Terry (Life & Death)

Terry (テリー, Terry) is a playable character in Super Smash Bros. Life or Death.
Terry Bogard is the main protagonist of the Fatal Fury series. Originally an orphan, Terry and his younger brother Andy begin their journeys as martial artists in order to avenge their adoptive father, Jeff Bogard, who was murdered by the crime lord Geese Howard. Over time, Terry becomes renowned as a talented fighter who seeks to continue protecting his hometown alongside Andy and their mutual friend and fellow martial artist Joe Higashi.. Terry also has a love interest, "Blue" Mary Ryan, and a pet monkey named Ukee. 
Terry is voiced by Takashi Kondō in versions of Life or Death. 
==How to Unlock==
Terry is available from the start of a new game and doesn't need to be unlocked.
==Moveset==
* Terry always faces his opponent during a one-on-one match or when only two players are remaining in a 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, 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, with Power Dunk instead having two separate travel distances and timings before the main punch.
** Terry's input specials also utilize negative edge, where specials can be performed on the release of a held attack button after performing certain stick motions.
* Sound effects from the early Fatal Fury games and The King of Fighters games, albeit heavily modified, are used when Terry hits an opponent instead of the standard knockback sound effects.
 	Name 	Description
Neutral Attack 	N/A 	A jab, followed by a short straight-punch, followed by a side kick. Holding the attack button also causes Terry to repeat the first hit. However, the jab and short straight-punch can be canceled into special moves, which is significantly more rewarding than using all three hits. Based on his standing light punch, close-range standing heavy punch, and standing light kick in most games, with the short straight-punch dealing two hits like in the original games.
Forward Tilt 	N/A 	A mid-level roundhouse kick. It has a respectable damage output, especially when sweetspotted, and is moderately fast. Can be special canceled. The move also has a disjointed hitbox on Terry's foot, and grants intangibility to his kicking leg. Based on his standing heavy kick in his home series.
Up Tilt 	N/A 	An uppercut. Somewhat quick with extremely low knockback growth and can be canceled into specials. It also renders his attacking arm intangible. However, it has the most ending lag of all his tilts. Based on a recurring command move (↘ + heavy punch) in Terry's moveset in the early Fatal Fury games and later The King of Fighters games.
Down Tilt 	N/A 	A crouching, Hapkido-style shin kick. Deals extremely low damage, but can be spammed safely due to its very low overall lag. It can be special canceled. Based on his crouching light kick in his home series.
Dash Attack 	N/A 	A shoulder block. Based on Terry's special move introduced in Real Bout Fatal Fury Special. 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.
Forward Smash 	N/A 	A spinning back kick. Based on his low-evade attack from Garou: Mark of the Wolves (a universal mechanic from that game), albeit with a heavily altered animation and lacking any particular evasive utility.
Up Smash 	N/A 	Squats and then rises up to throw an uppercut. It deals more damage with its late hit, and can cancel into his Final Smash. Based on a command normal crouching heavy punch. Interestingly, its charge hold is a single frame before the hitbox comes out, making it an incredible reactive option against aerial attacks.
Down Smash 	N/A 	A modified version of the martelo de chão, a kick in capoeira. In a similar vein to Ryu's down smash, it only hits in front of Terry. It is very fast and has good range due to Terry stretching his leg forward. Based on his crouching heavy kick.
Neutral Aerial 	N/A 	A downward knifehand strike. Based on his jumping light punch.
Forward Aerial 	N/A 	A flying kick. Based on his jumping light kick or jumping heavy kick when jumping forward or backward in his home series.
Back Aerial 	N/A 	A spinning hook kick. 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 a reverse 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. Based on his jumping heavy kick when jumping straight up in most games.
Up Aerial 	N/A 	An exaggerated bicycle kick. According to Masahiro Sakurai, Somersault Kick is original to the Super Smash Bros. series, and it was created in order to give Terry an upward attack to use in the air. However, it nevertheless resembles a special move from another Fatal Fury character, Kim Kaphwan's Hienzan.
Down Aerial 	N/A 	A downward angled cross. Based on his jumping heavy punch.
Grab 	N/A 	Reaches out with both hands.
Pummel 	N/A 	A short-straight punch. Based on the first hit of his Grasping Upper from The King of Fighters '96.
Forward Throw 	N/A 	The seoi nage, a Judo throw. Based on a mirrored version of his Buster Throw given to him in The King of Fighters series.
Back Throw 	N/A 	The seoi nage, a Judo throw. It is his signature throw in the Fatal Fury series.
Up Throw 	N/A 	An uppercut. It is a grab he uses from The King of Fighters '96 through The King of Fighters 2002.
Down Throw 	N/A 	A neckbreaker slam. It is a command throw in Fatal Fury: Wild Ambition.
