You mind readin' or something? I literally wanted a guide on turtling cause i get the definition and type of playstyle but i needed a smash specific example, love the work!
I've been labbing terry ledgetrapping since this video came out, here's my input on this: -DTcoil makes this strategy 1000 times better, so practice this tech. -DTcoil can be buffered while doing any of the 3 main tools: Fade back fair, Ftilt and PW -At ledge, you can do any of these and buffer DTcoil so you can still FBF/Ftilt/Shield. This is crucial as just holding down on the analog limits you tremendously compared to what you can do when DTcoil is used instead -FBF catches neutral getup, getup attack, roll, double jump aerial if its not a disjoint -Ftilt covers roll and neutral getup, plus it pressures to either use getup attack, ledge jump or DJ aerial -PW catches ledge hangs after stalling -Shield to EX RT beats all these options except ledge hang stall if reacted correctly -You can do all this (except PW) WHILE STILL HAVING DT COIL ACTIVE, so you can use all these tools to limit your opponent to jump and get a super early kill with an RT reaction. Terry's ledgetrapping seems almost limitless.
I love your videos man. I wish I could coach with you, but Im broke. Your videos are such a great alternative and have really been helping my Ken/Terry game ty man
Really useful video, thank you. I started labbing terry last night, and remembered coming across your videos months ago and heavily enjoying them, but I didn’t play any of the characters. Two questions: What are the different scenarios in which you should used nair as opposed to fair? What do you think of option selects with his ability to cancel into specials? It immediately stood out to me as really good that you can input let’s say ftilt and immediately after, input input crack shoot let’s say, and if it hits it cancels into it, and if it whiffs it doesn’t. Any tips/useful scenarios of using OSs? I really appreciate your style and way of thinking about/talking about the game, it really speaks to me and I find it very informative
nair is good to catch your opponent jumping with aerials over power wave if they do not have disjoints. so characters like mario,yoshi, wario etc. since you can sh nair then space back with your jump with another aerial into air power wave. sets up for safe pressure and lets you reposition. since terrys nair is frame for and mad disjointed this makes this strat very good
Riddles had me inspired and I was looking for Terry instructional stuff. So glad I found your channel! Would you be able to create a Terry playlist for lazy watchers like me? Keep up the good work :)
This isn't turtling, this is spacing or if you want "zoning". Turtling is actually when you specifically choose the defensive option over and over, wheras what your doing is controlling their space in defensive and offensive situations.
Hi Ronin, Love your videos. I have a question I can’t seem to find the answer to and you might be the only person who knows; Using COIL can Ken perform an easier roundhouse kick? That is literally the only thing I struggle with Ken doing consistently and I can’t seem to ever pull off a roundhouse after either up tilt or down tilt. Any advice on how not to accidentally do a different input?
i like to think of it as ⭣ + ⭩⭣⭨ when doing it out of d-tilt, hence the starting down position. out of a heavy d-tilt the trick is waiting to start the input until you see the move connect, cause inputting the ⭩ before then won't register and you will get a hadoken. i find out of light up tilt to be a bit harder, if you wanna get the cancel, but i usually just do like a 3/4 circle from the top all the way down and then forward.
i know that you have to commit to this option, but short hop input power dunk spaced so that is catches ppl jumping at ledge is busted. The amount of times i have gotten this spike hitbox and killed ppl at 30% is unreal
HUNK301 I’d dispute that just a tad. I’ve been playing mostly Ryu with a bit of Ken since the game came out and ever since Terry dropped I haven’t found my rhythm with him yet. Like they’re all auto-turn, input-based characters but Terry’s gameplan, neutral and movement are so different he feels as different as Lucina or Kirby. But I’m used to playing defensive (hence Ryu over Ken) so this guide really helps me see a different side to Terry.
@@seanlipscomb2118 its quite the opposite for me, my worst fgc is ryu because my defensive play/turtling is pretty lacking, it all comes down to yourself, even with hours upon hours of playing all 3 you will still have a hierarchy of your best to worst character, of course getting better will close the gap of skill between all 3 but YOU will still know you do better with (example) ken, then ryu, then terry for last
I'm getting flash kicked in my favorite game
You mind readin' or something? I literally wanted a guide on turtling cause i get the definition and type of playstyle but i needed a smash specific example, love the work!
I've been labbing terry ledgetrapping since this video came out, here's my input on this:
-DTcoil makes this strategy 1000 times better, so practice this tech.
-DTcoil can be buffered while doing any of the 3 main tools: Fade back fair, Ftilt and PW
-At ledge, you can do any of these and buffer DTcoil so you can still FBF/Ftilt/Shield. This is crucial as just holding down on the analog limits you tremendously compared to what you can do when DTcoil is used instead
-FBF catches neutral getup, getup attack, roll, double jump aerial if its not a disjoint
-Ftilt covers roll and neutral getup, plus it pressures to either use getup attack, ledge jump or DJ aerial
-PW catches ledge hangs after stalling
-Shield to EX RT beats all these options except ledge hang stall if reacted correctly
-You can do all this (except PW) WHILE STILL HAVING DT COIL ACTIVE, so you can use all these tools to limit your opponent to jump and get a super early kill with an RT reaction. Terry's ledgetrapping seems almost limitless.
