Terry Bogard is one of the main characters of SNK's Fatal Fury series, as well as the company's crossover series, The King of Fighters, first appearing in Fatal Fury: King of Fighters. He is one of SNK's most iconic characters, leading to his numerous appearances and roles in other fighting games.
Super Smash Bros. Ultimate
During the September 2019 Nintendo Direct, Terry was announced to appear as a DLC fighter in Super Smash Bros. Ultimate, being included in Challenger Pack 4 of the first Fighters Pass and thus being the fifth downloadable fighter overall for the game. His in-game design resembles his appearance in the older The King of Fighters games throughout the 1990s, while his animations during matches appear to be based off of his animations in The King of Fighters XII and The King of Fighters XIII. He was released along with the 6.0 update on November 6th, 2019 (PST).
In a similar vein to Ryu and Ken, Terry always faces his opponent in 1-on-1 battles, allowing him to walk backwards; however, he can still dash in any direction. Unlike Ryu and Ken, Terry sports inputs only for his special moves, though he has more inputs for said moves than the Street Fighter characters. Terry sports a unique comeback mechanic: once his damage percentage reaches 100% in Timed and Stock Battles, or he has 30% or less of his health in a Stamina Battle (indicated by a "Go" icon next to his portrait), he gains access to two "Super Special Moves" called Power Geyser and Buster Wolf. Terry has a somewhat slow walking speed, but he sports an average dashing speed and a high overall damage output. He is a heavyweight fighter, and specifically weighs as much as Samus, Dark Samus, Bowser Jr., and the Koopalings.
Unlike most of the other fighters, the majority of Terry's standard attacks (barring his grab, pummel, edge attack, and floor attacks) are named in reference to his moveset from his home series. Standard attack is Jab, Body Blow, High Kick; tilt attacks are Middle Kick, Rising Upper, and Under Kick respectively; dash attack is Power Charge; smash attacks are Backspin Kick, Wild Upper, and Slide Kick respectively; aerial attacks are Chop, Jump Kick, Jump Backward Kick, Somersault Kick, and Jump Karate Punch respectively; forward and back throws are both Buster Throw; and up and down throws are Grasping Upper and Neck Breaker Drop respectively.
Classic Mode route
All matches in Terry's Classic Mode route are Stamina Battles, a trait shared only with Ryu's Classic Mode route. They are all made up of three characters with some trait in common, referencing how the teams in the King of Fighters series are set up.
(*) - Terry uses his blue costume if the player uses his default costume.
Power Wave is Terry's standard special move. When activated, Terry punches the ground to launch a burst of energy that travels along the ground until it hits a wall or opponent. The distance that the Power Wave travels is dependent on how long the player holds the button down. If used in the air, the energy burst briefly stalls Terry's descent, and deals slightly more damage and knockback to compensate for its much shorter range.
Burning Knuckle / Crack Shoot
Terry's side special move is a first for the series in that there are two different moves depending on whether the move is inputted toward or away from the direction he is currently facing:
Burning Knuckle is Terry's front special move. He will gather energy in his hand before leaping forward to throw an energy-infused cross. Like with Power Wave, the distance and strength of the move depends on how long the player holds the button for. In addition, there is a command input that makes it stronger (↓ ↘ → + attack/special, where → is the direction Terry is facing); this is indicated by a tinge of green energy flames alongside the usual blue energy flames, and essentially gives Burning Knuckle four different strength variants. Contrary to its name, it does not deal flame damage.
Crack Shoot is Terry's back special move. When activated, he will perform a spinning heel kick. A stronger version of Crack Shoot can be done by doing a command input (↓ ↙ ← + attack/special, where ← is the direction behind Terry).
Rising Tackle is Terry's up special move. When activated, he performs an upward corkscrew flying kick while extending his arms. There is a special variant that happens if the player holds down for 24 frames, then activates the move: it will consist of more hits, propel Terry slightly higher than usual, and will grant him invincibility frames for the duration of the move. The special variant is indicated by Terry faintly flashing blue.
Power Dunk is Terry's down special move. When activated, he will perform a jumping knee strike, followed by a descending downward angled, energy-infused cross. The move can hit twice, once when Terry jumps with a knee strike, and the other during the dive itself. Like his other special moves, there is a command input for this move that makes it stronger as well (→ ↓ ↘ + attack/special). When done with a command input, it can also meteor smash during the first few frames of the dive, and is indicated by the energy engulfing Terry's fist being whitish orange instead of reddish orange.
Super Special Moves
Power Geyser is one of Terry's Super Special Moves. Upon inputting ↓ ↙ ← ↙ → + attack/special (or ↓ ← ↓ → + attack/special), Terry will punch the ground similarly to when activating Power Wave, but will instead generate a massive geyser of energy from the ground. The move boasts outstanding vertical range (albeit at a slightly diagonal angle) and impressive power, with even its weakest hitbox (the apex of the geyser) being capable of KOing opponents below 100%. In addition to its offensive potential, Power Geyser also grants Terry armor during its start-up that can withstand a total of 5%.
Buster Wolf is one of Terry's Super Special Moves. Upon inputting ↓ ↘ → ↓ ↘ → + attack/special (or ↓ → ↓ → + attack/special), Terry will quickly slide forward to throw a punch and ask, "Are you okay?" If the move connects with an opponent, Terry will shout "Buster Wolf!" and fire an explosive energy blast from his fist. If the move is performed while an opponent is down, only the initial hit activates with low knockback. The move has a unique structure; while the initial hit is considered a standard attack, the move will grab upon hitting an opponent successfully. This means the move does not ignore shields or counterattacks, unlike other grab attacks such as Bowser's Flying Slam and Ganondorf's Flame Choke, but Terry can damage Banjo & Kazooie while they are performing Wonderwing, due to that move's nature of being vulnerable to grabs and shields.
Triple Wolf is Terry's Final Smash. When activated, Terry will perform Triple Geyser, his Super Desperation Move that debuted in Real Bout Fatal Fury. If the last geyser hits an opponent, Terry will quickly follow up with Power Dunk and then conclude with Buster Wolf. The follow-up from Triple Geyser will only hit one opponent, whereas bystanders will receive increased knockback from Triple Geyser's final hit.
Profiles and statistics
Terry shares this stock conversation with all other DLC characters except Piranha Plant. It was originally used for Mewtwo, Lucas, Roy, Ryu, Cloud, Corrin, and Bayonetta in Super Smash Bros. for Wii U, who are downloadable fighters in that game.
Super Smash Bros. Ultimate official website
Names in other languages