Ness vs Terry

Terry Matchup (Ness)

Ness vs Terry

Ness vs. Terry is most stable when PK Fire and ledge pressure break up Terry’s approach route, and you seize control before GO moves come into play.

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Matchup Summary (Win Condition and Game Plan)

Terry can snowball into powered-up mode the moment he gets a touch, but Ness can also keep him afloat with forward air and up air and carry him to the ledge, so the value of being first to touch is extreme in this matchup.
PK Fire is not something to throw out mindlessly; it works better as a tool to disrupt walking approaches and Power Wave angles before converting into the next aerial.
For kills, it is more stable to wait for side B and Rising Tackle at the ledge than to keep scrapping once Terry is above 100 percent.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldNess OOS Candidate MovesBarely Missed Moves
Jab 13-6
  • Up B (1f)
  • OOS Nair (+2)
Jab 23/4-19/-17
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
Jab 37-19
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (+2)
Forward Tilt8-8/-7
  • Up B (1f)
  • OOS Nair (+1)
  • Grab (+3)
  • Up Smash (+3)
Up Tilt7-12
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (+1)
Down Tilt6-6
  • Up B (1f)
  • OOS Nair (+2)
Dash Attack10-18/-15
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
Forward Smash18-20
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (+1)
Up Smash10-20 / -18
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (+3)
Down Smash8-23
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (21f)
Neutral Air4-4
  • Up B (1f)
Forward Air7-7/-8
  • Up B (1f)
  • OOS Nair (+1)
  • Grab (+3)
  • Up Smash (+3)
Back Air11-5/-6
  • Up B (1f)
  • OOS Nair (+3)
Up Air7-3
  • Up B (1f)
Down Air12-10
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (+1)
  • OOS Uair (+1)
  • OOS Bair (+3)
Neutral B18 (21)-22 (-21)
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (21f)
Up B10/12/15/20/25**
Down BWeak: 6/9/29 | Strong: 6/9/35-19
  • Up B (1f)
  • OOS Nair (8f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (11f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • OOS Dair (+2)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Vary the PK Fire placement so Terry cannot rely on the same approach angle every time.
  • Once you get a hit, carry him to the ledge with forward air and up air, and do not give him time to reset to center stage.
  • After GO is online, do not rush the kill; prioritize center control and denial so you can reduce the dangerous range.

Actions to Avoid

  • Do not stay inside repeated close-range scrambles and keep eating down tilt into special-move strings.
  • Do not repeat the same jump timing once GO moves are visible and become an easy anti-air target.
  • Do not overchase offstage and let his strong rising reversal come back into play.

Reference Links

Related Pages