Terry (SSBU): Difference between revisions

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==Moveset==
==Moveset==
*Terry always faces his opponent during a one-on-one match or when only two players are remaining in a match.
*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 Move]]s: [[Power Geyser]] and [[Buster Wolf]]. This is indicated with a "GO" icon next to his fighter portrait.
*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 Move]]s ([[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).
*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 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.
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|neutral2dmg=1% (hit 1), 2% (hit 2)
|neutral2dmg=1% (hit 1), 2% (hit 2)
|neutral3dmg=7%
|neutral3dmg=7%
|neutraldesc=A jab, followed by a {{iw|wikipedia|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 {{SSBU|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.
|neutraldesc=A jab, followed by a {{iw|wikipedia|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 {{SSBU|Kazuya}}'s. However, the jab and short straight-punch can be canceled into special moves, which is significantly more rewarding than using the entirety of his neutral attack. [[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 ''Fatal Fury'' games, with the short straight-punch consisting of 2 hits like in the original ''Fatal Fury'' games.
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltdmg=12% (leg), 13% (foot)
|ftiltdmg=12% (leg), 13% (foot)
|ftiltdesc=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.  
|ftiltdesc=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 medium 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.  
|utiltname=Rising Upper ({{ja|ライジングアッパー|Raijingu Appā}})
|utiltname=Rising Upper ({{ja|ライジングアッパー|Raijingu Appā}})
|utiltdmg=11%
|utiltdmg=11%
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|dtiltname=Under Kick ({{ja|アンダーキック|Andā Kikku}})
|dtiltname=Under Kick ({{ja|アンダーキック|Andā Kikku}})
|dtiltdmg=3%
|dtiltdmg=3%
|dtiltdesc=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.
|dtiltdesc=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 reliably into his neutral attack, up smash, down smash, and Burning Knuckle. Based on his crouching light kick in his home series.
|dashname=Power Charge ({{ja|パワーチャージ|Pawā Chāji}})
|dashname=Power Charge ({{ja|パワーチャージ|Pawā Chāji}})
|dashdmg=13% (clean), 10% (late)
|dashdmg=13% (clean), 10% (late)
|dashdesc=A [[wikipedia:Professional wrestling attacks#Shoulder block|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.
|dashdesc=A [[wikipedia:Professional wrestling attacks#Shoulder block|shoulder block]]. 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. 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. It can cancel into his Final Smash, and is based on Terry's special move of the same name that debuted in ''Real Bout Fatal Fury Special''.
|fsmashname=Backspin Kick ({{ja|バックスピンキック|Bakkusupin Kikku}})
|fsmashname=Backspin Kick ({{ja|バックスピンキック|Bakkusupin Kikku}})
|fsmashdmg={{ChargedSmashDmgSSBU|18}}
|fsmashdmg={{ChargedSmashDmgSSBU|18}}
|fsmashdesc=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.
|fsmashdesc=A spinning back kick. Noticeable startup and ending lag, but boasts excellent KO potential thanks to its very high damage output and lack of a sourspot. 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.
|usmashname=Wild Upper ({{ja|ワイルドアッパー|Wairudo Appā}})
|usmashname=Wild Upper ({{ja|ワイルドアッパー|Wairudo Appā}})
|usmashdmg={{ChargedSmashDmgSSBU|16}} (early), {{ChargedSmashDmgSSBU|18}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|16}} (early), {{ChargedSmashDmgSSBU|18}} (late)
|usmashdesc=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. Interestingly, its charge hold is a single frame before the hitbox comes out, making it an incredible reactive option against aerial attacks.  
|usmashdesc=Squats and then rises up to throw an uppercut. It deals more damage with its late hit. 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. It can cancel into his Final Smash, and is based on a command normal crouching heavy punch.
|dsmashname=Slide Kick ({{ja|スライドキック|Suraido Kikku}})
|dsmashname=Slide Kick ({{ja|スライドキック|Suraido Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBU|12}}
|dsmashdmg={{ChargedSmashDmgSSBU|12}}
|dsmashdesc=A modified version of the martelo de chão, a kick in capoeira. In a similar vein to {{SSBU|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.
|dsmashdesc=A modified version of the martelo de chão, a kick in capoeira. In a similar vein to {{SSBU|Ryu}}'s down smash, it only hits in front of Terry. It is very fast and has good range, although its power is only moderate compared to his forward and up smashes. Nevertheless, it KOs at reasonable percentages, particularly as a follow-up from down tilt. It can cancel into his Final Smash, and is based on his crouching heavy kick.
|nairname=Chop ({{ja|ジャンプ手刀|Janpu Naifu}}, ''Jump Knife'')
|nairname=Chop ({{ja|ジャンプ手刀|Janpu Naifu}}, ''Jump Knife'')
|nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=A downward {{iw|wikipedia|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.
