74-
Terry

Last Updated:
October 19th, 2022

Notes on the Young Link vs Terry MU

Attributes

Air Acceleration: 0.06 (#59)

Air Speed: 0.95 (#67)

Fall Speed: 1.48/2.368 (#62)

Dash Speed: 1.65 (#83)

Run Speed: 1.72 (#44)

Walk Speed: 0.85 (#77)

Weight: 108 (#10)

Wall Jump: No

Wall Cling: No

Crawl: No

Jumps: 2

Win Conditions

Terry's Win Conditions:
Assert burst options within Young Link’s midrange (out of range of normals, but too close for projectiles) to take control of immediate space. Take stage control when Young Link retreats, and use unreactable burst options when anticipating Young Link to get close. Use Buster Wolf to catch dashback projectiles. Capitalize on edgeguards and ledgetraps.

Young Link’s Win Conditions:
Punish Terry for taking space/running in on the ground with Fire Arrow/quick frame data, and in the air with FAir/Boomerang. Bait out burst options with the threat of projectiles, and either whiff punish or punish out of shield. Punish Terry during Power Dunk's endlag offstage, or clip his Rising Tackle Recovery with DSmash.

Out of Shield

Jab1 (-6) & Jab2 (-19/-17):
Unpunishable
(Jab1 is safe on shield, Jab2 is impossible to react to)

Jab3 (-19):
GSA (Frame 9)
USmash (Frame 10)

FTilt (-7):
NAir (Frame 7)
(FTilt is +11 on shield when cancelled into a special. Terry also gains leg intangibility)

UTilt (-12):
NAir (Frame 7)
GSA (Frame 9)
(UTilt is +2 on shield when cancelled into a special)

DTilt (-6):
Unpunishable
(Safe on shield. DTilt is +4 on shield when cancelled into a special)

Dash Attack (-18/-15):
GSA (Frame 9)
USmash (Frame 10)

FSmash (-20):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

USmash (-18):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

DSmash (-23):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
DSmash (Frame 20)

NAir (-4):
Unpunishable
(Safe on shield)

FAir (-7):
NAir (Frame 7)

BAir (-5):
Unpunsishable
(Safe on shield)

UAir (-3):
Unpunishable
(Safe on shield)

DAir (-10):
NAir (Frame 7)
GSA (Frame 9)

Power Wave (-22 Weak, -21 Strong):
Unpunishable
(Projectile usage)

Burning Knuckle (-28 Weak, -34 Strong, -26 Weak Input, -32 Strong Input):
GSA (Frame 9)
FSmash (Frame 26)

Crack Shoot (-12):
NAir (Frame 7)
GSA (Frame 9)

Rising Tackle (--):
--

Power Dunk (-19):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
(This move can cross up)

Power Geyser (-29):
Grab (Frame 16)
Fire Arrow (Frame 25)

Buster Wolf (-45):
GSA (Frame 9)
USmash (Frame 10)
FSmash (Frame 26)

Spot Dodge Attack (-17):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Tilts, Jab, Grab, Power Wave, Aerials, Crack Shoot, Burning Knuckle, Power Dunk.


  • Kill Moves: BAir, DAir, Power Dunk, Burning Knuckle, Buster Wolf, Power Geyser, Rising Tackle, Smash Attacks.


Terry’s Special-Cancel Punish Windows & Blockstrings:


  • Startup of Special Moves:


    • Rising Tackle: 10


    • Burning Knuckle: 15 (grounded version)


    • Power Dunk: 6 (intangibility with input)


    • Crack Shoot: 13


    • Power Geyser: 20


    • Buster Wolf: 14


  • Special-Cancel Windows:


    • FTilt (+11) (Spaced FTilt is already unpunishable, and the frame advantage doesn’t give a window to punish specials, FTilt > Burning Knuckle can break shields).


    • UTilt (+10) (UTilt is punishable on shield, but special startup can’t be punished. UTilt > Power Geyser Breaks Shields).


    • DAir (+6) (DAir is punishable, but Terry can use Rising Tackle/Power Dunk to catch out of shield options).


    • DTilt (+4) (DTilt staled once is punishable, Terry can use Rising Tackle/Power Dunk to catch out of shield options).


