Terry (SSBU)/Back aerial
Overview[edit]
Terry performs a backward kick. Due to Terry's automatic turnaround mechanics, this move can be quite unwieldy for a new player to use reliably. However, with various techniques such as Attack Cancelling and Reverse Aerial Rush, it can be largely made up for. It's also got a minor disjoint, making it win out against attacks without them, such as those from Yoshi and Mario.
Back aerial is incredibly strong, dealing high damage and knockback. As such, this is one of Terry's best ways to KO from a stray hit. This numerical strength also makes it quite safe on shield, being -4 with perfect landing on the early hit. This allows Terry to use his neutral attack against many out of shield options. Should the opponent hold shield, this is usually a free blockstring off off the neutral attack itself; Power Dunk should shieldpoke, and Burning Knuckle will shield break from full HP if they insist on holding on.
Back aerial has an incredible autocancel window, from frames 1 to 10. This makes it a very, very reliable "A-landing" option, allowing Terry to escape many tech situations and counterattack; should Terry leave hitstun before hitting the floor, the player can buffer back aerial to "skip" a tech situation, autocancelling instead. From there on, buffering neutral attack or shield is possible to mix the opponent up and regain momentum. Terry shouldn't have to tech if there's a window for him to buffer back aerial or down aerial.
As odd as it sounds, it is possible to combo off of back aerial at lower percentages. It can confirm forward tilt, which can then be used to confirm Burning Knuckle, or Buster Wolf if Terry has Super Special Moves available. Given this, neutral attack and down tilt can also work with precision. Once it starts sending into tumble, using the second hit of neutral attack to lock and abuse tech situations is possible. However, other lock options are available depending on the weight of the opponent.
Back aerial isn't without its flaws, though. While immensely strong, it's also a bit slow, coming out frame 11. Despite the disjoint, the move can still lose to larger disjoints, such as those from swordfighters like Sephiroth and Corrin. Its general unwieldy nature also makes it more difficult to make use of than conventional aerials, demanding some degree of technical skill.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Canceling into a Final Smash is only possible upon hitting an opponent and after hitlag is over.
Initial autocancel | 1-10 |
---|---|
Clean hit (early, late) | 11, 12-13 |
Late hit | 14-15 |
Final Smash cancel window | 11-19 |
Ending autocancel | 30- |
Interruptible | 40 |
Animation length | 61 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Autocancel | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
FS cancel |
Landing lag[edit]
Interruptible | 11 |
---|---|
Animation length | 36 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Continuable |
Interruptible |
|