Terry (SSBU)/Down smash: Difference between revisions
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==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== |
Revision as of 04:10, March 12, 2021
Overview
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].
Hitboxes
Timing
Charges between | 2-3 |
---|---|
Hitboxes | 8-11 |
Interruptible | 41 |
Animation length | 65 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|