Super Smash Bros. Ultimate

Terry (SSBU)

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This article is about Terry Bogard's appearance inSuper Smash Bros. Ultimate. For the character in other contexts, seeTerry Bogard.
Terry
inSuper Smash Bros. Ultimate
Terry
FatalFurySymbol.svg
UniverseFatal Fury
AvailabilityDownloadable
Final SmashTriple Wolf
TierA- (32)
Terry (SSBU)
Terry Faces the Fury!
—Introduction tagline

Terry (テリー,Terry) is a playable character inSuper Smash Bros. Ultimate and the first and only fighter fromSNK. He was officially announced in the September 4th, 2019 Nintendo Direct as the fourthdownloadable character fromFighters Pass Vol. 1. Terry was released as part of Challenger Pack 4 on November 6th, 2019 and is classified asFighter #74.

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

Terry is ranked 32nd out of 82 on the currenttier list, placing him in the middle of the A- tier. Terry's strengths revolve around hiscombo 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 the 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 goodSDI 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 asAndresFn andRiddles.

Attributes[edit]

Terry is a tall,heavyweight fighter who weighs the same asSamus,Dark Samus, andBowser 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 withRyu,Ken, andKazuya. 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 punishrolls andcross ups more easily than the vast majority of the cast. He has slowair speed, a very slow initial dash, and decentdashing 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 powerfulSuper 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 legintangibility. Dash attack has respectable power and traveling distance, the latter of which extends to its ability tocross 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 canmeteor smash opponents when sweetspotted.

Like Ryu, Ken, and Kazuya, Terry's special moveshave 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 besttech-chasing tool. Terry is also the first character to sport a "backward special" in the form ofCrack 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 twoSuper Special Moves:Power Geyser (↓ ↙ ← ↙ → + attack/special or ↓ ← ↓ → + attack/special) andBuster 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 ofFinal Destination) in order to throw a punch that functions as a hitcommand grab, similarly toFishing 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 hishit points are 30% or lower inStamina Mode) their effective power is further increased slightly byrage. 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 forjuggles. 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 aWall 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 tosweetspot 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. TheSuper 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 come 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 unintentionalself-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 and allowing him to keep his Super Special Moves active for extended periods of time. 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[edit]

Terry received a very small buff in update 8.0.0, which alteredTriple 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 thepartner Ice Climber to both become frozen after Terry performsBuster 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. Ultimate8.0.0

  • BuffTriple Wolf's last hit has altered knockback (40 base/155 scaling → 58/144), slightly improving its KO potential.

Moveset[edit]

  • Terry always faces his opponent when only one is left standing, counting teammates as opponents ifTeam Attack is on.
  • 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 performSuper Special Moves (Power Geyser andBuster Wolf). This is indicated with a "GO" icon next to his fighter portrait.
  • Pressing the attack button immediately after performing aspot 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, withPower Dunk instead having two separate travel distances and timings before the main punch.
    • Terry's input specials also utilizenegative edge, where specials can be performed on the release of a held attack button after performing certain stick motions.
  • Sound effects from the earlyFatal Fury games andThe 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, seehere.

Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
Neutral attackJab (ジャブ)
Body Blow (ボディブロー)
High Kick (ハイキック)
3%A jab, followed by ashort 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 byKazuya'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 andPower 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 mostFatal Fury games, with the short straight-punch consisting of 2 hits like in the originalFatal Fury games.
1% (hit 1), 2% (hit 2)
7%
Forward tiltMiddle Kick (ミドルキック)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 intoBurning Knuckle or Buster Wolf at low to medium percentages. The move also has adisjointed hitbox on Terry's foot, and grantsintangibility 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 offensiveout of shield option, includingFire. Based on his far standing light kick in the earlyFatal Fury games, his standing kick in theReal Bout games and his far standing light kick in severalKing of Fighters entries (before was his far standing heavy kick inKOF '95); albeit done as he teeters slightly back.
Up tiltRising Upper (ライジングアッパー)11%A standing uppercut with his leading fist. Somewhat quick with extremely low knockback growth and can be canceled into specials, being a very effective and reliable move confirm intoPower Geyser. It also renders his attacking arm intangible. However, it has the most ending lag of all his tilts. Based on his universal high-evasion move throughout theFatal Fury games, which then became a recurring command normal/unique art (↘ + heavy punch) later inThe King of Fighters games.
Down tiltUnder Kick (アンダーキック)3%A crouching, Hapkido-style shin kick along the ground. 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.
Dash attackPower Charge (パワーチャージ)13% (clean), 10% (late)Ashoulder 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 inReal Bout Fatal Fury Special.
Forward smashBackspin Kick (バックスピンキック)18%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 one of his command normals/unique arts across theFatal Fury games, which eventually became his recurring Blow Back Attack inThe King of Fighters games, his low-evade attack fromGarou: Mark of the Wolves (a universal mechanic from that game) and his standing heavy kick in theCapcom vs. SNK games, albeit with a heavily altered animation and lacking any particular evasive utility.
Up smashWild Upper (ワイルドアッパー)16% (early),18% (late)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 anout 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. Based on one of his command moves/unique arts starting from theReal Bout Fatal Fury games.
Down smashSlide Kick (スライドキック)12%A modified version of the martelo de chão, a kick in capoeira. In a similar vein toRyu'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 is able to KO at reasonable percentages thanks to itssemi-spike angle, making it difficult for some opponents to recover from. It is particularly useful as a follow-up from down tilt due to the speed of both attacks. It can cancel into his Final Smash. Based on his recurring crouching strong attack/heavy kick.
Neutral aerialChop (ジャンプ手刀,Jump Knife)7% (clean),5% (late)A downwardknifehand 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.
Forward aerialJump Kick (ジャンプテリーキック,Jump Terry Kick)11% (clean),8% (late)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.
Back aerialJump Backward Kick (ジャンプ後ろ回し蹴り,Jump Back Roundhouse Kick)15% (clean),12% (late)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 areverse 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 mostFatal Fury games.
Up aerialSomersault Kick (サマーソルトキック)9%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 toMasahiro Sakurai, Somersault Kick is original toSuper Smash Bros. Ultimate, and it was created in order to give Terry an upward attack to use while he is airborne.[1] However, it is nearly identical to the Hienzan utilized by Kim Kaphwan or Overhead Kick utilized by Terry’s protégé, Rock Howard.
Down aerialJump Karate Punch (ジャンプ正拳突き,Jump Just Fist Thrust)17% (sweetspot),15% (sourspot)A downward angledcross. When sweetspotted, it is Terry's most damaging aerial and has a meteor effect that launches opponents at a very diagonal angle akin to aspike. 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.
GrabGrab (つかみ)Reaches out with both hands. Decent range.
PummelGrab Punch (つかみパンチ)1.5%A short-straight punch. Unique compared to other pummels, being marginally slower but stronger than similar pummels likeMario, but slightly faster and weaker than stronger pummels likeBowser. He shares this distinction withJoker,Min Min,Steve andPyra &Mythra. It is based on the first hit of his Grasping Upper fromThe King of Fighters '96.
Forward throwBuster Throw (バスタースルー)10%Theseoi nage, a jūdō throw. KOs middleweights at around 166% at the edge ofFinal Destination. It is based on a mirrored version of his Buster Throw that debuted inThe King of Fighters series.
Back throwBuster Throw (バスタースルー)10%The seoi nage, a jūdō throw. KOs middleweights at around 163% at the edge of Final Destination. It is his signature throw in theFatal Fury series.
Up throwGrasping Upper (グラスピングアッパー)5% (hit 1), 1% (throw)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 fromThe King of Fighters '96 throughThe King of Fighters 2002.
Down throwNeck Breaker Drop (ネックブリーカードロップ)8%Aneckbreaker 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 inFatal Fury: Wild Ambition.
Forward roll
Back roll
Spot dodge
Air dodge
Dodge attack 11%By pressing the attack button immediately after performing aspot 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 lessshieldstun 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 mainlineFatal 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 finalFatal 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 ongoingThe 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 inUltimate.

