Editing Terry (SSBU)/Up smash

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 3: Line 3:


==Overview==
==Overview==
{{SSBU|Terry}} performs Wild Upper from the [[Fatal Fury]] series. The motion used is commonly seen from characters such as {{SSBU|Ryu}} in many fighting games. The move is fairly strong, dealing high damage with a stronger late hit to better combat aerial opponents or pressure [[platform]]s. Curiously, the early hit is only active for a single frame, designed to hit grounded opponents. Up smash has a fairly large, [[disjoint]]ed, forgiving hitbox, coupled with surprisingly long [[hitbox]] activity.
{{SSBU|Terry}} performs Wild Upper from the [[Fatal Fury]] series. The motion used is commonly seen from characters such as {{SSBU|Ryu}} in many fighting games. The move is fairly strong, dealing high damage with a stronger late hit to better combat aerial opponents. Curiously, the early hit is only active for a single frame, designed to hit grounded opponents. Up smash has a fairly large, [[disjoint]]ed, forgiving hitbox, coupled with surprisingly long [[hitbox]] activity. This allows it to serve as a niche platform pressure option on some stages.


Up smash is quite odd, particularly with its [[smash attack]] charge hold frame being a single frame before the hitbox. Thanks to this, a Terry player can hold the charge and let the move loose instantly, on reaction. Prior to the move being released, Terry crouches quite low, giving him an excellent [[hurtbox]] shift to avoid hits. Coupled with the incredible hitbox, this gives Terry very strong anti-air game should the player anticipate a jump-in that should not be ignored.
Up smash is quite odd, particularly with its [[smash attack]] charge hold frame being a single frame before the hitbox. Thanks to this, a Terry player can hold the charge and let the move loose instantly, on reaction. Prior to the move being released, Terry crouches quite low, giving him an excellent [[hurtbox]] shift to avoid hits. Overall, this gives Terry very strong anti-air game should the player anticipate a jump-in.  


Being frame 10, up smash also serves as a serviceable [[out of shield]] option. In this case, the early hit will connect, which has slightly worse kill power. Regardless, it's still very strong and will [[KO]] at reasonable [[percentage]]s. Additionally, against players that hit shield from above, it is likely that the late hit will connect instead. It's a bit overshadowed by [[Rising Tackle]], however, which has frame 5 [[intangibility]] with a command input (which can be facilitated through [[shield]] tilting or [[COIL]]).  
Being frame 10, up smash also serves as a fairly decent [[out of shield]] option. In this case, the early hit will often connect, which has slightly worse kill power. Regardless, it's still very strong and will [[KO]] at reasonable [[percentage]]s. It's a bit overshadowed by [[Rising Tackle]], however, which has frame 5 [[intangibility]] with a command input (which can be facilitated through [[shield]] tilting or [[COIL]]).  


Despite its strengths, like all moves, up smash does have issues. It's a bit on the laggy side, typical of a [[smash attack]], which makes it very punishable on whiff. Terry's arm also stays out for a bit longer than what would be desired, leaving him with a [[hurtbox]] extension that makes him easier to hit once the move is over. Despite its great hitbox, it still tends to lose to more disjointed aerials, such as {{SSBU|Marth}}'s [[Marth (SSBU)/Forward aerial|forward aerial]], though this is minor.
Despite its strengths, like all moves, up smash does have issues. It's a bit on the laggy side, typical of a [[smash attack]], which makes it very punishable. Terry's arm also stays out for a bit longer than what would be desired, leaving him with a [[hurtbox]] extension that makes him easier to hit once the move is over. It also tends to just lose to disjointed aerials, such as {{SSBU|Marth}}'s [[Marth (SSBU)/Forward aerial|forward aerial]].  


==Hitboxes==
==Hitboxes==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)