4][5]
  • 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