|nairdesc=A downward {{iw|wikipedia|knifehand strike}}. It has the fastest startup out of Terry's aerials (frame 4), as well as a lingering hitbox, moderately low ending lag, very low knockback, and the ability to be canceled into specials. Altogether, these traits allow it to potentially chain into itself and offer a lot of combo opportunities at various percentages. 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.
|fairname=Jump Kick ({{ja|ジャンプテリーキック|Janpu Terī Kikku}}, ''Jump Terry Kick'')
|fairname=Jump Kick ({{ja|ジャンプテリーキック|Janpu Terī Kikku}}, ''Jump Terry Kick'')
|fairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|8}} (late)
|fairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|8}} (late)
|fairdesc=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.
|fairdesc=A flying kick. It has decent startup (frame 7), good horizontal range, a decent damage output, and a lingering hitbox. However, it lacks KO power and has slight ending lag. Unlike most of his other moves, it can only special cancel into his Final Smash. It is based on his jumping light kick or jumping heavy kick when jumping forward or backward in his home series.
|bairname=Jump Backward Kick ({{ja|ジャンプ後ろ回し蹴り|Janpu Ushiro Mawashigeri}}, ''Jump Back Roundhouse Kick'')
|bairname=Jump Backward Kick ({{ja|ジャンプ後ろ回し蹴り|Janpu Ushiro Mawashigeri}}, ''Jump Back Roundhouse Kick'')
|bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|bairdesc=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.
|bairdesc=A spinning hook kick. It has slower startup (frame 11) and shorter range than his forward aerial, but its clean hitbox possesses impressive KO potential, 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. It is based on his jumping heavy kick when jumping straight up in most ''Fatal Fury'' games.
|uairname=Somersault Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}})
|uairname=Somersault Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}})
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdesc=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.<ref name=SakuraiPresents>[https://www.youtube.com/watch?v=yK3VltKv3JI Super Smash Bros. Ultimate – Mr. Sakurai Presents "Terry Bogard"]</ref> However, it nevertheless resembles a special move from another ''Fatal Fury'' character, Kim Kaphwan's Hienzan.
|uairdesc=A bicycle kick. It has low ending lag and can combo into itself or other moves at low to medium percentages, and can be used at higher percentages for KO setups. It can also be canceled into specials. Overall, it functions similarly to other up aerials of its kind in regard 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 while he is airborne.<ref name=SakuraiPresents>[https://www.youtube.com/watch?v=yK3VltKv3JI Super Smash Bros. Ultimate – Mr. Sakurai Presents "Terry Bogard"]</ref> However, it nevertheless resembles a special move from another ''Fatal Fury'' character, Kim Kaphwan's Hienzan.
|dairname=Jump Karate Punch ({{ja|ジャンプ正拳突き|Janpu Seiken Tsuki}}, ''Jump Straight Fist Thrust'')
|dairname=Jump Karate Punch ({{ja|ジャンプ正拳突き|Janpu Seiken Tsuki}}, ''Jump Straight Fist Thrust'')
|dairdmg={{ShortHopDmgSSBU|17}} (sweetspot), {{ShortHopDmgSSBU|15}} (sourspot)
|dairdmg={{ShortHopDmgSSBU|17}} (sweetspot), {{ShortHopDmgSSBU|15}} (sourspot)
|dairdesc=A downward angled {{iw|wikipedia|cross|boxing}}. 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.
|dairdesc=A downward angled {{iw|wikipedia|cross|boxing}}. 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. It can be canceled into specials, and is based on his jumping heavy punch.
|grabname=&nbsp;
|grabname=&nbsp;
|grabdesc=Reaches out with both hands.
|grabdesc=Reaches out with both hands.
|pummelname=&nbsp;
|pummelname=&nbsp;
|pummeldmg=1.5%
|pummeldmg=1.5%
|pummeldesc=A short-straight punch. Based on the first hit of his Grasping Upper from ''The King of Fighters '96''.
|pummeldesc=A short-straight punch. It is based on the first hit of his Grasping Upper from ''The King of Fighters '96''.
|fthrowname=Buster Throw ({{ja|バスタースルー|Basutā Surū}})
|fthrowname=Buster Throw ({{ja|バスタースルー|Basutā Surū}})
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=The {{iw|wikipedia|seoi nage}}, a Judo throw. KOs middleweights at around 166% at the edge of {{SSBU|Final Destination}}. Based on a mirrored version of his Buster Throw given to him in ''The King of Fighters'' series.
|fthrowdesc=The {{iw|wikipedia|seoi nage}}, a Judo throw. KOs middleweights at around 166% at the edge of {{SSBU|Final Destination}}. It is based on a mirrored version of his Buster Throw that debuted in ''The King of Fighters'' series.