    • NAir/UAir (+3/+4) (NAir/UAir are safe on block anyway, special cancel Power Dunk/Rising Tackle can catch out of shield options).


    • Jab1 (+4) (Jab is safe on block at -6, can be special cancelled or followed up with Jab2 [which has +2 special cancel window] which is not worth messing with).


  • Power Dunk and Rising Tackle are Terry's fastest options out of special cancel, but are punishable on block. Hold shield to punish these.


  • Power Geyser and Burning Knuckle can break shields, but have slower startup. Use an out of shield option to punish these on startup.


  • The mix-up in pressure stems from if Terry will special cancel or not. If Terry special cancels, he can be punished by a fast out of shield option, but he could opt to shield instead.


  • Terry has a wealth of burst options. Burning Knuckle (high killpower), Dash Attack (fastest startup of burst options), Crack Shoot (goes over grounded Fire Arrow, less committal than Burning Knuckle).


  • With GO, Buster Wolf is also an armored burst option that cuts through projectiles. Terry looks for Young Link to do dashback projectile throws to punish with Buster Wolf/other burst options. The burst options themselves aren’t safe on shield, though.


  • Burning Knuckle and Crack Shoot have different distances they can travel, depending on the weak or strong variation of the move.


  • Terry’s initial dash is faster than most of the cast at 10 frames, enabling his burst options further.


  • Throughout the match, aim to keep Terry out. Although Young Link can box with Terry up close, his intangible hitboxes, combined with good out of shield options and killpower, skew footsies to his favor, not to mention his plentiful number of burst options. Wall Terry from outside of his burst range, and whiff punish how he tries to get in.


  • As neutral plays out, feel out when and where Terry will use his burst options. All of them lose to shield/staying out of range, but beat out a projectile. If Young Link is standing in position for a projectile, then he could use that positioning to bait out a burst option from Terry.


  • Terry’s FAir hits below him at a diagonal angle. It has decent speed and shield safety. Because it hits below him, Terry can land on Young Link with a FAir after dodging a Fire Arrow (short hop) or Boomerang (full hop fastfall).


  • Terry’s NAir is faster than his FAir, with shorter range and better shield safety. Young Link can’t punish a landing NAir on shield. It has low landing lag as well (7 frames). The strong and lingering hit of Terry’s NAir both have combo routes. Late NAir > Burning Knuckle is one of the more potent confirms Terry has through NAir. Terry’s NAir and UAir can both be special cancelled, with each being +3 and +4 on shield respectively as a result.


  • Terry can pressure on the ground with FTilt, DTilt, or Jab1. All 3 are safe on shield and can be shield-cancelled. Terry’s Tilts and Jab are his win conditions up close, as they all have high follow-up potential. Terry’s FTilt/UTilt also have intangibility on the leg and arm, respectively. Special-cancelling cancels the moves endlag, meaning that even if Terry whiffs a move, he can cancel the endlag to hit opponents near him. It’s possible to punish Terry for special-cancelling on shield in specific instances, but it’s generally high-risk to play close to Terry.


  • Power Wave, when grounded, is a projectile that travels across the ground. It has a strong and a weak variation. The weak variation has less endlag, but also has slower speed and less damage. Terry can use Power Wave as a projectile approach, conditioning short hops/full hops to anti-air, or shield pressuring opponents blocking Power Wave. The weak and strong hit have the same distance, the weak hit just has more active frames.


  • Fire Arrow can punish Terry for running/dashing into Young Link, or the startup of his burst options. This can condition Terry into full hopping/short hopping to get in as opposed to running in on the ground. Crack Shoot goes over grounded Fire Arrow, though. Young Link would have to shield and punish it.


  • Fire Arrow is rewarding on hit because it knocks Terry straight up. Terry is much weaker in the air than on the ground.


  • Boomerang can catch Terry full hopping over Fire Arrow and aerials. Boomerang is high-risk in covering Terry on the ground, since his lenient hitboxes on aerials and burst options can easily clank with Boomerang.


  • Bomb is good against Terry for catching his burst options and whiff punishing moves used out-of-range of Young Link on startup, but chances to pull one safely are far and few between.