Dodge Attack 	N/A 	By pressing the attack button immediately after performing a spot 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 less shieldstun 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 mainline Fatal 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 final Fatal 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 ongoing The 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 in Ultimate.
Neutral Special	Power Wave 	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 an Airborne Wave in his tips. 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 in The King of Fighters series as of The King of Fighters '96. However, it also heavily resembles the Round Wave, a short-ranged version of the Power Wave that debuted in Real Bout Fatal Fury.
Side Special 	Burning Knuckle/Crack Shot	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 (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): A spinning 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 (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 back!" when using the move.
Up Special 	Rising Tackle 	Terry jumps in the air, performing 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 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 Special 	Power Dunk 	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, which grants intangibility during its ascent, increases its damage output (1.2×) and knockback, and enables it to meteor 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 1	Power Gyser 	When "GO" is active, used with ↓ ↙ ← ↙ → or ↓ ← ↓ → , followed by either attack or special. 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 of Battlefield. 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 to Pound. However, Power Geyser possesses more startup and ending lag of the two Super Special Moves, making it highly punishable especially if perfect shielded, though these weaknesses can be mitigated if the move is linked in to. Terry will announce either "Power... Geyser!" or "Go burn!" when using the move.
Command Input 2	Buster Wolf 	When "GO" is active, used with ↓ ↘ → ↓ ↘ → or ↓ → ↓ → , followed by either attack or special. 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, and announce the move's name. 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 a hit grab, and as such, Buster Wolf will not follow through with the second hit if the opponent is shielding, hit while prone, or if they were recently released from a grab, making the move punishable in the former case. A couple of notable advantages to Buster Wolf being a hit grab is that Terry can bypass Wonderwing, Revenge, and Rebel's Guard (but not Tetrakarn). For the latter two, this likely due to them not providing intangibility 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 Smash 	Triple Wolf 	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.
==Other Animations==
Animation 	Description 	Notes
On-Screen Appearance 	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).	
Taunt 1 	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. 	
Taunt 2 	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. 	
Taunt 3 	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. 	
Star KO 	 	
Screen KO 	 	
Character Selection Screen	 	
Crowd Chant 	Come on, come on, Te-rry! 	
Victory Pose 1 	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. 	
Victory Pose 2 	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. 	
Victory Pose 3 	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. 	
==Role in Classic Mode==
Like all other fighters, Terry appears in Classic Mode. Terry's Mini-Boss is unknown. 
===Terry Ending===
==Role in The Kiss of Death==
==Alternate Costumes==
Terry's palettes are based on designs from his own games, and the design on his cap changes for each one.
Image	Number	Color 	Notes 	Unlockable?
 	01 	Red 	Based on his appearance in The King of Fighters series through the '90s, starting with The King of Fighters '94. The logo on his cap reads "FATAL FURY". 	Default
 	02 	Blue 	Resembles his standard alternate palette throughout the Fatal Fury and The King of Fighters series. The logo on his cap reads "FATAL FURY". 	Default
 	03 	Brown 	Resembles one of his alternate palettes from The King of Fighters 2002. His cap is blank. 	Default
 	04 	Green 	Resembles one of his alternate palettes from The King of Fighters 2002. His cap is blank. 	Default
 	05 	Orange	Resembles his early appearances from Fatal Fury: The King of Fighters to Real Bout Fatal Fury Special. The logo on his cap reads "NEO GEO", as in the earliest official artwork for his original design. 	Default
 	06 	Grey 	Resembles one of his alternate palettes from Fatal Fury Special onward. The logo on his cap reads "KING OF THE FIGHTERS", as in Fatal Fury 3: Road to the Final Victory and Real Bout Fatal Fury. 	Default
 	07 	Black 	Resembles his alternate palette from Fatal Fury: Wild Ambition. His cap has a metal plate on the front, like his appearance in the Fatal Fury anime films. The material of his jeans is also altered to resemble leather rather than denim.	Default
 	08 	Yellow	Resembles his C+D alternate palette from The King of Fighters 2000. The logo on his cap closely matches the design used in The King of Fighters XIV, which reads "SOUTH TOWN - HUNGRY WOLF". 	Default
 	09 	Brown 	Terry's appearance in the Garou: Mark of the Wolves series. Notably, Terry doesn't wear a hat, altering several animations involving his hat. 	Unlockable
 	10 	 	 	Unlockable
 	11 	 	 	Unlockable
 	12 	 	 	Unlockable
 	13 	 	 	Unlockable
 	14 	 	 	Unlockable
==Smash Taunts==
===Palutena's Guidance===
===Snake's Codecs===
==Fighter Spirits==
Terry's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Terry in The Kiss of Death allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Life & Death.
File:TerryBogardGalacticBattle.png
File:Terry Bogard (Neo Geo Battle Coliseum).png
==Trivia==
Category:Fighters in Super Smash Bros. Life or Death