Super Smash Bros. Ultimate – Terry amiibo Guide

Dedicated amiibo trainers who have worked with Ken might be concerned for Terry — and understandably so. After all, Ken is a fellow fighting game-type character introduced in Super Smash Bros. Ultimate, and his AI is notorious for its incredible incompetency regarding its own moveset. Luckily, this doesn’t apply to Terry; following in the footsteps of Joker, Mr. Bogard’s AI has been blessed with an impressive knowledge of its entire kit. Terry has great potential, as he’s a heavyweight fighter with powerful combos and strong single-hit attacks. Before we continue, we’ve got even more information on Terry available over at his wiki page. Otherwise, let’s jump right into today’s training!

Please note that this guide refers to characters who were recently released. The information presented in this guide was obtained via early-access amiibo files in December 2020, and is subject to change when more tournament and matchup data is made available. Thanks to Abbie for contributing Terry’s training information!


If Terry is the first amiibo you plan on seriously training, you’ve chosen a difficult fighter to start with. We can make that work, though! First up, you might want to quickly read over our in-depth Spirits guide before you move on. We say this in all of our character-specific posts, but be careful when giving your FP a Spirit team. They’re known to shuffle training values, and in some cases your FP might start taunting uncontrollably! In short, if you want to give your FP a Spirit setup, do so when it’s at Level 1. If you’d rather leave it vanilla (no Spirits), that’s fine too! Feel free to skip this section. Otherwise…

Since Terry is a heavyweight fighter, he benefits from the three-slot Super Armor Spirit effect. As its name implies, the Super Armor bonus grants its user full super armor. Said armor can be broken if the user has sustained enough damage, though. Another option is Armor Knight alongside Trade-Off Ability ↑, and this setup gives the user huge buffs in attack, defense, and speed (but no super armor).

If you’re looking to enter a Spirits tournament that follows our official ban list, you won’t be able to use Super Armor or Armor Knight. They’re banned! As a quick note, neither Power Geyser nor Buster Wolf are boosted by the Fire & Explosion Attack ↑ bonus effect despite their fiery properties. So don’t use that bonus, because it won’t do anything! Some bonuses you could use include Physical Attack ↑, Fist Attack ↑, Foot Attack ↑, Move Speed ↑, or Trade-Off Ability ↑ (on its own, without Armor Knight). Trade-Off Ability ↑ starts its user at 30% damage in exchange for a variety of stat boosts, and that damage penalty actually brings Terry closer to being able to use his Super Special Moves. You could also try running Hyper Smash Attacks, Side Special ↑, Down Special ↑, or Additional Midair Jump, though our initial five suggestions are safer options. For stats, any spread is fine! Somewhere around 2100 attack and 2100 defense is most optimal. Then make sure your FP’s Spirit-type is Neutral so that it doesn’t lose any Spirit-type matchups.

Competitive Training

This section is all about competitive training, so if you want to raise your Terry amiibo to perform well in tournaments, you’ve come to the right place! If you’d rather train it as a Raid Boss (to fight human opponents), scroll down a bit further and you’ll find a dedicated training section. Now then, when training Terry, your best movement option is walking. Don’t jump, dash, or roll — just be patient and stay grounded. While training Terry, never go off-stage. His up special doesn’t grant much distance and leaves him vulnerable to incoming meteor smashes.

Terry is a unique case, as he has moves that other fighters don’t. In addition to having input versions of his special moves, he can also use Power Geyser and Buster Wolf once his damage percentage has exceeded 100%. By the time it reaches Level 50, Terry’s AI will be able to use its inputs and Super Special Moves regardless of whether you taught it to or not. That being said, you should try your best to at least make use of Super Special Moves, if not button inputs as well. You might even want to hop into training mode for a few minutes of practice before you get started. Terry’s a tough one, as training him requires a working knowledge of his moveset. Assuming you’re facing right, you can use Power Geyser by pressing ↓ ← → on the control stick and then the A button. So to review, when facing right, smash the control stick down, then to the left, and then to the right, and immediately press A. For Buster Wolf – once again assuming you’re facing right – press ↓ → ↓ → on the control stick and then the attack button. This means you’ll have to tilt the control stick down, right, down, and then right again, and then press A. You’ll need to perform these inputs very quickly, too.

Once you think you’ve got the inputs down, you can start training Terry. This should go without saying, but you’ve got to mirror match him. You can’t effectively train him as any other character, so if you have his amiibo but don’t own the DLC, you should fix that as soon as possible! Here are all the individual moves you should focus on using during training:

  • Neutral attack: Regardless of whether he’s being controlled by a human or an AI, Terry’s jab is his bread-and-butter. At low percentages, you can use two jabs to combo into a down special (Power Dunk). At later levels, this combo is hard-coded into Terry’s AI. You can also choose to combo two jabs into a side special!
  • Dash attack: No inputs necessary for this one! It’s a solid burst option that can rack up damage in a pinch. As mentioned before, you should only be walking with Terry. But when you use a dash attack, you’ll have to start running right before you use it. Afterwards, go back to walking!
  • Down tilt: Another solid combo starter. You can follow up a down tilt with two jabs and a down special, just like before. It can also combo into a down smash or Crack Shoot, and you’ll see the AI use these combos quite often (especially the latter). Don’t use down tilt too often, though, as the AI might get distracted and instead try to combo down tilt into itself.
  • Power Geyser: When your FP is launched upwards, you can use Power Geyser to catch its landing. Power Geyser is also strong at the edge, so use it there, too! You might be wondering how you’ll teach your FP to use Super Special Moves; after all, a Level 1 amiibo almost never attacks, so how would you even get to 100% damage? Handicap! You can set your damage percentage to 100% at the start of the battle. If you’re afraid of being KO’d, you can also equip yourself with a high-defense Spirit team. Just make sure it doesn’t include any Autoheal effects, as they’ll eventually bring you under 100% damage.
  • Buster Wolf: When your FP is far away, chase it with a Buster Wolf. Jab can combo into Buster Wolf as well, and the AI is capable of learning that! During training, your FP might try to attack you with Power Geyser or Buster Wolf. In that case, let yourself get hit! FPs do learn from being attacked, but they also learn from attacking you.
  • Forward smash: It’s quite strong, and can be used alongside Power Dunk, Power Geyser, and Buster Wolf to get KOs. Especially effective close to the edge.
  • Up smash: If you can’t use Power Geyser, you can use up smash as a secondary anti-air option. It’s surprisingly powerful, and the FP will occasionally use it out of shield (and this tends to work well against AI opponents).
  • Neutral air: If you’re launched in midair, you can secure a safe landing with a falling neutral air. You can then follow up with a jab-jab Power Dunk combo!
  • Power Wave: You can use Power Wave from afar to rack up damage. Don’t camp with it, though, as you want your Terry amiibo to be able to close in and use combos, too.

There’s a few more notes to include here regarding Terry. The AI can sometimes cancel its attacks into special moves, but it doesn’t appear to be consistent, and thus it isn’t a technique to rely on. In addition to the attacks listed above, there are a few more you can use once in a blue moon, including forward tilt and grabs. In terms of moves to avoid, never use Crack Shoot and try to steer clear of up special as an offensive move. The AI likes to spam Crack Shoot at Level 50, and if it hits you with it even once during training, it’s likely to start overusing it later. Be careful!

Raid Boss Training

An optimal Raid Boss Terry amiibo is actually quite similar to how you’d play Terry in competitive matches (human-versus-human games, that is). Compared to the training strategy listed above, Raid Boss Terry FPs should rely less on smash attacks and even more heavily on combos. Since you’re training your FP to fight human opponents, you’re free to dash and jump around as often as you’d like. You should still keep Terry on-stage, though, as his recovery is highly exploitable. Especially by humans!

We discussed this last section, but just in case you didn’t read it, here’s a quick recap. Terry’s AI automatically learns to use its button inputs and Super Special Moves by the time it reaches Level 50, but you should still try to use these techniques yourself during training. You also need to mirror match it, which means you’ll need to own the first Fighters Pass. With all of that being said, here are the moves you should teach a Raid Boss Terry FP to use:

  • Neutral attack: Use two jabs to combo into a Power Dunk. It’s a great damage-racker, and it can even KO at later percentages! You can also opt to combo the two jabs into Burning Knuckle or Crack Shoot instead. 
  • Down tilt: This move can combo into two jabs to create one of the combos listed above. Alternatively, you can choose to link a down tilt into a down smash or Crack Shoot. Down tilt is a versatile attack, so use it fairly often during training!
  • Neutral aerial: A quick hand chop. Use it to land, and you can combo it into a jab to set up for a Power Dunk combo. You can also use neutral air out of a short hop for some quick damage.
  • Forward aerial: Same deal as above. Use it to land!
  • Back aerial: Same deal as neutral and forward air. You can use back air to land as well!
  • Grab & throws: Every so often, grab your FP and throw it towards the nearest ledge to rack up damage.
  • Power Geyser: It’s got a huge hitbox, and is therefore best used to catch landings or getup options at the ledge. You can set your handicap to 100% if you want constant access to this move during training.
  • Buster Wolf: Terry’s signature move covers a wide area, and the AI can learn to use it quite often! You can combo a jab into Buster Wolf for even more damage.

Other moves, including forward tilt, forward smash, dash attack, up air, Power Wave, Burning Knuckle, and Rising Tackle can be sprinkled in as well, though none of these are essential to Terry’s success. Don’t use up tilt or down air, as they serve no purpose for a Raid Boss. As mentioned in the previous section, keep an eye on your Terry amiibo and make sure it doesn’t overuse Crack Shoot, because it does tend to do that! And to reiterate once again, Terry’s AI can utilize attack canceling, but it’s rather inconsistent and thus should not be focused on.


Thank you so much for reading! Terry is certainly the most complex of the March 2021 amiibo, so training a strong one is no simple feat. Once you’ve finished raising yours, you can submit it to a tournament! Our Discord server posts new tourneys on a regular basis, so be sure to join so you can access all the latest amiibo competitions! Most of our tours require file submissions, and we have guides available on how you can do that. For more info, feel free to check out our Powersaves guide or mobile phone backup guide, depending on which devices you have. And if you like what you read here today, please consider donating to support the site’s upkeep! Until next time — happy training!

If you would like to read more amiibo training guides, please follow this link.


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