  • Rising short hop NAir and BAir can beat Terry to his burst option on startup in close range, however NAir is more reliable at this. To beat it out, Terry would have to do something that is NOT a burst option. FTilt as a more defensive option to block a burst option also works.


  • Platforms are a critical safe haven against Terry. Being above the ground puts Young Link out of range of Terry’s grounded burst options. Terry can still jump and use his burst options, but they become more committal in the air. If they whiff, Young Link can take stage control. Mix up how you leave platforms to make it more difficult for Terry to punish you.


Neutral vs Terry with Buster Wolf:


  • Buster Wolf is an armored burst option that can reach upwards of half the stage/the entire stage. It can be comboed into (Jab, FTilt, DTilt) and has high killpower.


  • The main issue is that Buster Wolf will armor through projectiles. When Terry has GO, all projectiles become high risk, since Terry can punish Young Link for using a projectile without waiting for the endlag.


  • If Terry whiffs Buster Wolf/if it’s blocked by shield, Young Link can hard punish Terry for using it.


  • Young Link will have to manage more space than usual to account for the range of Buster Wolf. Getting into a position to use a projectile and then feinting it with shield or jump can dodge Buster Wolf.


  • Buster Wolf can’t be used in the air.


  • Jab2 > Buster Wolf isn’t true, but opponents can’t shield, since Jab takes them off of the ground. Directional airdodge to avoid Buster Wolf.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing
(How do I escape this situation?):


  • In some situations, Terry doesn’t have to read a roll to cover it because of auto-turnaround. He’ll automatically cover roll, essentially covering roll in all grounded corner pressure situations without commitment.


  • When performed from a high enough altitude, Power Dunk autocancels, making it positive on shield.


  • DI UTilt in at high %s to avoid the followup Power Geyser, and at lower %s, DI away to survive.


  • Z-Drop Bomb out of shield will beat out Jab2/DTilt regardless of what special attack they’re canceled into.


  • In disadvantage, prioritize moving around Terry and disengaging from him when possible. Terry has higher reward on hit, and better scramble capabilities with burst options, good hitboxes, and a fast dash.


  • Shielding against Terry is extremely high-risk due to his shield pokes serving as kill confirm starters, which also can be special-canceled to call out options AND break shields. Burning Knuckle and Power Geyser can break shields.


  • Bait and Punish Terry into using his committal moves. Young Link can punish Terry’s burst options out of shield, but can also get out of range of moves like FAir, NAir, FTilt, and Dash Attack to whiff punish them.


  • When Terry has GO, Buster Wolf is a high-reward kill option with high range Terry can use. Terry can armor through projectiles used in the corner and kill Young Link for using them. If shielded, Terry is wide-open to a hard punish.


Platform Pressure
(What tools do they have? How can we escape this pressure?):


  • Terry can use USmash/UTilt from below platforms to hit them. Crack Shoot will also hit platforms from below.


  • Terry can use BAir to hit opponents standing on the platform at platform height. It’s high-reward, but can’t be special-canceled, leaving an opportunity to escape after block.


  • Terry can use Burning Knuckle to catch opponents on platforms. By doing a short hop Burning Knuckle, Terry will end up under the platform, but still hit opponents standing on the platform.


Landing
(How do they cover it? What are my best options?):


  • Terry’s Dash Attack/Burning Knuckle/Crack Shoot is great at aggressively covering landings. It’ll beat out airdodges and NAir. Land away from him or mix up your timing. Additionally, his burst options beat all projectiles. Landing with projectiles against Terry is high-risk because of this. Same with landing near Terry with an aerial, since his hitboxes will usually outright win.


  • Land away from Terry if possible. Terry has strong anti-air tools between his UTilt and FTilt (intangibility on hitboxes), decently ranged UAir, high-reward USmash, and Rising Tackle.


  • Terry can use his burst options to catch Young Link landing with a projectile/aerial away from him. Be careful with buffering projectiles while Terry is landing. While they are high-reward, Terry can punish Young Link hard for using them with a Burning Knuckle/Dash Attack.


