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.
Terry is a tall, heavyweight fighter weighing the same as Samus, Dark Samus, and Bowser Jr., that uses fighting game 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 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. 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.
For a gallery of Terry's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
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, as the name suggests, 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. It possesses some combo utility, particularly with his up aerial, which makes Rising Tackle a viable followup.
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.
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.
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.
See also: Category:Terry professionals (SSBU)
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.
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.
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.
Character introduction video