Terry (SSBU)/Command input/Command input 2

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< Terry (SSBU)‎ | Command input
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Terry Buster Wolf hitbox visualizations
Hitgrab TerryBusterWolf.gif
Throw TerryBusterWolfSuccess.gif

Overview

Terry charges at the opponent before letting rip an energy-infused punch. Being a Super Special Move, Buster Wolf can only be executed if Terry has sustained 100% damage, or if he's reached 30% of his HP in Stamina Mode. It can only be executed through a somewhat difficult command input, specifically ↓ ↘ → ↓ ↘ + Attack / Special. Like most command specials, the move is fairly easy to drop cancel, making it easy to use on platforms.

Buster Wolf is just as fast as Burning Knuckle on startup, and considering how far Terry will lunge, this makes it somewhat difficult to react to. This lunge also makes it a near-guaranteed confirm out of forward tilt pre-tumble[1], and can even KO near the edge. The speed makes it possible to confirm out of jab 2 as well, though it requires a down tilt beforehand[2].

Buster Wolf has 8% damage-based armor on frames 1-15, and intangibility on the arm from frames 10-23, the latter of which makes the grab itself disjointed. Throughout the throw, Terry is intangible. The armor is of particular note, as it's just enough to block most ledge attacks, as well as some projectiles. This can make it a risky, albeit highly rewarding defensive option, especially at the ledge considering its frame 1 armor.

Despite appearances, Buster Wolf is a technically a hitbox that triggers a grab, like Fishing Rod. This makes it blockable by shields, and while it can cross up, it's still -45 on shield at worst. Furthermore, on hit, some characters can fall out of the throw itself if the startup doesn't connect properly, which is incredibly unsafe on hit. This makes Buster Wolf a high-risk, high-reward move a lot of the time.

Hitboxes

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The editor who added this tag elaborates: Frame Data
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Timing

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The editor who added this tag elaborates: Frame Strip, FAF/AL
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Hitgrab 14-23
Throw 46-?
Interruptible 66
Animation length ?
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible

References