New Terry player here. What's DTcoil?
What dt coil
I remember you mentioning this on streams and even when we fought, but having a video like this to rewatch is nice as hell, thanks
I always wondered what turtling meant for so long
I have missed those !.. Great video.
And btw we need more Terry guides imo !.. x)
yes I've been waiting for this. thank you so much
I love your videos man. I wish I could coach with you, but Im broke. Your videos are such a great alternative and have really been helping my Ken/Terry game
ty man
More of this please! this is great, thanks for your content!
Really useful video, thank you.
I started labbing terry last night, and remembered coming across your videos months ago and heavily enjoying them, but I didn’t play any of the characters.
Two questions: What are the different scenarios in which you should used nair as opposed to fair?
What do you think of option selects with his ability to cancel into specials? It immediately stood out to me as really good that you can input let’s say ftilt and immediately after, input input crack shoot let’s say, and if it hits it cancels into it, and if it whiffs it doesn’t. Any tips/useful scenarios of using OSs?
I really appreciate your style and way of thinking about/talking about the game, it really speaks to me and I find it very informative
nair is good to catch your opponent jumping with aerials over power wave if they do not have disjoints. so characters like mario,yoshi, wario etc. since you can sh nair then space back with your jump with another aerial into air power wave. sets up for safe pressure and lets you reposition. since terrys nair is frame for and mad disjointed this makes this strat very good
stop being so good at this game i just want to master the cool boxers
Riddles had me inspired and I was looking for Terry instructional stuff. So glad I found your channel! Would you be able to create a Terry playlist for lazy watchers like me? Keep up the good work :)
I really like your guides
Me liking, commenting, and creating a second account to subscribe with so Ronin knows I love this content :)
sick stuff man thanks for putting this together
thanks bro
Underrated video
Great Video, thank you
Lovely video. Also your music taste is banger, I fuckin love Dreamer.
great vid
Nice guide
PogU
3:31
I'm wary about edgeguarding Link since he can reverse Up B you for an early kill.
This isn't turtling, this is spacing or if you want "zoning". Turtling is actually when you specifically choose the defensive option over and over, wheras what your doing is controlling their space in defensive and offensive situations.
Hey RoninX1819 , can we get an updated ryu neutral guide?
Hi Ronin, Love your videos. I have a question I can’t seem to find the answer to and you might be the only person who knows;
Using COIL can Ken perform an easier roundhouse kick? That is literally the only thing I struggle with Ken doing consistently and I can’t seem to ever pull off a roundhouse after either up tilt or down tilt. Any advice on how not to accidentally do a different input?
i like to think of it as ⭣ + ⭩⭣⭨ when doing it out of d-tilt, hence the starting down position. out of a heavy d-tilt the trick is waiting to start the input until you see the move connect, cause inputting the ⭩ before then won't register and you will get a hadoken. i find out of light up tilt to be a bit harder, if you wanna get the cancel, but i usually just do like a 3/4 circle from the top all the way down and then forward.
How's the terry vs ken MU? Got bopped in bracket by ken yesterday
When is the terry match up chart
soon
i know that you have to commit to this option, but short hop input power dunk spaced so that is catches ppl jumping at ledge is busted. The amount of times i have gotten this spike hitbox and killed ppl at 30% is unreal
But is spacing the f-air enough to avoid being hit out of shield between that and the f-tilt?
yes, fair is -7 on block so as long as your spacing correctly yes. also ftilt comes out frame 7
@@RoninX-uo8uy That's only landing F-air, unless you mean the rising variant as well. Either way this is still a real strat.
I can't decide if If I should main Terry or Ken what do you guys think I should do?
play both
If you can play ken, you cand understand and play terry, if you can get both then you might as well practice ryu to round up the MU spread
Alright I will practice them both and Ryu too
HUNK301 I’d dispute that just a tad. I’ve been playing mostly Ryu with a bit of Ken since the game came out and ever since Terry dropped I haven’t found my rhythm with him yet. Like they’re all auto-turn, input-based characters but Terry’s gameplan, neutral and movement are so different he feels as different as Lucina or Kirby. But I’m used to playing defensive (hence Ryu over Ken) so this guide really helps me see a different side to Terry.
@@seanlipscomb2118 its quite the opposite for me, my worst fgc is ryu because my defensive play/turtling is pretty lacking, it all comes down to yourself, even with hours upon hours of playing all 3 you will still have a hierarchy of your best to worst character, of course getting better will close the gap of skill between all 3 but YOU will still know you do better with (example) ken, then ryu, then terry for last
flash kick
Does it work in tournaments?
yes I use this strategy all the time when playing against good players. I wouldnt post it other wise lol
@@RoninX-uo8uy great. I was going to next smash con next year anyway so yea
the word turtling and smash together... this is the timeline eh?
But what if they do nothing and just wait?
you can hit them off the ledge with fair, power wave and dtilt if they do not have a low ledge hang.
the song?
A remix to "dreamer" from streets of rage 2
Streets of Rage 2 Dreamer (Jazzy Remix)
thanks bro