Matchup Summary (Win Condition and Game Plan)
This matchup gets dangerous fast if Villager keeps standing where Terry’s jab, dtilt, and nair can start close-range offense, because one opening can snowball into heavy damage or a GO-powered kill setup. Villager does not want a speed check here. Use slingshot, Lloid Rocket, and drift changes to make Terry guess between running in and jumping in before you commit.
The frame table shows that Jab 2, Jab 3, up tilt, dash attack, every smash attack, neutral B, and down B are all punishable on block by OOS Nair (6f), OOS Uair (9f), or Grab (10f). Down B at -19 is especially important, because that punish can be the moment Villager pushes Terry to ledge and cuts off the next close-range scramble.
By contrast, Jab 1, forward tilt, down tilt, fair, bair, uair, and nair are mostly safe enough that Villager gets little or nothing in place. That means shield punishing every touch is the wrong goal. Cover the landing and the next approach lane with traps instead, then force Terry to swing again.
The win condition is to reduce how often Terry gets to start offense at all. Once Villager wins a stop, carry it to the ledge and use Bowling Ball, tree pressure, and bair to make Terry’s linear recovery and ledge options do the rest of the work for you.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Villager OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -6 |
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| Jab 2 | 3/4 | -19/-17 |
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| Jab 3 | 7 | -19 |
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| Forward Tilt | 8 | -8/-7 |
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| Up Tilt | 7 | -12 |
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| Down Tilt | 6 | -6 |
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| Dash Attack | 10 | -18/-15 |
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| Forward Smash | 18 | -20 |
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| Up Smash | 10 | -20 / -18 |
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| Down Smash | 8 | -23 |
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| Neutral Air | 4 | -4 |
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| Forward Air | 7 | -7/-8 |
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| Back Air | 11 | -5/-6 |
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| Up Air | 7 | -3 |
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| Down Air | 12 | -10 |
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| Neutral B | 18 (21) | -22 (-21) |
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| Up B | 10/12/15/20/25 | ** | ||
| Down B | Weak: 6/9/29 | Strong: 6/9/35 | -19 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not linger in Terry’s jab and dtilt range. Use slingshot, Lloid Rocket, and drift changes to make his grounded and aerial entries less direct.
- After blocking Jab 2, Jab 3, up tilt, dash attack, any smash attack, neutral B, or down B, punish with OOS Nair (6f), OOS Uair (9f), or Grab (10f) and push the hit toward the ledge.
- Treat Jab 1, forward tilt, down tilt, fair, bair, uair, and nair as spacing or pressure tools rather than automatic shield-punish openings. Trap the landing and next lane instead.
- Once GO is active, do not sit in shield range and invite the kill mix. Keep shifting position with traps and drift so Terry has to chase a moving target.
- At the ledge, rotate Bowling Ball, tree pressure, and bair coverage so Terry’s recovery path stays narrow and predictable.
Actions to Avoid
- Standing still at the range where Terry’s jab and dtilt start his entire close-range game plan.
- Swinging after every blocked safe button and giving up control of Terry’s landing and re-entry path.
- Taking a punish on down B or dash attack only for center-stage damage instead of turning it into ledge pressure.
- Playing too passively in GO range with shield held up and letting Terry force the exact kill threat he wants.