Editing Terry (SSBU)/Side special

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===Crack Shoot===
===Crack Shoot===
[[File:TKPDCombo.gif|thumb|300px|{{sm|Ronin X}} using Tiger Knee Power Dunk to start a combo, which involves using a weak Crack Shoot to drag Ken down.]]
[[File:TKPDCombo.gif|thumb|300px|{{sm|Ronin X}} using Tiger Knee Power Dunk to start a combo, which involves using a weak Crack Shoot to drag Ken down.]]
Terry does a spinning heel kick, performing [[Crack Shoot]]. Unlike Burning Knuckle's more diverse selection of hitboxes, Crack Shoot only has two variations hitbox-wise, and the command version only increases [[shield damage]]. Crack Shoot can be inputted with '''↓↙← + Attack/Special'''. If back is held for 7 frames in the air, Crack Shoot will fly in the opposite direction.  
Terry does a spinning heel kick, performing [[Crack Shoot]]. Unlike Burning Knuckle's more diverse selection of hitboxes, Crack Shoot only has two variations hitbox-wise, and the command version only increases [[shield damage]]. Crack Shoot can be inputted with '''↓↙← + Attack/Special'''.


Crack Shoot is Terry's premier anti-air and anti-projectile option, with its massive hitbox making it difficult for aerial opponents to contest. Its launch angle also puts opponents in very awkward positions, making it excellent for [[juggling]] opponents and keeping them at a disadvantage, especially with Tiger Knee involved. Thanks to this, Crack Shoot can be seen as an approach option.  
Crack Shoot is Terry's premier anti-air and anti-projectile option, with its massive hitbox making it difficult for aerial opponents to contest. Its launch angle also puts opponents in very awkward positions, making it excellent for [[juggling]] opponents and keeping them at a disadvantage, especially with Tiger Knee involved. Thanks to this, Crack Shoot can be seen as an approach option. If inputted with a command, the shield damage of Crack Shoot drastically increases, with the second hit's foot hitbox gaining a whole 20 [[HP]] in shield damage. This makes Crack Shoot a surprisingly strong option for breaking shields alongside [[Power Wave]]. This makes it an even stronger approach option, making opponents with damaged shields significantly less inclined to defend against it, lest they lose a stock.
 
If inputted with a command, the shield damage of Crack Shoot drastically increases, with the second hit's foot hitbox gaining a whole 20 [[HP]] in shield damage. This makes Crack Shoot a surprisingly strong option for breaking shields alongside [[Power Wave]]. This makes it an even stronger approach option, making opponents with damaged shields significantly less inclined to defend against it, lest they lose a stock. In a similar vein, Crack Shoot can be used to escape [[out of shield]] options with most of Terry's grounded options, allowing him to cross up and fly out of range. This usually ends with a neutral frame advantage, though [[perfect shield]]s and the like can make it less safe.  


There is some minor combo utility in Crack Shoot if the second hit connects later, which adds credence to its approach utility. This often leads to {{mvsub|Terry|SSBU|up aerial}} and a subsequent charged [[Rising Tackle]]. It's also possible to set up [[tech]] situations on platforms at some [[percentage]]s, which can situationally be followed up. However, if Crack Shoot connects up close, its combo utility is negligible at best. Connecting into Crack Shoot is fairly easy, with {{mvsub|Terry|SSBU|forward tilt}} having a particularly large percentage range in comparison to Burning Knuckle.  
There is some minor combo utility in Crack Shoot if the second hit connects later, which adds credence to its approach utility. This often leads to {{mvsub|Terry|SSBU|up aerial}} and a subsequent charged [[Rising Tackle]]. It's also possible to set up [[tech]] situations on platforms at some [[percentage]]s, which can situationally be followed up. However, if Crack Shoot connects up close, its combo utility is negligible at best. Connecting into Crack Shoot is fairly easy, with {{mvsub|Terry|SSBU|forward tilt}} having a particularly large percentage range in comparison to Burning Knuckle.  
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Crack Shoot's first hit sends at a [[semi-spike]] angle, intended to lead into the second hit. However, as is the case with most multi-hit attacks, there are situations where this doesn't happen. In reference to Crack Shoot, this often happens out of {{mvsub|Terry|SSBU|up tilt}}, though it's character-specific and at around 50-70%. If it does happen, opponents often suffer quite a bit of [[hitstun]], allowing for [[combo]]s and mixups. It's also possible for a Crack Shoot semi-spike to happen on platforms, though this is rare and doesn't often lead to much. Since up tilt is a common method of confirming Crack Shoot, it's good practice to simply react to semi-spikes appropriately when they occur rather than actively fish for them.  
Crack Shoot's first hit sends at a [[semi-spike]] angle, intended to lead into the second hit. However, as is the case with most multi-hit attacks, there are situations where this doesn't happen. In reference to Crack Shoot, this often happens out of {{mvsub|Terry|SSBU|up tilt}}, though it's character-specific and at around 50-70%. If it does happen, opponents often suffer quite a bit of [[hitstun]], allowing for [[combo]]s and mixups. It's also possible for a Crack Shoot semi-spike to happen on platforms, though this is rare and doesn't often lead to much. Since up tilt is a common method of confirming Crack Shoot, it's good practice to simply react to semi-spikes appropriately when they occur rather than actively fish for them.  


As a recovery option, Crack Shoot doesn't differ much from Burning Knuckle, though the arc makes it much better at contesting edgeguard attempts from above. As with Burning Knuckle, holding down during Crack Shoot is recommended to charge Rising Tackle for a better shot at recovering.
As a recovery option, Crack Shoot doesn't differ much from Burning Knuckle, though the arc makes it much better at contesting edgeguard attempts from above. As with Burning Knuckle, holding down during Crack Shoot is recommended to charge Rising Tackle for a better shot at recovering.  


==Hitboxes==
==Hitboxes==

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