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 Move | Startup | On Shield | Pikachu 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
- 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.