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(→In competitive play: Trimmed it down to be less time sensitive) |
Apexnight767 (talk | contribs) (→Moveset: pretty sure you said that his neutral attack can be canceled into special moves twice) |
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==Moveset== | ==Moveset== | ||
*Like {{SSBU|Ryu}} and {{SSBU|Ken}}, Terry always faces his opponent in one-on-one matches. | *Like {{SSBU|Ryu}} and {{SSBU|Ken}}, Terry always faces his opponent in one-on-one matches. | ||
*When Terry is at 100% in Stock or Time Battles | *When Terry is at 100% in Stock or Time Battles or has 30% or less of his maximum HP in a Stamina Battle, he can perform two Super Special Moves: [[Power Geyser]] and [[Buster Wolf]]. This is indicated with a "GO" icon next to his fighter portrait. | ||
*Pressing the attack button immediately after performing a [[spot dodge]] will allow Terry to perform a counterattack that deals 13% and has an identical animation to his up tilt, but with different mechanics (see below). | *Pressing the attack button immediately after performing a [[spot dodge]] will allow Terry to perform a counterattack that deals 13% and has an identical animation to his up tilt, but with different mechanics (see below). | ||
*Like Ryu and Ken, Terry has weak and strong variants of his special moves, which depend on how long the button is held. Tapping the button produces a weak variation, and holding the button produces a strong variation. The strong variations do more damage and propel Terry farther, with [[Power Dunk]] | *Like Ryu and Ken, Terry has weak and strong variants of his special moves, which depend on how long the button is held. Tapping the button produces a weak variation, and holding the button produces a strong variation. The strong variations do more damage and propel Terry farther, with [[Power Dunk]] having two separate travel distances and timings before the main punch. | ||
**Also like Ryu and Ken, Terry's input specials utilize "negative edge", where specials can be performed on the release of a held attack button after performing certain stick motions. | **Also like Ryu and Ken, Terry's input specials utilize "negative edge", where specials can be performed on the release of a held attack button after performing certain stick motions. | ||
''For a gallery of Terry's hitboxes, see [[Terry (SSBU)/Hitboxes|here]]'' | ''For a gallery of Terry's hitboxes, see [[Terry (SSBU)/Hitboxes|here]]'' | ||
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|neutral2dmg=1% (hit 1), 2% (hit 2) | |neutral2dmg=1% (hit 1), 2% (hit 2) | ||
|neutral3dmg=7% | |neutral3dmg=7% | ||
|neutraldesc=A jab, followed by a {{s|wikipedia|short straight-punch}}, followed by a side kick. The second hit strikes twice, and the move deals an impressively high amount of damage for a neutral attack. The first two hits can be canceled into special moves, which is significantly more rewarding than dealing all three hits, with [[Power Dunk]] being a notorious followup due to its effective damage racking and KO ability. Holding the attack button also causes Terry to repeat the first hit | |neutraldesc=A jab, followed by a {{s|wikipedia|short straight-punch}}, followed by a side kick. The second hit strikes twice, and the move deals an impressively high amount of damage for a neutral attack. The first two hits can be canceled into special moves, which is significantly more rewarding than dealing all three hits, with [[Power Dunk]] being a notorious followup due to its effective damage racking and KO ability. Holding the attack button also causes Terry to repeat the first hit. Based on his standing light punch, close-range standing heavy punch, and standing light kick in most games, with the second attack dealing two hits much like in the original games. | ||
|ftiltname=Middle Kick | |ftiltname=Middle Kick | ||
|ftiltdmg=12% (leg), 13% (foot) | |ftiltdmg=12% (leg), 13% (foot) | ||
|ftiltdesc=A mid-level roundhouse kick. It grants [[intangibility]] to his kicking leg. It has a respectable damage output, especially when sweetspotted, and is moderately fast. | |ftiltdesc=A mid-level roundhouse kick. It grants [[intangibility]] to his kicking leg. It has a respectable damage output, especially when sweetspotted, and is moderately fast. It can be special canceled, and is a very easy and reliable confirm into Buster Wolf at low to mid percentages. Based on his standing heavy kick in his home series. The move also has a [[disjointed]] hitbox on Terry's foot. | ||
|utiltname=Rising Upper | |utiltname=Rising Upper | ||
|utiltdmg=11% | |utiltdmg=11% | ||
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|ssdesc=Terry uniquely has two side specials depending on the input: a forward and a backward special | |ssdesc=Terry uniquely has two side specials depending on the input: a forward and a backward special | ||
'''Burning Knuckle (Forward Special):''' A lunging, energy-infused cross. Can be held instead of tapped for more traveling distance, damage and knockback. Special input is ↓ ↘ → + attack/special (where → is the direction Terry is facing), which increases its damage output and knockback. The special inputted version is indicated by a subtle green trail of energy being visible alongside the blue energy engulfing Terry's fist. Can cancel into his Final Smash. Terry will announce either "Burn Knuckle!", "Burn!" or "Burning!" when using the move. | '''Burning Knuckle (Forward Special):''' A lunging, energy-infused cross. Can be held instead of tapped for more traveling distance, damage, and knockback. Special input is ↓ ↘ → + attack/special (where → is the direction Terry is facing), which increases its damage output and knockback. The special inputted version is indicated by a subtle green trail of energy being visible alongside the blue energy engulfing Terry's fist. Can cancel into his Final Smash. Terry will announce either "Burn Knuckle!", "Burn!" or "Burning!" when using the move. | ||
