Editing Terry (SSBU)/Up smash
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==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 | {{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. | 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 | 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 | 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== |