Terry (SSBU)/Down aerial
Overview[edit]
Terry performs a downward punch, similar to Ryu and Ken's. While a bit slow, coming out frame 12, it lingers up to frame 15 and has many unique qualities that make it effective. The sweetspot is a very strong meteor smash with a unique angle of 310°, making it KO effectively when an opponent jumps from the ledge, for example. Like many of Terry's aerials, it autocancels out of short hop and has the largest initial window of all his attacks, that being frames 1-11. This makes it Terry's most reliable A-landing option, allowing him to escape tech situations very easily while being able to counterattack.
Down aerial is incredibly strong, dealing an upwards of 18% with the 1v1 multiplier and freshness considered. Since it can be cancelled into specials such as Burning Knuckle, it's capable of inflicting a massive amount of damage in a short space of time. However, at lower percentages, down aerial doesn't actually send into tumble. Since the move is fast enough to allow neutral aerial to be buffered and work, this sparks off a very powerful combo. As a result, it's not uncommon to see Terry players jump in alternating these attacks.
As one would expect, down aerial deals massive shield damage; it's ~21 HP with the sweetspot, around a third overall. While it's -9 on shield normally, it's +6 on special cancel, making Power Dunk a guaranteed blockstring. This makes for a virtually guaranteed shieldpoke on many characters. Crack Shoot can be used as a mixup to catch opponents with worse out of shield game dropping shield, as well as to safely cross up those who hold it.
Down aerial does have some minor flaws. The landing lag is quite steep, at 15 frames, which makes it particularly punishing if a player misses the autocancel window. Its startup also makes it relatively easy to outframe, though buffering neutral aerial during a short hop makes it a bit better for the player. It's also extremely vulnerable to grabs out of a perfect shield, as Terry usually hits close to try and connect neutral aerial after. It's also not very disjointed, if at all, making it easily held back by disjointed attacks from swordfighters.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Initial autocancel | 1-11 |
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Early hit | 12 |
Late hit | 13-15 |
Special and Final Smash cancel window | 12-19 |
Ending autocancel | 24- |
Interruptible | 33 |
Animation length | 56 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Autocancel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Special/FS cancel |
Landing lag[edit]
Interruptible | 16 |
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Animation length | 28 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Continuable |
Interruptible |
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