Matchup Summary (Win Condition and Game Plan)
This matchup is decided by whether Zero Suit Samus can keep Terry from ever settling into jab, down tilt, and close-range pressure. The moment Terry starts those grounded starters, the reward spikes into huge damage and real kill pressure, and once he reaches 100% the GO specials make even midstage guesses much heavier. If Zero Suit gets cornered and blocks too much, Terry’s straight-line threat grows fast.
But Terry still has to reach that range with limited reach, limited air drift, and a recovery that is much less flexible than Zero Suit’s movement. Dash speed, retreat movement, Paralyzer, fair, and zair all help force Burn Knuckle and Crack Shoot to come out early, and once Zero Suit gets the first stop she can route into juggling and ledge pressure instead of staying in a brawl. Flip Jump is still strong here, but repeating the same escape lane makes it much easier for Rising Tackle or a hard read to catch.
The frame table shows that Up B (6f) alone already punishes jab 1, forward tilt, down tilt, and fair, while jab 2, jab 3, up tilt, dash attack, every smash attack, neutral B, and down B are punishable hard enough for uair, fair, grab, and up smash to join in. By contrast, nair, bair, and uair are mostly safe, so trying to swing big after every block only feeds Terry another entry or landing mix. Take the guaranteed punish where it exists and otherwise move ahead of the landing instead of forcing it immediately.
The win condition is to avoid dragging the game into a center-stage slugfest, push Terry sideways, and finish from ledge with back air, down smash, Up B, or up smash. His recovery stays linear enough that Zero Suit does not need reckless deep edgeguards. Simply keeping him outside and making him recover from the side already raises the stock-tax a lot.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Zero Suit Samus 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 dash speed, retreat movement, Paralyzer, fair, and zair to make Burn Knuckle and Crack Shoot whiff before Terry ever sits in jab or down tilt range.
- Punish jab 1, forward tilt, down tilt, and fair with Up B (6f), and punish jab 2, jab 3, up tilt, dash attack, every smash attack, neutral B, and down B with OOS uair (9f), OOS fair (9f), grab (10f), and up smash (10f) whenever they are available.
- After blocking nair, bair, or uair, do not force a big answer. Track the landing, pullback, or re-dash and take the second entry instead.
- Once Terry reaches 100% and GO is active, do not hold shield in place near the corner. Keep moving sideways, stay out of the direct line of Buster Wolf and Power Geyser, and keep forcing him back toward the ledge.
- At kill percent, prefer ledge back air, down smash, Up B, and up smash over reckless deep edgeguards, and keep the recovery route narrow from the stage.
Actions to Avoid
- Standing still in front of Terry at the exact range where jab, down tilt, and nair can all start his best sequences.
- Trying to force a huge shield punish after every blocked nair, bair, or uair and giving Terry another burst or landing mix when the punish whiffs.
- Repeating the same high jump or Flip Jump escape lane until Rising Tackle or a hard read catches it cleanly.
- Letting GO pressure become stronger by cornering yourself and defaulting to shield against Buster Wolf and Power Geyser.