'''Crack Shoot (Backward Special):''' A [[wikipedia:Professional wrestling attacks#Spinning heel kick|spinning heel kick]]. Special input is ↓ ↙ ← + attack/special (where ← is the direction behind Terry), which increases its damage output and knockback. The first hit can cancel into his Final Smash. Terry will announce either "Crack Shoot!" or "Kick back!" when using the move. | '''Crack Shoot (Backward Special):''' A [[wikipedia:Professional wrestling attacks#Spinning heel kick|spinning heel kick]]. Special input is ↓ ↙ ← + attack/special (where ← is the direction behind Terry), which increases its damage output and knockback. The first hit can cancel into his Final Smash. Terry will announce either "Crack Shoot!" or "Kick back!" when using the move. | ||
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! Description | ! Description | ||
|- | |- | ||
| [[Power Geyser]] || ↓ ↙ ← ↙ → + attack/special<br>or<br>↓ ← ↓ → + attack/special || 26% (closest), 23% (middle), 20% (farthest) || Terry punches the ground, erupting a massive geyser of energy from below. Has very high vertical range, even capable of catching opponents standing on the top platform of [[Battlefield_(SSBU)|Battlefield]]. The attack has three different hitboxes placed at diagonally ascending distances from Terry along the geyser, each dealing decreasing amounts of damage. Power Geyser launches at an upward angle | | [[Power Geyser]] || ↓ ↙ ← ↙ → + attack/special<br>or<br>↓ ← ↓ → + attack/special || 26% (closest), 23% (middle), 20% (farthest) || Terry punches the ground, erupting a massive geyser of energy from below. Has a very high vertical range, even capable of catching opponents standing on the top platform of [[Battlefield_(SSBU)|Battlefield]]. The attack has three different hitboxes placed at diagonally ascending distances from Terry along the geyser, each dealing decreasing amounts of damage. Power Geyser launches at an upward angle and has high knockback capable of KOing any character before 100% vertically. It is capable of KOing as early as 50% when landing the weakest hitbox (due to its high placement), and the two stronger hitboxes actually deal increased knockback if they connect late. In addition, Terry has armor during the startup of the move (frames 1-14) that can withstand a maximum of 5% (6% in 1v1), and the geyser itself deals very high shield damage, comparable to [[Pound]]. However, Power Geyser possesses more startup and ending lag of the two Super Special Moves, making it highly punishable especially if [[Powershield#In_Super_Smash_Bros._Ultimate|perfect shielded]], though these weaknesses can be mitigated if the move is comboed into. Terry will announce either "Power... Geyser!" or "Go burn!" when using the move. | ||
|- | |- | ||
| [[Buster Wolf]] || ↓ ↘ → ↓ ↘ → + attack/special<br>or<br>↓ → ↓ → + attack/special || 5% (initial hit), 20% (explosion), 15% (collateral) || Terry quickly slides forward along the ground to throw an energy-infused punch and asking, "Are you okay?". If he connects successfully with an opponent, he will follow up by generating an explosive energy blast from his fist. The blast can also hit bystanders within range. Has powerful knockback, KOing any characters before 120% from center stage and as early as 35% at the edge. Terry has armor during the start-up of Buster Wolf (frames 1-15) that can withstand a maximum of 8% (9.6% in 1v1). Buster Wolf will not follow through with the second hit if the opponent is [[shield]]ing or hit while [[Floor Recovery|downed]], making the move punishable in the former case. Of note is that since Buster Wolf is an attack that activates upon successful contact with a target, Terry can bypass [[Wonderwing]]'s full [[invincibility]] and thus hit [[Banjo & Kazooie (SSBU)|Banjo & Kazooie]]. The initial hit can be canceled into his Final Smash. | | [[Buster Wolf]] || ↓ ↘ → ↓ ↘ → + attack/special<br>or<br>↓ → ↓ → + attack/special || 5% (initial hit), 20% (explosion), 15% (collateral) || Terry quickly slides forward along the ground to throw an energy-infused punch and asking, "Are you okay?". If he connects successfully with an opponent, he will follow up by generating an explosive energy blast from his fist. The blast can also hit bystanders within range. Has powerful knockback, KOing any characters before 120% from center stage and as early as 35% at the edge. Terry has armor during the start-up of Buster Wolf (frames 1-15) that can withstand a maximum of 8% (9.6% in 1v1). Buster Wolf will not follow through with the second hit if the opponent is [[shield]]ing or hit while [[Floor Recovery|downed]], making the move punishable in the former case. Of note is that since Buster Wolf is an attack that activates upon successful contact with a target, Terry can bypass [[Wonderwing]]'s full [[invincibility]] and thus hit [[Banjo & Kazooie (SSBU)|Banjo & Kazooie]]. The initial hit can be canceled into his Final Smash. |
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