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Terry (SSBU)/Command input/Command input 2: Difference between revisions
(added more info and links) |
m (Toomai moved page Terry (SSBU)/Super special/Super special 2 to Terry (SSBU)/Command input/Command input 2: consistency and simplicity) |
(No difference)
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Revision as of 11:14, July 4, 2021
Terry Buster Wolf hitbox visualizations | ||
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Hitgrab | ![]() | |
Throw | ![]() |
Overview
Terry charges at the opponent before letting rip an energy-infused punch. Being a Super Special Move, Buster Wolf can only be executed if Terry has sustained 100% damage, or if he's reached 30% of his HP in Stamina Mode. It can only be executed through a somewhat difficult command input, specifically ↓ ↘ → ↓ ↘ + Attack / Special. Like most command specials, the move is fairly easy to drop cancel, making it easy to use on platforms.
Buster Wolf is among the most damaging moves in the game, KOing opponents very early. Buster Wolf is just as fast as Burning Knuckle on startup, and considering how far Terry will lunge, this makes it somewhat difficult to react to. This lunge also makes it a near-guaranteed confirm out of forward tilt pre-tumble[1], and can even KO near the edge. The speed makes it possible to confirm out of jab 2 as well, though it requires a down tilt beforehand[2]. While it can be difficult to get into situations where Buster Wolf can be confirmed, in any instance where it's possible, the reward for getting it is normally a stock.
Buster Wolf has 8% damage-based armor on frames 1-15, and intangibility on the arm from frames 10-23, the latter of which makes the grab itself disjointed. Throughout the throw, Terry is intangible. The armor is of particular note, as it's just enough to block most ledge attacks, as well as some projectiles. It also makes the move usable — albeit extremely risky — out of neutral getup at the ledge to muscle past some ledgetraps. This, humorously, makes Buster Wolf a niche defensive option, though the penalty for failure is often too great to justify usage.
Despite appearances, Buster Wolf is technically a hitbox that triggers a grab, like Fishing Rod. This makes it blockable by shields, and while it can cross up, it's still -45 on shield at worst. Furthermore, on hit, some characters can fall out of the throw itself if the startup doesn't connect properly, which is incredibly unsafe on hit. This makes Buster Wolf a high-risk, high-reward move in almost any instance, especially with the fact Terry will be at 100% at minimum when he uses it. Accounting for this is crucial to succeeding with Buster Wolf.
Hitboxes
Throw
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 20.0% | ![]() |
Forward | 73 | 63 | 0 | 0.8× | ![]() |
![]() |
![]() |
Timing
Hitgrab | 14-23 |
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Throw | 46-? |
Interruptible | 66 |
Animation length | ? |
![]() Lag time |
![]() Hitbox |
![]() ![]() Earliest continuable point |
![]() Interruptible |
Trivia
- Buster Wolf can be cancelled into Triple Wolf, and, if frame perfect, the throw itself can also be cancelled into it.
References
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