This is a guide to using Terry in Super Smash Bros. Ultimate. Terry's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Terry's matchups, counters, and tier list placement can all be found here.
List of Contents
|Game Series||Fatal Fury|
|Smash Bros. Debut||DLC|
|Unlock Order||Fighter Pass 1|
|Number of Jumps||2|
|Weight||108 Units (9/87)|
|Dash Speed||1.72 (44/87)|
|Air Speed||0.95 (66/87)|
|Fast Fall Speed||2.368 (59/87)|
Terry, like Ryu and Ken, has an auto-turn mechanic so that he always faces opponents in 1v1 matches, like in his original game. This makes it very easy for him to land moves, as he will always point in the right direction. He has several good combo starters, with Nair in particular being excellent to combo from. Once he hits 100%, he gains Go!, which lets him use super specials. These specials are extremely powerful with very high knockback, and they can even be comboed into, but they have noticeable endlag if whiffed.
Terry has a rather poor recovery, as well as a bad disadvantage state. He is both easily edgeguarded and comboed, so Terry players must be delicate with his approach, as he is somewhat of a glass canon (especially with Go!). Like Ryu and Ken, his command inputs will take some practice to master, but if you put the time in, he is a rather powerful character.
|Strengths||・Very powerful combos
・Several combo starters (neutral air, etc)
・Super Specials deal massive damage and knockback, and they can be comboed into
・Auto-Turn allows him to allows face opponents in 1v1
|Weaknesses||・Poor recovery and easy to edgeguard
・High execution (makes use of command inputs)
・Poor disadvantage state
1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Terry.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.
（↓↘→＋A or B）
|Stick out your fist and rush forward. Terry is invincible for the start up frames of this move.|
（↓↙←＋A or B）
|A dropping heel kick while somersaulting foward. If you complete the input command, damage and knockback will increase.|
（Hold↓↑＋A or B）
|Jump into the air with a spinning kick. If you complete the input command, damage and knockback will increase.|
（→↓↘＋A or B）
|An attack that will throw your opponent into the air. If you complete the input commands, when you jump into the air, Terry will be invincible and when he descends his fist will have a meteor effect.|
（↓↙←↙→＋A or B）
|Use this when being pressured. This attack throws out an energy column on the ground that has a high chance to hit grounded opponents.|
（↓↘→↓↘→＋A or B）
|Use this when being pressured. Throw out your first and dash forward quickly. This attack does a large amount of damage if it lands.|
|Power Geyser||Buster Wolf|
|↓←↓→＋A or B||↓→↓→＋A or B|
Terry has two KO moves he can throw out. These attacks can completely turn around a stock, but are high risk high reward.
|Bread and Butter Combos|
|Nair┳Jab━Jab━Up Special(Hold↓↑＋A or B)
┣Jab━Jab━Down Special (→↓↘＋A or B)
|Forward Tilt━Buster Wolf (↓→↓→＋A or B)|
|U Tilt┳Power Geyser (↓←↓→＋A or B)
┗Side Special (←↙↓＋A or B)
|Down Throw━Up Air━Up Special|
Neutral air not only has strong knockback but can also lead into many other attacks. Adjust the combo depending on your opponent's percent by referencing the video.
Forward tilt combos are difficult to use combos that KO opponents. They should be used by Terry when he is at 100% or higher. Right after landing the forward tilt, begin the command inputs.
Up tilt combos can be used when in close proximity to your opponent. Use the side special when Terry is at 99% or lower and use Power Geyser when he is at 100% or higher.
Down throw combos can rack up a lot of damage. However, if your opponent DIs away, they may be able to slip out of the combo, so be sure to mix up both down and up throws to throw off your opponent's DI.
Terry's attack is a three-strike combo which composes of a Jab, Body Blow, and then High Kick. It's possible to cancel the first and second hit into a special, with Jab, Jab, Powerdunk (down special) being the go-to.
His Forward Tilt attack is Middle Kick, which is a powerful attack that can hit for up to 15%. Its damage increases the closer the tip of the foot is to the hit, so take note of that. This move can be cancelled into his specials.
Terry's Down Tilt is the Under Kick, which hits low and has a quick start up. You use it to set up for a follow up. This move can be cancelled into his specials.
The Up Tilt attack is a high power uppercut that hits above Terry, allowing him to anti-air. Additionally, it can be used straight out of a spot dodge as a counter attack. This move can be cancelled into his specials.
Terry's dash attack is called power charge, where he charges with his shoulder towards his enemy. In one-on-ones, it's a very powerful technique since Terry always faces the direction of his enemies.
The Backspin Kick is a strong attack with a long reach that can be used to hit the opponent after a backstep.
