Pikachu vs Terry

Terry Matchup (Pikachu)

Pikachu vs Terry

In Pikachu vs Terry, the key is to avoid living at Jab and Down Tilt range, disrupt Terry from outside with Thunder Jolt and air mobility, and turn edgeguards plus GO management into the actual kill plan.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Pikachu can still punish Terry’s Jab 2-3, Up Tilt, Dash Attack, smash attacks, Down Air, Burn Knuckle, and the post-Crack Shoot Down B spacing with OOS Nair (6f), OOS Uair (7f), OOS Bair (7f), Grab (10f), and Up Smash (10f), so defensive wins at close range matter a lot.
The danger is that Terry’s Jab 1, Down Tilt, and Neutral Air starters turn one grounded mistake into massive damage, and once GO activates at 100%, a single bad shield or landing can become Buster Wolf or Power Geyser immediately. The matchup gets worse the longer Pikachu agrees to stand in front of him.
Pikachu should use Thunder Jolt, walking, and low air drift to skew Terry’s entry angles, avoid landing at the same height in front of Rising Tackle and Up Smash, and then convert stray hits into corner carry through Nair, Bair, and throws.
For kills, do not overfocus on grounded hard reads. Before GO, the more stable plan is edgeguarding with Bair, Fair, and Quick Attack routes; after GO, preserve center, keep Terry moving, and attack the narrow, readable recovery instead of giving him direct close-range scrambles.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPikachu OOS Candidate MovesBarely Missed Moves
Jab 13-6
  • OOS Nair (6f)
  • OOS Bair (+1)
  • OOS Uair (+1)
Jab 23/4-19/-17
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Jab 37-19
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Forward Tilt8-8/-7
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (+3)
  • Up Smash (+3)
Up Tilt7-12
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (+2)
  • Up B (+3)
Down Tilt6-6
  • OOS Nair (6f)
  • OOS Bair (+1)
  • OOS Uair (+1)
Dash Attack10-18/-15
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (+2)
Forward Smash18-20
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Up Smash10-20 / -18
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Down Smash8-23
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Neutral Air4-4
  • None
  • OOS Nair (+2)
  • OOS Bair (+3)
  • OOS Uair (+3)
Forward Air7-7/-8
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (+3)
  • Up Smash (+3)
Back Air11-5/-6
  • None
  • OOS Nair (+1)
  • OOS Bair (+2)
  • OOS Uair (+2)
Up Air7-3
  • None
  • OOS Nair (+3)
Down Air12-10
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
Neutral B18 (21)-22 (-21)
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Up B10/12/15/20/25**
Down BWeak: 6/9/29 | Strong: 6/9/35-19
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • After shielding Terry’s Jab 2-3, Up Tilt, Dash Attack, smash attacks, Down Air, Neutral B, or Down B, answer with OOS Nair (6f), OOS Uair (7f), OOS Bair (7f), Grab (10f), or Up Smash (10f).
  • Do not stay at Terry’s Jab 1 and Down Tilt range for free. Use Thunder Jolt, walking, and air drift to change the approach angle before he gets a grounded starter.
  • Once Pikachu gets in, do not settle for center-stage damage alone. Push Terry toward the ledge and repeatedly challenge the recovery.
  • After GO activates, value center control and landing mix over forced kill attempts so Buster Wolf and Power Geyser are harder to represent.

Actions to Avoid

  • Standing directly in Terry’s close-range starter zone and accepting repeated Jab 1, Down Tilt, and Neutral Air pressure.
  • Landing at the same height over and over into Rising Tackle or Up Smash.
  • Panicking against GO and charging straight in, which gives Terry the exact shield or landing trap he wants.
  • Letting Terry recover for free and trying to win only through grounded scrapping onstage.

Reference Links

Related Pages