Super Smash Bros. Ultimate

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 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==

Revision as of 04:10, March 12, 2021

Hitbox visualization showing Terry's down smash.

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

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 AngleIcon32.png Standard 36 82 0 HitboxTableIcon(False).png 3.0 top 0.0 5.0 7.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Terry Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 12.0% 0 AngleIcon32.png Standard 36 82 0 HitboxTableIcon(False).png 3.0 top 0.0 6.0 11.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Terry Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 12.0% 0 AngleIcon32.png Standard 31 87 0 HitboxTableIcon(False).png 4.0 top 0.0 7.0 16.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Terry Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Charges between 2-3
Hitboxes 8-11
Interruptible 41
Animation length 65
FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).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(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
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible