Editing Super Special Move
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{{ArticleIcons|ultimate=y}} | {{ArticleIcons|ultimate=y}} | ||
[[File:Terry Buster Wolf SSBU.gif|thumb|300px|{{SSBU|Terry}} executing Buster Wolf in ''Ultimate''.]] | [[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 " | [[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: | ||
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*[[Power Geyser]] | *[[Power Geyser]] | ||
**Executed with '''↓ ↙ ← ↙ → + Attack/Special''' or '''↓ ← ↓ → + Attack/Special'''. | **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. | |||
Super Special Moves are extremely powerful with no limit on how they can be used once | |||
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==Origin== | ==Origin== | ||
[[File:PowerGeyserSprite.gif|thumb|200px|Terry using Power Geyser in | [[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 | 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]] | ||
[[Category:Terry (SSBU)]] | [[Category:Terry (SSBU)]] |