Slide Kick is Terry's Down Smash, boasting a long reach and quick startup. Do note that its hitbox is in the middle, not the ground, and that it has a lower launch potential so it's hard to use as a finisher.
Terry's Up Smash is a stronger version of his Up Tilt called Wild Upper. It's good for anti-air or catching landing opponents.
Neutral Air is an excellent technique with a quick startup and long lasting hitbox. It can be used while falling to lead into other combos. This move can be cancelled into his specials.
Terry's Forward Air is similar to his Neutral Air, except that it has a longer reach. It can be used to stop enemies from returning to the platform, but in other situations it performs similarly to the Neutral Air.
Back Air is a strong move with a quick start up, but it is very difficult to pull off as Terry always switches his facing to his target. You need to practice flicking the stick quickly enough before he turns to be able to consistently pull this off.
The Sommersault Kick is Terry's Up Air where he kicks upward in a semicircular arc. This move can be cancelled into his specials.
The Jump Karate Punch can have a meteor effect on opponents. This move can be cancelled into his specials.
Terry's Neutral Special has him punching the ground and summoning a wave in front of him. On the ground the wave is long but on the air the wave is very short. Holding B makes the wave stronger and faster. In midair, it helps keep opponents in check.
|Command||↓ ↘ → + A or B|
Terry's Forward Special is a charge forward called Burning Knuckle. You can hold down B to make it stronger as well, and you can also input its command versions to make it even stronger. Take note that it is not safe on block.
|Command||↓ ↙ ← + A or B|
For the first time in Smash, Terry also has a Back Special called Crack Shoot where he jumps forward with his legs attacking in an arc. There is also a strong and weak version of this, as well as a command input. Because of its arc, it can be used as an anti-air as well, and because of its distance, it can be used to mixup in close ranges.
|Command||→↓ ↘ + A or B|
Terry's Down Special, Power Dunk, is a dive attack that rises then descends in a triangular arc. If done with the command input Terry gains invincibility in the jump up and on strong version, it can have a meteor effect. It can be comboed into from the first two hits of jab.
|Command||Hold ↓ + ↑ A or B|
The Up Special is the Rising Tackle, where Terry shoots upwards. When the command input is done, Terry gains invulnerability on his whole body at the start of the move.
|Command||↓ ↙ ← ↙ → + A or B
↓ ← ↓ → + A or B
Power Geyser can only be performed using its command input once Terry is at 100% in normal brawls or has a stamina below 30 HP. Terry punches the ground in front of him and a giant geyser erupts, launching whoever is in front of him. Take note that it can be blocked with a shield, but should be able to destroy them if used to follow up a tilt attack.
|Command||↓ ↘ → ↓ ↘ → + A or B
↓ → ↓ → + A or B
Buster Wolf can only be performed using its command input once Terry is at 100% in normal brawls or has a stamina below 30 HP. Terry charges forward, similar to his Forward Special and punches his opponent.
Forward Throw tosses your opponent forward, which could be useful to throw them off edges. It doesn't lead to combos so use this only when you want to toss your opponent off-stage.
Back Throw launches the opponent behind you. It doesn't lead to combos so use this only when you want to toss your opponent off-stage.
Terry's up throw is a technique to launch your opponent upwards. You can't perform combos off this, so use a different throw.
Down Throw allows you to combo off your enemies once they launch.
His final smash has him performing three Power Geysers in front of him, and once that confirms, he follows up in an animation with a Power Dunk and then a Buster Wolf.
|Final Smash||Extended launch distance.|
Terry is included with the Fighter's Pass, which can be purchased from the Nintendo eShop for $24.99 USD ($31.49 CD). The Fighter's Pass includes a total of five additional DLC characters (including Terry), so be sure and purchase it if you want to have all characters.
If you just want Terry, you can purchase him individually by getting the Challenger Pack 4. It will cost $5.99 USD ($7.55 CA).
If you purchase Terry via the Fighter's Pass or Challenger Pack, you will also gain access to a new stage: King Of Fighters Stadium.
List of Fighters
|Weights of All Characters||Run Speeds of All Characters|
|Air Speeds of All Characters||Fast Fall Speeds of All Characters|
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Depends on who it is you struggle against. I'd say generally someone like Wolf or Palu is a good secondary for any character. Byleth's largest drawback is mobility and frame data, so a character with faster options and movement is your best bet.
Hi! We actually have a section on Marth's matchups here:
As Marth has great range and framedata, a good matchup will be a character that can whiff punish with quick burst options, and have a way to get in and find an opening! Quick characters with excellent frame data, like Pika, Greninja, or Sheik, ZSS, or Sonic are our top recommendations!
Thank you for using our guides!
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Original Game: © Nintendo / HAL Laboratory, Inc.
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