|bthrowname=Buster Throw ({{ja|バスタースルー|Basutā Surū}})
|bthrowname=Buster Throw ({{ja|バスタースルー|Basutā Surū}})
|bthrowdmg=10%
|bthrowdmg=10%
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|uthrowname=Grasping Upper ({{ja|グラスピングアッパー|Gurasupingu Appā}})
|uthrowname=Grasping Upper ({{ja|グラスピングアッパー|Gurasupingu Appā}})
|uthrowdmg=5% (hit 1), 1% (throw)
|uthrowdmg=5% (hit 1), 1% (throw)
|uthrowdesc=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''.
|uthrowdesc=An uppercut. It can combo into his neutral and up aerials reliably at low percentages, 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 based on a grab he uses from ''The King of Fighters '96'' through ''The King of Fighters 2002''.
|dthrowname=Neck Breaker Drop ({{ja|ネックブリーカードロップ|Nekku Burīka Droppu}})
|dthrowname=Neck Breaker Drop ({{ja|ネックブリーカードロップ|Nekku Burīka Droppu}})
|dthrowdmg=8%
|dthrowdmg=8%
|dthrowdesc=A [[wikipedia:Neckbreaker#Neckbreaker slam|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''.
|dthrowdesc=A [[wikipedia:Neckbreaker#Neckbreaker slam|neckbreaker slam]]. It can combo into neutral and up aerials reliably at low percentages, 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 based on a command throw in ''Fatal Fury: Wild Ambition''.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|usname=Rising Tackle
|usname=Rising Tackle
|usdmg=Standard:<br/>4% (hit 1), 0.3% (hits 2-4), 7% (hit 5, tapped), 9% (hit 5 held);<br/>Input:<br/>4.5% (hit 1), 0.3% (hits 2-8), 8% (hit 9, tapped), 10% (hit 9, held)
|usdmg=Standard:<br/>4% (hit 1), 0.3% (hits 2-4), 7% (hit 5, tapped), 9% (hit 5 held);<br/>Input:<br/>4.5% (hit 1), 0.3% (hits 2-8), 8% (hit 9, tapped), 10% (hit 9, held)
|usdesc=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 attack, side taunt, or 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.
|usdesc=Terry jumps in the air feetfirst to perform 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 attack, side taunt, or 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.
|dsname=Power Dunk
|dsname=Power Dunk
|dsdmg=1%, 2% (standard rising hits 1-2), 12% (standard descending), 14% (standard descending late);<br> 1.2%, 2.4% (input rising hits 1-2), 13.2% (input descending), 16.8% (input descending late)
|dsdmg=1%, 2% (standard rising hits 1-2), 12% (standard descending), 14% (standard descending late);<br> 1.2%, 2.4% (input rising hits 1-2), 13.2% (input descending), 16.8% (input descending late)
|dsdesc=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/side taunt, 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.
|dsdesc=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/side taunt, 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.
|ci1name=[[Power Geyser]]
|ci1name=[[Power Geyser]]
|ci1dmg=26% (near), 19% (near late), 23% (middle), 17% (middle late), 20% (far), 15% (far late)
|ci1dmg=26% (near), 19% (near late), 23% (middle), 17% (middle late), 20% (far), 15% (far late)
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===[[Taunt]]s===
===[[Taunt]]s===
*'''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.
*'''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." Based on a victory pose he received in ''Garou: Mark of the Wolves'' and later used ''The King of Fighters 2001''.
*'''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. Based on his match start animation in ''Fatal Fury 3: Road to the Final Victory'', ''Real Bout Fatal Fury'', and ''Fatal Fury: Wild Ambition''.
*'''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''.
<gallery>
<gallery>
SSBUTerryTaunt1.gif|Terry's up taunt.
SSBUTerryTaunt1.gif|Terry's up taunt.
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===[[Idle pose]]s===
===[[Idle pose]]s===
*Adjusts his cap before quickly pumping his fists.
*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.
*Performs a bounce step, a footwork technique in boxing. It is based on an intro animation from ''The King of Fighters '98'' onward.
<gallery>
<gallery>
SSBUTerryIdle1.gif|Terry's first idle pose
SSBUTerryIdle1.gif|Terry's first idle pose.
SSBUTerryIdle2.gif|Terry's second idle pose
SSBUTerryIdle2.gif|Terry's second idle pose.
</gallery>
</gallery>


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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''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.
*'''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. Based on his victory pose from ''The King of Fighters '94'' and ''<nowiki>'</nowiki>95''.
*'''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 ''<nowiki>'</nowiki>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.
*'''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.
[[File:FatalFurySeriesVictoryThemeUltimate.ogg|thumb|A hard rock rendition of "Results Are Everything", the end of fight theme from ''Fatal Fury: King of Fighters''.]]
[[File:FatalFurySeriesVictoryThemeUltimate.ogg|thumb|A hard rock rendition of "Results Are Everything", the end of fight theme from ''Fatal Fury: King of Fighters''.]]
<gallery>
<gallery>
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