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Super Special Move: Difference between revisions

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{{ArticleIcons|ultimate=y}}
{{ArticleIcons|ultimate=y}}
[[Terry]] has access to two '''Super Special Moves''', executed through [[Command Input Special Moves|command inputs]]. He can use these moves if on the ground and above 100% damage, or below either 100 HP or 30% of his maximum HP in Stamina mode (whichever is lower). The activation of Super Special Moves is signaled by a "GO" icon over his damage meter (originating from ''Real Bout Fatal Fury'').  
[[File:Terry Buster Wolf SSBU.gif|thumb|300px|{{SSBU|Terry}} executing Buster Wolf in ''Ultimate''.]]
[[Terry]] has access to two '''Super Special Moves''' as a [[fighter ability]], executed through [[Command Input Special Moves|command inputs]]. He can use these moves if grounded and above 100% damage. In [[Stamina Mode]], he can use the moves if below either 100 [[HP]] or 30% of his maximum HP, whichever is lower, though the requirement to be grounded still applies. The availability of Super Special Moves is signalled by a "GO!" icon over his [[damage]] meter.


These moves are:
These moves are:
*[[Buster Wolf]]
*[[Buster Wolf]]
**Executed with '''↓ ↘ → ↓ ↘ → + Attack/Special''' or '''↓ → ↓ → + Attack/Special'''.
*[[Power Geyser]]
*[[Power Geyser]]
**Executed with '''↓ ↙ ← ↙ → + Attack/Special''' or '''↓ ← ↓ → + Attack/Special'''.
Super Special Moves are extremely powerful with no limit on how they can be used once accessible. Additionally, they both have frame 1 damage-based [[armor]] upon use, adding a degree of safety against weak attacks. They also deal high [[shield damage]], with a [[Terry (SSBU)/Forward tilt|forward tilt]] → Power Geyser outright [[shield break|breaking shields]] should a player hold it. While very powerful, though, they are very punishable on whiff, having enormous endlag. If a shield break isn't possible, they're also very unsafe on [[shield]], further adding to their punishable nature. Ergo, a player can't simply throw them out and win consistently, instead having to confirm them through [[combo]]s and hard punishes. Since they're only accessible to a player that does the proper inputs, there is a learning curve to using them successfully as well, with techniques such as [[Command Input Special Moves#Renda cancelling|Renda cancelling]] available to make them more accessible. Make no mistake though: in the hands of an experienced player, Super Special Moves are among the most devastating attacks in the game.
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==Origin==
[[File:PowerGeyserSprite.gif|thumb|200px|Terry using Power Geyser in {{s|wikipedia|Fatal Fury Special}}. Notice the flashing life bar signalling its availability.]]
Super Special Moves are based on Desperation Moves, a ''Fatal Fury'' mechanic beginning in ''{{s|wikipedia|Fatal Fury 2}}''. When active, characters can execute special moves when their life bar is flashing at 20% HP. In Terry's case, this was Power Geyser, executed almost identically to how it is in Super Smash Bros. Ultimate. The "GO!" symbol originated in ''{{s|wikipedia|Real Bout Fatal Fury}}'', designed to make it easier to tell when Desperation Moves are available.


[[Category:Terry]]
[[Category:Terry]]

Revision as of 02:11, March 24, 2021

Terry executing Buster Wolf in Ultimate.

Terry has access to two Super Special Moves as a fighter ability, executed through command inputs. He can use these moves if grounded and above 100% damage. In Stamina Mode, he can use the moves if below either 100 HP or 30% of his maximum HP, whichever is lower, though the requirement to be grounded still applies. The availability of Super Special Moves is signalled by a "GO!" icon over his damage meter.

These moves are:

  • Buster Wolf
    • Executed with ↓ ↘ → ↓ ↘ → + Attack/Special or ↓ → ↓ → + Attack/Special.
  • Power Geyser
    • Executed with ↓ ↙ ← ↙ → + Attack/Special or ↓ ← ↓ → + Attack/Special.

Super Special Moves are extremely powerful with no limit on how they can be used once accessible. Additionally, they both have frame 1 damage-based armor upon use, adding a degree of safety against weak attacks. They also deal high shield damage, with a forward tilt → Power Geyser outright breaking shields should a player hold it. While very powerful, though, they are very punishable on whiff, having enormous endlag. If a shield break isn't possible, they're also very unsafe on shield, further adding to their punishable nature. Ergo, a player can't simply throw them out and win consistently, instead having to confirm them through combos and hard punishes. Since they're only accessible to a player that does the proper inputs, there is a learning curve to using them successfully as well, with techniques such as Renda cancelling available to make them more accessible. Make no mistake though: in the hands of an experienced player, Super Special Moves are among the most devastating attacks in the game.

Origin

Terry using Power Geyser in Fatal Fury Special. Notice the flashing life bar signalling its availability.

Super Special Moves are based on Desperation Moves, a Fatal Fury mechanic beginning in Fatal Fury 2. When active, characters can execute special moves when their life bar is flashing at 20% HP. In Terry's case, this was Power Geyser, executed almost identically to how it is in Super Smash Bros. Ultimate. The "GO!" symbol originated in Real Bout Fatal Fury, designed to make it easier to tell when Desperation Moves are available.