Terry vs Olimar

Olimar Matchup (Terry)

Terry vs Olimar

Terry vs Olimar is most stable when you refuse to let the matchup stay only about projectile trades and instead force body contact while stacking clean punishes.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Terry is strongest at speedy movement, whiff punishing, and landing pressure, while Olimar is strongest at speed-driven rushdown and combo-based advantage.
The more this stays only about projectile trades, the more both sides get to set their preferred pace. The side that steps forward first after forcing hesitation usually takes control.
The table shows reliable shield punishes on Dash Attack, Up Tilt, Down Tilt, Jab 1, and Neutral Air, with OOS Nair, Grab, OOS Fair, and OOS Uair showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like Side B. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldTerry OOS Candidate MovesBarely Missed Moves
Jab 14-11/-10
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
Jab 24-9/-8
  • OOS Nair (7f)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Uair (+2)
  • Up B (+2)
  • Up Smash (+2)
Forward Tilt15-10
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
Up Tilt6/8/10/12/14/16-17
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Down Tilt6-17
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Dash Attack8/11-21
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (14f)
  • OOS Dair (15f)
Forward Smash11
Up Smash12
Down Smash10
Neutral Air7/11/15/19/23-11/-11
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • Up B (10f)
  • Up Smash (10f)
  • OOS Bair (+3)
Forward Air7
Back Air10
Up Air8
Down Air9
Neutral B
Side B9Purple: -6
  • None
  • OOS Nair (+1)
Up B
Down B2 (Start of Super Armor)

Win Condition Checklist

  • Do not settle for projectile trades alone; step forward and touch the body as soon as you make the opponent pause.
  • After blocking Dash Attack, Up Tilt, Down Tilt, Jab 1, and Neutral Air, answer immediately with OOS Nair, Grab, OOS Fair, and OOS Uair so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Side B; take the landing route, escape route, or ledge direction first.
  • Prioritize kills through landing traps and ledge pressure while keeping your positional advantage intact.

Actions to Avoid

  • Drifting back forever around projectile trades, then giving up the time needed to pressure the body.
  • Swinging after every blocked Side B and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Terry’s own recovery or defensive weakness.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages