New to Smash, yet still oddly familiar — EventHubs' impressions after spending time with Terry Bogard in Smash Bros. Ultimate

It's been a while since Terry Bogard graced our Nintendo Switches which has given us ample time to explore the character

Posted by Nicholas 'MajinTenshinhan' Taylor • December 12, 2019 at 11:21 a.m. PST

It's been about a month since Terry Bogard was released for Super Smash Bros. Ultimate, and some of us here at EventHubs have alloted some time within our busy schedules to try out what this classic fighting game legend feels like in the realm of Smash Bros.

As such, my colleague Justin "AdaptiveTrigger" Gordon and I have taken it upon ourselves to share our impressions of Terry Bogard in Smash. Although I can't speak for Justin, I wasn't able to spend quite as much time as I had hoped with Terry yet, despite him being my all-time favorite fighting game character. Nevertheless, if you're interested in our experiences with the character so far, feel free to continue down below.

Now, before we jump in to our individual impressions of Terry as a character in Super Smash Bros. Ultimate, let it be known that when it comes to the game Justin and I approach it quite differently. Justin is very much a competitive player and goes to local tournaments as often as he can, while I play it entirely casually, contrary to most other fighting games I dabble in. Hopefully, presenting both of our opinions which come from completely separate places will paint an even clearer picture of just how Terry Bogard works out in Smash, even moreso given how many people play Smash both different ways.

Nick's Views

Honestly, Terry Bogard in Super Smash Bros. is the dream I never knew I had. Like I mentioned further above, he's my all-time favorite character across all fighting games, but he had never been even remotely on my radar for Smash, even after Ryu and Ken from Street Fighter were both added.

Even when the SNK copyright was accidentally leaked by Nintendo a few days early, I couldn't actually believe it, and it wasn't until the Nintendo Direct when we saw the SNK-styled trailer start off that it actually dawned on me — my favorite fighting game character was going to join Super Smash Bros. Ultimate.

I did a piece on what we could gleam from the quick look we got of Terry in the Nintendo Direct, as well as some moveset speculation that I was mostly correct about, though I wasn't prepared for Sakurai to let Terry have both forward and backward specials instead of the customary side special every other character in the game has. Once the next Direct hit, I did a rundown of everything we learned about him and the SNK content in the game. In short, I was stoked from his reveal up until his release.

Once I finally got my hands on him in the actual game, I wasn't disappointed. Not that it's surprising, but Sakurai and his team really made Terry Bogard feel just like himself in Smash, and even though it's an entirely different type of fighting game, anyone who's used Terry in Fatal Fury or King of Fighters should feel right at home with him.

One of the things that really struck me was how easy it was to do combos with him, something I generally don't do much of in Smash. Since I largely focus on Smash on an entirely casual level, I don't do much of the juggle combos where you have to read your opponent's movements, but Terry has proper grounded combos that can lead you straight in to his Supers if you're at a high enough percentage to have them available, so confirming into Buster Wolf was something I got do a lot, and it felt awesome.

To me, I felt completely at home with his movement and the attacks themselves, though it took some getting used to doing the super motions on a GameCube pad (I'm a stick player for traditional fighting games, and even when I did play pad it certainly wasn't on a GameCube one). Once you get the hang of it, which isn't really that difficult, connecting combos felt smooth as butter.

Probably the biggest obstacle when playing Terry is the same gimmick that Ryu and Ken have where they will always be facing their opponent. This is of course all natural for traditional fighting games, but for Smash it feels a bit awkward, and especially in recovery situations it can be really difficult to get used to, or to even realize which way Terry is facing in all of the chaos. Getting the wrong recovery move out is an awful feeling, and a lot of my stocks ended up being lost very prematurely because of it.

Overall, though, Terry felt like an amazing addition to Smash, and if you managed to get used to Ryu or Ken, you shouldn't have much trouble doing so with Terry either. Motionwise, he's a fair bit more technical to them due to incorporating charge moves and more complicated super motions, so if you're up for more of a mechanical challenge (at surface level, anyway) than the Street Fighter Bros. offer, he should be a great pick to try out.

As for how good he is, I have no idea. All I know is that he's amazingly fun.

Justin's Views

Talking about Terry Bogard in Super Smash Bros. Ultimate is very difficult without mentioning Street Fighter's Ryu and Ken, who are also in the game. As a result, I'm not even going to try to avoid doing this.

Like Ryu and Ken, Terry Bogard always faces his opponents during 1v1 battles — for better or worse. This generally means that he's armed with an impressive ground game, but an inconsistently good aerial game.

Mastering Terry relies a lot of getting the hang of his motion commands. This is especially important once access to his Power Geyser and Buster Wolf are granted. Getting this consistent might be even more difficult than playing Ryu or Ken.

While playing as Terry, it always just made me want to go back to using Ryu honestly. As mentioned by Masahiro Sakurai during the breakdown, Terry is overall slower than the Street Fighter characters. I really feel that when I use Terry.

Although Terry's forward and back specials do lend him better air mobility options than Ryu and Ken, I don't think the trade off is worth a Focus Attack — even against characters with multi-hitting aerials since it's still capable of air stalling and air dashing.

I've also noticed that Terry has even more difficulty recovering to the stage than Ryu and Ken's linear recovery options. Learning to work around his back special input isn't too difficult, but being unable to truly snap the ledge can create problems.

Overall, it feels as though Terry is given additional weaknesses to the "traditional fighting game character trope" that Ryu and Ken also occupy in return for better confirms. Terry essentially lives and dies by his Super Special commands.

As Terry is weighted at a value of 108, it really does feel like he's built to rely on his two most powerful attacks. This isn't to say he's worthless without them, but he'd likely be a significantly worse combatant without them.

Still, his projectile is very effective at zoning. While it has some start up time to it, its recovery makes it ideal for forcing opponents to approach him instead of the other way around. It actually feels like Terry is able to achieve this response even better than Ryu can.

Terry overall feels fairly strong, but I don't see him jumping to top tier any time soon. Personally, I'm looking at him as a mid tier combatant that could potentially be high tier. Basically a solid character that probably isn't going to rock the ship too much.

How have you guys been enjoying perhaps SNK's biggest fighting game icon in Smash? Let us know in the comments.

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