  • With GO, Terry can consistently and easily hard punish Young Link for landing with projectiles by using Buster Wolf, which covers half of the stage. Landing with a projectile becomes a high-reward, insane risk against Terry with GO. Terry can now also use Power Geyser to anti-air. Land by air dodging through/around it, or use NAir to clank with the top of the Geyser.


  • Terry can use Rising Tackle to hard punish Young Link for trying to land with DAir. Rising Tackle beats out DAir consistently and can kill Young Link for it. Rising Tackle can also cross-up DI, enabling kills at low %s.


Offstage
(How Do I Escape This Position And What Do I Look Out For?):


  • Power Wave not only gimps Young Link offstage and outranges Young Link’s options, it stalls Terry in the air for a bit, giving him more freedom as when to use it.


  • Terry can use Power Wave as an edgeguard far out from the ledge, since it stalls him in the air.


  • Terry can spike for edgeguards with DAir and Power Dunk, or gimp with NAir/FAir and kill offstage with Burning Knuckle.


  • Terry can use Burning Knuckle onstage to kill Young Link for waiting in the air when trying to recover. Anticipate Burning Knuckle when Terry is in range for it.


  • Burning Knuckle is one of Terry’s primary edgeguarding tools, since the length it travels can be shortened, meaning that Terry doesn’t have to overextend to kill with it reliably. Burning Knuckle can catch both tether and ASA to the ledge reliably.


  • Go above or below Terry to get around Power Wave and Burning Knuckle edgeguards.


Ledge:


  • Terry can safely pressure ledge with DTilt, either confirming a kill into it, or enticing you to choose an option immediately and punishing your followup.


  • Rolling is futile when Terry is standing at ledge due to auto-crossup.


  • Terry’s short hop/full hop rising DAir at ledge will spike jump recoveries/ledge jumps.


  • Jump airdodge is often the safest option vs Terry.


  • With its huge hitbox, Power Geyser can cover multiple options and kill you. Jump, roll, neutral getup, and lodge attack all get covered. You'll have to maneuver around it, time your option, or try clanking with NAir.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Terry can threaten his burst range in disadvantage to hit Young Link for getting too close to him or getting too reckless with projectiles. Remember that Crack Shoot goes over Fire Arrows, so Terry can outright punish Young Link for corner pressuring with Fire Arrows.


  • Play from outside of Terry’s FTilt/burst option range. Fire Arrow, ZAir and FTilt can be used to intercept Terry for running/bursting into Young Link. General rule of thumb is to avoid being too close to Terry in corner pressure.


  • Aim to send Terry upwards and take away his double jump. Terry loses access to his special-cancel mindgames, quick dashes, grounded moves, and some burst range threat in the air. Terry is much weaker in the air than on the ground as a result.


  • Terry can use his specials mid-air to change where he lands. Either Crack Shoot or Burning Knuckle to go left or right and land elsewhere.


  • Terry can stall his landing with Power Dunk, and then land using its hitbox. Power Dunk autocancels upon landing. Use Grab to punish Terry while he’s falling safely, or get under him and UAir.


  • Terry doesn’t have an attack with enough range below him to outrange Young Link’s UAir.


Offstage:


  • Pay attention for airdodges to the ledge when Terry is closer to the ledge so that he can avoid using Rising Tackle. Time DTilt to catch the airdodge.


  • Most of the time, Rising Tackle WON’T snap ledge. Terry can still mix it up by choosing to go above the ledge and hit the opponent standing at the ledge.


  • Power Wave lets Terry stall in the air.


  • Regarding Rising Tackle intangibility: Terry is mostly covered from Frames 5-16, and just on his legs for 17-24. Hit his shoe. After that, his entire body is vulnerable. Terry can be difficult to hit if he’s hugging the stage wall. Use a Bomb throw down or DTilt/DSmash to punish.


  • Terry will use his burst specials to get himself closer to the ledge (Crack Shoot/Burning Knuckle forwards, Power Dunk downwards).


  • Use Boomerang to dissuade high recoveries.


  • If Terry is sent high, he can opt for a high recovery using Crack Shoot/Burning Knuckle and Power Dunk. Terry can then land somewhere onstage as opposed to grabbing the ledge.


