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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:TerryDSmash.gif|thumb| | [[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 | 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. | ||
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}} | ||
|angle=32 | |angle=32 | ||
|bk=36 | |bk=36 | ||
Line 22: | Line 21: | ||
|bn=top | |bn=top | ||
|xpos=0.0 | |xpos=0.0 | ||
|ypos= | |ypos=5.0 | ||
|zpos=7.0 | |zpos=7.0 | ||
|ff=1.0 | |ff=1.0 | ||
Line 33: | Line 32: | ||
|id=1 | |id=1 | ||
|damage={{ChargedSmashDmgSSBU|12.0}} | |damage={{ChargedSmashDmgSSBU|12.0}} | ||
|angle=32 | |angle=32 | ||
|bk=36 | |bk=36 | ||
Line 52: | Line 50: | ||
|id=2 | |id=2 | ||
|damage={{ChargedSmashDmgSSBU|12.0}} | |damage={{ChargedSmashDmgSSBU|12.0}} | ||
|angle=32 | |angle=32 | ||
|bk= | |bk=31 | ||
|ks= | |ks=87 | ||
|fkv=0 | |fkv=0 | ||
|r=4.0 | |r=4.0 | ||
Line 71: | Line 68: | ||
==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 {{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 {{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
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
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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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FS cancel |
Lag time |
Charge interval |
Hitbox |
Continuable |
Interruptible |
|