Terry vs Greninja

Greninja Matchup (Terry)

Terry vs Greninja

Terry-specific notes on surviving the mobility gap, cashing out shield punishes, and turning GO into the stock swing.

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Matchup Summary (Win Condition and Game Plan)

Greninja can play the outside far more comfortably thanks to speed, dash whiff punishes, Water Shuriken, and Shadow Sneak, so Terry loses hard if he tries to chase every retreat. The good news is that Greninja does not threaten huge out-of-shield reversals. Once Terry gets point-blank, jab, down tilt, nair pressure, and shield trapping become much harder for Greninja to contest directly. The frame data also matters: Greninja’s down tilt, dash attack, up tilt, up air, down air, and the later part of side B all give Terry real shield punishes with Up B, up smash, or nair. Let Greninja come to you often enough that those punishes matter. At 100% and above, GO changes the pace. Hold center, keep fishing with grounded starters, and force Greninja to shield first so Buster Wolf or Power Geyser becomes the stock-ending layer instead of a raw guess.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldTerry OOS Candidate MovesBarely Missed Moves
Jab 13-15
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Jab 23-15
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Jab 35-26
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Rapid Jab5/8/11/14…
Rapid Jab Finisher4-39
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Forward Tilt10-14/-14
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (+1)
Up Tilt9-18
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Down Tilt5-12
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+2)
  • OOS Dair (+3)
Dash Attack7-13
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+1)
  • OOS Dair (+2)
Forward Smash13-26
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Up Smash12/18-23
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Down Smash11-29
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Neutral Air12-2/-4
  • None
Forward Air16-6
  • None
  • OOS Nair (+1)
Back Air5/7/11-8/-7
  • OOS Nair (7f)
  • Grab (+3)
  • OOS Fair (+3)
  • OOS Uair (+3)
  • Up B (+3)
  • Up Smash (+3)
Up Air7/10/13/16/19/22-12/-12
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+2)
  • OOS Dair (+3)
Down Air17-16
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Neutral B20—60-18 to -13
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+1)
  • OOS Dair (+2)
Side B24(+5)-29/-28
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Up B19
Down B (1)8 (Start of Counter)
Down B (2)19-33/-32
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Use walk shield to absorb Water Shuriken and dash attack pressure instead of sprinting after every retreat
  • After blocking down tilt, dash attack, up tilt, up air, or down air, answer with Up B, up smash, or nair to stop Greninja from cycling free pressure
  • Once you get in, prioritize jab, down tilt, and nair strings and exploit Greninja’s weak out-of-shield game
  • At the ledge, cover neutral getup and jump with Crack Shoot, fair, and Up B rather than gambling on deep edgeguards
  • In GO, use normal pressure to force shield first, then cash out with the super specials

Actions to Avoid

  • Throwing Burn Knuckle or Power Dunk first in open space and getting whiff-punished by Greninja’s movement
  • Jumping too much just to bypass Water Shuriken and handing Greninja the anti-air and landing trap
  • Chasing too deep offstage, letting Hydro Pump change the recovery path, and exposing Terry’s own weak recovery
  • Tunneling on raw super specials in GO and giving up the stable jab and down tilt starters that make them connect

Reference Links

Related Pages