- Super Smash Bros. Ultimate. For the character in other contexts, see This article is about Terry Bogard ‘s appearance in. For the character in other context, see Terry Bogard
|“||Terry Faces the Fury!||”|
Terry ( テリー, Terry ) is a playable character in Super Smash Bros. Ultimate and the first base third-party fighter from SNK. He was formally announced in the September 4th, 2019 Nintendo Direct as the fourth downloadable fictional character from Fighters Pass Vol. 1. Terry was released as function of Challenger Pack 4 on November 6th, 2019 and is classified as Fighter # 74. Takashi Kondō, who has voiced Terry in The King of Fighters XIV onwards, reprises his function as the character in all regions.
Reading: Terry (SSBU)
Attributes [edit ]
Terry is a grandiloquent, heavyweight combatant who weighs the same as Samus, Dark Samus, and Bowser Jr. Due to hailing from a traditional fight plot serial, Terry constantly faces his opposition in 1-on-1 matches, a trait that he shares with Ryu, Ken, and Kazuya. [ 1 ] While this makes it more unmanageable for him to utilize his powerful back aerial, it more importantly makes his command inputs easier to execute and less probable to misinput, and allows him to punish rolls and cross ups more easily than the huge majority of the draw. He has dense vent accelerate, a very slowly initial dash, and decent dashing speed, but is characterized most by his big ground game. This includes a potent backward crash ( which allows Terry to play footsies very efficaciously ), a strong determine of normal moves and particular moves, his alone ability to attack directly out of a point dodge, and his comeback automobile mechanic which allows incredibly powerful Super Special Moves that command specific input combinations to use. Terry ‘s playstyle capitalizes on his solid bait-and-punish options. Terry has full tools, sporting many finishing moves in his smash attacks, clean hyphen attack, clean back forward pass, sweetspotted toss off forward pass, and the majority of his special moves. Forward cant sports good compass and above-average wrong, while besides granting Terry ‘s branch intangibility. Dash attack has respectable baron and traveling distance, the latter of which extends to its ability to cross up shields. Forward smash deals very high damage and knockback with impressive horizontal scope to boot. Up smash has good erect range and deals high damage and knockback. Down smash has good image and high focal ratio, but is even decently strong. Back antenna deals high gear price and knockback when scavenge, and sports excellent crop overall. last, down forward pass is Terry ‘s most damaging aerial, and can meteor crash opponents when sweetspotted. Like Ryu, Ken and Kazuya, Terry ‘s especial moves have special inputs that grant them more might and capabilities. [ 1 ] These are generally dictated by how long the actor holds the especial release and normally determine outdistance and intensity. His neutral special, Power Wave, is a rocket that travels on ground and serves as a beneficial long-range jab that has both a decrepit and strong version, with the latter having a faster travel distance. [ 1 ] In mid-air, it alternatively turns into a mid-range poke instrument that deals more knockback, while besides temporarily suspending Terry in the tune. [ 1 ] 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 signal can KO opponents at reasonable percents. In summation to its KO potential, it is Terry ‘s best tech-chasing creature. Terry is besides the first character to sport a “ backward special ” in the mannequin of Crack Shoot ( ↓ ↙ ← + attack/special ). [ 1 ] While it is not a KO move, it high-profiles through certain moo attacks and has a wide adequate hitbox that it serves as both a authentic anti-air and Terry ‘s most dependable cross up choice at point-blank crop. Rising Tackle ( c.↓ ↑ + attack/special ) sports intangibility on Terry ‘s leg, and its command remark version sports full body indomitability, making it an effective anti-air. last, Power Dunk ( → ↓ ↘ + attack/special ) serves as a hard jazz band ender with indomitability on inauguration, and is another one of Terry ‘s most reliable KO moves. The command interpretation has a meteoroid hitbox, though connecting this hitbox is difficult, as it is only active during the descending parcel. One of Terry ‘s biggest strength is his punish game. Due to his ability to cancel some moves into specials, such as his jab, neutral aeriform, and down aeriform, Terry can successfully deal a big come of damage from any open, and due to his unique ability of constantly facing his adversary in 1v1 battles, this grants him very strong ledgetrapping likely. The aforesaid Power Dunk is among the most luminary, as Terry can cancel into it from flush his jab, and KO opponents with relative comfort. additionally, Terry has a comeback automobile mechanic in the form of two Super special Moves : Power Geyser ( ↓ ↙ ← ↙ → + attack/special or ↓ ← ↓ → + attack/special ) and Buster Wolf ( ↓ ↘ → ↓ ↘ → + attack/special or ↓ → ↓ → + attack/special ). [ 1 ] Power Geyser is an enormous geyser of energy that is released from the ground directly in front of Terry. It boasts incredible acme and damage ; this