Terry (SSBU)/Neutral aerial: Difference between revisions
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{{SSBU|Terry}} performs a knifehand strike, based on his jumping light punch in the Fatal Fury series. It's strikingly similar to {{SSB4|Ryu}}'s [[Ryu (SSB4)/Neutral aerial|neutral aerial]] in [[Smash 4]], possessing similar and arguably better properties overall. This includes a better autocancel window and drastically improved active frames. However, unlike Smash 4 Ryu, Terry is unable to use neutral aerial twice in a [[short hop]] by one frame, and there is a bit more landing lag. | {{SSBU|Terry}} performs a knifehand strike, based on his jumping light punch in the Fatal Fury series. It's strikingly similar to {{SSB4|Ryu}}'s [[Ryu (SSB4)/Neutral aerial|neutral aerial]] in [[Smash 4]], possessing similar and arguably better properties overall. This includes a better autocancel window and drastically improved active frames. However, unlike Smash 4 Ryu, Terry is unable to use neutral aerial twice in a [[short hop]] by one frame, and there is a bit more landing lag. | ||
Terry's | Terry's neutral aerial is frame 4, the fastest of his aerial kit. This, coupled with its special cancel qualities, makes it an excellent punish against overextending opponents. It's not uncommon to see Terry break out of a combo with this and then cancel into [[Burning Knuckle]], reversing the situation and possibly even scoring a KO for himself. It's also possible to use neutral aerial out of dodge attack [https://cdn.discordapp.com/attachments/589348977695129663/750793582432092240/image0.png to confirm Burning Knuckle]. | ||
Outside of disadvantage, neutral aerial remains an extremely effective tool. Landing with the move launches the opponent upwards, allowing Terry to full hop into a second neutral aerial to confirm Burning Knuckle as a consistent [[kill confirm]]. This property can also be abused for platform [[tech]] situations at Mid%s. Neutral aerial is also possible out of down tilt at around 65% on average, which gives Terry significant kill power at ledge. Terry's [[Terry (SSBU)/Down aerial|down aerial]] has low endlag, which allows for neutral aerial to be used out of it. A sourspot down aerial can also confirm the move, which has led to Terry players alternating between down aerial and neutral aerial in sequence for combos, especially out of landing [[Terry (SSBU)/Up aerial|up aerial]]. This gives Terry strong shield pressure and combo potential, making it difficult for players to get Terry off them once he gets in. Both moves also possess [[disjoint]]s, making them difficult to challenge for characters with poor hitboxes. | |||
Neutral aerial is extremely safe on shield, being -3 early and -4 late | Neutral aerial is extremely safe on shield, being -3 early and -4 late, allowing Terry to use [[Terry (SSBU)/Neutral attack|neutral attack]] to further pressure shield, hitting out of shield attempts, likely with [[Power Dunk]] or [[Burning Knuckle]], the latter of which will likely [[shield break]]. If special cancelled on shield, neutral aerial will be effectively +3 on shield regardless of hit, allowing Terry to use [[Power Dunk]] to [[shield poke]] or hit opponents trying to punish [[out of shield]]. Even against a [[perfect shield]], the frame advantage is neutral when special cancelling, allowing for mixup situations. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 04:24, March 12, 2021
Overview
Terry performs a knifehand strike, based on his jumping light punch in the Fatal Fury series. It's strikingly similar to Ryu's neutral aerial in Smash 4, possessing similar and arguably better properties overall. This includes a better autocancel window and drastically improved active frames. However, unlike Smash 4 Ryu, Terry is unable to use neutral aerial twice in a short hop by one frame, and there is a bit more landing lag.
Terry's neutral aerial is frame 4, the fastest of his aerial kit. This, coupled with its special cancel qualities, makes it an excellent punish against overextending opponents. It's not uncommon to see Terry break out of a combo with this and then cancel into Burning Knuckle, reversing the situation and possibly even scoring a KO for himself. It's also possible to use neutral aerial out of dodge attack to confirm Burning Knuckle.
Outside of disadvantage, neutral aerial remains an extremely effective tool. Landing with the move launches the opponent upwards, allowing Terry to full hop into a second neutral aerial to confirm Burning Knuckle as a consistent kill confirm. This property can also be abused for platform tech situations at Mid%s. Neutral aerial is also possible out of down tilt at around 65% on average, which gives Terry significant kill power at ledge. Terry's down aerial has low endlag, which allows for neutral aerial to be used out of it. A sourspot down aerial can also confirm the move, which has led to Terry players alternating between down aerial and neutral aerial in sequence for combos, especially out of landing up aerial. This gives Terry strong shield pressure and combo potential, making it difficult for players to get Terry off them once he gets in. Both moves also possess disjoints, making them difficult to challenge for characters with poor hitboxes.
Neutral aerial is extremely safe on shield, being -3 early and -4 late, allowing Terry to use neutral attack to further pressure shield, hitting out of shield attempts, likely with Power Dunk or Burning Knuckle, the latter of which will likely shield break. If special cancelled on shield, neutral aerial will be effectively +3 on shield regardless of hit, allowing Terry to use Power Dunk to shield poke or hit opponents trying to punish out of shield. Even against a perfect shield, the frame advantage is neutral when special cancelling, allowing for mixup situations.
Hitboxes
Timing
Attack
Initial autocancel | 1-3 |
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Clean hit | 4-8 |
Late hit | 9-19 |
Ending autocancel | 24- |
Interruptible | 34 |
Animation length | 37 |
Landing lag
Interruptible | 8 |
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Animation length | 65 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
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