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(New Page: {{ArticleIcons|ssbu=y}} thumb|450px|Hitbox visualization showing Terry's forward smash. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitboxTabl...) |
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[[File:TerryFSmash.gif|thumb| | [[File:TerryFSmash.gif|thumb|300px|Hitbox visualization showing Terry's forward smash.]] | ||
==Overview== | ==Overview== | ||
{{SSBU|Terry}} performs his Backspin Kick from [[Fatal Fury]], albeit with a more modernized animation. With very high [[damage]] (22.4% considering [[stale-move negation]] and [[1v1 multiplier]]) and [[knockback]], this serves as a hard punish tool, [[KO]]ing {{SSBU|Mario}} at 107% center-stage, uncharged, with good [[DI]] on [[Battlefield]]. It also has an unusual amount of active frames for a smash attack, being active frames 18-21, similar to [[Terry (SSBU)/Forward tilt|forward tilt]]. In addition, it lacks a late [[hitbox]] or even a sourspot, with the entire move being a single strong one. It's very possible for characters to accidentally fall into forward smash assuming the hitbox is gone, making it a bit more consistent. | |||
Forward smash is numerically the strongest move in Terry's kit, which makes it often see use after breaking an opponent's [[shield]]. For a scale of its power, at full charge, it can KO as soon as 67% on Mario center-stage on Battlefield with good DI. However, Terry has many other options for a [[shield break]] punish, especially with his Super Special Moves. For example, [[Terry (SSBU)/Down tilt|down tilt]] to [[Terry (SSBU)/Up tilt|up tilt]] to [[Power Geyser]] can serve as a decent confirm on platforms, or [[Terry (SSBU)/Down tilt|down tilt]] to [[Terry (SSBU)/Neutral attack|neutral attack]]'s first and second hits to [[Buster Wolf]]. | |||
While the move is very strong on hit, it suffers from many shortcomings typical of a [[smash attack]] of this nature. Unlike [[Terry (SSBU)/Forward tilt|forward tilt]] and other normals in Terry's kit, it lacks any kind of [[intangibility]], leaving Terry with a noticeable [[hurtbox]] extension. Terry is also left completely vulnerable on the upper part of his leg, with no hitbox to be found. This leaves him without even the little protection a hitbox would give. It also has enormous endlag, with roughly half a second of cooldown after the hitbox is gone. This often results in a punish on whiff. As a result, forward smash is not used very frequently. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |