Super Smash Bros. Ultimate

Terry (SSBU)/Up smash: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:TerryUSmash.gif|thumb|300px|Hitbox visualization showing Terry's up smash.]]
[[File:TerryUSmash.gif|thumb|250px|Hitbox visualization showing Terry's up smash.]]


==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. 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.
{{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.


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.  
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.


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]]).  
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]]).  


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]].  
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.


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Early hit|24}}
{{HitboxTableTitle|Early hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 24: Line 24:
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=12.0 to 8.0
|ypos=12.0
|zpos=0.0
|zpos=8.0
|ff=1.0
|ff=1.0
|type=Hand
|type=Hand
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|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 38: Line 38:
|angle=90
|angle=90
|bk=32
|bk=32
|ks=89
|ks=83
|fkv=0
|fkv=0
|r=5.0
|r=5.0
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==Timing==
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent. Unlike with Terry's other attacks, this can be done even while in [[hitlag]], canceling it in the process.
{|class="wikitable"
{|class="wikitable"
!Charges between
!Charges between
Line 63: Line 64:
!Clean hit
!Clean hit
|11-14
|11-14
|-
!Final Smash cancel window
|10-24
|-
|-
!Interruptible
!Interruptible
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=8|e=LagChargeS}}{{FrameStrip|t=Lag|c=1|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Interruptible|c=28}}
!Hitboxes {{FrameStrip|t=Lag|c=8|e=LagChargeS}}{{FrameStrip|t=Lag|c=1|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Interruptible|c=28}}
|-
!FS cancel {{FrameStrip|t=Blank|c=9}}{{FrameStrip|t=Continuable|c=15}}{{FrameStrip|t=Blank|c=45}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|continuable=y|interruptible=y}}


{{MvSubNavTerry|g=SSBU}}
{{MvSubNavTerry|g=SSBU}}
[[Category:Terry (SSBU)]]
[[Category:Terry (SSBU)]]
[[Category:Up smashes (SSBU)]]
[[Category:Up smashes (SSBU)]]

Latest revision as of 23:15, August 9, 2022

Hitbox visualization showing Terry's up smash.

Overview[edit]

Terry performs Wild Upper from the Fatal Fury series. The motion used is commonly seen from characters such as 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 platforms. Curiously, the early hit is only active for a single frame, designed to hit grounded opponents. Up smash has a fairly large, disjointed, forgiving hitbox, coupled with surprisingly long hitbox activity.

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.

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 percentages. 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).

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 Marth's forward aerial, though this is minor.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Early hit
0 0 0 16.0% 0 AngleIcon83.png Standard 32 89 0 HitboxTableIcon(False).png 5.0 top 0.0 12.0 8.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Terry Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Clean hit
0 0 0 18.0% 0 AngleIcon90.png Standard 32 83 0 HitboxTableIcon(False).png 5.0 top 0.0 21.0 5.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Terry Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Canceling into a Final Smash is only possible upon hitting an opponent. Unlike with Terry's other attacks, this can be done even while in hitlag, canceling it in the process.

Charges between 8-9
Early hit 10
Clean hit 11-14
Final Smash cancel window 10-24
Interruptible 42
Animation length 69
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FS cancel  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Continuable).png
Continuable
Interruptibility
Interruptible