  • Be careful when hitting Terry during Power Dunk. Trading with it means potentially getting spiked and losing advantage. Use FAir to hit Terry out of Power Dunk during the move. Force Terry to go low or to go high.


  • Weak Power Dunk has around 25 frames of endlag in the air, and 30 on the strong version. It is possible to run off NAir and hit Terry for using this move to recover after the hitbox disappears.


  • Terry can use Power Dunk, Burning Knuckle, FAir, Power Wave, or Crack Shoot from a double jump off of the ledge.


  • Terry’s auto-turnaround enables him to shield pressure/hit Young Link for crossing him up. Don’t stay directly at the ledge for too long.


  • It’s preferable to stay at roll distance rather than at the ledge. This gives enough space to answer Terry’s burst options, and out of range of his high-reward attacks (DTilt, FTilt, Jab).


Ledge Info:

Ledge Hang Coverage Info Labbed by Sachit:

DTilt: Hits

DSmash: Hits

FTilt: Hits

Most Reliable Move: DSmash

Animation Info: Head rise animation, not required to hit.

Note: Easy, DSmash reaches farthest.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt > ASA @ Ledge %s: 122, 109


  • FD FThrow @ Ledge %s: 189, 162


  • FD Milkshake %s: 113-167, 101-140


  • Terry Kill Throws: BThrow (late kill throw)


  • DI Ftilt Up and Away at tumble percents to avoid Buster Wolf.


  • DI Power Geyser Down and Away.


  • Terry FTilt sends Young Link into tumble at 39% (strong hit) and 36% (weak hit).


  • Terry’s NAir clanks with projectiles.


  • When using input Power Dunk, Terry has complete intangibility when rising (Frame 6-12).


  • Power Wave trades with Boomerang and Fire Arrow. With some charge, Fire Arrow can go over Power Wave. Aerial Power Wave beats all projectiles.

Stages

  • Battlefield:
    Good. The triplat layout has its ups and downs against Terry, but it is preferable to lack of platforms like FD. Platforms provide a safe haven from Terry’s grounded pressure.


  • Small Battlefield:
    Bad. This stage’s lower platforms and smaller stage width compared to PS2 suddenly opens up Terry’s movement. Terry’s burst options can quickly cover space, and he can jump onto platforms to pressure opponents. This is exaggerated with the absence of the top platform.


  • Final Destination:
    Terrible. Here, Terry can force Young Link to respect his boxing game and burst range at all times. No platforms limits the amount of escape options Young Link has around Terry’s burst range.


  • Smashville:
    Terrible. This stage leaves little to no room to run away from Terry. His burst options practically cover the entire stage.


  • Town & City:
    Indifferent. This stage gives a wide area to zone Terry out, although the side zones enable extremely early kills off of Burning Knuckle and Buster Wolf, sometimes as low as 40%.


  • Lylat Cruise:
    Indifferent. Terry can take stocks early and cover the stage quickly with burst options. This stage also extends the range of Fire Arrow, which can call Terry out for using burst options from the corner.


  • Pokémon Stadium 2:
    Great. This stage gives space to zone Terry out, and platforms to disengage from his grounded burst range.This gives Young Link more outs in neutral to navigate Terry’s burst range. Terry can’t full hop onto the platforms here, either.


  • Kalos Pokémon League:
    Great. This stage has a lot of space to zone Terry out, and Young Link can retreat to the side platforms to work his way out of disadvantage. Terry can’t full hop onto the platforms here.


  • Yoshi’s Story:
    Indifferent. The triplat layout does give Young Link room to escape Terry's burst options, but the low blast zones enable both players to take stocks early. This can create volatile matches. This stage can be a good pick if Young Link is struggling to kill Terry, and BF for vice versa (assuming Kalos/PS2 aren’t available).

Sets & Resources




  • (@GimR’s Lab on YouTube) RISING TACKLE! (Rising Tackle Mechanics and Charge Storage)


  • (Ultimate Frame Data) Terry’s Page: UFD - Terry

  • Terry DI/SDI Advice: https://sites.google.com/view/catalog-terry/terry-counterplay/di-sdi

Reference Images