Terry vs Bowser Jr.

Bowser Jr. Matchup (Terry)

Terry vs Bowser Jr.

Terry vs Bowser Jr. is won most reliably by walk-shielding through the trap layer, then turning Bowser Jr.'s weaker close-range defense into high-damage punishes.

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Matchup Summary (Win Condition and Game Plan)

Bowser Jr. can scatter Terry’s grounded approach with Mechakoopa, cannonball, and Clown Kart while using fair, uair, and up smash to punish the high jumps and direct burst entries Terry wants to rely on. If Terry tries to solve the matchup with raw Burn Knuckle or obvious jumps from too far away, he usually runs into the trap layer and gets pushed back out before the close-range game ever starts.
But Bowser Jr. is not especially strong once Terry actually gets into boxing range. The frame table shows that jab 1, jab 2, forward tilt, up tilt, down tilt, dash attack, every smash attack, fair, bair, dair, and neutral B are all punishable on shield by OOS nair (7f), with many grounded options also opening grab (10f), Up B (10f), or up smash (10f). If Terry takes the turn before another setup comes out, the damage swing heavily favors him.
The main trap is overreacting to the first object instead of the body that follows it. Neutral air and up air are mostly safe, and rushing straight at Mechakoopa or the kart itself often lets Bowser Jr. drift or land above the punish attempt. It is usually stronger to track where Bowser Jr. lands or retreats after the trap and place fair or OOS nair there instead.
Kills are more reproducible by cornering Bowser Jr. and covering jump from ledge, post-Up B body landings, and Clown Kart disengages with down tilt, fair, up smash, and GO confirms than by overchasing offstage. Deep edgeguards can work on the exposed body, but they also expose Terry’s weaker recovery, so ledgetrapping is the steadier route.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldTerry OOS Candidate MovesBarely Missed Moves
Jab 14-12
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+2)
  • OOS Dair (+3)
Jab 24-22
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Rapid Jab4/7/10…
Rapid Jab Finisher6-32
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Forward Tilt7-18/-16
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Up Tilt7-19
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Down Tilt4/12/23-11
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+3)
Dash Attack8/11/14/17/20/25-17
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Forward Smash18/21/24/27/30/35-12
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+2)
  • OOS Dair (+3)
Up Smash7/9/12/15/18/22-26
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Down Smash12-32
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Neutral Air7-6/-7/-7/-5/-6/-6
  • None
  • OOS Nair (+2)
Forward Air10-11
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+3)
Back Air12-9/-10
  • OOS Nair (7f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
  • Up B (+1)
  • Up Smash (+1)
Up Air6-5
  • None
  • OOS Nair (+2)
Down Air15…-11
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+3)
Neutral B37-97-23 to -17
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Side B23
Up B17/56
Down B
Grab11
Dash Grab14
Pivot Grab15

Win Condition Checklist

  • Do not answer Mechakoopa and cannonball with raw Burn Knuckle from too far away. Walk-shield forward until jab, down tilt, and nair range actually exists.
  • After blocking Bowser Jr.’s jab 1, jab 2, forward tilt, up tilt, down tilt, dash attack, any smash attack, fair, bair, dair, or neutral B, default to OOS nair (7f), then extend to grab (10f), Up B (10f), or up smash (10f) whenever spacing stays close enough.
  • Do not swing immediately at the kart body or the first trap object. Track where Bowser Jr. lands or drifts after the setup and pre-cover that spot with fair, down tilt, or Power Wave.
  • After blocking neutral air or up air, do not force a desperate Up B. Hold position or step forward so Bowser Jr. cannot freely reset to another cannonball or Mechakoopa cycle.
  • Once GO is online, do not fish for raw Buster Wolf or Power Geyser in center. Push Bowser Jr. to ledge first, then cash out on jump, airdodge, or exposed-body landings.

Actions to Avoid

  • Do not charge in through cannonball or Mechakoopa with straight Burn Knuckle or high jumps and let fair, uair, or up smash swat the whole approach.
  • Do not panic-hit the kart body or Mechakoopa itself and give Bowser Jr. the real reward on the follow-up landing or extended trap.
  • Do not treat neutral air and up air as guaranteed punish windows and whiff Up B or up smash into another full reset at midrange.
  • Do not chase too far offstage only for the exposed body and turn Terry’s own weak recovery into the bigger liability.

Reference Links

Related Pages