Robin vs Terry

Terry Matchup (Robin)

Robin vs Terry

This matchup revolves around Robin slowing Terry's close-range offense with midrange control and ledge pressure before GO can swing the game.

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Matchup Summary (Win Condition and Game Plan)

Terry can explode off jab, down tilt, and neutral air once he gets in, but his approach range and recovery routes are still readable, so the set often hinges on whether Robin can keep center stage. Robin wants to stop the ground path with the Thunder line and Arcfire, then swat jumps with Levin back air and forward air before Terry gets to start point-blank pressure. Once Terry is pushed to the ledge, his recovery tends to funnel into Burning Knuckle or Rising Tackle, which lets Robin keep advantage with lingering flame and sword spacing instead of overcommitting. If Robin burns tomes or Levin Sword too freely and accepts extended scrambles at close range, Terry’s GO phase can flip the stock count immediately.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldRobin OOS Candidate MovesBarely Missed Moves
Jab 13-6
  • None
  • Up B (+2)
Jab 23/4-19/-17
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Jab 37-19
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Forward Tilt8-8/-7
  • None
  • Up B (+1)
  • Grab (+3)
  • OOS Nair (+3)
Up Tilt7-12
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (+1)
  • OOS Fair (+3)
Down Tilt6-6
  • None
  • Up B (+2)
Dash Attack10-18/-15
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (+1)
Forward Smash18-20
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Up Smash10-20 / -18
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Down Smash8-23
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Neutral Air4-4
  • None
Forward Air7-7/-8
  • None
  • Up B (+1)
  • Grab (+3)
  • OOS Nair (+3)
Back Air11-5/-6
  • None
  • Up B (+3)
Up Air7-3
  • None
Down Air12-10
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (+2)
  • Up Smash (+2)
  • OOS Uair (+3)
Neutral B18 (21)-22 (-21)
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Up B10/12/15/20/25**
Down BWeak: 6/9/29 | Strong: 6/9/35-19
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not give up center for free at the start. Show Thunder charge cancels and spaced Levin back air so Terry cannot walk or dash in on a single timing.
  • Treat jab, down tilt, and neutral air on shield as possible special-cancel starters, and use tip-range shield spacing or drift back instead of letting Terry stay glued to your front.
  • Save Arcfire for landings and ledge sequences. If it is blocked or hits, cash it out with grab, forward air, or back air to keep stage control rather than forcing a scramble.
  • Once Terry is offstage, value ledgetrapping over deep chases. Threaten low recovery with the Thunder line and down air, and cover high recovery with up smash or back air.
  • After Terry reaches 100%, avoid dying in center. Make GO approach first through projectiles, then finish the stock through juggle pressure and ledge traps.

Actions to Avoid

  • Charging Thunder for too long while retreating and giving Burning Knuckle or Crack Shoot the lane to close distance in one callout.
  • Throwing Arcfire loosely from midrange and letting Terry jump or shield through it into point-blank offense.
  • Staying in close-range brawls after Levin Sword is low and entering Terry’s GO mix without a reliable kill threat of your own.
  • Chasing too far offstage, spending too much Elwind, and handing away your own recovery while Terry is still vulnerable.
  • Using slow landings or spot dodges after 100% and walking directly into Power Geyser or Buster Wolf threat ranges.

Reference Links

Related Pages