Matchup Summary (Win Condition and Game Plan)
Terry can turn jab, down tilt, and nair into explosive damage through special cancels, and once he reaches 100%, GO adds Buster Wolf and Power Geyser on top of that, so Steve gets punished hard if he fixates on mining or crafting in front of him.
But Terry’s normal range and recovery routes are still limited, and when blocks cut off his forward angle, his walk-in pressure, Burning Knuckle, and Crack Shoot all get funneled into more predictable heights.
As the table shows, Jab 2-3, Up Tilt, Dash Attack, every smash attack, Down Air, Neutral B, and Down B are all clearly punishable by Steve’s OOS Nair (6f), OOS Uair (7f), or Up Smash (8f), while nair, bair, and uair are much less reliable to punish in place.
The win condition is to build low walls in center, secure mining and crafting time, and keep cashing out on launched Terry with Minecart, uair, dair, and under-ledge blocks. Even during GO, the stable answer is not to brawl in front of him, but to keep him pinned near the ledge or above you until the super specials whiff.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Steve 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
- Only mine after setting a block or a Minecart threat first. Do not stand still unprotected at a range where Terry’s grounded burst and low jump can arrive on the same timing. Even basic wood and stone are enough if they preserve a wall and a crafting table.
- After blocking Jab 2-3, Up Tilt, Dash Attack, any smash attack, Down Air, Neutral B, or Down B, immediately choose the punish that actually reaches from OOS Nair (6f), OOS Uair (7f), Up Smash (8f), or Grab (10f) so Terry does not get to extend his strongest close-range phase.
- Against Jab 1, Down Tilt, and nair starters, do not autopilot the fastest punish. Wait for the special-cancel follow-up or cross-up first, then use drift back, re-shield, or a fresh block placement to make the second action miss and deny Terry a point-blank reset.
- Once Terry is above 100%, reduce center-stage grounded scrambles. Use block platforms, higher mining positions, and Minecart to force movement first, then catch the landing with uair or dair. Do not take GO head-on.
- Value ledgetrapping over deep chases. Place under-ledge blocks and Minecart where Rising Tackle and side-special recovery routes want to pass, then use Up Smash to catch ledge jump or the higher return.
Actions to Avoid
- Mining for too long on flat ground in front of Terry and giving him a free grounded starter into jab or down tilt pressure.
- Swinging the fastest OOS option after every blocked Jab 1, Down Tilt, or nair and letting special cancels or cross-ups restart close-range pressure anyway.
- Respecting GO while still leaving yourself on a low flat lane with no wall, then standing directly in the line of Power Geyser or Buster Wolf.
- Chasing too far offstage for the KO, stretching the recovery scramble, and losing your own position or resources before Terry is actually finished.