Matchup Summary (Win Condition and Game Plan)
Terry’s close-range reward is enormous. Jab, down tilt, neutral air, and forward air can all cash out into specials, and once GO is active the threat jumps even higher because one opening can become Buster Wolf or Power Geyser. Wolf still has the better reach, projectile control, and punish on Terry’s recovery, so the matchup is much more about preventing Terry from starting than about beating him after he is already in.
The frame table also shows that Wolf can punish Jab 2, Jab 3, Up Tilt, Dash Attack, Forward Smash, Up Smash, Down Smash, Down Air, Neutral B, and Down B with Grab (10f), OOS Nair (10f), OOS Uair (10f), OOS Fair (10f), and Up Smash (13f). Terry’s Forward Tilt, Down Tilt, Neutral Air, Forward Air, Back Air, and Up Air are harder to punish directly on shield, but all of them still ask Terry to be close first, which is the part Wolf is best equipped to deny.
The win condition is to turn each blaster check into real pressure with forward air, neutral air, or dash attack, then keep the landing trap going with up air and back air instead of letting Terry reset to center. Once GO activates, Wolf should become even more disciplined about not brawling in place, because shielding in front of Terry too often just invites the super special mix.
For kills, Wolf should stay focused on ledge down smash, back air, Up Smash, and forward air against recovery. Terry’s ledge grab timing is slow and his recovery is very readable, so Wolf gets more value from holding ledge space than from overcommitting offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Wolf 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
- Use Blaster and retreat movement to stop Terry before he reaches jab and down tilt range, then convert the check into forward air, neutral air, or dash attack pressure.
- When Jab 2, Jab 3, Up Tilt, Dash Attack, Forward Smash, Up Smash, Down Smash, Down Air, Neutral B, or Down B hits shield, answer with Grab (10f), OOS Nair (10f), OOS Uair (10f), OOS Fair (10f), or Up Smash (13f).
- After shielding Forward Tilt, Down Tilt, Neutral Air, Forward Air, Back Air, or Up Air, do not force a fake punish; reset the spacing and continue the landing trap instead.
- Even after GO activates, keep killing from the outside with ledge down smash, back air, Up Smash, and recovery forward air rather than taking a point-blank guess.
Actions to Avoid
- Walking forward after a blaster hit and giving Terry the exact close range where jab and down tilt starters become lethal.
- Letting GO change the pace into a front-facing shield war where Buster Wolf and Power Geyser become live guesses.
- Swinging a punish after every blocked tilt or aerial even when the spacing clearly makes it whiff.
- Chasing too deep offstage and giving Terry a reversal with Power Dunk, Burn Knuckle, or a ledge scramble.