Terry (SSBU)


 * Terry Faces the Fury!

Terry (, Terry) is a playable character in Super Smash Bros. Ultimate and the first and only fighter from SNK. He was officially announced in the September 4th, 2019 Nintendo Direct as the fourth downloadable character from. Terry was released as part of Challenger Pack 4 on November 6th, 2019 and is classified as Fighter #74.

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

Terry is ranked 30th out of 82 on the current tier list, placing him in the A- tier. Terry's strengths revolve around his combo ability and deadly KO setups. His normals are all effective for racking up damage, as his tilts and some of his aerials can be auto-cancelled into his specials, while his auto-turnaround ability also allows him to punish rolls and create deadly ledgetraps. In addition, Terry's combo and KO ability is further enhanced when Terry is past 100%, as it activates his "GO!" meter, granting him access to his "Super Specials" that can lead into relatively early KOs in the right situation; he is able to utilize to GO! meter effectively thanks to being a heavyweight, allowing him to survive up to higher percents. All of this makes Terry rather dangerous when fighting him up close and at higher percents.

However, Terry does have several weaknesses. Terry's strengths rely on other characters approaching him, and he has more trouble fighting characters from afar. His disadvantage state is below average since he has trouble landing, while his tall frame and stature makes him susceptible to juggling. His recovery is also exploitable if one knows how to play around it, making him rather vulnerable offstage. Finally, his normals can be escaped with good SDI allowing for most of Terry's combos to be unreliable, forcing Terry to switch up his gameplan once other players know how to deal with his combos.

Overall, Terry's strengths outweigh his weaknesses. Although he has a smaller playerbase compared to other high-tier characters, he has nonetheless garnered strong results from players such as and.

Attributes
Terry is a tall, heavyweight fighter who weighs the same as, , and 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 , , and. 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 ) 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.

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.

 6.1.0

 

Moveset
For a gallery of Terry's hitboxes, see here.
 * 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 Time Battles or Stock Battles, or has 30% or less of his maximum HP in a Stamina Battle, he will be able to perform 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 11% 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.

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!" It is 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." It is 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. It is 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. It is based on an intro animation from The King of Fighters '98 onward.

Crowd cheer
 

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!" It is 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. It is 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. It is 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.

Most historically significant players
See also: Category:Terry players (SSBU)


 * - Plays all the FGC characters but has focused primarily on Terry since 2023. He is considered the best Terry player in Europe, placing highly at several majors such as 9th at the supermajor and 17th at the supermajor  while defeating  at the latter event.
 * - The best Terry player in Japan, and one of the few Terry players who have placed top 8 at multiple major events, having placed 4th at the supermajor and 7th at the major  defeating.
 * - Regularly places top 8 at Mexican regionals and superregionals, including 2nd at the regional and 3rd at the superregional . He has also performed well at majors, including placing 17th at the supermajor.
 * - A top 10 player since 2022 who is the best Terry player of all-time, co-maining the character alongside . He used Terry in a crucial set to win the supermajor ; he had also placed 2nd at the major using primarily Terry.
 * - Has a prominent Terry that he uses alongside a variety of characters. He has placed highly at several majors using primarily Terry, including 5th at the major and 13th at the supermajor.

Tier placement and history
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 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 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 respectably at majors. 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 performance remained just as strong, if not better than before. Although Riddles started to co-main Terry with, he nevertheless established himself as a top 10 player using both characters, while other Terry players began making a notable impact on their scenes, including in Mexico,  in the United Kingdom,  in Japan, and  in Spain. Thanks to his dedicated playerbase and strong performances, the general consensus is that Terry is a solid high-tier character, and as such he is ranked 30th on the first and current tier list.

Classic Mode: The King of Smash
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.

Credits roll after completing Classic Mode. Completing it as Terry has  accompany the credits.

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

Spirit
Terry's fighter spirit can be obtained by completing. 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.

Trivia

 * Terry's codename within the game files is "dolly". It is a pun based on the Japanese pronunciation of the last syllables of his surname and first name, respectively (Bogādo Terī).
 * 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 '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 its debut 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,, , and ) have crossed over in a fighting game developed by Bandai Namco, as , , and previously crossed over in . The  series itself would later see proper representation with the inclusion of  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 .
 * Terry is the second DLC character in Ultimate to not have an alternate costume that changes his model, following and preceeding  and /.
 * 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 stunned: he mutters "Oh, no..." in a similar manner to.
 * Terry is the second of three DLC fighters to not appear in any Spirit Battles. The first was and the third was.
 * Terry has unique sound effects when landing from a fall, which is taken from the original Fatal Fury, making him the first character where this is the case, preceding.
 * 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, , 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.
 * All of Terry's ladder animations are shared with . 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 mid-air.