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< SSBU‎ | Terry


Terry



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Cloud

Cloud How good is cloud BAir amiright guys

From sids:

I'm a big fan of using Neutral Special to get them out of turtling mode and opening them up for intercepts. As for his shield, you'll need to use different default options to keep the RPS in your favour. E.g.

  • Instead of Dtilt jab/Grab, use Dtilt Flicker shield > Spot Dodge/Aerial
  • Prefer DAir over NAir when hitting from above
  • default cancel into (normal/reverse) Input PD

Imo, the general plan is to prioritize safety, take some smaller trades or guaranteed openings before GO. Thus avoiding the somewhat limited killing options Cloud has. GO is Better than limit in the way that you don't need to recharge and it doesn't run out, giving you more opportunities at positioning while still maintaining threats.

To kill you, Cloud needs to
  • get Limit
  • Hit a BAir near ledge
  • Usmash

Limit has the aforementioned limitation making it not a constant threat.

For BAir, Cloud will want to space it in walling mode to avoid messing up and dying to a parry/roll in to CQC.

This is where GO comes into play, as PG makes those usual FH landing BAir walls risky. Using this threat you can often gain back stage control by microspacing (e.g. walking)

Another big threat to establish is instant Buster Wolf, although that might be hard on non box controllers. As that can hit dashbacks or even whiff punish past BAir Walls if they don't flash shield. If they do flash shield, that makes their walls more commital as they need to spend additional frames to do it.


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Kazuya

Kazuya Kazuya Mishima gets camped!

From Darkstalker:

Whiffing jab in a range where Kazuya can low profile and insta-electric to catch you is so bad. Unless you have the frame advantage and outside of tough guy armour then don’t do it. Dtilt is much safer at dealing with grounded pressure and dsmash beats out his dash ins without being super obvious to whiff punish like light burn knuckle. Power Wave commands so much space against Kazuya due to how grounded his neutral is, most Kazuyas simply can’t deal with it in the mid range and usually set themselves up to get whiff punished by approach. They try to reflect then they get met with Crackshoot or a retreating button. Air wave is also very good, It’s our own z-air in a way but we can’t use it to approach unless we’re catching dashbacks or retreating aerials. Dtilt destroys Kazuya, literally low profiles his electric and whiff punishes him since it actually pushes him away.

Generally Kazuya's disadvantage isn't very good, as he has to burn a lot of resources to get back to center or ledge. Terry excels when Kazuya is above him, and you'll be racking up your damage that way. Be wary of mixups involving Down Special, as it does have armor. Kazuya's out of shield is also aggressively mediocre, you can very much mash something like Dtilt and most mainly Ftilt on his shield, as his fastest option OOS, grab, is frame 11 (Including shieldstun frames). Spaced properly, you can very easily run Kazuya over.

Advantage is the same as general Kazuya Advantage. Watch out for the basics: grab, Electric Wind God Fist, etc. MIX UP YOUR DI on electrics, you will get blown up if this kazuya is good.


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Aegis (Pyra/Mythra)

Pyra & Mythra Outplay the character AND the player
Losing BUT very doable

Generally Pyra isnt that bad of an issue, especially as you can parry lots of her moves extremely easily, and get pretty alright whiff punish opportunities. Be wary of FSpecial as it lasts a while, generally if it is coming towards you it's better to just shield. If whiffed, Pyra will be completely unable to attack and will try to run away to avoid a punish until the sword comes back to them, so find a pattern with their roll/jump. Watch out under platforms when Pyra is above, DAir is a massive move that kills AND combos to kills. Offstage, remember to mixup your recovery and space it properly, as hitting Up Special is not difficult whatsoever. Use Neutral Special, Directional Airdodge, and the different types of Up Special to get back onto stage. Do not get lazy.

Mythra is where this matchup becomes difficult. This character outranges, out neutrals, and outspeeds you in neutral. Disadvantage isn't really an issue for mythra with her fast moves, airdodge backed by Foresight, etc. Against a very oppressive mythra, SDA is a great tool to punish mashing in neutral. Adopting a whiff punish playstyle against Mythra isn't bad either, dashbacking to punish dashattacks or whiffed grabs. Don't overextend, foresight makes it very easy to reverasl you. Go for your simple Bread and Butter Combos.

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Terry


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Terry



Quick MU Navigation




Navigation

Terry


Character Select

System Explanations

Essentials
ControlsFAQ
The Basics
MovementOffenseDefense
Detailed & Advanced Information
Damage/KnockbackFrame Data ExplanationsStates of PlayUniversal StrategyEsoterica
Archived Information
Patch NotesTier ListsAlternate ResourcesDiscords

Mechanics Glossary

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