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 specialPower Wave8% (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 anAirborne Wave in histips. 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 inThe King of Fighters series as ofThe King of Fighters '96.[1] However, it also heavily resembles the Round Wave, a short-ranged version of the Power Wave that debuted inReal Bout Fatal Fury.
Side specialBurning Knuckle / Crack ShootBurning Knuckle:
Standard tapped:
13% (clean), 12% (late)
Standard held:
14% (clean), 12% (late)
Input tapped:
16% (clean), 14% (late)
Input held:
17% (clean), 14% (late)
Crack Shoot:
Standard tapped:
3% (early), 3%/4% (mid, body/foot), 6%/8% (end, body/foot)
Standard held:
3% (early), 3%/5% (mid, body/foot), 6%/10% (end, body/foot)
Input tapped:
3.6% (early), 3.6%/4.8% (mid, body/foot), 7.2%/9.6% (end, body/foot)
Input held:
3.6% (early), 3.6%/6% (mid, body/foot), 7.2%/12% (end, body/foot)
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/side taunt (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): Aspinning 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/side taunt (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 butt!" when using the move.

Up specialRising TackleStandard:
4% (hit 1), 0.3% (hits 2-4), 7% (hit 5, tapped), 9% (hit 5 held);
Input:
4.5% (hit 1), 0.3% (hits 2-8), 8% (hit 9, tapped), 10% (hit 9, held)
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.
Down specialPower Dunk1%, 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/side taunt, which grants intangibility during its ascent, increases its damage output (1.2×) and knockback, and enables it tometeor 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 1Power Geyser26% (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, special, or side taunt. 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 ofBattlefield. 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 toPound. However, Power Geyser possesses more startup and ending lag of the two Super Special Moves, making it highly punishable especially ifperfect shielded, though these weaknesses can be mitigated if the move is linked in to. Terry will announce either "Power... Geyser!" or "Go bang!" when using the move.
Command input 2Buster Wolf5% (initial hit), 20% (explosion), 15% (collateral)When "GO" is active, used with ↓ ↘ → ↓ ↘ → or ↓ → ↓ → , followed by either attack, special, or side taunt. 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 while announcing "Buster Wolf!". 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 ahit grab, and as such, Buster Wolf will not follow through with the second hit if the opponent isshielding, hit whileprone, or if they were recently released from agrab, making the move punishable in the former case. A couple of notable advantages to Buster Wolf being a hit grab is that Terry can bypassWonderwing,Revenge, andRebel's Guard (but not Tetrakarn). For the latter two, this likely due to them not providingintangibility 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 SmashTriple Wolf6% (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.

Stats[edit]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump heightEmpty landing lag
Value1081.65 – Initial dash
1.72 – Run
0.850.1110.0120.950.01 – Base
0.05 – Additional
0.091.48 – Base
2.368Fast fall
327 - Base
15.2 -Short hop
294

Announcer call[edit]

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The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

On-screen appearance[edit]

  • Jumps onto the stage from the background and adjusts his hat, similarly to the two-plane mechanic of theFatal Fury games. Appears to be an amalgamation of using a punch attack to switch to the front lane in theFatal Fury series and the first part of his signature intro pose inThe King of Fighters (as the second part is used for his up taunt).
  • Terry's on-screen appearance.

    Terry's on-screen appearance.

Taunts[edit]

  • Up taunt: Gestures and says, "Hey, come on, come on!" It is based on his signature taunt and intro pose in most games fromFatal Fury 2 andThe 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 inGarou: Mark of the Wolves and later usedThe 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 inFatal Fury 3: Road to the Final Victory,Real Bout Fatal Fury, andFatal Fury: Wild Ambition.
  • Terry's up taunt.

    Terry's up taunt.

  • Terry's side taunt.

    Terry's side taunt.

  • Terry's down taunt.

    Terry's down taunt.

Idle poses[edit]

  • Adjusts his cap before quickly pumping his fists.
  • Performs a bounce step, a footwork technique in boxing. It is based on an intro animation fromThe King of Fighters '98 onward.
  • Terry's first idle pose.

    Terry's first idle pose.

  • Terry's second idle pose.

    Terry's second idle pose.

Crowd cheer[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
DescriptionCome 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
DescriptionTer - ry! *claps 3 times*¡Terry! ¡Terry! ¡Y nadie más!Ter - ry! *claps 3 times*Ter - ry!