not only makes it an excellent KO choice, but besides an extremely effective anti-air move, angstrom well as a very potent threat to shields. Buster Wolf causes Terry to dash forward a fair distance ( roughly half the duration of Final Destination ) in decree to throw a punch that functions as a reach control grab, similarly to Fishing Rod. If the punch hits, he immediately generates an explosive, highly damaging blast of energy from his fist that can KO highly early. As these moves are alone accessible when Terry is at or above 100 % in Stock or Time Battles ( or his reach points are 30 % or lower in Stamina Mode ) their effective world power is further increased slenderly by fad. however, while Terry is able to use these attacks any come of times when passed the percentage doorway, their considerable ending interim makes them identical penal if blocked or whiffed. Although he is known for being a arduous quality with a overplus of KO moves, set-ups, and confirms, Terry besides has a beneficial jazz band game. neutral attack can well chain into itself or special cancel to deal high amounts of damage. Up tilt boasts both high speed and wrong, has good range, can be extra canceled, and is dependable for juggles. Down controversy deals highly low damage and knockback while having identical abject all-around interim, making it a reasonably spammable poke and utilitarian jazz band appetizer, flush being able to set up into KO confirms. Neutral and improving aerials both provide plentiful jazz band opportunities, due to their mixture of low overall lag, good range, and adequate damage outputs and knockback. Despite his hapless air speed, Terry ‘s inert antenna can combo into itself with relief, to the point that it can perform a Wall of Pain which can then be well followed up with his down aeriform ‘s meteor overhead hitbox. In malice of his strengths, Terry still has noteworthy drawbacks. His overall disadvantage state is a glaring weakness : Terry ‘s fall accelerate is among the lower half of the frame, and when combined with his grandiloquent hurtbox, he is perceptibly susceptible to juggles. Rising Tackle, while having intangibility throughout the first half of the motion, is unable to sweetspot the border, meaning that Terry is forced to utilize it from very low under the stage, as he is otherwise bequeath vulnerable for a hard punish at the move ‘s vertex. additionally, the act ‘s vertical and horizontal distance is sub-par, making it a generally inferior convalescence travel. Terry ‘s forward pass amphetamine is besides well below-average, making his off-stage survival miss. While he is able to mix up his convalescence to a certain extent with his specials, he is unlikely to survive in most off-stage situations if he has exhausted his double leap out and side particular. Despite having a potent prime neutral game, it is largely centered around baiting the opposition to overture and reading their habits to lead into jazz band extensions. As such, Terry does n’t possess many good pokes outside of devour controversy. Given his average land speed and poor air speed, Terry ‘s antenna approaches are fairly weak unless he starts close to his prey. Though Terry ‘s inputs are a bit more indulgent in comparison to the other traditional active game characters, it can however take clock to master his inputs to their full potential, giving him a relatively high learning bend overall. The Super Special Moves are of finical eminence : 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 baron. As a result, Terry ‘s playstyle can change drastically when the Super Specials comes into dally. Improper inputs can besides result in failing to to perform what would differently be a KO confirm ( such as with Power Dunk ), or even an unintentional self-destruct ( such as with Burning Knuckle/Crack Shoot ). As such, it is crucial to get the hang of inputting moves correctly and at the right time in order to avoid unwittingly putting Terry in a very disadvantageous situation. overall, Terry is a melee-focused and “ footsies ” -oriented heavyweight quality with huge jazz band, damage, and KO options in all areas. His ability to apply dangerous carapace coerce or cross-up shielding opponents is incredibly useful when executed at the right times. The Super Special Moves can besides give Terry the mental edge over opponents, as any ill-managed access on the adversary ‘s end can be called out by highly hard punishes. Due to being a colossus he is very hard to KO without a proper edge-guard, making him more dangerous the longer he holds onto his stock. however, his inadequate disadvantage state of matter and average off-stage endurance means players need to be mindful of every off-stage choice, as Terry can be KO ‘d easily to an off-stage lameness, and despite his herculean neutral, many of his most effective moves leave him vulnerable, meaning the player must make forecast decisions with which attacks to throw out in imperativeness situations. While his strengths presently seem to outweigh his weaknesses, his competitive viability has so far to be determined, as he was only available for four months prior to the closure of most tournaments worldwide due to the COVID-19 pandemic .
