Editing Terry (SSBU)/Command input/Command input 1

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[[File:TerryPowerGeyser.gif|350px|thumb|Hitbox visualization of Terry's [[Power Geyser]].]]
[[File:TerryPowerGeyser.gif|350px|thumb|Hitbox visualization of Terry's [[Power Geyser]].]]
[[File:PowerGeyserDropCancel.gif|250px|thumb|A drop cancelled [[Power Geyser]] being used to [[KO]] {{SSBU|Yoshi}}.]]


==Overview==
==Overview==
{{SSBU|Terry}} punches the ground and causes an explosion. Being a [[Super Special Move]], Power Geyser can only be executed if Terry has sustained 100% [[damage]], or if he's reached 30% of his [[HP]] in [[Stamina Mode]], as well as requiring him to be on the ground. It can only be executed through a [[Command Input Special Moves|command input]], specifically '''↓ ↙ ← ↙ → + Attack / Special''', but something as simple as '''↓ ↙ ← →  + Attack / Special''' is possible, making it easier to use than it seems. Like most command specials, the move is fairly easy to [[drop cancel]], in part due to Terry's unnaturally long animation, making it easy to use on [[platform]]s. It can also hit the ledge and 2-frame, making it an unwieldy but amazing edgeguard option.
{{SSBU|Terry}} punches the ground and causes an explosion. Being a Super Special Move, Power Geyser can only be executed if Terry has sustained 100% [[damage]], or if he's reached 30% of his [[HP]] in [[Stamina Mode]]. It can only be executed through a [[Command Input Special Moves|command input]], specifically ↓ ↙ ← ↙ → + Attack / Special, but something as simple as ↓ ↙ ← →  + Attack / Special is possible, making it easier to use than it seems. Like most command specials, the move is fairly easy to [[drop cancel]], making it easy to use on [[platform]]s.


Power Geyser has a fairly long startup - 20 frames - but for its power, it remains exceptionally powerful. Furthermore, it has 5% damage-based [[armor]] on frames 1-14, allowing Terry to force his way through weak attacks from characters like {{SSBU|Sheik}}. Considering that it comes out frame 1, this gives the move surprisingly flexible option value. Despite this slow nature, Power Geyser is fairly easy to confirm into through [[Terry (SSBU)/Up tilt|up tilt]], which has its own set of confirms as well. Considering the high damage and ridiculous launch angle, Power Geyser can be used as a combo ender even if there isn't a KO.
Power Geyser has fairly long startup - 20 frames - but for its power, it remains exceptionally powerful. Furthermore, it has 5% damage-based [[armor]] on frames 1-14, allowing Terry to force his way through weak attacks from characters like {{SSBU|Sheik}}. Considering that it comes out frame 1, this gives the move surprisingly flexible option value. Despite this slow nature, Power Geyser is fairly easy to confirm into through [[Terry (SSBU)/Up tilt|up tilt]], which has its own set of confirms as well. Considering the high damage, Power Geyser can be used as a combo ender even if there isn't a KO.


Power Geyser is excellent for [[shield break]]s thanks to the sheer amount of damage it deals. It can deal as much as 27.727 damage to a [[shield]] - just over half its HP - which can be used alongside Terry's various normals particularly [[Terry (SSBU)/Forward tilt|forward tilt]] to force an option from the opponent. This is, oftentimes, enough for the shield break to occur, allowing for a massive punish that should ideally be a stock.  
Power Geyser is excellent for [[shield break]]s thanks to the sheer amount of damage it deals. It can deal as much as 27.727 damage to a [[shield]] - just over half its HP - which can be used alongside Terry's various normals (particularly [[Terry (SSBU)/Forward tilt|forward tilt]]) to force an option from the opponent. This is, oftentimes, enough for the shield break to occur, allowing for a potentially massive punish.  


Thanks to its gigantic hitbox and extremely high [[KO]] potential, Power Geyser gives Terry one of the most effective punishes to jump-ins in the game, making it difficult to engage Terry with aerial attacks from afar. For characters that deal low damage - compounded by the 0.85× short hop damage multiplier - aerial approaches become much more difficult once Terry has reached 100%. Some characters, such as {{SSBU|Jigglypuff}}, will try to [[gimp]] Terry early solely for a chance at avoiding a game with Power Geyser in play.  
Considering its gigantic hitbox and ridiculously high KO potential, Power Geyser gives Terry one of the most effective punishes to jump-ins in the game, making it difficult to engage Terry with aerial attacks from afar. For characters that deal low damage - compounded by the 0.85× short hop damage multiplier - aerial approaches can become much more difficult once Terry has reached 100%. Some characters, such as {{SSBU|Jigglypuff}}, will try to [[gimp]] Terry early solely for a chance at avoiding a game with Power Geyser in play.  


The main weakness of Power Geyser is how punishable it is. The move is extremely laggy, and -28 on shield from the first hit frame. As a result, using it raw can and will lead to [[punishment]] if it doesn't hit. As a result, using the move in that manner is not recommended, and it should strictly be used as a hard punish or combo ender. With Terry at 100%, whiffing or hitting shield with Power Geyser can absolutely be a death sentence against most characters in the game, making it high-risk, high-reward.  
The main weakness of Power Geyser is how punishable it is. The move is extremely laggy, and -28 on shield from the first hit frame. As a result, using it raw can and will lead to [[punishment]] if it doesn't hit. As a result, using the move in that manner is not recommended, and it should strictly be used as a hard punish or combo ender.  


==Hitboxes==
==Hitboxes==
{{technical data|Frame Data}}
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Early hit|42}}
{{HitboxTableTitle|Early hit|42}}

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