Super Smash Bros. Ultimate

Terry (SSBU)/Down smash: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:TerryDSmash.gif|thumb|450px|Hitbox visualization showing Terry's down smash.]]
[[File:TerryDSmash.gif|thumb|250px|Hitbox visualization showing Terry's down smash.]]


==Overview==
==Overview==
{{SSBU|Terry}} performs a low Martelo do Chão. Unlike other [[smash attack]]s in Terry's kit, it can cancel into his [[Triple Wolf|Final Smash]], though not his normal [[special move]]s. This move is extremely fast for a smash attack, being frames 8-11, with a very active [[hitbox]]. It has mediocre [[KO]] potential, but makes up for it in its strong range and extremely low [[knockback]] angle (32°). This angle can make it impossible for some characters (eg. {{SSBU|Roy}} to recover if hit near the ledge.  
{{SSBU|Terry}} performs a low Martelo do Chão. Unlike other [[smash attack]]s in Terry's kit, it can cancel into his [[Triple Wolf|Final Smash]], though not his normal [[special move]]s. This move is extremely fast for a smash attack, being frames 8-11, with a very active [[hitbox]]. It has mediocre [[KO]] potential, but makes up for it in its strong range and extremely low [[knockback]] angle (32°). This angle can make it impossible for some characters (eg. {{SSBU|Roy}}) to recover if hit near the ledge.  


Down smash shifts Terry's hitbox quite low, allowing it to low profile aerial attacks in a similar vein to [[Terry (SSBU)/Up smash|up smash]]. Unlike up smash, however, down smash is better for punishing spaced aerials or grounded options, with superior horizontal range. However, its vertical range is pitiful, not even covering his entire leg.  
Down smash shifts Terry's hitbox quite low, allowing him to low profile aerial attacks in a similar vein to [[Terry (SSBU)/Up smash|up smash]]. Unlike up smash, however, down smash is better for punishing spaced aerials or grounded options thanks to its vastly superior horizontal range. However, its vertical range is pitiful, not even covering his entire leg, so it is by no means a substitute. When confirmed out of down tilt, down smash is useful for cornering opponents due to its knockback angle; it also acts as a substitute for when [[Burning Knuckle]] isn't a [[true combo]] yet thanks to its speed and ease of use.


Due to its fast nature, down smash can be confirmed into through moves such as [[Terry (SSBU)/Down tilt|down tilt]]. However, this is only really used for [[gimp]]ing characters through the knockback angle, as Terry's special moves are much better options in most cases. If Terry has his Final Smash in casual matches, however, it's a very good option for this purpose.  
Down smash is a very strong option at the ledge, especially since it can be confirmed into through moves such as [[Terry (SSBU)/Down tilt|down tilt]]. This can [[gimp]] characters through the knockback angle, or otherwise set up for an edgeguard. Even outside of confirming through down tilt, down smash remains a potent option, covering options such as [[roll]]s. Additionally, it hits {{SSBU|Jigglypuff}}, {{SSBU|Pichu}}, {{SSBU|Ivysaur}}, {{SSBU|Olimar}}, {{SSBU|Villager}}, and {{SSBU|Bowser Jr.}}'s ledgehangs<ref>https://docs.google.com/spreadsheets/d/1RE1IKdmC0zSVlUe7dm3XugWJ7zkMe2lBAjNUepi__4I/edit#gid=0</ref>.


==Hitboxes==
==Hitboxes==
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|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|12.0}}
|damage={{ChargedSmashDmgSSBU|12.0}}
|sd=0
|angle=32
|angle=32
|bk=36
|bk=36
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|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=8.0
|ypos=5.0
|zpos=7.0
|zpos=7.0
|ff=1.0
|ff=1.0
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|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|12.0}}
|damage={{ChargedSmashDmgSSBU|12.0}}
|sd=0
|angle=32
|angle=32
|bk=36
|bk=36
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|id=2
|id=2
|damage={{ChargedSmashDmgSSBU|12.0}}
|damage={{ChargedSmashDmgSSBU|12.0}}
|sd=0
|angle=32
|angle=32
|bk=36
|bk=31
|ks=82
|ks=87
|fkv=0
|fkv=0
|r=4.0
|r=4.0
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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
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!Hitboxes
!Hitboxes
|8-11
|8-11
|-
!Final Smash cancel window
|8-21
|-
|-
!Interruptible
!Interruptible
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=5|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=29}}{{FrameStrip|t=Interruptible|c=25}}
!Hitboxes&nbsp;{{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=5|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=29}}{{FrameStrip|t=Interruptible|c=25}}
|-
!FS cancel&nbsp;{{FrameStrip|t=Blank|c=7}}{{FrameStrip|t=Continuable|c=14}}{{FrameStrip|t=Blank|c=44}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|continuable=y|interruptible=y}}


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

Latest revision as of 00:15, August 10, 2022

Hitbox visualization showing Terry's down smash.

OverviewEdit

Terry performs a low Martelo do Chão. Unlike other smash attacks in Terry's kit, it can cancel into his Final Smash, though not his normal special moves. This move is extremely fast for a smash attack, being frames 8-11, with a very active hitbox. It has mediocre KO potential, but makes up for it in its strong range and extremely low knockback angle (32°). This angle can make it impossible for some characters (eg. Roy) to recover if hit near the ledge.

Down smash shifts Terry's hitbox quite low, allowing him to low profile aerial attacks in a similar vein to up smash. Unlike up smash, however, down smash is better for punishing spaced aerials or grounded options thanks to its vastly superior horizontal range. However, its vertical range is pitiful, not even covering his entire leg, so it is by no means a substitute. When confirmed out of down tilt, down smash is useful for cornering opponents due to its knockback angle; it also acts as a substitute for when Burning Knuckle isn't a true combo yet thanks to its speed and ease of use.

Down smash is a very strong option at the ledge, especially since it can be confirmed into through moves such as down tilt. This can gimp characters through the knockback angle, or otherwise set up for an edgeguard. Even outside of confirming through down tilt, down smash remains a potent option, covering options such as rolls. Additionally, it hits Jigglypuff, Pichu, Ivysaur, Olimar, Villager, and Bowser Jr.'s ledgehangs[1].

HitboxesEdit

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
0 0 0 12.0% 0   Standard 36 82 0   3.0 top 0.0 5.0 7.0 1.0× 1.0× 0%               Terry Kick   All All            
1 0 0 12.0% 0   Standard 36 82 0   3.0 top 0.0 6.0 11.0 1.0× 1.0× 0%               Terry Kick   All All            
2 0 0 12.0% 0   Standard 31 87 0   4.0 top 0.0 7.0 16.0 1.0× 1.0× 0%               Terry Kick   All All            

TimingEdit

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 2-3
Hitboxes 8-11
Final Smash cancel window 8-21
Interruptible 41
Animation length 65
Hitboxes                                                                                                                                   
FS cancel                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Continuable
 
Interruptible