Terry (SSBU)/Down throw: Difference between revisions
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==Overview== | ==Overview== | ||
{{SSBU|Terry}} performs a neckbreaker slam. This primarily serves as Terry's low [[percentage]] [[combo]] throw, enabling much of his "bread and butter". As such, when Terry gets a [[grab]] early on, he is usually using this throw to get around 35-40% out of it. It's also a situational kill throw on high platforms if the opponent has taken significant damage. | |||
The optimal followup out of down throw for most characters is [[Terry (SSBU)/Up aerial|up aerial]] into a charged [[Rising Tackle]]. Due to the need for Rising Tackle to be charged, this requires the Terry player to hold down on the control stick after inputting the throw, jumping with a button, and using the [[c-stick]] to perform up aerial before letting the charge go for Rising Tackle. However, utilizing [[Command Input Special Moves#Command Orientation Input Locking|DTCOIL]] is a valid alternative for players acquainted with it, making the combo much easier. | |||
Against [[heavyweight]]s and "big body" characters, [[Terry (SSBU)/Neutral aerial|neutral aerial]] into [[Burning Knuckle]] is a great alternative that's not only easier to do, but more damaging. If Terry has access to his [[Super Special Move]]s, characters like {{SSBU|Bowser}} are liable to get [[zero-to-death combo]]ed, with [[Terry (SSBU)/Down aerial|down aerial]] → [[Terry (SSBU)/Neutral aerial|neutral aerial]] → [[Terry (SSBU)/Forward tilt|forward tilt]] → [[Buster Wolf]] being a [[true combo]] due to his size. | |||
==Throw Data== | ==Throw Data== | ||
{{UltimateThrowTableHeader}} | {{UltimateThrowTableHeader}} | ||
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|fkv=0 | |fkv=0 | ||
|ff=0.0 | |ff=0.0 | ||
|effect=Normal | |||
|sfx=None | |||
|slvl=S | |||
}} | |||
{{UltimateThrowTableRow | |||
|kind=1 | |||
|id=0 | |||
|type=Throwing | |||
|damage=3.0% | |||
|angle=361 | |||
|bk=40 | |||
|ks=100 | |||
|fkv=0 | |||
|effect=Normal | |effect=Normal | ||
|sfx=None | |sfx=None | ||
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==Timing== | ==Timing== | ||
During frame 22, the move inflicts 10 frames of [[hitlag]] to both Terry and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Invincibility | !Invincibility |
Latest revision as of 00:11, August 10, 2022
Terry down throw hurtbox visualization | ||||
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Overview[edit]
Terry performs a neckbreaker slam. This primarily serves as Terry's low percentage combo throw, enabling much of his "bread and butter". As such, when Terry gets a grab early on, he is usually using this throw to get around 35-40% out of it. It's also a situational kill throw on high platforms if the opponent has taken significant damage.
The optimal followup out of down throw for most characters is up aerial into a charged Rising Tackle. Due to the need for Rising Tackle to be charged, this requires the Terry player to hold down on the control stick after inputting the throw, jumping with a button, and using the c-stick to perform up aerial before letting the charge go for Rising Tackle. However, utilizing DTCOIL is a valid alternative for players acquainted with it, making the combo much easier.
Against heavyweights and "big body" characters, neutral aerial into Burning Knuckle is a great alternative that's not only easier to do, but more damaging. If Terry has access to his Super Special Moves, characters like Bowser are liable to get zero-to-death comboed, with down aerial → neutral aerial → forward tilt → Buster Wolf being a true combo due to his size.
Throw Data[edit]
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 8.0% | Forward | 80 | 60 | 0 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
Timing[edit]
During frame 22, the move inflicts 10 frames of hitlag to both Terry and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility | 1-23 |
---|---|
Throw Release | 23 |
Interruptible | 48 |
Animation length | 76 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|