Terry vs Pit

Pit Matchup (Terry)

Terry vs Pit

Terry vs Pit is about breaking into close range before arrows and aerials can loop the outside game, then cashing out through ledgetraps and GO confirms.

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Matchup Summary (Win Condition and Game Plan)

The matchup shifts hard depending on whether Terry gets to start close-range pressure before Pit can keep the outside game running with arrows, fair, and nair.
Pit has the mobility and recovery to keep extending edge pressure with arrows and multi-hit aerials, so long offstage guesses usually benefit Pit more than Terry.
At the same time, the frame table shows this is not a matchup where Pit gets to mash safely forever: Jab 1-3, tilts, dash attack, every smash attack, nair, fair, uair, dair, Neutral B, and Side B all lose to Terry’s shield punishes, most notably OOS Nair (7f) and Up B (10f).
The win condition is to walk-shield and short-hop through arrow timing until down tilt, jab, and nair range is established, then keep Pit at the ledge and finish with ftilt, Up Smash, and GO confirms instead of chasing his recovery too far.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldTerry OOS Candidate MovesBarely Missed Moves
Jab 14-18
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Jab 25-21
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Jab 33-23
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Rapid Jab6/8/10…
Rapid Jab Finisher4-40
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Forward Tilt10-22/-19
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Up Tilt6/15-23/-13
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+1)
  • OOS Dair (+2)
Down Tilt6-13
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+1)
  • OOS Dair (+2)
Dash Attack7-17
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Forward Smash10/21-26
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Up Smash6/7/10/18-27
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Down Smash5/18-27/-28/-14/-15
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (+1)
Neutral Air4/7/10/13/16/19/22/25-12/-11
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+3)
Forward Air11/14/18-10/-9
  • OOS Nair (7f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
  • Up B (+1)
  • Up Smash (+1)
Back Air10-4/-3
  • None
Up Air10/13/16/19/22-12/-11
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+3)
Down Air10-8
  • OOS Nair (7f)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Uair (+2)
  • Up B (+2)
  • Up Smash (+2)
Neutral B16—76-23 to -20
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Side B (1)18-37
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Side B (2)21-40
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Up B
Down B7 (Start of Reflect)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Terry should not settle into a Power Wave trade and should instead use walk-shield and short hops to get through arrows until down tilt, jab, and nair range is reached.
  • After blocking Jab 1-3, tilts, dash attack, smash attacks, nair, fair, uair, dair, Neutral B, or Side B, Terry should punish immediately with OOS Nair (7f), Up B (10f), or Up Smash (10f).
  • After blocking bair, Terry should not force the first punish option and should instead cover Pit’s retreat landing or extra-jump drift with ftilt or fair.
  • At the ledge, Terry should layer ftilt, down tilt, Up Smash, and GO specials over jump and normal getup while refusing to turn the stock into a long offstage chase.

Actions to Avoid

  • Jumping high or throwing out Burn Knuckle in a straight line because of arrows and getting intercepted by fair or nair.
  • Mashing Up B or Up Smash every time bair touches shield and letting Pit bait the whiff with drift-back pressure.
  • Chasing Pit too deep offstage and letting fair, nair, or Power of Flight scramble Terry into the weaker recovery position.
  • Rushing out raw Buster Wolf or Power Geyser the moment GO appears and letting Pit escape with jumps or shield instead of forcing a real confirm.

Reference Links

Related Pages