Matchup Summary (Win Condition and Game Plan)
This matchup is decided by whether Mario can keep Terry from living in jab, down tilt, and nair range for too long, then push him offstage first with fireball and aerial checks before the close-range damage spiral begins. Terry’s reward at point blank is enormous, and once GO is active, every shield, landing, or panic defensive choice near him can immediately turn into a kill guess.
But the frame table also shows real punish points. Jab 2, Jab 3, Up Tilt, Dash Attack, all smashes, Neutral B, and Down B all lose to Up B (3f), OOS Nair (6f), OOS Uair (7f), OOS Dair (8f), OOS Bair (9f), Up Smash (9f), or Grab (10f), so Mario should not try to brawl inside Terry’s pressure when a clean block lets him reset the situation instead.
At the same time, Jab 1, Down Tilt, Neutral Air, Back Air, and Up Air give much smaller direct punishes, so forcing shield retaliation on every touch only feeds Terry’s auto-turnaround close-range mix. Against those safer pokes, Mario should cut space with drift back, jump, and Fireball, then beat the next approach rather than the first one.
The win condition is not to outslug Terry in center, but to push him offstage and raise the failure rate on recovery with Cape, F.L.U.D.D., and ledge coverage before GO takes over, or to spend GO time forcing Terry to recover instead of threaten. Terry’s recovery routes are readable between the horizontal and vertical options, so the more often Mario owns center and creates edgeguard turns, the more stable the matchup becomes.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mario OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -6 |
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| Jab 2 | 3/4 | -19/-17 |
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| Jab 3 | 7 | -19 |
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| Forward Tilt | 8 | -8/-7 |
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| Up Tilt | 7 | -12 |
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| Down Tilt | 6 | -6 |
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| Dash Attack | 10 | -18/-15 |
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| Forward Smash | 18 | -20 |
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| Up Smash | 10 | -20 / -18 |
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| Down Smash | 8 | -23 |
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| Neutral Air | 4 | -4 |
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| Forward Air | 7 | -7/-8 |
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| Back Air | 11 | -5/-6 |
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| Up Air | 7 | -3 |
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| Down Air | 12 | -10 |
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| Neutral B | 18 (21) | -22 (-21) |
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| Up B | 10/12/15/20/25 | ** | ||
| Down B | Weak: 6/9/29 | Strong: 6/9/35 | -19 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not stand still in Terry’s jab and down-tilt range. Insert Fireball or retreating movement so the number of point-blank guesses stays low.
- After blocking Jab 2, Jab 3, Up Tilt, Dash Attack, any smash attack, Neutral B, or Down B, punish immediately with Up B (3f), OOS Nair (6f), OOS Uair (7f), OOS Dair (8f), OOS Bair (9f), Up Smash (9f), or Grab (10f).
- Against Jab 1, Down Tilt, Neutral Air, Back Air, and Up Air, do not always mash back in place. Drift away, jump out, or use Fireball to erase the next approach instead.
- Once Terry is offstage, do not rely only on a deep Fair. Mix Cape, F.L.U.D.D., and ledge coverage so the recovery route stays uncertain.
- When GO is active past 100%, do not accept repeated front-facing shield pressure. Use aerial drift and offstage pressure to reduce the number of direct kill guesses Terry gets.
Actions to Avoid
- Standing in jab or down-tilt range and repeatedly accepting Terry’s auto-turnaround point-blank mix.
- Throwing Up B or Nair after every lightly punishable Jab 1, Down Tilt, or Neutral Air and losing the counter-mix.
- Fixing your landing and shield habits in front of GO Terry and multiplying Buster Wolf or Power Geyser guesses.
- Forcing only big offstage swings after winning neutral and giving up center instead of varying the edgeguard.
- Missing punish windows on Jab 2, Dash Attack, Neutral B, or Down B and letting Terry keep the most dangerous pressure sequence alive.