Victory poses[edit]

  • 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 fromFatal 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 fromThe 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 fromFatal 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 fromFatal Fury: King of Fighters.
  • SSBUTerryVictory1.gif
  • SSBUTerryVictory2.gif
  • SSBUTerryVictory3.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:Terry players (SSBU)

  • Spain AndresFn - Known for playing all the FGC characters inUltimate, with Terry being one of his most notable characters. He is considered the best Terry player in Europe and was best known for his performances in 2023, where he placed 17th atSuper Smash Con 2023 defeatingShuton, alongside placing 9th atTera and 13th atDelfino Maza 2023. As such, he was ranked 81st on theLumiRank 2023, the only other Terry player aside from Riddles to be ranked in the top 100 on a full-year ranking. Since then, he has used primarily Terry to place 9th at95 Kings of Fields 5.
  • Japan Ezs - The best Terry player in Japan. He is the only other Terry player aside from Riddles to place top 8 at more than one event, having placed 4th atDELTA 4, defeatingtakera andJagaimo; 5th atMaesuma'U22, defeatingRyuoh andShirayuki; and 7th atSeibugeki 14, defeatingMiya; these results mark some of the best solo-Terry performances at majors. He was one of the few Terry players ranked in the top 100 globally, ranking between 91st and 100th on theLumiRank Mid-Year 2023, though he was eventually ranked just outside the top 100 on thefull-year ranking, at 109th.
  • Mexico Mustaine - The best Terry player in North America, regularly ranking among Mexico's top and even ranking in the top 10 for the first half of 2023. Most of his success took place at Mexican superregionals, where he notably placed 2nd atTec In Place 3 and 3rd atWe Tec Those: Comeback; in addition, he has defeated several of Mexico's best events at ranked events, includingSkyjay,Many, andRox. He infrequently attends majors, though has found some success at them, placing 17th atSmash Factor 9 and 33rd atSmash Factor X.
  • Canada Riddles - The greatest Terry player of all time who primarily played Terry between late-2019 and 2021, and used Terry as a co-main alongsideKazuya since then. With both characters, he was a top 10 player in 2022 and 2023, peaking at 9th on theLumiRank 2023. He primarily used Terry to place 2nd atCEO 2022 and 4th at bothCollision 2022 andPound 2022, the only Terry player who had consistently placed top 8 at majors In addition, he wonCollision 2023 using Terry to reverse 3-0Sonix. He retired from competitiveUltimate followingKagaribi 13.
  • Japan Tsu - Picked up Terry as a co-main alongsideLucario. He is considered the best Terry player in Japan from the early metagame to the early months of the post-pandemic metagame and is best known for placing 5th atKagaribi 3 primarily playing Terry, becoming the first Terry player to top 8 a major. Alongside other noteworthy performances with Terry, such as 13th atKagaribi 4, he was eventually ranked 105th on theOrionRank Ultimate: Eclipse with Terry as his first character. He eventually relegated Terry into a secondary in favor of other characters.

Tier placement and history[edit]

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 asDabuz 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 asRiddles have 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 withKazuya, he nevertheless established himself as a top 10 player using both characters, while other Terry players began making a notable impact on their scenes, includingMustaine in Mexico,DarkStalker in the United Kingdom,Ezs in Japan, andAndresFn 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 32nd on the current tier list.

Classic Mode: The King of Smash[edit]

Each Round consists of aStamina battle, where the player faces three opponents, one by one. This is based onThe 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 150hit points and his opponents start off with 100.

