Matchup Summary (Win Condition and Game Plan)
Mega Man can stop Terry’s path over and over with pellets, Metal Blade, and Crash Bomber, then use forward air, back air, up tilt, and up smash to shut down jumps and landings. The more Terry tries to force his way in from far away with raw Burn Knuckle or high jump entries, the easier it becomes for Mega Man to turn that approach into anti-air pressure or a ledge situation that exposes Terry’s weaker recovery.
But Mega Man is not especially dominant once Terry gets all the way into close range. The frame table shows that jab, forward tilt, neutral air, up tilt, down tilt, dash attack, every smash attack, back air, and Metal Blade are all punishable when Terry blocks the close Rock Buster or cannon hitbox itself. From there, OOS Nair (7f), Grab (10f), OOS Uair (10f), OOS Fair (10f), Up B (10f), and Up Smash (10f) all become real ways to take the turn back.
Forward air is much safer and only loses to OOS Nair (7f), while down air is +1/+0 and not punishable at all, so forcing a bigger punish there usually just gives Mega Man time to rebuild the wall. This matchup is steadier when Terry only cashes the real openings instead of trying to contest every safe projectile and every fair.
The win condition is to inch forward with walk-shield and low jump paths, touch Mega Man once with jab, down tilt, or nair, and then keep center until the corner sequence starts. At GO, Terry’s ledge pressure and landing traps become kill threats immediately, so there is little reason to overchase Mega Man’s long recovery offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Terry OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 7/19/31 | -25/-23/-20 |
| |
| Forward Tilt | 7/19/31 | -25/-23/-20 |
| |
| Up Tilt | 6 | -49/-31/-33 |
| |
| Down Tilt | 5 | -33 |
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| Dash Attack | 7/10/13/16/19/22/25/35 | -16 |
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| Forward Smash | 19 | -18 |
| |
| Up Smash | 8/11/15/19/23/27/31 | -32 |
| |
| Down Smash | 17 | -50 |
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| Neutral Air | 7/19/31 | -25/-23/-20 |
| |
| Forward Air | 9 | -7/-7/-8 |
|
|
| Back Air | 4/7/10 | -18/-17/-17 |
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| Up Air | 11… | — | ||
| Down Air | 23 | +1/+0 |
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| Neutral B | 16 | -17 |
| |
| Side B | 19 | ** | ||
| Up B | — | — | ||
| Down B | 9—** | ** | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Use walk-shield and low jump routes to advance through pellets, Metal Blade, and Crash Bomber. Cut down on raw Burn Knuckle, Crack Shoot, and high jump entries from long range.
- After blocking the point-blank Rock Buster on jab, forward tilt, or neutral air, and after blocking back air, up tilt, down tilt, dash attack, any smash attack, or Metal Blade, punish every time with OOS Nair (7f) first, then Grab (10f), OOS Uair (10f), OOS Fair (10f), Up B (10f), or Up Smash (10f) when spacing allows.
- Treat forward air as an OOS Nair (7f) punish only, and treat down air as safe. Do not force Up B or Up Smash where they do not reach.
- Do not keep jumping directly above Mega Man. Stay outside up tilt and up smash ranges, and when Terry is above Mega Man, avoid fast-falling straight down into the anti-air.
- Finish stocks through ledge trapping, landing catches, and GO pressure instead of deep offstage chases. Even after sending Mega Man out, keep center first.
Actions to Avoid
- Seeing pellets or Metal Blade and immediately committing to raw Burn Knuckle or a high jump that runs straight into forward air, back air, or up smash.
- Treating every blocked forward air like an Up B or Up Smash punish and whiffing so Mega Man can rebuild the wall for free.
- Swinging early into down air or Crash Bomber out of panic and handing Mega Man shield advantage or explosion pressure instead.
- Rushing raw Buster Wolf or Power Geyser from too far away the moment GO appears and losing center when Mega Man jumps or drifts back.
- Chasing too far offstage, letting Mega Man’s long recovery reroute around you, and exposing Terry’s weaker recovery for no gain.