Terry (SSBU): Difference between revisions

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:{{Cquote|Terry Faces the Fury!|cite=Introduction Tagline}}
:{{Cquote|Terry Faces the Fury!|cite=Introduction Tagline}}
'''Terry''' ({{ja|テリー|Terī}}, ''Terry'') is a playable character in ''[[Super Smash Bros. Ultimate]]'' and the first third-party representative from [[SNK]]. He was officially announced in the September 4th, 2019 Nintendo Direct as the fourth [[Downloadable content (SSBU)|downloadable character]] from the Fighters Pass Vol. 1. He was released on November 6th, 2019 and is classified as Fighter #74.
'''Terry''' ({{ja|テリー|Terī}}, ''Terry'') is a playable character in ''[[Super Smash Bros. Ultimate]]'' and the first third-party representative from [[SNK]]. He was officially announced in the September 4th, 2019 Nintendo Direct as the fourth [[Downloadable content (SSBU)|downloadable]] character from [[Downloadable content (SSBU)#Fighters Pass Vol. 1|Fighters Pass Vol. 1]]. He was released on November 6th, 2019 and is classified as fighter #74.


{{s|wikipedia|Takashi Kondō}}, who voiced Terry in ''The King of Fighters XIV'' and onwards,  reprises his role as the character in all regions.
{{s|wikipedia|Takashi Kondō}}, who voiced Terry in ''The King of Fighters XIV'' and onwards,  reprises his role as the character in all regions.


==Attributes==
==Attributes==
Terry Bogard is a tall, [[heavyweight]] fighter weighing the same as Samus, Dark Samus, and Bowser Jr., that uses special inputs for his special moves, much like {{SSBU|Ryu}} and {{SSBU|Ken}}, and also shares their unique trait of always facing their opponent in 1v1 matches. He has slow air speed and decent running speed, but is characterized most by his great ground game. This includes a powerful [[initial dash]] which allows Terry to play footsies very effectively, a strong set of normals and special moves, as well as his unique ability to attack directly out of a spot dodge, and finally his comeback mechanic which allows incredibly powerful Super Special Moves that require a specific input combination to use.  
Terry Bogard is a tall, [[heavyweight]] fighter weighing the same as Samus, Dark Samus, and Bowser Jr., that uses special inputs for his special moves, much like {{SSBU|Ryu}} and {{SSBU|Ken}}, and also shares their unique trait of always facing their opponent in 1v1 matches. He has slow air speed and decent running speed, but is characterized most by his great ground game. This includes a powerful [[initial dash]] which allows Terry to play footsies very effectively, a strong set of 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 [[forward tilt]], [[dash attack]], [[smash attack]]s, [[Back aerial|back]] and [[down aerial]]s, and a majority of his specials. Forward tilt sports good range and above-average damage, while granting Terry's leg [[intangibility]]; dash attack possesses good knockback, damage, and traveling distance while being able to [[cross up]] shields; forward smash deals very high damage and knockback with impressive horizontal range to boot; up smash has good vertical range and also deals high damage and knockback; down smash has good range and high speed, but is still decently strong; back aerial deals high damage and knockback and sports excellent range; and down aerial is Terry's most damaging aerial, and can [[meteor smash]] opponents.
Terry's playstyle capitalizes on his strong bait-and-punish options. Terry has good tools, sporting many finishing moves in his [[smash attack]]s, clean [[dash attack]], [[Back aerial|back]] and [[down aerial]]s, 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, Terry's special moves have special inputs which allow for more power and capabilities. These are generally dictated by how long the player holds the special button and normally determine distance and strength. His neutral special, [[Power Wave]], is a projectile that travels on ground and serves as a good long-range poke that has both a weak and strong version, with the latter having a faster travel distance. In mid-air, it instead turns into a mid-range poking tool that deals more knockback, while also temporarily suspending Terry in the air. All of Terry's other moves come in four different variations when accounting for their weak/strong regular input variations and their weak/strong command input variations. [[Burning Knuckle]] (↓ ↘ → + attack/special) is one of Terry's go-to KO options, as even the weak regular input can KO opponents at fairly early kill percents, and it's Terry's best [[tech chasing]] tool. Terry is also the first character to sport a "backward special" in the form of [[Crack Shoot]] (↓ ↙ ← + attack/special); while it's not a KO move, it high-profiles through certain low attacks and also has a wide enough hitbox that it serves as both a reliable anti-air and Terry's most reliable cross up option at point blank range. [[Rising Tackle]] (c.↓ ↑ + attack/special) sports intangibility on the legs, and it's command input version sports full body invincibility, making it an effective anti-air. Finally, [[Power Dunk]] (→ ↓ ↘ + attack/special) serves as a strong combo ender, with invincibility on startup, and is another one of Terry's most reliable KO moves. The command version has a meteor hitbox, though connecting this hitbox is difficult as it's only active during the descending portion.
Similar to his fighting game-originating counterparts, Terry's special moves have special inputs which allow for more power and capabilities. These are generally dictated by how long the player holds the special button and normally determine distance and strength. His neutral special, [[Power Wave]], is a projectile that travels on ground and serves as a good long-range poke that has both a weak and strong version, with the latter having a faster travel distance. In mid-air, it instead turns into a mid-range poking tool that deals more knockback, while also temporarily suspending Terry in the air. All of Terry's other moves come in four different variations when accounting for their weak/strong regular input variations and their weak/strong command input variations. [[Burning Knuckle]] (↓ ↘ → + attack/special) is one of Terry's go-to KO options, as even the weak regular input can KO opponents at fairly early kill percents, and it's Terry's best [[tech chasing]] tool. Terry is also the first character to sport a "backward special" in the form of [[Crack Shoot]] (↓ ↙ ← + attack/special); while it's not a KO move, it high-profiles through certain low attacks and also has a wide enough hitbox that it serves as both a reliable anti-air and Terry's most reliable cross up option at point blank range. [[Rising Tackle]] (c.↓ ↑ + attack/special) sports intangibility on the legs, and it's command input version sports full body invincibility, making it an effective anti-air. Finally, [[Power Dunk]] (→ ↓ ↘ + attack/special) serves as a strong combo ender, with invincibility on startup, and is another one of Terry's most reliable KO moves. The command version has a meteor hitbox, though connecting this hitbox is difficult as it's only active during the descending portion.
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