RoundOpponentStageMusicNotes
1Mario (SSBU)Mario,Peach (SSBU)Peach, andRosalina & Luma (SSBU)Rosalina & LumaKing of Fighters StadiumNe! - KOF '94The music selection and Peach'sside special (which resembles an attack by Yuri Sakazaki) are a reference to the Women Fighters team fromThe King of Fighters '94.
2Sheik (SSBU)Sheik,Link (SSBU)Link, andZelda (SSBU)ZeldaPrism TowerLet's Go to Seoul! - FATAL FURY 2The music and stage reference Kim Kaphwan's stage fromFatal Fury 2. The stage does not proceed past its initial form.
3Bowser (SSBU)Bowser,King Dedede (SSBU)King Dedede, andKing K. Rool (SSBU)King K. RoolSuzaku Castle (Ω form)Tarkun and Kitapy - FATAL FURY 2The music and stage reference Big Bear's stage fromFatal Fury 2. The opponents are among the heaviest in the game, referring to Big Bear being a heavyweight wrestler.
4Pit (SSBU)Pit,Dark Pit (SSBU)Dark Pit, andPalutena (SSBU)PalutenaPalutena's Temple (Battlefield form)Forest World - AthenaRefers to theAthena series and its aesthetic similarities toKid Icarus.Items are on, with the choices specifically being based on items Athena can equip (for example,Metal Boxes to represent her armor).
5Sonic (SSBU)Sonic,Mega Man (SSBU)Mega Man, andPac-Man (SSBU)Pac-ManBoxing RingESAKA!! - KOF 2002 UMReferencesThe 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.
6Ridley (SSBU)Ridley,Ganondorf (SSBU)Ganondorf, andBayonetta (SSBU)BayonettaFourside (Ω form)Soy Sauce for Geese - KOF XIVThe music and stage reference Geese Howard's stage fromFatal 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
FinalRyu (SSBU)Ryu,Ken (SSBU)Ken, andTerry (SSBU)TerryKing of Fighters StadiumArt of Fighting Ver.230000000.0 - FATAL FURY SPECIALThe music refers to the "Dream Match" fromFatal Fury Special againstRyo Sakazaki, the very first crossover character appearance in fighting games. The battle references the three characters inUltimate that come from traditional fighting games, as well as the previous crossovers betweenStreet Fighter andFatal Fury within theCapcom vs. SNK games. If the player uses Terry's default costume, the opponent will use theTerry (SSBU) blue costume instead.

Credits roll after completing Classic Mode. Completing it as Terry hasKurikinton - FATAL FURY 2 accompany the credits.

Role inWorld of Light[edit]

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 fromGaleem's control. If loading an existing save file that meets this condition before downloading Terry, he is immediately unlocked.

Spirit[edit]

Terry's fighter spirit can be obtained by completingClassic Mode as Terry. 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 inUltimate.

  • 1,356. Terry Bogard

    1,356.Terry Bogard

Alternate costumes[edit]

Alternate costume (SSBU)
Terry (SSBU)Terry (SSBU)Terry (SSBU)Terry (SSBU)Terry (SSBU)Terry (SSBU)Terry (SSBU)Terry (SSBU)

Trailers[edit]

Character introduction video[edit]

Full version[edit]

Gallery[edit]

Trivia[edit]

  • 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 theflameeffect. Instead, they all use thenormal 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.
  • IfHero's Erdrick and Solo alternate costumes are not counted, 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 timeCapcom,SNK, andSquare Enix (and, more specifically,Street Fighter,Fatal Fury, andFinal Fantasy) have crossed over in a fighting game developed byBandai Namco, asAkuma,Geese Howard, andNoctis Lucis Caelum previously crossed over inTekken 7. TheTekken series itself would later see proper representation with the inclusion ofKazuya 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 second DLC character inUltimate to not have an alternate costume that changes his model, followingBanjo & Kazooie and precedingMin Min andPyra/Mythra.
  • When Terry loses his final stock in Stamina Mode, his cap flies off of his head in reference to his KO animation in theFatal Fury series and each one of his appearances.
  • Terry is one of the few fighters inUltimate 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 beingstunned: he mutters "Oh, no..." in a similar manner toCaptain Falcon.
  • Terry is the second of three DLC fighters to not appear in any Spirit Battles. The first wasPiranha Plant and the third wasSephiroth.
  • Terry has unique sound effects when landing from a fall, which is taken from the originalFatal Fury, making him the first character where this is the case, precedingSteve.
  • 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 inTraining Mode, all three CPUs will always face the player, much like on 1-on-1 matches. He shares this distinction withRyu,Ken, andKazuya.
  • Unlike most humanoid fighter models inUltimate, Terry's bind pose is uniquely an "A-pose" instead of aT-pose.[3][4][5]
  • All of Terry's ladder animations are shared withRyu. 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.

References[edit]


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Fatal Fury (universe)Fatal Fury universe
FighterTerry (SSBU)
StageKing of Fighters Stadium
RelatedIori Yagami ·Nakoruru ·Ryo Sakazaki
SpiritsSpirits
MusicUltimate