With alone two changes throughout Ultimate’s update cycle, a bugfix and a buffet to his Final Smash, Terry is one of the most unchanged characters in Ultimate. Update 6.1.0, which came out a few days after Terry ‘s publish, fixed a bug that would cause him and the partner Ice Climber to both become freeze after Terry performs a Buster Wolf. Update 8.0.0 made Triple Wolf a little stronger by giving it more knockback. 6.1.0
- Fixed the Buster Wolf freeze glitch that cause Terry and the partner Ice Climber to become unable to move while intangible.
- Triple Wolf’s last hit has altered knockback (40 base/155 scaling → 58/144), slightly improving its KO potential.
Moveset [edit ]
- Like Ryu, Ken and Kazuya, Terry always faces his opponent when two players are left remaining in the 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 Moves: Power Geyser and Buster Wolf. This is indicated with a “GO” icon next to his fighter portrait.
- Pressing the attack button immediately after performing a spot dodge will allow Terry to perform a counterattack that deals 13% and has an identical animation to his up tilt, but with different mechanics (see below).
- Like Ryu and Ken, 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 do more damage and propel Terry farther, with Power Dunk instead having two separate travel distances and timings before the main punch.
- Also like Ryu and Ken, Terry’s input specials utilize negative edge, where specials can be performed on the release of a held attack button after performing certain stick motions.
- Similar to Ryu and Ken, sound effects akin to that of the early Fatal Fury games and The King of Fighters games are used when Terry hits opponents instead of the typical hit sound effects.
For a gallery of Terry’s hitboxes, see here. Note: All numbers are listed as base damage, without the 1v1 multiplier.
- Jumps onto the stage from the background and adjusts his hat, similarly to the two-plane mechanic of the Fatal Fury games. Appears to be an amalgamation of using a punch attack to switch to the front lane in the Fatal Fury series and the first part of his signature intro pose in The King of Fighters (as the second part is used for his up taunt).
- 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.
- 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.
- 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.
- terry ‘s up tease .
- Terry ‘s side twit .
- Terry ‘s down tease .
- 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.
- Terry ‘s inaugural idle pose
- Terry ‘s second idle pose
|Cheer (English)||Cheer (Japanese/Chinese)||Cheer (Italian)||Cheer (Dutch)||Cheer (French)|
|Description||Come 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)|
|Description||Ter – ry! *claps 3 times*||¡Terry! ¡Terry! ¡Y nadie más!||Ter – ry! *claps 3 times*||Ter – ry!|
- 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.
- 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 ’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.
Fatal Fury: King of Fighters. A hard rock rendition of “ Results Are Everything ”, the end of fight theme from
In competitive play [edit ]
When Terry was first gear released, many thought the fictional character had potential due to his combo-oriented gameplan paired with his highly potent finishers at higher percents. top players like Dabuz, Locus, and Leffen wholly noted his knock-down neutral and punishing game, american samoa 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 hapless disadvantage submit and exploitable recovery. Despite Terry ‘s setbacks, players such as Riddles and Locus have shown the potential of the character. Riddles in especial has demonstrated Terry ‘s viability as a alone main, including a top 24 placement at Let ‘s Make Big Moves, along with being ranked on the fall 2019 PGRU .
Most historically significant players [edit ]
See also: Category:Terry professionals (SSBU)
Classic Mode : The King of Smash [edit ]
Terry ‘s congratulations screen door. Each Round consists of a Stamina struggle, where the player faces three opponents, one by one. This is based on The King of Fighters series, which features 3-on-3 battles. The characters on each team have a thematic consistency, either belonging to the like series or sharing certain attributes. Terry will start off with 150 hit points and his opponents start off with 100 .
Credits roll after completing classic Mode. Completing it as Terry has Kurikinton – FATAL FURY 2 accompany the credits .
The message that shows Terry ‘s handiness in World of Light due to his condition as downloadable content, Terry does not have a legitimate function in World of Light. alternatively, he is unbarred for use in the mood after freeing 10 fighters from Galeem ‘s control. If loading an existing write file that meets this condition before downloading Terry, he is immediately unlock .
Terry ‘s fighter spirit can be obtained by completing classical Mode. It is besides available sporadically for buy in the workshop for 300 Gold, but only after Terry has been downloaded. Unlocking Terry in World of Light allows the actor to preview the spirit below in the Spirit List under the diagnose “ ? ? ? ”. As a combatant liveliness, it can not be used in Spirit Battles and is strictly aesthetic. His combatant liveliness has an alternate version that replaces it with his artwork in Ultimate .
- 1,356. Terry Bogard
In Spirit Battles [edit ]
Terry is not featured in any Spirit Battles .
Character insertion video recording [edit ]
Full version [edit ]
gallery [edit ]
triviality [edit ]
References [edit ]