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 Move | Startup | On Shield | Terry OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -15 |
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| Jab 2 | 3 | -15 |
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| Jab 3 | 5 | -26 |
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| Rapid Jab | 5/8/11/14… | — | ||
| Rapid Jab Finisher | 4 | -39 |
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| Forward Tilt | 10 | -14/-14 |
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| Up Tilt | 9 | -18 |
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| Down Tilt | 5 | -12 |
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| Dash Attack | 7 | -13 |
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| Forward Smash | 13 | -26 |
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| Up Smash | 12/18 | -23 |
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| Down Smash | 11 | -29 |
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| Neutral Air | 12 | -2/-4 |
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| Forward Air | 16 | -6 |
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| Back Air | 5/7/11 | -8/-7 |
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| Up Air | 7/10/13/16/19/22 | -12/-12 |
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| Down Air | 17 | -16 |
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| Neutral B | 20—60 | -18 to -13 |
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| Side B | 24(+5) | -29/-28 |
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| Up B | 19 | — | ||
| Down B (1) | 8 (Start of Counter) | — | ||
| Down B (2) | 19 | -33/-32 |
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| Grab | 10 | — | ||
| Dash Grab | 13 | — | ||
| Pivot Grab | 14 | — |
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